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