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using System.Collections.Generic;
using System.Linq;
namespace UnityEditor.VFX.HDRP
{
[VFXInfo(name = "Output Particle|HDRP Lit|Cube", category = "#5Output Debug", experimental = true, synonyms = new []{ "Box" })]
class VFXLitCubeOutput : VFXAbstractParticleHDRPLitOutput
{
public override string name => "Output Particle".AppendLabel("HDRP Lit", false) + "\nCube";
public override string codeGeneratorTemplate => RenderPipeTemplate("VFXParticleLitCube");
public override VFXTaskType taskType => VFXTaskType.ParticleHexahedronOutput;
public override bool implementsMotionVector => true;
public override void OnEnable()
{
blendMode = BlendMode.Opaque;
base.OnEnable();
}
public override IEnumerable<VFXAttributeInfo> attributes
{
get
{
yield return new VFXAttributeInfo(VFXAttribute.Position, VFXAttributeMode.Read);
if (colorMode != ColorMode.None)
yield return new VFXAttributeInfo(VFXAttribute.Color, VFXAttributeMode.Read);
yield return new VFXAttributeInfo(VFXAttribute.Alpha, VFXAttributeMode.Read);
yield return new VFXAttributeInfo(VFXAttribute.Alive, VFXAttributeMode.Read);
yield return new VFXAttributeInfo(VFXAttribute.AxisX, VFXAttributeMode.Read);
yield return new VFXAttributeInfo(VFXAttribute.AxisY, VFXAttributeMode.Read);
yield return new VFXAttributeInfo(VFXAttribute.AxisZ, VFXAttributeMode.Read);
yield return new VFXAttributeInfo(VFXAttribute.AngleX, VFXAttributeMode.Read);
yield return new VFXAttributeInfo(VFXAttribute.AngleY, VFXAttributeMode.Read);
yield return new VFXAttributeInfo(VFXAttribute.AngleZ, VFXAttributeMode.Read);
yield return new VFXAttributeInfo(VFXAttribute.PivotX, VFXAttributeMode.Read);
yield return new VFXAttributeInfo(VFXAttribute.PivotY, VFXAttributeMode.Read);
yield return new VFXAttributeInfo(VFXAttribute.PivotZ, VFXAttributeMode.Read);
yield return new VFXAttributeInfo(VFXAttribute.Size, VFXAttributeMode.Read);
yield return new VFXAttributeInfo(VFXAttribute.ScaleX, VFXAttributeMode.Read);
yield return new VFXAttributeInfo(VFXAttribute.ScaleY, VFXAttributeMode.Read);
yield return new VFXAttributeInfo(VFXAttribute.ScaleZ, VFXAttributeMode.Read);
}
}
protected override IEnumerable<string> filteredOutSettings
{
get
{
foreach (var setting in base.filteredOutSettings)
yield return setting;
yield return nameof(blendMode);
yield return nameof(shaderGraph);
yield return nameof(enableRayTracing);
}
}
protected override IEnumerable<string> untransferableSettings
{
get
{
foreach (var setting in base.untransferableSettings)
{
yield return setting;
}
yield return nameof(blendMode);
yield return nameof(shaderGraph);
yield return nameof(enableRayTracing);
}
}
}
}