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Prepare empty behavior for the new MasterNode integration

/scriptablerenderloop-materialgraph
Paul Demeulenaere 8 年前
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17bf2b62
共有 1 个文件被更改,包括 5 次插入17 次删除
  1. 22
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs

22
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs


using UnityEditor;
using UnityEngine.MaterialGraph;
#if ___DEPRECATED___
//New iteration is wip
public abstract class AbstractHDRenderLoopMasterNode : AbstractMasterNode, IGeneratesVertexToFragmentBlock
public abstract class AbstractHDRenderLoopMasterNode : AbstractMasterNode
public override void GenerateLightFunction(ShaderGenerator lightFunction)
{
//TODO
}
public override void GenerateSurfaceOutput(ShaderGenerator surfaceOutput)
{
//TODO
}
public override string shaderTemplate
public string shaderTemplate
{
get
{

}
}
public void GenerateVertexToFragmentBlock(ShaderFragmentInputGenerator visitor, ShaderGenerator visitor_deprecated, GenerationMode generationMode)
public override string GetShader(MaterialOptions options, GenerationMode mode, out List<PropertyGenerator.TextureInfo> configuredTextures)
visitor.AddInput(OutputPrecision.@float, SlotValueType.Vector3, "positionWS");
configuredTextures = new List<PropertyGenerator.TextureInfo>();
return "TODO";
}
}

}
}
#endif
namespace UnityEngine.Experimental.ScriptableRenderLoop
{

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