コード例 #1
0
        public static void AddTessellationShaderProperties(PropertyCollector collector, TessellationMode tessellationMode,
                                                           float tessellationFactorMinDistance, float tessellationFactorMaxDistance, float tessellationFactorTriangleSize,
                                                           float tessellationShapeFactor, float tessellationBackFaceCullEpsilon, float tessellationMaxDisplacement)
        {
            collector.AddShaderProperty(new Vector1ShaderProperty
            {
                overrideReferenceName = kTessellationMode,
                floatType             = FloatType.Enum,
                value      = (int)tessellationMode,
                enumNames  = { "None", "Phong" },
                enumValues = { (int)TessellationMode.None, (int)TessellationMode.Phong },
                hidden     = true,
                overrideHLSLDeclaration = true,
                hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare,
            });

            collector.AddFloatProperty(kTessellationFactorMinDistance, tessellationFactorMinDistance, HLSLDeclaration.UnityPerMaterial);
            collector.AddFloatProperty(kTessellationFactorMaxDistance, tessellationFactorMaxDistance, HLSLDeclaration.UnityPerMaterial);
            collector.AddFloatProperty(kTessellationFactorTriangleSize, tessellationFactorTriangleSize, HLSLDeclaration.UnityPerMaterial);
            collector.AddSliderProperty(kTessellationShapeFactor, "Tessellation shape factor", tessellationShapeFactor, new Vector2(0.0f, 1.0f), HLSLDeclaration.UnityPerMaterial);
            collector.AddSliderProperty(kTessellationBackFaceCullEpsilon, "Tessellation back face epsilon", tessellationBackFaceCullEpsilon, new Vector2(-1.0f, 0.0f), HLSLDeclaration.UnityPerMaterial);
            collector.AddFloatProperty(kTessellationMaxDisplacement, tessellationMaxDisplacement, HLSLDeclaration.UnityPerMaterial);
        }