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using UnityEditor.Rendering.HighDefinition;
// Include material common properties names
using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties;
namespace UnityEngine.Rendering.HighDefinition
{
internal static class TerrainLitAPI
{
// All Validate functions must be static. It allows to automatically update the shaders with a script if code changes
public static void ValidateMaterial(Material material)
{
BaseLitAPI.SetupBaseLitKeywords(material);
BaseLitAPI.SetupBaseLitMaterialPass(material);
bool receiveSSR = false;
if (material.HasProperty(kSurfaceType) && (SurfaceType)material.GetFloat(kSurfaceType) == SurfaceType.Transparent)
receiveSSR = material.HasProperty(kReceivesSSRTransparent) ? material.GetFloat(kReceivesSSRTransparent) != 0 : false;
else
receiveSSR = material.HasProperty(kReceivesSSR) ? material.GetFloat(kReceivesSSR) != 0 : false;
BaseLitAPI.SetupStencil(material, receivesLighting: true, receiveSSR, material.GetMaterialType() == MaterialId.LitSSS);
// TODO: planar/triplannar support
//SetupLayersMappingKeywords(material);
bool enableHeightBlend = material.HasProperty(kEnableHeightBlend) && material.GetFloat(kEnableHeightBlend) > 0;
CoreUtils.SetKeyword(material, "_TERRAIN_BLEND_HEIGHT", enableHeightBlend);
bool enableInstancedPerPixelNormal = material.HasProperty(kEnableInstancedPerPixelNormal) && material.GetFloat(kEnableInstancedPerPixelNormal) > 0.0f;
CoreUtils.SetKeyword(material, "_TERRAIN_INSTANCED_PERPIXEL_NORMAL", enableInstancedPerPixelNormal);
int specOcclusionMode = material.GetInt(kSpecularOcclusionMode);
CoreUtils.SetKeyword(material, "_SPECULAR_OCCLUSION_NONE", specOcclusionMode == 0);
}
}
}