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 bdc4f53b77a..4fddac06f1a 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 4083208bec2..d6eb76b74a3 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 7ce665f3cf2..9d2b3557a88 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 01e73a29bdc..81a56b25492 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 94350494a62..73c98cdc85c 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 a037c00cf43..b4dc422945b 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 40f0717e26e..6a1b0ad56a1 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 cc344f0c30e..c24fa418b7e 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch // #pragma enable_d3d11_debug_symbols diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/8101_Opaque.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/8101_Opaque.png index 0fd38a3f81c..98807aa1e1e 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/8101_Opaque.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/8101_Opaque.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5a4d8035695897b900efcca9d8429dfd835e6f4e96418a4689edbdfddaac9aa0 -size 234383 +oid sha256:5b38edad6109895ad946a43a8183cee8ed0f169e16dafd22b56a1cca7df58e32 +size 234107 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 4e4580889cf..ea8c3f766fb 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma multi_compile _ _ENABLE_SUN_DISK diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/26_NonUnifomScale.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/26_NonUnifomScale.png index d1457d94acd..0046bfa14bf 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/26_NonUnifomScale.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/26_NonUnifomScale.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:250b69f490e01d9eebc20c0a7eed6a8e61c3d81d20287b5858858367df533561 -size 238552 +oid sha256:c3a08621c17b6cfe1e433224adac92aa738641352ae54f50a7c819c1983e3a44 +size 239026 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/26_NonUnifomScale.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/26_NonUnifomScale.png index d1457d94acd..0046bfa14bf 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/26_NonUnifomScale.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/26_NonUnifomScale.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:250b69f490e01d9eebc20c0a7eed6a8e61c3d81d20287b5858858367df533561 -size 238552 +oid sha256:c3a08621c17b6cfe1e433224adac92aa738641352ae54f50a7c819c1983e3a44 +size 239026 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 4e4580889cf..ea8c3f766fb 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma multi_compile _ _ENABLE_SUN_DISK diff --git a/Tools/check-shader-includes-exclusions.txt b/Tools/check-shader-includes-exclusions.txt index 0437b0f7bbb..310f95fa581 100644 --- a/Tools/check-shader-includes-exclusions.txt +++ b/Tools/check-shader-includes-exclusions.txt @@ -1,2 +1,3 @@ com.unity.render-pipelines.xboxone/ShaderLibrary/API/XBoxOne.hlsl com.unity.render-pipelines.ps4/ShaderLibrary/API/PSSL.hlsl +com.unity.render-pipelines.ps5/ShaderLibrary/API/PSSL.hlsl diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index 7f7b4c95164..271135b34ba 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -6,8 +6,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [7.6.0] - 2021-03-25 -Version Updated -The version number for this package has increased due to a version update of a related graphics package. +### Added +- Support for the PlayStation 5 platform has been added. ## [7.5.3] - 2021-01-11 diff --git a/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs b/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs index bc984323b6b..63091a88e6c 100644 --- a/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs +++ b/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs @@ -39,6 +39,7 @@ public static bool useTexArray case GraphicsDeviceType.Direct3D11: case GraphicsDeviceType.Direct3D12: case GraphicsDeviceType.PlayStation4: + case GraphicsDeviceType.PlayStation5: case GraphicsDeviceType.Vulkan: return true; diff --git a/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl index 60449601be5..cd27df890e3 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl @@ -158,8 +158,10 @@ // Include language header #if defined(SHADER_API_XBOXONE) #include "Packages/com.unity.render-pipelines.xboxone/ShaderLibrary/API/XBoxOne.hlsl" -#elif defined(SHADER_API_PSSL) +#elif defined(SHADER_API_PS4) #include "Packages/com.unity.render-pipelines.ps4/ShaderLibrary/API/PSSL.hlsl" +#elif defined(SHADER_API_PS5) +#include "Packages/com.unity.render-pipelines.ps5/ShaderLibrary/API/PSSL.hlsl" #elif defined(SHADER_API_D3D11) #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/API/D3D11.hlsl" #elif defined(SHADER_API_METAL) diff --git a/com.unity.render-pipelines.core/ValidationExceptions.json b/com.unity.render-pipelines.core/ValidationExceptions.json new file mode 100644 index 00000000000..8896bbaea7f --- /dev/null +++ b/com.unity.render-pipelines.core/ValidationExceptions.json @@ -0,0 +1,11 @@ + +{ + "Exceptions": + [ + { + "ValidationTest": "API Validation", + "ExceptionError": "Breaking changes require a new major version.", + "PackageVersion": "7.6.0" + } + ] +} \ No newline at end of file diff --git a/com.unity.render-pipelines.core/ValidationExceptions.json.meta b/com.unity.render-pipelines.core/ValidationExceptions.json.meta new file mode 100644 index 00000000000..b2c58a6f7a2 --- /dev/null +++ b/com.unity.render-pipelines.core/ValidationExceptions.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 358f31ea4621b134481dc0a475d8b6c9 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 566cae93876..d3b7397742b 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -6,6 +6,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [7.6.0] - 2021-03-25 +### Added +- Support for the PlayStation 5 platform has been added. + ### Fixed - Fixed light layer issue when performing editing on multiple lights. 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 d5b14eb45c9..4cc5e712eff 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Building-For-Consoles.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Building-For-Consoles.md @@ -1,8 +1,9 @@ # Building your Project for consoles -To build a Project for the **PlayStation 4** or **Xbox One**, you need to install an additional package for each platform you want to support. The packages for each platform are: +To build a Project for the **PlayStation 4**, **PlayStation 5** or **Xbox One**, you need to install an additional package for each platform you want to support. The packages for each platform are: - **PlayStation 4**: com.unity.render-pipelines.ps4 +- **PlayStation 5**: com.unity.render-pipelines.ps5 - **Xbox One**: com.unity.render-pipelines.xboxone ## Platform package installation diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md index d2c7f8a1a87..58efdb653bb 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 @@ -185,7 +185,7 @@ Shader "Hidden/HDRP/Sky/NewSky" #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.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 f65962ac31f..586dfc9a9bb 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md @@ -466,7 +466,7 @@ Shader "Hidden/Outline" #pragma vertex Vert #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 f27913d847b..8e1943c222e 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 @@ -123,7 +123,7 @@ Shader "Hidden/Shader/GrayScale" #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalPass.template index b50790b66d5..83f59b5fb8a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalPass.template @@ -21,7 +21,7 @@ Pass HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //#pragma enable_d3d11_debug_symbols #pragma multi_compile_instancing 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 3b1a0cce06e..55fb717aa4c 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 d7001e31df2..79d6c477748 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyePass.template b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyePass.template index 488c0cdbc4c..c52e62795e3 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyePass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyePass.template @@ -21,7 +21,7 @@ Pass HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //#pragma enable_d3d11_debug_symbols $splice(InstancingOptions) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSubShader.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSubShader.cs index 416761adb63..c2c82b384e5 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSubShader.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSubShader.cs @@ -20,7 +20,7 @@ class FabricSubShader : IFabricSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch" + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch" }, Includes = new List() { @@ -74,7 +74,7 @@ class FabricSubShader : IFabricSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch" + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch" }, Includes = new List() { @@ -106,7 +106,7 @@ class FabricSubShader : IFabricSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", "#define SCENESELECTIONPASS", "#pragma editor_sync_compilation", }, @@ -494,7 +494,7 @@ class FabricSubShader : IFabricSubShader }, Includes = new List() { - "#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingGBuffer.hlsl\"", + "#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl\"", }, PixelShaderSlots = new List() { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairPass.template index d74a36907cd..9e9157bf35a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairPass.template @@ -21,7 +21,7 @@ Pass HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //#pragma enable_d3d11_debug_symbols $splice(InstancingOptions) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubShader.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubShader.cs index 9145f562006..c0b33572cc7 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubShader.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubShader.cs @@ -25,7 +25,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", "#pragma multi_compile _ DEBUG_DISPLAY", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", @@ -114,7 +114,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High), }, RequiredFields = new List() @@ -174,7 +174,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High), }, Includes = new List() @@ -208,7 +208,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", "#define SCENESELECTIONPASS", "#pragma editor_sync_compilation", DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High), @@ -357,7 +357,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High), }, Includes = new List() @@ -424,7 +424,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", "#define CUTOFF_TRANSPARENT_DEPTH_PREPASS", DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High), }, @@ -530,7 +530,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High), }, RequiredFields = new List() @@ -611,7 +611,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", "#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS", DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High), }, @@ -822,7 +822,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant }, Includes = new List() { - "#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingGBuffer.hlsl\"", + "#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl\"", }, PixelShaderSlots = new List() { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/PBR/ShaderGraph/HDPBRPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/PBR/ShaderGraph/HDPBRPass.template index a2f37b143d8..45dfc823d19 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/PBR/ShaderGraph/HDPBRPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/PBR/ShaderGraph/HDPBRPass.template @@ -21,7 +21,7 @@ Pass HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //#pragma enable_d3d11_debug_symbols $splice(InstancingOptions) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitPass.template index a22141de1c3..6b90ff304c6 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitPass.template @@ -21,7 +21,7 @@ Pass HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //#pragma enable_d3d11_debug_symbols $splice(InstancingOptions) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubShader.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubShader.cs index f26ef9759ec..1f7c228adca 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubShader.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubShader.cs @@ -21,7 +21,7 @@ class HDUnlitSubShader : IHDUnlitSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch" + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch" }, Includes = new List() { @@ -63,7 +63,7 @@ class HDUnlitSubShader : IHDUnlitSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", "#define SCENESELECTIONPASS", "#pragma editor_sync_compilation", }, @@ -102,7 +102,7 @@ class HDUnlitSubShader : IHDUnlitSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", "#pragma multi_compile _ WRITE_MSAA_DEPTH" // Note we don't need to define WRITE_NORMAL_BUFFER }, @@ -148,7 +148,7 @@ class HDUnlitSubShader : IHDUnlitSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", "#pragma multi_compile _ WRITE_MSAA_DEPTH" // Note we don't need to define WRITE_NORMAL_BUFFER }, @@ -191,7 +191,7 @@ class HDUnlitSubShader : IHDUnlitSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch" + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch" }, Includes = new List() { @@ -256,7 +256,7 @@ class HDUnlitSubShader : IHDUnlitSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch" + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch" }, Includes = new List() { @@ -289,7 +289,7 @@ class HDUnlitSubShader : IHDUnlitSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", "#pragma multi_compile _ DEBUG_DISPLAY" }, Includes = new List() @@ -430,7 +430,7 @@ class HDUnlitSubShader : IHDUnlitSubShader }, Includes = new List() { - "#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingGBuffer.hlsl\"", + "#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl\"", }, PixelShaderSlots = new List() { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/UnlitPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/UnlitPass.template index fe56ba36d04..ff2dff20f11 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/UnlitPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/UnlitPass.template @@ -20,7 +20,7 @@ Pass HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //#pragma enable_d3d11_debug_symbols //enable GPU instancing support 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 07932889a5c..89995ffd034 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 0e0fab3e791..0947ce622b6 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 c05a7f05cc1..db7b9322e1e 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch // #pragma enable_d3d11_debug_symbols 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 d04fab88f68..ce8205d7e19 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex vert #pragma fragment frag diff --git a/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs b/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs index a89cdbf6481..19071f05f24 100644 --- a/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs +++ b/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs @@ -1030,7 +1030,7 @@ public static void BuildRenderStatesFromPass( // Comment set of define for Forward Opaque pass in HDRP public static List s_ExtraDefinesForwardOpaque = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", "#pragma multi_compile _ DEBUG_DISPLAY", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", @@ -1043,7 +1043,7 @@ public static void BuildRenderStatesFromPass( public static List s_ExtraDefinesForwardTransparent = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", "#pragma multi_compile _ DEBUG_DISPLAY", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", @@ -1057,7 +1057,7 @@ public static void BuildRenderStatesFromPass( public static List s_ExtraDefinesForwardMaterialDepthOrMotion = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", "#define WRITE_NORMAL_BUFFER", "#pragma multi_compile _ WRITE_MSAA_DEPTH", HDLitSubShader.DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High) @@ -1065,7 +1065,7 @@ public static void BuildRenderStatesFromPass( public static List s_ExtraDefinesDepthOrMotion = new List() { - "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", "#pragma multi_compile _ WRITE_NORMAL_BUFFER", "#pragma multi_compile _ WRITE_MSAA_DEPTH", HDLitSubShader.DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High) 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 f6f2fd5960d..2f237707c8e 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 e6b2b342afe..2e9ada88b0c 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 2ea64bc3701..b6d4ca81130 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 29a91b58234..7a4af6079d8 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 7e71259ce51..1cf2ed0909a 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag 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 f5bfaf2b24b..25df25c66a6 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 0681ad5edf0..3bc9156f8bc 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 ef4b709dd3b..8e4e0262504 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 f8a787015e7..eb004e6f66f 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma multi_compile _ 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 ec2a8c70d64..abe02eecc79 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 3ce1088838d..8093814e7d7 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 @@ -114,7 +114,7 @@ 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 5da59a25c6d..bc68896e4f4 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag @@ -293,7 +293,7 @@ Shader "Hidden/HDRP/DeferredTile" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderBase.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderBase.hlsl index 3d16077fe2e..01222c07673 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderBase.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderBase.hlsl @@ -4,20 +4,6 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl" -#ifdef SHADER_API_PSSL - #ifndef Texture2DMS - #define Texture2DMS MS_Texture2D - #endif - - #ifndef SampleCmpLevelZero - #define SampleCmpLevelZero SampleCmpLOD0 - #endif - - #ifndef firstbithigh - #define firstbithigh FirstSetBit_Hi - #endif -#endif - #ifdef MSAA_ENABLED TEXTURE2D_X_MSAA(float, g_depth_tex) : register( t0 ); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/builddispatchindirect.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/builddispatchindirect.compute index ccd19ddc6a8..47bcfe684a3 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 @@ -1,6 +1,6 @@ #pragma kernel BuildDispatchIndirect BUILDINDIRECT=BuildDispatchIndirect IS_DRAWPROCEDURALINDIRECT=0 #pragma kernel BuildDrawProceduralIndirect BUILDINDIRECT=BuildDrawProceduralIndirect IS_DRAWPROCEDURALINDIRECT=1 -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 bab8796f4e1..da9fe1e5db9 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 f76aeab1863..cb5ece481ee 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 @@ -7,7 +7,7 @@ #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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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-clustered.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute index efde294863a..316a47e0568 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 @@ -26,7 +26,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/SortingComputeUtils.hlsl" #endif -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 1b40aba6ded..cc0f35e5e18 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 @@ -26,7 +26,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/SortingComputeUtils.hlsl" #endif -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 6b67169033d..1e6d0a2467b 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 @@ -13,7 +13,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 6172d031181..2681070522f 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 @@ -10,7 +10,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightCullUtils.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch uniform int g_isOrthographic; uniform int g_iNrVisibLights; 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 b5e1b7f4d39..1da1c537015 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 1867c9c958d..5f5c43f7a5b 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 @@ -15,7 +15,7 @@ // 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) -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #ifdef SHADER_API_PSSL #include SHADER_COMPILER_GLOBAL_OPTIMIZE_REGISTER_USAGE 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 645704be139..84cdcae64b0 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 adf892b8a4d..9de3847588e 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 8f13fe422ab..4ffd39c9568 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 @@ -5,7 +5,7 @@ Shader "Hidden/HDRP/ScreenSpaceShadows" #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.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 9e8694e2641..72b80a6d10b 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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/VolumeVoxelization.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumeVoxelization.compute index cdc875aa477..31b5211dcd0 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel VolumeVoxelizationBruteforceMQ VolumeVoxelization=VolumeVoxelizationBruteforceMQ LIGHTLOOP_DISABLE_TILE_AND_CLUSTER VL_PRESET_MQ #pragma kernel VolumeVoxelizationTiledMQ VolumeVoxelization=VolumeVoxelizationTiledMQ VL_PRESET_MQ 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 1d570c22ba6..642f5309e84 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel VolumetricLightingBruteforceMQ VolumetricLighting=VolumetricLightingBruteforceMQ LIGHTLOOP_DISABLE_TILE_AND_CLUSTER ENABLE_REPROJECTION=0 ENABLE_ANISOTROPY=0 VL_PRESET_MQ #pragma kernel VolumetricLightingTiledMQ VolumetricLighting=VolumetricLightingTiledMQ ENABLE_REPROJECTION=0 ENABLE_ANISOTROPY=0 VL_PRESET_MQ 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 65450fb74c7..802760a38b9 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 @@ -122,7 +122,7 @@ Shader "HDRP/AxF" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //------------------------------------------------------------------------------------- // Variant 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 7dd9d0637d1..5dddd6a2842 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 71a688699fa..6fb76794379 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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/ClearPropertyMaskBuffer.compute b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ClearPropertyMaskBuffer.compute index 8fcdee00a6a..123c78c621b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ClearPropertyMaskBuffer.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ClearPropertyMaskBuffer.compute @@ -1,4 +1,4 @@ -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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/Material/Decal/Decal.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.shader index 97b81999057..7283396036d 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 @@ -47,7 +47,7 @@ Shader "HDRP/Decal" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //#pragma enable_d3d11_debug_symbols //------------------------------------------------------------------------------------- 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 80d4f7d1895..5095638e184 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 b8169c8ec66..d50d357565e 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 82d9522cde7..489c6a09460 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 9da7381cebe..d8445386ed7 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 585da0d6596..b549c305f12 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma multi_compile _ 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 6d17c387288..0e31addebf2 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment frag 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 c68bfc5e787..caec4ae6bd9 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 @@ -523,7 +523,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -565,7 +565,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -612,7 +612,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -654,7 +654,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -694,7 +694,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -732,7 +732,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -782,7 +782,7 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -920,7 +920,7 @@ Shader "HDRP/LayeredLit" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingForward.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl" ENDHLSL } @@ -957,7 +957,7 @@ Shader "HDRP/LayeredLit" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/StandardLit/StandardLit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingGBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl" ENDHLSL } @@ -983,7 +983,7 @@ Shader "HDRP/LayeredLit" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingVisibility.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl" ENDHLSL } @@ -1011,13 +1011,13 @@ Shader "HDRP/LayeredLit" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/SubSurface/RaytracingIntersectionSubSurface.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/SubSurface/RayTracingIntersectionSubSurface.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingSubSurface.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRayTracingSubSurface.hlsl" ENDHLSL } 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 f3e4426c363..f78c798f205 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 @@ -379,7 +379,7 @@ Shader "HDRP/LayeredLitTessellation" HLSLINCLUDE #pragma target 5.0 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _DEPTHOFFSET_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 2b887d2a9dc..4cb630342da 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 @@ -348,7 +348,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options renderinglayer @@ -391,7 +391,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -440,7 +440,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -478,7 +478,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -517,7 +517,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -567,7 +567,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -614,7 +614,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -644,7 +644,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -678,7 +678,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -750,7 +750,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -816,7 +816,7 @@ Shader "HDRP/Lit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -923,7 +923,7 @@ Shader "HDRP/Lit" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingForward.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl" ENDHLSL } @@ -961,7 +961,7 @@ Shader "HDRP/Lit" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingGBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl" ENDHLSL } @@ -990,7 +990,7 @@ Shader "HDRP/Lit" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingVisibility.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl" ENDHLSL } @@ -1018,13 +1018,13 @@ Shader "HDRP/Lit" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/SubSurface/RaytracingIntersectionSubSurface.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/SubSurface/RayTracingIntersectionSubSurface.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingSubSurface.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRayTracingSubSurface.hlsl" ENDHLSL } 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 7edd5db7c6b..5b2724df1d2 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 @@ -236,7 +236,7 @@ Shader "HDRP/LitTessellation" HLSLINCLUDE #pragma target 5.0 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 2a1acb2cd3f..63d30fcba97 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 4922bb2fb61..8ca287228f8 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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/SharedRTManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs index 32b3011883a..0cc9c313ac9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs @@ -120,6 +120,7 @@ public void InitSharedBuffers(GBufferManager gbufferManager, RenderPipelineSetti public bool IsConsolePlatform() { return SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation4 || + SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation5 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne || SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/CombineLighting.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/CombineLighting.shader index 17236488735..178f7ad994a 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 7118884ad0e..936a590b03f 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel SubsurfaceScatteringMQ SubsurfaceScattering=SubsurfaceScatteringMQ SSS_ENABLE_NEAR_FIELD=0 #pragma kernel SubsurfaceScatteringHQ SubsurfaceScattering=SubsurfaceScatteringHQ SSS_ENABLE_NEAR_FIELD=1 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 114ccae3f06..962ab089036 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 @@ -227,6 +227,7 @@ static bool NeedTemporarySubsurfaceBuffer() // Most modern GPUs support it. We can avoid performing a costly copy in this case. // TODO: test/implement for other platforms. return (SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation4 && + SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation5 && SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOne && SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOneD3D12); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit.shader index 1f73432c54f..4552cafcadd 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 eefc2b20259..5c01c0cbdee 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 d6dac6680e2..95ff0b3614a 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 7244b7b23d3..9800badba3e 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 @@ -152,7 +152,7 @@ Shader "HDRP/Unlit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -200,7 +200,7 @@ Shader "HDRP/Unlit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -248,7 +248,7 @@ Shader "HDRP/Unlit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -294,7 +294,7 @@ Shader "HDRP/Unlit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -330,7 +330,7 @@ Shader "HDRP/Unlit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -368,7 +368,7 @@ Shader "HDRP/Unlit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -407,7 +407,7 @@ Shader "HDRP/Unlit" HLSLPROGRAM - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing @@ -480,7 +480,7 @@ Shader "HDRP/Unlit" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingForward.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl" ENDHLSL } @@ -515,7 +515,7 @@ Shader "HDRP/Unlit" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingGBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl" ENDHLSL } @@ -544,7 +544,7 @@ Shader "HDRP/Unlit" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingVisibility.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl" ENDHLSL } 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 5cb939db088..0dc06ab4412 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 6283f54301f..f6073342ab1 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMain MAIN=KMain #pragma kernel KMainDownsample MAIN=KMainDownsample 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 54c5c88583d..627a1294a87 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 @@ -3,7 +3,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomCommon.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 a29375ee9aa..5cfe56c214b 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMainLowQ MAIN=KMainLowQ LOW_QUALITY #pragma kernel KMainHighQ MAIN=KMainHighQ HIGH_QUALITY 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 f12b936300b..58460eb2081 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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/DepthOfFieldCoC.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoC.compute index 483f92eb7a5..24103a8d596 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 9535f976f39..01bd3790317 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 2796dbfc273..89a9052552a 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMain 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 b267b1de7a3..7954badc06c 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMainNearFarLowQ MAIN=KMainNearFarLowQ LOW_QUALITY NEAR FAR #pragma kernel KMainNearLowQ MAIN=KMainNearLowQ LOW_QUALITY NEAR 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 732ee482b01..3a4f9e030fc 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMainFar MAIN=KMainFar FAR #pragma kernel KMainFarTiles MAIN=KMainFarTiles FAR USE_TILES 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 c33689812c1..7532d083783 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 5a59686f834..1613d7d7b77 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 4c6b8a5600e..a4379e9e656 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMain MAIN=KMain #pragma kernel KMainAlpha MAIN=KMainAlpha ENABLE_ALPHA 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 5d1e841612d..174e198da2a 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMainNearFar MAIN=KMainNearFar NEAR FAR #pragma kernel KMainNear MAIN=KMainNear 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 8d8d36e9c3a..108af07061b 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KClear #pragma kernel KMainNearFar MAIN=KMainNearFar NEAR FAR 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 407fa053f48..8d413e4c841 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 @@ -3,7 +3,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/PhysicalCamera.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 0f440651f75..d6020747f36 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma multi_compile_local _ FXAA #pragma multi_compile_local _ 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 c47e6cf16d4..439e191d660 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KBuild_NoTonemap MAIN=KBuild_NoTonemap TONEMAPPING_NONE #pragma kernel KBuild_NeutralTonemap MAIN=KBuild_NeutralTonemap TONEMAPPING_NEUTRAL 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 f4f5038c71a..a6cc4248112 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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/MotionBlurTilePass.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurTilePass.compute index 592cc63d568..00b075447dd 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurTilePass.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurTilePass.compute @@ -8,7 +8,7 @@ #pragma kernel TileGenPass TILE_GEN_KERNEL_NAME=TileGenPass GEN_PASS #pragma kernel TileNeighbourhood TILE_NEIGHBOURHOOD_KERNEL_NAME=TileNeighbourhood NEIGHBOURHOOD_PASS -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #define USE_WAVE_INTRINSICS defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) 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 46e0b68d5f3..a4f1c6b84f0 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMainGeneric MAIN=KMainGeneric GENERIC #pragma kernel KMainUnitDistance MAIN=KMainUnitDistance UNITDISTANCE 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 b4f544290e6..00970be6749 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma multi_compile_local 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 9ed2596df37..82bff1125dc 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 @@ -12,7 +12,7 @@ Shader "Hidden/HDRP/TemporalAntialiasing" #pragma multi_compile_local _ ORTHOGRAPHIC #pragma multi_compile_local _ REDUCED_HISTORY_CONTRIB #pragma multi_compile_local _ ENABLE_ALPHA - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 d5e8be447e5..0a2165ec060 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMain_Variant0 MAIN=KMain_Variant0 VARIANT=0 #pragma kernel KMain_Variant1 MAIN=KMain_Variant1 VARIANT=1 diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index e1d80deb12e..d8fc817cd19 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -4457,7 +4457,7 @@ void ClearBuffers(HDCamera hdCamera, CommandBuffer cmd) { // On PS4 we don't have working MRT clear, so need to clear buffers one by one // https://fogbugz.unity3d.com/f/cases/1182018/ - if (Application.platform == RuntimePlatform.PS4) + if (Application.platform == RuntimePlatform.PS4 || Application.platform == RuntimePlatform.PS5) { var GBuffers = m_GbufferManager.GetBuffersRTI(); foreach (var gbuffer in GBuffers) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingSubSurface.raytrace b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingSubSurface.raytrace index 85762c9926e..259cac10e53 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingSubSurface.raytrace +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingSubSurface.raytrace @@ -17,7 +17,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" -#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/SubSurface/RaytracingIntersectionSubSurface.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/SubSurface/RayTracingIntersectionSubSurface.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingSampling.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/SubSurface.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStencilUsage.cs.hlsl" 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 60916a16f03..bc9622d8b75 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KColorGaussian KERNEL_SIZE=8 MAIN_GAUSSIAN=KColorGaussian DISABLE_TEXTURE2D_X_ARRAY #pragma kernel KColorDownsample KERNEL_SIZE=8 MAIN_DOWNSAMPLE=KColorDownsample DISABLE_TEXTURE2D_X_ARRAY 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 c48142b1a8f..2d3c0bad80b 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 "ColorPyramidPS" HLSLPROGRAM #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag #define DISABLE_TEXTURE2D_X_ARRAY 1 @@ -28,7 +28,7 @@ Shader "ColorPyramidPS" HLSLPROGRAM #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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/DepthPyramid.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DepthPyramid.compute index faef32024cd..e04b738a4e1 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 6fd5921fd77..fd669c3c65f 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma editor_sync_compilation #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl" 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 adb33cde564..77efe0dd4a3 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 5404809c935..0db2490b910 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 d835b39de48..156093e774e 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma multi_compile _ _HAS_MOTION_VECTORS #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/HDUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs index a15bf8618a0..eb3ff3ce8ee 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 @@ -580,6 +580,7 @@ internal static bool IsSupportedGraphicDevice(GraphicsDeviceType graphicDevice) return (graphicDevice == GraphicsDeviceType.Direct3D11 || graphicDevice == GraphicsDeviceType.Direct3D12 || graphicDevice == GraphicsDeviceType.PlayStation4 || + graphicDevice == GraphicsDeviceType.PlayStation5 || graphicDevice == GraphicsDeviceType.XboxOne || graphicDevice == GraphicsDeviceType.XboxOneD3D12 || graphicDevice == GraphicsDeviceType.Metal || @@ -623,6 +624,7 @@ internal static bool IsSupportedBuildTarget(UnityEditor.BuildTarget buildTarget) buildTarget == UnityEditor.BuildTarget.WSAPlayer || buildTarget == UnityEditor.BuildTarget.XboxOne || buildTarget == UnityEditor.BuildTarget.PS4 || + buildTarget == UnityEditor.BuildTarget.PS5 || // buildTarget == UnityEditor.BuildTarget.iOS || // IOS isn't supported // buildTarget == UnityEditor.BuildTarget.Switch || // Switch isn't supported buildTarget == UnityEditor.BuildTarget.CloudRendering); diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/Blit.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/Blit.shader index c55177f8125..20b3a47ba14 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 e0393849aa0..5ba4b5c9d3d 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 8b3bd03bb09..a6a74c576c0 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 398b57a5dd0..c15de359b38 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 b524860a502..fd1cc990d5b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/DownsampleDepth.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/DownsampleDepth.shader @@ -5,7 +5,7 @@ Shader "Hidden/HDRP/DownsampleDepth" #pragma target 4.5 #pragma editor_sync_compilation #pragma multi_compile_local MIN_DOWNSAMPLE CHECKERBOARD_DOWNSAMPLE - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 199ed80dd49..7002ec0f12b 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel MAIN KERNEL_NAME=MAIN NUM_SAMPLES=1 #pragma kernel MAIN_MSAA_2 KERNEL_NAME=MAIN_MSAA_2 NUM_SAMPLES=2 MSAA 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 1f54de4305f..5b99327ae47 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 BILINEAR NEAREST_DEPTH - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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/XRMirrorView.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/XRMirrorView.shader index d03638d3f07..618dbd72594 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 98ead163baa..05730dc8889 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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/Sky/AmbientProbeConvolution.compute b/com.unity.render-pipelines.high-definition/Runtime/Sky/AmbientProbeConvolution.compute index e4401d11779..99f6bf1bd5d 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel AmbientProbeConvolution KERNEL_NAME=AmbientProbeConvolution 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 cf02f4ae391..6c9f6999425 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 71d91824264..960e636caf4 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 e8ac82c86a7..2b2ac0af321 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 72ccc278ef7..ea44bb41abd 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 e2a6ba08ea7..75d8cd3d558 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 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone 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 9c3d9b72713..841154f1d2d 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone 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 4e4580889cf..ea8c3f766fb 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 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma multi_compile _ _ENABLE_SUN_DISK diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index d1b2d117c92..c86208903a5 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -6,6 +6,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [7.6.0] - 2021-03-25 +### Added +- Support for the PlayStation 5 platform has been added. + ### Fixed - Fixed an issue such that it is now posible to enqueue render passes at runtime. - Fixed an issue that caused HDR to not work correctly in XR. [case 1311161](https://issuetracker.unity3d.com/issues/xr-urp-emission-effect-does-not-work-when-in-play-mode-and-xr-is-enabled) 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 d5b14eb45c9..4cc5e712eff 100644 --- a/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md +++ b/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md @@ -1,8 +1,9 @@ # Building your Project for consoles -To build a Project for the **PlayStation 4** or **Xbox One**, you need to install an additional package for each platform you want to support. The packages for each platform are: +To build a Project for the **PlayStation 4**, **PlayStation 5** or **Xbox One**, you need to install an additional package for each platform you want to support. The packages for each platform are: - **PlayStation 4**: com.unity.render-pipelines.ps4 +- **PlayStation 5**: com.unity.render-pipelines.ps5 - **Xbox One**: com.unity.render-pipelines.xboxone ## Platform package installation diff --git a/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs b/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs index 707f9fd46e9..ea66672988a 100644 --- a/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs +++ b/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs @@ -88,7 +88,7 @@ internal static bool useStructuredBuffer //GraphicsDeviceType deviceType = SystemInfo.graphicsDeviceType; //return !Application.isMobilePlatform && // (deviceType == GraphicsDeviceType.Metal || deviceType == GraphicsDeviceType.Vulkan || - // deviceType == GraphicsDeviceType.PlayStation4 || deviceType == GraphicsDeviceType.XboxOne); + // deviceType == GraphicsDeviceType.PlayStation4 || deviceType == GraphicsDeviceType.PlayStation5 || deviceType == GraphicsDeviceType.XboxOne); } } diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/hd.md b/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/hd.md index 099261bf1ce..1ba48243063 100644 --- a/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/hd.md +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/hd.md @@ -14,7 +14,7 @@ This Project Template uses the following features: This Template utilizes the High Definition Render Pipeline. -The High-Definition Render Pipeline prioritizes stunning, high-fidelity visuals and is intended for high-end hardware: GPU-compute-capable consoles, and PC hardware (DX11 and above, Xbox One, PS4, Metal (macOS), +The High-Definition Render Pipeline prioritizes stunning, high-fidelity visuals and is intended for high-end hardware: GPU-compute-capable consoles, and PC hardware (DX11 and above, Xbox One, PS4, PS5, Metal (macOS), and Vulkan (PC)). Because this Template was created to deliver great visuals the render pipeline asset, project, lighting, and post-processing settings have been tuned with a high-end experience in mind. This makes it a great starting point diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs index d1fd28d141c..144f8281592 100644 --- a/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs @@ -18,6 +18,7 @@ static IEnumerable GraphicsJobsValidBuildTargets yield return new TestCaseData(BuildTarget.iOS); yield return new TestCaseData(BuildTarget.Lumin); yield return new TestCaseData(BuildTarget.PS4); + yield return new TestCaseData(BuildTarget.PS5); yield return new TestCaseData(BuildTarget.Stadia); yield return new TestCaseData(BuildTarget.StandaloneLinux64); yield return new TestCaseData(BuildTarget.StandaloneOSX); @@ -43,6 +44,7 @@ private static bool GraphicsJobsEnabledByDefault(BuildTarget buildTarget) case BuildTarget.WebGL: return false; case BuildTarget.PS4: + case BuildTarget.PS5: case BuildTarget.Stadia: case BuildTarget.StandaloneLinux64: case BuildTarget.StandaloneWindows: diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs index 231e80ebce0..4bb786cdc73 100644 --- a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs @@ -18,6 +18,7 @@ static IEnumerable GraphicsJobsValidBuildTargets yield return new TestCaseData(BuildTarget.iOS); yield return new TestCaseData(BuildTarget.Lumin); yield return new TestCaseData(BuildTarget.PS4); + yield return new TestCaseData(BuildTarget.PS5); yield return new TestCaseData(BuildTarget.Stadia); yield return new TestCaseData(BuildTarget.StandaloneLinux64); yield return new TestCaseData(BuildTarget.StandaloneOSX); @@ -43,6 +44,7 @@ private static bool GraphicsJobsEnabledByDefault(BuildTarget buildTarget) case BuildTarget.WebGL: return false; case BuildTarget.PS4: + case BuildTarget.PS5: case BuildTarget.Stadia: case BuildTarget.StandaloneLinux64: case BuildTarget.StandaloneWindows: diff --git a/com.unity.visualeffectgraph/CHANGELOG.md b/com.unity.visualeffectgraph/CHANGELOG.md index 285c67075d6..3ccbe4fd578 100644 --- a/com.unity.visualeffectgraph/CHANGELOG.md +++ b/com.unity.visualeffectgraph/CHANGELOG.md @@ -6,6 +6,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [7.6.0] - 2021-03-25 +### Fixed +- Fixed issue with VFX using incorrect buffer type for strip data + ### Changed - Tidy up of platform abstraction code for random number generation, requires a dependency on com.unity.render-pipelines.core for those abstractions. diff --git a/com.unity.visualeffectgraph/Shaders/UpdateStrips.compute b/com.unity.visualeffectgraph/Shaders/UpdateStrips.compute index 1c4b64db4d6..c4fd1ba881c 100644 --- a/com.unity.visualeffectgraph/Shaders/UpdateStrips.compute +++ b/com.unity.visualeffectgraph/Shaders/UpdateStrips.compute @@ -10,7 +10,7 @@ CBUFFER_START(params) uint particlePerStripCount; CBUFFER_END -RWBuffer stripDataBuffer; +RWStructuredBuffer stripDataBuffer; #include "Packages/com.unity.visualeffectgraph/Shaders/VFXParticleStripCommon.hlsl" diff --git a/com.unity.visualeffectgraph/Shaders/VFXInit.template b/com.unity.visualeffectgraph/Shaders/VFXInit.template index 32f199cac77..2b64a4c9cb4 100644 --- a/com.unity.visualeffectgraph/Shaders/VFXInit.template +++ b/com.unity.visualeffectgraph/Shaders/VFXInit.template @@ -30,7 +30,7 @@ ByteAddressBuffer inputAdditional; #endif #if HAS_STRIPS -RWBuffer stripDataBuffer; +RWStructuredBuffer stripDataBuffer; #endif ${VFXPerPassInclude} diff --git a/com.unity.visualeffectgraph/Shaders/VFXUpdate.template b/com.unity.visualeffectgraph/Shaders/VFXUpdate.template index 24f2f50dbf7..d9658384ee6 100644 --- a/com.unity.visualeffectgraph/Shaders/VFXUpdate.template +++ b/com.unity.visualeffectgraph/Shaders/VFXUpdate.template @@ -15,7 +15,7 @@ RWStructuredBuffer indirectBuffer; #endif #if HAS_STRIPS -RWBuffer stripDataBuffer; +RWStructuredBuffer stripDataBuffer; #endif #if VFX_USE_STRIPALIVE_CURRENT