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namespace UnityEngine.MaterialGraph |
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{ |
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[Serializable] |
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/*[Serializable] |
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public abstract class AbstractLightweightPBRMasterNode : AbstractMasterNode |
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{ |
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public const string AlbedoSlotName = "Albedo"; |
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resultShader = resultShader.Replace("${LOD}", "" + m_MaterialOptions.lod); |
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resultShader = resultShader.Replace("${Defines}", definesVisitor.GetShaderString(2)); |
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return resultShader; |
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} |
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int vertInputIndex = 2; |
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int vertOutputIndex = 5; |
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// always add everything because why not.
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// always add everything because why not.
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shaderInputVisitor.AddShaderChunk("float2 lightmapUV : TEXCOORD1;", true);*/ |
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shaderInputVisitor.AddShaderChunk("float2 lightmapUV : TEXCOORD1;", true);* |
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shaderInputVisitor.AddShaderChunk("half4 texcoord1 : TEXCOORD1;", true); |
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shaderOutputVisitor.AddShaderChunk("half4 fogCoord : TEXCOORD2; \\", true); |
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shaderOutputVisitor.AddShaderChunk("half3 normal : TEXCOORD3; \\", true); |
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shaderOutputVisitor.AddShaderChunk("half4 meshUV0 : TEXCOORD4; \\", true); |
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shaderOutputVisitor.AddShaderChunk("float4 hpos : SV_POSITION; \\", true);*/ |
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shaderOutputVisitor.AddShaderChunk("float4 hpos : SV_POSITION; \\", true);* |
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bool requiresBitangent = activeNodeList.OfType<IMayRequireBitangent>().Any(x => x.RequiresBitangent()); |
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bool requiresTangent = activeNodeList.OfType<IMayRequireTangent>().Any(x => x.RequiresTangent()); |
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} |
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} |
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} |
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} |
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}*/ |
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} |