Is there a way to get preprocessor lines to control which #pragma lines are used? I’m trying to use #pragma_multi_compile keywords and it seems that the associated #if blocks are ignored where #pragma statements are concerned.
I’m trying to collapse some blend and tessellation shaders for easier updates, but it seems like neither the properties block nor the #pragma lines respect the keyword preprocessor tests. This makes sense, but I wondered if there was a magical way of achieving this or a similar effect some other way. The main issue right now is that the tessellation feature requires a single-parameter vertex shader, while the normal surface shader workflow requires two, so the signature conflict prevents using a single line like “#pragma surface surf Standard vertex:vert tessellate:tessEdge nolightmap addshadow” and the preprocessor doesn’t help.
Any insight would be appreciated!
Adrian