private static bool GenerateShaderPassUnlit(UnlitMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions, ShaderGenerator result, List <string> sourceAssetDependencyPaths) { 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(UnlitMasterNode.PositionSlotId); return(HDSubShaderUtilities.GenerateShaderPass(masterNode, pass, mode, materialOptions, activeFields, result, sourceAssetDependencyPaths, vertexActive)); }
private static bool GenerateShaderPassLit(StackLitMasterNode 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(StackLitMasterNode.PositionSlotId); return(HDSubShaderUtilities.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths, vertexActive)); } else { return(false); } }
private static bool GenerateShaderPassLit(HDLitMasterNode masterNode, Pass pass, GenerationMode mode, ShaderGenerator result, List <string> sourceAssetDependencyPaths) { if (mode == GenerationMode.ForReals || pass.UseInPreview) { SurfaceMaterialOptions materialOptions = HDSubShaderUtilities.BuildMaterialOptions(masterNode.surfaceType, masterNode.alphaMode, masterNode.doubleSidedMode != DoubleSidedMode.Disabled, masterNode.HasRefraction()); 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(HDLitMasterNode.PositionSlotId); return(HDSubShaderUtilities.GenerateShaderPass(masterNode, pass, mode, materialOptions, activeFields, result, sourceAssetDependencyPaths, vertexActive)); } else { return(false); } }