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using UnityEngine;
using UnityEngine.Rendering;
// Include material common properties names
using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties;
namespace UnityEditor.Rendering.HighDefinition
{
internal class VFXShaderGraphGUILit : LightingShaderGraphGUI
{
const SurfaceOptionUIBlock.Features vfxSurfaceOptionFeatures = SurfaceOptionUIBlock.Features.Lit
| SurfaceOptionUIBlock.Features.ShowDepthOffsetOnly;
public VFXShaderGraphGUILit()
{
uiBlocks.Clear();
uiBlocks.Add(new SurfaceOptionUIBlock(MaterialUIBlock.ExpandableBit.Base, features: vfxSurfaceOptionFeatures));
//VFX inspector UI is taking a shortcut here:
//We aren't doing distinction between LightingShaderGraphGUI & LitShaderGUI
//Only refraction has to be added to cover all settings cases
uiBlocks.Add(new TransparencyUIBlock(MaterialUIBlock.ExpandableBit.Transparency, TransparencyUIBlock.Features.Refraction));
}
}
internal class VFXShaderGraphGUIUnlit : UnlitShaderGraphGUI
{
const SurfaceOptionUIBlock.Features vfxSurfaceOptionFeatures = SurfaceOptionUIBlock.Features.Unlit
| SurfaceOptionUIBlock.Features.ShowDepthOffsetOnly;
public VFXShaderGraphGUIUnlit()
{
uiBlocks.Clear();
uiBlocks.Add(new SurfaceOptionUIBlock(MaterialUIBlock.ExpandableBit.Base, features: vfxSurfaceOptionFeatures));
}
}
internal class VFXShaderGraphGUISixWay : SixWayGUI
{
const SurfaceOptionUIBlock.Features vfxSurfaceOptionFeatures = (SurfaceOptionUIBlock.Features.Lit | SurfaceOptionUIBlock.Features.ShowDepthOffsetOnly) ^ SurfaceOptionUIBlock.Features.DoubleSidedNormalMode ^ SurfaceOptionUIBlock.Features.PreserveSpecularLighting;
public VFXShaderGraphGUISixWay()
{
uiBlocks.Clear();
uiBlocks.Add(new SurfaceOptionUIBlock(MaterialUIBlock.ExpandableBit.Base, features: vfxSurfaceOptionFeatures ));
uiBlocks.Add(new SixWayUIBlock(MaterialUIBlock.ExpandableBit.Base));
}
}
}