/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #pragma once #include "./ShaderEnableFunctor.h" #include namespace AZ { namespace Render { class ShaderEnableFunctor; //! Builds a ShaderEnableFunctor class ShaderEnableFunctorSourceData final : public RPI::MaterialFunctorSourceData { public: AZ_RTTI(ShaderEnableFunctorSourceData, "{63775ECB-5C3E-44D3-B175-4537BF76C3A7}", RPI::MaterialFunctorSourceData); static void Reflect(ReflectContext* context); FunctorResult CreateFunctor(const RuntimeContext& context) const override; private: AZStd::string m_opacityMode; AZStd::string m_parallaxEnable; AZStd::string m_parallaxPdoEnable; uint32_t m_shadowShaderNoPSIndex = -1; uint32_t m_shadowShaderWithPSIndex = -1; uint32_t m_depthShaderNoPSIndex = -1; uint32_t m_depthShaderWithPSIndex = -1; uint32_t m_pbrShaderWithEdsIndex = -1; uint32_t m_pbrShaderNoEdsIndex = -1; // The following are used by the light culling system to produce min/max depth bounds uint32_t m_depthShaderTransparentMin = -1; uint32_t m_depthShaderTransparentMax = -1; }; } }