Пример #1
0
        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);
            }
        }
Пример #2
0
        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);
            }
        }
Пример #3
0
        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);
            }
        }
Пример #4
0
        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);
            }
        }
Пример #5
0
 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);
 }
Пример #6
0
        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);
 }
Пример #8
0
        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]);
            }
        }
Пример #9
0
        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);
        }
Пример #10
0
 public override void Setup(ref TargetSetupContext context)
 {
     context.AddAssetDependencyPath(AssetDatabase.GUIDToAssetPath(kAssetGuid));
     context.AddSubShader(SubShaders.SpriteLit);
 }