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878 行
38 KiB
878 行
38 KiB
using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph;
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namespace UnityEditor.Experimental.Rendering.HDPipeline
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{
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[FormerName("UnityEditor.ShaderGraph.HDPBRSubShader")]
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public class HDPBRSubShader : IPBRSubShader
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{
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Pass m_PassGBuffer = new Pass()
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{
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Name = "GBuffer",
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LightMode = "GBuffer",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_GBUFFER",
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StencilOverride = new List<string>()
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{
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"// Stencil setup for gbuffer",
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"Stencil",
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"{",
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" WriteMask 7", // [_StencilWriteMask] // default: StencilMask.Lighting (fixed at compile time)
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" Ref 2", // [_StencilRef] // default: StencilLightingUsage.RegularLighting (fixed at compile time)
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" Comp Always",
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" Pass Replace",
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"}"
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},
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ExtraDefines = new List<string>()
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{
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"#pragma multi_compile _ DEBUG_DISPLAY",
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"#pragma multi_compile _ LIGHTMAP_ON",
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"#pragma multi_compile _ DIRLIGHTMAP_COMBINED",
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"#pragma multi_compile _ DYNAMICLIGHTMAP_ON",
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"#pragma multi_compile _ SHADOWS_SHADOWMASK",
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},
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassGBuffer.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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"FragInputs.worldToTangent",
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"FragInputs.positionWS",
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"FragInputs.texCoord1",
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"FragInputs.texCoord2"
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},
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PixelShaderSlots = new List<int>()
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{
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PBRMasterNode.AlbedoSlotId,
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PBRMasterNode.NormalSlotId,
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PBRMasterNode.MetallicSlotId,
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PBRMasterNode.SpecularSlotId,
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PBRMasterNode.EmissionSlotId,
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PBRMasterNode.SmoothnessSlotId,
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PBRMasterNode.OcclusionSlotId,
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PBRMasterNode.AlphaSlotId,
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PBRMasterNode.AlphaThresholdSlotId
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},
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VertexShaderSlots = new List<int>()
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{
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PBRMasterNode.PositionSlotId
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}
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};
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Pass m_PassGBufferWithPrepass = new Pass()
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{
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Name = "GBufferWithPrepass",
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LightMode = "GBufferWithPrepass",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_GBUFFER",
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StencilOverride = new List<string>()
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{
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"// Stencil setup for GBufferWithPrepass",
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"Stencil",
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"{",
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" WriteMask 7", // _StencilWriteMask // StencilMask.Lighting (fixed at compile time)
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" Ref 2", // _StencilRef // StencilLightingUsage.RegularLighting (fixed at compile time)
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" Comp Always",
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" Pass Replace",
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"}"
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},
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ExtraDefines = new List<string>()
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{
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"#pragma multi_compile _ DEBUG_DISPLAY",
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"#pragma multi_compile _ LIGHTMAP_ON",
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"#pragma multi_compile _ DIRLIGHTMAP_COMBINED",
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"#pragma multi_compile _ DYNAMICLIGHTMAP_ON",
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"#pragma multi_compile _ SHADOWS_SHADOWMASK",
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"#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST",
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},
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassGBuffer.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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// "FragInputs.worldToTangent",
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// "FragInputs.positionWS",
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},
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PixelShaderSlots = new List<int>()
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{
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PBRMasterNode.AlbedoSlotId,
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PBRMasterNode.NormalSlotId,
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PBRMasterNode.MetallicSlotId,
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PBRMasterNode.SpecularSlotId,
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PBRMasterNode.EmissionSlotId,
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PBRMasterNode.SmoothnessSlotId,
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PBRMasterNode.OcclusionSlotId,
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PBRMasterNode.AlphaSlotId,
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PBRMasterNode.AlphaThresholdSlotId
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},
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VertexShaderSlots = new List<int>()
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{
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PBRMasterNode.PositionSlotId
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}
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};
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Pass m_PassMETA = new Pass()
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{
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Name = "META",
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LightMode = "Meta",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_LIGHT_TRANSPORT",
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CullOverride = "Cull Off",
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassLightTransport.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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"AttributesMesh.normalOS",
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"AttributesMesh.tangentOS", // Always present as we require it also in case of anisotropic lighting
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"AttributesMesh.uv0",
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"AttributesMesh.uv1",
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"AttributesMesh.color",
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"AttributesMesh.uv2", // SHADERPASS_LIGHT_TRANSPORT always uses uv2
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},
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PixelShaderSlots = new List<int>()
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{
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PBRMasterNode.AlbedoSlotId,
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PBRMasterNode.NormalSlotId,
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PBRMasterNode.MetallicSlotId,
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PBRMasterNode.SpecularSlotId,
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PBRMasterNode.EmissionSlotId,
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PBRMasterNode.SmoothnessSlotId,
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PBRMasterNode.OcclusionSlotId,
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PBRMasterNode.AlphaSlotId,
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PBRMasterNode.AlphaThresholdSlotId
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},
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// VertexShaderSlots = new List<int>()
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// {
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// PBRMasterNode.PositionSlotId
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// }
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};
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Pass m_PassShadowCaster = new Pass()
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{
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Name = "ShadowCaster",
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LightMode = "ShadowCaster",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_SHADOWS",
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ColorMaskOverride = "ColorMask 0",
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ExtraDefines = new List<string>()
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{
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"#define USE_LEGACY_UNITY_MATRIX_VARIABLES",
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},
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassDepthOnly.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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// "FragInputs.worldToTangent",
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// "FragInputs.positionWS",
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},
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PixelShaderSlots = new List<int>()
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{
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PBRMasterNode.AlphaSlotId,
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PBRMasterNode.AlphaThresholdSlotId
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},
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VertexShaderSlots = new List<int>()
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{
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PBRMasterNode.PositionSlotId
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}
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};
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Pass m_PassDepthOnly = new Pass()
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{
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Name = "DepthOnly",
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LightMode = "DepthOnly",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_DEPTH_ONLY",
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ColorMaskOverride = "ColorMask 0",
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassDepthOnly.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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// "FragInputs.worldToTangent",
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// "FragInputs.positionWS",
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},
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PixelShaderSlots = new List<int>()
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{
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PBRMasterNode.AlphaSlotId,
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PBRMasterNode.AlphaThresholdSlotId
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},
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VertexShaderSlots = new List<int>()
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{
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PBRMasterNode.PositionSlotId
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}
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};
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Pass m_PassMotionVectors = new Pass()
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{
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Name = "Motion Vectors",
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LightMode = "MotionVectors",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_VELOCITY",
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassVelocity.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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"FragInputs.positionWS",
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},
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StencilOverride = new List<string>()
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{
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"// If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity",
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"Stencil",
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"{",
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" WriteMask 128", // [_StencilWriteMaskMV] (int) HDRenderPipeline.StencilBitMask.ObjectVelocity // this requires us to pull in the HD Pipeline assembly...
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" Ref 128", // [_StencilRefMV]
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" Comp Always",
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" Pass Replace",
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"}"
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},
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PixelShaderSlots = new List<int>()
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{
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PBRMasterNode.AlphaSlotId,
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PBRMasterNode.AlphaThresholdSlotId
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},
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VertexShaderSlots = new List<int>()
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{
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PBRMasterNode.PositionSlotId
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},
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};
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Pass m_PassDistortion = new Pass()
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{
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Name = "Distortion",
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LightMode = "DistortionVectors",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_DISTORTION",
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BlendOverride = "Blend One One, One One", // [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend]
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BlendOpOverride = "BlendOp Add, Add", // Add, [_DistortionBlurBlendOp]
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ZTestOverride = "ZTest LEqual", // [_ZTestModeDistortion]
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ZWriteOverride = "ZWrite Off",
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassDistortion.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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// "FragInputs.worldToTangent",
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// "FragInputs.positionWS",
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},
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PixelShaderSlots = new List<int>()
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{
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PBRMasterNode.AlphaSlotId,
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PBRMasterNode.AlphaThresholdSlotId
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},
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VertexShaderSlots = new List<int>()
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{
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PBRMasterNode.PositionSlotId
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},
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};
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Pass m_PassTransparentDepthPrepass = new Pass()
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{
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Name = "TransparentDepthPrepass",
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LightMode = "TransparentDepthPrepass",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_DEPTH_ONLY",
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ColorMaskOverride = "ColorMask 0",
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ExtraDefines = new List<string>()
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{
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"#define CUTOFF_TRANSPARENT_DEPTH_PREPASS",
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},
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassDepthOnly.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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// "FragInputs.worldToTangent",
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// "FragInputs.positionWS",
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},
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PixelShaderSlots = new List<int>()
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{
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PBRMasterNode.AlphaSlotId,
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PBRMasterNode.AlphaThresholdSlotId
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},
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VertexShaderSlots = new List<int>()
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{
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PBRMasterNode.PositionSlotId
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},
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};
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Pass m_PassTransparentBackface = new Pass()
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{
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Name = "TransparentBackface",
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LightMode = "TransparentBackface",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_FORWARD",
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CullOverride = "Cull Front",
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ExtraDefines = new List<string>()
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{
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"#pragma multi_compile _ DEBUG_DISPLAY",
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"#pragma multi_compile _ LIGHTMAP_ON",
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"#pragma multi_compile _ DIRLIGHTMAP_COMBINED",
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"#pragma multi_compile _ DYNAMICLIGHTMAP_ON",
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"#pragma multi_compile _ SHADOWS_SHADOWMASK",
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"#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS",
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"#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST",
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},
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassForward.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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// "FragInputs.worldToTangent",
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// "FragInputs.positionWS",
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},
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PixelShaderSlots = new List<int>()
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{
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PBRMasterNode.AlbedoSlotId,
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PBRMasterNode.NormalSlotId,
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PBRMasterNode.MetallicSlotId,
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PBRMasterNode.SpecularSlotId,
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PBRMasterNode.EmissionSlotId,
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PBRMasterNode.SmoothnessSlotId,
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PBRMasterNode.OcclusionSlotId,
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PBRMasterNode.AlphaSlotId,
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PBRMasterNode.AlphaThresholdSlotId
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},
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VertexShaderSlots = new List<int>()
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{
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PBRMasterNode.PositionSlotId
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},
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};
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Pass m_PassForward = new Pass()
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{
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Name = "Forward",
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LightMode = "Forward",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_FORWARD",
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ExtraDefines = new List<string>()
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{
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"#pragma multi_compile _ DEBUG_DISPLAY",
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"#pragma multi_compile _ LIGHTMAP_ON",
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"#pragma multi_compile _ DIRLIGHTMAP_COMBINED",
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"#pragma multi_compile _ DYNAMICLIGHTMAP_ON",
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"#pragma multi_compile _ SHADOWS_SHADOWMASK",
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"#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS",
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"#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST"
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},
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StencilOverride = new List<string>()
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{
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"// Stencil setup for forward",
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"Stencil",
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"{",
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" WriteMask 7", // [_StencilWriteMask] // default: StencilMask.Lighting (fixed at compile time)
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" Ref 2", // [_StencilRef] // default: StencilLightingUsage.RegularLighting (fixed at compile time)
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" Comp Always",
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" Pass Replace",
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"}"
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},
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassForward.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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"FragInputs.worldToTangent",
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// "FragInputs.positionWS",
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},
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PixelShaderSlots = new List<int>()
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{
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PBRMasterNode.AlbedoSlotId,
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PBRMasterNode.NormalSlotId,
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PBRMasterNode.MetallicSlotId,
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PBRMasterNode.SpecularSlotId,
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PBRMasterNode.EmissionSlotId,
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PBRMasterNode.SmoothnessSlotId,
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PBRMasterNode.OcclusionSlotId,
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PBRMasterNode.AlphaSlotId,
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PBRMasterNode.AlphaThresholdSlotId
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},
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VertexShaderSlots = new List<int>()
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{
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PBRMasterNode.PositionSlotId
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},
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};
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Pass m_PassTransparentDepthPostpass = new Pass()
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{
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Name = "TransparentDepthPostpass",
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LightMode = "TransparentDepthPostpass",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_DEPTH_ONLY",
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ColorMaskOverride = "ColorMask 0",
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ExtraDefines = new List<string>()
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{
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"#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS",
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},
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassDepthOnly.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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// "FragInputs.worldToTangent",
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// "FragInputs.positionWS",
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},
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PixelShaderSlots = new List<int>()
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{
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PBRMasterNode.AlphaSlotId,
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PBRMasterNode.AlphaThresholdSlotId
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},
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VertexShaderSlots = new List<int>()
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{
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PBRMasterNode.PositionSlotId
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},
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};
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private static HashSet<string> GetActiveFieldsFromMasterNode(INode iMasterNode, Pass pass)
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{
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HashSet<string> activeFields = new HashSet<string>();
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PBRMasterNode masterNode = iMasterNode as PBRMasterNode;
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if (masterNode == null)
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{
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return activeFields;
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}
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if (masterNode.twoSided.isOn)
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{
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activeFields.Add("DoubleSided");
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if (pass.ShaderPassName != "SHADERPASS_VELOCITY") // HACK to get around lack of a good interpolator dependency system
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{ // we need to be able to build interpolators using multiple input structs
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// also: should only require isFrontFace if Normals are required...
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activeFields.Add("DoubleSided.Mirror"); // TODO: change this depending on what kind of normal flip you want..
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activeFields.Add("FragInputs.isFrontFace"); // will need this for determining normal flip mode
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}
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}
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switch (masterNode.model)
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{
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case PBRMasterNode.Model.Metallic:
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break;
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case PBRMasterNode.Model.Specular:
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activeFields.Add("Material.SpecularColor");
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break;
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default:
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// TODO: error!
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break;
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}
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float constantAlpha = 0.0f;
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if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId) ||
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(float.TryParse(masterNode.GetSlotValue(PBRMasterNode.AlphaThresholdSlotId, GenerationMode.ForReals), out constantAlpha) && (constantAlpha > 0.0f)))
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{
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activeFields.Add("AlphaTest");
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}
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// if (kTesselationMode != TessellationMode.None)
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// {
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// defines.AddShaderChunk("#define _TESSELLATION_PHONG 1", true);
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// }
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// #pragma shader_feature _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT
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// switch (kDisplacementMode)
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// {
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// case DisplacementMode.None:
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// break;
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// case DisplacementMode.Vertex:
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// defines.AddShaderChunk("#define _VERTEX_DISPLACEMENT 1", true);
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// break;
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// case DisplacementMode.Pixel:
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// defines.AddShaderChunk("#define _PIXEL_DISPLACEMENT 1", true);
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// Depth offset is only enabled if per pixel displacement is
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// if (kDepthOffsetEnable)
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// {
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// // #pragma shader_feature _DEPTHOFFSET_ON
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// defines.AddShaderChunk("#define _DEPTHOFFSET_ON 1", true);
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// }
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// break;
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// case DisplacementMode.Tessellation:
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// if (kTessellationEnabled)
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// {
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// defines.AddShaderChunk("#define _TESSELLATION_DISPLACEMENT 1", true);
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// }
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// break;
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// }
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// #pragma shader_feature _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE
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// #pragma shader_feature _DISPLACEMENT_LOCK_TILING_SCALE
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// #pragma shader_feature _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
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// #pragma shader_feature _VERTEX_WIND
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// #pragma shader_feature _ _REFRACTION_PLANE _REFRACTION_SPHERE
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//
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// #pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR // MOVE to a node
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// #pragma shader_feature _NORMALMAP_TANGENT_SPACE
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// #pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3
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// #pragma shader_feature _MASKMAP
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// #pragma shader_feature _BENTNORMALMAP
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// #pragma shader_feature _EMISSIVE_COLOR_MAP
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// #pragma shader_feature _ENABLESPECULAROCCLUSION
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// #pragma shader_feature _HEIGHTMAP
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// #pragma shader_feature _TANGENTMAP
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// #pragma shader_feature _ANISOTROPYMAP
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// #pragma shader_feature _SUBSURFACE_RADIUS_MAP
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// #pragma shader_feature _THICKNESSMAP
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// #pragma shader_feature _SPECULARCOLORMAP
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// #pragma shader_feature _TRANSMITTANCECOLORMAP
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// Keywords for transparent
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// #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
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if (masterNode.surfaceType != SurfaceType.Opaque)
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{
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// transparent-only defines
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activeFields.Add("SurfaceType.Transparent");
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// #pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
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if (masterNode.alphaMode == AlphaMode.Alpha)
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{
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activeFields.Add("BlendMode.Alpha");
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}
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else if (masterNode.alphaMode == AlphaMode.Additive)
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{
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activeFields.Add("BlendMode.Add");
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}
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// else if (masterNode.alphaMode == PBRMasterNode.AlphaMode.PremultiplyAlpha) // TODO
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// {
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// defines.AddShaderChunk("#define _BLENDMODE_PRE_MULTIPLY 1", true);
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// }
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// #pragma shader_feature _BLENDMODE_PRESERVE_SPECULAR_LIGHTING
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// if (kEnableBlendModePreserveSpecularLighting)
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// {
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// defines.AddShaderChunk("#define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1", true);
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// }
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// #pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT
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// if (kEnableFogOnTransparent)
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// {
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// defines.AddShaderChunk("#define _ENABLE_FOG_ON_TRANSPARENT 1", true);
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// }
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}
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else
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{
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// opaque-only defines
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}
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// enable dithering LOD crossfade
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// #pragma multi_compile _ LOD_FADE_CROSSFADE
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// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ?
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//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON
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return activeFields;
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}
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private static bool GenerateShaderPassLit(AbstractMaterialNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions, ShaderGenerator result, List<string> sourceAssetDependencyPaths)
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{
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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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return false;
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}
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if (sourceAssetDependencyPaths != null)
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sourceAssetDependencyPaths.Add(templateLocation);
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// grab all of the active nodes (for pixel and vertex graphs)
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var vertexNodes = ListPool<INode>.Get();
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NodeUtils.DepthFirstCollectNodesFromNode(vertexNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.VertexShaderSlots);
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var pixelNodes = ListPool<INode>.Get();
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NodeUtils.DepthFirstCollectNodesFromNode(pixelNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots);
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// graph requirements describe what the graph itself requires
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var pixelRequirements = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment, false); // TODO: is ShaderStageCapability.Fragment correct?
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var vertexRequirements = ShaderGraphRequirements.FromNodes(vertexNodes, ShaderStageCapability.Vertex, false);
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// Function Registry tracks functions to remove duplicates, it wraps a string builder that stores the combined function string
|
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ShaderStringBuilder graphNodeFunctions = new ShaderStringBuilder();
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graphNodeFunctions.IncreaseIndent();
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var functionRegistry = new FunctionRegistry(graphNodeFunctions);
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// TODO: this can be a shared function for all HDRP master nodes -- From here through GraphUtil.GenerateSurfaceDescription(..)
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// Build the list of active slots based on what the pass requires
|
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var pixelSlots = HDSubShaderUtilities.FindMaterialSlotsOnNode(pass.PixelShaderSlots, masterNode);
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var vertexSlots = HDSubShaderUtilities.FindMaterialSlotsOnNode(pass.VertexShaderSlots, masterNode);
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// properties used by either pixel and vertex shader
|
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PropertyCollector sharedProperties = new PropertyCollector();
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// build the graph outputs structure to hold the results of each active slots (and fill out activeFields to indicate they are active)
|
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string pixelGraphInputStructName = "SurfaceDescriptionInputs";
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string pixelGraphOutputStructName = "SurfaceDescription";
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string pixelGraphEvalFunctionName = "SurfaceDescriptionFunction";
|
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ShaderStringBuilder pixelGraphEvalFunction = new ShaderStringBuilder();
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ShaderStringBuilder pixelGraphOutputs = new ShaderStringBuilder();
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|
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// dependency tracker -- set of active fields
|
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HashSet<string> activeFields = GetActiveFieldsFromMasterNode(masterNode, pass);
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// build initial requirements
|
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HDRPShaderStructs.AddActiveFieldsFromPixelGraphRequirements(activeFields, pixelRequirements);
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// build the graph outputs structure, and populate activeFields with the fields of that structure
|
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GraphUtil.GenerateSurfaceDescriptionStruct(pixelGraphOutputs, pixelSlots, true, pixelGraphOutputStructName, activeFields);
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// Build the graph evaluation code, to evaluate the specified slots
|
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GraphUtil.GenerateSurfaceDescriptionFunction(
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pixelNodes,
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masterNode,
|
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masterNode.owner as AbstractMaterialGraph,
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pixelGraphEvalFunction,
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functionRegistry,
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sharedProperties,
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pixelRequirements, // TODO : REMOVE UNUSED
|
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mode,
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pixelGraphEvalFunctionName,
|
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pixelGraphOutputStructName,
|
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null,
|
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pixelSlots,
|
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pixelGraphInputStructName);
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|
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string vertexGraphInputStructName = "VertexDescriptionInputs";
|
|
string vertexGraphOutputStructName = "VertexDescription";
|
|
string vertexGraphEvalFunctionName = "VertexDescriptionFunction";
|
|
ShaderStringBuilder vertexGraphEvalFunction = new ShaderStringBuilder();
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|
ShaderStringBuilder vertexGraphOutputs = new ShaderStringBuilder();
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// check for vertex animation -- enables HAVE_VERTEX_MODIFICATION
|
|
bool vertexActive = false;
|
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if (masterNode.IsSlotConnected(PBRMasterNode.PositionSlotId))
|
|
{
|
|
vertexActive = true;
|
|
activeFields.Add("features.modifyMesh");
|
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HDRPShaderStructs.AddActiveFieldsFromVertexGraphRequirements(activeFields, vertexRequirements);
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// -------------------------------------
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// Generate Output structure for Vertex Description function
|
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GraphUtil.GenerateVertexDescriptionStruct(vertexGraphOutputs, vertexSlots, vertexGraphOutputStructName, activeFields);
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// -------------------------------------
|
|
// Generate Vertex Description function
|
|
GraphUtil.GenerateVertexDescriptionFunction(
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|
masterNode.owner as AbstractMaterialGraph,
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vertexGraphEvalFunction,
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functionRegistry,
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sharedProperties,
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mode,
|
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vertexNodes,
|
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vertexSlots,
|
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vertexGraphInputStructName,
|
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vertexGraphEvalFunctionName,
|
|
vertexGraphOutputStructName);
|
|
}
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var blendCode = new ShaderStringBuilder();
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var cullCode = new ShaderStringBuilder();
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var zTestCode = new ShaderStringBuilder();
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var zWriteCode = new ShaderStringBuilder();
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var stencilCode = new ShaderStringBuilder();
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var colorMaskCode = new ShaderStringBuilder();
|
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HDSubShaderUtilities.BuildRenderStatesFromPassAndMaterialOptions(pass, materialOptions, blendCode, cullCode, zTestCode, zWriteCode, stencilCode, colorMaskCode);
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|
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HDRPShaderStructs.AddRequiredFields(pass.RequiredFields, activeFields);
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|
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// apply dependencies to the active fields, and build interpolators (TODO: split this function)
|
|
var packedInterpolatorCode = new ShaderGenerator();
|
|
HDRPShaderStructs.Generate(
|
|
packedInterpolatorCode,
|
|
activeFields);
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|
|
|
// debug output all active fields
|
|
var interpolatorDefines = new ShaderGenerator();
|
|
{
|
|
interpolatorDefines.AddShaderChunk("// ACTIVE FIELDS:");
|
|
foreach (string f in activeFields)
|
|
{
|
|
interpolatorDefines.AddShaderChunk("// " + f);
|
|
}
|
|
}
|
|
|
|
// build graph inputs structures
|
|
ShaderGenerator pixelGraphInputs = new ShaderGenerator();
|
|
ShaderSpliceUtil.BuildType(typeof(HDRPShaderStructs.SurfaceDescriptionInputs), activeFields, pixelGraphInputs);
|
|
ShaderGenerator vertexGraphInputs = new ShaderGenerator();
|
|
ShaderSpliceUtil.BuildType(typeof(HDRPShaderStructs.VertexDescriptionInputs), activeFields, vertexGraphInputs);
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|
|
|
ShaderGenerator defines = new ShaderGenerator();
|
|
{
|
|
defines.AddShaderChunk(string.Format("#define SHADERPASS {0}", pass.ShaderPassName), true);
|
|
if (pass.ExtraDefines != null)
|
|
{
|
|
foreach (var define in pass.ExtraDefines)
|
|
defines.AddShaderChunk(define);
|
|
}
|
|
defines.AddGenerator(interpolatorDefines);
|
|
}
|
|
|
|
var shaderPassIncludes = new ShaderGenerator();
|
|
if (pass.Includes != null)
|
|
{
|
|
foreach (var include in pass.Includes)
|
|
shaderPassIncludes.AddShaderChunk(include);
|
|
}
|
|
|
|
|
|
// build graph code
|
|
var graph = new ShaderGenerator();
|
|
{
|
|
graph.AddShaderChunk("// Shared Graph Properties (uniform inputs)");
|
|
graph.AddShaderChunk(sharedProperties.GetPropertiesDeclaration(1));
|
|
|
|
graph.AddShaderChunk("// Shared Graph Node Functions");
|
|
graph.AddShaderChunk(graphNodeFunctions.ToString());
|
|
|
|
if (vertexActive)
|
|
{
|
|
graph.AddShaderChunk("// Vertex Graph Inputs");
|
|
graph.Indent();
|
|
graph.AddGenerator(vertexGraphInputs);
|
|
graph.Deindent();
|
|
graph.AddShaderChunk("// Vertex Graph Outputs");
|
|
graph.Indent();
|
|
graph.AddShaderChunk(vertexGraphOutputs.ToString());
|
|
graph.Deindent();
|
|
graph.AddShaderChunk("// Vertex Graph Evaluation");
|
|
graph.Indent();
|
|
graph.AddShaderChunk(vertexGraphEvalFunction.ToString());
|
|
graph.Deindent();
|
|
}
|
|
|
|
graph.AddShaderChunk("// Pixel Graph Inputs");
|
|
graph.Indent();
|
|
graph.AddGenerator(pixelGraphInputs);
|
|
graph.Deindent();
|
|
graph.AddShaderChunk("// Pixel Graph Outputs");
|
|
graph.Indent();
|
|
graph.AddShaderChunk(pixelGraphOutputs.ToString());
|
|
graph.Deindent();
|
|
|
|
graph.AddShaderChunk("// Pixel Graph Evaluation");
|
|
graph.Indent();
|
|
graph.AddShaderChunk(pixelGraphEvalFunction.ToString());
|
|
graph.Deindent();
|
|
}
|
|
|
|
// build the hash table of all named fragments TODO: could make this Dictionary<string, ShaderGenerator / string> ?
|
|
Dictionary<string, string> namedFragments = new Dictionary<string, string>();
|
|
namedFragments.Add("${Defines}", defines.GetShaderString(2, false));
|
|
namedFragments.Add("${Graph}", graph.GetShaderString(2, false));
|
|
namedFragments.Add("${LightMode}", pass.LightMode);
|
|
namedFragments.Add("${PassName}", pass.Name);
|
|
namedFragments.Add("${Includes}", shaderPassIncludes.GetShaderString(2, false));
|
|
namedFragments.Add("${InterpolatorPacking}", packedInterpolatorCode.GetShaderString(2, false));
|
|
namedFragments.Add("${Blending}", blendCode.ToString());
|
|
namedFragments.Add("${Culling}", cullCode.ToString());
|
|
namedFragments.Add("${ZTest}", zTestCode.ToString());
|
|
namedFragments.Add("${ZWrite}", zWriteCode.ToString());
|
|
namedFragments.Add("${Stencil}", stencilCode.ToString());
|
|
namedFragments.Add("${ColorMask}", colorMaskCode.ToString());
|
|
namedFragments.Add("${LOD}", materialOptions.lod.ToString());
|
|
|
|
// process the template to generate the shader code for this pass TODO: could make this a shared function
|
|
string[] templateLines = File.ReadAllLines(templateLocation);
|
|
System.Text.StringBuilder builder = new System.Text.StringBuilder();
|
|
foreach (string line in templateLines)
|
|
{
|
|
ShaderSpliceUtil.PreprocessShaderCode(line, activeFields, namedFragments, builder);
|
|
builder.AppendLine();
|
|
}
|
|
|
|
result.AddShaderChunk(builder.ToString(), false);
|
|
|
|
return true;
|
|
}
|
|
|
|
public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List<string> sourceAssetDependencyPaths = null)
|
|
{
|
|
if (sourceAssetDependencyPaths != null)
|
|
{
|
|
// HDPBRSubShader.cs
|
|
sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("c4e8610eb7ce19747bb637c68acc55cd"));
|
|
// HDSubShaderUtilities.cs
|
|
sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
|
|
}
|
|
|
|
var masterNode = iMasterNode as PBRMasterNode;
|
|
var subShader = new ShaderGenerator();
|
|
subShader.AddShaderChunk("SubShader", true);
|
|
subShader.AddShaderChunk("{", true);
|
|
subShader.Indent();
|
|
{
|
|
SurfaceMaterialOptions materialOptions = HDSubShaderUtilities.BuildMaterialOptions(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn);
|
|
|
|
// Add tags at the SubShader level
|
|
{
|
|
var tagsVisitor = new ShaderStringBuilder();
|
|
materialOptions.GetTags(tagsVisitor);
|
|
subShader.AddShaderChunk(tagsVisitor.ToString(), false);
|
|
}
|
|
|
|
// generate the necessary shader passes
|
|
bool opaque = (masterNode.surfaceType == SurfaceType.Opaque);
|
|
bool transparent = (masterNode.surfaceType != SurfaceType.Opaque);
|
|
bool distortionActive = false;
|
|
bool transparentDepthPrepassActive = transparent && false;
|
|
bool transparentBackfaceActive = transparent && false;
|
|
bool transparentDepthPostpassActive = transparent && false;
|
|
|
|
if (opaque)
|
|
{
|
|
GenerateShaderPassLit(masterNode, m_PassGBuffer, mode, materialOptions, subShader, sourceAssetDependencyPaths);
|
|
GenerateShaderPassLit(masterNode, m_PassGBufferWithPrepass, mode, materialOptions, subShader, sourceAssetDependencyPaths);
|
|
}
|
|
|
|
GenerateShaderPassLit(masterNode, m_PassMETA, mode, materialOptions, subShader, sourceAssetDependencyPaths);
|
|
GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, materialOptions, subShader, sourceAssetDependencyPaths);
|
|
|
|
if (opaque)
|
|
{
|
|
GenerateShaderPassLit(masterNode, m_PassDepthOnly, mode, materialOptions, subShader, sourceAssetDependencyPaths);
|
|
GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, materialOptions, subShader, sourceAssetDependencyPaths);
|
|
}
|
|
|
|
if (distortionActive)
|
|
{
|
|
GenerateShaderPassLit(masterNode, m_PassDistortion, mode, materialOptions, subShader, sourceAssetDependencyPaths);
|
|
}
|
|
|
|
if (transparentDepthPrepassActive)
|
|
{
|
|
GenerateShaderPassLit(masterNode, m_PassTransparentDepthPrepass, mode, materialOptions, subShader, sourceAssetDependencyPaths);
|
|
}
|
|
|
|
if (transparentBackfaceActive)
|
|
{
|
|
GenerateShaderPassLit(masterNode, m_PassTransparentBackface, mode, materialOptions, subShader, sourceAssetDependencyPaths);
|
|
}
|
|
|
|
GenerateShaderPassLit(masterNode, m_PassForward, mode, materialOptions, subShader, sourceAssetDependencyPaths);
|
|
|
|
if (transparentDepthPostpassActive)
|
|
{
|
|
GenerateShaderPassLit(masterNode, m_PassTransparentDepthPostpass, mode, materialOptions, subShader, sourceAssetDependencyPaths);
|
|
}
|
|
}
|
|
subShader.Deindent();
|
|
subShader.AddShaderChunk("}", true);
|
|
|
|
return subShader.GetShaderString(0);
|
|
}
|
|
}
|
|
}
|