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Copy file name to clipboardExpand all lines: Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/Debug/DebugMaterials.shadersubgraph
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"m_FunctionName": "DebugMaterialSwitch",
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"m_FunctionSource": "",
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"m_FunctionSourceUsePragmas": true,
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"m_FunctionBody": "Out = None;\n#if !defined(SHADERGRAPH_PREVIEW) && defined(DEBUG_DISPLAY)\n[branch] switch(int(_DebugMaterialMode))\r\n{\r\n case 0:\r\n Out = None; break;\r\n case 1:\r\n Out = Albedo; break;\r\n case 2:\r\n Out = Specular; break;\n case 3:\r\n Out = Alpha; break;\n case 4:\r\n Out = Smoothness; break;\n case 5:\r\n Out = AmbientOcclusion; break;\n case 6:\r\n Out = Emission; break;\n case 7:\r\n Out = NormalWS * 0.5 + 0.5; break;\n case 8:\r\n Out = NormalTS * 0.5 + 0.5; break;\n case 9:\r\n Out = LightComplexity; break;\n case 10:\r\n Out = Metallic; break;\n case 11:\r\n Out = SpriteMask; break;\n case 12:\r\n Out = RenderingLayerMasks; break;\r\n default:\r\n Out = None; break;\r\n}\n#endif"
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"m_FunctionBody": "Out = None;\n#if !defined(SHADERGRAPH_PREVIEW) && defined(DEBUG_DISPLAY)\n[branch] switch(int(_DebugMaterialMode))\r\n{\r\n case 0:\r\n Out = None; break;\r\n case 1:\r\n Out = Albedo; break;\r\n case 2:\r\n Out = Specular; break;\n case 3:\r\n Out = Alpha; break;\n case 4:\r\n Out = Smoothness; break;\n case 5:\r\n Out = AmbientOcclusion; break;\n case 6:\r\n Out = Emission; break;\n case 7:\r\n Out = NormalWS * 0.5 + 0.5; break;\n case 8:\r\n Out = NormalTS * 0.5 + 0.5; break;\n case 9:\r\n Out = LightComplexity; break;\n case 10:\r\n Out = Metallic; break;\n case 11:\r\n Out = SpriteMask; break;\n case 12:\r\n Out = RenderingLayerMasks; break;\r\n default:\r\n Out = None; break;\r\n}\n#endif\n\n// Disable this define to prevent the global unlit\n// fragment pass to override the color output again.\n#undef DEBUG_DISPLAY"
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