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Data/Tools/ezEditor/VisualShader/RenderStates.ddl
203 строки
6 KB
Jan Krassnigg
Added visual shader node for setting the render data category
28 июл 2026, 22:49
28 июл 2026, 22:49
0c6dddf
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Node %StencilState { string %NodeType { "ShaderState" } string %Category { "RenderStates" } string %Color { "Blue" } string %Docs { "Configures the stencil buffer state for stencil testing operations" } Property %StencilEnable { string %Type { "bool" } string %DefaultValue { "true" } } Property %StencilCompareFunc { string %Type { "enum" } string %DefaultValue { "CompareFunc_Equal" } string %EnumValues { "CompareFunc_Never, CompareFunc_Less, CompareFunc_Equal, CompareFunc_LessEqual, CompareFunc_Greater, CompareFunc_NotEqual, CompareFunc_GreaterEqual, CompareFunc_Always" } } Property %StencilPassOp { string %Type { "enum" } string %DefaultValue { "StencilOp_Keep" } string %EnumValues { "StencilOp_Keep, StencilOp_Zero, StencilOp_Replace, StencilOp_IncrementSaturated, StencilOp_DecrementSaturated, StencilOp_Invert, StencilOp_Increment, StencilOp_Decrement" } } Property %StencilFailOp { string %Type { "enum" } string %DefaultValue { "StencilOp_Keep" } string %EnumValues { "StencilOp_Keep, StencilOp_Zero, StencilOp_Replace, StencilOp_IncrementSaturated, StencilOp_DecrementSaturated, StencilOp_Invert, StencilOp_Increment, StencilOp_Decrement" } } Property %StencilDepthFailOp { string %Type { "enum" } string %DefaultValue { "StencilOp_Keep" } string %EnumValues { "StencilOp_Keep, StencilOp_Zero, StencilOp_Replace, StencilOp_IncrementSaturated, StencilOp_DecrementSaturated, StencilOp_Invert, StencilOp_Increment, StencilOp_Decrement" } } Property %StencilReadMask { string %Type { "int" } string %DefaultValue { "255" } } Property %StencilWriteMask { string %Type { "int" } string %DefaultValue { "255" } } Property %StencilRef { string %Type { "int" } string %DefaultValue { "0" } } string %CodeRenderStates { "StencilEnable = $prop0 StencilCompareFunc = $prop1 StencilPassOp = $prop2 StencilFailOp = $prop3 StencilDepthFailOp = $prop4 StencilReadMask = $prop5 StencilWriteMask = $prop6 StencilRef = $prop7" } } Node %DepthState { string %NodeType { "ShaderState" } string %Category { "RenderStates" } string %Color { "Blue" } string %Docs { "Configures depth buffer testing and writing" } Property %DepthEnable { string %Type { "bool" } string %DefaultValue { "true" } } Property %DepthWrite { string %Type { "bool" } string %DefaultValue { "true" } } Property %DepthTestFunc { string %Type { "enum" } string %DefaultValue { "CompareFunc_LessEqual" } string %EnumValues { "CompareFunc_Never, CompareFunc_Less, CompareFunc_Equal, CompareFunc_LessEqual, CompareFunc_Greater, CompareFunc_NotEqual, CompareFunc_GreaterEqual, CompareFunc_Always" } } string %CodeRenderStates { "DepthEnable = $prop0 DepthWrite = $prop1 DepthTestFunc = $prop2" } } Node %BlendState { string %NodeType { "ShaderState" } string %Category { "RenderStates" } string %Color { "Blue" } string %Docs { "Configures color blending for render target 0" } Property %BlendingEnabled { string %Type { "bool" } string %DefaultValue { "false" } } Property %SourceBlend { string %Type { "enum" } string %DefaultValue { "Blend_SrcAlpha" } string %EnumValues { "Blend_Zero, Blend_One, Blend_SrcColor, Blend_InvSrcColor, Blend_SrcAlpha, Blend_InvSrcAlpha, Blend_DestAlpha, Blend_InvDestAlpha, Blend_DestColor, Blend_InvDestColor, Blend_SrcAlphaSaturated, Blend_BlendFactor, Blend_InvBlendFactor" } } Property %DestBlend { string %Type { "enum" } string %DefaultValue { "Blend_InvSrcAlpha" } string %EnumValues { "Blend_Zero, Blend_One, Blend_SrcColor, Blend_InvSrcColor, Blend_SrcAlpha, Blend_InvSrcAlpha, Blend_DestAlpha, Blend_InvDestAlpha, Blend_DestColor, Blend_InvDestColor, Blend_SrcAlphaSaturated, Blend_BlendFactor, Blend_InvBlendFactor" } } Property %BlendOp { string %Type { "enum" } string %DefaultValue { "BlendOp_Add" } string %EnumValues { "BlendOp_Add, BlendOp_Subtract, BlendOp_RevSubtract, BlendOp_Min, BlendOp_Max" } } Property %SourceBlendAlpha { string %Type { "enum" } string %DefaultValue { "Blend_One" } string %EnumValues { "Blend_Zero, Blend_One, Blend_SrcColor, Blend_InvSrcColor, Blend_SrcAlpha, Blend_InvSrcAlpha, Blend_DestAlpha, Blend_InvDestAlpha, Blend_DestColor, Blend_InvDestColor, Blend_SrcAlphaSaturated, Blend_BlendFactor, Blend_InvBlendFactor" } } Property %DestBlendAlpha { string %Type { "enum" } string %DefaultValue { "Blend_InvSrcAlpha" } string %EnumValues { "Blend_Zero, Blend_One, Blend_SrcColor, Blend_InvSrcColor, Blend_SrcAlpha, Blend_InvSrcAlpha, Blend_DestAlpha, Blend_InvDestAlpha, Blend_DestColor, Blend_InvDestColor, Blend_SrcAlphaSaturated, Blend_BlendFactor, Blend_InvBlendFactor" } } Property %BlendOpAlpha { string %Type { "enum" } string %DefaultValue { "BlendOp_Add" } string %EnumValues { "BlendOp_Add, BlendOp_Subtract, BlendOp_RevSubtract, BlendOp_Min, BlendOp_Max" } } string %CodeRenderStates { "BlendingEnabled = $prop0 SourceBlend = $prop1 DestBlend = $prop2 BlendOp = $prop3 SourceBlendAlpha = $prop4 DestBlendAlpha = $prop5 BlendOpAlpha = $prop6" } } Node %RasterizerState { string %NodeType { "ShaderState" } string %Category { "RenderStates" } string %Color { "Blue" } string %Docs { "Configures common rasterizer settings" } Property %CullMode { string %Type { "enum" } string %DefaultValue { "CullMode_Back" } string %EnumValues { "CullMode_None, CullMode_Front, CullMode_Back" } } Property %WireFrame { string %Type { "bool" } string %DefaultValue { "false" } } string %CodeRenderStates { "CullMode = $prop0 WireFrame = $prop1" } } Node %RenderDataCategory { string %NodeType { "ShaderState" } string %Category { "RenderStates" } string %Color { "Blue" } string %Docs { "Configures which render data category the material is sorted and rendered under" } Property %RenderDataCategory { string %Type { "identifier" } string %DefaultValue { "LitOpaque" } } string %CodeMaterialConfig { "RenderDataCategory = $prop0" } }