using UnityEditor.ShaderGraph.Internal; namespace UnityEditor.ShaderGraph { static class StencilExtensions { public static string ToShaderString(this StencilDescriptor descriptor) { ShaderStringBuilder builder = new ShaderStringBuilder(); builder.AppendLine("Stencil"); using (builder.BlockScope()) { string compBack = descriptor.CompBack != null && descriptor.CompBack.Length > 0 ? descriptor.CompBack : descriptor.Comp; string zFailBack = descriptor.ZFailBack != null && descriptor.ZFailBack.Length > 0 ? descriptor.ZFailBack : descriptor.ZFail; string failBack = descriptor.FailBack != null && descriptor.FailBack.Length > 0 ? descriptor.FailBack : descriptor.Fail; string passBack = descriptor.PassBack != null && descriptor.PassBack.Length > 0 ? descriptor.PassBack : descriptor.Pass; if (descriptor.ReadMask != null && descriptor.ReadMask.Length > 0) builder.AppendLine($"ReadMask {descriptor.ReadMask}"); if (descriptor.WriteMask != null && descriptor.WriteMask.Length > 0) builder.AppendLine($"WriteMask {descriptor.WriteMask}"); if (descriptor.Ref != null && descriptor.Ref.Length > 0) builder.AppendLine($"Ref {descriptor.Ref}"); if (descriptor.Comp != null && descriptor.Comp.Length > 0) builder.AppendLine($"CompFront {descriptor.Comp}"); if (descriptor.ZFail != null && descriptor.ZFail.Length > 0) builder.AppendLine($"ZFailFront {descriptor.ZFail}"); if (descriptor.Fail != null && descriptor.Fail.Length > 0) builder.AppendLine($"FailFront {descriptor.Fail}"); if (descriptor.Pass != null && descriptor.Pass.Length > 0) builder.AppendLine($"PassFront {descriptor.Pass}"); if (compBack != null && compBack.Length > 0) builder.AppendLine($"CompBack {compBack}"); if (zFailBack != null && zFailBack.Length > 0) builder.AppendLine($"ZFailBack {zFailBack}"); if (failBack != null && failBack.Length > 0) builder.AppendLine($"FailBack {failBack}"); if (passBack != null && passBack.Length > 0) builder.AppendLine($"PassBack {passBack}"); } return builder.ToCodeBlock(); } } }