diff --git a/Tools/check-shader-includes-exclusions.txt b/Tools/check-shader-includes-exclusions.txt index 0437b0f7bbb..310f95fa581 100644 --- a/Tools/check-shader-includes-exclusions.txt +++ b/Tools/check-shader-includes-exclusions.txt @@ -1,2 +1,3 @@ com.unity.render-pipelines.xboxone/ShaderLibrary/API/XBoxOne.hlsl com.unity.render-pipelines.ps4/ShaderLibrary/API/PSSL.hlsl +com.unity.render-pipelines.ps5/ShaderLibrary/API/PSSL.hlsl diff --git a/com.unity.postprocessing/CHANGELOG.md b/com.unity.postprocessing/CHANGELOG.md index e08063ca5e4..0dd520aed6b 100644 --- a/com.unity.postprocessing/CHANGELOG.md +++ b/com.unity.postprocessing/CHANGELOG.md @@ -9,6 +9,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Fixed - Fix FXAA when running on render-targets without alpha channel: force using green channel as luminance +### Added +- Support for the PlayStation 5 platform has been added. + ### Changed - ResetProjection isn't being called anymore if Temporal Anti-aliasing isn't enabled, allowing the use of custom projection matrices. diff --git a/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs b/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs index 330bff62ec0..0ccbced44ae 100644 --- a/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs +++ b/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs @@ -26,6 +26,9 @@ public static bool isTargetingConsoles { var t = EditorUserBuildSettings.activeBuildTarget; return t == BuildTarget.PS4 +#if UNITY_PS5 + || t == BuildTarget.PS5 +#endif || t == BuildTarget.XboxOne || t == BuildTarget.Switch; } diff --git a/com.unity.postprocessing/PostProcessing/Runtime/PostProcessRenderContext.cs b/com.unity.postprocessing/PostProcessing/Runtime/PostProcessRenderContext.cs index e036f813602..af37b3128de 100644 --- a/com.unity.postprocessing/PostProcessing/Runtime/PostProcessRenderContext.cs +++ b/com.unity.postprocessing/PostProcessing/Runtime/PostProcessRenderContext.cs @@ -38,7 +38,7 @@ public Camera camera stereoRenderingMode = StereoRenderingMode.MultiPass; #endif -#if UNITY_STANDALONE || UNITY_EDITOR || UNITY_PS4 +#if UNITY_STANDALONE || UNITY_EDITOR || UNITY_PS4 || UNITY_PS5 if (xrDesc.dimension == TextureDimension.Tex2DArray) stereoRenderingMode = StereoRenderingMode.SinglePassInstanced; #endif diff --git a/com.unity.postprocessing/PostProcessing/Shaders/API/PSSL.hlsl b/com.unity.postprocessing/PostProcessing/Shaders/API/PSSL.hlsl index ef3eafb6b4b..1982bcb3616 100644 --- a/com.unity.postprocessing/PostProcessing/Shaders/API/PSSL.hlsl +++ b/com.unity.postprocessing/PostProcessing/Shaders/API/PSSL.hlsl @@ -2,9 +2,6 @@ #define UNITY_REVERSED_Z 1 #define UNITY_GATHER_SUPPORTED (SHADER_TARGET >= 50) #define UNITY_CAN_READ_POSITION_IN_FRAGMENT_PROGRAM 1 -#define INTRINSIC_MINMAX3 -#define Min3 min3 -#define Max3 max3 #define TEXTURE2D_SAMPLER2D(textureName, samplerName) Texture2D textureName; SamplerState samplerName #define TEXTURE3D_SAMPLER3D(textureName, samplerName) Texture3D textureName; SamplerState samplerName @@ -43,7 +40,7 @@ #define UNITY_LOOP [loop] #define UNITY_FASTOPT [fastopt] -#define CBUFFER_START(name) ConstantBuffer name { +#define CBUFFER_START(name) cbuffer name { #define CBUFFER_END }; #if UNITY_GATHER_SUPPORTED diff --git a/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScreenSpaceReflections.hlsl b/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScreenSpaceReflections.hlsl index 90a967c4256..9a44e53ea00 100644 --- a/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScreenSpaceReflections.hlsl +++ b/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScreenSpaceReflections.hlsl @@ -327,14 +327,8 @@ float4 FragReproject(VaryingsDefault i) : SV_Target _MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2( k.x, k.y)), 0) ); - // PS4 INTRINSIC_MINMAX3 - #if SHADER_API_PSSL - float4 minimum = min3(min3(min3(min3(top[0], top[1], top[2]), top[3], bottom[0]), bottom[1], bottom[2]), bottom[3], color); - float4 maximum = max3(max3(max3(max3(top[0], top[1], top[2]), top[3], bottom[0]), bottom[1], bottom[2]), bottom[3], color); - #else - float4 minimum = min(min(min(min(min(min(min(min(top[0], top[1]), top[2]), top[3]), bottom[0]), bottom[1]), bottom[2]), bottom[3]), color); - float4 maximum = max(max(max(max(max(max(max(max(top[0], top[1]), top[2]), top[3]), bottom[0]), bottom[1]), bottom[2]), bottom[3]), color); - #endif + float4 minimum = min(min(min(min(min(min(min(min(top[0], top[1]), top[2]), top[3]), bottom[0]), bottom[1]), bottom[2]), bottom[3]), color); + float4 maximum = max(max(max(max(max(max(max(max(top[0], top[1]), top[2]), top[3]), bottom[0]), bottom[1]), bottom[2]), bottom[3]), color); float4 history = _History.SampleLevel(sampler_History, UnityStereoTransformScreenSpaceTex(uv), 0); history = clamp(history, minimum, maximum); diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index 5906ce0a3e8..66bf85ffd6b 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -9,6 +9,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. Version Updated The version number for this package has increased due to a version update of a related graphics package. +### Added +- Support for the PlayStation 5 platform has been added. + ## [11.0.0] - 2020-10-21 ### Fixed diff --git a/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs b/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs index afe525c02ec..72bab51a2db 100644 --- a/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs +++ b/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs @@ -39,6 +39,7 @@ public static bool useTexArray case GraphicsDeviceType.Direct3D11: case GraphicsDeviceType.Direct3D12: case GraphicsDeviceType.PlayStation4: + case GraphicsDeviceType.PlayStation5: case GraphicsDeviceType.Vulkan: return true; diff --git a/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl index c90c391f537..11fc6e7fd55 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl @@ -160,8 +160,10 @@ // Include language header #if defined(SHADER_API_XBOXONE) #include "Packages/com.unity.render-pipelines.xboxone/ShaderLibrary/API/XBoxOne.hlsl" -#elif defined(SHADER_API_PSSL) +#elif defined(SHADER_API_PS4) #include "Packages/com.unity.render-pipelines.ps4/ShaderLibrary/API/PSSL.hlsl" +#elif defined(SHADER_API_PS5) +#include "Packages/com.unity.render-pipelines.ps5/ShaderLibrary/API/PSSL.hlsl" #elif defined(SHADER_API_D3D11) #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/API/D3D11.hlsl" #elif defined(SHADER_API_METAL) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 5e044da921b..34c5d3c5fa8 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -6,6 +6,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [12.0.0] - 2021-01-11 +### Added +- Added support for the PlayStation 5 platform. + ### Fixed - Fixed GC allocations from XR occlusion mesh when using multipass. - Fixed XR depth copy when using MSAA. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Building-For-Consoles.md b/com.unity.render-pipelines.high-definition/Documentation~/Building-For-Consoles.md index 8e25d678063..bc2bb091650 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Building-For-Consoles.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Building-For-Consoles.md @@ -1,8 +1,9 @@ # Building your Project for consoles -To build a Project for the **PlayStation 4** or **Xbox One**, you need to install an additional package for each platform you want to support. The packages for each platform are: +To build a Project for the **PlayStation 4**, **PlayStation 5** or **Xbox One**, you need to install an additional package for each platform you want to support. The packages for each platform are: - **PlayStation 4**: com.unity.render-pipelines.ps4 +- **PlayStation 5**: com.unity.render-pipelines.ps5 - **Xbox One**: com.unity.render-pipelines.xboxone ## Platform package installation diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs index 4fceaee5b72..4f7435f4b28 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs @@ -305,7 +305,7 @@ internal DebugDisplaySettings() s_RenderingFullScreenDebugStrings = s_RenderingFullScreenDebugStrings.Where((val, idx) => (idx + FullScreenDebugMode.MinRenderingFullScreenDebug) != FullScreenDebugMode.VertexDensity).ToArray(); s_RenderingFullScreenDebugValues = s_RenderingFullScreenDebugValues.Where((val, idx) => (idx + FullScreenDebugMode.MinRenderingFullScreenDebug) != FullScreenDebugMode.VertexDensity).ToArray(); } - if (device == GraphicsDeviceType.Metal || device == GraphicsDeviceType.PlayStation4) + if (device == GraphicsDeviceType.Metal || device == GraphicsDeviceType.PlayStation4 || device == GraphicsDeviceType.PlayStation5) { s_RenderingFullScreenDebugStrings = s_RenderingFullScreenDebugStrings.Where((val, idx) => (idx + FullScreenDebugMode.MinRenderingFullScreenDebug) != FullScreenDebugMode.QuadOverdraw).ToArray(); s_RenderingFullScreenDebugValues = s_RenderingFullScreenDebugValues.Where((val, idx) => (idx + FullScreenDebugMode.MinRenderingFullScreenDebug) != FullScreenDebugMode.QuadOverdraw).ToArray(); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderBase.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderBase.hlsl index 3d16077fe2e..01222c07673 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderBase.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderBase.hlsl @@ -4,20 +4,6 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl" -#ifdef SHADER_API_PSSL - #ifndef Texture2DMS - #define Texture2DMS MS_Texture2D - #endif - - #ifndef SampleCmpLevelZero - #define SampleCmpLevelZero SampleCmpLOD0 - #endif - - #ifndef firstbithigh - #define firstbithigh FirstSetBit_Hi - #endif -#endif - #ifdef MSAA_ENABLED TEXTURE2D_X_MSAA(float, g_depth_tex) : register( t0 ); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs index 3b825e4929a..993874d61ef 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs @@ -152,6 +152,7 @@ static bool NeedTemporarySubsurfaceBuffer() // Most modern GPUs support it. We can avoid performing a costly copy in this case. // TODO: test/implement for other platforms. return (SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation4 && + SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation5 && SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOne && SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOneD3D12); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs index 9d69d22dcef..48114f00759 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs @@ -248,6 +248,7 @@ PrepassOutput RenderPrepass(RenderGraph renderGraph, // Only on consoles is safe to read and write from/to the depth atlas bool mip1FromDownsampleForLowResTrans = SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation4 || + SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation5 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne || SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12; mip1FromDownsampleForLowResTrans = mip1FromDownsampleForLowResTrans && hdCamera.frameSettings.IsEnabled(FrameSettingsField.LowResTransparent); @@ -803,6 +804,7 @@ void RenderDBuffer(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle dec } bool canReadBoundDepthBuffer = SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation4 || + SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation5 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne || SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs index 3d190230265..8a99e2587ab 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs @@ -715,6 +715,7 @@ internal static bool IsSupportedGraphicDevice(GraphicsDeviceType graphicDevice) return (graphicDevice == GraphicsDeviceType.Direct3D11 || graphicDevice == GraphicsDeviceType.Direct3D12 || graphicDevice == GraphicsDeviceType.PlayStation4 || + graphicDevice == GraphicsDeviceType.PlayStation5 || graphicDevice == GraphicsDeviceType.XboxOne || graphicDevice == GraphicsDeviceType.XboxOneD3D12 || graphicDevice == GraphicsDeviceType.Metal || @@ -735,6 +736,7 @@ internal static bool IsSupportedBuildTarget(UnityEditor.BuildTarget buildTarget) buildTarget == UnityEditor.BuildTarget.WSAPlayer || buildTarget == UnityEditor.BuildTarget.XboxOne || buildTarget == UnityEditor.BuildTarget.PS4 || + buildTarget == UnityEditor.BuildTarget.PS5 || // buildTarget == UnityEditor.BuildTarget.iOS || // IOS isn't supported // buildTarget == UnityEditor.BuildTarget.Switch || // Switch isn't supported buildTarget == UnityEditor.BuildTarget.CloudRendering); diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index f2abebe6d65..2fa4c8304c7 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -6,6 +6,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [12.0.0] - 2021-01-11 +### Added +- Added support for the PlayStation 5 platform. + ### Fixed - Fixed an issue where objects in motion might jitter when the Pixel Perfect Camera is used. [case 1300474](https://issuetracker.unity3d.com/issues/urp-characters-sprite-repeats-in-the-build-when-using-pixel-perfect-camera-and-2d-renderer) - Fixed an issue where the letter box/pillar box areas were not properly cleared when the Pixel Perfect Camera is used. [case 1291224](https://issuetracker.unity3d.com/issues/pixel-perfect-image-artifact-appear-between-the-reference-resolution-and-screen-resolution-borders-when-strech-fill-is-enabled) @@ -16,7 +19,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [11.0.0] - 2020-10-21 ### Added - Added real-time Point Light Shadows. -- Added support for custom additional (i.e punctual) light shadow resolutions. - Added a supported MSAA samples count check, so the actual supported MSAA samples count value can be assigned to RenderTexture descriptors. - Added the TerrainCompatible SubShader Tag. Use this Tag in your custom shader to tell Unity that the shader is compatible with the Terrain system. - Added _CameraSortingLayerTexture global shader variable and related parameters diff --git a/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md b/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md index 8e25d678063..bc2bb091650 100644 --- a/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md +++ b/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md @@ -1,8 +1,9 @@ # Building your Project for consoles -To build a Project for the **PlayStation 4** or **Xbox One**, you need to install an additional package for each platform you want to support. The packages for each platform are: +To build a Project for the **PlayStation 4**, **PlayStation 5** or **Xbox One**, you need to install an additional package for each platform you want to support. The packages for each platform are: - **PlayStation 4**: com.unity.render-pipelines.ps4 +- **PlayStation 5**: com.unity.render-pipelines.ps5 - **Xbox One**: com.unity.render-pipelines.xboxone ## Platform package installation diff --git a/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs b/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs index 5f4ba45aa51..5fdf6f3c522 100644 --- a/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs +++ b/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs @@ -73,7 +73,7 @@ internal static bool useStructuredBuffer //GraphicsDeviceType deviceType = SystemInfo.graphicsDeviceType; //return !Application.isMobilePlatform && // (deviceType == GraphicsDeviceType.Metal || deviceType == GraphicsDeviceType.Vulkan || - // deviceType == GraphicsDeviceType.PlayStation4 || deviceType == GraphicsDeviceType.XboxOne); + // deviceType == GraphicsDeviceType.PlayStation4 || deviceType == GraphicsDeviceType.PlayStation5 || deviceType == GraphicsDeviceType.XboxOne); } } diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/hd.md b/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/hd.md index b3fa168727b..51eba427873 100644 --- a/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/hd.md +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/hd.md @@ -14,7 +14,7 @@ This Project Template uses the following features: This Template utilizes the High Definition Render Pipeline. -The High-Definition Render Pipeline prioritizes stunning, high-fidelity visuals and is intended for high-end hardware: GPU-compute-capable consoles, and PC hardware (DX11 and above, Xbox One, PS4, Metal (macOS), +The High-Definition Render Pipeline prioritizes stunning, high-fidelity visuals and is intended for high-end hardware: GPU-compute-capable consoles, and PC hardware (DX11 and above, Xbox One, PS4, PS5, Metal (macOS), and Vulkan (PC)). Because this Template was created to deliver great visuals the render pipeline asset, project, lighting, and post-processing settings have been tuned with a high-end experience in mind. This makes it a great starting point diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs index e73ef70b529..08e1bb6856e 100644 --- a/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs @@ -18,6 +18,7 @@ static IEnumerable GraphicsJobsValidBuildTargets yield return new TestCaseData(BuildTarget.iOS); yield return new TestCaseData(BuildTarget.Lumin); yield return new TestCaseData(BuildTarget.PS4); + yield return new TestCaseData(BuildTarget.PS5); yield return new TestCaseData(BuildTarget.Stadia); yield return new TestCaseData(BuildTarget.StandaloneLinux64); yield return new TestCaseData(BuildTarget.StandaloneOSX); @@ -43,6 +44,7 @@ private static bool GraphicsJobsEnabledByDefault(BuildTarget buildTarget) case BuildTarget.WebGL: return false; case BuildTarget.PS4: + case BuildTarget.PS5: case BuildTarget.Stadia: case BuildTarget.StandaloneLinux64: case BuildTarget.StandaloneWindows: diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs index 6b994735ce9..51eb8a269f1 100644 --- a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs @@ -18,6 +18,7 @@ static IEnumerable GraphicsJobsValidBuildTargets yield return new TestCaseData(BuildTarget.iOS); yield return new TestCaseData(BuildTarget.Lumin); yield return new TestCaseData(BuildTarget.PS4); + yield return new TestCaseData(BuildTarget.PS5); yield return new TestCaseData(BuildTarget.Stadia); yield return new TestCaseData(BuildTarget.StandaloneLinux64); yield return new TestCaseData(BuildTarget.StandaloneOSX); @@ -43,6 +44,7 @@ private static bool GraphicsJobsEnabledByDefault(BuildTarget buildTarget) case BuildTarget.WebGL: return false; case BuildTarget.PS4: + case BuildTarget.PS5: case BuildTarget.Stadia: case BuildTarget.StandaloneLinux64: case BuildTarget.StandaloneWindows: