325 lines
12 KiB
C#
325 lines
12 KiB
C#
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#if HAS_VFX_GRAPH
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.VFX.URP
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{
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[VFXHelpURL("Context-OutputParticleURPLitDecal")]
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[VFXInfo(name = "Output Particle|URP Lit|Decal", category = "#4Output Advanced")]
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internal class VFXDecalURPOutput : VFXAbstractParticleURPLitOutput
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{
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public override string name => "Output Particle".AppendLabel("URP Lit").AppendLabel("Decal");
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public override string codeGeneratorTemplate => RenderPipeTemplate("VFXParticleURPDecal");
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public override VFXTaskType taskType => VFXTaskType.ParticleHexahedronOutput;
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public override bool supportsUV => GetOrRefreshShaderGraphObject() == null;
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public override void OnEnable()
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{
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base.OnEnable();
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blendMode = BlendMode.Opaque;
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workflowMode = WorkflowMode.Metallic;
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}
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public enum BlendSource
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{
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BaseColorMapAlpha,
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MetallicMapBlue,
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}
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[VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), Header("Opacity Channels"), SerializeField,
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Tooltip("Specifies the source this Material uses as opacity for its Normal Map.")]
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BlendSource normalOpacityChannel = BlendSource.BaseColorMapAlpha;
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[VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, InspectorName("MAOS Opacity Channel"),
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Tooltip("Specifies the source this Material uses as opacity for its Mask Map.")]
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BlendSource MAOSOpacityChannel = BlendSource.BaseColorMapAlpha;
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[VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Tooltip("Enables fading the decal based on the angle between the decal backward direction and the receiving surface normal.")]
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internal bool angleFade = true;
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[VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), Header("Surface options"), SerializeField,
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Tooltip("When enabled, modifies the base color of the surface it projects onto.")]
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private bool affectBaseColor = true;
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[VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField,
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Tooltip("When enabled, modifies the metallic, ambient occlusion and smoothness of the surface it projects onto. The ambient occlusion slider is available when using an Occlusion Map.")]
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private bool affectMAOS = true;
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[VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Tooltip("Specify the layer mask for the decals. Unity renders decals on all meshes where at least one Rendering Layer value matches.")]
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private uint decalLayer = ~0u;
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protected override bool useSmoothness => affectMAOS;
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protected override bool useMetallic => affectMAOS;
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protected override bool useNormalScale => false;
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public override bool HasSorting() => (sort == SortActivationMode.On) || (sort == SortActivationMode.Auto);
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public class FadeFactorProperty
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{
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[Range(0, 1), Tooltip("Controls the transparency of the decal.")]
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public float fadeFactor = 1.0f;
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}
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public class AngleFadeProperty
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{
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[Tooltip("Use the min-max slider to control the fade out range of the decal based on the angle between the Decal backward direction and the vertex normal of the receiving surface."), MinMax(0.0f, 180.0f)]
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public Vector2 angleFade = new Vector2(0.0f, 180.0f);
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}
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public class NormalAlphaProperty
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{
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[Tooltip("Controls the blending factor of the normal map."), Range(0, 1)]
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public float normalAlpha = 1.0f;
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}
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public class AmbientOcclusionProperty
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{
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[Tooltip("Controls the scale factor for the particle’s ambient occlusion."), Range(0, 1)]
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public float ambientOcclusion = 1.0f;
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}
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protected override IEnumerable<VFXPropertyWithValue> inputProperties
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{
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get
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{
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var properties = Enumerable.Empty<VFXPropertyWithValue>();
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properties = properties.Concat(PropertiesFromType(nameof(FadeFactorProperty)));
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if(angleFade)
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properties = properties.Concat(PropertiesFromType(nameof(AngleFadeProperty)));
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foreach (var prop in base.inputProperties)
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{
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//Inserts slots in the correct order
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properties = properties.Append(prop);
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if(prop.property.name == "normalMap")
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properties = properties.Concat(PropertiesFromType(nameof(NormalAlphaProperty)));
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if(affectMAOS && useOcclusionMap && prop.property.name == "occlusionMap")
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properties = properties.Concat(PropertiesFromType(nameof(AmbientOcclusionProperty)));
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}
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return properties;
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}
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}
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protected override IEnumerable<VFXNamedExpression> CollectGPUExpressions(
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IEnumerable<VFXNamedExpression> slotExpressions)
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{
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foreach (var exp in base.CollectGPUExpressions(slotExpressions))
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{
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yield return exp;
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}
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if (GetOrRefreshShaderGraphObject() == null)
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{
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yield return slotExpressions.First(o => o.name == nameof(FadeFactorProperty.fadeFactor));
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if (angleFade)
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{
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var angleFadeExp = slotExpressions.First(o => o.name == nameof(AngleFadeProperty.angleFade));
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yield return new VFXNamedExpression(AngleFadeSimplification(angleFadeExp.exp),
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nameof(AngleFadeProperty.angleFade));
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}
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if (affectMAOS && useOcclusionMap)
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yield return slotExpressions.First(o => o.name == nameof(AmbientOcclusionProperty.ambientOcclusion));
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if (useNormalMap)
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yield return slotExpressions.First(o => o.name == nameof(NormalAlphaProperty.normalAlpha));
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yield return new VFXNamedExpression(VFXValue.Constant(decalLayer), "decalLayerMask");
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}
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}
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//URP uses the old angle fade simplification
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VFXExpression AngleFadeSimplification(VFXExpression angleFadeExp)
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{
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angleFadeExp = angleFadeExp / VFXValue.Constant(new Vector2(180.0f, 180.0f));
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var angleStart = new VFXExpressionExtractComponent(angleFadeExp, 0);
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var angleEnd = new VFXExpressionExtractComponent(angleFadeExp, 1);
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var range = new VFXExpressionMax(VFXValue.Constant(0.0001f), angleEnd - angleStart);
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var simplifiedAngleFade = new VFXExpressionCombine(
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VFXValue.Constant(1.0f) - (VFXValue.Constant(0.25f) - angleStart) / range,
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VFXValue.Constant(-0.25f) / range);
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return simplifiedAngleFade;
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}
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public override IEnumerable<string> additionalDefines
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{
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get
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{
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foreach (var def in base.additionalDefines)
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yield return def;
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if (GetOrRefreshShaderGraphObject() == null)
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{
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if (angleFade)
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yield return "DECAL_ANGLE_FADE";
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if (affectBaseColor)
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yield return "AFFECT_BASE_COLOR";
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if (affectMAOS)
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{
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yield return "AFFECT_METALLIC";
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yield return "AFFECT_SMOOTHNESS";
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if (MAOSOpacityChannel == BlendSource.BaseColorMapAlpha)
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yield return "VFX_MAOS_BLEND_BASE_COLOR_ALPHA";
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else
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yield return "VFX_MAOS_BLEND_METALLIC_BLUE";
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}
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if (affectMAOS && useOcclusionMap)
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yield return "AFFECT_AMBIENT_OCCLUSION";
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if (useEmissive /*TODO: add useEmissiveColor like in HDRP */ || useEmissiveMap)
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{
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yield return "AFFECT_EMISSIVE";
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}
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if (useNormalMap)
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{
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yield return "AFFECT_NORMAL";
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if (normalOpacityChannel == BlendSource.BaseColorMapAlpha)
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yield return "VFX_NORMAL_BLEND_BASE_COLOR_ALPHA";
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else
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yield return "VFX_NORMAL_BLEND_METALLIC_BLUE";
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}
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}
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}
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}
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protected override IEnumerable<string> filteredOutSettings
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{
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get
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{
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foreach (var setting in base.filteredOutSettings)
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yield return setting;
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yield return nameof(workflowMode);
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yield return nameof(zTestMode);
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yield return nameof(zWriteMode);
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yield return nameof(doubleSided);
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yield return nameof(castShadows);
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yield return nameof(blendMode);
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yield return nameof(shaderGraph);
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if (!affectBaseColor)
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yield return nameof(useBaseColorMap);
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if (!affectMAOS)
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yield return nameof(useMetallicMap);
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if (!useEmissive)
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yield return nameof(useEmissiveMap);
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if (!affectMAOS)
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{
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yield return nameof(useOcclusionMap);
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yield return nameof(MAOSOpacityChannel);
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}
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}
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}
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protected override IEnumerable<string> untransferableSettings
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{
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get
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{
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foreach (var setting in base.untransferableSettings)
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{
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yield return setting;
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}
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yield return nameof(blendMode);
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}
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}
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protected VFXShaderWriter GetDBufferMaskColor(int maskIndex)
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{
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var rs = new VFXShaderWriter();
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switch (maskIndex)
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{
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case 0:
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rs.Write(affectBaseColor ? "RBGA" : "0");
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break;
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case 1:
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rs.Write(useNormalMap ? "RGBA" : "0");
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break;
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case 2:
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rs.Write(affectMAOS ? "RGBA" : "0");
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break;
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}
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return rs;
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}
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protected VFXShaderWriter GetGBufferDecalMaskColor(int maskIndex)
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{
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var rs = new VFXShaderWriter();
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switch (maskIndex)
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{
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case 0:
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rs.Write(affectBaseColor ? "RBG" : "0");
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break;
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case 1:
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rs.Write("0");
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break;
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case 2:
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rs.Write(useNormalMap ? "RGB" : "0");
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break;
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case 3:
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{
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rs.Write("RGB");
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break;
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}
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}
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return rs;
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}
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public override IEnumerable<KeyValuePair<string, VFXShaderWriter>> additionalReplacements
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{
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get
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{
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foreach (var rep in base.additionalReplacements)
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yield return rep;
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for (int i = 0; i < 3; i++)
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{
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yield return new KeyValuePair<string, VFXShaderWriter>("${VFXDBufferColorMask" + i + "}",
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GetDBufferMaskColor(i));
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}
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for (int i = 0; i < 4; i++)
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{
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yield return new KeyValuePair<string, VFXShaderWriter>("${VFXGBufferDecalColorMask" + i + "}",
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GetGBufferDecalMaskColor(i));
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}
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}
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}
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public override void OnSettingModified(VFXSetting setting)
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{
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if (setting.name == nameof(affectMAOS))
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{
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if (!affectMAOS)
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{
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useOcclusionMap = false;
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useMetallicMap = false;
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}
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}
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if (setting.name == nameof(affectBaseColor))
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{
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if (!affectBaseColor)
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{
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useBaseColorMap = BaseColorMapMode.Alpha;
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}
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else
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{
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useBaseColorMap = BaseColorMapMode.ColorAndAlpha;
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}
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}
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}
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}
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}
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#endif
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