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using System; |
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using System.Collections.Generic; |
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using System.IO; |
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using System.Linq; |
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foreach (var channel in graphRequiements.requiresMeshUVs.Distinct()) |
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vertexInputs.AddShaderChunk(string.Format("float4 texcoord{0} : TEXCOORD{0};", (int)channel), false); |
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vertexInputs.AddShaderChunk("UNITY_VERTEX_INPUT_INSTANCE_ID", true); |
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vertexInputs.Deindent(); |
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vertexInputs.AddShaderChunk("};", false); |
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} |
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var cullingVisitor = new ShaderGenerator(); |
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var zTestVisitor = new ShaderGenerator(); |
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var zWriteVisitor = new ShaderGenerator(); |
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materialOptions.GetBlend(blendingVisitor); |
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materialOptions.GetCull(cullingVisitor); |
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