forked from BilalY/Rasagar
36 lines
1.3 KiB
C#
36 lines
1.3 KiB
C#
using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Mathematics;
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namespace UnityEngine.Rendering.Universal
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{
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internal class DecalDrawErrorSystem : DecalDrawSystem
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{
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private DecalTechnique m_Technique;
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public DecalDrawErrorSystem(DecalEntityManager entityManager, DecalTechnique technique) : base("DecalDrawErrorSystem.Execute", entityManager)
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{
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m_Technique = technique;
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}
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protected override int GetPassIndex(DecalCachedChunk decalCachedChunk)
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{
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switch (m_Technique)
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{
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case DecalTechnique.DBuffer:
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return ((decalCachedChunk.passIndexDBuffer == -1) && (decalCachedChunk.passIndexEmissive == -1)) ? 0 : -1;
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case DecalTechnique.ScreenSpace:
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return decalCachedChunk.passIndexScreenSpace == -1 ? 0 : -1;
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case DecalTechnique.GBuffer:
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return decalCachedChunk.passIndexGBuffer == -1 ? 0 : -1;
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case DecalTechnique.Invalid:
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return 0;
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default:
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return 0;
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}
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}
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protected override Material GetMaterial(DecalEntityChunk decalEntityChunk) => m_EntityManager.errorMaterial;
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}
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}
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