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Omit DXR SubShader for VFX
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com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceSubTarget.cs

Lines changed: 8 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -8,6 +8,7 @@
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Legacy;
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using UnityEditor.Rendering.HighDefinition.ShaderGraph.Legacy;
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using UnityEditor.VFX;
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using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties;
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using static UnityEditor.Rendering.HighDefinition.HDShaderUtils;
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@@ -60,8 +61,13 @@ public override void Setup(ref TargetSetupContext context)
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protected override IEnumerable<SubShaderDescriptor> EnumerateSubShaders()
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{
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yield return PostProcessSubShader(GetSubShaderDescriptor());
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if (supportRaytracing || supportPathtracing)
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yield return PostProcessSubShader(GetRaytracingSubShaderDescriptor());
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// Always omit DXR SubShader for VFX until DXR support is added.
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if (!VFXSubTarget.IsConfigured())
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{
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if (supportRaytracing || supportPathtracing)
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yield return PostProcessSubShader(GetRaytracingSubShaderDescriptor());
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}
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}
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protected virtual SubShaderDescriptor GetSubShaderDescriptor()

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