bool GenerateShaderPass(ToonMasterNode masterNode, ShaderPass pass, GenerationMode mode, ShaderGenerator result, List <string> sourceAssetDependencyPaths) { UniversalShaderGraphUtilities.SetRenderState(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn, ref pass); // apply master node options to active fields var activeFields = GetActiveFieldsFromMasterNode(masterNode, pass); return(GenerationUtils.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths, UniversalShaderGraphResources.s_Dependencies, UniversalShaderGraphResources.s_ResourceClassName, UniversalShaderGraphResources.s_AssemblyName)); }
private static bool GenerateShaderPass(SpriteLitMasterNode masterNode, ShaderPass pass, GenerationMode mode, ShaderGenerator result, List <string> sourceAssetDependencyPaths) { UniversalShaderGraphUtilities.SetRenderState(SurfaceType.Transparent, AlphaMode.Alpha, true, ref pass); // apply master node options to active fields var activeFields = GetActiveFieldsFromMasterNode(masterNode, pass); // use standard shader pass generation return(ShaderGraph.GenerationUtils.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths, UniversalShaderGraphResources.s_Dependencies, UniversalShaderGraphResources.s_ResourceClassName, UniversalShaderGraphResources.s_AssemblyName)); }