From 90490e88192b53eac4431d845860d942a398106a Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Tue, 25 Mar 2025 10:47:06 +0100 Subject: [PATCH] Temp disabled Native16Bit again, as it does cause compilation issues when building for standalone. Need to make a split between Modern and Legacy here. --- .../Effects/Upscaling/ASR/Shaders/ffxm_fsr2_common.cginc | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_common.cginc b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_common.cginc index 2e3c9b2..83c4ae2 100644 --- a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_common.cginc +++ b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_common.cginc @@ -7,7 +7,7 @@ // - DX11: forces use of DXC which is not supported // - XB1: native FP16 seems to be unsupported #if defined(SHADER_API_VULKAN) -#pragma require Native16Bit +//#pragma require Native16Bit // *sigh* Unity STILL ignores the #if guard when compiling for standalone #endif // If these keywords are set by Unity, redefine them to have a truthy value