Beispiel #1
0
        private static bool GenerateShaderPassEye(EyeMasterNode 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
                var activeFields = GetActiveFieldsFromMasterNode(masterNode, pass);

                // use standard shader pass generation
                bool vertexActive = masterNode.IsSlotConnected(EyeMasterNode.PositionSlotId);
                return(HDSubShaderUtilities.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths, vertexActive));
            }
            else
            {
                return(false);
            }
        }
Beispiel #2
0
        private static ActiveFields GetActiveFieldsFromMasterNode(AbstractMaterialNode iMasterNode, Pass pass)
        {
            var activeFields     = new ActiveFields();
            var baseActiveFields = activeFields.baseInstance;

            EyeMasterNode masterNode = iMasterNode as EyeMasterNode;

            if (masterNode == null)
            {
                return(activeFields);
            }

            if (masterNode.doubleSidedMode != DoubleSidedMode.Disabled)
            {
                if (pass.ShaderPassName != "SHADERPASS_MOTION_VECTORS") // HACK to get around lack of a good interpolator dependency system
                {                                                       // we need to be able to build interpolators using multiple input structs
                                                                        // also: should only require isFrontFace if Normals are required...
                    // Important: the following is used in SharedCode.template.hlsl for determining the normal flip mode
                    baseActiveFields.Add("FragInputs.isFrontFace");
                }
            }

            switch (masterNode.materialType)
            {
            case EyeMasterNode.MaterialType.Eye:
                baseActiveFields.Add("Material.Eye");
                break;

            case EyeMasterNode.MaterialType.EyeCinematic:
                baseActiveFields.Add("Material.EyeCinematic");
                break;

            default:
                UnityEngine.Debug.LogError("Unknown material type: " + masterNode.materialType);
                break;
            }

            if (masterNode.alphaTest.isOn)
            {
                if (pass.PixelShaderUsesSlot(EyeMasterNode.AlphaClipThresholdSlotId))
                {
                    baseActiveFields.Add("AlphaTest");
                }
            }

            if (masterNode.surfaceType != SurfaceType.Opaque)
            {
                if (masterNode.transparencyFog.isOn)
                {
                    baseActiveFields.Add("AlphaFog");
                }

                if (masterNode.blendPreserveSpecular.isOn)
                {
                    baseActiveFields.Add("BlendMode.PreserveSpecular");
                }
            }

            if (!masterNode.receiveDecals.isOn)
            {
                baseActiveFields.Add("DisableDecals");
            }

            if (!masterNode.receiveSSR.isOn)
            {
                baseActiveFields.Add("DisableSSR");
            }

            if (masterNode.addPrecomputedVelocity.isOn)
            {
                baseActiveFields.Add("AdditionalVelocityChange");
            }

            if (masterNode.subsurfaceScattering.isOn && masterNode.surfaceType != SurfaceType.Transparent)
            {
                baseActiveFields.Add("Material.SubsurfaceScattering");
            }

            if (masterNode.IsSlotConnected(EyeMasterNode.BentNormalSlotId) && pass.PixelShaderUsesSlot(EyeMasterNode.BentNormalSlotId))
            {
                baseActiveFields.Add("BentNormal");
            }

            switch (masterNode.specularOcclusionMode)
            {
            case SpecularOcclusionMode.Off:
                break;

            case SpecularOcclusionMode.FromAO:
                baseActiveFields.Add("SpecularOcclusionFromAO");
                break;

            case SpecularOcclusionMode.FromAOAndBentNormal:
                baseActiveFields.Add("SpecularOcclusionFromAOBentNormal");
                break;

            case SpecularOcclusionMode.Custom:
                baseActiveFields.Add("SpecularOcclusionCustom");
                break;

            default:
                break;
            }

            if (pass.PixelShaderUsesSlot(EyeMasterNode.AmbientOcclusionSlotId))
            {
                var occlusionSlot = masterNode.FindSlot <Vector1MaterialSlot>(EyeMasterNode.AmbientOcclusionSlotId);

                bool connected = masterNode.IsSlotConnected(EyeMasterNode.AmbientOcclusionSlotId);
                if (connected || occlusionSlot.value != occlusionSlot.defaultValue)
                {
                    baseActiveFields.Add("AmbientOcclusion");
                }
            }

            if (masterNode.IsSlotConnected(EyeMasterNode.LightingSlotId) && pass.PixelShaderUsesSlot(EyeMasterNode.LightingSlotId))
            {
                baseActiveFields.Add("LightingGI");
            }
            if (masterNode.IsSlotConnected(EyeMasterNode.BackLightingSlotId) && pass.PixelShaderUsesSlot(EyeMasterNode.BackLightingSlotId))
            {
                baseActiveFields.Add("BackLightingGI");
            }

            if (masterNode.depthOffset.isOn && pass.PixelShaderUsesSlot(EyeMasterNode.DepthOffsetSlotId))
            {
                baseActiveFields.Add("DepthOffset");
            }

            if (masterNode.supportLodCrossFade.isOn)
            {
                baseActiveFields.AddAll("LodCrossFade");
            }

            return(activeFields);
        }