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[HDRP] Fix obsolete terrainDetailUnsupported compilation error
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+3
-16
lines changed

1 file changed

+3
-16
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com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

Lines changed: 3 additions & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -185,8 +185,9 @@ internal static Volume GetOrCreateDefaultVolume()
185185
MSAASamples m_MSAASamples;
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// The pass "SRPDefaultUnlit" is a fall back to legacy unlit rendering and is required to support unity 2d + unity UI that render in the scene.
188-
ShaderTagId[] m_ForwardAndForwardOnlyPassNames = { HDShaderPassNames.s_ForwardOnlyName, HDShaderPassNames.s_ForwardName, HDShaderPassNames.s_SRPDefaultUnlitName };
189-
ShaderTagId[] m_ForwardOnlyPassNames = { HDShaderPassNames.s_ForwardOnlyName, HDShaderPassNames.s_SRPDefaultUnlitName };
188+
// s_ForwardEmissiveForDeferredName is only in m_ForwardOnlyPassNames as it match the lit mode deferred, not required in forward
189+
ShaderTagId[] m_ForwardAndForwardOnlyPassNames = { HDShaderPassNames.s_ForwardOnlyName, HDShaderPassNames.s_ForwardName, HDShaderPassNames.s_SRPDefaultUnlitName, HDShaderPassNames.s_DecalMeshForwardEmissiveName };
190+
ShaderTagId[] m_ForwardOnlyPassNames = { HDShaderPassNames.s_ForwardOnlyName, HDShaderPassNames.s_SRPDefaultUnlitName, HDShaderPassNames.s_ForwardEmissiveForDeferredName, HDShaderPassNames.s_DecalMeshForwardEmissiveName };
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191192
ShaderTagId[] m_AllTransparentPassNames = { HDShaderPassNames.s_TransparentBackfaceName,
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HDShaderPassNames.s_ForwardOnlyName,
@@ -210,7 +211,6 @@ internal static Volume GetOrCreateDefaultVolume()
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ShaderTagId[] m_RayTracingPrepassNames = { HDShaderPassNames.s_RayTracingPrepassName };
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ShaderTagId[] m_FullScreenDebugPassNames = { HDShaderPassNames.s_FullScreenDebugName };
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ShaderTagId[] m_ForwardErrorPassNames = { HDShaderPassNames.s_AlwaysName, HDShaderPassNames.s_ForwardBaseName, HDShaderPassNames.s_DeferredName, HDShaderPassNames.s_PrepassBaseName, HDShaderPassNames.s_VertexName, HDShaderPassNames.s_VertexLMRGBMName, HDShaderPassNames.s_VertexLMName };
213-
ShaderTagId[] m_DecalsEmissivePassNames = { HDShaderPassNames.s_DecalMeshForwardEmissiveName };
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ShaderTagId[] m_SinglePassName = new ShaderTagId[1];
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ShaderTagId[] m_MeshDecalsPassNames = { HDShaderPassNames.s_DBufferMeshName };
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@@ -671,7 +671,6 @@ void SetRenderingFeatures()
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, enlighten = false
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, overridesLODBias = true
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, overridesMaximumLODLevel = true
674-
, terrainDetailUnsupported = true
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, overridesShadowmask = true // Don't display the shadow mask UI in Quality Settings
676675
, overrideShadowmaskMessage = "\nThe Shadowmask Mode used at run time can be found in the Shadows section of Light component."
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, overridesRealtimeReflectionProbes = true // Don't display the real time reflection probes checkbox UI in Quality Settings
@@ -2916,18 +2915,6 @@ static void RenderDBuffer(in RenderDBufferParameters parameters,
29162915
cmd.ClearRandomWriteTargets();
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}
29182917

2919-
RendererListDesc PrepareForwardEmissiveRendererList(CullingResults cullResults, HDCamera hdCamera)
2920-
{
2921-
var result = new RendererListDesc(m_DecalsEmissivePassNames, cullResults, hdCamera.camera)
2922-
{
2923-
renderQueueRange = HDRenderQueue.k_RenderQueue_AllOpaque,
2924-
sortingCriteria = SortingCriteria.CommonOpaque,
2925-
rendererConfiguration = PerObjectData.None
2926-
};
2927-
2928-
return result;
2929-
}
2930-
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void RenderWireFrame(CullingResults cull, HDCamera hdCamera, RenderTargetIdentifier backbuffer, ScriptableRenderContext renderContext, CommandBuffer cmd)
29322919
{
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using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RenderWireFrame)))

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