forked from BilalY/Rasagar
45 lines
2.5 KiB
C#
45 lines
2.5 KiB
C#
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using UnityEditor.ShaderGraph.Internal;
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namespace UnityEditor.ShaderGraph
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{
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static class StencilExtensions
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{
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public static string ToShaderString(this StencilDescriptor descriptor)
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{
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ShaderStringBuilder builder = new ShaderStringBuilder();
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builder.AppendLine("Stencil");
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using (builder.BlockScope())
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{
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string compBack = descriptor.CompBack != null && descriptor.CompBack.Length > 0 ? descriptor.CompBack : descriptor.Comp;
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string zFailBack = descriptor.ZFailBack != null && descriptor.ZFailBack.Length > 0 ? descriptor.ZFailBack : descriptor.ZFail;
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string failBack = descriptor.FailBack != null && descriptor.FailBack.Length > 0 ? descriptor.FailBack : descriptor.Fail;
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string passBack = descriptor.PassBack != null && descriptor.PassBack.Length > 0 ? descriptor.PassBack : descriptor.Pass;
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if (descriptor.ReadMask != null && descriptor.ReadMask.Length > 0)
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builder.AppendLine($"ReadMask {descriptor.ReadMask}");
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if (descriptor.WriteMask != null && descriptor.WriteMask.Length > 0)
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builder.AppendLine($"WriteMask {descriptor.WriteMask}");
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if (descriptor.Ref != null && descriptor.Ref.Length > 0)
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builder.AppendLine($"Ref {descriptor.Ref}");
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if (descriptor.Comp != null && descriptor.Comp.Length > 0)
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builder.AppendLine($"CompFront {descriptor.Comp}");
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if (descriptor.ZFail != null && descriptor.ZFail.Length > 0)
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builder.AppendLine($"ZFailFront {descriptor.ZFail}");
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if (descriptor.Fail != null && descriptor.Fail.Length > 0)
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builder.AppendLine($"FailFront {descriptor.Fail}");
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if (descriptor.Pass != null && descriptor.Pass.Length > 0)
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builder.AppendLine($"PassFront {descriptor.Pass}");
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if (compBack != null && compBack.Length > 0)
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builder.AppendLine($"CompBack {compBack}");
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if (zFailBack != null && zFailBack.Length > 0)
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builder.AppendLine($"ZFailBack {zFailBack}");
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if (failBack != null && failBack.Length > 0)
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builder.AppendLine($"FailBack {failBack}");
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if (passBack != null && passBack.Length > 0)
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builder.AppendLine($"PassBack {passBack}");
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}
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return builder.ToCodeBlock();
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}
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}
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}
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