bool GenerateShaderPass(ToonMasterNode masterNode, ShaderPass pass, GenerationMode mode, ShaderGenerator result, List <string> sourceAssetDependencyPaths)
        {
            UniversalShaderGraphUtilities.SetRenderState(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn, ref pass);

            // apply master node options to active fields
            var activeFields = GetActiveFieldsFromMasterNode(masterNode, pass);

            return(GenerationUtils.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths,
                                                      UniversalShaderGraphResources.s_Dependencies, UniversalShaderGraphResources.s_ResourceClassName, UniversalShaderGraphResources.s_AssemblyName));
        }
Ejemplo n.º 2
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        private static bool GenerateShaderPass(SpriteLitMasterNode masterNode, ShaderPass pass, GenerationMode mode, ShaderGenerator result, List <string> sourceAssetDependencyPaths)
        {
            UniversalShaderGraphUtilities.SetRenderState(SurfaceType.Transparent, AlphaMode.Alpha, true, ref pass);

            // apply master node options to active fields
            var activeFields = GetActiveFieldsFromMasterNode(masterNode, pass);

            // use standard shader pass generation
            return(ShaderGraph.GenerationUtils.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths,
                                                                  UniversalShaderGraphResources.s_Dependencies, UniversalShaderGraphResources.s_ResourceClassName, UniversalShaderGraphResources.s_AssemblyName));
        }