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using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
using UnityEditor.ShaderGraph;
using UnityEditor.ShaderGraph.Legacy;
namespace UnityEditor.Rendering.HighDefinition.ShaderGraph.Legacy
{
[FormerName("UnityEditor.Experimental.Rendering.HDPipeline.HairMasterNode")]
[FormerName("UnityEditor.Rendering.HighDefinition.HairMasterNode")]
class HairMasterNode1 : AbstractMaterialNode, IMasterNode1
{
public enum SurfaceType
{
Opaque,
Transparent
}
public enum AlphaMode
{
Alpha,
Premultiply,
Additive,
}
public enum MaterialType
{
KajiyaKay
}
public const int PositionSlotId = 0;
public const int AlbedoSlotId = 1;
public const int NormalSlotId = 2;
public const int SpecularOcclusionSlotId = 3;
public const int BentNormalSlotId = 4;
public const int HairStrandDirectionSlotId = 5;
public const int UnusedSlot6 = 6;
public const int TransmittanceSlotId = 7;
public const int RimTransmissionIntensitySlotId = 8;
public const int SmoothnessSlotId = 9;
public const int AmbientOcclusionSlotId = 10;
public const int EmissionSlotId = 11;
public const int AlphaSlotId = 12;
public const int AlphaClipThresholdSlotId = 13;
public const int AlphaClipThresholdDepthPrepassSlotId = 14;
public const int AlphaClipThresholdDepthPostpassSlotId = 15;
public const int SpecularAAScreenSpaceVarianceSlotId = 16;
public const int SpecularAAThresholdSlotId = 17;
public const int SpecularTintSlotId = 18;
public const int SpecularShiftSlotId = 19;
public const int SecondarySpecularTintSlotId = 20;
public const int SecondarySmoothnessSlotId = 21;
public const int SecondarySpecularShiftSlotId = 22;
public const int AlphaClipThresholdShadowSlotId = 23;
public const int LightingSlotId = 24;
public const int BackLightingSlotId = 25;
public const int DepthOffsetSlotId = 26;
public const int VertexNormalSlotId = 27;
public const int VertexTangentSlotId = 28;
[Flags]
public enum SlotMask
{
None = 0,
Position = 1 << PositionSlotId,
Albedo = 1 << AlbedoSlotId,
Normal = 1 << NormalSlotId,
SpecularOcclusion = 1 << SpecularOcclusionSlotId,
BentNormal = 1 << BentNormalSlotId,
HairStrandDirection = 1 << HairStrandDirectionSlotId,
Slot6 = 1 << UnusedSlot6,
Transmittance = 1 << TransmittanceSlotId,
RimTransmissionIntensity = 1 << RimTransmissionIntensitySlotId,
Smoothness = 1 << SmoothnessSlotId,
Occlusion = 1 << AmbientOcclusionSlotId,
Emission = 1 << EmissionSlotId,
Alpha = 1 << AlphaSlotId,
AlphaClipThreshold = 1 << AlphaClipThresholdSlotId,
AlphaClipThresholdDepthPrepass = 1 << AlphaClipThresholdDepthPrepassSlotId,
AlphaClipThresholdDepthPostpass = 1 << AlphaClipThresholdDepthPostpassSlotId,
SpecularTint = 1 << SpecularTintSlotId,
SpecularShift = 1 << SpecularShiftSlotId,
SecondarySpecularTint = 1 << SecondarySpecularTintSlotId,
SecondarySmoothness = 1 << SecondarySmoothnessSlotId,
SecondarySpecularShift = 1 << SecondarySpecularShiftSlotId,
AlphaClipThresholdShadow = 1 << AlphaClipThresholdShadowSlotId,
BakedGI = 1 << LightingSlotId,
BakedBackGI = 1 << BackLightingSlotId,
DepthOffset = 1 << DepthOffsetSlotId,
VertexNormal = 1 << VertexNormalSlotId,
VertexTangent = 1 << VertexTangentSlotId,
}
const SlotMask KajiyaKaySlotMask = SlotMask.Position | SlotMask.VertexNormal | SlotMask.VertexTangent | SlotMask.Albedo | SlotMask.Normal | SlotMask.SpecularOcclusion | SlotMask.BentNormal | SlotMask.HairStrandDirection | SlotMask.Slot6
| SlotMask.Transmittance | SlotMask.RimTransmissionIntensity | SlotMask.Smoothness | SlotMask.Occlusion | SlotMask.Alpha | SlotMask.AlphaClipThreshold | SlotMask.AlphaClipThresholdDepthPrepass
| SlotMask.AlphaClipThresholdDepthPostpass | SlotMask.SpecularTint | SlotMask.SpecularShift | SlotMask.SecondarySpecularTint | SlotMask.SecondarySmoothness | SlotMask.SecondarySpecularShift | SlotMask.AlphaClipThresholdShadow | SlotMask.BakedGI | SlotMask.DepthOffset;
SlotMask GetActiveSlotMask()
{
return KajiyaKaySlotMask;
}
public bool MaterialTypeUsesSlotMask(SlotMask mask)
{
SlotMask activeMask = GetActiveSlotMask();
return (activeMask & mask) != 0;
}
public SurfaceType m_SurfaceType;
public AlphaMode m_AlphaMode;
public bool m_BlendPreserveSpecular;
public bool m_TransparencyFog;
public bool m_AlphaTest;
public bool m_AlphaTestDepthPrepass;
public bool m_AlphaTestDepthPostpass;
public bool m_TransparentWritesMotionVec;
public bool m_AlphaTestShadow;
public bool m_BackThenFrontRendering;
public int m_SortPriority;
public DoubleSidedMode m_DoubleSidedMode;
public MaterialType m_MaterialType;
public bool m_ReceiveDecals;
public bool m_ReceivesSSR;
public bool m_ReceivesSSRTransparent;
public bool m_AddPrecomputedVelocity;
public bool m_SpecularAA;
public SpecularOcclusionMode m_SpecularOcclusionMode;
public bool m_overrideBakedGI;
public bool m_depthOffset;
public bool m_ZWrite;
public TransparentCullMode m_transparentCullMode;
public CompareFunction m_ZTest;
public bool m_SupportLodCrossFade;
public bool m_DOTSInstancing;
public int m_MaterialNeedsUpdateHash;
public string m_ShaderGUIOverride;
public bool m_OverrideEnabled;
public bool m_UseLightFacingNormal;
}
}