From 04ce5f9e37a539e1aa9604a40e4ff6e999f95299 Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Thu, 21 Jan 2021 10:51:07 +0000 Subject: [PATCH 01/28] GameCore support for Core pipelines --- Tools/check-shader-includes-exclusions.txt | 1 + com.unity.render-pipelines.core/CHANGELOG.md | 1 + com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs | 3 +++ com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl | 4 +++- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + 5 files changed, 9 insertions(+), 1 deletion(-) diff --git a/Tools/check-shader-includes-exclusions.txt b/Tools/check-shader-includes-exclusions.txt index 310f95fa581..481ac3ab341 100644 --- a/Tools/check-shader-includes-exclusions.txt +++ b/Tools/check-shader-includes-exclusions.txt @@ -1,3 +1,4 @@ com.unity.render-pipelines.xboxone/ShaderLibrary/API/XBoxOne.hlsl +com.unity.render-pipelines.gamecore/ShaderLibrary/API/GameCore.hlsl com.unity.render-pipelines.ps4/ShaderLibrary/API/PSSL.hlsl com.unity.render-pipelines.ps5/ShaderLibrary/API/PSSL.hlsl diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index 4eabb0a713c..001f50c40f7 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -11,6 +11,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Added - Support for the PlayStation 5 platform has been added. +- Support for the XboxSeries platform has been added. ## [11.0.0] - 2020-10-21 diff --git a/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs b/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs index 72bab51a2db..ba437550402 100644 --- a/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs +++ b/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs @@ -38,6 +38,9 @@ public static bool useTexArray { case GraphicsDeviceType.Direct3D11: case GraphicsDeviceType.Direct3D12: + case GraphicsDeviceType.GameCoreScarlett: + case GraphicsDeviceType.GameCoreXboxOne: + return true; case GraphicsDeviceType.PlayStation4: case GraphicsDeviceType.PlayStation5: case GraphicsDeviceType.Vulkan: diff --git a/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl index 11fc6e7fd55..10e58e58246 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl @@ -158,7 +158,9 @@ #endif // Include language header -#if defined(SHADER_API_XBOXONE) +#if defined (SHADER_API_GAMECORE) +#include "Packages/com.unity.render-pipelines.gamecore/ShaderLibrary/API/GameCore.hlsl" +#elif defined(SHADER_API_XBOXONE) #include "Packages/com.unity.render-pipelines.xboxone/ShaderLibrary/API/XBoxOne.hlsl" #elif defined(SHADER_API_PS4) #include "Packages/com.unity.render-pipelines.ps4/ShaderLibrary/API/PSSL.hlsl" diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 0c26de98912..2fd3ee965b7 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -8,6 +8,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Added - Added support for the PlayStation 5 platform. +- Added spport for XboxSeries platform. ### Fixed - Fixed GC allocations from XR occlusion mesh when using multipass. From 2c2c217668ba534b412037d09b2ceef6c1a08a01 Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Thu, 21 Jan 2021 10:51:33 +0000 Subject: [PATCH 02/28] GameCore support for PostProcessing --- com.unity.postprocessing/CHANGELOG.md | 1 + .../PostProcessing/Editor/Utils/EditorUtilities.cs | 2 ++ .../PostProcessing/Runtime/Utils/RuntimeUtilities.cs | 7 ++++++- .../PostProcessing/Shaders/StdLib.hlsl | 2 +- 4 files changed, 10 insertions(+), 2 deletions(-) diff --git a/com.unity.postprocessing/CHANGELOG.md b/com.unity.postprocessing/CHANGELOG.md index 0dd520aed6b..417601af0e2 100644 --- a/com.unity.postprocessing/CHANGELOG.md +++ b/com.unity.postprocessing/CHANGELOG.md @@ -11,6 +11,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Added - Support for the PlayStation 5 platform has been added. +- Support for the XboxSeries 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 0ccbced44ae..77e18c56cb9 100644 --- a/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs +++ b/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs @@ -30,6 +30,8 @@ public static bool isTargetingConsoles || t == BuildTarget.PS5 #endif || t == BuildTarget.XboxOne + || t == BuildTarget.GameCoreScarlett + || t == BuiltTarget.GameCoreXboxone || t == BuildTarget.Switch; } } diff --git a/com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs b/com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs index 4e37d322c32..1710580385e 100644 --- a/com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs +++ b/com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs @@ -926,7 +926,12 @@ public static bool IsResolvedDepthAvailable(Camera camera) // TODO: Is there more proper way to determine this? What about SRPs? var gtype = SystemInfo.graphicsDeviceType; return camera.actualRenderingPath == RenderingPath.DeferredShading && - (gtype == GraphicsDeviceType.Direct3D11 || gtype == GraphicsDeviceType.Direct3D12 || gtype == GraphicsDeviceType.XboxOne); + (gtype == GraphicsDeviceType.Direct3D11 + || gtype == GraphicsDeviceType.Direct3D12 + || gtype == GraphicsDeviceType.GameCoreScarlett + || gtype == GraphicsDeviceType.GameCoreXboxOne + || gtype == GraphicsDeviceType.XboxOne + ); } /// diff --git a/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl b/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl index 224dc726308..01501ec744e 100644 --- a/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl +++ b/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl @@ -11,7 +11,7 @@ #if defined(SHADER_API_PSSL) #include "API/PSSL.hlsl" -#elif defined(SHADER_API_XBOXONE) +#elif defined(SHADER_API_XBOXONE) || defined (SHADER_API_GAMECORE) #include "API/XboxOne.hlsl" #elif defined(SHADER_API_D3D11) #include "API/D3D11.hlsl" From 47a1e83d3c45c475e2545906cd57577022b0dcfa Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Thu, 21 Jan 2021 10:52:23 +0000 Subject: [PATCH 03/28] GameCore support for HDRP --- .../Lighting/LightLoop/lightlistbuild-bigtile.compute | 2 +- .../Lighting/LightLoop/lightlistbuild-clustered.compute | 2 +- .../Runtime/Lighting/LightLoop/lightlistbuild.compute | 2 +- .../Runtime/Lighting/LightLoop/scrbound.compute | 5 +++++ .../VolumetricLighting/VolumetricLighting.compute | 7 ++++++- .../SubsurfaceScattering/SubsurfaceScattering.compute | 2 +- .../SubsurfaceScattering/SubsurfaceScatteringManager.cs | 5 ++++- .../Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs | 9 +++++++-- .../PathTracing/Shaders/PathTracingBSDF.hlsl | 4 ++-- .../Runtime/RenderPipeline/Utility/HDUtils.cs | 4 ++++ .../Runtime/ShaderLibrary/TextureXR.hlsl | 2 +- 11 files changed, 33 insertions(+), 11 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-bigtile.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-bigtile.compute index d71659b407d..81a8f905e08 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-bigtile.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-bigtile.compute @@ -144,7 +144,7 @@ void BigTileLightListGen(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_Gro } } -#if NR_THREADS > PLATFORM_LANE_COUNT || defined(SHADER_API_XBOXONE) || defined(SHADER_API_SWITCH) // not sure why XB1 and Switch need the barrier (it will not be correct without) +#if NR_THREADS > PLATFORM_LANE_COUNT || defined(SHADER_API_XBOXONE) || defined(SHADER_API_GAMECORE) || defined(SHADER_API_SWITCH) // not sure why XB1 and Switch need the barrier (it will not be correct without) GroupMemoryBarrierWithGroupSync(); #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute index 04569707a71..90ef5915c84 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute @@ -23,7 +23,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightingConvexHullUtils.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightCullUtils.hlsl" -#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) && !defined(SHADER_API_SWITCH) +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) && !defined(SHADER_API_SWITCH) && !defined(SHADER_API_GAMECORE) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/SortingComputeUtils.hlsl" #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild.compute index 6c50e049dec..504b1b7de29 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild.compute @@ -18,7 +18,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightingConvexHullUtils.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightCullUtils.hlsl" -#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) && !defined(SHADER_API_SWITCH) +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) && !defined(SHADER_API_SWITCH) && !defined(SHADER_API_GAMECORE) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/SortingComputeUtils.hlsl" #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/scrbound.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/scrbound.compute index 521759b54b3..61cf4cdd6fb 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/scrbound.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/scrbound.compute @@ -117,6 +117,11 @@ float4x4 PerspectiveProjection4x4(float a, float g, float n, float f) #undef PLATFORM_SUPPORTS_WAVE_INTRINSICS #endif +#ifdef SHADER_API_GAMECORE +// LaneSwizzle is not a supported intrinsic +#undef PLATFORM_SUPPORTS_WAVE_INTRINSICS +#endif + #define CLEAR_SIGN_BIT(X) (asint(X) & INT_MAX) #define DIV_ROUND_UP(N, D) (((N) + (D) - 1) / (D)) // No division by 0 checks diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute index 620d150d5d3..80eb5db04ab 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute @@ -85,7 +85,12 @@ TEXTURE2D_X(_MaxZMaskTexture); #if PRE_FILTER_LIGHT_LIST -#define MAX_SUPPORTED_LIGHTS min(48, MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE) +#if MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE > 48 +#define MAX_SUPPORTED_LIGHTS 48 +#else +#define MAX_SUPPORTED_LIGHTS MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE +#endif + groupshared int gs_localLightList[GROUP_SIZE_1D*GROUP_SIZE_1D][MAX_SUPPORTED_LIGHTS]; #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute index ffdcc2aa196..34ced4107e7 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute @@ -33,7 +33,7 @@ // Check for support of typed UAV loads from FORMAT_R16G16B16A16_FLOAT. // TODO: query the format support more precisely. -#if !(defined(SHADER_API_PSSL) || defined(SHADER_API_XBOXONE)) || defined(ENABLE_MSAA) +#if !(defined(SHADER_API_PSSL) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_GAMECORE)) || defined(ENABLE_MSAA) #define USE_INTERMEDIATE_BUFFER #endif 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 993874d61ef..b93cadffe25 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 @@ -154,7 +154,10 @@ static bool NeedTemporarySubsurfaceBuffer() return (SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation4 && SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation5 && SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOne && - SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOneD3D12); + SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOneD3D12 && + SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreXboxOne && + SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreScarlett); + } struct SubsurfaceScatteringParameters 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 48114f00759..025e83a9d2c 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 @@ -250,7 +250,10 @@ PrepassOutput RenderPrepass(RenderGraph renderGraph, bool mip1FromDownsampleForLowResTrans = SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation4 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation5 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne || - SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12; + SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12 || + SystemInfo.graphicsDeviceType == GraphicsDeviceType.GameCoreXboxOne || + SystemInfo.graphicsDeviceType == GraphicsDeviceType.GameCoreScarlett; + mip1FromDownsampleForLowResTrans = mip1FromDownsampleForLowResTrans && hdCamera.frameSettings.IsEnabled(FrameSettingsField.LowResTransparent); DownsampleDepthForLowResTransparency(renderGraph, hdCamera, mip1FromDownsampleForLowResTrans, ref result); @@ -806,7 +809,9 @@ 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; + SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12 || + SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreXboxOne || + SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreScarlett); if (!canReadBoundDepthBuffer) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingBSDF.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingBSDF.hlsl index 50166eae6f7..7e1aa6aec5a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingBSDF.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingBSDF.hlsl @@ -110,7 +110,7 @@ bool SampleAnisoGGX(MaterialData mtlData, float VdotH; float3 localV, localH; float3x3 localToWorld = GetTangentFrame(mtlData); - SampleAnisoGGXVisibleNormal(inputSample, mtlData.V, localToWorld, roughnessX, roughnessY, localV, localH, VdotH); + SampleAnisoGGXVisibleNormal(inputSample.xy, mtlData.V, localToWorld, roughnessX, roughnessY, localV, localH, VdotH); // Compute the reflection direction float3 localL = 2.0 * VdotH * localH - localV; @@ -336,7 +336,7 @@ bool SampleAnisoGGX(MaterialData mtlData, float VdotH; float3 localV, localH; float3x3 localToWorld = GetTangentFrame(mtlData); - SampleAnisoGGXVisibleNormal(inputSample, mtlData.V, localToWorld, roughnessX, roughnessY, localV, localH, VdotH); + SampleAnisoGGXVisibleNormal(inputSample.xy, mtlData.V, localToWorld, roughnessX, roughnessY, localV, localH, VdotH); // Compute refraction direction instead of reflection float3 localL = refract(-localV, localH, 1.0 / mtlData.bsdfData.ior); 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 8a99e2587ab..6a8f4531902 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 @@ -718,6 +718,8 @@ internal static bool IsSupportedGraphicDevice(GraphicsDeviceType graphicDevice) graphicDevice == GraphicsDeviceType.PlayStation5 || graphicDevice == GraphicsDeviceType.XboxOne || graphicDevice == GraphicsDeviceType.XboxOneD3D12 || + graphicDevice == GraphicsDeviceType.GameCoreXboxOne || + graphicDevice == GraphicsDeviceType.GameCoreScarlett || graphicDevice == GraphicsDeviceType.Metal || graphicDevice == GraphicsDeviceType.Vulkan // Switch isn't supported currently (19.3) @@ -735,6 +737,8 @@ internal static bool IsSupportedBuildTarget(UnityEditor.BuildTarget buildTarget) buildTarget == UnityEditor.BuildTarget.StandaloneOSX || buildTarget == UnityEditor.BuildTarget.WSAPlayer || buildTarget == UnityEditor.BuildTarget.XboxOne || + buildTarget == UnityEditor.BuildTarget.GameCoreXboxOne || + buildTarget == UnityEditor.BuildTarget.GameCoreScarlett || buildTarget == UnityEditor.BuildTarget.PS4 || buildTarget == UnityEditor.BuildTarget.PS5 || // buildTarget == UnityEditor.BuildTarget.iOS || // IOS isn't supported diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl index 556accc54e7..b443f650706 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl @@ -7,7 +7,7 @@ // single-pass doule-wide is deprecated // Must be in sync with C# with property useTexArray in TextureXR.cs -#if (defined(SHADER_API_D3D11) && !defined(SHADER_API_XBOXONE)) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) +#if (defined(SHADER_API_D3D11) && !defined(SHADER_API_XBOXONE)) || defined(SHADER_API_GAMECORE) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) #define UNITY_TEXTURE2D_X_ARRAY_SUPPORTED #endif From 064fa6e18cdbb00bbc45fab9be655608a46e157f Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Tue, 26 Jan 2021 16:26:14 +0000 Subject: [PATCH 04/28] Instancing and stencil fix --- com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl | 2 +- .../ShaderLibrary/UnityInstancing.hlsl | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl index 10e58e58246..82a728557da 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl @@ -1328,7 +1328,7 @@ void LODDitheringTransition(uint2 fadeMaskSeed, float ditherFactor) // while on other APIs is in the red channel. Note that on some platform, always using the green channel might work, but is not guaranteed. uint GetStencilValue(uint2 stencilBufferVal) { -#if defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) +#if defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_GAMECORE) return stencilBufferVal.y; #else return stencilBufferVal.x; diff --git a/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl index 86a3ad27340..513094e6c89 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl @@ -1,7 +1,7 @@ #ifndef UNITY_INSTANCING_INCLUDED #define UNITY_INSTANCING_INCLUDED -#if SHADER_TARGET >= 35 && (defined(SHADER_API_D3D11) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL)) +#if SHADER_TARGET >= 35 && (defined(SHADER_API_D3D11) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_GAMECORE) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL)) #define UNITY_SUPPORT_INSTANCING #endif From 118273cdfd1a4969eefd97db196a0f1d9e43783e Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Tue, 26 Jan 2021 16:26:56 +0000 Subject: [PATCH 05/28] Disable scalar optimization --- .../Runtime/Lighting/LightLoop/HDShadow.hlsl | 6 +++--- .../Runtime/Lighting/LightLoop/LightLoop.hlsl | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl index 1ee5202d7d7..1c399940211 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl @@ -32,7 +32,7 @@ float GetDirectionalShadowAttenuation(HDShadowContext shadowContext, float2 posi float GetPunctualShadowAttenuation(HDShadowContext shadowContext, float2 positionSS, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L, float L_dist, bool pointLight, bool perspecive) { -#if (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER)) +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE) && (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER)) shadowDataIndex = WaveReadLaneFirst(shadowDataIndex); #endif @@ -63,7 +63,7 @@ float GetPunctualShadowAttenuation(HDShadowContext shadowContext, float2 positio float GetPunctualShadowClosestDistance(HDShadowContext shadowContext, SamplerState sampl, real3 positionWS, int shadowDataIndex, float3 L, float3 lightPositionWS, bool pointLight) { -#if (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER)) +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE) && (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER)) shadowDataIndex = WaveReadLaneFirst(shadowDataIndex); #endif @@ -94,7 +94,7 @@ float GetRectAreaShadowAttenuation(HDShadowContext shadowContext, float2 positio { // We need to disable the scalarization here on xbox due to bad code generated by FXC for the eye shader. // This shouldn't have an enormous impact since with Area lights we are already exploded in VGPR by this point. -#if !defined(SHADER_API_XBOXONE) && (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER)) +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE) && (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER)) shadowDataIndex = WaveReadLaneFirst(shadowDataIndex); #endif HDShadowData sd = shadowContext.shadowDatas[shadowDataIndex]; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl index a80b8fb7d6c..7cc10b88a80 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl @@ -10,7 +10,7 @@ #ifndef SCALARIZE_LIGHT_LOOP // We perform scalarization only for forward rendering as for deferred loads will already be scalar since tiles will match waves and therefore all threads will read from the same tile. // More info on scalarization: https://flashypixels.wordpress.com/2018/11/10/intro-to-gpu-scalarization-part-2-scalarize-all-the-lights/ -#define SCALARIZE_LIGHT_LOOP (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER) && SHADERPASS == SHADERPASS_FORWARD) +#define SCALARIZE_LIGHT_LOOP (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER) && !defined(SHADER_API_GAMECORE) && SHADERPASS == SHADERPASS_FORWARD) #endif From 79f9022a2fdaceb51ac115241b38e8798952a63c Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Tue, 26 Jan 2021 16:28:15 +0000 Subject: [PATCH 06/28] Fixed typo --- .../Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 025e83a9d2c..ad7da402017 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 @@ -811,7 +811,7 @@ void RenderDBuffer(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle dec SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne || SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12 || SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreXboxOne || - SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreScarlett); + SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreScarlett; if (!canReadBoundDepthBuffer) { From fcb489a0700cc6b654e628b3b9836c45acff644e Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Tue, 26 Jan 2021 16:32:49 +0000 Subject: [PATCH 07/28] Added XboxSeries pragmas to ShaderGraph --- com.unity.shadergraph/CHANGELOG.md | 3 +++ .../Editor/Generation/Enumerations/Platform.cs | 8 +++++++- .../Editor/Generation/Processors/Generator.cs | 2 +- 3 files changed, 11 insertions(+), 2 deletions(-) diff --git a/com.unity.shadergraph/CHANGELOG.md b/com.unity.shadergraph/CHANGELOG.md index f33c63d1daa..95eebe94897 100644 --- a/com.unity.shadergraph/CHANGELOG.md +++ b/com.unity.shadergraph/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 XboxSeries platform has been added. + ## [11.0.0] - 2020-10-21 ### Added diff --git a/com.unity.shadergraph/Editor/Generation/Enumerations/Platform.cs b/com.unity.shadergraph/Editor/Generation/Enumerations/Platform.cs index b63d2b3235e..4c65a11fc31 100644 --- a/com.unity.shadergraph/Editor/Generation/Enumerations/Platform.cs +++ b/com.unity.shadergraph/Editor/Generation/Enumerations/Platform.cs @@ -13,6 +13,8 @@ internal enum Platform Vulkan, D3D9, XboxOne, + GameCoreXboxOne, + GameCoreScarlett, Playstation, Switch, } @@ -40,6 +42,10 @@ public static string ToShaderString(this Platform platform) return "d3d11_9x"; case Platform.XboxOne: return "xboxone"; + case Platform.GameCoreXboxOne: + return "xboxone"; + case Platform.GameCoreScarlett: + return "xboxseries"; case Platform.Playstation: return "playstation"; case Platform.Switch: @@ -55,7 +61,7 @@ internal static class PragmaRenderers // Return high end platform list for the only renderer directive (The list use by HDRP) internal static Platform[] GetHighEndPlatformArray() { - return new Platform[] { Platform.D3D11, Platform.Playstation, Platform.XboxOne, Platform.Vulkan, Platform.Metal, Platform.Switch }; + return new Platform[] { Platform.D3D11, Platform.Playstation, Platform.XboxOne, Platform.GameCoreScarlett, Platform.Vulkan, Platform.Metal, Platform.Switch }; } } } diff --git a/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs index 23dcedecf57..1f5fd5f3c9c 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs @@ -705,7 +705,7 @@ void ProcessStackForPass(ContextData contextData, BlockFieldDescriptor[] passBlo #if !ENABLE_HYBRID_RENDERER_V2 if (hasDotsProperties) { - dotsInstancingOptionsBuilder.AppendLine("#if SHADER_TARGET >= 35 && (defined(SHADER_API_D3D11) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL))"); + dotsInstancingOptionsBuilder.AppendLine("#if SHADER_TARGET >= 35 && (defined(SHADER_API_D3D11) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_GAMECORE) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL))"); dotsInstancingOptionsBuilder.AppendLine(" #define UNITY_SUPPORT_INSTANCING"); dotsInstancingOptionsBuilder.AppendLine("#endif"); dotsInstancingOptionsBuilder.AppendLine("#if defined(UNITY_SUPPORT_INSTANCING) && defined(INSTANCING_ON)"); From 3c3c869b6f82da50feb9e54dcfb17d6c2abfa01c Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Tue, 26 Jan 2021 17:30:37 +0000 Subject: [PATCH 08/28] xboxseries pragma applied to shaders --- .../009_MultiCamera_MotionVector.shader | 2 +- .../DrawDiffusionProfile.shader | 2 +- .../DrawTransmittanceGraph.shader | 2 +- .../Shaders/GUITextureBlit2SRGB.shader | 2 +- .../Compositor/Shaders/AlphaInjection.shader | 2 +- .../Compositor/Shaders/ChromaKeying.shader | 2 +- .../Compositor/Shaders/CustomClear.shader | 2 +- .../Core/CoreResources/EncodeBC6H.compute | 2 +- .../Core/CoreResources/GPUCopy.compute | 2 +- .../Runtime/Debug/DebugBlitQuad.shader | 2 +- .../Runtime/Debug/DebugColorPicker.shader | 2 +- .../Runtime/Debug/DebugDisplayLatlong.shader | 2 +- .../Runtime/Debug/DebugExposure.shader | 2 +- .../Runtime/Debug/DebugFullScreen.shader | 2 +- .../Debug/DebugViewMaterialGBuffer.shader | 2 +- .../Runtime/Debug/DebugViewTiles.shader | 2 +- .../OpaqueAtmosphericScattering.shader | 2 +- .../Runtime/Lighting/Deferred.shader | 2 +- .../Lighting/LightLoop/Deferred.compute | 2 +- .../Lighting/LightLoop/DeferredTile.shader | 4 +-- .../LightLoop/builddispatchindirect.compute | 2 +- .../LightLoop/cleardispatchindirect.compute | 2 +- .../LightLoop/lightlistbuild-bigtile.compute | 2 +- .../lightlistbuild-clearatomic.compute | 2 +- .../lightlistbuild-clustered.compute | 2 +- .../Lighting/LightLoop/lightlistbuild.compute | 2 +- .../Lighting/LightLoop/materialflags.compute | 2 +- .../Lighting/LightLoop/scrbound.compute | 2 +- .../PlanarReflectionFiltering.compute | 2 +- .../ScreenSpaceReflections.compute | 2 +- .../Lighting/Shadow/ContactShadows.compute | 2 +- .../Shadow/DebugDisplayHDShadowMap.shader | 2 +- .../Runtime/Lighting/Shadow/EVSMBlur.compute | 2 +- .../Lighting/Shadow/ScreenSpaceShadows.shader | 2 +- .../Runtime/Lighting/Shadow/ShadowBlit.shader | 2 +- .../Lighting/Shadow/ShadowClear.shader | 2 +- .../DebugDensityVolumeAtlas.shader | 2 +- .../VolumeVoxelization.compute | 2 +- .../VolumetricLighting.compute | 2 +- .../VolumetricLightingFiltering.compute | 2 +- .../Runtime/Material/AxF/AxF.shader | 16 +++++------ .../AxF/PreIntegratedFGD_CookTorrance.shader | 2 +- .../Material/AxF/PreIntegratedFGD_Ward.shader | 2 +- .../Runtime/Material/Decal/Decal.shader | 4 +-- .../Material/Decal/DecalNormalBuffer.shader | 2 +- .../Material/Fabric/CharlieConvolve.shader | 2 +- .../BuildProbabilityTables.compute | 2 +- .../ComputeGgxIblSampleData.compute | 2 +- .../GGXConvolution/GGXConvolve.shader | 2 +- .../FilterAreaLightCookies.shader | 2 +- .../Material/LayeredLit/LayeredLit.shader | 20 ++++++------- .../LayeredLit/LayeredLitTessellation.shader | 2 +- .../Runtime/Material/Lit/Lit.shader | 28 +++++++++---------- .../Material/Lit/LitTessellation.shader | 2 +- ...eIntegratedFGD_CharlieFabricLambert.shader | 2 +- .../preIntegratedFGD_GGXDisneyDiffuse.shader | 2 +- .../CombineLighting.shader | 2 +- .../SubsurfaceScattering.compute | 2 +- .../Material/TerrainLit/TerrainLit.shader | 2 +- .../TerrainLit/TerrainLit_Basemap.shader | 2 +- .../TerrainLit/TerrainLit_BasemapGen.shader | 2 +- .../Runtime/Material/Unlit/Unlit.shader | 18 ++++++------ .../Shaders/ApplyExposure.compute | 2 +- .../PostProcessing/Shaders/BloomBlur.compute | 2 +- .../Shaders/BloomPrefilter.compute | 2 +- .../Shaders/BloomUpsample.compute | 2 +- .../PostProcessing/Shaders/ClearBlack.shader | 2 +- .../DepthOfFieldClearIndirectArgs.compute | 2 +- .../Shaders/DepthOfFieldCoC.compute | 2 +- .../Shaders/DepthOfFieldCoCDilate.compute | 2 +- .../Shaders/DepthOfFieldCoCReproject.compute | 2 +- .../Shaders/DepthOfFieldCombine.compute | 2 +- .../Shaders/DepthOfFieldGather.compute | 2 +- .../Shaders/DepthOfFieldKernel.compute | 2 +- .../Shaders/DepthOfFieldMip.compute | 2 +- .../Shaders/DepthOfFieldMipSafe.compute | 2 +- .../Shaders/DepthOfFieldPreCombineFar.compute | 2 +- .../Shaders/DepthOfFieldPrefilter.compute | 2 +- .../Shaders/DepthOfFieldTileMax.compute | 2 +- .../Shaders/DoFCircleOfConfusion.compute | 2 +- .../Shaders/DoFCoCPyramid.compute | 2 +- .../PostProcessing/Shaders/DoFGather.compute | 2 +- .../PostProcessing/Shaders/Exposure.compute | 2 +- .../PostProcessing/Shaders/FinalPass.shader | 2 +- .../Shaders/LutBuilder3D.compute | 2 +- .../Shaders/MotionBlurGenTilePass.compute | 2 +- .../Shaders/MotionBlurMergeTilePass.compute | 2 +- .../Shaders/MotionBlurMotionVecPrep.compute | 2 +- .../MotionBlurNeighborhoodTilePass.compute | 2 +- .../Shaders/PaniniProjection.compute | 2 +- .../SubpixelMorphologicalAntialiasing.shader | 2 +- .../Shaders/TemporalAntiAliasing.shader | 2 +- .../PostProcessing/Shaders/UberPost.compute | 2 +- .../RenderPass/ColorPyramid.compute | 2 +- .../RenderPass/ColorPyramidPS.shader | 4 +-- .../CustomPassRenderersUtils.shader | 2 +- .../CustomPass/CustomPassUtils.shader | 2 +- .../RenderPass/DepthPyramid.compute | 2 +- .../Distortion/ApplyDistortion.shader | 2 +- .../RenderPass/GenerateMaxZ.compute | 3 +- .../MSAA/AmbientOcclusionResolve.shader | 2 +- .../RenderPass/MSAA/ColorResolve.shader | 2 +- .../RenderPass/MSAA/DepthValues.shader | 2 +- .../RenderPass/MSAA/MotionVecResolve.shader | 2 +- .../Utility/Texture3DAtlas.compute | 2 +- .../Runtime/ShaderLibrary/Blit.shader | 2 +- .../ShaderLibrary/BlitColorAndDepth.shader | 2 +- .../ShaderLibrary/ClearStencilBuffer.shader | 2 +- .../ShaderLibrary/CopyDepthBuffer.shader | 2 +- .../ShaderLibrary/CopyStencilBuffer.shader | 2 +- .../ShaderLibrary/DownsampleDepth.shader | 2 +- .../ResolveStencilBuffer.compute | 2 +- .../ShaderLibrary/UpsampleTransparent.shader | 7 +++-- .../Runtime/ShaderLibrary/XRMirrorView.shader | 2 +- .../ShaderLibrary/XROcclusionMesh.shader | 2 +- .../Sky/AmbientProbeConvolution.compute | 2 +- .../CloudLayer/BakeCloudShadows.compute | 2 +- .../CloudLayer/BakeCloudTexture.compute | 2 +- .../CloudSystem/CloudLayer/CloudLayer.shader | 2 +- .../Sky/GradientSky/GradientSky.shader | 2 +- .../Runtime/Sky/HDRISky/HDRISky.shader | 2 +- .../Sky/HDRISky/IntegrateHDRISky.shader | 2 +- .../GroundIrradiancePrecomputation.compute | 2 +- .../InScatteredRadiancePrecomputation.compute | 2 +- .../PhysicallyBasedSky.shader | 2 +- .../Resources/ProceduralSky.shader | 2 +- 126 files changed, 170 insertions(+), 168 deletions(-) diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/009_MultiCamera_MotionVector.shader b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/009_MultiCamera_MotionVector.shader index 12c7f1e743b..a123fc91d9d 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/009_MultiCamera_MotionVector.shader +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/009_MultiCamera_MotionVector.shader @@ -5,7 +5,7 @@ Shader "FullScreen/009_MultiCamera_MotionVector" #pragma vertex Vert #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DrawDiffusionProfile.shader b/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DrawDiffusionProfile.shader index d01e719f529..c6e060daa34 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DrawDiffusionProfile.shader +++ b/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DrawDiffusionProfile.shader @@ -13,7 +13,7 @@ Shader "Hidden/HDRP/DrawDiffusionProfile" HLSLPROGRAM #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DrawTransmittanceGraph.shader b/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DrawTransmittanceGraph.shader index 875cdc923ac..e1de7a86bcd 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DrawTransmittanceGraph.shader +++ b/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DrawTransmittanceGraph.shader @@ -13,7 +13,7 @@ Shader "Hidden/HDRP/DrawTransmittanceGraph" HLSLPROGRAM #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/Shaders/GUITextureBlit2SRGB.shader b/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/Shaders/GUITextureBlit2SRGB.shader index ce8205d7e19..006d1c8c5dd 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/Shaders/GUITextureBlit2SRGB.shader +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/Shaders/GUITextureBlit2SRGB.shader @@ -14,7 +14,7 @@ Shader "Hidden/GUITextureBlit2SRGB" { HLSLPROGRAM #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex vert #pragma fragment frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/AlphaInjection.shader b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/AlphaInjection.shader index 69adb2bdb2a..6991c6dde61 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/AlphaInjection.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/AlphaInjection.shader @@ -3,7 +3,7 @@ Shader "Hidden/Shader/AlphaInjection" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/ChromaKeying.shader b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/ChromaKeying.shader index 009be36ace5..24109c4f160 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/ChromaKeying.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/ChromaKeying.shader @@ -3,7 +3,7 @@ Shader "Hidden/Shader/ChromaKeying" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/CustomClear.shader b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/CustomClear.shader index 85feaa9ec27..1023bb448c2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/CustomClear.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/CustomClear.shader @@ -3,7 +3,7 @@ Shader "Hidden/HDRP/CustomClear" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Core/CoreResources/EncodeBC6H.compute b/com.unity.render-pipelines.high-definition/Runtime/Core/CoreResources/EncodeBC6H.compute index 2f237707c8e..13c2e13249d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Core/CoreResources/EncodeBC6H.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Core/CoreResources/EncodeBC6H.compute @@ -2,7 +2,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/BC6H.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/Sampling.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch TextureCube _Source; RWTexture2DArray _Target; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Core/CoreResources/GPUCopy.compute b/com.unity.render-pipelines.high-definition/Runtime/Core/CoreResources/GPUCopy.compute index 2e9ada88b0c..84e870d8bb5 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Core/CoreResources/GPUCopy.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Core/CoreResources/GPUCopy.compute @@ -1,5 +1,5 @@ -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugBlitQuad.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugBlitQuad.shader index b6d4ca81130..189437c7093 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugBlitQuad.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugBlitQuad.shader @@ -12,7 +12,7 @@ Shader "Hidden/HDRP/DebugBlitQuad" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugColorPicker.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugColorPicker.shader index bf45612e60a..88db0a6d960 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugColorPicker.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugColorPicker.shader @@ -12,7 +12,7 @@ Shader "Hidden/HDRP/DebugColorPicker" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayLatlong.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayLatlong.shader index 1cf2ed0909a..78254e82fc1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayLatlong.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayLatlong.shader @@ -12,7 +12,7 @@ Shader "Hidden/HDRP/DebugDisplayLatlong" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugExposure.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugExposure.shader index b9b8afc56dd..1e4ef18ab6d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugExposure.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugExposure.shader @@ -12,7 +12,7 @@ Shader "Hidden/HDRP/DebugExposure" #pragma vertex Vert #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #define PERCENTILE_AS_BARS 0 diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader index 951f62b6d71..06687852d88 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader @@ -12,7 +12,7 @@ Shader "Hidden/HDRP/DebugFullScreen" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader index a394ee02686..0dce4a9fb90 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader @@ -10,7 +10,7 @@ Shader "Hidden/HDRP/DebugViewMaterialGBuffer" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewTiles.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewTiles.shader index 049b0eeb7b3..b26241a822d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewTiles.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewTiles.shader @@ -12,7 +12,7 @@ Shader "Hidden/HDRP/DebugViewTiles" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/OpaqueAtmosphericScattering.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/OpaqueAtmosphericScattering.shader index d8942d5b685..90773d81a55 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/OpaqueAtmosphericScattering.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/OpaqueAtmosphericScattering.shader @@ -3,7 +3,7 @@ Shader "Hidden/HDRP/OpaqueAtmosphericScattering" HLSLINCLUDE #pragma target 4.5 #pragma editor_sync_compilation - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile_fragment _ DEBUG_DISPLAY diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Deferred.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Deferred.shader index 0525140f321..a1fe387488d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Deferred.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Deferred.shader @@ -27,7 +27,7 @@ Shader "Hidden/HDRP/Deferred" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute index 95b56c04e1d..53ea2a577de 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute @@ -87,7 +87,7 @@ CBUFFER_END #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStencilUsage.cs.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //------------------------------------------------------------------------------------- // variable declaration diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/DeferredTile.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/DeferredTile.shader index 456080ef9aa..2a618ebf07f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/DeferredTile.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/DeferredTile.shader @@ -31,7 +31,7 @@ Shader "Hidden/HDRP/DeferredTile" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #pragma fragment Frag @@ -301,7 +301,7 @@ Shader "Hidden/HDRP/DeferredTile" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/builddispatchindirect.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/builddispatchindirect.compute index 0afe7a4306c..dc573a46219 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/builddispatchindirect.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/builddispatchindirect.compute @@ -2,7 +2,7 @@ #pragma multi_compile _ IS_DRAWPROCEDURALINDIRECT -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/cleardispatchindirect.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/cleardispatchindirect.compute index 74bbb861060..e765abe3c1f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/cleardispatchindirect.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/cleardispatchindirect.compute @@ -1,6 +1,6 @@ #pragma kernel ClearDispatchIndirect #pragma kernel ClearDrawProceduralIndirect -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch RWBuffer g_DispatchIndirectBuffer : register( u0 ); // Indirect arguments have to be in a _buffer_, not a structured buffer diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-bigtile.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-bigtile.compute index 81a8f905e08..0f79330390e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-bigtile.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-bigtile.compute @@ -8,7 +8,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightingConvexHullUtils.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/SortingComputeUtils.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightCullUtils.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #define EXACT_EDGE_TESTS #define PERFORM_SPHERICAL_INTERSECTION_TESTS diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clearatomic.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clearatomic.compute index ce4555a7a2a..7b52e1acea1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clearatomic.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clearatomic.compute @@ -4,7 +4,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch RWStructuredBuffer g_LayeredSingleIdxBuffer : register(u2); // don't support RWBuffer yet in unity diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute index 90ef5915c84..954f8e3f197 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute @@ -27,7 +27,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/SortingComputeUtils.hlsl" #endif -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //#define EXACT_EDGE_TESTS #define PERFORM_SPHERICAL_INTERSECTION_TESTS diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild.compute index 504b1b7de29..13278a192d2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild.compute @@ -22,7 +22,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/SortingComputeUtils.hlsl" #endif -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #define FINE_PRUNING_ENABLED #define PERFORM_SPHERICAL_INTERSECTION_TESTS diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/materialflags.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/materialflags.compute index 9b77974b353..47c5ab8c882 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/materialflags.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/materialflags.compute @@ -14,7 +14,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #define USE_MATERIAL_FEATURE_FLAGS diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/scrbound.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/scrbound.compute index 61cf4cdd6fb..0fa2a730472 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/scrbound.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/scrbound.compute @@ -1,5 +1,5 @@ // #pragma enable_d3d11_debug_symbols -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel main diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/PlanarReflectionFiltering.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/PlanarReflectionFiltering.compute index 5aabd1dbb82..dd55fdadfef 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/PlanarReflectionFiltering.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/PlanarReflectionFiltering.compute @@ -2,7 +2,7 @@ #pragma kernel DownScale #pragma kernel DepthConversion -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // #pragma enable_d3d11_debug_symbols // The process is done in 3 steps. We start by converting the depth from oblique to regular frustum depth. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute index 4ba7e6606d5..20a2be30ebc 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute @@ -3,7 +3,7 @@ //-------------------------------------------------------------------------------------------------- // #pragma enable_d3d11_debug_symbols -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel ScreenSpaceReflectionsTracing SSR_TRACE #pragma kernel ScreenSpaceReflectionsReprojection SSR_REPROJECT diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute index b9190c95c2e..3117b954c1a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute @@ -14,7 +14,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // #pragma enable_d3d11_debug_symbols diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/DebugDisplayHDShadowMap.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/DebugDisplayHDShadowMap.shader index 84cdcae64b0..0fe4d87ac4f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/DebugDisplayHDShadowMap.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/DebugDisplayHDShadowMap.shader @@ -2,7 +2,7 @@ Shader "Hidden/ScriptableRenderPipeline/DebugDisplayHDShadowMap" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/EVSMBlur.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/EVSMBlur.compute index f22bf98a454..c5fb2ef6aa6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/EVSMBlur.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/EVSMBlur.compute @@ -10,7 +10,7 @@ #pragma kernel CopyMoments -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch Texture2D _DepthTexture; RW_TEXTURE2D(float2, _InputTexture); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadows.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadows.shader index 227822f07b6..41ea26c4454 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadows.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadows.shader @@ -3,7 +3,7 @@ Shader "Hidden/HDRP/ScreenSpaceShadows" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ShadowBlit.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ShadowBlit.shader index 3bddbad325a..9b199590678 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ShadowBlit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ShadowBlit.shader @@ -2,7 +2,7 @@ Shader "Hidden/ScriptableRenderPipeline/ShadowBlit" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ShadowClear.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ShadowClear.shader index 72b80a6d10b..95929797ab5 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ShadowClear.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ShadowClear.shader @@ -2,7 +2,7 @@ Shader "Hidden/ScriptableRenderPipeline/ShadowClear" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" ENDHLSL diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/DebugDensityVolumeAtlas.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/DebugDensityVolumeAtlas.shader index 31bbb3a2f2c..00d9e8d80a3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/DebugDensityVolumeAtlas.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/DebugDensityVolumeAtlas.shader @@ -6,7 +6,7 @@ Shader "Hidden/HDRP/DebugDensityVolumeAtlas" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumeVoxelization.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumeVoxelization.compute index ccaaac66af6..6d7b8015845 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumeVoxelization.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumeVoxelization.compute @@ -3,7 +3,7 @@ //-------------------------------------------------------------------------------------------------- // #pragma enable_d3d11_debug_symbols -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel VolumeVoxelizationBruteforceOptimal VolumeVoxelization=VolumeVoxelizationBruteforceOptimal LIGHTLOOP_DISABLE_TILE_AND_CLUSTER VL_PRESET_OPTIMAL #pragma kernel VolumeVoxelizationTiledOptimal VolumeVoxelization=VolumeVoxelizationTiledOptimal VL_PRESET_OPTIMAL diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute index 80eb5db04ab..52c316a80a0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute @@ -3,7 +3,7 @@ //-------------------------------------------------------------------------------------------------- // #pragma enable_d3d11_debug_symbols -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel VolumetricLighting diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLightingFiltering.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLightingFiltering.compute index bfeca995c1e..60d5cbce85b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLightingFiltering.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLightingFiltering.compute @@ -3,7 +3,7 @@ //-------------------------------------------------------------------------------------------------- // #pragma enable_d3d11_debug_symbols -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel FilterVolumetricLighting diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader index 1722da83356..163dc2076f0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader @@ -272,7 +272,7 @@ Shader "HDRP/AxF" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -310,7 +310,7 @@ Shader "HDRP/AxF" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -349,7 +349,7 @@ Shader "HDRP/AxF" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -389,7 +389,7 @@ Shader "HDRP/AxF" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -434,7 +434,7 @@ Shader "HDRP/AxF" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -481,7 +481,7 @@ Shader "HDRP/AxF" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -551,7 +551,7 @@ Shader "HDRP/AxF" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE @@ -580,7 +580,7 @@ Shader "HDRP/AxF" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/PreIntegratedFGD_CookTorrance.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/PreIntegratedFGD_CookTorrance.shader index e4f7ee21b66..2f7eb877508 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/PreIntegratedFGD_CookTorrance.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/PreIntegratedFGD_CookTorrance.shader @@ -14,7 +14,7 @@ Shader "Hidden/HDRP/PreIntegratedFGD_CookTorrance" #pragma vertex Vert #pragma fragment Frag #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #define PREFER_HALF 0 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/PreIntegratedFGD_Ward.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/PreIntegratedFGD_Ward.shader index 6fb76794379..ccca50fccef 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/PreIntegratedFGD_Ward.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/PreIntegratedFGD_Ward.shader @@ -14,7 +14,7 @@ Shader "Hidden/HDRP/PreIntegratedFGD_Ward" #pragma vertex Vert #pragma fragment Frag #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #define PREFER_HALF 0 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.shader index fb49f74d51a..1a5dfef8ebb 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.shader @@ -65,7 +65,7 @@ Shader "HDRP/Decal" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //#pragma enable_d3d11_debug_symbols //------------------------------------------------------------------------------------- @@ -270,7 +270,7 @@ Shader "HDRP/Decal" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma instancing_options renderinglayer diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalNormalBuffer.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalNormalBuffer.shader index 3ef91064367..423acc73988 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalNormalBuffer.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalNormalBuffer.shader @@ -11,7 +11,7 @@ Shader "Hidden/HDRP/Material/Decal/DecalNormalBuffer" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/CharlieConvolve.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/CharlieConvolve.shader index d50d357565e..26f4cd86f9c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/CharlieConvolve.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/CharlieConvolve.shader @@ -12,7 +12,7 @@ Shader "Hidden/HDRP/CharlieConvolve" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/BuildProbabilityTables.compute b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/BuildProbabilityTables.compute index 489c6a09460..14b989165d3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/BuildProbabilityTables.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/BuildProbabilityTables.compute @@ -8,7 +8,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch /* --- Input --- */ diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/ComputeGgxIblSampleData.compute b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/ComputeGgxIblSampleData.compute index d8445386ed7..c065c16b398 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/ComputeGgxIblSampleData.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/ComputeGgxIblSampleData.compute @@ -3,7 +3,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #if defined(SHADER_API_MOBILE) || defined(SHADER_API_SWITCH) #define MAX_IBL_SAMPLE_CNT 34 diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/GGXConvolve.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/GGXConvolve.shader index 1c22b66edd4..440a45fd72b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/GGXConvolve.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/GGXConvolve.shader @@ -13,7 +13,7 @@ Shader "Hidden/HDRP/GGXConvolve" HLSLPROGRAM #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile_local_fragment _ USE_MIS diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LTCAreaLight/FilterAreaLightCookies.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LTCAreaLight/FilterAreaLightCookies.shader index 9e9226ac0ab..bd51a298203 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LTCAreaLight/FilterAreaLightCookies.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LTCAreaLight/FilterAreaLightCookies.shader @@ -2,7 +2,7 @@ Shader "CoreResources/FilterAreaLightCookies" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma editor_sync_compilation #pragma vertex Vert diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader index 9fd0e624ef8..b843cebe58e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader @@ -577,7 +577,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON @@ -613,7 +613,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON @@ -657,7 +657,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON @@ -707,7 +707,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON @@ -752,7 +752,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON @@ -796,7 +796,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON @@ -837,7 +837,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON @@ -890,7 +890,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON @@ -960,7 +960,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #define SHADERPASS SHADERPASS_CONSTANT #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" @@ -987,7 +987,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader index dfc9bd27c4d..3485177d938 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader @@ -396,7 +396,7 @@ Shader "HDRP/LayeredLitTessellation" HLSLINCLUDE #pragma target 5.0 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _ALPHATOMASK_ON diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader index 8c4583eaa40..8dce094b445 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader @@ -392,7 +392,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -430,7 +430,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -477,7 +477,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -529,7 +529,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -569,7 +569,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -611,7 +611,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -665,7 +665,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -715,7 +715,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -755,7 +755,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -800,7 +800,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -880,7 +880,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -955,7 +955,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -988,7 +988,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE @@ -1017,7 +1017,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader index 5a829b1cfec..157686e648b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader @@ -245,7 +245,7 @@ Shader "HDRP/LitTessellation" HLSLINCLUDE #pragma target 5.0 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //------------------------------------------------------------------------------------- // Variant diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/preIntegratedFGD_CharlieFabricLambert.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/preIntegratedFGD_CharlieFabricLambert.shader index 63d30fcba97..1ce774246f1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/preIntegratedFGD_CharlieFabricLambert.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/preIntegratedFGD_CharlieFabricLambert.shader @@ -14,7 +14,7 @@ Shader "Hidden/HDRP/preIntegratedFGD_CharlieFabricLambert" #pragma vertex Vert #pragma fragment Frag #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #define PREFER_HALF 0 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/preIntegratedFGD_GGXDisneyDiffuse.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/preIntegratedFGD_GGXDisneyDiffuse.shader index 822cb83081e..433970d02f9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/preIntegratedFGD_GGXDisneyDiffuse.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/preIntegratedFGD_GGXDisneyDiffuse.shader @@ -14,7 +14,7 @@ Shader "Hidden/HDRP/preIntegratedFGD_GGXDisneyDiffuse" #pragma vertex Vert #pragma fragment Frag #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #define PREFER_HALF 0 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/CombineLighting.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/CombineLighting.shader index 7f30d70da24..795922a763e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/CombineLighting.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/CombineLighting.shader @@ -10,7 +10,7 @@ Shader "Hidden/HDRP/CombineLighting" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // #pragma enable_d3d11_debug_symbols #pragma vertex Vert diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute index 34ced4107e7..ce09ed1b226 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute @@ -5,7 +5,7 @@ //-------------------------------------------------------------------------------------------------- // #pragma enable_d3d11_debug_symbols -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel SubsurfaceScattering diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit.shader index 7caa1bfd20a..5d8eff7c751 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit.shader @@ -56,7 +56,7 @@ Shader "HDRP/TerrainLit" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // Terrain builtin keywords #pragma shader_feature_local _TERRAIN_8_LAYERS diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap.shader index d008bddc8a9..5c7b933346c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap.shader @@ -42,7 +42,7 @@ Shader "Hidden/HDRP/TerrainLit_Basemap" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma shader_feature_local _DISABLE_DECALS #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_BasemapGen.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_BasemapGen.shader index 95ff0b3614a..b458b0d58af 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_BasemapGen.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_BasemapGen.shader @@ -12,7 +12,7 @@ Shader "Hidden/HDRP/TerrainLit_BasemapGen" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #define SURFACE_GRADIENT // Must use Surface Gradient as the normal map texture format is now RG floating point #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader index 0a12a70dc51..aa76b3c5be6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader @@ -99,7 +99,7 @@ Shader "HDRP/Unlit" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //------------------------------------------------------------------------------------- // Variant @@ -157,7 +157,7 @@ Shader "HDRP/Unlit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON @@ -201,7 +201,7 @@ Shader "HDRP/Unlit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON @@ -247,7 +247,7 @@ Shader "HDRP/Unlit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON @@ -295,7 +295,7 @@ Shader "HDRP/Unlit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON @@ -331,7 +331,7 @@ Shader "HDRP/Unlit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON @@ -369,7 +369,7 @@ Shader "HDRP/Unlit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON @@ -408,7 +408,7 @@ Shader "HDRP/Unlit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON @@ -439,7 +439,7 @@ Shader "HDRP/Unlit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ApplyExposure.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ApplyExposure.compute index 0dc06ab4412..75476e83d9d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ApplyExposure.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ApplyExposure.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMain diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomBlur.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomBlur.compute index e61fdcbfb8b..e1048743f2d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomBlur.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomBlur.compute @@ -3,7 +3,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMain MAIN=KMain #pragma kernel KDownsample MAIN=KDownsample DOWNSAMPLE diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomPrefilter.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomPrefilter.compute index efafffdd8c5..01081d3cb45 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomPrefilter.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomPrefilter.compute @@ -4,7 +4,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomCommon.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PostProcessDefines.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMain diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomUpsample.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomUpsample.compute index ca40036677d..3bf6144c4c8 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomUpsample.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomUpsample.compute @@ -2,7 +2,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMain diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ClearBlack.shader b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ClearBlack.shader index 58460eb2081..7393964fa13 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ClearBlack.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ClearBlack.shader @@ -3,7 +3,7 @@ Shader "Hidden/HDRP/ClearBlack" HLSLINCLUDE #pragma target 4.5 #pragma editor_sync_compilation - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldClearIndirectArgs.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldClearIndirectArgs.compute index 136dfe6c652..3e330cf3267 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldClearIndirectArgs.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldClearIndirectArgs.compute @@ -1,6 +1,6 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KClear diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoC.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoC.compute index 24103a8d596..aa9a8fc7a2a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoC.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoC.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMainPhysical #pragma kernel KMainManual diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCDilate.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCDilate.compute index 75a431e9b75..80a4d33f648 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCDilate.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCDilate.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMain diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCReproject.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCReproject.compute index 4ddecbfbe11..886363a6c07 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCReproject.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCReproject.compute @@ -2,7 +2,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile _ ENABLE_MAX_BLENDING diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCombine.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCombine.compute index e837e088c3e..057ac44feb8 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCombine.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCombine.compute @@ -2,7 +2,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMain diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldGather.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldGather.compute index b51732347c9..e63fa1380b2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldGather.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldGather.compute @@ -2,7 +2,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMainNear MAIN=KMainNear NEAR #pragma kernel KMainFar MAIN=KMainFar FAR diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldKernel.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldKernel.compute index 7532d083783..3420365d746 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldKernel.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldKernel.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KParametricBlurKernel MAIN=KParametricBlurKernel GROUP_SIZE=64 diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldMip.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldMip.compute index 40fecffdef9..7bd488c2f63 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldMip.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldMip.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMainColor MAIN=KMainColor CTYPE=float3 #pragma kernel KMainColorAlpha MAIN=KMainColorAlpha CTYPE=float4 diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldMipSafe.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldMipSafe.compute index ecc1053a3c2..168790614ae 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldMipSafe.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldMipSafe.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMain diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldPreCombineFar.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldPreCombineFar.compute index dcf957b54c1..e9ddd43bb69 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldPreCombineFar.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldPreCombineFar.compute @@ -2,7 +2,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMainPreCombineFar diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldPrefilter.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldPrefilter.compute index 32a92351a79..2b4ac21852c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldPrefilter.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldPrefilter.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile _ NEAR diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldTileMax.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldTileMax.compute index 8bebde2a8ef..fe40aa828cf 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldTileMax.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldTileMax.compute @@ -2,7 +2,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMain #pragma multi_compile _ NEAR diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFCircleOfConfusion.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFCircleOfConfusion.compute index 8981d33ab2f..6fac484c682 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFCircleOfConfusion.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFCircleOfConfusion.compute @@ -3,7 +3,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PostProcessDefines.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMainCoCPhysical #pragma kernel KMainCoCManual diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFCoCPyramid.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFCoCPyramid.compute index 2737fee39dc..c54be8fae41 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFCoCPyramid.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFCoCPyramid.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMainCoCPyramid diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGather.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGather.compute index d215d5d47c3..e29cf194835 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGather.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGather.compute @@ -4,7 +4,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingSampling.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMain diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/Exposure.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/Exposure.compute index 42ec7dc97bb..1f5410f51ac 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/Exposure.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/Exposure.compute @@ -1,6 +1,6 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ExposureCommon.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KFixedExposure #pragma kernel KManualCameraExposure diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FinalPass.shader b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FinalPass.shader index 42ab89e65cc..f077cc2670b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FinalPass.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FinalPass.shader @@ -4,7 +4,7 @@ Shader "Hidden/HDRP/FinalPass" #pragma target 4.5 #pragma editor_sync_compilation - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile_local_fragment _ FXAA #pragma multi_compile_local_fragment _ GRAIN diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/LutBuilder3D.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/LutBuilder3D.compute index cb3ebf485c0..97389bd534b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/LutBuilder3D.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/LutBuilder3D.compute @@ -2,7 +2,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile TONEMAPPING_NONE TONEMAPPING_NEUTRAL TONEMAPPING_ACES TONEMAPPING_CUSTOM TONEMAPPING_EXTERNAL #pragma kernel KBuild diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurGenTilePass.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurGenTilePass.compute index 23e0c0ee0bc..f7f222d4803 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurGenTilePass.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurGenTilePass.compute @@ -1,6 +1,6 @@ #pragma kernel TileGenPass GEN_PASS -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile _ SCATTERING #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurTileCommon.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurMergeTilePass.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurMergeTilePass.compute index b4492d137fc..d806dbb6ea1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurMergeTilePass.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurMergeTilePass.compute @@ -1,5 +1,5 @@ #pragma kernel TileMerge MERGE_PASS SCATTERING -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurTileCommon.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurMotionVecPrep.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurMotionVecPrep.compute index 369fc25779c..3a0a9bb93d8 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurMotionVecPrep.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurMotionVecPrep.compute @@ -2,7 +2,7 @@ #pragma kernel MotionVecPreppingCS MOTION_VEC_PREPPING -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #define SKIP_PREPPING_IF_NOT_NEEDED defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurNeighborhoodTilePass.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurNeighborhoodTilePass.compute index ccd8a2aee5e..65a6aa8a384 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurNeighborhoodTilePass.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurNeighborhoodTilePass.compute @@ -1,4 +1,4 @@ -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel TileNeighbourhood NEIGHBOURHOOD_PASS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurTileCommon.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PaniniProjection.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PaniniProjection.compute index 5a97277dd31..e1f03a8a5c8 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PaniniProjection.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PaniniProjection.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMain diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/SubpixelMorphologicalAntialiasing.shader b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/SubpixelMorphologicalAntialiasing.shader index 063cf62df55..153a3242cd1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/SubpixelMorphologicalAntialiasing.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/SubpixelMorphologicalAntialiasing.shader @@ -8,7 +8,7 @@ Shader "Hidden/PostProcessing/SubpixelMorphologicalAntialiasing" HLSLINCLUDE -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile_fragment SMAA_PRESET_LOW SMAA_PRESET_MEDIUM SMAA_PRESET_HIGH ENDHLSL diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader index efeda934ef8..c6f1faa948c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader @@ -16,7 +16,7 @@ Shader "Hidden/HDRP/TemporalAA" #pragma multi_compile_local_fragment _ ANTI_RINGING #pragma multi_compile_local_fragment LOW_QUALITY MEDIUM_QUALITY HIGH_QUALITY POST_DOF - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/UberPost.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/UberPost.compute index 6167b9c3ff0..aef48fd4ac3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/UberPost.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/UberPost.compute @@ -5,7 +5,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/UberPostFeatures.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomCommon.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel Uber diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramid.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramid.compute index 4dd5ca09b59..5a48d9faf5b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramid.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramid.compute @@ -19,7 +19,7 @@ // Author: Bob Brown // -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KColorGaussian KERNEL_SIZE=8 MAIN_GAUSSIAN=KColorGaussian #pragma kernel KColorDownsample KERNEL_SIZE=8 MAIN_DOWNSAMPLE=KColorDownsample diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramidPS.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramidPS.shader index 79c17e5494f..2a2ef2b47c3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramidPS.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramidPS.shader @@ -12,7 +12,7 @@ Shader "Hidden/ColorPyramidPS" HLSLPROGRAM #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #pragma fragment Frag #define DISABLE_TEXTURE2D_X_ARRAY 1 @@ -28,7 +28,7 @@ Shader "Hidden/ColorPyramidPS" HLSLPROGRAM #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramidPS.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader index e0c5c27e37a..3c792736c4b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader @@ -7,7 +7,7 @@ Shader "Renderers/CustomPassRenderersUtils" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // #pragma enable_d3d11_debug_symbols diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.shader index 148c8a629ed..e5d3123b20c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.shader @@ -5,7 +5,7 @@ Shader "Hidden/HDRP/CustomPassUtils" #pragma vertex Vert #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // #pragma enable_d3d11_debug_symbols #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DepthPyramid.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DepthPyramid.compute index e04b738a4e1..39f28a16bdf 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DepthPyramid.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DepthPyramid.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KDepthDownsample8DualUav KERNEL_SIZE=8 KERNEL_NAME=KDepthDownsample8DualUav diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Distortion/ApplyDistortion.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Distortion/ApplyDistortion.shader index 722ffbc5e8e..bf9b5c4fb26 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Distortion/ApplyDistortion.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Distortion/ApplyDistortion.shader @@ -9,7 +9,7 @@ Shader "Hidden/HDRP/ApplyDistortion" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma editor_sync_compilation #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/GenerateMaxZ.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/GenerateMaxZ.compute index cd1713556b4..b6150a137bc 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/GenerateMaxZ.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/GenerateMaxZ.compute @@ -2,7 +2,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel ComputeMaxZ MAX_Z_DOWNSAMPLE=1 #pragma kernel ComputeFinalMask FINAL_MASK=1 @@ -27,6 +27,7 @@ #define WAVE_SIZE 64 #endif + // --------------------------------- CBUFFER_START(cb) float4 _SrcOffsetAndLimit; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/AmbientOcclusionResolve.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/AmbientOcclusionResolve.shader index 77efe0dd4a3..cd9465280ff 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/AmbientOcclusionResolve.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/AmbientOcclusionResolve.shader @@ -2,7 +2,7 @@ Shader "Hidden/HDRP/AOResolve" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" //#pragma enable_d3d11_debug_symbols diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/ColorResolve.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/ColorResolve.shader index e7124dfce19..db1899764d6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/ColorResolve.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/ColorResolve.shader @@ -2,7 +2,7 @@ Shader "Hidden/HDRP/ColorResolve" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/DepthValues.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/DepthValues.shader index c9768ed54b6..5b84bf7b40f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/DepthValues.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/DepthValues.shader @@ -2,7 +2,7 @@ Shader "Hidden/HDRP/DepthValues" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile_fragment _ _HAS_MOTION_VECTORS #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader index 09246ce23c3..079cd75ecf3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader @@ -2,7 +2,7 @@ Shader "Hidden/HDRP/MotionVecResolve" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture3DAtlas.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture3DAtlas.compute index a28336235b9..b0ce842cf82 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture3DAtlas.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture3DAtlas.compute @@ -1,6 +1,6 @@ #pragma kernel Copy #pragma kernel GenerateMipMap -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/Blit.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/Blit.shader index f2b3d7e925f..ab1451739ee 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/Blit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/Blit.shader @@ -4,7 +4,7 @@ Shader "Hidden/HDRP/Blit" #pragma target 4.5 #pragma editor_sync_compilation - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile _ DISABLE_TEXTURE2D_X_ARRAY #pragma multi_compile _ BLIT_SINGLE_SLICE #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/BlitColorAndDepth.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/BlitColorAndDepth.shader index d63396de25c..ac838d4becf 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/BlitColorAndDepth.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/BlitColorAndDepth.shader @@ -4,7 +4,7 @@ Shader "Hidden/HDRP/BlitColorAndDepth" #pragma target 4.5 #pragma editor_sync_compilation - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile _ DISABLE_TEXTURE2D_X_ARRAY #pragma multi_compile _ BLIT_SINGLE_SLICE #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ClearStencilBuffer.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ClearStencilBuffer.shader index 5ba4b5c9d3d..b56481778b1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ClearStencilBuffer.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ClearStencilBuffer.shader @@ -8,7 +8,7 @@ Shader "Hidden/HDRP/ClearStencilBuffer" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyDepthBuffer.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyDepthBuffer.shader index a6a74c576c0..6c80e86f35f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyDepthBuffer.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyDepthBuffer.shader @@ -27,7 +27,7 @@ Shader "Hidden/HDRP/CopyDepthBuffer" HLSLPROGRAM #pragma target 4.5 #pragma editor_sync_compilation - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma fragment Frag #pragma vertex Vert //#pragma enable_d3d11_debug_symbols diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyStencilBuffer.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyStencilBuffer.shader index 467c1da930a..22d9c8535c6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyStencilBuffer.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyStencilBuffer.shader @@ -9,7 +9,7 @@ Shader "Hidden/HDRP/CopyStencilBuffer" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // #pragma enable_d3d11_debug_symbols #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/DownsampleDepth.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/DownsampleDepth.shader index 4f1d56cc1f7..130538a537e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/DownsampleDepth.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/DownsampleDepth.shader @@ -6,7 +6,7 @@ Shader "Hidden/HDRP/DownsampleDepth" #pragma editor_sync_compilation #pragma multi_compile_local_fragment MIN_DOWNSAMPLE CHECKERBOARD_DOWNSAMPLE #pragma multi_compile_local_fragment _ OUTPUT_FIRST_MIP_OF_MIPCHAIN - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute index 372b0025b2c..73438073d88 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute @@ -1,4 +1,4 @@ -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel MAIN KERNEL_NAME=MAIN NUM_SAMPLES=1 COARSE_STENCIL #pragma kernel MAIN_MSAA_2 KERNEL_NAME=MAIN_MSAA_2 NUM_SAMPLES=2 MSAA COARSE_STENCIL diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/UpsampleTransparent.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/UpsampleTransparent.shader index 8a5004a7d6d..adc12b8a493 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/UpsampleTransparent.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/UpsampleTransparent.shader @@ -5,7 +5,7 @@ Shader "Hidden/HDRP/UpsampleTransparent" #pragma target 4.5 #pragma editor_sync_compilation #pragma multi_compile_local_fragment BILINEAR NEAREST_DEPTH - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" @@ -40,7 +40,7 @@ Shader "Hidden/HDRP/UpsampleTransparent" #define DEBUG_EDGE 0 #endif - +#if SHADER_STAGE_FRAGMENT float4 Frag(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); @@ -102,9 +102,10 @@ Shader "Hidden/HDRP/UpsampleTransparent" #endif } #endif + } - +#endif ENDHLSL SubShader diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/XRMirrorView.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/XRMirrorView.shader index 618dbd72594..e62574eba13 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/XRMirrorView.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/XRMirrorView.shader @@ -6,7 +6,7 @@ Shader "Hidden/HDRP/XRMirrorView" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch ENDHLSL // 0: TEXTURE2D diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/XROcclusionMesh.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/XROcclusionMesh.shader index efce720c4ef..dc8c94a20cd 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/XROcclusionMesh.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/XROcclusionMesh.shader @@ -2,7 +2,7 @@ Shader "Hidden/HDRP/XROcclusionMesh" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile _ XR_OCCLUSION_MESH_COMBINED diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/AmbientProbeConvolution.compute b/com.unity.render-pipelines.high-definition/Runtime/Sky/AmbientProbeConvolution.compute index 9efc5d23258..859fe2e5594 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/AmbientProbeConvolution.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/AmbientProbeConvolution.compute @@ -3,7 +3,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/Hammersley.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/Sampling.hlsl" -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel AmbientProbeConvolution KERNEL_NAME=AmbientProbeConvolution diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/BakeCloudShadows.compute b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/BakeCloudShadows.compute index 267c056ed03..281b33f12cd 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/BakeCloudShadows.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/BakeCloudShadows.compute @@ -1,4 +1,4 @@ -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //#pragma enable_d3d11_debug_symbols #pragma multi_compile_local _ DISABLE_MAIN_LAYER diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/BakeCloudTexture.compute b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/BakeCloudTexture.compute index ee2509478e5..de15d00e33f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/BakeCloudTexture.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/BakeCloudTexture.compute @@ -1,4 +1,4 @@ -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile_local _ USE_SECOND_CLOUD_LAYER diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/CloudLayer.shader b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/CloudLayer.shader index 701dd97caf1..e05bbe361bb 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/CloudLayer.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/CloudLayer.shader @@ -7,7 +7,7 @@ Shader "Hidden/HDRP/Sky/CloudLayer" //#pragma enable_d3d11_debug_symbols #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile_local _ USE_CLOUD_MOTION #pragma multi_compile_local _ USE_FLOWMAP diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSky.shader b/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSky.shader index 914cef45193..6f10a12e0a6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSky.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSky.shader @@ -6,7 +6,7 @@ Shader "Hidden/HDRP/Sky/GradientSky" #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.shader b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.shader index ae214f193b6..431cecbef58 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.shader @@ -6,7 +6,7 @@ Shader "Hidden/HDRP/Sky/HDRISky" #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/IntegrateHDRISky.shader b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/IntegrateHDRISky.shader index 56355a0184f..6a71fddefab 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/IntegrateHDRISky.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/IntegrateHDRISky.shader @@ -18,7 +18,7 @@ Shader "Hidden/HDRP/IntegrateHDRI" #pragma vertex Vert #pragma fragment Frag #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/GroundIrradiancePrecomputation.compute b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/GroundIrradiancePrecomputation.compute index ea44bb41abd..054b124374b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/GroundIrradiancePrecomputation.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/GroundIrradiancePrecomputation.compute @@ -1,5 +1,5 @@ // #pragma enable_d3d11_debug_symbols -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel MAIN_1 main=MAIN_1 SINGLE_SCATTERING #pragma kernel MAIN_S main=MAIN_S MULTIPLE_SCATTERING SRC_SS diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/InScatteredRadiancePrecomputation.compute b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/InScatteredRadiancePrecomputation.compute index ee9b7f40823..3f8fe836e17 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/InScatteredRadiancePrecomputation.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/InScatteredRadiancePrecomputation.compute @@ -1,5 +1,5 @@ // #pragma enable_d3d11_debug_symbols -#pragma only_renderers d3d11 playstation xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel MAIN_1 main=MAIN_1 SINGLE_SCATTERING #pragma kernel MAIN_S main=MAIN_S MULTIPLE_SCATTERING_GATHER SRC_SS diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.shader b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.shader index 51422e8f165..1728bc8a85f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.shader @@ -7,7 +7,7 @@ Shader "Hidden/HDRP/Sky/PbrSky" // #pragma enable_d3d11_debug_symbols #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Samples~/ProceduralSky/Runtime/ProceduralSky/Resources/ProceduralSky.shader b/com.unity.render-pipelines.high-definition/Samples~/ProceduralSky/Runtime/ProceduralSky/Resources/ProceduralSky.shader index ea8c3f766fb..c3716367065 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/ProceduralSky/Runtime/ProceduralSky/Resources/ProceduralSky.shader +++ b/com.unity.render-pipelines.high-definition/Samples~/ProceduralSky/Runtime/ProceduralSky/Resources/ProceduralSky.shader @@ -11,7 +11,7 @@ Shader "Hidden/HDRP/Sky/ProceduralSky" #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile _ _ENABLE_SUN_DISK From 4766dfce9c4337348d052967f9ba648ff4d0c9a1 Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Tue, 26 Jan 2021 17:30:52 +0000 Subject: [PATCH 09/28] xboxseries pragma applied to test shaders --- .../2208_And_2209_Reflection_Stencil/StencilShowShader.shader | 2 +- .../2208_And_2209_Reflection_Stencil/StencilWriteShader.shader | 2 +- .../4x_PostProcessing/4060_CustomPostProcess/BluePP.shader | 2 +- .../4x_PostProcessing/4060_CustomPostProcess/DepthTAA.shader | 2 +- .../4x_PostProcessing/4060_CustomPostProcess/GreenPP.shader | 2 +- .../4x_PostProcessing/4060_CustomPostProcess/RedPP.shader | 2 +- .../BeforeOpaqueDepthAndNormal.shader | 2 +- .../9x_Other/9700_CustomPass_FullScreen/Outline/Outline.shader | 2 +- .../9701_CustomPass_DrawRenderers/Renderers_Test.shader | 2 +- .../9x_Other/9702_CustomPass_API/FullscreenTemplate.shader | 2 +- .../9x_Other/9702_CustomPass_API/RenderersTemplate.shader | 2 +- .../Runtime/ProceduralSky/Resources/ProceduralSky.shader | 2 +- .../Procedural Sky/Runtime/Resources/ProceduralSky.shader | 2 +- 13 files changed, 13 insertions(+), 13 deletions(-) diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_And_2209_Reflection_Stencil/StencilShowShader.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_And_2209_Reflection_Stencil/StencilShowShader.shader index ea14c9eaf94..ffcd9539c88 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_And_2209_Reflection_Stencil/StencilShowShader.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_And_2209_Reflection_Stencil/StencilShowShader.shader @@ -75,7 +75,7 @@ Shader "Custom/StencilShowShader" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //------------------------------------------------------------------------------------- // Variant diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_And_2209_Reflection_Stencil/StencilWriteShader.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_And_2209_Reflection_Stencil/StencilWriteShader.shader index 3cc31cfb464..dfec61b2d08 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_And_2209_Reflection_Stencil/StencilWriteShader.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_And_2209_Reflection_Stencil/StencilWriteShader.shader @@ -75,7 +75,7 @@ Shader "Custom/StencilWriteShader" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //------------------------------------------------------------------------------------- // Variant diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/BluePP.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/BluePP.shader index 9d2b3557a88..92c7ef0e6bb 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/BluePP.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/BluePP.shader @@ -3,7 +3,7 @@ HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/DepthTAA.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/DepthTAA.shader index 24eefacd2eb..964cf3b3e27 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/DepthTAA.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/DepthTAA.shader @@ -3,7 +3,7 @@ Shader "Hidden/Shader/DepthTAA" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/GreenPP.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/GreenPP.shader index 81a56b25492..3823ce0ba21 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/GreenPP.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/GreenPP.shader @@ -3,7 +3,7 @@ HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/RedPP.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/RedPP.shader index 73c98cdc85c..822cb42d4c8 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/RedPP.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/RedPP.shader @@ -3,7 +3,7 @@ HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/BeforeOpaqueDepthAndNormal.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/BeforeOpaqueDepthAndNormal.shader index b195c5a7676..3ea5cf3c7c3 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/BeforeOpaqueDepthAndNormal.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/BeforeOpaqueDepthAndNormal.shader @@ -5,7 +5,7 @@ #pragma vertex Vert #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Outline/Outline.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Outline/Outline.shader index 6a1b0ad56a1..c1069b4271b 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Outline/Outline.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Outline/Outline.shader @@ -5,7 +5,7 @@ #pragma vertex Vert #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/Renderers_Test.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/Renderers_Test.shader index f63f9e8755c..b5ddf5ca1de 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/Renderers_Test.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/Renderers_Test.shader @@ -12,7 +12,7 @@ HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // #pragma enable_d3d11_debug_symbols diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/FullscreenTemplate.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/FullscreenTemplate.shader index 9043af8bb8e..f60720e86e6 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/FullscreenTemplate.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/FullscreenTemplate.shader @@ -5,7 +5,7 @@ Shader "FullScreen/FullscreenTemplate" #pragma vertex Vert #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/RenderersTemplate.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/RenderersTemplate.shader index 827a04f5321..905979d8663 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/RenderersTemplate.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/RenderersTemplate.shader @@ -12,7 +12,7 @@ Shader "Renderers/RenderersTemplate" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // #pragma enable_d3d11_debug_symbols diff --git a/TestProjects/HDRP_Tests/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSky/Resources/ProceduralSky.shader b/TestProjects/HDRP_Tests/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSky/Resources/ProceduralSky.shader index ea8c3f766fb..c3716367065 100644 --- a/TestProjects/HDRP_Tests/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSky/Resources/ProceduralSky.shader +++ b/TestProjects/HDRP_Tests/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSky/Resources/ProceduralSky.shader @@ -11,7 +11,7 @@ Shader "Hidden/HDRP/Sky/ProceduralSky" #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile _ _ENABLE_SUN_DISK diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources/ProceduralSky.shader b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources/ProceduralSky.shader index ea8c3f766fb..c3716367065 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources/ProceduralSky.shader +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources/ProceduralSky.shader @@ -11,7 +11,7 @@ Shader "Hidden/HDRP/Sky/ProceduralSky" #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile _ _ENABLE_SUN_DISK From 5c454b0bd1aca3b4a5722c14a8db8e72c555b1de Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Wed, 27 Jan 2021 07:48:32 +0000 Subject: [PATCH 10/28] Added missing XboxOneD3D12 device type --- .../PostProcessing/Runtime/Utils/RuntimeUtilities.cs | 1 + 1 file changed, 1 insertion(+) diff --git a/com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs b/com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs index 1710580385e..5146e8eec1a 100644 --- a/com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs +++ b/com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs @@ -931,6 +931,7 @@ public static bool IsResolvedDepthAvailable(Camera camera) || gtype == GraphicsDeviceType.GameCoreScarlett || gtype == GraphicsDeviceType.GameCoreXboxOne || gtype == GraphicsDeviceType.XboxOne + || gtype == GraphicsDeviceType.XboxOneD3D12 ); } From 973865114102d9842f7abb86d0e4d74ff7f2c738 Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Thu, 28 Jan 2021 15:10:22 +0000 Subject: [PATCH 11/28] Updated documentation --- .../101_ShadergraphSampleScene.unity | 7 ++----- .../LightingData.asset | Bin 22244 -> 22244 bytes .../VisualEffectGraph_URP/Assets/URP.asset | 8 ++++++-- .../Documentation~/Building-For-Consoles.md | 4 +++- .../Documentation~/Building-For-Consoles.md | 4 +++- .../Documentation~/hd.md | 2 +- 6 files changed, 15 insertions(+), 10 deletions(-) diff --git a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.unity b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.unity index 8b206837d0b..77bbd7f038f 100644 --- a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.unity +++ b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.unity @@ -97,7 +97,7 @@ LightmapSettings: m_ExportTrainingData: 0 m_TrainingDataDestination: TrainingData m_LightProbeSampleCountMultiplier: 4 - m_LightingDataAsset: {fileID: 112000002, guid: 9453e396005f22c4f96475f4d381e443, + m_LightingDataAsset: {fileID: 112000004, guid: 9453e396005f22c4f96475f4d381e443, type: 2} m_LightingSettings: {fileID: 4890085278179872738, guid: 9cb041aa387b55a428d7618cebbe4185, type: 2} @@ -1263,6 +1263,7 @@ GameObject: m_IsActive: 1 --- !u!73398921 &1644295313 VFXRenderer: + serializedVersion: 1 m_ObjectHideFlags: 2 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} @@ -1280,10 +1281,6 @@ VFXRenderer: m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 - m_Materials: - - {fileID: 0} - - {fileID: 0} - - {fileID: 0} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 diff --git a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene/LightingData.asset b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene/LightingData.asset index dcfc96617f7e369d4dc6c1eebe52a156fc4c605c..2fa41320bf2365c06ece93e856cde143371c3c8b 100644 GIT binary patch delta 430 zcmaE|mhs72#tEjZMtTN`CL67k+$AFz85n?wf#uH{HXy|?0mK1<6O&8bHPqj}pTgJh zf1i8Tm#5~_KK!`I43_)5O3b*(veOPCl`8{O#b2iU~&VHuJM%C1e*_5 z3naXNm1)pJFqxbh?5#L&^#Z$poJsrSkL2z76A)ta z&EIMFBb@;2hreof2Na#QI6V0xP}P&03++<8llF;70EU~oQEE;;A5diZ{sOEfeB19L`*Jq*OZlb2tVJ2}Af!Q=*@P99HbJh~VR>=+n+*fKC|aAaU;aMeSlqYo9;)uWA^R) z{2KUo|Cz0{d-VlD3-#Td7I|B~?quD=Yq4hX&meEbiN+u8m_s`E9XGsasnVmeyYpGJ zMed;m=8T8=cR8&&yF+hsYOuHBl?pncl#Bc zwm3HVB2d-J8w>5Cyp#56#I@Kc?8>!iRtVWW-!gtTpIh~A+4xnK=96thycKg?KiaLo z+qqBdgy`~(7a(`@3w!Z`pH$6b0)6@s(KOo(JtMlYu}=hAnW~2E3L{d a&D(M8t)2Ok>ukGbeJrtb+AJD+o)G|p6PlI) diff --git a/TestProjects/VisualEffectGraph_URP/Assets/URP.asset b/TestProjects/VisualEffectGraph_URP/Assets/URP.asset index b3e03e1ad72..9bc40396317 100644 --- a/TestProjects/VisualEffectGraph_URP/Assets/URP.asset +++ b/TestProjects/VisualEffectGraph_URP/Assets/URP.asset @@ -12,8 +12,8 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3} m_Name: URP m_EditorClassIdentifier: - k_AssetVersion: 6 - k_AssetPreviousVersion: 5 + k_AssetVersion: 7 + k_AssetPreviousVersion: 7 m_RendererType: 1 m_RendererData: {fileID: 0} m_RendererDataList: @@ -34,6 +34,9 @@ MonoBehaviour: m_AdditionalLightsPerObjectLimit: 4 m_AdditionalLightShadowsSupported: 0 m_AdditionalLightsShadowmapResolution: 512 + m_AdditionalLightsShadowResolutionTierLow: 256 + m_AdditionalLightsShadowResolutionTierMedium: 512 + m_AdditionalLightsShadowResolutionTierHigh: 1024 m_ShadowDistance: 50 m_ShadowCascadeCount: 4 m_Cascade2Split: 0.25 @@ -49,6 +52,7 @@ MonoBehaviour: m_UseAdaptivePerformance: 1 m_ColorGradingMode: 0 m_ColorGradingLutSize: 32 + m_UseFastSRGBLinearConversion: 0 m_ShadowType: 1 m_LocalShadowsSupported: 0 m_LocalShadowsAtlasResolution: 256 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 bc2bb091650..6e517fc97b9 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 @@ -1,10 +1,12 @@ # Building your Project for consoles -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: +To build a Project for the **PlayStation 4**, **PlayStation 5**, **Game Core Scarlett**, **Game Core Xbox One** 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 +- **Game Core Scarlett**: com.unity.render-pipelines.gamecore +- **Game Core Xbox One**: com.unity.render-pipelines.gamecore ## Platform package installation 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 bc2bb091650..6e517fc97b9 100644 --- a/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md +++ b/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md @@ -1,10 +1,12 @@ # Building your Project for consoles -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: +To build a Project for the **PlayStation 4**, **PlayStation 5**, **Game Core Scarlett**, **Game Core Xbox One** 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 +- **Game Core Scarlett**: com.unity.render-pipelines.gamecore +- **Game Core Xbox One**: com.unity.render-pipelines.gamecore ## Platform package installation 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 51eba427873..0b96055444f 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, PS5, 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, Xbox Series, 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 From 5d243cf2d964b0bdc86e6a84670de88fdfc9c4c1 Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Thu, 28 Jan 2021 15:11:04 +0000 Subject: [PATCH 12/28] PostProcess fix for earlier Unity builds --- .../PostProcessing/Editor/Utils/EditorUtilities.cs | 2 ++ 1 file changed, 2 insertions(+) diff --git a/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs b/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs index 77e18c56cb9..67c66595907 100644 --- a/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs +++ b/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs @@ -30,8 +30,10 @@ public static bool isTargetingConsoles || t == BuildTarget.PS5 #endif || t == BuildTarget.XboxOne +#if UNITY_GAMECORE || t == BuildTarget.GameCoreScarlett || t == BuiltTarget.GameCoreXboxone +#endif || t == BuildTarget.Switch; } } From 1f279354bb4f6e30e0a4e262927e4c03548b7ae1 Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Thu, 28 Jan 2021 15:11:41 +0000 Subject: [PATCH 13/28] Shader functions must have return values --- com.unity.render-pipelines.universal/Shaders/LitInput.hlsl | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl b/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl index 3a55d0262fa..dbe75aedbfa 100644 --- a/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl @@ -178,6 +178,8 @@ half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) #endif return albedo * LerpWhiteTo(detailAlbedo, detailMask); +#else + return albedo; #endif } @@ -195,6 +197,8 @@ half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) detailNormalTS = normalize(detailNormalTS); return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); // todo: detailMask should lerp the angle of the quaternion rotation, not the normals +#else + return normalTS; #endif } From f5f389903a1b4d33c19c3bbe216a010c9bb1121d Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Thu, 28 Jan 2021 15:12:11 +0000 Subject: [PATCH 14/28] Build target test case fixes --- .../Tests/Editor/InternalTests/ExpectedSettings.cs | 5 +++++ .../Tests/Editor/InternalTests/ExpectedSettings.cs | 4 ++++ 2 files changed, 9 insertions(+) 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 08e1bb6856e..89305e9b46f 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 @@ -29,6 +29,9 @@ static IEnumerable GraphicsJobsValidBuildTargets yield return new TestCaseData(BuildTarget.WebGL); yield return new TestCaseData(BuildTarget.WSAPlayer); yield return new TestCaseData(BuildTarget.XboxOne); + yield return new TestCaseData(BuildTarget.GameCodeXboxOne); + yield return new TestCaseData(BuildTarget.GameCodeScarlett); + } } @@ -52,6 +55,8 @@ private static bool GraphicsJobsEnabledByDefault(BuildTarget buildTarget) case BuildTarget.Switch: case BuildTarget.WSAPlayer: case BuildTarget.XboxOne: + case BuildTarget.GameCoreXboxOne: + case BuildTarget.GameCodeScarlett: return true; } throw new System.ArgumentException("Unhandled BuildTarget case '" + buildTarget.ToString() + "'", nameof(buildTarget)); 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 51eb8a269f1..db588153f2e 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 @@ -29,6 +29,8 @@ static IEnumerable GraphicsJobsValidBuildTargets yield return new TestCaseData(BuildTarget.WebGL); yield return new TestCaseData(BuildTarget.WSAPlayer); yield return new TestCaseData(BuildTarget.XboxOne); + yield return new TestCaseData(BuildTarget.GameCodeXboxOne); + yield return new TestCaseData(BuildTarget.GameCodeScarlett); } } @@ -52,6 +54,8 @@ private static bool GraphicsJobsEnabledByDefault(BuildTarget buildTarget) case BuildTarget.Switch: case BuildTarget.WSAPlayer: case BuildTarget.XboxOne: + case BuildTarget.GameCoreXboxOne: + case BuildTarget.GameCodeScarlett: return true; } throw new System.ArgumentException("Unhandled BuildTarget case '" + buildTarget.ToString() + "'", nameof(buildTarget)); From 9a47fb9e07d98374e43d089312b4d41491844751 Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Thu, 28 Jan 2021 15:12:54 +0000 Subject: [PATCH 15/28] Workaround for noperspective on transparent vfx particles --- .../Shaders/ParticleLinesSW/PassForward.template | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassForward.template b/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassForward.template index 155c6f045b0..48b3337dab4 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassForward.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassForward.template @@ -13,7 +13,7 @@ Pass { float4 pos : SV_POSITION; #if IS_TRANSPARENT_PARTICLE -#ifdef SHADER_API_PSSL +#if defined (SHADER_API_PSSL) || defined(SHADER_API_GAMECORE) /*noperspective (see case 1237742)*/ float pixelOffset : TEXCOORD0; // for AA #else noperspective float pixelOffset : TEXCOORD0; // for AA From 7f3c1171dfce6bae71da51a326a1ad1c11e20e27 Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Thu, 28 Jan 2021 15:14:15 +0000 Subject: [PATCH 16/28] Revert "Updated documentation" This reverts commit 973865114102d9842f7abb86d0e4d74ff7f2c738. --- .../101_ShadergraphSampleScene.unity | 7 +++++-- .../LightingData.asset | Bin 22244 -> 22244 bytes .../VisualEffectGraph_URP/Assets/URP.asset | 8 ++------ .../Documentation~/Building-For-Consoles.md | 4 +--- .../Documentation~/Building-For-Consoles.md | 4 +--- .../Documentation~/hd.md | 2 +- 6 files changed, 10 insertions(+), 15 deletions(-) diff --git a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.unity b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.unity index 77bbd7f038f..8b206837d0b 100644 --- a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.unity +++ b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.unity @@ -97,7 +97,7 @@ LightmapSettings: m_ExportTrainingData: 0 m_TrainingDataDestination: TrainingData m_LightProbeSampleCountMultiplier: 4 - m_LightingDataAsset: {fileID: 112000004, guid: 9453e396005f22c4f96475f4d381e443, + m_LightingDataAsset: {fileID: 112000002, guid: 9453e396005f22c4f96475f4d381e443, type: 2} m_LightingSettings: {fileID: 4890085278179872738, guid: 9cb041aa387b55a428d7618cebbe4185, type: 2} @@ -1263,7 +1263,6 @@ GameObject: m_IsActive: 1 --- !u!73398921 &1644295313 VFXRenderer: - serializedVersion: 1 m_ObjectHideFlags: 2 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} @@ -1281,6 +1280,10 @@ VFXRenderer: m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 + m_Materials: + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 diff --git a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene/LightingData.asset b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene/LightingData.asset index 2fa41320bf2365c06ece93e856cde143371c3c8b..dcfc96617f7e369d4dc6c1eebe52a156fc4c605c 100644 GIT binary patch delta 412 zcmaE|mhs72#tEjZhI$5xmK&{<+$B#iGB5xU1IwQ^Y(R>EfeB19L`*Jq*OZlb2tVJ2}Af!Q=*@P99HbJh~VR>=+n+*fKC|aAaU;aMeSlqYo9;)uWA^R) z{2KUo|Cz0{d-VlD3-#Td7I|B~?quD=Yq4hX&meEbiN+u8m_s`E9XGsasnVmeyYpGJ zMed;m=8T8=cR8&&yF+hsYOuHBl?pncl#Bc zwm3HVB2d-J8w>5Cyp#56#I@Kc?8>!iRtVWW-!gtTpIh~A+4xnK=96thycKg?KiaLo z+qqBdgy`~(7a(`@3w!Z`pH$6b0)6@s(KOo(JtMlYu}=hAnW~2E3L{d a&D(M8t)2Ok>ukGbeJrtb+AJD+o)G|p6PlI) delta 430 zcmaE|mhs72#tEjZMtTN`CL67k+$AFz85n?wf#uH{HXy|?0mK1<6O&8bHPqj}pTgJh zf1i8Tm#5~_KK!`I43_)5O3b*(veOPCl`8{O#b2iU~&VHuJM%C1e*_5 z3naXNm1)pJFqxbh?5#L&^#Z$poJsrSkL2z76A)ta z&EIMFBb@;2hreof2Na#QI6V0xP}P&03++<8llF;70EU~oQEE;;A5diZ{sO Date: Thu, 28 Jan 2021 15:15:51 +0000 Subject: [PATCH 17/28] Updated documentation --- .../Documentation~/Building-For-Consoles.md | 4 +++- .../Documentation~/Building-For-Consoles.md | 4 +++- .../Packages/com.unity.template.hd/Documentation~/hd.md | 2 +- 3 files changed, 7 insertions(+), 3 deletions(-) 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 bc2bb091650..6e517fc97b9 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 @@ -1,10 +1,12 @@ # Building your Project for consoles -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: +To build a Project for the **PlayStation 4**, **PlayStation 5**, **Game Core Scarlett**, **Game Core Xbox One** 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 +- **Game Core Scarlett**: com.unity.render-pipelines.gamecore +- **Game Core Xbox One**: com.unity.render-pipelines.gamecore ## Platform package installation 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 bc2bb091650..6e517fc97b9 100644 --- a/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md +++ b/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md @@ -1,10 +1,12 @@ # Building your Project for consoles -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: +To build a Project for the **PlayStation 4**, **PlayStation 5**, **Game Core Scarlett**, **Game Core Xbox One** 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 +- **Game Core Scarlett**: com.unity.render-pipelines.gamecore +- **Game Core Xbox One**: com.unity.render-pipelines.gamecore ## Platform package installation 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 51eba427873..0b96055444f 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, PS5, 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, Xbox Series, 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 From 98d6cbe53742d29a300ca19652853da0317004ac Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Mon, 1 Feb 2021 16:54:44 +0000 Subject: [PATCH 18/28] Removed unnecessary xr texture array support --- com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs | 3 --- .../Runtime/ShaderLibrary/TextureXR.hlsl | 2 +- 2 files changed, 1 insertion(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs b/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs index ba437550402..72bab51a2db 100644 --- a/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs +++ b/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs @@ -38,9 +38,6 @@ public static bool useTexArray { case GraphicsDeviceType.Direct3D11: case GraphicsDeviceType.Direct3D12: - case GraphicsDeviceType.GameCoreScarlett: - case GraphicsDeviceType.GameCoreXboxOne: - return true; case GraphicsDeviceType.PlayStation4: case GraphicsDeviceType.PlayStation5: case GraphicsDeviceType.Vulkan: diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl index b443f650706..6d23aa26793 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl @@ -7,7 +7,7 @@ // single-pass doule-wide is deprecated // Must be in sync with C# with property useTexArray in TextureXR.cs -#if (defined(SHADER_API_D3D11) && !defined(SHADER_API_XBOXONE)) || defined(SHADER_API_GAMECORE) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) +#if (defined(SHADER_API_D3D11) && !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE)) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) #define UNITY_TEXTURE2D_X_ARRAY_SUPPORTED #endif From 119606216a4e98c27a4130eee782b0f18583918e Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Mon, 1 Feb 2021 16:55:34 +0000 Subject: [PATCH 19/28] Added xboxseries tags into example shaders in documentation --- .../Documentation~/Creating-Custom-Clouds.md | 2 +- .../Documentation~/Creating-a-Custom-Sky.md | 2 +- .../Documentation~/Custom-Pass.md | 2 +- .../Documentation~/Custom-Post-Process.md | 2 +- 4 files changed, 4 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Creating-Custom-Clouds.md b/com.unity.render-pipelines.high-definition/Documentation~/Creating-Custom-Clouds.md index 1ef507bcdd9..3afc7f79a8e 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Creating-Custom-Clouds.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Creating-Custom-Clouds.md @@ -144,7 +144,7 @@ Shader "Hidden/HDRP/Sky/NewCloud" #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md index 9abf26cc261..471231d6d24 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md @@ -202,7 +202,7 @@ Shader "Hidden/HDRP/Sky/NewSky" #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md index a8e60097061..4c4d75e4b00 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md @@ -479,7 +479,7 @@ Shader "Hidden/Outline" #pragma vertex Vert #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Post-Process.md b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Post-Process.md index 388ba46bfdd..de9f4462f3b 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Post-Process.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Post-Process.md @@ -105,7 +105,7 @@ Shader "Hidden/Shader/GrayScale" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" From e3563103a5500a4b82aa62e0ff02c4b9aa1125dd Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Mon, 1 Feb 2021 16:56:13 +0000 Subject: [PATCH 20/28] Move intrinsic support to platform header --- .../Runtime/Lighting/LightLoop/scrbound.compute | 4 ---- 1 file changed, 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/scrbound.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/scrbound.compute index 0fa2a730472..708826c9ceb 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/scrbound.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/scrbound.compute @@ -117,10 +117,6 @@ float4x4 PerspectiveProjection4x4(float a, float g, float n, float f) #undef PLATFORM_SUPPORTS_WAVE_INTRINSICS #endif -#ifdef SHADER_API_GAMECORE -// LaneSwizzle is not a supported intrinsic -#undef PLATFORM_SUPPORTS_WAVE_INTRINSICS -#endif #define CLEAR_SIGN_BIT(X) (asint(X) & INT_MAX) #define DIV_ROUND_UP(N, D) (((N) + (D) - 1) / (D)) // No division by 0 checks From c1615c642c5b22dd5d61dcf7d2ea007acff9c7f5 Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Mon, 1 Feb 2021 16:57:06 +0000 Subject: [PATCH 21/28] Reverted preprocessor guard around fragment shader --- .../Runtime/ShaderLibrary/UpsampleTransparent.shader | 2 -- 1 file changed, 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/UpsampleTransparent.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/UpsampleTransparent.shader index 700402e5370..35994fa4676 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/UpsampleTransparent.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/UpsampleTransparent.shader @@ -40,7 +40,6 @@ Shader "Hidden/HDRP/UpsampleTransparent" #define DEBUG_EDGE 0 #endif -#if SHADER_STAGE_FRAGMENT float4 Frag(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); @@ -107,7 +106,6 @@ Shader "Hidden/HDRP/UpsampleTransparent" } -#endif ENDHLSL SubShader From 6ba070fa1e74091f83bc7460bd23b49c47cb4981 Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Tue, 2 Feb 2021 14:36:34 +0000 Subject: [PATCH 22/28] Fixed typo in expected settings --- .../Tests/Editor/InternalTests/ExpectedSettings.cs | 6 +++--- .../Tests/Editor/InternalTests/ExpectedSettings.cs | 6 +++--- 2 files changed, 6 insertions(+), 6 deletions(-) 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 89305e9b46f..35900ca215b 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 @@ -29,8 +29,8 @@ static IEnumerable GraphicsJobsValidBuildTargets yield return new TestCaseData(BuildTarget.WebGL); yield return new TestCaseData(BuildTarget.WSAPlayer); yield return new TestCaseData(BuildTarget.XboxOne); - yield return new TestCaseData(BuildTarget.GameCodeXboxOne); - yield return new TestCaseData(BuildTarget.GameCodeScarlett); + yield return new TestCaseData(BuildTarget.GameCoreXboxOne); + yield return new TestCaseData(BuildTarget.GameCoreScarlett); } } @@ -56,7 +56,7 @@ private static bool GraphicsJobsEnabledByDefault(BuildTarget buildTarget) case BuildTarget.WSAPlayer: case BuildTarget.XboxOne: case BuildTarget.GameCoreXboxOne: - case BuildTarget.GameCodeScarlett: + case BuildTarget.GameCoreScarlett: return true; } throw new System.ArgumentException("Unhandled BuildTarget case '" + buildTarget.ToString() + "'", nameof(buildTarget)); 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 db588153f2e..cd57baed3af 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 @@ -29,8 +29,8 @@ static IEnumerable GraphicsJobsValidBuildTargets yield return new TestCaseData(BuildTarget.WebGL); yield return new TestCaseData(BuildTarget.WSAPlayer); yield return new TestCaseData(BuildTarget.XboxOne); - yield return new TestCaseData(BuildTarget.GameCodeXboxOne); - yield return new TestCaseData(BuildTarget.GameCodeScarlett); + yield return new TestCaseData(BuildTarget.GameCoreXboxOne); + yield return new TestCaseData(BuildTarget.GameCoreScarlett); } } @@ -55,7 +55,7 @@ private static bool GraphicsJobsEnabledByDefault(BuildTarget buildTarget) case BuildTarget.WSAPlayer: case BuildTarget.XboxOne: case BuildTarget.GameCoreXboxOne: - case BuildTarget.GameCodeScarlett: + case BuildTarget.GameCoreScarlett: return true; } throw new System.ArgumentException("Unhandled BuildTarget case '" + buildTarget.ToString() + "'", nameof(buildTarget)); From fe53127a3d491cb3dd529574ef3443b4a27105b1 Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Fri, 5 Feb 2021 12:24:58 +0000 Subject: [PATCH 23/28] Rename for XboxSeries --- .../PostProcessing/Editor/Utils/EditorUtilities.cs | 2 +- .../PostProcessing/Runtime/Utils/RuntimeUtilities.cs | 2 +- .../SubsurfaceScattering/SubsurfaceScatteringManager.cs | 2 +- .../Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs | 4 ++-- .../Runtime/RenderPipeline/Utility/HDUtils.cs | 4 ++-- .../Editor/Generation/Enumerations/Platform.cs | 6 +++--- .../Tests/Editor/InternalTests/ExpectedSettings.cs | 4 ++-- .../Tests/Editor/InternalTests/ExpectedSettings.cs | 4 ++-- 8 files changed, 14 insertions(+), 14 deletions(-) diff --git a/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs b/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs index 67c66595907..a649a1b7d30 100644 --- a/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs +++ b/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs @@ -31,7 +31,7 @@ public static bool isTargetingConsoles #endif || t == BuildTarget.XboxOne #if UNITY_GAMECORE - || t == BuildTarget.GameCoreScarlett + || t == BuildTarget.GameCoreXboxSeries || t == BuiltTarget.GameCoreXboxone #endif || t == BuildTarget.Switch; diff --git a/com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs b/com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs index 5146e8eec1a..f06a56c8621 100644 --- a/com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs +++ b/com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs @@ -928,7 +928,7 @@ public static bool IsResolvedDepthAvailable(Camera camera) return camera.actualRenderingPath == RenderingPath.DeferredShading && (gtype == GraphicsDeviceType.Direct3D11 || gtype == GraphicsDeviceType.Direct3D12 - || gtype == GraphicsDeviceType.GameCoreScarlett + || gtype == GraphicsDeviceType.GameCoreXboxSeries || gtype == GraphicsDeviceType.GameCoreXboxOne || gtype == GraphicsDeviceType.XboxOne || gtype == GraphicsDeviceType.XboxOneD3D12 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 b93cadffe25..da2a958105d 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 @@ -156,7 +156,7 @@ static bool NeedTemporarySubsurfaceBuffer() SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOne && SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOneD3D12 && SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreXboxOne && - SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreScarlett); + SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreXboxSeries); } 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 64902691055..fe383ac6e46 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 @@ -259,7 +259,7 @@ PrepassOutput RenderPrepass(RenderGraph renderGraph, SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne || SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.GameCoreXboxOne || - SystemInfo.graphicsDeviceType == GraphicsDeviceType.GameCoreScarlett; + SystemInfo.graphicsDeviceType == GraphicsDeviceType.GameCoreXboxSeries; mip1FromDownsampleForLowResTrans = mip1FromDownsampleForLowResTrans && hdCamera.frameSettings.IsEnabled(FrameSettingsField.LowResTransparent); @@ -908,7 +908,7 @@ void RenderDBuffer(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle dec SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne || SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12 || SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreXboxOne || - SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreScarlett; + SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreXboxSeries; if (!canReadBoundDepthBuffer) { 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 6a8f4531902..dac5febf862 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 @@ -719,7 +719,7 @@ internal static bool IsSupportedGraphicDevice(GraphicsDeviceType graphicDevice) graphicDevice == GraphicsDeviceType.XboxOne || graphicDevice == GraphicsDeviceType.XboxOneD3D12 || graphicDevice == GraphicsDeviceType.GameCoreXboxOne || - graphicDevice == GraphicsDeviceType.GameCoreScarlett || + graphicDevice == GraphicsDeviceType.GameCoreXboxSeries || graphicDevice == GraphicsDeviceType.Metal || graphicDevice == GraphicsDeviceType.Vulkan // Switch isn't supported currently (19.3) @@ -738,7 +738,7 @@ internal static bool IsSupportedBuildTarget(UnityEditor.BuildTarget buildTarget) buildTarget == UnityEditor.BuildTarget.WSAPlayer || buildTarget == UnityEditor.BuildTarget.XboxOne || buildTarget == UnityEditor.BuildTarget.GameCoreXboxOne || - buildTarget == UnityEditor.BuildTarget.GameCoreScarlett || + buildTarget == UnityEditor.BuildTarget.GameCoreXboxSeries || buildTarget == UnityEditor.BuildTarget.PS4 || buildTarget == UnityEditor.BuildTarget.PS5 || // buildTarget == UnityEditor.BuildTarget.iOS || // IOS isn't supported diff --git a/com.unity.shadergraph/Editor/Generation/Enumerations/Platform.cs b/com.unity.shadergraph/Editor/Generation/Enumerations/Platform.cs index 4c65a11fc31..771a1845770 100644 --- a/com.unity.shadergraph/Editor/Generation/Enumerations/Platform.cs +++ b/com.unity.shadergraph/Editor/Generation/Enumerations/Platform.cs @@ -14,7 +14,7 @@ internal enum Platform D3D9, XboxOne, GameCoreXboxOne, - GameCoreScarlett, + GameCoreXboxSeries, Playstation, Switch, } @@ -44,7 +44,7 @@ public static string ToShaderString(this Platform platform) return "xboxone"; case Platform.GameCoreXboxOne: return "xboxone"; - case Platform.GameCoreScarlett: + case Platform.GameCoreXboxSeries: return "xboxseries"; case Platform.Playstation: return "playstation"; @@ -61,7 +61,7 @@ internal static class PragmaRenderers // Return high end platform list for the only renderer directive (The list use by HDRP) internal static Platform[] GetHighEndPlatformArray() { - return new Platform[] { Platform.D3D11, Platform.Playstation, Platform.XboxOne, Platform.GameCoreScarlett, Platform.Vulkan, Platform.Metal, Platform.Switch }; + return new Platform[] { Platform.D3D11, Platform.Playstation, Platform.XboxOne, Platform.GameCoreXboxSeries, Platform.Vulkan, Platform.Metal, Platform.Switch }; } } } 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 35900ca215b..3e0e035795f 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 @@ -30,7 +30,7 @@ static IEnumerable GraphicsJobsValidBuildTargets yield return new TestCaseData(BuildTarget.WSAPlayer); yield return new TestCaseData(BuildTarget.XboxOne); yield return new TestCaseData(BuildTarget.GameCoreXboxOne); - yield return new TestCaseData(BuildTarget.GameCoreScarlett); + yield return new TestCaseData(BuildTarget.GameCoreXboxSeries); } } @@ -56,7 +56,7 @@ private static bool GraphicsJobsEnabledByDefault(BuildTarget buildTarget) case BuildTarget.WSAPlayer: case BuildTarget.XboxOne: case BuildTarget.GameCoreXboxOne: - case BuildTarget.GameCoreScarlett: + case BuildTarget.GameCoreXboxSeries: return true; } throw new System.ArgumentException("Unhandled BuildTarget case '" + buildTarget.ToString() + "'", nameof(buildTarget)); 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 cd57baed3af..d97b28337ee 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 @@ -30,7 +30,7 @@ static IEnumerable GraphicsJobsValidBuildTargets yield return new TestCaseData(BuildTarget.WSAPlayer); yield return new TestCaseData(BuildTarget.XboxOne); yield return new TestCaseData(BuildTarget.GameCoreXboxOne); - yield return new TestCaseData(BuildTarget.GameCoreScarlett); + yield return new TestCaseData(BuildTarget.GameCoreXboxSeries); } } @@ -55,7 +55,7 @@ private static bool GraphicsJobsEnabledByDefault(BuildTarget buildTarget) case BuildTarget.WSAPlayer: case BuildTarget.XboxOne: case BuildTarget.GameCoreXboxOne: - case BuildTarget.GameCoreScarlett: + case BuildTarget.GameCoreXboxSeries: return true; } throw new System.ArgumentException("Unhandled BuildTarget case '" + buildTarget.ToString() + "'", nameof(buildTarget)); From 572e2fc3279506f71a701f95a678303306700bf4 Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Wed, 17 Feb 2021 07:51:20 +0000 Subject: [PATCH 24/28] Rename for Xbox Series --- .../Documentation~/Building-For-Consoles.md | 4 ++-- .../Documentation~/Building-For-Consoles.md | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) 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 6e517fc97b9..79ed063cb56 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 @@ -1,11 +1,11 @@ # Building your Project for consoles -To build a Project for the **PlayStation 4**, **PlayStation 5**, **Game Core Scarlett**, **Game Core Xbox One** 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**, **Game Core Xbox Series**, **Game Core Xbox One** 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 -- **Game Core Scarlett**: com.unity.render-pipelines.gamecore +- **Game Core Xbox Series**: com.unity.render-pipelines.gamecore - **Game Core Xbox One**: com.unity.render-pipelines.gamecore ## Platform package installation 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 6e517fc97b9..346ecabe2d4 100644 --- a/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md +++ b/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md @@ -1,11 +1,11 @@ # Building your Project for consoles -To build a Project for the **PlayStation 4**, **PlayStation 5**, **Game Core Scarlett**, **Game Core Xbox One** 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**, **Xbox Series**, **Game Core Xbox One** 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 -- **Game Core Scarlett**: com.unity.render-pipelines.gamecore +- **Game Core Xbox Series**: com.unity.render-pipelines.gamecore - **Game Core Xbox One**: com.unity.render-pipelines.gamecore ## Platform package installation From 220c52212e352994d92b6aa8c9d0e74df2cdbad5 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Wed, 17 Feb 2021 10:35:21 +0100 Subject: [PATCH 25/28] Update CHANGELOG.md --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 - 1 file changed, 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index c2a00d7f94b..ac8bf08594f 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -7,7 +7,6 @@ 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. - Added support for XboxSeries platform. - Added pivot point manipulation for Decals (inspector and edit mode). - Added UV manipulation for Decals (edit mode). From e94d7bc1f33cb23321471a37228cd7785cd836a3 Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Wed, 17 Feb 2021 19:51:24 +0100 Subject: [PATCH 26/28] Formatting --- .../PostProcessing/Editor/Utils/EditorUtilities.cs | 4 ++-- .../PostProcessing/Runtime/Utils/RuntimeUtilities.cs | 12 ++++++------ .../RenderPipeline/HDRenderPipeline.Prepass.cs | 4 ++-- .../Runtime/ShaderLibrary/UpsampleTransparent.shader | 2 +- .../Shaders/LitInput.hlsl | 2 +- .../Tests/Editor/InternalTests/ExpectedSettings.cs | 1 - 6 files changed, 12 insertions(+), 13 deletions(-) diff --git a/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs b/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs index a649a1b7d30..ab83dbbeb3c 100644 --- a/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs +++ b/com.unity.postprocessing/PostProcessing/Editor/Utils/EditorUtilities.cs @@ -30,10 +30,10 @@ public static bool isTargetingConsoles || t == BuildTarget.PS5 #endif || t == BuildTarget.XboxOne -#if UNITY_GAMECORE +#if UNITY_GAMECORE || t == BuildTarget.GameCoreXboxSeries || t == BuiltTarget.GameCoreXboxone -#endif +#endif || t == BuildTarget.Switch; } } diff --git a/com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs b/com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs index f06a56c8621..b1bb5dd2243 100644 --- a/com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs +++ b/com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs @@ -926,12 +926,12 @@ public static bool IsResolvedDepthAvailable(Camera camera) // TODO: Is there more proper way to determine this? What about SRPs? var gtype = SystemInfo.graphicsDeviceType; return camera.actualRenderingPath == RenderingPath.DeferredShading && - (gtype == GraphicsDeviceType.Direct3D11 - || gtype == GraphicsDeviceType.Direct3D12 - || gtype == GraphicsDeviceType.GameCoreXboxSeries - || gtype == GraphicsDeviceType.GameCoreXboxOne - || gtype == GraphicsDeviceType.XboxOne - || gtype == GraphicsDeviceType.XboxOneD3D12 + (gtype == GraphicsDeviceType.Direct3D11 + || gtype == GraphicsDeviceType.Direct3D12 + || gtype == GraphicsDeviceType.GameCoreXboxSeries + || gtype == GraphicsDeviceType.GameCoreXboxOne + || gtype == GraphicsDeviceType.XboxOne + || gtype == 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 f182498b0b1..860753151fc 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 @@ -252,7 +252,7 @@ PrepassOutput RenderPrepass(RenderGraph renderGraph, SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.GameCoreXboxOne || SystemInfo.graphicsDeviceType == GraphicsDeviceType.GameCoreXboxSeries; - + mip1FromDownsampleForLowResTrans = mip1FromDownsampleForLowResTrans && hdCamera.frameSettings.IsEnabled(FrameSettingsField.LowResTransparent); DownsampleDepthForLowResTransparency(renderGraph, hdCamera, mip1FromDownsampleForLowResTrans, ref result); @@ -898,7 +898,7 @@ 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 || + SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12 || SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreXboxOne || SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreXboxSeries; diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/UpsampleTransparent.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/UpsampleTransparent.shader index 35994fa4676..66654939a20 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/UpsampleTransparent.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/UpsampleTransparent.shader @@ -103,7 +103,7 @@ Shader "Hidden/HDRP/UpsampleTransparent" return SAMPLE_TEXTURE2D_X_LOD(_LowResTransparent, s_linear_clamp_sampler, ClampAndScaleUVForBilinear(uv, halfResTexelSize), 0.0); #endif - + } ENDHLSL diff --git a/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl b/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl index dbe75aedbfa..f663f662bb5 100644 --- a/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl @@ -178,7 +178,7 @@ half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) #endif return albedo * LerpWhiteTo(detailAlbedo, detailMask); -#else +#else return albedo; #endif } 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 3e0e035795f..6ecae0bd12d 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 @@ -31,7 +31,6 @@ static IEnumerable GraphicsJobsValidBuildTargets yield return new TestCaseData(BuildTarget.XboxOne); yield return new TestCaseData(BuildTarget.GameCoreXboxOne); yield return new TestCaseData(BuildTarget.GameCoreXboxSeries); - } } From f225071a5960a238e1ea0a167ca3de49a4e30c8d Mon Sep 17 00:00:00 2001 From: Adrian1066 Date: Thu, 18 Feb 2021 16:24:07 +0000 Subject: [PATCH 27/28] Fixed type in RenderDBuffer --- .../Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) 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 860753151fc..4189df1a132 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 @@ -899,8 +899,8 @@ void RenderDBuffer(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle dec SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation5 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne || SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12 || - SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreXboxOne || - SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreXboxSeries; + SystemInfo.graphicsDeviceType == GraphicsDeviceType.GameCoreXboxOne || + SystemInfo.graphicsDeviceType == GraphicsDeviceType.GameCoreXboxSeries; if (!canReadBoundDepthBuffer) { From 9ba07b705d966ae1dfc86b06dd4e0998f3d2c05c Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Fri, 19 Feb 2021 18:43:35 +0100 Subject: [PATCH 28/28] Add various missing xboxseries --- .../HDRP_PerformanceTests/Assets/Scenes/Effects/Outline.shader | 2 +- .../Templates/CustomPostProcessingShader.template | 2 +- .../CustomPass/CustomPassFullScreenShader.template | 2 +- .../CustomPass/CustomPassRenderersShader.template | 2 +- .../Runtime/Material/LayeredLit/LayeredLit.shader | 2 +- .../Runtime/Material/LayeredLit/LayeredLitTessellation.shader | 1 - .../Runtime/Material/Lit/Lit.shader | 2 +- .../Runtime/Material/Lit/LitTessellation.shader | 2 +- 8 files changed, 7 insertions(+), 8 deletions(-) diff --git a/TestProjects/HDRP_PerformanceTests/Assets/Scenes/Effects/Outline.shader b/TestProjects/HDRP_PerformanceTests/Assets/Scenes/Effects/Outline.shader index ce0fca915c4..592384766c3 100644 --- a/TestProjects/HDRP_PerformanceTests/Assets/Scenes/Effects/Outline.shader +++ b/TestProjects/HDRP_PerformanceTests/Assets/Scenes/Effects/Outline.shader @@ -5,7 +5,7 @@ Shader "Hidden/Outline" #pragma vertex Vert #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Editor/PostProcessing/Templates/CustomPostProcessingShader.template b/com.unity.render-pipelines.high-definition/Editor/PostProcessing/Templates/CustomPostProcessingShader.template index 89995ffd034..fac5e0b30f5 100644 --- a/com.unity.render-pipelines.high-definition/Editor/PostProcessing/Templates/CustomPostProcessingShader.template +++ b/com.unity.render-pipelines.high-definition/Editor/PostProcessing/Templates/CustomPostProcessingShader.template @@ -3,7 +3,7 @@ Shader "Hidden/Shader/#SCRIPTNAME#" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassFullScreenShader.template b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassFullScreenShader.template index 0947ce622b6..dc59b5667cb 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassFullScreenShader.template +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassFullScreenShader.template @@ -5,7 +5,7 @@ Shader "FullScreen/#SCRIPTNAME#" #pragma vertex Vert #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassRenderersShader.template b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassRenderersShader.template index 856fb94fbc9..ff8970c6360 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassRenderersShader.template +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassRenderersShader.template @@ -12,7 +12,7 @@ Shader "Renderers/#SCRIPTNAME#" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // #pragma enable_d3d11_debug_symbols diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader index 26f179d88b5..6d167a3c8fd 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader @@ -982,7 +982,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader index 500f66b3552..6de1f0b4a51 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader @@ -960,7 +960,6 @@ Shader "HDRP/LayeredLitTessellation" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader index 59b4d0aa361..c0cb6f940df 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader @@ -963,7 +963,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader index 6bf0f6a8e99..852cef8f349 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader @@ -890,7 +890,7 @@ Shader "HDRP/LitTessellation" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON