Example #1
0
        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));
        }
Example #2
0
        private static ActiveFields GetActiveFieldsFromMasterNode(SpriteLitMasterNode masterNode, ShaderPass pass)
        {
            var activeFields     = new ActiveFields();
            var baseActiveFields = activeFields.baseInstance;

            // Graph Vertex
            if (masterNode.IsSlotConnected(SpriteLitMasterNode.PositionSlotId) ||
                masterNode.IsSlotConnected(SpriteLitMasterNode.VertNormalSlotId) ||
                masterNode.IsSlotConnected(SpriteLitMasterNode.VertTangentSlotId))
            {
                baseActiveFields.Add("features.graphVertex");
            }

            // Graph Pixel (always enabled)
            baseActiveFields.Add("features.graphPixel");

            baseActiveFields.Add("SurfaceType.Transparent");
            baseActiveFields.Add("BlendMode.Alpha");

            return(activeFields);
        }