diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/getting-started-in-hdrp.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/getting-started-in-hdrp.md index 036be6fb1f3..c026620fec1 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/getting-started-in-hdrp.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/getting-started-in-hdrp.md @@ -10,4 +10,3 @@ Set up a project to use the High Definition Render Pipeline (HDRP), and use Volu ## Additional resources - [HDRP overview](HDRP-Features.md) -- [Achieving High Fidelity Graphics for Games with HDRP](https://resources.unity.com/unitenow/onlinesessions/achieving-high-fidelity-graphics-for-games-with-hdrp) diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl index cd9c4988c41..cc37c99ba12 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl @@ -495,7 +495,8 @@ uint Select4(uint4 v, uint i) (((v.y & mask0) | (v.x & ~mask0)) & ~mask1); } -#if SHADER_TARGET < 45 +#if SHADER_TARGET < 45 && !defined UNITY_COMPILER_DXC +// Workaround is only technically required for GL Core <4.0 and GLES <3.1 uint URP_FirstBitLow(uint m) { // http://graphics.stanford.edu/~seander/bithacks.html#ZerosOnRightFloatCast