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private static bool GenerateShaderPass(UnlitMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions, ShaderGenerator result) |
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{ |
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var templateLocation = ShaderGenerator.GetTemplatePath(pass.TemplateName); |
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var templateLocation = Path.Combine(Path.Combine(Path.Combine(HDEditorUtils.GetHDRenderPipelinePath(), "Editor"), "ShaderGraph"), pass.TemplateName); |
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if (!File.Exists(templateLocation)) |
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{ |
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// TODO: produce error here
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