Refactor material shaders generator to use modular features as extensions

This commit is contained in:
Wojtek Figat
2021-02-05 13:57:00 +01:00
parent 2da9ed4556
commit 300f948515
5 changed files with 45 additions and 591 deletions

View File

@@ -396,6 +396,9 @@ bool MaterialGenerator::Generate(WriteStream& source, MaterialInfo& materialInfo
int32 srv = 0;
switch (baseLayer->Domain)
{
case MaterialDomain::Surface:
srv = 2; // Skinning Bones + Prev Bones
break;
case MaterialDomain::Decal:
srv = 1; // Depth buffer
break;
@@ -467,10 +470,7 @@ bool MaterialGenerator::Generate(WriteStream& source, MaterialInfo& materialInfo
switch (materialInfo.Domain)
{
case MaterialDomain::Surface:
if (materialInfo.BlendMode == MaterialBlendMode::Opaque)
path /= TEXT("SurfaceDeferred.shader");
else
path /= TEXT("SurfaceForward.shader");
path /= TEXT("Surface.shader");
break;
case MaterialDomain::PostProcess:
path /= TEXT("PostProcess.shader");