Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Renderer.Build.cs
Allan Bentham 25c10bf77d UEMOB-36
Add material shader quality settings.
Enables quality overrides for android and ios (ES2 flavours)

#codereview jack.porter

[CL 2705914 by Allan Bentham in Main branch]
2015-09-25 04:55:45 -04:00

41 lines
1.1 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class Renderer : ModuleRules
{
public Renderer(TargetInfo Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Runtime/Renderer/Private",
"Runtime/Renderer/Private/CompositionLighting",
"Runtime/Renderer/Private/PostProcess",
}
);
PublicDependencyModuleNames.Add("Core");
PublicDependencyModuleNames.Add("Engine");
PublicDependencyModuleNames.Add("MaterialShaderQualitySettings");
// 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",
"RenderCore",
"RHI",
"ShaderCore",
"UtilityShaders",
}
);
PrivateIncludePathModuleNames.AddRange(new string[] { "HeadMountedDisplay", "LightPropagationVolumeRuntime" });
DynamicallyLoadedModuleNames.AddRange(new string[] { "HeadMountedDisplay" });
}
}