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132 lines
4.8 KiB
132 lines
4.8 KiB
using System;
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using System.Collections.Generic;
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using UnityEditor.Graphing;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.HighDefinition;
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using UnityEditor.ShaderGraph;
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using UnityEditor.ShaderGraph.Legacy;
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namespace UnityEditor.Rendering.HighDefinition.ShaderGraph.Legacy
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{
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[FormerName("UnityEditor.Rendering.HighDefinition.EyeMasterNode")]
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class EyeMasterNode1 : AbstractMaterialNode, IMasterNode1
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{
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public enum SurfaceType
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{
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Opaque,
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Transparent
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}
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public enum AlphaMode
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{
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Alpha,
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Premultiply,
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Additive,
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}
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public enum MaterialType
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{
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Eye,
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EyeCinematic
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}
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public const int PositionSlotId = 0;
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public const int AlbedoSlotId = 1;
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public const int SpecularOcclusionSlotId = 2;
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public const int NormalSlotId = 3;
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public const int IrisNormalSlotId = 4;
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public const int SmoothnessSlotId = 5;
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public const int IORSlotId = 6;
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public const int AmbientOcclusionSlotId = 7;
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public const int MaskSlotId = 8;
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public const int DiffusionProfileHashSlotId = 9;
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public const int SubsurfaceMaskSlotId = 10;
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public const int EmissionSlotId = 11;
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public const int AlphaSlotId = 12;
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public const int AlphaClipThresholdSlotId = 13;
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public const int BentNormalSlotId = 14;
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public const int LightingSlotId = 15;
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public const int BackLightingSlotId = 16;
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public const int DepthOffsetSlotId = 17;
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public const int VertexNormalSlotID = 18;
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public const int VertexTangentSlotID = 19;
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[Flags]
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public enum SlotMask
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{
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None = 0,
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Position = 1 << PositionSlotId,
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VertexNormal = 1 << VertexNormalSlotID,
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VertexTangent = 1 << VertexTangentSlotID,
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Albedo = 1 << AlbedoSlotId,
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SpecularOcclusion = 1 << SpecularOcclusionSlotId,
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Normal = 1 << NormalSlotId,
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IrisNormal = 1 << IrisNormalSlotId,
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Smoothness = 1 << SmoothnessSlotId,
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IOR = 1 << IORSlotId,
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Occlusion = 1 << AmbientOcclusionSlotId,
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Mask = 1 << MaskSlotId,
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DiffusionProfile = 1 << DiffusionProfileHashSlotId,
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SubsurfaceMask = 1 << SubsurfaceMaskSlotId,
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Emission = 1 << EmissionSlotId,
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Alpha = 1 << AlphaSlotId,
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AlphaClipThreshold = 1 << AlphaClipThresholdSlotId,
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BentNormal = 1 << BentNormalSlotId,
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BakedGI = 1 << LightingSlotId,
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BakedBackGI = 1 << BackLightingSlotId,
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DepthOffset = 1 << DepthOffsetSlotId,
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}
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const SlotMask EyeSlotMask = SlotMask.Position | SlotMask.VertexNormal | SlotMask.VertexTangent | SlotMask.Albedo | SlotMask.SpecularOcclusion | SlotMask.Normal | SlotMask.IrisNormal | SlotMask.Smoothness | SlotMask.IOR | SlotMask.Occlusion | SlotMask.Mask | SlotMask.DiffusionProfile | SlotMask.SubsurfaceMask | SlotMask.Emission | SlotMask.Alpha | SlotMask.AlphaClipThreshold | SlotMask.BentNormal | SlotMask.BakedGI | SlotMask.DepthOffset;
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const SlotMask EyeCinematicSlotMask = EyeSlotMask;
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SlotMask GetActiveSlotMask()
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{
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switch (m_MaterialType)
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{
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case MaterialType.Eye:
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return EyeSlotMask;
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case MaterialType.EyeCinematic:
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return EyeCinematicSlotMask;
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default:
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return SlotMask.None;
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}
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}
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public bool MaterialTypeUsesSlotMask(SlotMask mask)
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{
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SlotMask activeMask = GetActiveSlotMask();
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return (activeMask & mask) != 0;
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}
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// public bool m_RayTracing;
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public SurfaceType m_SurfaceType;
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public AlphaMode m_AlphaMode;
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public bool m_BlendPreserveSpecular;
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public bool m_TransparencyFog;
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public bool m_AlphaTest;
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public bool m_AlphaTestDepthPrepass;
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public bool m_AlphaTestDepthPostpass;
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public int m_SortPriority;
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public DoubleSidedMode m_DoubleSidedMode;
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public MaterialType m_MaterialType;
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public bool m_ReceiveDecals;
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public bool m_ReceivesSSR;
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public bool m_ReceivesSSRTransparent;
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public bool m_AddPrecomputedVelocity;
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public SpecularOcclusionMode m_SpecularOcclusionMode;
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public bool m_overrideBakedGI;
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public bool m_depthOffset;
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public bool m_ZWrite;
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public TransparentCullMode m_transparentCullMode;
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public CompareFunction m_ZTest;
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public bool m_SupportLodCrossFade;
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public bool m_DOTSInstancing;
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public int m_MaterialNeedsUpdateHash;
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public string m_ShaderGUIOverride;
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public bool m_OverrideEnabled;
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public bool m_SubsurfaceScattering;
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}
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}
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