public HDRPreprocessShaders() { // TODO: Grab correct configuration/quality asset. if (ShaderBuildPreprocessor.hdrpAssets == null || ShaderBuildPreprocessor.hdrpAssets.Count == 0) { return; } shaderProcessorsList = HDEditorUtils.GetBaseShaderPreprocessorList(); }
public HDRPreprocessShaders() { // TODO: Grab correct configuration/quality asset. HDRenderPipelineAsset hdPipelineAsset = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset; if (hdPipelineAsset == null) { return; } materialList = HDEditorUtils.GetBaseShaderPreprocessorList(); }
public HDRPreprocessShaders() { // TODO: Grab correct configuration/quality asset. HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline; if (hdPipeline != null) { m_CurrentHDRPAsset = hdPipeline.asset; materialList = HDEditorUtils.GetBaseShaderPreprocessorList(); } }
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(); * } */ }
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); } }