34 lines
1006 B
C#
34 lines
1006 B
C#
#if HAS_VFX_GRAPH
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using UnityEditor.ShaderGraph;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace UnityEditor.Rendering.Universal
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{
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internal class VFXShaderGraphLitGUI : ShaderGraphLitGUI
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{
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protected override uint materialFilter => uint.MaxValue & ~(uint)Expandable.SurfaceInputs;
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}
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internal class VFXShaderGraphUnlitGUI : ShaderGraphUnlitGUI
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{
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protected override uint materialFilter => uint.MaxValue & ~(uint)Expandable.SurfaceInputs;
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}
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internal class VFXSixWayGUI : SixWayGUI
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{
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protected override uint materialFilter => uint.MaxValue & ~(uint)Expandable.SurfaceInputs;
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}
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internal class VFXGenericShaderGraphMaterialGUI : GenericShaderGraphMaterialGUI
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{
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public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
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{
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//When material used in VFX, all properties are converted to input slots.
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//This fallback is used with sprite output.
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}
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}
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}
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#endif
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