public static SubShaderDescriptor SpriteUnlit(UniversalTarget target) { SubShaderDescriptor result = new SubShaderDescriptor() { pipelineTag = UniversalTarget.kPipelineTag, customTags = UniversalTarget.kUnlitMaterialTypeTag, renderType = $"{RenderType.Transparent}", renderQueue = $"{UnityEditor.ShaderGraph.RenderQueue.Transparent}", generatesPreview = true, passes = new PassCollection { { SpriteUnlitPasses.Unlit }, { SpriteUnlitPasses.Forward }, { CorePasses._2DSceneSelection(target) }, { CorePasses._2DScenePicking(target) }, }, }; return(result); }
public static SubShaderDescriptor SpriteUnlit(UniversalTarget target) { SubShaderDescriptor result = new SubShaderDescriptor() { pipelineTag = UniversalTarget.kPipelineTag, customTags = UniversalTarget.kUnlitMaterialTypeTag, renderType = $"{RenderType.Transparent}", renderQueue = $"{UnityEditor.ShaderGraph.RenderQueue.Transparent}", generatesPreview = true, passes = new PassCollection { { SpriteUnlitPasses.Unlit }, // Currently neither of these passes (selection/picking) can be last for the game view for // UI shaders to render correctly. Verify [1352225] before changing this order. { CorePasses._2DSceneSelection(target) }, { CorePasses._2DScenePicking(target) }, { SpriteUnlitPasses.Forward }, }, }; return(result); }