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//-----------------------------------------------------------------------------
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// Configuration
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//-----------------------------------------------------------------------------
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using System;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Project-wide shader configuration options.
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/// </summary>
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/// <remarks>This enum will generate the proper shader defines.</remarks>
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///<seealso cref="ShaderConfig"/>
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[GenerateHLSL]
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public static class ShaderOptions
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{
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/// <summary>Max number of lights supported on mobile with OpenGL 3.0 and below.</summary>
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public const int k_MaxVisibleLightCountLowEndMobile = 16;
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/// <summary>Max number of lights supported on mobile, OpenGL, and WebGPU platforms.</summary>
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public const int k_MaxVisibleLightCountMobile = 32;
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/// <summary>Max number of lights supported on desktop platforms.</summary>
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public const int k_MaxVisibleLightCountDesktop = 32;
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/// <summary> Switch fog keywords (FOG_LINEAR, FOG_EXP and FOG_EXP2) to dynamic branching.</summary>
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/// <remarks> For more information on dynamic branches, refer to [Shader Branching](https://docs.unity3d.com/Manual/shader-branching.html).</remarks>
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public const int k_UseDynamicBranchFogKeyword = 0;
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};
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}
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//
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// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
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//
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#ifndef SHADERCONFIG_CS_HLSL
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#define SHADERCONFIG_CS_HLSL
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//
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// UnityEngine.Rendering.Universal.ShaderOptions: static fields
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//
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#define MAX_VISIBLE_LIGHT_COUNT_LOW_END_MOBILE (16)
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#define MAX_VISIBLE_LIGHT_COUNT_MOBILE (32)
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#define MAX_VISIBLE_LIGHT_COUNT_DESKTOP (32)
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#define USE_DYNAMIC_BRANCH_FOG_KEYWORD (0)
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#endif
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@@ -0,0 +1,7 @@
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@@ -0,0 +1,16 @@
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{
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"includePlatforms": [],
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}
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@@ -0,0 +1,7 @@
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