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Tim Cooper 7 年前
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699f1e8d
共有 6 个文件被更改,包括 32 次插入23 次删除
  1. 15
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Inspector/GraphInspectorPresenter.cs.meta
  2. 14
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/AbstractLightweightPBRMasterNode.cs
  3. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/LightweightFastBlinnMasterNode.cs
  4. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/LightweightMetallicMasterNode.cs
  5. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/LightweightSpecularMasterNode.cs
  6. 10
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/LightweightUnlitMasterNode.cs

15
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Inspector/GraphInspectorPresenter.cs.meta


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14
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/AbstractLightweightPBRMasterNode.cs


namespace UnityEngine.MaterialGraph
{
[Serializable]
/*[Serializable]
public abstract class AbstractLightweightPBRMasterNode : AbstractMasterNode
{
public const string AlbedoSlotName = "Albedo";

resultShader = resultShader.Replace("${LOD}", "" + m_MaterialOptions.lod);
resultShader = resultShader.Replace("${Defines}", definesVisitor.GetShaderString(2));
return resultShader;
}

int vertInputIndex = 2;
int vertOutputIndex = 5;
// always add everything because why not.
// always add everything because why not.
shaderInputVisitor.AddShaderChunk("float2 lightmapUV : TEXCOORD1;", true);*/
shaderInputVisitor.AddShaderChunk("float2 lightmapUV : TEXCOORD1;", true);*
shaderInputVisitor.AddShaderChunk("half4 texcoord1 : TEXCOORD1;", true);

shaderOutputVisitor.AddShaderChunk("half4 fogCoord : TEXCOORD2; \\", true);
shaderOutputVisitor.AddShaderChunk("half3 normal : TEXCOORD3; \\", true);
shaderOutputVisitor.AddShaderChunk("half4 meshUV0 : TEXCOORD4; \\", true);
shaderOutputVisitor.AddShaderChunk("float4 hpos : SV_POSITION; \\", true);*/
shaderOutputVisitor.AddShaderChunk("float4 hpos : SV_POSITION; \\", true);*
bool requiresBitangent = activeNodeList.OfType<IMayRequireBitangent>().Any(x => x.RequiresBitangent());
bool requiresTangent = activeNodeList.OfType<IMayRequireTangent>().Any(x => x.RequiresTangent());

}
}
}
}
}*/
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/LightweightFastBlinnMasterNode.cs


namespace UnityEngine.MaterialGraph
{
[Serializable]
/* [Serializable]
[Title("Master/Lightweight/Fast Blinn")]
public class LightweightFastBlinnMasterNode : AbstractMasterNode
{

resultShader = resultShader.Replace("${LOD}", "" + m_MaterialOptions.lod);
resultShader = resultShader.Replace("${Defines}", definesVisitor.GetShaderString(2));
return resultShader;
}

}
}
}
}
}*/
}

4
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/LightweightMetallicMasterNode.cs


namespace UnityEngine.MaterialGraph
{
[Serializable]
/* [Serializable]
[Title("Master/Lightweight/PBR Metallic")]
public class LightweightMetallicMasterNode : AbstractLightweightPBRMasterNode
{

{
return WorkflowName;
}
}
}*/
}

4
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/LightweightSpecularMasterNode.cs


namespace UnityEngine.MaterialGraph
{
[Serializable]
/>an class="p">* [Serializable]
[Title("Master/Lightweight/PBR Specular")]
public class LightweightSpecularMasterNode : AbstractLightweightPBRMasterNode
{

{
return WorkflowName;
}
}
}*/
}

10
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/LightweightUnlitMasterNode.cs


namespace UnityEngine.MaterialGraph
{
[Serializable]
/* [Serializable]
[Title("Master/Lightweight/Unlit")]
public class LightweightUnlitMasterNode : AbstractMasterNode
{

resultShader = resultShader.Replace("${LOD}", "" + m_MaterialOptions.lod);
resultShader = resultShader.Replace("${Defines}", definesVisitor.GetShaderString(2));
}
public override string GetFullShader(GenerationMode mode, string name, out List<PropertyGenerator.TextureInfo> configuredTextures)

}
}
}
}
}*/
}
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