Add ShaderProfileFeatures for more expendable shader feature sets
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@@ -467,10 +467,6 @@ void Material::OnDependencyModified(BinaryAsset* asset)
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Reload();
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}
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#endif
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#if USE_EDITOR
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void Material::InitCompilationOptions(ShaderCompilationOptions& options)
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{
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// Base
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@@ -488,7 +484,7 @@ void Material::InitCompilationOptions(ShaderCompilationOptions& options)
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const bool useForward = ((info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Deformable) && !isOpaque) || info.Domain == MaterialDomain::Particle;
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const bool useTess =
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info.TessellationMode != TessellationMethod::None &&
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RenderTools::CanSupportTessellation(options.Profile) && isSurfaceOrTerrainOrDeformable;
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EnumHasAllFlags(RenderTools::GetShaderProfileFeatures(options.Profile), ShaderProfileFeatures::TessellationShaders) && isSurfaceOrTerrainOrDeformable;
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const bool useDistortion =
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(info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Deformable || info.Domain == MaterialDomain::Particle) &&
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!isOpaque &&
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