public override void Setup(ref TargetSetupContext context) { context.AddAssetDependency(new GUID(kAssetGuid), AssetCollection.Flags.SourceDependency); context.AddAssetDependency(new GUID(kTemplateGuid), AssetCollection.Flags.SourceDependency); context.AddSubShader(new SubShaderDescriptor() { generatesPreview = true, passes = new PassCollection { { FullscreePasses.MipMap }, }, }); }
public override void Setup(ref TargetSetupContext context) { context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); if (!context.HasCustomEditorForRenderPipeline(null)) { context.customEditorForRenderPipelines.Add((typeof(BuiltInUnlitGUI).FullName, "")); } // Process SubShaders context.AddSubShader(SubShaders.Unlit(target, target.renderType, target.renderQueue)); }
public override void Setup(ref TargetSetupContext context) { context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); base.Setup(ref context); var universalRPType = typeof(UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset); if (!context.HasCustomEditorForRenderPipeline(universalRPType)) { context.AddCustomEditorForRenderPipeline(typeof(ShaderGraphUnlitGUI).FullName, universalRPType); } // Process SubShaders context.AddSubShader(SubShaders.UnlitDOTS(target, target.renderType, target.renderQueue)); context.AddSubShader(SubShaders.Unlit(target, target.renderType, target.renderQueue)); }
public override void Setup(ref TargetSetupContext context) { context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); // Process SubShaders SubShaderDescriptor[] subShaders = { SubShaders.Unlit, SubShaders.UnlitDOTS }; for (int i = 0; i < subShaders.Length; i++) { // Update Render State subShaders[i].renderType = target.renderType; subShaders[i].renderQueue = target.renderQueue; // Add context.AddSubShader(subShaders[i]); } }
public override void Setup(ref TargetSetupContext context) { context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); if (!context.HasCustomEditorForRenderPipeline(null)) { context.customEditorForRenderPipelines.Add((typeof(BuiltInUnlitGUI).FullName, "")); } // Process SubShaders SubShaderDescriptor[] subShaders = { SubShaders.Unlit }; for (int i = 0; i < subShaders.Length; i++) { // Update Render State subShaders[i].renderType = target.renderType; subShaders[i].renderQueue = target.renderQueue; // Add context.AddSubShader(subShaders[i]); } }
public override void Setup(ref TargetSetupContext context) { context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); context.AddCustomEditorForRenderPipeline("UnityEditor.Rendering.Universal.DecalShaderGraphGUI", typeof(UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset)); // TODO: This should be owned by URP { SubShaderDescriptor subShader = SubShaders.Decal; var passes = new PassCollection(); foreach (var pass in subShader.passes) { var passDescriptor = pass.descriptor; CollectPassRenderState(ref passDescriptor); passes.Add(passDescriptor, pass.fieldConditions); } subShader.passes = passes; context.AddSubShader(subShader); } }
public override void Setup(ref TargetSetupContext context) { context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); context.AddSubShader(SubShaders.SpriteLit); }
public override void Setup(ref TargetSetupContext context) { context.AddAssetDependency(new GUID(kAssetGuid), AssetCollection.Flags.SourceDependency); context.AddAssetDependency(new GUID(kTemplateGuid), AssetCollection.Flags.SourceDependency); context.AddSubShader(SubShaders.SpriteUnlit); }