コード例 #1
0
        public HDRPreprocessShaders()
        {
            // TODO: Grab correct configuration/quality asset.
            if (ShaderBuildPreprocessor.hdrpAssets == null || ShaderBuildPreprocessor.hdrpAssets.Count == 0)
            {
                return;
            }

            shaderProcessorsList = HDEditorUtils.GetBaseShaderPreprocessorList();
        }
コード例 #2
0
        public HDRPreprocessShaders()
        {
            // TODO: Grab correct configuration/quality asset.
            HDRenderPipelineAsset hdPipelineAsset = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset;

            if (hdPipelineAsset == null)
            {
                return;
            }

            materialList = HDEditorUtils.GetBaseShaderPreprocessorList();
        }
コード例 #3
0
        public HDRPreprocessShaders()
        {
            // TODO: Grab correct configuration/quality asset.
            HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;

            if (hdPipeline != null)
            {
                m_CurrentHDRPAsset = hdPipeline.asset;

                materialList = HDEditorUtils.GetBaseShaderPreprocessorList();
            }
        }
コード例 #4
0
        public HDRPreprocessShaders()
        {
            // Samplegame hack
            m_CurrentHDRPAsset = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset;
            materialList       = HDEditorUtils.GetBaseShaderPreprocessorList();

            // EXISTING CODE; BROKEN WHEN BUILDING BATCHMOD

            /*
             * // TODO: Grab correct configuration/quality asset.
             * HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
             * if (hdPipeline != null)
             * {
             *  m_CurrentHDRPAsset = hdPipeline.asset;
             *
             *  materialList = HDEditorUtils.GetBaseShaderPreprocessorList();
             * }
             */
        }
コード例 #5
0
        public HDRPreprocessShaders()
        {
            // TODO: Grab correct configuration/quality asset.
            HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;

            if (hdPipeline != null)
            {
                m_CurrentHDRPAsset = hdPipeline.asset;
            }

            m_StripperFuncs = new Dictionary <string, VariantStrippingFunc>();

            List <BaseShaderPreprocessor> materialList = HDEditorUtils.GetBaseShaderPreprocessorList();

            // Fill the dictionary with material to handle
            foreach (BaseShaderPreprocessor material in materialList)
            {
                material.AddStripperFuncs(m_StripperFuncs);
            }
        }