diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index fb2cf68bf39..9e5354125c0 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -168,6 +168,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed shader compilation errors when using multiple lights in DX10 level GPU. [case 1222302](https://issuetracker.unity3d.com/issues/urp-no-materials-apart-from-ui-are-rendered-when-using-direct3d11-graphics-api-on-a-dx10-gpu) - Fixed an issue with shadows not being correctly calculated in some shaders. - Fixed invalid implementation of one function in LWRP -> URP backward compatibility support. +- Fixed issue on Nintendo Switch where maximum number of visible lights in C# code did not match maximum number in shader code. - Fixed OpenGL ES 3.0 support for URP ShaderGraph. [case 1230890](https://issuetracker.unity3d.com/issues/urptemplate-gles3-android-custom-shader-fails-to-compile-on-adreno-306-gpu) - Fixed an issue where multi edit camera properties didn't work. [case 1230080](https://issuetracker.unity3d.com/issues/urp-certain-settings-are-not-applied-to-all-cameras-when-multi-editing-in-the-inspector) diff --git a/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl b/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl index 4116ac56341..f2324bc6a1b 100644 --- a/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl +++ b/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl @@ -7,7 +7,7 @@ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderTypes.cs.hlsl" -#if defined(SHADER_API_MOBILE) || defined(SHADER_API_GLCORE) +#if defined(SHADER_API_MOBILE) || (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH)) // Workaround for bug on Nintendo Switch where SHADER_API_GLCORE is mistakenly defined #define MAX_VISIBLE_LIGHTS 32 #else #define MAX_VISIBLE_LIGHTS 256