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using UnityEditor; |
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using UnityEngine.MaterialGraph; |
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#if ___DEPRECATED___
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//New iteration is wip
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public abstract class AbstractHDRenderLoopMasterNode : AbstractMasterNode, IGeneratesVertexToFragmentBlock |
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public abstract class AbstractHDRenderLoopMasterNode : AbstractMasterNode |
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public override void GenerateLightFunction(ShaderGenerator lightFunction) |
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{ |
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//TODO
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} |
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public override void GenerateSurfaceOutput(ShaderGenerator surfaceOutput) |
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{ |
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//TODO
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} |
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public override string shaderTemplate |
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public string shaderTemplate |
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{ |
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get |
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{ |
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} |
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} |
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public void GenerateVertexToFragmentBlock(ShaderFragmentInputGenerator visitor, ShaderGenerator visitor_deprecated, GenerationMode generationMode) |
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public override string GetShader(MaterialOptions options, GenerationMode mode, out List<PropertyGenerator.TextureInfo> configuredTextures) |
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visitor.AddInput(OutputPrecision.@float, SlotValueType.Vector3, "positionWS"); |
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configuredTextures = new List<PropertyGenerator.TextureInfo>(); |
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return "TODO"; |
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} |
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} |
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} |
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} |
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#endif
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namespace UnityEngine.Experimental.ScriptableRenderLoop |
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{ |
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