// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; using System.IO; public class ShaderCompilerCommon : ModuleRules { public ShaderCompilerCommon(ReadOnlyTargetRules Target) : base(Target) { PrivateDependencyModuleNames.AddRange( new string[] { "Core", "RenderCore", "ShaderPreprocessor", "TargetPlatform", } ); if (Target.bCompileAgainstEngine) { PublicDependencyModuleNames.AddRange( new string[] { "FileUtilities", } ); } if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Linux) { AddEngineThirdPartyPrivateStaticDependencies(Target, "ShaderConductor"); AddEngineThirdPartyPrivateStaticDependencies(Target, "SPIRVReflect"); } if (Target.Platform == UnrealTargetPlatform.Win64) { PublicSystemLibraries.Add("ImageHlp.lib"); } // We only need a header containing definitions PublicSystemIncludePaths.Add(Path.Combine(Target.UEThirdPartySourceDirectory, "hlslcc/hlslcc/src/hlslcc_lib")); PublicSystemIncludePaths.Add(Path.Combine(Target.UEThirdPartySourceDirectory, "SPIRV-Reflect/SPIRV-Reflect")); PublicSystemIncludePaths.Add(Path.Combine(Target.UEThirdPartySourceDirectory, "ShaderConductor/ShaderConductor/External/SPIRV-Headers/include")); } }