Esempio n. 1
0
        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);
            }
        }
Esempio n. 3
0
        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);
            }
        }