Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Renderer.Build.cs
bryan sefcik 64f140d78d Added shader.build.cs file.
Updated build.cs files to use new shader module.

#jira
#rb Joe.Kirchoff and guillaume.abadie

[CL 26664107 by bryan sefcik in ue5-main branch]
2023-07-27 22:53:25 -04:00

48 lines
1.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class Renderer : ModuleRules
{
public Renderer(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.AddRange(
new string[] {
EngineDirectory + "/Shaders/Private", // For HaltonUtilities.ush
}
);
PrivateIncludePathModuleNames.Add("Shaders");
PublicDependencyModuleNames.Add("Core");
PublicDependencyModuleNames.Add("Engine");
if (Target.bBuildEditor == true)
{
PrivateDependencyModuleNames.Add("TargetPlatform");
}
// Renderer module builds faster without unity
// Non-unity also provides faster iteration
// Not enabled by default as it might harm full rebuild times without XGE
//bFasterWithoutUnity = true;
MinFilesUsingPrecompiledHeaderOverride = 4;
PrivateDependencyModuleNames.AddRange(
new string[] {
"CoreUObject",
"ApplicationCore",
"RenderCore",
"ImageWriteQueue",
"RHI",
"MaterialShaderQualitySettings"
}
);
PrivateIncludePathModuleNames.AddRange(new string[] { "HeadMountedDisplay" });
DynamicallyLoadedModuleNames.AddRange(new string[] { "HeadMountedDisplay" });
PrivateIncludePathModuleNames.AddRange(new string[] { "EyeTracker" });
DynamicallyLoadedModuleNames.AddRange(new string[] { "EyeTracker" });
}
}