XinJiangBBH_LBE/Plugins/Streamline/Source/StreamlineShaders/StreamlineShaders.Build.cs

57 lines
1.5 KiB
C#

/*
* Copyright (c) 2022 - 2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
*
* NVIDIA CORPORATION, its affiliates and licensors retain all intellectual
* property and proprietary rights in and to this material, related
* documentation and any modifications thereto. Any use, reproduction,
* disclosure or distribution of this material and related documentation
* without an express license agreement from NVIDIA CORPORATION or
* its affiliates is strictly prohibited.
*/
using UnrealBuildTool;
using System.IO;
public class StreamlineShaders : ModuleRules
{
public StreamlineShaders(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
}
);
PrivateIncludePaths.AddRange(
new string[] {
Path.Combine(EngineDirectory,"Source/Runtime/Renderer/Private"),
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"RenderCore",
"Renderer",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Engine",
"RHI",
"Projects"
}
);
// 4.x and early access 5.0 engines used FVector2D type instead of FVector2f type for shader parameters
bool bEngineUsesFVector2D = (Target.Version.MajorVersion == 4) || (Target.Version.BranchName == "++UE5+Release-5.0-EarlyAccess");
PrivateDefinitions.Add(string.Format("DLSS_ENGINE_USES_FVECTOR2D={0}", bEngineUsesFVector2D ? "1" : "0"));
}
}