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76 行
2.8 KiB
76 行
2.8 KiB
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using UnityEditor.Rendering.Universal;
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namespace UnityEditor.Experimental.Rendering.Universal
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{
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[Serializable]
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[FormerName("UnityEditor.Experimental.Rendering.LWRP.LightWeightSpriteUnlitSubShader")]
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class UniversalSpriteUnlitSubShader : ISpriteUnlitSubShader
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{
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Pass m_UnlitPass = new Pass
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{
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Name = "Pass",
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TemplatePath = "universalSpriteUnlitPass.template",
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PixelShaderSlots = new List<int>
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{
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SpriteUnlitMasterNode.ColorSlotId,
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},
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VertexShaderSlots = new List<int>()
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{
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SpriteUnlitMasterNode.PositionSlotId,
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},
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Requirements = new ShaderGraphRequirements()
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{
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requiresVertexColor = true,
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requiresMeshUVs = new List<UVChannel>() { UVChannel.UV0 },
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},
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ExtraDefines = new List<string>(),
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OnGeneratePassImpl = (IMasterNode node, ref Pass pass, ref ShaderGraphRequirements requirements) =>
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{
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var masterNode = node as SpriteUnlitMasterNode;
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if (requirements.requiresDepthTexture)
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pass.ExtraDefines.Add("#define REQUIRE_DEPTH_TEXTURE");
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if (requirements.requiresCameraOpaqueTexture)
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pass.ExtraDefines.Add("#define REQUIRE_OPAQUE_TEXTURE");
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}
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};
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public int GetPreviewPassIndex() { return 0; }
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public string GetSubshader(IMasterNode masterNode, GenerationMode mode, List<string> sourceAssetDependencyPaths = null)
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{
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if (sourceAssetDependencyPaths != null)
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{
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// LightWeightSpriteUnlitSubShader.cs
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sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("f2df349d00ec920488971bb77440b7bc"));
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}
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// Master Node data
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var unlitMasterNode = masterNode as SpriteUnlitMasterNode;
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var tags = ShaderGenerator.BuildMaterialTags(SurfaceType.Transparent);
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var options = ShaderGenerator.GetMaterialOptions(SurfaceType.Transparent, AlphaMode.Alpha, true);
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// Passes
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var passes = new Pass[] { m_UnlitPass };
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return UniversalSubShaderUtilities.GetSubShader<SpriteUnlitMasterNode>(unlitMasterNode, tags, options,
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passes, mode, sourceAssetDependencyPaths: sourceAssetDependencyPaths);
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}
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public bool IsPipelineCompatible(RenderPipelineAsset renderPipelineAsset)
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{
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return renderPipelineAsset is UniversalRenderPipelineAsset;
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}
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public UniversalSpriteUnlitSubShader() { }
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}
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}
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