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[9.x.x] Fix for UniversalGraphicsTests 010_AdditionalLightsSorted #174

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Apr 22, 2020
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.universal/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -168,6 +168,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed shader compilation errors when using multiple lights in DX10 level GPU. [case 1222302](https://issuetracker.unity3d.com/issues/urp-no-materials-apart-from-ui-are-rendered-when-using-direct3d11-graphics-api-on-a-dx10-gpu)
- Fixed an issue with shadows not being correctly calculated in some shaders.
- Fixed invalid implementation of one function in LWRP -> URP backward compatibility support.
- Fixed issue on Nintendo Switch where maximum number of visible lights in C# code did not match maximum number in shader code.
- Fixed OpenGL ES 3.0 support for URP ShaderGraph. [case 1230890](https://issuetracker.unity3d.com/issues/urptemplate-gles3-android-custom-shader-fails-to-compile-on-adreno-306-gpu)
- Fixed an issue where multi edit camera properties didn't work. [case 1230080](https://issuetracker.unity3d.com/issues/urp-certain-settings-are-not-applied-to-all-cameras-when-multi-editing-in-the-inspector)

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Expand Up @@ -7,7 +7,7 @@

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderTypes.cs.hlsl"

#if defined(SHADER_API_MOBILE) || defined(SHADER_API_GLCORE)
#if defined(SHADER_API_MOBILE) || (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH)) // Workaround for bug on Nintendo Switch where SHADER_API_GLCORE is mistakenly defined
#define MAX_VISIBLE_LIGHTS 32
#else
#define MAX_VISIBLE_LIGHTS 256
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