///////////////////////////////////////////////////////////////////////////////////////////// // Commandbuffer helpers ///////////////////////////////////////////////////////////////////////////////////////////// /// <summary> /// Set a specific keyword for the pixelshader /// </summary> /// <param name="keyword"></param> /// <param name="enable"></param> private void SetKeyword(MaterialKeywords keyword, bool enable) { //For now disable check if da keyword is already set //to make sure the cmd is always correctly setuped //if(_shaderKeywords[(int)keyword].enabled != enable) { PipelineExtensions.SetKeyword(_shaderKeywords[(int)keyword].name, enable); _shaderKeywords[(int)keyword].enabled = enable; } }
///////////////////////////////////////////////////////////////////////////////////////////// // Commandbuffer helpers ///////////////////////////////////////////////////////////////////////////////////////////// /// <summary> /// Set a specific keyword for the pixelshader /// </summary> /// <param name="keyword"></param> /// <param name="enable"></param> private void SetKeyword(MaterialKeywords keyword, bool enable) { //For now disable check if a keyword is already set //to make sure the cmd is always correctly setuped //if(_shaderKeywords[(int)keyword].enabled != enable) { if (_renderPipeline == RenderPipeline.SRP) { _commandBuffer.SetKeyword(_shaderKeywords[(int)keyword].name, enable); } else { PipelineExtensions.SetKeyword(_shaderKeywords[(int)keyword].name, enable); } _shaderKeywords[(int)keyword].enabled = enable; } }