527 lines
24 KiB
C#
527 lines
24 KiB
C#
using System;
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using UnityEngine;
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using UnityEditor.ShaderGraph;
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using UnityEngine.UIElements;
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using UnityEngine.Assertions;
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using UnityEngine.Rendering;
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using static UnityEditor.Rendering.Universal.ShaderGraph.SubShaderUtils;
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using UnityEngine.Rendering.Universal;
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using static Unity.Rendering.Universal.ShaderUtils;
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namespace UnityEditor.Rendering.Universal.ShaderGraph
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{
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sealed class UniversalSixWaySubTarget : UniversalSubTarget
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{
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static readonly GUID kSourceCodeGuid = new GUID("d6c78107b64145745805d963de80cc17"); // UniversalLitSubTarget.cs
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public override int latestVersion => 2;
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public UniversalSixWaySubTarget()
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{
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displayName = "Six-way Smoke Lit";
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}
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protected override ShaderID shaderID => ShaderID.SG_SixWaySmokeLit;
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public override bool IsActive() => true;
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[SerializeField]
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bool m_UseColorAbsorption = true;
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bool useColorAbsorption
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{
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get => m_UseColorAbsorption;
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set => m_UseColorAbsorption = value;
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}
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public override void Setup(ref TargetSetupContext context)
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{
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context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency);
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base.Setup(ref context);
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var universalRPType = typeof(UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset);
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if (!context.HasCustomEditorForRenderPipeline(universalRPType))
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{
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var gui = typeof(SixWayGUI);
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#if HAS_VFX_GRAPH
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if (TargetsVFX())
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gui = typeof(VFXSixWayGUI);
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#endif
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context.AddCustomEditorForRenderPipeline(gui.FullName, universalRPType);
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}
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// Process SubShaders
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context.AddSubShader(PostProcessSubShader(SubShaders.SixWaySubShader(target, target.renderType, target.renderQueue, target.disableBatching, useColorAbsorption)));
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}
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public override void ProcessPreviewMaterial(Material material)
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{
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if (target.allowMaterialOverride)
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{
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// copy our target's default settings into the material
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// (technically not necessary since we are always recreating the material from the shader each time,
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// which will pull over the defaults from the shader definition)
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// but if that ever changes, this will ensure the defaults are set
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material.SetFloat(Property.CastShadows, target.castShadows ? 1.0f : 0.0f);
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material.SetFloat(Property.ReceiveShadows, target.receiveShadows ? 1.0f : 0.0f);
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material.SetFloat(Property.SurfaceType, (float)target.surfaceType);
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material.SetFloat(Property.BlendMode, (float)target.alphaMode);
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material.SetFloat(Property.AlphaClip, target.alphaClip ? 1.0f : 0.0f);
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material.SetFloat(Property.CullMode, (int)target.renderFace);
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material.SetFloat(Property.ZWriteControl, (float)target.zWriteControl);
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material.SetFloat(Property.ZTest, (float)target.zTestMode);
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material.SetFloat(SixWayProperties.UseColorAbsorption, useColorAbsorption ? 1.0f : 0.0f );
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}
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// We always need these properties regardless of whether the material is allowed to override
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// Queue control & offset enable correct automatic render queue behavior
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// Control == 0 is automatic, 1 is user-specified render queue
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material.SetFloat(Property.QueueOffset, 0.0f);
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material.SetFloat(Property.QueueControl, (float)BaseShaderGUI.QueueControl.Auto);
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// call the full unlit material setup function
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ShaderGraphLitGUI.UpdateMaterial(material, MaterialUpdateType.CreatedNewMaterial);
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bool useColorAbsorptionValue = false;
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if (material.HasProperty(SixWayProperties.UseColorAbsorption))
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useColorAbsorptionValue = material.GetFloat(SixWayProperties.UseColorAbsorption) > 0.0f;
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CoreUtils.SetKeyword(material, "_SIX_WAY_COLOR_ABSORPTION", useColorAbsorptionValue);
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}
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public override void GetFields(ref TargetFieldContext context)
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{
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base.GetFields(ref context);
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bool containsNormalDescriptor = false;
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foreach (var block in context.blocks)
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{
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if (Equals(block.descriptor, BlockFields.SurfaceDescription.NormalOS) ||
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Equals(block.descriptor, BlockFields.SurfaceDescription.NormalTS) ||
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Equals(block.descriptor, BlockFields.SurfaceDescription.NormalWS))
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{
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containsNormalDescriptor = true;
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break;
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}
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}
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context.AddField(UniversalFields.Normal, containsNormalDescriptor);
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}
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public struct Varyings
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{
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public static string name = "Varyings";
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public static FieldDescriptor diffuseGIData0 = new FieldDescriptor(Varyings.name, "diffuseGIData0",
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"VARYINGS_NEED_SIX_WAY_DIFFUSE_GI_DATA", ShaderValueType.Float4 ,subscriptOptions: StructFieldOptions.Optional);
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public static FieldDescriptor diffuseGIData1 = new FieldDescriptor(Varyings.name, "diffuseGIData1",
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"VARYINGS_NEED_SIX_WAY_DIFFUSE_GI_DATA", ShaderValueType.Float4 ,subscriptOptions: StructFieldOptions.Optional);
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public static FieldDescriptor diffuseGIData2 = new FieldDescriptor(Varyings.name, "diffuseGIData2",
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"VARYINGS_NEED_SIX_WAY_DIFFUSE_GI_DATA", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional);
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}
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public override void GetActiveBlocks(ref TargetActiveBlockContext context)
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{
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context.AddBlock(BlockFields.SurfaceDescription.Emission);
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context.AddBlock(BlockFields.SurfaceDescription.Occlusion);
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context.AddBlock(BlockFields.SurfaceDescription.MapRightTopBack);
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context.AddBlock(BlockFields.SurfaceDescription.MapLeftBottomFront);
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context.AddBlock(BlockFields.SurfaceDescription.AbsorptionStrength, useColorAbsorption || target.allowMaterialOverride);
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// when the surface options are material controlled, we must show all of these blocks
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// when target controlled, we can cull the unnecessary blocks
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context.AddBlock(BlockFields.SurfaceDescription.Alpha, (target.surfaceType == SurfaceType.Transparent || target.alphaClip) || target.allowMaterialOverride);
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context.AddBlock(BlockFields.SurfaceDescription.AlphaClipThreshold, (target.alphaClip) || target.allowMaterialOverride);
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}
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public override void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode)
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{
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// if using material control, add the material property to control workflow mode
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if (target.allowMaterialOverride)
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{
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collector.AddFloatProperty(Property.CastShadows, target.castShadows ? 1.0f : 0.0f);
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collector.AddToggleProperty(Property.ReceiveShadows, target.receiveShadows);
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// setup properties using the defaults
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collector.AddFloatProperty(Property.SurfaceType, (float)target.surfaceType);
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collector.AddFloatProperty(Property.BlendMode, (float)target.alphaMode);
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collector.AddFloatProperty(Property.AlphaClip, target.alphaClip ? 1.0f : 0.0f);
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collector.AddFloatProperty(Property.SrcBlend, 1.0f); // always set by material inspector, ok to have incorrect values here
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collector.AddFloatProperty(Property.DstBlend, 0.0f); // always set by material inspector, ok to have incorrect values here
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collector.AddToggleProperty(Property.ZWrite, (target.surfaceType == SurfaceType.Opaque));
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collector.AddFloatProperty(Property.ZWriteControl, (float)target.zWriteControl);
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collector.AddFloatProperty(Property.ZTest, (float)target.zTestMode); // ztest mode is designed to directly pass as ztest
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collector.AddFloatProperty(Property.CullMode, (float)target.renderFace); // render face enum is designed to directly pass as a cull mode
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bool enableAlphaToMask = (target.alphaClip && (target.surfaceType == SurfaceType.Opaque));
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collector.AddFloatProperty(Property.AlphaToMask, enableAlphaToMask ? 1.0f : 0.0f);
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collector.AddToggleProperty(SixWayProperties.UseColorAbsorption, useColorAbsorption);
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}
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// We always need these properties regardless of whether the material is allowed to override other shader properties.
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// Queue control & offset enable correct automatic render queue behavior. Control == 0 is automatic, 1 is user-specified.
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// We initialize queue control to -1 to indicate to UpdateMaterial that it needs to initialize it properly on the material.
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collector.AddFloatProperty(Property.QueueOffset, 0.0f);
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collector.AddFloatProperty(Property.QueueControl, -1.0f);
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}
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public override void GetPropertiesGUI(ref TargetPropertyGUIContext context, Action onChange, Action<String> registerUndo)
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{
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var universalTarget = (target as UniversalTarget);
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universalTarget.AddDefaultMaterialOverrideGUI(ref context, onChange, registerUndo);
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universalTarget.AddDefaultSurfacePropertiesGUI(ref context, onChange, registerUndo, showReceiveShadows: true);
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context.AddProperty("Use Color Absorption", new Toggle() { value = useColorAbsorption }, (evt) =>
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{
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if (Equals(useColorAbsorption, evt.newValue))
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return;
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registerUndo("Change Use Color Absorption");
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useColorAbsorption = evt.newValue;
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onChange();
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});
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}
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protected override int ComputeMaterialNeedsUpdateHash()
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{
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int hash = base.ComputeMaterialNeedsUpdateHash();
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hash = hash * 23 + target.allowMaterialOverride.GetHashCode();
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return hash;
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}
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#region SubShader
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static class SubShaders
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{
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const string kSixWayMaterialTypeTag = "\"UniversalMaterialType\" = \"SixWayLit\"";
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public static SubShaderDescriptor SixWaySubShader(UniversalTarget target, string renderType, string renderQueue, string disableBatchingTag, bool useColorAbsorption)
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{
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SubShaderDescriptor result = new SubShaderDescriptor()
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{
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pipelineTag = UniversalTarget.kPipelineTag,
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customTags = kSixWayMaterialTypeTag,
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renderType = renderType,
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renderQueue = renderQueue,
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disableBatchingTag = disableBatchingTag,
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generatesPreview = true,
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passes = new PassCollection()
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};
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result.passes.Add(SixWayPasses.ForwardOnly(target, CoreBlockMasks.Vertex, SixWayBlockMasks.FragmentLit, CorePragmas.Forward, SixWayKeywords.Forward, useColorAbsorption));
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// cull the shadowcaster pass if we know it will never be used
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if (target.castShadows || target.allowMaterialOverride)
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result.passes.Add(PassVariant(CorePasses.ShadowCaster(target), CorePragmas.Instanced));
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if (target.mayWriteDepth)
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result.passes.Add(PassVariant(CorePasses.DepthOnly(target), CorePragmas.Instanced));
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result.passes.Add(PassVariant(SixWayPasses.Meta(target), CorePragmas.Default));
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// Currently neither of these passes (selection/picking) can be last for the game view for
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// UI shaders to render correctly. Verify [1352225] before changing this order.
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result.passes.Add(PassVariant(CorePasses.SceneSelection(target), CorePragmas.Default));
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result.passes.Add(PassVariant(CorePasses.ScenePicking(target), CorePragmas.Default));
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return result;
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}
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}
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#endregion
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#region Passes
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static class SixWayPasses
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{
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static void AddReceiveShadowsControlToPass(ref PassDescriptor pass, UniversalTarget target, bool receiveShadows)
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{
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if (target.allowMaterialOverride)
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pass.keywords.Add(SixWayKeywords.ReceiveShadowsOff);
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else if (!receiveShadows)
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pass.defines.Add(SixWayKeywords.ReceiveShadowsOff, 1);
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}
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static void AddColorAbsorptionControlToPass(ref PassDescriptor pass, UniversalTarget target,
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bool useColorAbsorption)
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{
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if (target.allowMaterialOverride)
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pass.keywords.Add(SixWayKeywords.UseColorAbsorption);
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else if (useColorAbsorption)
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pass.defines.Add(SixWayKeywords.UseColorAbsorption, 1);
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}
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static StructDescriptor ForwardVaryings
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{
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get
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{
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var baseVaryingsDescriptor = UniversalStructs.Varyings;
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FieldDescriptor[] varyingsDescriptorFields =
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new FieldDescriptor[baseVaryingsDescriptor.fields.Length + 3];
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varyingsDescriptorFields[0] = Varyings.diffuseGIData0;
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varyingsDescriptorFields[1] = Varyings.diffuseGIData1;
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varyingsDescriptorFields[2] = Varyings.diffuseGIData2;
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baseVaryingsDescriptor.fields.CopyTo(varyingsDescriptorFields,3);
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baseVaryingsDescriptor.fields = varyingsDescriptorFields;
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return baseVaryingsDescriptor;
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}
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}
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static readonly StructCollection ForwardStructCollection = new StructCollection
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{
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{ Structs.Attributes },
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{ ForwardVaryings },
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{ Structs.SurfaceDescriptionInputs },
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{ Structs.VertexDescriptionInputs },
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};
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public static PassDescriptor ForwardOnly(
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UniversalTarget target,
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BlockFieldDescriptor[] vertexBlocks,
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BlockFieldDescriptor[] pixelBlocks,
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PragmaCollection pragmas,
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KeywordCollection keywords,
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bool useColorAbsorption)
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{
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var result = new PassDescriptor
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{
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// Definition
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displayName = "Universal Forward Only",
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referenceName = "SHADERPASS_FORWARDONLY",
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lightMode = "UniversalForwardOnly",
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useInPreview = true,
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// Template
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passTemplatePath = UniversalTarget.kUberTemplatePath,
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sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories,
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// Port Mask
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validVertexBlocks = vertexBlocks,
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validPixelBlocks = pixelBlocks,
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// Fields
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structs = ForwardStructCollection,
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requiredFields = SixWayRequiredFields.Forward,
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fieldDependencies = CoreFieldDependencies.Default,
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// Conditional State
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renderStates = CoreRenderStates.UberSwitchedRenderState(target),
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pragmas = pragmas,
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defines = new DefineCollection { CoreDefines.UseFragmentFog },
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keywords = new KeywordCollection { keywords },
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includes = new IncludeCollection { SixWayIncludes.Forward },
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// Custom Interpolator Support
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customInterpolators = CoreCustomInterpDescriptors.Common
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};
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CorePasses.AddTargetSurfaceControlsToPass(ref result, target);
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CorePasses.AddAlphaToMaskControlToPass(ref result, target);
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AddReceiveShadowsControlToPass(ref result, target, target.receiveShadows);
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CorePasses.AddLODCrossFadeControlToPass(ref result, target);
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AddColorAbsorptionControlToPass(ref result, target, useColorAbsorption);
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return result;
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}
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public static PassDescriptor Meta(UniversalTarget target)
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{
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var result = new PassDescriptor()
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{
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// Definition
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displayName = "Meta",
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referenceName = "SHADERPASS_META",
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lightMode = "Meta",
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// Template
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passTemplatePath = UniversalTarget.kUberTemplatePath,
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sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories,
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// Port Mask
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validVertexBlocks = CoreBlockMasks.Vertex,
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validPixelBlocks = SixWayBlockMasks.FragmentMeta,
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// Fields
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structs = CoreStructCollections.Default,
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requiredFields = SixWayRequiredFields.Meta,
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fieldDependencies = CoreFieldDependencies.Default,
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// Conditional State
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renderStates = CoreRenderStates.Meta,
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pragmas = CorePragmas.Default,
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defines = new DefineCollection() { CoreDefines.UseFragmentFog },
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keywords = new KeywordCollection() { CoreKeywordDescriptors.EditorVisualization },
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includes = SixWayIncludes.Meta,
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// Custom Interpolator Support
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customInterpolators = CoreCustomInterpDescriptors.Common
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};
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CorePasses.AddAlphaClipControlToPass(ref result, target);
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return result;
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}
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}
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#endregion
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#region PortMasks
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static class SixWayBlockMasks
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{
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public static readonly BlockFieldDescriptor[] FragmentLit = new BlockFieldDescriptor[]
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{
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BlockFields.SurfaceDescription.BaseColor,
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BlockFields.SurfaceDescription.MapRightTopBack,
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BlockFields.SurfaceDescription.MapLeftBottomFront,
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BlockFields.SurfaceDescription.AbsorptionStrength,
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BlockFields.SurfaceDescription.Emission,
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BlockFields.SurfaceDescription.Occlusion,
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BlockFields.SurfaceDescription.Alpha,
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BlockFields.SurfaceDescription.AlphaClipThreshold,
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};
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public static readonly BlockFieldDescriptor[] FragmentMeta = new BlockFieldDescriptor[]
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{
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BlockFields.SurfaceDescription.BaseColor,
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BlockFields.SurfaceDescription.Emission,
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BlockFields.SurfaceDescription.Alpha,
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BlockFields.SurfaceDescription.AlphaClipThreshold,
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};
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}
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#endregion
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#region RequiredFields
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static class SixWayRequiredFields
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{
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public static readonly FieldCollection Forward = new FieldCollection()
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{
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StructFields.Attributes.uv1,
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StructFields.Attributes.uv2,
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StructFields.Varyings.positionWS,
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StructFields.Varyings.normalWS,
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StructFields.Varyings.tangentWS, // needed for vertex lighting
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UniversalStructFields.Varyings.staticLightmapUV,
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UniversalStructFields.Varyings.dynamicLightmapUV,
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UniversalStructFields.Varyings.sh,
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UniversalStructFields.Varyings.probeOcclusion,
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UniversalStructFields.Varyings.fogFactorAndVertexLight, // fog and vertex lighting, vert input is dependency
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UniversalStructFields.Varyings.shadowCoord, // shadow coord, vert input is dependency
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Varyings.diffuseGIData0,
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Varyings.diffuseGIData1,
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Varyings.diffuseGIData2,
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};
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public static readonly FieldCollection Meta = new FieldCollection()
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{
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StructFields.Attributes.positionOS,
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StructFields.Attributes.normalOS,
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StructFields.Attributes.uv0, //
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StructFields.Attributes.uv1, // needed for meta vertex position
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StructFields.Attributes.uv2, // needed for meta UVs
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StructFields.Attributes.instanceID, // needed for rendering instanced terrain
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StructFields.Varyings.positionCS,
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StructFields.Varyings.texCoord0, // needed for meta UVs
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StructFields.Varyings.texCoord1, // VizUV
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StructFields.Varyings.texCoord2, // LightCoord
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};
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}
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#endregion
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#region Defines
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public static class SixWayProperties
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{
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public static readonly string UseColorAbsorption = "_UseColorAbsorption";
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}
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#endregion
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#region Keywords
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static class SixWayKeywords
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{
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public static readonly KeywordDescriptor ReceiveShadowsOff = new KeywordDescriptor()
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{
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displayName = "Receive Shadows Off",
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referenceName = ShaderKeywordStrings._RECEIVE_SHADOWS_OFF,
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type = KeywordType.Boolean,
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definition = KeywordDefinition.ShaderFeature,
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scope = KeywordScope.Local,
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};
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public static readonly KeywordDescriptor UseColorAbsorption = new KeywordDescriptor()
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{
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displayName = "Use Color Absorption",
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referenceName = "_SIX_WAY_COLOR_ABSORPTION",
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type = KeywordType.Boolean,
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definition = KeywordDefinition.ShaderFeature,
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scope = KeywordScope.Local,
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stages = KeywordShaderStage.Fragment
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};
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public static readonly KeywordCollection Forward = new KeywordCollection
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{
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{ CoreKeywordDescriptors.MainLightShadows },
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{ CoreKeywordDescriptors.AdditionalLights },
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{ CoreKeywordDescriptors.AdditionalLightShadows },
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{ CoreKeywordDescriptors.ShadowsSoft },
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{ CoreKeywordDescriptors.ShadowsShadowmask },
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{ CoreKeywordDescriptors.LightLayers },
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{ CoreKeywordDescriptors.DebugDisplay },
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{ CoreKeywordDescriptors.LightCookies },
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{ CoreKeywordDescriptors.ForwardPlus },
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};
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}
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#endregion
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#region Includes
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static class SixWayIncludes
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{
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const string kShadows = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl";
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const string kMetaInput = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl";
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const string kForwardPass = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SixWayForwardPass.hlsl";
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const string kLightingMetaPass = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl";
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const string kSixWayLighting = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SixWayLighting.hlsl";
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public static readonly IncludeCollection Forward = new IncludeCollection
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{
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// Pre-graph
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{ CoreIncludes.DOTSPregraph },
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{ CoreIncludes.WriteRenderLayersPregraph },
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{ CoreIncludes.ProbeVolumePregraph },
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{ CoreIncludes.CorePregraph },
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{ kShadows, IncludeLocation.Pregraph },
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{ CoreIncludes.ShaderGraphPregraph },
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{ CoreIncludes.DBufferPregraph },
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|
|
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// Post-graph
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{ kSixWayLighting, IncludeLocation.Postgraph},
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{ CoreIncludes.CorePostgraph },
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{ kForwardPass, IncludeLocation.Postgraph },
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};
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|
|
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public static readonly IncludeCollection Meta = new IncludeCollection
|
|
{
|
|
// Pre-graph
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|
{ CoreIncludes.CorePregraph },
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{ CoreIncludes.ShaderGraphPregraph },
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{ kMetaInput, IncludeLocation.Pregraph },
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|
|
|
// Post-graph
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|
{ CoreIncludes.CorePostgraph },
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|
{ kLightingMetaPass, IncludeLocation.Postgraph },
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|
};
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}
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#endregion
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|
}
|
|
}
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