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vlad-andreev 8 年前
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共有 1 个文件被更改,包括 0 次插入32 次删除
  1. 32
      Assets/ShaderGenerator/Editor/ShaderTypeGeneration.cs

32
Assets/ShaderGenerator/Editor/ShaderTypeGeneration.cs


namespace UnityEngine.Experimental.ScriptableRenderLoop
{
public enum PackingRules
{
Exact,
Aggressive
};
[AttributeUsage(AttributeTargets.Struct | AttributeTargets.Class | AttributeTargets.Enum)]
public class GenerateHLSL : System.Attribute
{
public PackingRules packingRules;
public bool needAccessors; // Whether or not to generate the accessors
public bool needParamDefines; // Wheter or not to generate define for each parameters of the struc
public int paramDefinesStart; // Start of the generated define
public GenerateHLSL(PackingRules rules = PackingRules.Exact, bool needAccessors = true, bool needParamDefines = false, int paramDefinesStart = 1)
{
packingRules = rules;
this.needAccessors = needAccessors;
this.needParamDefines = needParamDefines;
this.paramDefinesStart = paramDefinesStart;
}
}
[AttributeUsage(AttributeTargets.Field)]
public class SurfaceDataAttributes : System.Attribute
{
public string displayName;
public SurfaceDataAttributes(string displayName = "")
{
this.displayName = displayName;
}
}
internal class ShaderTypeGenerator
{
public ShaderTypeGenerator(Type type, GenerateHLSL attr)

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