Ejemplo n.º 1
0
    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);
    }
Ejemplo n.º 2
0
    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);
    }
Ejemplo n.º 3
0
    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);
    }
Ejemplo n.º 4
0
    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);
    }
Ejemplo n.º 5
0
    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);
    }
Ejemplo n.º 6
0
    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);
    }
Ejemplo n.º 7
0
    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);
    }
Ejemplo n.º 8
0
    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);
    }