Added low end shaders in StandardPBR_ShaderEnable.lua
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@@ -29,26 +29,33 @@ function Process(context)
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local depthPass = context:GetShaderByTag("DepthPass")
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local shadowMap = context:GetShaderByTag("Shadowmap")
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local forwardPassEDS = context:GetShaderByTag("ForwardPass_EDS")
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local lowEndForwardEDS = context:GetShaderByTag("LowEndForward_EDS")
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local depthPassWithPS = context:GetShaderByTag("DepthPass_WithPS")
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local shadowMapWitPS = context:GetShaderByTag("Shadowmap_WithPS")
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local forwardPass = context:GetShaderByTag("ForwardPass")
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local lowEndForward = context:GetShaderByTag("LowEndForward")
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if parallaxEnabled and parallaxPdoEnabled then
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depthPass:SetEnabled(false)
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shadowMap:SetEnabled(false)
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forwardPassEDS:SetEnabled(false)
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lowEndForwardEDS:SetEnabled(false)
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depthPassWithPS:SetEnabled(true)
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shadowMapWitPS:SetEnabled(true)
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forwardPass:SetEnabled(true)
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lowEndForward:SetEnabled(true)
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else
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depthPass:SetEnabled(opacityMode == OpacityMode_Opaque)
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shadowMap:SetEnabled(opacityMode == OpacityMode_Opaque)
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forwardPassEDS:SetEnabled((opacityMode == OpacityMode_Opaque) or (opacityMode == OpacityMode_Blended) or (opacityMode == OpacityMode_TintedTransparent))
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lowEndForwardEDS:SetEnabled((opacityMode == OpacityMode_Opaque) or (opacityMode == OpacityMode_Blended) or (opacityMode == OpacityMode_TintedTransparent))
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depthPassWithPS:SetEnabled(opacityMode == OpacityMode_Cutout)
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shadowMapWitPS:SetEnabled(opacityMode == OpacityMode_Cutout)
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forwardPass:SetEnabled(opacityMode == OpacityMode_Cutout)
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lowEndForward:SetEnabled(opacityMode == OpacityMode_Cutout)
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end
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context:GetShaderByTag("DepthPassTransparentMin"):SetEnabled((opacityMode == OpacityMode_Blended) or (opacityMode == OpacityMode_TintedTransparent))
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