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Task/shader model issue (#244)
* Test "pragma target" in non-tessellation shader. * - Updated tessellation shader. * only_renderers is for HDRP shader only.
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3 files changed

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com.unity.toonshader/CHANGELOG.md

Lines changed: 7 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,12 @@
11
# Changelog
2-
## [0.8.2-preview] - 2022-08-26
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## [0.8.2-preview] - 2022-09-07
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### Updated:
4-
* Next version is 0.8.2-preview.
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* Updated some documents.
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### Fixed:
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* Some warinings.
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* URP shader was not working for WebGL.
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## [0.8.1-preview] - 2022-08-24
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### Updated:

com.unity.toonshader/Runtime/Integrated/Shaders/UnityToon.shader

Lines changed: 32 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -474,8 +474,7 @@ Shader "Toon" {
474474
}
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HLSLINCLUDE
477-
#pragma target 4.5
478-
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
477+
479478
#define DISABLE_RP_SHADERS
480479
//-------------------------------------------------------------------------------------
481480
// Variant
@@ -580,6 +579,8 @@ Shader "Toon" {
580579
Cull Off
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HLSLPROGRAM
582+
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
583+
#pragma target 4.5
583584
#include "./UtsHDRP.hlsl"
584585
// Note: Require _ObjectId and _PassValue variables
585586

@@ -618,6 +619,8 @@ Shader "Toon" {
618619
}
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HLSLPROGRAM
622+
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#pragma target 4.5
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#include "./UtsHDRP.hlsl"
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
@@ -668,6 +671,8 @@ Shader "Toon" {
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Cull Off
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670673
HLSLPROGRAM
674+
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
675+
#pragma target 4.5
671676
#include "./UtsHDRP.hlsl"
672677
// Lightmap memo
673678
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
@@ -700,6 +705,8 @@ Shader "Toon" {
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ColorMask 0
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HLSLPROGRAM
708+
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#pragma target 4.5
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#include "./UtsHDRP.hlsl"
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#define SHADERPASS SHADERPASS_SHADOWS
@@ -734,6 +741,8 @@ Shader "Toon" {
734741
ZWrite On
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736743
HLSLPROGRAM
744+
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
745+
#pragma target 4.5
737746
#include "./UtsHDRP.hlsl"
738747
// In deferred, depth only pass don't output anything.
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// In forward it output the normal buffer
@@ -778,6 +787,8 @@ Shader "Toon" {
778787
ZWrite On
779788

780789
HLSLPROGRAM
790+
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#pragma target 4.5
781792
#include "./UtsHDRP.hlsl"
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#pragma multi_compile _ WRITE_NORMAL_BUFFER
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#pragma multi_compile _ WRITE_MSAA_DEPTH
@@ -819,6 +830,8 @@ Shader "Toon" {
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Cull [_CullMode]
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HLSLPROGRAM
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#pragma target 4.5
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#include "./UtsHDRP.hlsl"
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#define SHADERPASS SHADERPASS_DISTORTION
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
@@ -843,6 +856,8 @@ Shader "Toon" {
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ColorMask 0
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HLSLPROGRAM
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#pragma target 4.5
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#include "./UtsHDRP.hlsl"
847862
#define SHADERPASS SHADERPASS_DEPTH_ONLY
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#define CUTOFF_TRANSPARENT_DEPTH_PREPASS
@@ -871,6 +886,8 @@ Shader "Toon" {
871886
ZTest [_ZTestTransparent]
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873888
HLSLPROGRAM
889+
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
890+
#pragma target 4.5
874891
#include "./UtsHDRP.hlsl"
875892
#pragma multi_compile _ DEBUG_DISPLAY
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#pragma multi_compile _ LIGHTMAP_ON
@@ -939,6 +956,8 @@ Shader "Toon" {
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940957

941958
HLSLPROGRAM
959+
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
960+
#pragma target 4.5
942961
#include "./UtsHDRP.hlsl"
943962
// #pragma multi_compile _ UTS_DEBUG_SHADOWMAP_BINALIZATION
944963
#pragma multi_compile _ DEBUG_DISPLAY
@@ -1015,6 +1034,8 @@ Shader "Toon" {
10151034
ColorMask 0
10161035

10171036
HLSLPROGRAM
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
1038+
#pragma target 4.5
10181039
#include "./UtsHDRP.hlsl"
10191040
#define SHADERPASS SHADERPASS_DEPTH_ONLY
10201041
#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS
@@ -1051,6 +1072,8 @@ Shader "Toon" {
10511072
}
10521073

10531074
HLSLPROGRAM
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
1076+
#pragma target 4.5
10541077
#include "./UtsHDRP.hlsl"
10551078
#define AREA_SHADOW_LOW
10561079
#define SHADERPASS SHADERPASS_FORWARD
@@ -1128,11 +1151,11 @@ Shader "Toon" {
11281151
}
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HLSLPROGRAM
1154+
#pragma target 2.0
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#pragma vertex vert
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#pragma fragment frag
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11341158

1135-
#pragma target 2.0
11361159
//V.2.0.4
11371160
#pragma multi_compile _IS_OUTLINE_CLIPPING_NO _IS_OUTLINE_CLIPPING_YES
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#pragma multi_compile _OUTLINE_NML _OUTLINE_POS
@@ -1165,9 +1188,9 @@ Shader "Toon" {
11651188
}
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11671190
HLSLPROGRAM
1191+
#pragma target 2.0
11681192
#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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#pragma vertex vert
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#pragma fragment frag
@@ -1239,10 +1262,11 @@ Shader "Toon" {
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Cull[_CullMode]
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HLSLPROGRAM
1265+
#pragma target 2.0
1266+
12421267
// Required to compile gles 2.0 with standard srp library
12431268
#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
1245-
#pragma target 2.0
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12471271

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#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
@@ -1265,10 +1289,11 @@ Shader "Toon" {
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Cull[_CullMode]
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HLSLPROGRAM
1292+
#pragma target 2.0
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12681294
// Required to compile gles 2.0 with standard srp library
12691295
#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
1271-
#pragma target 2.0
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
@@ -1293,13 +1318,13 @@ Shader "Toon" {
12931318
Cull[_Cull]
12941319

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HLSLPROGRAM
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#pragma target 2.0
12961322
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
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12991325
// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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#pragma vertex DepthNormalsVertex
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#pragma fragment DepthNormalsFragment

com.unity.toonshader/Runtime/Integrated/Shaders/UnityToonTessellation.shader

Lines changed: 19 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -510,7 +510,6 @@ Shader "Toon(Tessellation)" {
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}
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HLSLINCLUDE
513-
#pragma target 5.0
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
515514
#define DISABLE_RP_SHADERS
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//-------------------------------------------------------------------------------------
@@ -631,6 +630,7 @@ Shader "Toon(Tessellation)" {
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Cull Off
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633632
HLSLPROGRAM
633+
#pragma target 5.0
634634
#include "./UtsHDRP.hlsl"
635635
// Note: Require _ObjectId and _PassValue variables
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@@ -671,6 +671,7 @@ Shader "Toon(Tessellation)" {
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}
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HLSLPROGRAM
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#pragma target 5.0
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#include "./UtsHDRP.hlsl"
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
@@ -721,6 +722,7 @@ Shader "Toon(Tessellation)" {
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Cull Off
722723

723724
HLSLPROGRAM
725+
#pragma target 5.0
724726
#include "./UtsHDRP.hlsl"
725727
// Lightmap memo
726728
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
@@ -753,6 +755,7 @@ Shader "Toon(Tessellation)" {
753755
ColorMask 0
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755757
HLSLPROGRAM
758+
#pragma target 5.0
756759
#include "./UtsHDRP.hlsl"
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758761
#define SHADERPASS SHADERPASS_SHADOWS
@@ -789,6 +792,7 @@ Shader "Toon(Tessellation)" {
789792
ZWrite On
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HLSLPROGRAM
795+
#pragma target 5.0
792796
#include "./UtsHDRP.hlsl"
793797
// In deferred, depth only pass don't output anything.
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// In forward it output the normal buffer
@@ -835,6 +839,7 @@ Shader "Toon(Tessellation)" {
835839
ZWrite On
836840

837841
HLSLPROGRAM
842+
#pragma target 5.0
838843
#include "./UtsHDRP.hlsl"
839844
#pragma multi_compile _ WRITE_NORMAL_BUFFER
840845
#pragma multi_compile _ WRITE_MSAA_DEPTH
@@ -879,6 +884,7 @@ Shader "Toon(Tessellation)" {
879884
Cull [_CullMode]
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HLSLPROGRAM
887+
#pragma target 5.0
882888
#include "./UtsHDRP.hlsl"
883889
#define SHADERPASS SHADERPASS_DISTORTION
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
@@ -905,6 +911,7 @@ Shader "Toon(Tessellation)" {
905911
ColorMask 0
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HLSLPROGRAM
914+
#pragma target 5.0
908915
#include "./UtsHDRP.hlsl"
909916
#define SHADERPASS SHADERPASS_DEPTH_ONLY
910917
#define CUTOFF_TRANSPARENT_DEPTH_PREPASS
@@ -935,6 +942,7 @@ Shader "Toon(Tessellation)" {
935942
ZTest [_ZTestTransparent]
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937944
HLSLPROGRAM
945+
#pragma target 5.0
938946
#include "./UtsHDRP.hlsl"
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma multi_compile _ LIGHTMAP_ON
@@ -1005,6 +1013,7 @@ Shader "Toon(Tessellation)" {
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10061014

10071015
HLSLPROGRAM
1016+
#pragma target 5.0
10081017
#include "./UtsHDRP.hlsl"
10091018
// #pragma multi_compile _ UTS_DEBUG_SHADOWMAP_BINALIZATION
10101019
#pragma multi_compile _ DEBUG_DISPLAY
@@ -1083,6 +1092,7 @@ Shader "Toon(Tessellation)" {
10831092
ColorMask 0
10841093

10851094
HLSLPROGRAM
1095+
#pragma target 5.0
10861096
#include "./UtsHDRP.hlsl"
10871097
#define SHADERPASS SHADERPASS_DEPTH_ONLY
10881098
#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS
@@ -1121,6 +1131,7 @@ Shader "Toon(Tessellation)" {
11211131
}
11221132

11231133
HLSLPROGRAM
1134+
#pragma target 5.0
11241135
#include "./UtsHDRP.hlsl"
11251136
#define AREA_SHADOW_LOW
11261137
#define SHADERPASS SHADERPASS_FORWARD
@@ -1200,11 +1211,12 @@ Shader "Toon(Tessellation)" {
12001211
}
12011212

12021213
HLSLPROGRAM
1214+
#pragma target 2.0
1215+
12031216
#pragma vertex vert
12041217
#pragma fragment frag
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12061219

1207-
#pragma target 2.0
12081220
//V.2.0.4
12091221
#pragma multi_compile _IS_OUTLINE_CLIPPING_NO _IS_OUTLINE_CLIPPING_YES
12101222
#pragma multi_compile _OUTLINE_NML _OUTLINE_POS
@@ -1237,9 +1249,9 @@ Shader "Toon(Tessellation)" {
12371249
}
12381250

12391251
HLSLPROGRAM
1252+
#pragma target 2.0
12401253
#pragma prefer_hlslcc gles
12411254
#pragma exclude_renderers d3d11_9x
1242-
#pragma target 2.0
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12441256
#pragma vertex vert
12451257
#pragma fragment frag
@@ -1311,10 +1323,10 @@ Shader "Toon(Tessellation)" {
13111323
Cull[_CullMode]
13121324

13131325
HLSLPROGRAM
1326+
#pragma target 2.0
13141327
// Required to compile gles 2.0 with standard srp library
13151328
#pragma prefer_hlslcc gles
13161329
#pragma exclude_renderers d3d11_9x
1317-
#pragma target 2.0
13181330

13191331
// -------------------------------------
13201332

@@ -1338,10 +1350,10 @@ Shader "Toon(Tessellation)" {
13381350
Cull[_CullMode]
13391351

13401352
HLSLPROGRAM
1353+
#pragma target 2.0
13411354
// Required to compile gles 2.0 with standard srp library
13421355
#pragma prefer_hlslcc gles
13431356
#pragma exclude_renderers d3d11_9x
1344-
#pragma target 2.0
13451357

13461358
#pragma vertex DepthOnlyVertex
13471359
#pragma fragment DepthOnlyFragment
@@ -1366,6 +1378,8 @@ Shader "Toon(Tessellation)" {
13661378
Cull[_Cull]
13671379

13681380
HLSLPROGRAM
1381+
#pragma target 2.0
1382+
13691383
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
13701384
#ifndef VERSION_GREATER_EQUAL
13711385
#define VERSION_GREATER_EQUAL(x, y) 1
@@ -1374,7 +1388,6 @@ Shader "Toon(Tessellation)" {
13741388
// Required to compile gles 2.0 with standard srp library
13751389
#pragma prefer_hlslcc gles
13761390
#pragma exclude_renderers d3d11_9x
1377-
#pragma target 2.0
13781391

13791392
#pragma vertex DepthNormalsVertex
13801393
#pragma fragment DepthNormalsFragment

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