Refactor material shaders generator to use modular features as extensions

This commit is contained in:
Wojtek Figat
2021-02-04 10:43:04 +01:00
parent a560b19cbc
commit 2a3b6edf50
29 changed files with 877 additions and 711 deletions

View File

@@ -163,27 +163,4 @@ void MaterialGenerator::linearizeSceneDepth(Node* caller, const Value& depth, Va
value = writeLocal(VariantType::Float, String::Format(TEXT("ViewInfo.w / ({0}.x - ViewInfo.z)"), depth.Value), caller);
}
byte MaterialGenerator::getStartSrvRegister(MaterialLayer* baseLayer)
{
// Note: this must match material templates
switch (baseLayer->Domain)
{
case MaterialDomain::Surface:
return baseLayer->BlendMode == MaterialBlendMode::Transparent ? 3 : 3;
case MaterialDomain::PostProcess:
return 0;
case MaterialDomain::Decal:
return 1;
case MaterialDomain::GUI:
return 0;
case MaterialDomain::Terrain:
return 6;
case MaterialDomain::Particle:
return 5;
default:
CRASH;
return 0;
}
}
#endif