private static ActiveFields GetActiveFieldsFromMasterNode(AbstractMaterialNode iMasterNode, Pass pass)
        {
            var activeFields     = new ActiveFields();
            var baseActiveFields = activeFields.baseInstance;

            HDUnlitMasterNode masterNode = iMasterNode as HDUnlitMasterNode;

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

            if (masterNode.alphaTest.isOn && pass.PixelShaderUsesSlot(HDUnlitMasterNode.AlphaThresholdSlotId))
            {
                baseActiveFields.Add("AlphaTest");
            }

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

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

            return(activeFields);
        }
        private static bool GenerateShaderPassUnlit(HDUnlitMasterNode 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(HDUnlitMasterNode.PositionSlotId);
                return(HDSubShaderUtilities.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths, vertexActive));
            }
            else
            {
                return(false);
            }
        }