private static HashSet <string> GetActiveFieldsFromMasterNode(AbstractMaterialNode iMasterNode, Pass pass)
        {
            HashSet <string> activeFields = new HashSet <string>();

            DecalMasterNode masterNode = iMasterNode as DecalMasterNode;

            if (masterNode == null)
            {
                return(activeFields);
            }
            if (masterNode.affectsAlbedo.isOn)
            {
                activeFields.Add("Material.AffectsAlbedo");
            }
            if (masterNode.affectsNormal.isOn)
            {
                activeFields.Add("Material.AffectsNormal");
            }
            if (masterNode.affectsEmission.isOn)
            {
                activeFields.Add("Material.AffectsEmission");
            }
            if (masterNode.affectsSmoothness.isOn || masterNode.affectsMetal.isOn || masterNode.affectsAO.isOn)
            {
                activeFields.Add("Material.AffectsMaskMap");
            }

            return(activeFields);
        }
        private static HashSet <string> GetActiveFieldsFromMasterNode(INode iMasterNode, Pass pass)
        {
            HashSet <string> activeFields = new HashSet <string>();

            DecalMasterNode masterNode = iMasterNode as DecalMasterNode;

            if (masterNode == null)
            {
                return(activeFields);
            }
            return(activeFields);
        }
        private static bool GenerateShaderPass(DecalMasterNode masterNode, Pass pass, GenerationMode mode, ShaderGenerator result, List <string> sourceAssetDependencyPaths)
        {
            if (mode == GenerationMode.ForReals || pass.UseInPreview)
            {
                pass.OnGeneratePass(masterNode);

                // apply master node options to active fields
                HashSet <string> activeFields = GetActiveFieldsFromMasterNode(masterNode, pass);

                // use standard shader pass generation
                bool vertexActive = masterNode.IsSlotConnected(DecalMasterNode.PositionSlotId);
                return(HDSubShaderUtilities.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths, vertexActive));
            }
            else
            {
                return(false);
            }
        }