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bool depthOffsetEnable = material.GetFloat(kDepthOffsetEnable) > 0.0f; |
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SetKeyword(material, "_DEPTHOFFSET_ON", depthOffsetEnable); |
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int stencilRef = (int)UnityEngine.Experimental.Rendering.HDPipeline.StencilBits.Standard; // See 'StencilBits'.
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int stencilRef; // See 'StencilBits'.
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switch (materialID) |
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{ |
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stencilRef = 1 + materialID; |
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|
break; |
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} |
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material.SetInt("_StencilRef", stencilRef); |
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material.SetInt("_StencilRef", stencilRef); |
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bool enablePerPixelDisplacement = material.GetFloat(kEnablePerPixelDisplacement) > 0.0f; |
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|
SetKeyword(material, "_PER_PIXEL_DISPLACEMENT", enablePerPixelDisplacement); |
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