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#if HDRP_PRESENT || URP_PRESENT
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#if HDRP_PRESENT
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var enabled = new ShaderKeyword(shader, "HDRP_ENABLED"); |
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var disabled = new ShaderKeyword(shader, "URP_ENABLED"); |
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var keyword = new ShaderKeyword(shader, "HDRP_ENABLED"); |
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var enabled = new ShaderKeyword(shader, "HDRP_DISABLED"); |
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var disabled = new ShaderKeyword(shader, "HDRP_ENABLED"); |
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var keyword = new ShaderKeyword(shader, "HDRP_DISABLED"); |
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var skeys = data[i].shaderKeywordSet.GetShaderKeywords(); |
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foreach (var s in skeys) |
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{ |
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var txt = ShaderKeyword.GetGlobalKeywordName(s); |
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txt = ShaderKeyword.GetKeywordName(shader, s); |
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} |
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if (data[i].shaderKeywordSet.IsEnabled(keyword)) |
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continue; |
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data[i].shaderKeywordSet.Enable(enabled); |
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data[i].shaderKeywordSet.Disable(disabled); |
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data.RemoveAt(i); |
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} |
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#endif
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} |