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using UnityEditor.Rendering.HighDefinition;
using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties;
namespace UnityEngine.Rendering.HighDefinition
{
internal static class UnlitAPI
{
// All Validate functions must be static. It allows to automatically update the shaders with a script if code changes
internal static void ValidateMaterial(Material material)
{
material.SetupBaseUnlitKeywords();
material.SetupBaseUnlitPass();
if (material.HasProperty(kEmissiveColorMap))
CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
if (material.HasProperty(kUseEmissiveIntensity) && material.GetFloat(kUseEmissiveIntensity) != 0)
material.UpdateEmissiveColorFromIntensityAndEmissiveColorLDR();
// All the bits exclusively related to lit are ignored inside the BaseLitGUI function.
bool receivesLighting = (material.HasProperty(kShadowMatteFilter) && material.GetFloat(kShadowMatteFilter) != 0);
bool excludeFromTUAndAA = BaseLitAPI.CompatibleWithExcludeFromTUAndAA(material) && material.GetInt(kExcludeFromTUAndAA) != 0;
BaseLitAPI.SetupStencil(material, receivesLighting: receivesLighting, receivesSSR: false, useSplitLighting: false, excludeFromTUAndAA: excludeFromTUAndAA);
}
}
}