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string outputValue = GetSlotValue(OutputSlot1Id, generationMode); |
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visitor.AddShaderChunk(string.Format("{0} {1} = unity_FogColor;", |
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ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType), |
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GetVariableNameForSlot(OutputSlotId)), true); |
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ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType), |
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GetVariableNameForSlot(OutputSlotId)), true); |
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visitor.AddShaderChunk(string.Format("{0} clipZ_01 = UNITY_Z_0_FAR_FROM_CLIPSPACE(UnityObjectToClipPos(IN.ObjectSpacePosition).z);", precision), true); |
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visitor.AddShaderChunk("#if defined(FOG_LINEAR)", true); |
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ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlot1Id).concreteValueType), |
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GetVariableNameForSlot(OutputSlot1Id)), true); |
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ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlot1Id).concreteValueType), |
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GetVariableNameForSlot(OutputSlot1Id)), true); |
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ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlot1Id).concreteValueType), |
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GetVariableNameForSlot(OutputSlot1Id), precision), true); |
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ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlot1Id).concreteValueType), |
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GetVariableNameForSlot(OutputSlot1Id), precision), true); |
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ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlot1Id).concreteValueType), |
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GetVariableNameForSlot(OutputSlot1Id), precision), true); |
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ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlot1Id).concreteValueType), |
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GetVariableNameForSlot(OutputSlot1Id), precision), true); |
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ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlot1Id).concreteValueType), |
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GetVariableNameForSlot(OutputSlot1Id)), true); |
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ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlot1Id).concreteValueType), |
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GetVariableNameForSlot(OutputSlot1Id)), true); |
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visitor.Deindent(); |
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visitor.AddShaderChunk("#endif", true); |
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} |
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