Ejemplo n.º 1
0
        protected override void setupMatrices(ref ViewInfo curView, ref Shader shader, ref Mesh curMesh)
        {
            base.setupMatrices(ref curView, ref shader, ref curMesh);

            shader.insertUniform(Shader.Uniform.rotation_matrix2, ref orientation2);
            shader.insertUniform(Shader.Uniform.model_matrix2, ref modelMatrix2);
        }
Ejemplo n.º 2
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        protected override void OnLoad(EventArgs e)
        {
            ColladaXML daeReader = new ColladaXML("collada_schema_1_4.xsd");
            Console.WriteLine("Parsing File...");
            daeReader.Parse(Paths.ModelPath + "face.dae");
            mesh = daeReader.Mesh.Elements[2];
            mesh.CreateGPUBuffers();
            GL.ClearColor(Color4.Wheat);
            GL.Enable(EnableCap.CullFace);
            GL.Enable(EnableCap.DepthTest);
            GL.DepthFunc(DepthFunction.Lequal);
            GL.CullFace(CullFaceMode.Back);
            shader = new Shader("hello-gl.v.glsl", "hello-gl.f.glsl");

            GL.GenBuffers(1, out buf);
            GL.BindBuffer(BufferTarget.ArrayBuffer, buf);
            GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(mesh.VertexBuffer.Length * sizeof(float)), mesh.VertexBuffer, BufferUsageHint.StaticDraw);
            GL.GenBuffers(2, out buf2);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, buf2);
            GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(mesh.IndexBuffer.Length * sizeof(ushort)), mesh.IndexBuffer, BufferUsageHint.StaticDraw);

            CreateShaders();
            mouseX = X + (Width / 2);
            mouseY = Y + (Height / 2);

            CursorVisible = false;

            OpenTK.Input.Mouse.SetPosition((double)mouseX, (double)mouseY);
            lastState = OpenTK.Input.Mouse.GetState();

            CursorVisible = false;
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
            base.OnLoad (e);
        }
Ejemplo n.º 3
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        /// <summary>
        /// Constructor to use when a mesh that already exists in Cycles needs to be represented.
        /// </summary>
        /// <param name="client"></param>
        /// <param name="id"></param>
        /// <param name="shader"></param>
        internal Mesh(Client client, uint id, Shader shader)
        {
            Client = client;
            Shader = shader;

            Id = id;
        }
Ejemplo n.º 4
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 public virtual Material CheckShaderAndCreateMaterial(Shader s, Material m2Create)
 {
     if (!(bool)((Object)s))
     {
         Debug.Log("Missing shader in " + this.ToString());
         this.enabled = false;
         return (Material)null;
     }
     else
     {
         if (s.isSupported && (bool)((Object)m2Create) && (Object)m2Create.shader == (Object)s)
             return m2Create;
         if (!s.isSupported)
         {
             this.NotSupported();
             Debug.LogError("The shader " + s.ToString() + " on effect " + this.ToString() + " is not supported on this platform!");
             return (Material)null;
         }
         else
         {
             m2Create = new Material(s);
             m2Create.hideFlags = HideFlags.DontSave;
             if ((bool)((Object)m2Create))
                 return m2Create;
             else
                 return (Material)null;
         }
     }
 }
Ejemplo n.º 5
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 private void Awake()
 {
     shaderino = Shader.Find("Custom/Autofade");
     DontDestroyOnLoad(this);
     m_Instance = this;
     m_Material = new Material(shaderino);
 }
Ejemplo n.º 6
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	/// <summary>
	/// add the texture to the game object and his child
	/// </summary>
	public void AddTexture()
	{
		normal = Shader.Find("Diffuse");
		transparent = Shader.Find("Transparent/Diffuse");
		data = ToolBox.Instance.data;

		if (fileName != null && data.mtl.ContainsKey(fileName))
		{
			ReadMtl(data.mtl[fileName]);
			foreach (KeyValuePair<string, string> mat in matNameFile)
			{
				if (meshes.ContainsKey(mat.Key))
				{
					Material material;
					if (matNameColor[mat.Key].a < 1)
					{
						material = new Material(transparent);
					}
					else
					{
						material = new Material(normal);
					}
					material.color = matNameColor[mat.Key];
					if (data.textures.ContainsKey(mat.Value))
					{
						material.mainTexture = data.textures[mat.Value];
					}
					foreach (GameObject g in meshes[mat.Key])
					{
						g.GetComponent<Renderer>().material = material;
					}
				}
			}
		}
	}
Ejemplo n.º 7
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        /// <summary>
        /// Create a new mesh for the given client using shader as the default shader
        /// </summary>
        /// <param name="client"></param>
        /// <param name="shader"></param>
        public Mesh(Client client, Shader shader)
        {
            Client = client;
            Shader = shader;

            Id = CSycles.scene_add_mesh(Client.Id, Client.Scene.Id, Client.Scene.GetShaderSceneId(shader));
        }
    void Awake()
    {
        if (camera==null) {
            Debug.LogError("SetupForGrassRendering script (at "+gameObject.name+") - can't find camera component !");
            return;
        }

        if ((useCustomDepthShader) && (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))) {
            shad=Shader.Find("GrassRenderDepth"); // our simple depth rendering shader (rely on native z-depth buffer and don't render into color channels)
        } else {
            shad=Shader.Find("Hidden/Camera-DepthTexture"); // unity's render depth - probably slower as it renders everything into color buffer
        }
        if (!shad) {
            // we've got no shader ? Make simple one (handles native z-buffer for Opaque RenderType only)
            Material mat=new Material("Shader \"RenderDepth\" {SubShader { Tags { \"RenderType\"=\"Opaque\"} \n Pass { ColorMask 0 }}}");
            shad=mat.shader;
        }
        SetupTexture();
        GameObject go=new GameObject("GrassDepthCamera");
        go.AddComponent(typeof(Camera));
        go.transform.parent=transform;
        myCam=go.camera;
        SetupParams();

        teleportTresholdSqr = teleportTreshold * teleportTreshold;
    }
Ejemplo n.º 9
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 void Start()
 {
     _velCam = GameObject.FindGameObjectWithTag("VelocityCamera").GetComponent<VelocityCamera>();
     _defaultShader = renderer.material.shader;
     if(_velCam != null)
         _velCam.AddToRenderList(this);
 }
Ejemplo n.º 10
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 public bool AddShaderToProgram(Shader addMe)
 {
     if (!addMe.IsLoaded())//sejker nie je nacitany
         return false;
     GL.AttachShader(ProgramHandle, addMe.GetShaderHandle());
     return true;
 }
Ejemplo n.º 11
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	// Use this for initialization
	void Start () 
	{
		doorFrameRenderer = doorFrame.GetComponent<MeshRenderer> ();
		doorRenderer = door.GetComponent<MeshRenderer> ();
		originalFrameShader = doorFrameRenderer.material.shader;
		originalDoorShader = doorRenderer.material.shader;
	}
Ejemplo n.º 12
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        public Sprite(string textureName, Vector3 pos, Vector3 rot, Vector3 s)
        {
            vbo = new VBO();
            vao = new VAO();
            ebo = new EBO();

            texture = TextureManager.GetTextureID(textureName);

            shader = new Shader(System.IO.File.ReadAllText("Shaders/Sprite/sprite_vert.glsl"), System.IO.File.ReadAllText("Shaders/Sprite/sprite_frag.glsl"));

            position = pos;
            rotation = rot;
            scale = s / 0.5f;

            float[] vertices = {
                // Positions          // Normals           // Texture Coords
                 0.5f,  0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f,   // Top Right
                 0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 1.0f,   // Bottom Right
                -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   1.0f, 1.0f,   // Bottom Left
                -0.5f,  0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   1.0f, 0.0f    // Top Left 
            };
            uint[] indices =
            {
                0, 3, 2, 2, 1, 0
            };

            vao.Enable();

            vbo.BufferData(vertices);
            ebo.BufferData(indices);

            vao.Disable();
        }
Ejemplo n.º 13
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    // Unity StandardAssets.ImageEffect
    protected Material CheckShaderAndCreateMaterial(Shader s, Material m2Create)
    {
        if (!s)
        {
            Debug.Log("Missing shader in " + ToString());
            enabled = false;
            return null;
        }

        if (s.isSupported && m2Create && m2Create.shader == s)
            return m2Create;
        /*
        if (!s.isSupported)
        {
            NotSupported();
            Debug.Log("The shader " + s.ToString() + " on effect " + ToString() + " is not supported on this platform!");
            return null;
        }
        */
        m2Create = new Material(s);
        // createdMaterials.Add(m2Create);
        m2Create.hideFlags = HideFlags.DontSave;

        return m2Create;
    }
    // Use this for initialization
    void Start()
    {
        transShader = Shader.Find ("Transparent/Cutout/Diffuse");
        trans = new Color (0, 0, 0, 0);

        trees = FindObjectsOfType<Tree> ();
    }
Ejemplo n.º 15
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    protected override void onFlightStart()
    {
        ping = gameObject.AddComponent<AudioSource>();
        WWW www = new WWW("file://" + KSPUtil.ApplicationRootPath.Replace("\\", "/") + "Parts/mumech_MuonDetector/ping.wav");
        if ((ping != null) && (www != null))
        {
            ping.clip = www.GetAudioClip(false);
            ping.volume = 0;
            ping.Stop();
        }

        disk = transform.Find("model/disk");
        if (disk != null)
        {
            MIN_PING_DIST = 150000;
            MIN_PING_TIME = 0.2;
            MAX_PING_TIME = 15;

            led = transform.Find("model/led");
            originalLensShader = led.renderer.material.shader;
            pingLight = led.gameObject.AddComponent<Light>();
            pingLight.type = LightType.Point;
            pingLight.renderMode = LightRenderMode.ForcePixel;
            pingLight.shadows = LightShadows.None;
            pingLight.range = 1;
            pingLight.enabled = false;
        }

        RenderingManager.AddToPostDrawQueue(3, new Callback(drawGUI));
    }
Ejemplo n.º 16
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        protected override void CreateShaderFromFile(string name, string vertShader, string fragShader)
        {
            Shader shader = new Shader();
            shader.Name = name;

            //Initialize the OpenGL Program
            shader.ProgramId = GL.CreateProgram();

            int vertShaderId, fragShaderId;
            LoadShader(vertShader, ShaderType.VertexShader, shader.ProgramId, out vertShaderId);
            LoadShader(fragShader, ShaderType.FragmentShader, shader.ProgramId, out fragShaderId);

            //Deincriment the reference count on the shaders so that they 
            //don't exist until the context is destroyed.
            GL.DeleteShader(vertShaderId);
            GL.DeleteShader(fragShaderId);

            GL.BindAttribLocation(shader.ProgramId, (int)ShaderAttributeIds.Position, "vertexPos");
            GL.BindAttribLocation(shader.ProgramId, (int)ShaderAttributeIds.Color, "inColor");
            GL.BindAttribLocation(shader.ProgramId, (int)ShaderAttributeIds.TexCoord, "vertexUV");

            //Link shaders 
            GL.LinkProgram(shader.ProgramId);

            shader.UniformMVP = GL.GetUniformLocation(shader.ProgramId, "modelview");
            shader.UniformColor = GL.GetUniformLocation(shader.ProgramId, "inColor");

            if (GL.GetError() != ErrorCode.NoError)
                Console.WriteLine(GL.GetProgramInfoLog(shader.ProgramId));

            _shaders.Add(name, shader);
        }
        public ParticleSimulator()
        {
            rand = new Random();
            randomTextures = new Texture2D[3];
            int randSize = 64;
            float[] randData = new float[randSize * randSize];
            for (int i = 0; i < randomTextures.Length; i++)
            {
                randomTextures[i] = new Texture2D(GFX.Device, randSize, randSize, 1, TextureUsage.None, SurfaceFormat.Single);
                for (int j = 0; j < randData.Length; j++)
                {
                    randData[j] = (float)(rand.NextDouble() * 2.0 - 1.0);
                }
                randomTextures[i].SetData<float>(randData);
            }

            updatePhysicsShader = new Shader();
            updatePhysicsShader.VSTarget = 2;
            updatePhysicsShader.PSTarget = 3;
            updatePhysicsShader.CompileFromFiles("Shaders/Simulation/ParticlePhysicsP.hlsl", "Shaders/Simulation/ParticlesV.hlsl");

            updateColorShader = new Shader();
            updateColorShader.VSTarget = 2;
            updateColorShader.PSTarget = 3;
            updateColorShader.CompileFromFiles("Shaders/Simulation/ParticleColorsP.hlsl", "Shaders/Simulation/ParticlesV.hlsl");

            updateSizeShader = new Shader();
            updateSizeShader.VSTarget = 2;
            updateSizeShader.PSTarget = 3;
            updateSizeShader.CompileFromFiles("Shaders/Simulation/ParticleSizeP.hlsl", "Shaders/Simulation/ParticlesV.hlsl");
        }
Ejemplo n.º 18
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        internal ShaderPassCollection(DeviceContext context, Shader shader, ShaderTechnique technique)
        {
            _passes = new ShaderPass[technique.PassCount];

            for (int i = 0; i < _passes.Length; i++)
                _passes[i] = new ShaderPass(context, shader, shader.Effect.GetPass(technique.Handle, i), i);
        }
Ejemplo n.º 19
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        public TerrainGenerator()
        {
            histogramShader = new Shader();
            histogramShader.CompileFromFiles("Shaders/Procedural/Histogram2D.hlsl", "Shaders/PostProcess/GenericV.hlsl");

            interpolateShader = new Shader();
            interpolateShader.CompileFromFiles("Shaders/Procedural/Interpolate2D.hlsl", "Shaders/Procedural/GenericTransformV.hlsl");

            peakShader = new Shader();
            peakShader.CompileFromFiles("Shaders/Procedural/PeakP.hlsl", "Shaders/Procedural/GenericTransformV.hlsl");

            gradientShader = new Shader();
            gradientShader.CompileFromFiles("Shaders/Procedural/Gradient2DP.hlsl", "Shaders/PostProcess/GenericV.hlsl");

            terraceShader = new Shader();
            terraceShader.CompileFromFiles("Shaders/Procedural/TerraceP.hlsl", "Shaders/PostProcess/GenericV.hlsl");

            basicShader = new Shader();
            basicShader.CompileFromFiles("Shaders/PostProcess/GenericP.hlsl", "Shaders/PostProcess/GenericV.hlsl");

            varianceShader = new Shader();
            varianceShader.CompileFromFiles("Shaders/Procedural/Variance2DP.hlsl", "Shaders/PostProcess/GenericV.hlsl");

            whiteTexture = new Texture2D(GFX.Device, 1, 1, 1, TextureUsage.None, SurfaceFormat.Color);
            Color[] whiteData = new Color[1] { Color.White };
            whiteTexture.SetData<Color>(whiteData);
        }
Ejemplo n.º 20
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 //Mono Methods//
 void Awake()
 {
     //Set the appropriate replacement shader
     shader = Shader.Find("Aubergine/Replacement/Holographic_v2");
     //Set Holographic texture
     Shader.SetGlobalTexture("_HoloTex", holoTex);
 }
Ejemplo n.º 21
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        public override void AddShader(int id, string code, Shader.ShaderTypes type)
        {
            ShaderType stype = ShaderType.VertexShader;

            if (type == Shader.ShaderTypes.Vertex)
                stype = ShaderType.VertexShader;
            else if (type == Shader.ShaderTypes.Fragment)
                stype = ShaderType.FragmentShader;
            else if (type == Shader.ShaderTypes.Geometry)
                stype = ShaderType.GeometryShader;
            else if (type == Shader.ShaderTypes.TessControl)
                stype = ShaderType.TessControlShader;
            else if (type == Shader.ShaderTypes.TessEval)
                stype = ShaderType.TessEvaluationShader;

            int shader = GL.CreateShader(stype);
            if (shader == 0)
            {
                throw new Exception("Error creating shader.\n\tShader type: " + type + "\n\tCode: " + code);
            }
            GL.ShaderSource(shader, code);
            GL.CompileShader(shader);
            GL.AttachShader(id, shader);
            int status = -1;
            string info = "";
            GL.GetShaderInfoLog(shader, out info);
            GL.GetShader(shader, ShaderParameter.CompileStatus, out status);
            if (status != 1)
            {
                Console.WriteLine("Shader compiler error!\nType: " + type.ToString() + "\nName: " + this.GetType().ToString() + "\n\n"/* + "Source code:\n" + code + "\n\n"*/ +
                           info + "\n" + "Status Code: " + status.ToString());
            }
        }
Ejemplo n.º 22
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 //TODO: NEED REFINE SHOW & HIDE,  FADEOUT-IN
 public static Plane Create(string name, Shader shader, Texture texture)
 {
     GameObject planeObject = new GameObject(name);
     Plane retPlane = planeObject.AddComponent<Plane>();
     retPlane.Init(shader, texture);
     return retPlane;
 }
Ejemplo n.º 23
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    public static void Main()
    {
        ClutterRun.Init ();

        Stage stage = Stage.Default;
        stage.SetSize(512, 384);

        Shader shader = new Shader ();

        shader.FragmentSource = shader_sources[current_shader];
        shader.Compile ();

        stage.Title = "Shader Test";
        stage.Color = new Clutter.Color (0x61, 0x64, 0x8c, 0xff);

        Timeline timeline = new Timeline(360, 60);
        timeline.Loop = true;

        stage.AddActor (new Label ("Mono 16", "Press the Hand"));

        Texture actor = new Texture("redhand.png");
        actor.SetShader (shader);
        actor.Reactive = true;
        actor.ButtonPressEvent += HandleActorButtonPress;
        stage.AddActor (actor);
        actor.SetShaderParam("brightness", 0.4f);
        actor.SetShaderParam("contrast", -1.9f);
        actor.SetPosition (0, 20);

        stage.ShowAll ();
        timeline.Start ();

        ClutterRun.Main ();
    }
Ejemplo n.º 24
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    public EquipFXUILogicManager()
    {
        AssetCacheMgr.GetUIResource("FlowLightShaderWithTwirl.shader", (obj) => { m_shaderFlowLight = (Shader)obj; });
        AssetCacheMgr.GetUIResource("PlayerShader.shader", (obj) => { m_playerShader = (Shader)obj; });

        foreach (var item in EquipSpecialEffectData.dataMap)
        {
            if (item.Value.group == 1)
            {
                ++JewelFXNum;
            }
            else if (item.Value.group == 2)
            {
                ++EquipFXNum;
            }
            else if (item.Value.group == 3)
            {
                ++StrenthFXNum;
            }
        }

        Mogo.Util.EventDispatcher.AddEventListener<int, int>("EquipFXUIActiveBtnUp", OnActiveBtnUp);
        Mogo.Util.EventDispatcher.AddEventListener<byte,byte>("ActiveSepciaclEffectsResp", OnActiveFXResp);

    }
    public void UpdateColors(Color[] colors)
    {
        Color newLowColor = colors[0];
        Color newMediumColor = colors[1];
        Color newHighColor = colors[2];

        if (m_Materials == null || m_Materials.Length == 0 ||
            m_Materials[0].GetColor("_TintColor") != newLowColor ||
            m_Materials[1].GetColor("_TintColor") != newMediumColor ||
            m_Materials[2].GetColor("_TintColor") != newHighColor)
        {

            m_Shader = Shader.Find("Heatmaps/Particles/AlphaBlend");
            m_Materials = new Material[3];
            m_Materials[0] = new Material(m_Shader);
            m_Materials[0].SetColor("_TintColor", newLowColor);

            m_Materials[1] = new Material(m_Shader);
            m_Materials[1].SetColor("_TintColor", newMediumColor);

            m_Materials[2] = new Material(m_Shader);
            m_Materials[2].SetColor("_TintColor", newHighColor);

            m_RenderState = k_UpdateMaterials;
        }
    }
Ejemplo n.º 26
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 public Model(int triangles, VertexArray mesh)
     : base()
 {
     this.mesh = mesh;
     this.triangles = triangles;
     this.shader = ShaderLibrary.Get("basic");
 }
Ejemplo n.º 27
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	public static void Initialize(){
        OutlineEnemy = Resources.Load<Material>("Materials/OutlineEnemy");
        OutlineEnemyLock = Resources.Load<Material>("Materials/OutlineEnemyLock");
        OutlineAlly = Resources.Load<Material>("Materials/OutlineAlly");
		OutlineTarget = Resources.Load<Material>("Materials/OutlineTarget");
		OutlineShader = OutlineTarget.shader;
	}
    public override void Start()
    {
        base.Start();       // Make sure to call this first

        mShader = Shader.Find("Transparent/Diffuse");

        mLargeItemSlotTransform = new Vector3(1.782f, .1f, -0.151f);
        mLargeItemSlotScale = new Vector3(0.4f, 1f, 0.6f);
        mSmallItemSlotTransform = new Vector3(-3.35f, .1f, 2.20f);
        mSmallItemSlotScale = new Vector3(0.20f, 1f, 0.35f);

        if (Inventory.Instance == null)
        {
            BuildOk = false;
           //Debug.LogError("Inventory is null from UIInventoryDisplay()");
        }
        else
        {
            BuildOk = SetupPlanes();
        }

        if (BuildOk == false )
        {
            Debug.LogError("UIInventoryDisplay not set up properly.");
        }
    }
Ejemplo n.º 29
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    public void Init(Shader shader, Texture texture)
    {
        if (shader == null)
        {
            shader = Shader.Find("submarine/Planes/Normal");
        }
        if (shader == null)
        {
            shader = Shader.Find("Unlit/Texture");
        }

        base.Init(shader);
        Renderer rdr = gameObject.GetComponent<MeshRenderer>();

        if (rdr.sharedMaterial != null)
        {
            if (texture != null)
            {
                rdr.sharedMaterial.mainTexture = texture;
                ReinitMesh();
            }
            //todo: need default texture
            //else
            //{
            //}
        }
    }
Ejemplo n.º 30
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 // Use this for initialization
 void Start()
 {
     trans = gameObject.GetComponent<Transform> ();
     shad = gameObject.GetComponent<Shader> ();
     rend = gameObject.GetComponent<Renderer> ();
     source = gameObject.GetComponent<AudioSource> ();
 }
Ejemplo n.º 31
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 public static string GetPropertyDescription(Shader s, int propertyIdx)
 {
     CheckPropertyIndex(s, propertyIdx);
     return(GetPropertyDescriptionImpl(s, propertyIdx));
 }
Ejemplo n.º 32
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 extern internal static int GetLOD(Shader s);
Ejemplo n.º 33
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 [NativeName("GetPropertyDescription")] extern private static string GetPropertyDescriptionImpl([NotNull] Shader s, int propertyIdx);
Ejemplo n.º 34
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 [NativeName("GetShaderPropertyAttributes")] extern private static string[] GetShaderPropertyAttributesImpl([NotNull] Shader s, int propertyIdx);
Ejemplo n.º 35
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 [NativeName("IsShaderPropertyNonModifiableTexureProperty")] extern private static bool IsShaderPropertyNonModifiableTexurePropertyImpl([NotNull] Shader s, int propertyIdx);
Ejemplo n.º 36
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 public static bool IsShaderPropertyHidden(Shader s, int propertyIdx)
 {
     CheckPropertyIndex(s, propertyIdx);
     return(IsShaderPropertyHiddenImpl(s, propertyIdx));
 }
Ejemplo n.º 37
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 [NativeName("IsShaderPropertyHidden")] extern private static bool IsShaderPropertyHiddenImpl([NotNull] Shader s, int propertyIdx);
Ejemplo n.º 38
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 public static TextureDimension GetTexDim(Shader s, int propertyIdx)
 {
     CheckPropertyIndex(s, propertyIdx);
     return(GetTexDimImpl(s, propertyIdx));
 }
Ejemplo n.º 39
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 [NativeName("GetTexDim")] extern private static TextureDimension GetTexDimImpl([NotNull] Shader s, int propertyIdx);
Ejemplo n.º 40
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 [NativeName("GetRangeLimits")] extern private static float GetRangeLimitsImpl([NotNull] Shader s, int propertyIdx, int defminmax);
Ejemplo n.º 41
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 [NativeName("GetPropertyType")] extern private static ShaderPropertyType GetPropertyTypeImpl([NotNull] Shader s, int propertyIdx);
Ejemplo n.º 42
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 [NativeName("GetPropertyName")] extern private static string GetPropertyNameImpl([NotNull] Shader s, int propertyIdx);
Ejemplo n.º 43
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 public static string GetPropertyName(Shader s, int propertyIdx)
 {
     CheckPropertyIndex(s, propertyIdx);
     return(GetPropertyNameImpl(s, propertyIdx));
 }
Ejemplo n.º 44
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 public static ShaderPropertyType GetPropertyType(Shader s, int propertyIdx)
 {
     CheckPropertyIndex(s, propertyIdx);
     return(GetPropertyTypeImpl(s, propertyIdx));
 }
Ejemplo n.º 45
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 extern public static void ClearShaderMessages([NotNull] Shader s);
Ejemplo n.º 46
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 extern public static int GetShaderMessageCount([NotNull] Shader s);
Ejemplo n.º 47
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 extern public static ShaderMessage[] GetShaderMessages([NotNull] Shader s);
Ejemplo n.º 48
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 [FreeFunction] extern private static int FindShaderPropertyIndex([NotNull] Shader s, string name);
Ejemplo n.º 49
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 extern public static int GetPropertyCount([NotNull] Shader s);
Ejemplo n.º 50
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 extern internal static int  GetRenderQueue([NotNull] Shader s);
Ejemplo n.º 51
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 extern internal static bool HasTangentChannel([NotNull] Shader s);
Ejemplo n.º 52
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 extern internal static void FetchCachedMessages([NotNull] Shader s);
Ejemplo n.º 53
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 extern internal static bool HasShadowCasterPass([NotNull] Shader s);
Ejemplo n.º 54
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 extern internal static bool HasInstancing([NotNull] Shader s);
Ejemplo n.º 55
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 extern internal static bool HasProceduralInstancing([NotNull] Shader s);
Ejemplo n.º 56
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 extern internal static bool DoesIgnoreProjector([NotNull] Shader s);
Ejemplo n.º 57
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 extern static public void ClearCachedData([NotNull] Shader s);
Ejemplo n.º 58
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 extern internal static int GetTextureSamplerBindingIndex(Shader s, int texturePropertyID);
Ejemplo n.º 59
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 public static bool IsShaderPropertyNonModifiableTexureProperty(Shader s, int propertyIdx)
 {
     CheckPropertyIndex(s, propertyIdx);
     return(IsShaderPropertyNonModifiableTexurePropertyImpl(s, propertyIdx));
 }
Ejemplo n.º 60
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 extern internal static bool HasShaderSnippets([NotNull] Shader s);