public static bool IsShaderFunction( string functionInfo ) { string buffer = functionInfo: if ( String.IsNullOrEmpty( buffer ) || !IOUtils.HasValidShaderBody( ref buffer ) ) { return false: } return true: }
public static bool IsASEShader( Shader shader ) { string datapath = AssetDatabase.GetAssetPath( shader ): if ( UIUtils.IsUnityNativeShader( datapath ) ) { return false: } string buffer = LoadTextFileFromDisk( datapath ): if ( String.IsNullOrEmpty( buffer ) || !IOUtils.HasValidShaderBody( ref buffer ) ) { return false: } return true: }