示例#1
0
        public static SurfaceMaterialTags BuildMaterialTags(SurfaceType surfaceType, bool alphaTest, bool preRefraction, int sortPriority)
        {
            SurfaceMaterialTags materialTags = new SurfaceMaterialTags();

            if (surfaceType == SurfaceType.Opaque)
            {
                if (alphaTest)
                {
                    materialTags.renderQueue = SurfaceMaterialTags.RenderQueue.AlphaTest;
                    materialTags.renderType  = SurfaceMaterialTags.RenderType.TransparentCutout;
                }
                else
                {
                    materialTags.renderQueue = SurfaceMaterialTags.RenderQueue.Geometry;
                    materialTags.renderType  = SurfaceMaterialTags.RenderType.Opaque;
                }
            }
            else
            {
                materialTags.renderQueue       = SurfaceMaterialTags.RenderQueue.Transparent;
                materialTags.renderQueueOffset = sortPriority;
                if (preRefraction)
                {
                    materialTags.renderQueueOffset -= HDRenderQueue.Priority.Transparent - HDRenderQueue.Priority.PreRefraction;
                }
                materialTags.renderType = SurfaceMaterialTags.RenderType.Transparent;
            }

            return(materialTags);
        }
示例#2
0
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // StackLitSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("9649efe3e0e8e2941a983bb0f3a034ad"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as StackLitMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, masterNode.alphaTest.isOn, preRefraction: false, sortPriority: masterNode.sortPriority);

                // Add tags at the SubShader level
                {
                    var tagsVisitor = new ShaderStringBuilder();
                    materialTags.GetTags(tagsVisitor, HDRenderPipeline.k_ShaderTagName);
                    subShader.AddShaderChunk(tagsVisitor.ToString(), false);
                }

                // generate the necessary shader passes
                bool opaque      = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent = !opaque;

                bool distortionActive = transparent && masterNode.distortion.isOn;

                GenerateShaderPassLit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);

                if (opaque)
                {
                    GenerateShaderPassLit(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);
                }

                if (distortionActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassDistortion, mode, subShader, sourceAssetDependencyPaths);
                }

                // Assign define here based on opaque or transparent to save some variant
                m_PassForwardOnly.ExtraDefines = opaque ? HDSubShaderUtilities.s_ExtraDefinesForwardOpaque : HDSubShaderUtilities.s_ExtraDefinesForwardTransparent;
                GenerateShaderPassLit(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths);
            }

            subShader.Deindent();
            subShader.AddShaderChunk("}", true);
            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.ShaderGraph.StackLitGUI""");

            return(subShader.GetShaderString(0));
        }
示例#3
0
        public SurfaceMaterialTags GetMaterialTags()
        {
            SurfaceMaterialTags tags = new SurfaceMaterialTags();

            tags.renderType  = RenderType;
            tags.renderQueue = RenderQueue;

            return(tags);
        }
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // HDUnlitSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("1c44ec077faa54145a89357de68e5d26"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as HDUnlitMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, masterNode.alphaTest.isOn, masterNode.drawBeforeRefraction.isOn, masterNode.sortPriority);

                // Add tags at the SubShader level
                {
                    var tagsVisitor = new ShaderStringBuilder();
                    materialTags.GetTags(tagsVisitor, HDRenderPipeline.k_ShaderTagName);
                    subShader.AddShaderChunk(tagsVisitor.ToString(), false);
                }

                // generate the necessary shader passes
                bool opaque      = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent = !opaque;

                bool distortionActive = transparent && masterNode.distortion.isOn;

                GenerateShaderPassLit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);

                if (opaque)
                {
                    GenerateShaderPassLit(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);
                }

                if (distortionActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassDistortion, mode, subShader, sourceAssetDependencyPaths);
                }

                GenerateShaderPassLit(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths);
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);
            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.HDUnlitGUI""");

            return(subShader.GetShaderString(0));
        }
示例#5
0
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // HDUnlitSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("a32a2cf536cae8e478ca1bbb7b9c493b"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as UnlitMasterNode;
            var subShader  = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                // Options still need to be added to master node - pre-refraction, sort priority...
                SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, false, false, 0);
                // Add tags at the SubShader level
                {
                    var tagsVisitor = new ShaderStringBuilder();
                    materialTags.GetTags(tagsVisitor, HDRenderPipeline.k_ShaderTagName);
                    subShader.AddShaderChunk(tagsVisitor.ToString(), false);
                }

                SurfaceMaterialOptions materialOptions = HDSubShaderUtilities.BuildMaterialOptions(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn, false);

                // generate the necessary shader passes
                bool opaque           = (masterNode.surfaceType == SurfaceType.Opaque);
                bool distortionActive = false; // TODO: enable distortion on unlit node

                GenerateShaderPassUnlit(masterNode, m_PassShadowCaster, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassUnlit(masterNode, m_PassMETA, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassUnlit(masterNode, m_SceneSelectionPass, mode, materialOptions, subShader, sourceAssetDependencyPaths);

                if (opaque)
                {
                    GenerateShaderPassUnlit(masterNode, m_PassDepthForwardOnly, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassUnlit(masterNode, m_PassMotionVectors, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                }

                GenerateShaderPassUnlit(masterNode, m_PassForwardOnly, mode, materialOptions, subShader, sourceAssetDependencyPaths);

                if (distortionActive)
                {
                    GenerateShaderPassUnlit(masterNode, m_PassDistortion, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                }
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);

            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.ShaderGraph.HDUnlitGUI""");

            return(subShader.GetShaderString(0));
        }
示例#6
0
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // FabricSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("059cc3132f0336e40886300f3d2d7f12"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as FabricMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, masterNode.alphaTest.isOn, masterNode.drawBeforeRefraction.isOn, masterNode.sortPriority);

                // Add tags at the SubShader level
                {
                    var tagsVisitor = new ShaderStringBuilder();
                    materialTags.GetTags(tagsVisitor);
                    subShader.AddShaderChunk(tagsVisitor.ToString(), false);
                }

                // generate the necessary shader passes
                bool opaque      = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent = !opaque;

                bool transparentBackfaceActive      = transparent && masterNode.backThenFrontRendering.isOn;
                bool transparentDepthPrepassActive  = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPrepass.isOn;
                bool transparentDepthPostpassActive = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPostpass.isOn;

                GenerateShaderPassLit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);

                if (opaque)
                {
                    GenerateShaderPassLit(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths);
                }

                GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);


                GenerateShaderPassLit(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths);
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);
            // subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.ShaderGraph.FabricGUI""");

            return(subShader.GetShaderString(0));
        }
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // HDPBRSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("8a6369cac4d1faf45b8715adbd364f13"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as PBRMasterNode;
            var subShader  = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, false, false, 0);

                // Add tags at the SubShader level
                {
                    var tagsVisitor = new ShaderStringBuilder();
                    materialTags.GetTags(tagsVisitor);
                    subShader.AddShaderChunk(tagsVisitor.ToString(), false);
                }

                SurfaceMaterialOptions materialOptions = HDSubShaderUtilities.BuildMaterialOptions(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn, false);

                // generate the necessary shader passes
                bool opaque = (masterNode.surfaceType == SurfaceType.Opaque);

                if (opaque)
                {
                    GenerateShaderPassLit(masterNode, m_PassGBuffer, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                }

                GenerateShaderPassLit(masterNode, m_PassMETA, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, materialOptions, subShader, sourceAssetDependencyPaths);

                if (opaque)
                {
                    GenerateShaderPassLit(masterNode, m_PassDepthOnly, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                }

                GenerateShaderPassLit(masterNode, m_PassForward, mode, materialOptions, subShader, sourceAssetDependencyPaths);
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);
            subShader.AddShaderChunk("CustomEditor \"UnityEditor.ShaderGraph.PBRMasterGUI\"", true);

            return(subShader.GetShaderString(0));
        }
        public static string GetSubShader <T>(T masterNode, SurfaceMaterialTags tags, SurfaceMaterialOptions options, Pass[] passes,
                                              GenerationMode mode, string customEditorPath = null, List <string> sourceAssetDependencyPaths = null) where T : IMasterNode
        {
            if (sourceAssetDependencyPaths != null)
            {
                var relativePath = "Packages/com.unity.render-pipelines.universal/";
                var fullPath     = Path.GetFullPath(relativePath);
                var shaderFiles  = Directory.GetFiles(Path.Combine(fullPath, "ShaderLibrary")).Select(x => Path.Combine(relativePath, x.Substring(fullPath.Length)));
                sourceAssetDependencyPaths.AddRange(shaderFiles);
            }

            var subShader = new ShaderStringBuilder();

            subShader.AppendLine("SubShader");
            using (subShader.BlockScope())
            {
                var tagsBuilder = new ShaderStringBuilder(0);
                tags.GetTags(tagsBuilder, UnityEngine.Rendering.Universal.UniversalRenderPipeline.k_ShaderTagName);
                subShader.AppendLines(tagsBuilder.ToString());

                foreach (Pass pass in passes)
                {
                    var templatePath = GetTemplatePath(pass.TemplatePath);
                    if (!File.Exists(templatePath))
                    {
                        continue;
                    }

                    if (sourceAssetDependencyPaths != null)
                    {
                        sourceAssetDependencyPaths.Add(templatePath);
                    }

                    string template = File.ReadAllText(templatePath);

                    subShader.AppendLines(GetShaderPassFromTemplate(
                                              template,
                                              masterNode,
                                              pass,
                                              mode,
                                              options));
                }
            }

            if (!string.IsNullOrEmpty(customEditorPath))
            {
                subShader.Append($"CustomEditor \"{customEditorPath}\"");
            }

            return(subShader.ToString());
        }
示例#9
0
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // FabricSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("059cc3132f0336e40886300f3d2d7f12"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as FabricMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, masterNode.alphaTest.isOn, false, masterNode.sortPriority);

                // Add tags at the SubShader level
                {
                    var tagsVisitor = new ShaderStringBuilder();
                    materialTags.GetTags(tagsVisitor, HDRenderPipeline.k_ShaderTagName);
                    subShader.AddShaderChunk(tagsVisitor.ToString(), false);
                }

                // generate the necessary shader passes
                bool opaque      = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent = !opaque;

                GenerateShaderPassLit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);

                if (opaque)
                {
                    GenerateShaderPassLit(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);
                }

                // Assign define here based on opaque or transparent to save some variant
                m_PassForwardOnly.ExtraDefines = opaque ? HDSubShaderUtilities.s_ExtraDefinesForwardOpaque : HDSubShaderUtilities.s_ExtraDefinesForwardTransparent;
                GenerateShaderPassLit(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths);
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);
            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.FabricGUI""");

            return(subShader.GetShaderString(0));
        }
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // DecalSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("3b523fb79ded88842bb5195be78e0354"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as DecalMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(SurfaceType.Opaque, false, false, 0);

                // Add tags at the SubShader level
                {
                    var tagsVisitor = new ShaderStringBuilder();
                    materialTags.GetTags(tagsVisitor, HDRenderPipeline.k_ShaderTagName);
                    subShader.AddShaderChunk(tagsVisitor.ToString(), false);
                }

                GenerateShaderPass(masterNode, m_PassProjector, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPass(masterNode, m_PassMesh, mode, subShader, sourceAssetDependencyPaths);
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);
            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.DecalGUI""");
            string s = subShader.GetShaderString(0);

            return(s);
        }
示例#11
0
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // HDLitSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("bac1a9627cfec924fa2ea9c65af8eeca"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as HDLitMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, masterNode.alphaTest.isOn, masterNode.drawBeforeRefraction.isOn, masterNode.sortPriority);

                // Add tags at the SubShader level
                {
                    var tagsVisitor = new ShaderStringBuilder();
                    materialTags.GetTags(tagsVisitor, HDRenderPipeline.k_ShaderTagName);
                    subShader.AddShaderChunk(tagsVisitor.ToString(), false);
                }

                // generate the necessary shader passes
                bool opaque      = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent = !opaque;

                bool distortionActive               = transparent && masterNode.distortion.isOn;
                bool transparentBackfaceActive      = transparent && masterNode.backThenFrontRendering.isOn;
                bool transparentDepthPrepassActive  = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPrepass.isOn;
                bool transparentDepthPostpassActive = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPostpass.isOn;

                GenerateShaderPassLit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);

                if (opaque)
                {
                    GenerateShaderPassLit(masterNode, m_PassDepthOnly, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassGBuffer, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);
                }

                if (distortionActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassDistortion, mode, subShader, sourceAssetDependencyPaths);
                }

                if (transparentBackfaceActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassTransparentBackface, mode, subShader, sourceAssetDependencyPaths);
                }

                // Assign define here based on opaque or transparent to save some variant
                m_PassForward.ExtraDefines = opaque ? HDSubShaderUtilities.s_ExtraDefinesForwardOpaque : HDSubShaderUtilities.s_ExtraDefinesForwardTransparent;
                GenerateShaderPassLit(masterNode, m_PassForward, mode, subShader, sourceAssetDependencyPaths);

                if (transparentDepthPrepassActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassTransparentDepthPrepass, mode, subShader, sourceAssetDependencyPaths);
                }

                if (transparentDepthPostpassActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassTransparentDepthPostpass, mode, subShader, sourceAssetDependencyPaths);
                }
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);
            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.HDLitGUI""");

            return(subShader.GetShaderString(0));
        }
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // HairSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("c3f20efb64673e0488a2c8e986a453fa"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as HairMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, masterNode.alphaTest.isOn, false, masterNode.sortPriority);

                // Add tags at the SubShader level
                {
                    var tagsVisitor = new ShaderStringBuilder();
                    materialTags.GetTags(tagsVisitor);
                    subShader.AddShaderChunk(tagsVisitor.ToString(), false);
                }

                // generate the necessary shader passes
                bool opaque      = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent = !opaque;

                bool transparentBackfaceActive      = transparent && masterNode.backThenFrontRendering.isOn;
                bool transparentDepthPrepassActive  = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPrepass.isOn;
                bool transparentDepthPostpassActive = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPostpass.isOn;

                GenerateShaderPassHair(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassHair(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassHair(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);

                if (opaque)
                {
                    GenerateShaderPassHair(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths);
                }

                GenerateShaderPassHair(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);

                if (transparentBackfaceActive)
                {
                    GenerateShaderPassHair(masterNode, m_PassTransparentBackface, mode, subShader, sourceAssetDependencyPaths);
                }

                if (transparentDepthPrepassActive)
                {
                    GenerateShaderPassHair(masterNode, m_PassTransparentDepthPrepass, mode, subShader, sourceAssetDependencyPaths);
                }

                GenerateShaderPassHair(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths);

                if (transparentDepthPostpassActive)
                {
                    GenerateShaderPassHair(masterNode, m_PassTransparentDepthPostpass, mode, subShader, sourceAssetDependencyPaths);
                }
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);
            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.HairGUI""");

            return(subShader.GetShaderString(0));
        }