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Minor fix of indentations
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Plugins/UniversalShaderGraphExtensions/Editor/UniversalTargetExtensions/Targets/UniversalSimpleLitSubTarget.cs

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -363,7 +363,7 @@ static class SubShaders
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#ifdef UNITY_2022_1_OR_NEWER
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public static SubShaderDescriptor SimpleLitComputeDotsSubShader(UniversalTarget target, /*WorkflowMode workflowMode,*/ string renderType, string renderQueue, /*bool complexLit,*/ bool blendModePreserveSpecular, bool specularHighlights)
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#else
366-
public static SubShaderDescriptor SimpleLitComputeDotsSubShader(UniversalTarget target, /*WorkflowMode workflowMode,*/ string renderType, string renderQueue, /*bool complexLit,*/ /* bool blendModePreserveSpecular,*/ bool specularHighlights)
366+
public static SubShaderDescriptor SimpleLitComputeDotsSubShader(UniversalTarget target, /*WorkflowMode workflowMode,*/ string renderType, string renderQueue, /*bool complexLit,*/ /* bool blendModePreserveSpecular,*/ bool specularHighlights)
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#endif
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{
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SubShaderDescriptor result = new SubShaderDescriptor()
@@ -382,7 +382,7 @@ public static SubShaderDescriptor SimpleLitComputeDotsSubShader(UniversalTarget
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#ifdef UNITY_2022_1_OR_NEWER
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result.passes.Add(SimpleLitPasses.Forward(target, /*workflowMode,*/ blendModePreserveSpecular, specularHighlights, CorePragmas.DOTSForward));
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#else
385-
result.passes.Add(SimpleLitPasses.Forward(target, /*workflowMode,*/ /*blendModePreserveSpecular,*/ specularHighlights, CorePragmas.DOTSForward));
385+
result.passes.Add(SimpleLitPasses.Forward(target, /*workflowMode,*/ /*blendModePreserveSpecular,*/ specularHighlights, CorePragmas.DOTSForward));
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#endif
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//if (!complexLit)
@@ -417,7 +417,7 @@ public static SubShaderDescriptor SimpleLitComputeDotsSubShader(UniversalTarget
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#ifdef UNITY_2022_1_OR_NEWER
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public static SubShaderDescriptor SimpleLitGLESSubShader(UniversalTarget target, /*WorkflowMode workflowMode,*/ string renderType, string renderQueue, /*bool complexLit,*/ bool blendModePreserveSpecular, bool specularHighlights)
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#else
420-
public static SubShaderDescriptor SimpleLitGLESSubShader(UniversalTarget target, /*WorkflowMode workflowMode,*/ string renderType, string renderQueue, /*bool complexLit,*/ /*bool blendModePreserveSpecular,*/ bool specularHighlights)
420+
public static SubShaderDescriptor SimpleLitGLESSubShader(UniversalTarget target, /*WorkflowMode workflowMode,*/ string renderType, string renderQueue, /*bool complexLit,*/ /*bool blendModePreserveSpecular,*/ bool specularHighlights)
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#endif
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{
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// SM 2.0, GLES
@@ -441,7 +441,7 @@ public static SubShaderDescriptor SimpleLitGLESSubShader(UniversalTarget target,
441441
#ifdef UNITY_2022_1_OR_NEWER
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result.passes.Add(SimpleLitPasses.Forward(target, /*workflowMode,*/ blendModePreserveSpecular, specularHighlights));
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#else
444-
result.passes.Add(SimpleLitPasses.Forward(target, /*workflowMode,*/ /*blendModePreserveSpecular,*/ specularHighlights));
444+
result.passes.Add(SimpleLitPasses.Forward(target, /*workflowMode,*/ /*blendModePreserveSpecular,*/ specularHighlights));
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#endif
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447447
// cull the shadowcaster pass if we know it will never be used
@@ -498,7 +498,7 @@ static void AddReceiveShadowsControlToPass(ref PassDescriptor pass, UniversalTar
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#ifdef UNITY_2022_1_OR_NEWER
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public static PassDescriptor Forward(UniversalTarget target, /*WorkflowMode workflowMode,*/ bool blendModePreserveSpecular, bool specularHighlights, PragmaCollection pragmas = null)
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#else
501-
public static PassDescriptor Forward(UniversalTarget target, /*WorkflowMode workflowMode,*/ /*bool blendModePreserveSpecular,*/ bool specularHighlights, PragmaCollection pragmas = null)
501+
public static PassDescriptor Forward(UniversalTarget target, /*WorkflowMode workflowMode,*/ /*bool blendModePreserveSpecular,*/ bool specularHighlights, PragmaCollection pragmas = null)
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#endif
503503
{
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var result = new PassDescriptor()
@@ -526,7 +526,7 @@ public static PassDescriptor Forward(UniversalTarget target, /*WorkflowMode work
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#ifdef UNITY_2022_1_OR_NEWER
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renderStates = CoreRenderStates.UberSwitchedRenderState(target, blendModePreserveSpecular),
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#else
529-
renderStates = CoreRenderStates.UberSwitchedRenderState(target, /*blendModePreserveSpecular),*/
529+
renderStates = CoreRenderStates.UberSwitchedRenderState(target, /*blendModePreserveSpecular),*/
530530
#endif
531531
pragmas = pragmas ?? CorePragmas.Forward, // NOTE: SM 2.0 only GL
532532
defines = new DefineCollection() { CoreDefines.UseFragmentFog },

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