static ShadowUtils() { m_ShadowmapFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Shadowmap) ? RenderTextureFormat.Shadowmap : RenderTextureFormat.Depth; m_ForceShadowPointSampling = SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal && GraphicsSettings.HasShaderDefine(Graphics.activeTier, BuiltinShaderDefine.UNITY_METAL_SHADOWS_USE_POINT_FILTERING); }
public static int HasShaderDefine_s(IntPtr l) { int result; try { int num = LuaDLL.lua_gettop(l); if (num == 1) { BuiltinShaderDefine defineHash; LuaObject.checkEnum <BuiltinShaderDefine>(l, 1, out defineHash); bool b = GraphicsSettings.HasShaderDefine(defineHash); LuaObject.pushValue(l, true); LuaObject.pushValue(l, b); result = 2; } else if (num == 2) { GraphicsTier tier; LuaObject.checkEnum <GraphicsTier>(l, 1, out tier); BuiltinShaderDefine defineHash2; LuaObject.checkEnum <BuiltinShaderDefine>(l, 2, out defineHash2); bool b2 = GraphicsSettings.HasShaderDefine(tier, defineHash2); LuaObject.pushValue(l, true); LuaObject.pushValue(l, b2); result = 2; } else { LuaObject.pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function HasShaderDefine to call"); result = 2; } } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
static ShadowUtils() { m_ForceShadowPointSampling = SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal && GraphicsSettings.HasShaderDefine(Graphics.activeTier, BuiltinShaderDefine.UNITY_METAL_SHADOWS_USE_POINT_FILTERING); }