Paradox Game Engine  v1.0.0 beta06
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Properties Events Macros Pages
DefaultForwardEffect.cs
Go to the documentation of this file.
1 // <auto-generated>
2 // Do not edit this file yourself!
3 //
4 // This code was generated by Paradox Shader Mixin Code Generator.
5 // To generate it yourself, please install SiliconStudio.Paradox.VisualStudio.Package .vsix
6 // and re-save the associated .pdxfx.
7 // </auto-generated>
8 
9 using System;
10 using SiliconStudio.Core;
11 using SiliconStudio.Paradox.Effects;
12 using SiliconStudio.Paradox.Graphics;
13 using SiliconStudio.Paradox.Shaders;
14 using SiliconStudio.Core.Mathematics;
16 
17 
18 #line 3 "D:\Code\Paradox\sources\shaders\DefaultForwardEffect.pdxfx"
19 using SiliconStudio.Paradox.Effects.Data;
20 
21 #line 4
22 using SiliconStudio.Paradox.Effects.Modules;
23 
24 #line 5
25 using SiliconStudio.Paradox.Engine;
26 
27 #line 6
28 using SiliconStudio.Paradox.DataModel;
29 
30 #line 8
31 namespace DefaultForward
32 {
33 
34  #line 10
35  internal static partial class ShaderMixins
36  {
37  internal partial class ParadoxLightingTypeShader : IShaderMixinBuilder
38  {
39  public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
40  {
41 
42  #line 14
43  if (context.GetParam(MaterialParameters.LightingType) == MaterialLightingType.DiffusePixel)
44  {
45 
46  #line 16
47  context.Mixin(mixin, "ShadingDiffusePerPixel");
48  }
49 
50  #line 18
51  else
52 #line 18
53  if (context.GetParam(MaterialParameters.LightingType) == MaterialLightingType.DiffuseVertex)
54  {
55 
56  #line 20
57  context.Mixin(mixin, "ShadingDiffusePerVertex");
58  }
59 
60  #line 22
61  else
62 #line 22
63  if (context.GetParam(MaterialParameters.LightingType) == MaterialLightingType.DiffuseSpecularPixel)
64  {
65 
66  #line 24
67  context.Mixin(mixin, "ShadingDiffuseSpecularPerPixel");
68  }
69 
70  #line 26
71  else
72 #line 26
73  if (context.GetParam(MaterialParameters.LightingType) == MaterialLightingType.DiffuseVertexSpecularPixel)
74  {
75 
76  #line 28
77  context.Mixin(mixin, "ShadingDiffusePerVertexSpecularPerPixel");
78  }
79  }
80 
81  [ModuleInitializer]
82  internal static void __Initialize__()
83 
84  {
85  ShaderMixinManager.Register("ParadoxLightingTypeShader", new ParadoxLightingTypeShader());
86  }
87  }
88  }
89 
90  #line 32
91  internal static partial class ShaderMixins
92  {
93  internal partial class ParadoxPointLightsShader : IShaderMixinBuilder
94  {
95  public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
96  {
97 
98  #line 37
99  mixin.Mixin.AddMacro("LIGHTING_MAX_LIGHT_COUNT", context.GetParam(LightingKeys.MaxPointLights));
100 
101  #line 41
102  context.Mixin(mixin, "ParadoxLightingTypeShader");
103 
104  #line 42
105  context.Mixin(mixin, "PointShading");
106 
107  #line 43
108  context.Mixin(mixin, "ShadingEyeNormalVS");
109  }
110 
111  [ModuleInitializer]
112  internal static void __Initialize__()
113 
114  {
115  ShaderMixinManager.Register("ParadoxPointLightsShader", new ParadoxPointLightsShader());
116  }
117  }
118  }
119 
120  #line 46
121  internal static partial class ShaderMixins
122  {
123  internal partial class ParadoxSpotLightsShader : IShaderMixinBuilder
124  {
125  public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
126  {
127 
128  #line 51
129  mixin.Mixin.AddMacro("LIGHTING_MAX_LIGHT_COUNT", context.GetParam(LightingKeys.MaxSpotLights));
130 
131  #line 55
132  context.Mixin(mixin, "ParadoxLightingTypeShader");
133 
134  #line 56
135  context.Mixin(mixin, "SpotShading");
136 
137  #line 57
138  context.Mixin(mixin, "ShadingEyeNormalVS");
139  }
140 
141  [ModuleInitializer]
142  internal static void __Initialize__()
143 
144  {
145  ShaderMixinManager.Register("ParadoxSpotLightsShader", new ParadoxSpotLightsShader());
146  }
147  }
148  }
149 
150  #line 60
151  internal static partial class ShaderMixins
152  {
153  internal partial class ParadoxDirectionalLightsShader : IShaderMixinBuilder
154  {
155  public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
156  {
157 
158  #line 66
159  mixin.Mixin.AddMacro("LIGHTING_MAX_LIGHT_COUNT", context.GetParam(LightingKeys.MaxDirectionalLights));
160 
161  #line 70
162  context.Mixin(mixin, "ParadoxLightingTypeShader");
163 
164  #line 71
165  context.Mixin(mixin, "DirectionalShading");
166 
167  #line 72
168  context.Mixin(mixin, "ShadingEyeNormalVS");
169  }
170 
171  [ModuleInitializer]
172  internal static void __Initialize__()
173 
174  {
175  ShaderMixinManager.Register("ParadoxDirectionalLightsShader", new ParadoxDirectionalLightsShader());
176  }
177  }
178  }
179 
180  #line 75
181  internal static partial class ShaderMixins
182  {
183  internal partial class ParadoxDirectionalShadowLightsShader : IShaderMixinBuilder
184  {
185  public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
186  {
187 
188  #line 82
189  mixin.Mixin.AddMacro("LIGHTING_MAX_LIGHT_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCount));
190 
191  #line 85
192  context.Mixin(mixin, "ParadoxLightingTypeShader");
193 
194  #line 86
195  context.Mixin(mixin, "ShadingPerPixelShadow");
196 
197  #line 87
198  context.Mixin(mixin, "DirectionalShading");
199 
200  #line 88
201  context.Mixin(mixin, "ShadingEyeNormalVS");
202 
203  #line 91
204  context.Mixin(mixin, "ForwardShadowMapBase");
205 
206  #line 92
207  context.Mixin(mixin, "ShadowMapCascadeBase");
208 
209  #line 94
210  mixin.Mixin.AddMacro("SHADOWMAP_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCount));
211 
212  #line 95
213  mixin.Mixin.AddMacro("SHADOWMAP_CASCADE_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCascadeCount));
214 
215  #line 96
216  mixin.Mixin.AddMacro("SHADOWMAP_TOTAL_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCount) * context.GetParam(ShadowMapParameters.ShadowMapCascadeCount));
217 
218  #line 99
219  if (context.GetParam(ShadowMapParameters.FilterType) == ShadowMapFilterType.Nearest)
220 
221  #line 100
222  context.Mixin(mixin, "ShadowMapFilterDefault");
223 
224  #line 101
225  else
226 #line 101
227  if (context.GetParam(ShadowMapParameters.FilterType) == ShadowMapFilterType.PercentageCloserFiltering)
228 
229  #line 102
230  context.Mixin(mixin, "ShadowMapFilterPcf");
231 
232  #line 103
233  else
234 #line 103
235  if (context.GetParam(ShadowMapParameters.FilterType) == ShadowMapFilterType.Variance)
236 
237  #line 104
238  context.Mixin(mixin, "ShadowMapFilterVsm");
239  }
240 
241  [ModuleInitializer]
242  internal static void __Initialize__()
243 
244  {
245  ShaderMixinManager.Register("ParadoxDirectionalShadowLightsShader", new ParadoxDirectionalShadowLightsShader());
246  }
247  }
248  }
249 
250  #line 107
251  internal static partial class ShaderMixins
252  {
253  internal partial class ParadoxSpotShadowLightsShader : IShaderMixinBuilder
254  {
255  public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
256  {
257 
258  #line 114
259  mixin.Mixin.AddMacro("LIGHTING_MAX_LIGHT_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCount));
260 
261  #line 117
262  context.Mixin(mixin, "ParadoxLightingTypeShader");
263 
264  #line 118
265  context.Mixin(mixin, "ShadingPerPixelShadow");
266 
267  #line 119
268  context.Mixin(mixin, "SpotShading");
269 
270  #line 120
271  context.Mixin(mixin, "ShadingEyeNormalVS");
272 
273  #line 123
274  context.Mixin(mixin, "ForwardShadowMapBase");
275 
276  #line 124
277  context.Mixin(mixin, "ShadowMapCascadeBase");
278 
279  #line 126
280  mixin.Mixin.AddMacro("SHADOWMAP_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCount));
281 
282  #line 127
283  mixin.Mixin.AddMacro("SHADOWMAP_CASCADE_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCascadeCount));
284 
285  #line 128
286  mixin.Mixin.AddMacro("SHADOWMAP_TOTAL_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCount) * context.GetParam(ShadowMapParameters.ShadowMapCascadeCount));
287 
288  #line 131
289  if (context.GetParam(ShadowMapParameters.FilterType) == ShadowMapFilterType.Nearest)
290 
291  #line 132
292  context.Mixin(mixin, "ShadowMapFilterDefault");
293 
294  #line 133
295  else
296 #line 133
297  if (context.GetParam(ShadowMapParameters.FilterType) == ShadowMapFilterType.PercentageCloserFiltering)
298 
299  #line 134
300  context.Mixin(mixin, "ShadowMapFilterPcf");
301 
302  #line 135
303  else
304 #line 135
305  if (context.GetParam(ShadowMapParameters.FilterType) == ShadowMapFilterType.Variance)
306 
307  #line 136
308  context.Mixin(mixin, "ShadowMapFilterVsm");
309  }
310 
311  [ModuleInitializer]
312  internal static void __Initialize__()
313 
314  {
315  ShaderMixinManager.Register("ParadoxSpotShadowLightsShader", new ParadoxSpotShadowLightsShader());
316  }
317  }
318  }
319 
320  #line 139
321  internal static partial class ShaderMixins
322  {
323  internal partial class ParadoxDiffuseForward : IShaderMixinBuilder
324  {
325  public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
326  {
327 
328  #line 145
329  context.Mixin(mixin, "BRDFDiffuseBase");
330 
331  #line 146
332  context.Mixin(mixin, "BRDFSpecularBase");
333 
334  #line 148
335  if (context.GetParam(MaterialParameters.AlbedoDiffuse) != null)
336  {
337 
338  #line 150
339  context.Mixin(mixin, "AlbedoDiffuseBase");
340 
341  {
342 
343  #line 151
344  var __subMixin = new ShaderMixinSourceTree() { Parent = mixin };
345 
346  #line 151
347  context.Mixin(__subMixin, context.GetParam(MaterialParameters.AlbedoDiffuse));
348  mixin.Mixin.AddComposition("albedoDiffuse", __subMixin.Mixin);
349  }
350 
351  #line 153
352  if (context.GetParam(LightingKeys.MaxDirectionalLights) > 0 || context.GetParam(LightingKeys.MaxSpotLights) > 0 || context.GetParam(LightingKeys.MaxPointLights) > 0 || (context.GetParam(LightingKeys.ReceiveShadows) && context.GetParam(ShadowMapParameters.ShadowMaps) != null && context.GetParam(ShadowMapParameters.ShadowMaps).Length > 0))
353  {
354 
355  #line 155
356  if (context.GetParam(LightingKeys.MaxDirectionalLights) > 0 || context.GetParam(LightingKeys.MaxSpotLights) > 0 || context.GetParam(LightingKeys.MaxPointLights) > 0)
357  {
358 
359  #line 157
360  context.Mixin(mixin, "GroupShadingBase");
361 
362  #line 159
363  if (context.GetParam(LightingKeys.MaxDirectionalLights) > 0)
364 
365  {
366 
367  #line 160
368  var __subMixin = new ShaderMixinSourceTree() { Parent = mixin };
369 
370  #line 160
371  context.Mixin(__subMixin, "ParadoxDirectionalLightsShader");
372  mixin.Mixin.AddCompositionToArray("ShadingGroups", __subMixin.Mixin);
373  }
374 
375  #line 161
376  if (context.GetParam(LightingKeys.MaxSpotLights) > 0)
377 
378  {
379 
380  #line 162
381  var __subMixin = new ShaderMixinSourceTree() { Parent = mixin };
382 
383  #line 162
384  context.Mixin(__subMixin, "ParadoxSpotLightsShader");
385  mixin.Mixin.AddCompositionToArray("ShadingGroups", __subMixin.Mixin);
386  }
387 
388  #line 163
389  if (context.GetParam(LightingKeys.MaxPointLights) > 0)
390 
391  {
392 
393  #line 164
394  var __subMixin = new ShaderMixinSourceTree() { Parent = mixin };
395 
396  #line 164
397  context.Mixin(__subMixin, "ParadoxPointLightsShader");
398  mixin.Mixin.AddCompositionToArray("ShadingGroups", __subMixin.Mixin);
399  }
400  }
401 
402  #line 166
403  if (context.GetParam(LightingKeys.ReceiveShadows) && context.GetParam(ShadowMapParameters.ShadowMaps) != null && context.GetParam(ShadowMapParameters.ShadowMaps).Length > 0)
404  {
405 
406  #line 168
407  context.Mixin(mixin, "ShadowMapReceiver");
408 
409  #line 169
410  foreach(var ____1 in context.GetParam(ShadowMapParameters.ShadowMaps))
411 
412  {
413 
414  #line 169
415  context.PushParameters(____1);
416 
417  #line 171
418  if (context.GetParam(ShadowMapParameters.LightType) == LightType.Directional)
419 
420  {
421 
422  #line 172
423  var __subMixin = new ShaderMixinSourceTree() { Parent = mixin };
424 
425  #line 172
426  context.Mixin(__subMixin, "ParadoxDirectionalShadowLightsShader");
427  mixin.Mixin.AddCompositionToArray("shadows", __subMixin.Mixin);
428  }
429 
430  #line 173
431  else
432 #line 173
433  if (context.GetParam(ShadowMapParameters.LightType) == LightType.Spot)
434 
435  {
436 
437  #line 174
438  var __subMixin = new ShaderMixinSourceTree() { Parent = mixin };
439 
440  #line 174
441  context.Mixin(__subMixin, "ParadoxSpotShadowLightsShader");
442  mixin.Mixin.AddCompositionToArray("shadows", __subMixin.Mixin);
443  }
444 
445  #line 169
446  context.PopParameters();
447  }
448  }
449 
450  #line 178
451  if (context.GetParam(MaterialParameters.DiffuseModel) == MaterialDiffuseModel.None || context.GetParam(MaterialParameters.DiffuseModel) == MaterialDiffuseModel.Lambert)
452  {
453 
454  {
455 
456  #line 180
457  var __subMixin = new ShaderMixinSourceTree() { Parent = mixin };
458 
459  #line 180
460  context.Mixin(__subMixin, "ComputeBRDFDiffuseLambert");
461  mixin.Mixin.AddComposition("DiffuseLighting", __subMixin.Mixin);
462  }
463  }
464 
465  #line 182
466  else
467 #line 182
468  if (context.GetParam(MaterialParameters.DiffuseModel) == MaterialDiffuseModel.OrenNayar)
469  {
470 
471  {
472 
473  #line 184
474  var __subMixin = new ShaderMixinSourceTree() { Parent = mixin };
475 
476  #line 184
477  context.Mixin(__subMixin, "ComputeBRDFDiffuseOrenNayar");
478  mixin.Mixin.AddComposition("DiffuseLighting", __subMixin.Mixin);
479  }
480  }
481  }
482 
483  #line 188
484  else
485  {
486 
487  #line 189
488  context.Mixin(mixin, "AlbedoFlatShading");
489  }
490  }
491  }
492 
493  [ModuleInitializer]
494  internal static void __Initialize__()
495 
496  {
497  ShaderMixinManager.Register("ParadoxDiffuseForward", new ParadoxDiffuseForward());
498  }
499  }
500  }
501 
502  #line 194
503  internal static partial class ShaderMixins
504  {
505  internal partial class ParadoxSpecularLighting : IShaderMixinBuilder
506  {
507  public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
508  {
509 
510  #line 198
511  if (context.GetParam(MaterialParameters.SpecularModel) == MaterialSpecularModel.None || context.GetParam(MaterialParameters.SpecularModel) == MaterialSpecularModel.Phong)
512  {
513 
514  #line 200
515  context.Mixin(mixin, "ComputeBRDFColorSpecularPhong");
516  }
517 
518  #line 202
519  else
520 #line 202
521  if (context.GetParam(MaterialParameters.SpecularModel) == MaterialSpecularModel.BlinnPhong)
522  {
523 
524  #line 204
525  context.Mixin(mixin, "ComputeBRDFColorSpecularBlinnPhong");
526  }
527 
528  #line 206
529  else
530 #line 206
531  if (context.GetParam(MaterialParameters.SpecularModel) == MaterialSpecularModel.CookTorrance)
532  {
533 
534  #line 208
535  context.Mixin(mixin, "ComputeBRDFColorSpecularCookTorrance");
536  }
537 
538  #line 213
539  if (context.GetParam(MaterialParameters.SpecularPowerMap) != null)
540  {
541 
542  #line 215
543  context.Mixin(mixin, "SpecularPower");
544 
545  {
546 
547  #line 216
548  var __subMixin = new ShaderMixinSourceTree() { Parent = mixin };
549 
550  #line 216
551  context.Mixin(__subMixin, context.GetParam(MaterialParameters.SpecularPowerMap));
552  mixin.Mixin.AddComposition("SpecularPowerMap", __subMixin.Mixin);
553  }
554  }
555 
556  #line 219
557  if (context.GetParam(MaterialParameters.SpecularIntensityMap) != null)
558  {
559 
560  {
561 
562  #line 221
563  var __subMixin = new ShaderMixinSourceTree() { Parent = mixin };
564 
565  #line 221
566  context.Mixin(__subMixin, context.GetParam(MaterialParameters.SpecularIntensityMap));
567  mixin.Mixin.AddComposition("SpecularIntensityMap", __subMixin.Mixin);
568  }
569  }
570  }
571 
572  [ModuleInitializer]
573  internal static void __Initialize__()
574 
575  {
576  ShaderMixinManager.Register("ParadoxSpecularLighting", new ParadoxSpecularLighting());
577  }
578  }
579  }
580 
581  #line 225
582  internal static partial class ShaderMixins
583  {
584  internal partial class ParadoxSpecularForward : IShaderMixinBuilder
585  {
586  public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
587  {
588 
589  #line 230
590  context.Mixin(mixin, "BRDFDiffuseBase");
591 
592  #line 231
593  context.Mixin(mixin, "BRDFSpecularBase");
594 
595  #line 233
596  if (context.GetParam(MaterialParameters.AlbedoSpecular) != null)
597  {
598 
599  #line 235
600  context.Mixin(mixin, "AlbedoSpecularBase");
601 
602  {
603 
604  #line 236
605  var __subMixin = new ShaderMixinSourceTree() { Parent = mixin };
606 
607  #line 236
608  context.Mixin(__subMixin, context.GetParam(MaterialParameters.AlbedoSpecular));
609  mixin.Mixin.AddComposition("albedoSpecular", __subMixin.Mixin);
610  }
611 
612  {
613 
614  #line 237
615  var __subMixin = new ShaderMixinSourceTree() { Parent = mixin };
616 
617  #line 237
618  context.Mixin(__subMixin, "ParadoxSpecularLighting");
619  mixin.Mixin.AddComposition("SpecularLighting", __subMixin.Mixin);
620  }
621  }
622  }
623 
624  [ModuleInitializer]
625  internal static void __Initialize__()
626 
627  {
628  ShaderMixinManager.Register("ParadoxSpecularForward", new ParadoxSpecularForward());
629  }
630  }
631  }
632 
633  #line 241
634  internal static partial class ShaderMixins
635  {
636  internal partial class ParadoxDefaultForwardShader : IShaderMixinBuilder
637  {
638  public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
639  {
640 
641  #line 245
642  context.Mixin(mixin, "ParadoxBaseShader");
643 
644  #line 247
645  context.Mixin(mixin, "ParadoxSkinning");
646 
647  #line 249
648  context.Mixin(mixin, "ParadoxShadowCast");
649 
650  #line 251
651  context.Mixin(mixin, "ParadoxDiffuseForward");
652 
653  #line 252
654  context.Mixin(mixin, "ParadoxSpecularForward");
655 
656  #line 254
657  if (context.GetParam(MaterialParameters.AmbientMap) != null)
658  {
659 
660  #line 256
661  context.Mixin(mixin, "AmbientMapShading");
662 
663  {
664 
665  #line 257
666  var __subMixin = new ShaderMixinSourceTree() { Parent = mixin };
667 
668  #line 257
669  context.Mixin(__subMixin, context.GetParam(MaterialParameters.AmbientMap));
670  mixin.Mixin.AddComposition("AmbientMap", __subMixin.Mixin);
671  }
672  }
673 
674  #line 260
675  if (context.GetParam(MaterialParameters.UseTransparentMask))
676  {
677 
678  #line 262
679  context.Mixin(mixin, "TransparentShading");
680 
681  #line 263
682  context.Mixin(mixin, "DiscardTransparentThreshold", context.GetParam(MaterialParameters.AlphaDiscardThreshold));
683  }
684 
685  #line 265
686  else
687 #line 265
688  if (context.GetParam(MaterialParameters.UseTransparent))
689  {
690 
691  #line 267
692  context.Mixin(mixin, "TransparentShading");
693 
694  #line 268
695  context.Mixin(mixin, "DiscardTransparent");
696  }
697  }
698 
699  [ModuleInitializer]
700  internal static void __Initialize__()
701 
702  {
703  ShaderMixinManager.Register("ParadoxDefaultForwardShader", new ParadoxDefaultForwardShader());
704  }
705  }
706  }
707 }
static readonly ParameterKey< int > ShadowMapCascadeCount
number of shadow map cascades.
static readonly ParameterKey< LightType > LightType
Filter type of the shadow map.
static ParameterKey< MaterialSpecularModel > SpecularModel
Parameter key for the specular model.
static readonly ParameterKey< ShadowMapFilterType > FilterType
Filter type of the shadow map.
static readonly ParameterKey< ShaderMixinSource > AlbedoDiffuse
A context used when mixin ShaderSource.
static readonly ParameterKey< int > MaxDirectionalLights
Maximum number of directional lights.
Definition: LightingKeys.cs:20
static readonly ParameterKey< int > MaxPointLights
Maximum number of point lights.
Definition: LightingKeys.cs:28
MaterialDiffuseModel
Diffuse component model.
static readonly ParameterKey< ShadowMapParameters[]> ShadowMaps
List of all the shadow map configurations.
All-in-One Buffer class linked SharpDX.Direct3D11.Buffer.
static readonly ParameterKey< ShaderMixinSource > SpecularIntensityMap
static ParameterKey< MaterialLightingType > LightingType
Parameter key for the lighting type.
static readonly ParameterKey< ShaderMixinSource > AlbedoSpecular
static readonly ParameterKey< int > MaxSpotLights
Maximum number of spot lights.
Definition: LightingKeys.cs:36
void Mixin(ShaderMixinSourceTree mixinTree, string name, params object[] genericParameters)
Mixins a ShaderClassSource identified by its name/generic parameters into the specified mixin tree...
static readonly ParameterKey< bool > ReceiveShadows
Flag stating if the mesh receives shadows.
Definition: LightingKeys.cs:76
static readonly ParameterKey< ShaderMixinSource > SpecularPowerMap
MaterialSpecularModel
Specular component model.
static readonly ParameterKey< bool > UseTransparent
static readonly ParameterKey< ShaderMixinSource > AmbientMap
Interface to be implemented for dynamic mixin generation.
static ParameterKey< MaterialDiffuseModel > DiffuseModel
Parameter key for the diffuse model.
SiliconStudio.Paradox.Graphics.Buffer Buffer
static readonly ParameterKey< bool > UseTransparentMask