public void SetupTarget(ref TargetSetupContext context) { context.AddAssetDependencyPath(AssetDatabase.GUIDToAssetPath("61d739b0177943f4d858e09ae4b69ea2")); // DecalTarget context.AddAssetDependencyPath(AssetDatabase.GUIDToAssetPath("21bb2072667892445b27f3e9aad497af")); // HDRPDecalTarget var subShader = GetSubShaderDescriptorFromMasterNode(context.masterNode); if (subShader != null) { context.SetupSubShader(subShader.Value); } }
public virtual void SetupTarget(ref TargetSetupContext context) { context.AddAssetDependencyPath(AssetDatabase.GUIDToAssetPath("7395c9320da217b42b9059744ceb1de6")); // MeshTarget context.AddAssetDependencyPath(AssetDatabase.GUIDToAssetPath("ac9e1a400a9ce404c8f26b9c1238417e")); // UniversalMeshTarget var subShader = GetSubShaderDescriptorFromMasterNode(context.masterNode); if (subShader != null) { context.SetupSubShader(subShader.Value); } }
public void SetupTarget(ref TargetSetupContext context) { context.AddAssetDependencyPath(AssetDatabase.GUIDToAssetPath("7395c9320da217b42b9059744ceb1de6")); // MeshTarget context.AddAssetDependencyPath(AssetDatabase.GUIDToAssetPath("a3b60b90b9eb3e549adfd57a75e77811")); // HDRPRaytracingMeshTarget var subShader = GetSubShaderDescriptorFromMasterNode(context.masterNode); if (subShader != null) { context.SetupSubShader(subShader.Value); } }
public void SetupTarget(ref TargetSetupContext context) { context.AddAssetDependencyPath(AssetDatabase.GUIDToAssetPath("7395c9320da217b42b9059744ceb1de6")); // MeshTarget context.AddAssetDependencyPath(AssetDatabase.GUIDToAssetPath("326a52113ee5a7d46bf9145976dcb7f6")); // HDRPMeshTarget var subShader = GetSubShaderDescriptorFromMasterNode(context.masterNode); if (subShader != null) { context.SetupSubShader(subShader.Value); } }
public override void Setup(ref TargetSetupContext context) { context.AddAssetDependencyPath(AssetDatabase.GUIDToAssetPath(kAssetGuid)); context.SetDefaultShaderGUI("Rendering.HighDefinition.FabricGUI"); context.AddSubShader(SubShaders.Fabric); context.AddSubShader(SubShaders.FabricRaytracing); }
public override void SetupTarget(ref TargetSetupContext context) { context.AddAssetDependencyPath(AssetDatabase.GUIDToAssetPath("7395c9320da217b42b9059744ceb1de6")); // MeshTarget context.AddAssetDependencyPath(AssetDatabase.GUIDToAssetPath("ac9e1a400a9ce404c8f26b9c1238417e")); // UniversalMeshTarget switch (context.masterNode) { case PBRMasterNode pbrMasterNode: context.SetupSubShader(UniversalSubShaders.DOTSPBR); break; case UnlitMasterNode unlitMasterNode: context.SetupSubShader(UniversalSubShaders.DOTSUnlit); break; } }
public override void Setup(ref TargetSetupContext context) { context.AddAssetDependencyPath(AssetDatabase.GUIDToAssetPath(kAssetGuid)); context.SetDefaultShaderGUI("ShaderGraph.PBRMasterGUI"); // TODO: This should be owned by URP context.AddSubShader(SubShaders.Lit); context.AddSubShader(SubShaders.LitDOTS); }
public override void Setup(ref TargetSetupContext context) { context.AddAssetDependencyPath(AssetDatabase.GUIDToAssetPath(kAssetGuid)); // 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) { // Currently we infer the active SubTarget based on the MasterNode type void SetActiveSubTargetIndex(IMasterNode masterNode) { Type activeSubTargetType; if (!s_SubTargetMap.TryGetValue(masterNode.GetType(), out activeSubTargetType)) { return; } m_ActiveSubTarget = m_SubTargets.FirstOrDefault(x => x.GetType() == activeSubTargetType); } // Setup the Target context.AddAssetDependencyPath(AssetDatabase.GUIDToAssetPath(kAssetGuid)); // Setup the active SubTarget SetActiveSubTargetIndex(context.masterNode); m_ActiveSubTarget.Setup(ref context); }
public override void Setup(ref TargetSetupContext context) { context.AddAssetDependencyPath(AssetDatabase.GUIDToAssetPath(kAssetGuid)); context.AddSubShader(SubShaders.SpriteLit); }