public static SurfaceMaterialTags BuildMaterialTags(SurfaceType surfaceType, bool alphaTest, bool preRefraction, int sortPriority) { SurfaceMaterialTags materialTags = new SurfaceMaterialTags(); if (surfaceType == SurfaceType.Opaque) { if (alphaTest) { materialTags.renderQueue = SurfaceMaterialTags.RenderQueue.AlphaTest; materialTags.renderType = SurfaceMaterialTags.RenderType.TransparentCutout; } else { materialTags.renderQueue = SurfaceMaterialTags.RenderQueue.Geometry; materialTags.renderType = SurfaceMaterialTags.RenderType.Opaque; } } else { materialTags.renderQueue = SurfaceMaterialTags.RenderQueue.Transparent; materialTags.renderQueueOffset = sortPriority; if (preRefraction) { materialTags.renderQueueOffset -= HDRenderQueue.Priority.Transparent - HDRenderQueue.Priority.PreRefraction; } materialTags.renderType = SurfaceMaterialTags.RenderType.Transparent; } return(materialTags); }
public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null) { if (sourceAssetDependencyPaths != null) { // StackLitSubShader.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("9649efe3e0e8e2941a983bb0f3a034ad")); // HDSubShaderUtilities.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b")); } var masterNode = iMasterNode as StackLitMasterNode; var subShader = new ShaderGenerator(); subShader.AddShaderChunk("SubShader", true); subShader.AddShaderChunk("{", true); subShader.Indent(); { SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, masterNode.alphaTest.isOn, preRefraction: false, sortPriority: masterNode.sortPriority); // Add tags at the SubShader level { var tagsVisitor = new ShaderStringBuilder(); materialTags.GetTags(tagsVisitor, HDRenderPipeline.k_ShaderTagName); subShader.AddShaderChunk(tagsVisitor.ToString(), false); } // generate the necessary shader passes bool opaque = (masterNode.surfaceType == SurfaceType.Opaque); bool transparent = !opaque; bool distortionActive = transparent && masterNode.distortion.isOn; GenerateShaderPassLit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths); if (opaque) { GenerateShaderPassLit(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths); } if (distortionActive) { GenerateShaderPassLit(masterNode, m_PassDistortion, mode, subShader, sourceAssetDependencyPaths); } // Assign define here based on opaque or transparent to save some variant m_PassForwardOnly.ExtraDefines = opaque ? HDSubShaderUtilities.s_ExtraDefinesForwardOpaque : HDSubShaderUtilities.s_ExtraDefinesForwardTransparent; GenerateShaderPassLit(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths); } subShader.Deindent(); subShader.AddShaderChunk("}", true); subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.ShaderGraph.StackLitGUI"""); return(subShader.GetShaderString(0)); }
public SurfaceMaterialTags GetMaterialTags() { SurfaceMaterialTags tags = new SurfaceMaterialTags(); tags.renderType = RenderType; tags.renderQueue = RenderQueue; return(tags); }
public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null) { if (sourceAssetDependencyPaths != null) { // HDUnlitSubShader.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("1c44ec077faa54145a89357de68e5d26")); // HDSubShaderUtilities.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b")); } var masterNode = iMasterNode as HDUnlitMasterNode; var subShader = new ShaderGenerator(); subShader.AddShaderChunk("SubShader", true); subShader.AddShaderChunk("{", true); subShader.Indent(); { SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, masterNode.alphaTest.isOn, masterNode.drawBeforeRefraction.isOn, masterNode.sortPriority); // Add tags at the SubShader level { var tagsVisitor = new ShaderStringBuilder(); materialTags.GetTags(tagsVisitor, HDRenderPipeline.k_ShaderTagName); subShader.AddShaderChunk(tagsVisitor.ToString(), false); } // generate the necessary shader passes bool opaque = (masterNode.surfaceType == SurfaceType.Opaque); bool transparent = !opaque; bool distortionActive = transparent && masterNode.distortion.isOn; GenerateShaderPassLit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths); if (opaque) { GenerateShaderPassLit(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths); } if (distortionActive) { GenerateShaderPassLit(masterNode, m_PassDistortion, mode, subShader, sourceAssetDependencyPaths); } GenerateShaderPassLit(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths); } subShader.Deindent(); subShader.AddShaderChunk("}", true); subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.HDUnlitGUI"""); return(subShader.GetShaderString(0)); }
public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null) { if (sourceAssetDependencyPaths != null) { // HDUnlitSubShader.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("a32a2cf536cae8e478ca1bbb7b9c493b")); // HDSubShaderUtilities.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b")); } var masterNode = iMasterNode as UnlitMasterNode; var subShader = new ShaderGenerator(); subShader.AddShaderChunk("SubShader", true); subShader.AddShaderChunk("{", true); subShader.Indent(); { // Options still need to be added to master node - pre-refraction, sort priority... SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, false, false, 0); // Add tags at the SubShader level { var tagsVisitor = new ShaderStringBuilder(); materialTags.GetTags(tagsVisitor, HDRenderPipeline.k_ShaderTagName); subShader.AddShaderChunk(tagsVisitor.ToString(), false); } SurfaceMaterialOptions materialOptions = HDSubShaderUtilities.BuildMaterialOptions(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn, false); // generate the necessary shader passes bool opaque = (masterNode.surfaceType == SurfaceType.Opaque); bool distortionActive = false; // TODO: enable distortion on unlit node GenerateShaderPassUnlit(masterNode, m_PassShadowCaster, mode, materialOptions, subShader, sourceAssetDependencyPaths); GenerateShaderPassUnlit(masterNode, m_PassMETA, mode, materialOptions, subShader, sourceAssetDependencyPaths); GenerateShaderPassUnlit(masterNode, m_SceneSelectionPass, mode, materialOptions, subShader, sourceAssetDependencyPaths); if (opaque) { GenerateShaderPassUnlit(masterNode, m_PassDepthForwardOnly, mode, materialOptions, subShader, sourceAssetDependencyPaths); GenerateShaderPassUnlit(masterNode, m_PassMotionVectors, mode, materialOptions, subShader, sourceAssetDependencyPaths); } GenerateShaderPassUnlit(masterNode, m_PassForwardOnly, mode, materialOptions, subShader, sourceAssetDependencyPaths); if (distortionActive) { GenerateShaderPassUnlit(masterNode, m_PassDistortion, mode, materialOptions, subShader, sourceAssetDependencyPaths); } } subShader.Deindent(); subShader.AddShaderChunk("}", true); subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.ShaderGraph.HDUnlitGUI"""); return(subShader.GetShaderString(0)); }
public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null) { if (sourceAssetDependencyPaths != null) { // FabricSubShader.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("059cc3132f0336e40886300f3d2d7f12")); // HDSubShaderUtilities.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b")); } var masterNode = iMasterNode as FabricMasterNode; var subShader = new ShaderGenerator(); subShader.AddShaderChunk("SubShader", true); subShader.AddShaderChunk("{", true); subShader.Indent(); { SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, masterNode.alphaTest.isOn, masterNode.drawBeforeRefraction.isOn, masterNode.sortPriority); // Add tags at the SubShader level { var tagsVisitor = new ShaderStringBuilder(); materialTags.GetTags(tagsVisitor); subShader.AddShaderChunk(tagsVisitor.ToString(), false); } // generate the necessary shader passes bool opaque = (masterNode.surfaceType == SurfaceType.Opaque); bool transparent = !opaque; bool transparentBackfaceActive = transparent && masterNode.backThenFrontRendering.isOn; bool transparentDepthPrepassActive = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPrepass.isOn; bool transparentDepthPostpassActive = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPostpass.isOn; GenerateShaderPassLit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths); if (opaque) { GenerateShaderPassLit(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths); } GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths); } subShader.Deindent(); subShader.AddShaderChunk("}", true); // subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.ShaderGraph.FabricGUI"""); return(subShader.GetShaderString(0)); }
public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null) { if (sourceAssetDependencyPaths != null) { // HDPBRSubShader.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("8a6369cac4d1faf45b8715adbd364f13")); // HDSubShaderUtilities.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b")); } var masterNode = iMasterNode as PBRMasterNode; var subShader = new ShaderGenerator(); subShader.AddShaderChunk("SubShader", true); subShader.AddShaderChunk("{", true); subShader.Indent(); { SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, false, false, 0); // Add tags at the SubShader level { var tagsVisitor = new ShaderStringBuilder(); materialTags.GetTags(tagsVisitor); subShader.AddShaderChunk(tagsVisitor.ToString(), false); } SurfaceMaterialOptions materialOptions = HDSubShaderUtilities.BuildMaterialOptions(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn, false); // generate the necessary shader passes bool opaque = (masterNode.surfaceType == SurfaceType.Opaque); if (opaque) { GenerateShaderPassLit(masterNode, m_PassGBuffer, mode, materialOptions, subShader, sourceAssetDependencyPaths); } GenerateShaderPassLit(masterNode, m_PassMETA, mode, materialOptions, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, materialOptions, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, materialOptions, subShader, sourceAssetDependencyPaths); if (opaque) { GenerateShaderPassLit(masterNode, m_PassDepthOnly, mode, materialOptions, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, materialOptions, subShader, sourceAssetDependencyPaths); } GenerateShaderPassLit(masterNode, m_PassForward, mode, materialOptions, subShader, sourceAssetDependencyPaths); } subShader.Deindent(); subShader.AddShaderChunk("}", true); subShader.AddShaderChunk("CustomEditor \"UnityEditor.ShaderGraph.PBRMasterGUI\"", true); return(subShader.GetShaderString(0)); }
public static string GetSubShader <T>(T masterNode, SurfaceMaterialTags tags, SurfaceMaterialOptions options, Pass[] passes, GenerationMode mode, string customEditorPath = null, List <string> sourceAssetDependencyPaths = null) where T : IMasterNode { if (sourceAssetDependencyPaths != null) { var relativePath = "Packages/com.unity.render-pipelines.universal/"; var fullPath = Path.GetFullPath(relativePath); var shaderFiles = Directory.GetFiles(Path.Combine(fullPath, "ShaderLibrary")).Select(x => Path.Combine(relativePath, x.Substring(fullPath.Length))); sourceAssetDependencyPaths.AddRange(shaderFiles); } var subShader = new ShaderStringBuilder(); subShader.AppendLine("SubShader"); using (subShader.BlockScope()) { var tagsBuilder = new ShaderStringBuilder(0); tags.GetTags(tagsBuilder, UnityEngine.Rendering.Universal.UniversalRenderPipeline.k_ShaderTagName); subShader.AppendLines(tagsBuilder.ToString()); foreach (Pass pass in passes) { var templatePath = GetTemplatePath(pass.TemplatePath); if (!File.Exists(templatePath)) { continue; } if (sourceAssetDependencyPaths != null) { sourceAssetDependencyPaths.Add(templatePath); } string template = File.ReadAllText(templatePath); subShader.AppendLines(GetShaderPassFromTemplate( template, masterNode, pass, mode, options)); } } if (!string.IsNullOrEmpty(customEditorPath)) { subShader.Append($"CustomEditor \"{customEditorPath}\""); } return(subShader.ToString()); }
public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null) { if (sourceAssetDependencyPaths != null) { // FabricSubShader.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("059cc3132f0336e40886300f3d2d7f12")); // HDSubShaderUtilities.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b")); } var masterNode = iMasterNode as FabricMasterNode; var subShader = new ShaderGenerator(); subShader.AddShaderChunk("SubShader", true); subShader.AddShaderChunk("{", true); subShader.Indent(); { SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, masterNode.alphaTest.isOn, false, masterNode.sortPriority); // Add tags at the SubShader level { var tagsVisitor = new ShaderStringBuilder(); materialTags.GetTags(tagsVisitor, HDRenderPipeline.k_ShaderTagName); subShader.AddShaderChunk(tagsVisitor.ToString(), false); } // generate the necessary shader passes bool opaque = (masterNode.surfaceType == SurfaceType.Opaque); bool transparent = !opaque; GenerateShaderPassLit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths); if (opaque) { GenerateShaderPassLit(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths); } // Assign define here based on opaque or transparent to save some variant m_PassForwardOnly.ExtraDefines = opaque ? HDSubShaderUtilities.s_ExtraDefinesForwardOpaque : HDSubShaderUtilities.s_ExtraDefinesForwardTransparent; GenerateShaderPassLit(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths); } subShader.Deindent(); subShader.AddShaderChunk("}", true); subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.FabricGUI"""); return(subShader.GetShaderString(0)); }
public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null) { if (sourceAssetDependencyPaths != null) { // DecalSubShader.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("3b523fb79ded88842bb5195be78e0354")); // HDSubShaderUtilities.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b")); } var masterNode = iMasterNode as DecalMasterNode; var subShader = new ShaderGenerator(); subShader.AddShaderChunk("SubShader", true); subShader.AddShaderChunk("{", true); subShader.Indent(); { SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(SurfaceType.Opaque, false, false, 0); // Add tags at the SubShader level { var tagsVisitor = new ShaderStringBuilder(); materialTags.GetTags(tagsVisitor, HDRenderPipeline.k_ShaderTagName); subShader.AddShaderChunk(tagsVisitor.ToString(), false); } GenerateShaderPass(masterNode, m_PassProjector, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPass(masterNode, m_PassMesh, mode, subShader, sourceAssetDependencyPaths); } subShader.Deindent(); subShader.AddShaderChunk("}", true); subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.DecalGUI"""); string s = subShader.GetShaderString(0); return(s); }
public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null) { if (sourceAssetDependencyPaths != null) { // HDLitSubShader.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("bac1a9627cfec924fa2ea9c65af8eeca")); // HDSubShaderUtilities.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b")); } var masterNode = iMasterNode as HDLitMasterNode; var subShader = new ShaderGenerator(); subShader.AddShaderChunk("SubShader", true); subShader.AddShaderChunk("{", true); subShader.Indent(); { SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, masterNode.alphaTest.isOn, masterNode.drawBeforeRefraction.isOn, masterNode.sortPriority); // Add tags at the SubShader level { var tagsVisitor = new ShaderStringBuilder(); materialTags.GetTags(tagsVisitor, HDRenderPipeline.k_ShaderTagName); subShader.AddShaderChunk(tagsVisitor.ToString(), false); } // generate the necessary shader passes bool opaque = (masterNode.surfaceType == SurfaceType.Opaque); bool transparent = !opaque; bool distortionActive = transparent && masterNode.distortion.isOn; bool transparentBackfaceActive = transparent && masterNode.backThenFrontRendering.isOn; bool transparentDepthPrepassActive = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPrepass.isOn; bool transparentDepthPostpassActive = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPostpass.isOn; GenerateShaderPassLit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths); if (opaque) { GenerateShaderPassLit(masterNode, m_PassDepthOnly, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_PassGBuffer, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths); } if (distortionActive) { GenerateShaderPassLit(masterNode, m_PassDistortion, mode, subShader, sourceAssetDependencyPaths); } if (transparentBackfaceActive) { GenerateShaderPassLit(masterNode, m_PassTransparentBackface, mode, subShader, sourceAssetDependencyPaths); } // Assign define here based on opaque or transparent to save some variant m_PassForward.ExtraDefines = opaque ? HDSubShaderUtilities.s_ExtraDefinesForwardOpaque : HDSubShaderUtilities.s_ExtraDefinesForwardTransparent; GenerateShaderPassLit(masterNode, m_PassForward, mode, subShader, sourceAssetDependencyPaths); if (transparentDepthPrepassActive) { GenerateShaderPassLit(masterNode, m_PassTransparentDepthPrepass, mode, subShader, sourceAssetDependencyPaths); } if (transparentDepthPostpassActive) { GenerateShaderPassLit(masterNode, m_PassTransparentDepthPostpass, mode, subShader, sourceAssetDependencyPaths); } } subShader.Deindent(); subShader.AddShaderChunk("}", true); subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.HDLitGUI"""); return(subShader.GetShaderString(0)); }
public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null) { if (sourceAssetDependencyPaths != null) { // HairSubShader.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("c3f20efb64673e0488a2c8e986a453fa")); // HDSubShaderUtilities.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b")); } var masterNode = iMasterNode as HairMasterNode; var subShader = new ShaderGenerator(); subShader.AddShaderChunk("SubShader", true); subShader.AddShaderChunk("{", true); subShader.Indent(); { SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, masterNode.alphaTest.isOn, false, masterNode.sortPriority); // Add tags at the SubShader level { var tagsVisitor = new ShaderStringBuilder(); materialTags.GetTags(tagsVisitor); subShader.AddShaderChunk(tagsVisitor.ToString(), false); } // generate the necessary shader passes bool opaque = (masterNode.surfaceType == SurfaceType.Opaque); bool transparent = !opaque; bool transparentBackfaceActive = transparent && masterNode.backThenFrontRendering.isOn; bool transparentDepthPrepassActive = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPrepass.isOn; bool transparentDepthPostpassActive = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPostpass.isOn; GenerateShaderPassHair(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassHair(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths); GenerateShaderPassHair(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths); if (opaque) { GenerateShaderPassHair(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths); } GenerateShaderPassHair(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths); if (transparentBackfaceActive) { GenerateShaderPassHair(masterNode, m_PassTransparentBackface, mode, subShader, sourceAssetDependencyPaths); } if (transparentDepthPrepassActive) { GenerateShaderPassHair(masterNode, m_PassTransparentDepthPrepass, mode, subShader, sourceAssetDependencyPaths); } GenerateShaderPassHair(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths); if (transparentDepthPostpassActive) { GenerateShaderPassHair(masterNode, m_PassTransparentDepthPostpass, mode, subShader, sourceAssetDependencyPaths); } } subShader.Deindent(); subShader.AddShaderChunk("}", true); subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.HairGUI"""); return(subShader.GetShaderString(0)); }