Esempio n. 1
0
        public void Export(TextWriter writer, Shader shader, Func <ShaderGpuProgramType, ShaderTextExporter> exporterInstantiator)
        {
            writer.Write("Shader \"{0}\" {{\n", Name);

            PropInfo.Export(writer);

            foreach (SerializedSubShader subShader in SubShaders)
            {
                subShader.Export(writer, shader, exporterInstantiator);
            }

            if (FallbackName != string.Empty)
            {
                writer.WriteIntent(1);
                writer.Write("Fallback \"{0}\"\n", FallbackName);
            }

            if (CustomEditorName != string.Empty)
            {
                writer.WriteIntent(1);
                writer.Write("CustomEditor \"{0}\"\n", CustomEditorName);
            }

            writer.Write('}');
        }
Esempio n. 2
0
        public void Export(ShaderWriter writer)
        {
            writer.Write("Shader \"{0}\" {{\n", Name);

            PropInfo.Export(writer);

            for (int i = 0; i < SubShaders.Length; i++)
            {
                SubShaders[i].Export(writer);
            }

            if (FallbackName.Length != 0)
            {
                writer.WriteIndent(1);
                writer.Write("Fallback \"{0}\"\n", FallbackName);
            }

            if (CustomEditorName.Length != 0)
            {
                writer.WriteIndent(1);
                writer.Write("CustomEditor \"{0}\"\n", CustomEditorName);
            }

            writer.Write('}');
        }
Esempio n. 3
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        public void Export(ShaderWriter writer)
        {
            writer.Write("Shader \"{0}\" {{\n", Name);

            PropInfo.Export(writer);

            foreach (SerializedSubShader subShader in SubShaders)
            {
                subShader.Export(writer);
            }

            if (FallbackName != string.Empty)
            {
                writer.WriteIntent(1);
                writer.Write("Fallback \"{0}\"\n", FallbackName);
            }

            if (CustomEditorName != string.Empty)
            {
                writer.WriteIntent(1);
                writer.Write("CustomEditor \"{0}\"\n", CustomEditorName);
            }

            writer.Write('}');
        }
Esempio n. 4
0
        public void Export(ShaderWriter writer)
        {
            writer.Write("Shader \"{0}\" {{\n", Name);

            PropInfo.Export(writer);

            for (int i = 0; i < SubShaders.Length; i++)
            {
                ref SerializedSubShader subShader = ref SubShaders[i];
                subShader.Export(writer);
            }