Hello,
how can I generate a preprocessor define for a pass in a ULON material which depends on a state or a condition? The only way to do that I have encountered in the SDK is the following snippet from the particle base material:
Pass ambient if[!ambient]
{
Vertex = "core/shaders/particles/vertex/ambient.vert"
Fragment = "core/shaders/particles/fragment/ambient.frag"
}
Pass ambient if[ambient] <defines="AMBIENT">
{
Vertex = "core/shaders/particles/vertex/ambient.vert"
Fragment = "core/shaders/particles/fragment/ambient.frag"
}
This works well if I want to define something based on a single state, but the number of passes quickly grows when I increase the number of states.
Alternatively, is there support for defines affecting all shaders in the ULON material format, something like
<state name="some_switch" items="state0,state1,state2" defines="name_items"/>
?
Many thanks
Helmut