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2025-06-18 10:34:00 +09:00
parent 92fba65655
commit cb33180e66
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//-----------------------------------------------------------------------------
// Configuration
//-----------------------------------------------------------------------------
using System;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Project-wide shader configuration options.
/// </summary>
/// <remarks>This enum will generate the proper shader defines.</remarks>
///<seealso cref="ShaderConfig"/>
[GenerateHLSL]
public static class ShaderOptions
{
/// <summary>Max number of lights supported on mobile with OpenGL 3.0 and below.</summary>
public const int k_MaxVisibleLightCountLowEndMobile = 16;
/// <summary>Max number of lights supported on mobile, OpenGL, and WebGPU platforms.</summary>
public const int k_MaxVisibleLightCountMobile = 32;
/// <summary>Max number of lights supported on desktop platforms.</summary>
public const int k_MaxVisibleLightCountDesktop = 32;
/// <summary> Switch fog keywords (FOG_LINEAR, FOG_EXP and FOG_EXP2) to dynamic branching.</summary>
/// <remarks> For more information on dynamic branches, refer to [Shader Branching](https://docs.unity3d.com/Manual/shader-branching.html).</remarks>
public const int k_UseDynamicBranchFogKeyword = 0;
};
}

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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
//
#ifndef SHADERCONFIG_CS_HLSL
#define SHADERCONFIG_CS_HLSL
//
// UnityEngine.Rendering.Universal.ShaderOptions: static fields
//
#define MAX_VISIBLE_LIGHT_COUNT_LOW_END_MOBILE (16)
#define MAX_VISIBLE_LIGHT_COUNT_MOBILE (32)
#define MAX_VISIBLE_LIGHT_COUNT_DESKTOP (32)
#define USE_DYNAMIC_BRANCH_FOG_KEYWORD (0)
#endif

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