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600 行
24 KiB
600 行
24 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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// 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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}
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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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// apply master node options to active fields
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HashSet<string> activeFields = GetActiveFieldsFromMasterNode(masterNode, pass);
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// use standard shader pass generation
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return HDSubShaderUtilities.GenerateShaderPass(masterNode, pass, mode, materialOptions, activeFields, result, sourceAssetDependencyPaths);
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}
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public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List<string> sourceAssetDependencyPaths = null)
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{
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if (sourceAssetDependencyPaths != null)
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{
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// HDPBRSubShader.cs
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sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("c4e8610eb7ce19747bb637c68acc55cd"));
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// HDSubShaderUtilities.cs
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sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
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}
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var masterNode = iMasterNode as PBRMasterNode;
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var subShader = new ShaderGenerator();
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subShader.AddShaderChunk("SubShader", true);
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subShader.AddShaderChunk("{", true);
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subShader.Indent();
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{
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SurfaceMaterialOptions materialOptions = HDSubShaderUtilities.BuildMaterialOptions(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn);
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// Add tags at the SubShader level
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{
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var tagsVisitor = new ShaderStringBuilder();
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materialOptions.GetTags(tagsVisitor);
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subShader.AddShaderChunk(tagsVisitor.ToString(), false);
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}
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// generate the necessary shader passes
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bool opaque = (masterNode.surfaceType == SurfaceType.Opaque);
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bool transparent = (masterNode.surfaceType != SurfaceType.Opaque);
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bool distortionActive = false;
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bool transparentDepthPrepassActive = transparent && false;
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bool transparentBackfaceActive = transparent && false;
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bool transparentDepthPostpassActive = transparent && false;
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if (opaque)
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{
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GenerateShaderPassLit(masterNode, m_PassGBuffer, mode, materialOptions, subShader, sourceAssetDependencyPaths);
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GenerateShaderPassLit(masterNode, m_PassGBufferWithPrepass, mode, materialOptions, subShader, sourceAssetDependencyPaths);
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}
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GenerateShaderPassLit(masterNode, m_PassMETA, mode, materialOptions, subShader, sourceAssetDependencyPaths);
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GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, materialOptions, subShader, sourceAssetDependencyPaths);
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if (opaque)
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{
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GenerateShaderPassLit(masterNode, m_PassDepthOnly, mode, materialOptions, subShader, sourceAssetDependencyPaths);
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GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, materialOptions, subShader, sourceAssetDependencyPaths);
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}
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if (distortionActive)
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{
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GenerateShaderPassLit(masterNode, m_PassDistortion, mode, materialOptions, subShader, sourceAssetDependencyPaths);
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}
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if (transparentDepthPrepassActive)
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{
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GenerateShaderPassLit(masterNode, m_PassTransparentDepthPrepass, mode, materialOptions, subShader, sourceAssetDependencyPaths);
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}
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if (transparentBackfaceActive)
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{
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GenerateShaderPassLit(masterNode, m_PassTransparentBackface, mode, materialOptions, subShader, sourceAssetDependencyPaths);
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}
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GenerateShaderPassLit(masterNode, m_PassForward, mode, materialOptions, subShader, sourceAssetDependencyPaths);
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if (transparentDepthPostpassActive)
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{
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GenerateShaderPassLit(masterNode, m_PassTransparentDepthPostpass, mode, materialOptions, subShader, sourceAssetDependencyPaths);
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}
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}
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subShader.Deindent();
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subShader.AddShaderChunk("}", true);
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return subShader.GetShaderString(0);
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}
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}
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}
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