30 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
		
		
			
		
	
	
			30 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
|  | //----------------------------------------------------------------------------- | ||
|  | // Configuration | ||
|  | //----------------------------------------------------------------------------- | ||
|  | using System; | ||
|  | 
 | ||
|  | namespace UnityEngine.Rendering.Universal | ||
|  | { | ||
|  |     /// <summary> | ||
|  |     /// Project-wide shader configuration options. | ||
|  |     /// </summary> | ||
|  |     /// <remarks>This enum will generate the proper shader defines.</remarks> | ||
|  |     ///<seealso cref="ShaderConfig"/> | ||
|  |     [GenerateHLSL] | ||
|  |     public static class ShaderOptions | ||
|  |     { | ||
|  |         /// <summary>Max number of lights supported on mobile with OpenGL 3.0 and below.</summary> | ||
|  |         public const int k_MaxVisibleLightCountLowEndMobile = 16; | ||
|  | 
 | ||
|  |         /// <summary>Max number of lights supported on mobile, OpenGL, and WebGPU platforms.</summary> | ||
|  |         public const int k_MaxVisibleLightCountMobile = 32; | ||
|  | 
 | ||
|  |         /// <summary>Max number of lights supported on desktop platforms.</summary> | ||
|  |         public const int k_MaxVisibleLightCountDesktop = 256; | ||
|  | 
 | ||
|  |         /// <summary> Switch fog keywords (FOG_LINEAR, FOG_EXP and FOG_EXP2) to dynamic branching.</summary> | ||
|  |         /// <remarks> For more information on dynamic branches, refer to [Shader Branching](https://docs.unity3d.com/Manual/shader-branching.html).</remarks> | ||
|  |         public const int k_UseDynamicBranchFogKeyword = 0; | ||
|  |     }; | ||
|  | } |