private bool CheckShader_Distortion(string shaderName, string matName, string goName, string prefabName, bool isL3) { if (shaderName == "KriptoFX/RFX4/DistortionParticles" || shaderName == "KriptoFX/RFX4/DistortionParticlesAdditive" || shaderName == "KriptoFX/RFX4/Ice" || shaderName == "Xffect/displacement/screen") { CUsedShaderEntry entry = new CUsedShaderEntry(); entry.shaderName = shaderName; entry.matName = matName; entry.goName = goName; entry.prafabName = prefabName; if (isL3) { _UsedShaders_Distortion_L3.Add(entry); } else { _UsedShaders_Distortion_NoL3.Add(entry); } return(true); } return(false); }
private bool CheckShader_NoUsed_GrabPass(string shaderName, string matName, string goName, string prefabName) { if (shaderName == "AQUAS/Camera Effects/Under Water" || shaderName == "AQUAS/Camera Effects/Wet Lens" || shaderName == "AQUAS/Desktop and Web/Double-Sided/Double-Textured" || shaderName == "AQUAS/Desktop and Web/Double-Sided/Single-Textured" || shaderName == "AQUAS/Desktop and Web/Double-Sided/Triple-Textured Bumpy" || shaderName == "AQUAS/Desktop and Web/One-Sided/Double-Textured" || shaderName == "AQUAS/Desktop and Web/Double-Sided/River" || shaderName == "AQUAS/Desktop and Web/One-Sided/Single-Textured" || shaderName == "KriptoFX/RFX4/Decal/Ice" || //shaderName == "KriptoFX/RFX4/DistortionParticles" || //shaderName == "KriptoFX/RFX4/DistortionParticlesAdditive" || //shaderName == "KriptoFX/RFX4/Ice" || shaderName == "KriptoFX/RFX4/WaterSplash" || shaderName == "KriptoFX/RFX4/WaterSplashTex" //shaderName == "Xffect/displacement/screen" ) { CUsedShaderEntry entry = new CUsedShaderEntry(); entry.shaderName = shaderName; entry.matName = matName; entry.goName = goName; entry.prafabName = prefabName; _UsedShaders_NoUsedGrabPass.Add(entry); return(true); } return(false); }
private bool CheckShader_Clip(string shaderName, string matName, string goName, string prefabName) { if (shaderName == "AQUAS/Camera Effects/Wet Lens" || shaderName == "BuildinShader/Legacy Shaders/Transparent/Cutout/VertexLit" || shaderName == "BuildinShader/Hidden/Nature/Tree Soft Occlusion Leaves Rendertex" || shaderName == "Character/Character_Heroic" || shaderName == "Character/Character_Heroic_Creat" || shaderName == "Character/Character_Heroic_Face" || shaderName == "Character/Character_Heroic_Face_Female" || shaderName == "Character/Character_Heroic_Face_Creat" || shaderName == "Character/Character_Heroic_Face2" || shaderName == "Character/Character_Heroic_Face3" || shaderName == "Character/Character_Heroic_Fashion" || shaderName == "Character/Character_Heroic_Fashion_Transparent" || shaderName == "Character/Character_Heroic_withFX" || shaderName == "Character/Character_Heroic_Hair" || shaderName == "Character/Character_Heroic_Hair_Creat" || shaderName == "Character/Character_Heroic_Hair_test" || shaderName == "Character/Character_Heroic_Hair_test_strandSP" || shaderName == "Character/Character_Heroic_WeaponWing" || shaderName == "Character/Character_Heroic_Weapon_Creat" || shaderName == "Character/Character_Heroic2" || shaderName == "Character/Character_Heroic3" || shaderName == "Character/Character_NPC" || shaderName == "Character/Character_NPC_vip" || shaderName == "Character/CharacterHair" || shaderName == "Environment/Env_Dstveiw_TransparentCutout" || shaderName == "Environment/FX_Water_Distortadd_masked" || shaderName == "Tera/MobileCamtrans" || shaderName == "Tera/MobileCamtransOpaque" || shaderName == "Tera/MobileDiffuseBumpEnvMapTwoSide" || shaderName == "Tera/MobileDiffuseBumpTwoSide" || shaderName == "TERA/Environment/MobileDiffuseTwoSide" || shaderName == "Tera/MobileDiffuseTwoSideWithEmission" || shaderName == "Tera/MobileDiffuseTwoSideWithEmissionVertexAnim" || shaderName == "Tera/MobileDiffuseTwoSideVertexAnim") { CUsedShaderEntry entry = new CUsedShaderEntry(); entry.shaderName = shaderName; entry.matName = matName; entry.goName = goName; entry.prafabName = prefabName; _UsedShaders_CutoutBorder.Add(entry); return(true); } return(false); }
private bool CheckShader_Standard(string shaderName, string matName, string goName, string prefabName) { if (shaderName == "Standard") { CUsedShaderEntry entry = new CUsedShaderEntry(); entry.shaderName = shaderName; entry.matName = matName; entry.goName = goName; entry.prafabName = prefabName; _UsedShaders_Standard.Add(entry); return(true); } return(false); }
private bool CheckShader_CutoutBorder(string shaderName, string matName, string goName, string prefabName) { if (shaderName == "KriptoFX/RFX4/CutoutBorder") { CUsedShaderEntry entry = new CUsedShaderEntry(); entry.shaderName = shaderName; entry.matName = matName; entry.goName = goName; entry.prafabName = prefabName; _UsedShaders_CutoutBorder.Add(entry); return(true); } return(false); }
private bool CheckShader_KriptoFXParticle(string shaderName, string matName, string goName, string prefabName, string[] keywords) { if (shaderName == "KriptoFX/RFX4/Particle" && ContainsKeyword(keywords, "FrameBlend_ON")) { CUsedShaderEntry entry = new CUsedShaderEntry(); entry.shaderName = shaderName; entry.matName = matName; entry.goName = goName; entry.prafabName = prefabName; _UsedShaders_KriptoFXParticle.Add(entry); return(true); } return(false); }
private bool CheckShader_DepthTexture(string shaderName, string matName, string goName, string prefabName) { if (shaderName == "AQUAS/Desktop and Web/Double-Sided/Double-Textured" || shaderName == "AQUAS/Desktop and Web/One-Sided/Double-Textured" || shaderName == "AQUAS/Desktop and Web/Double-Sided/River" || shaderName == "AQUAS/Desktop and Web/One-Sided/Single-Textured" || shaderName == "Hidden/Colorful/Bilateral Gaussian Blur" || shaderName == "TeraPP/DepthOfField" || shaderName == "TeraPP/Fog" || shaderName == "Tera/FoamyBiColor") { CUsedShaderEntry entry = new CUsedShaderEntry(); entry.shaderName = shaderName; entry.matName = matName; entry.goName = goName; entry.prafabName = prefabName; _UsedShaders_DepthTexture.Add(entry); return(true); } return(false); }
private bool CheckShader_NoOutput(string shaderName, string matName, string goName, string prefabName) { if (//shaderName == "Environment/Env_Fadeable" || shaderName == "Environment/Env_fadeoutrim" || shaderName == "Character/Character_NPC_vip_old" || shaderName == "Character/Character_Heroic_Female" || shaderName == "Hidden/InternalErrorShader" || //shaderName == "KriptoFX/RFX4/WaterTurbulence" || //shaderName == "MADFINGER/Environment/Scroll 2 Layers Sine Add" || //shaderName == "MADFINGER/Environment/Scroll 2 Layers Sine AlphaBlended" || shaderName == "Toony/DiffuseAnisoOutline") { CUsedShaderEntry entry = new CUsedShaderEntry(); entry.shaderName = shaderName; entry.matName = matName; entry.goName = goName; entry.prafabName = prefabName; _UsedShaders_NoOutput.Add(entry); return(true); } return(false); }