using UnityEngine; namespace AllIn13DShader { [CreateAssetMenu(menuName = "AllIn13DShader/Shader Pass Collection")] public class ShaderPassCollection : ScriptableObject { public ShaderPassConfig mainPass; public ShaderPassConfig outlinePass; public ShaderPassConfig shadowCasterPass; public ShaderPassConfig depthOnlyPass; public ShaderPassConfig depthNormalsPass; public ShaderPassConfig metaPass; public ShaderPassConfig forwardAdd; public ShaderPassConfig GetShaderPassConfig(AllIn13DPassType passType) { ShaderPassConfig res = null; switch (passType) { case AllIn13DPassType.MAIN: res = mainPass; break; case AllIn13DPassType.OUTLINE: res = outlinePass; break; case AllIn13DPassType.SHADOW_CASTER: res = shadowCasterPass; break; case AllIn13DPassType.DEPTH_ONLY: res = depthOnlyPass; break; case AllIn13DPassType.DEPTH_NORMALS: res = depthNormalsPass; break; case AllIn13DPassType.META: res = metaPass; break; case AllIn13DPassType.FORWARD_ADD: res = forwardAdd; break; } return res; } } }