private YAMLNode ExportAlwaysIncludedShaders(IExportContainer container) { if (ToSerializedVersion(container.Version) >= 3) { return(AlwaysIncludedShaders.ExportYAML(container)); } YAMLSequenceNode node = new YAMLSequenceNode(SequenceStyle.Block); HashSet <string> shaderNames = new HashSet <string>(); if (IsReadAlwaysIncludedShaders(container.Version)) { foreach (PPtr <Shader> shaderPtr in AlwaysIncludedShaders) { node.Add(shaderPtr.ExportYAML(container)); Shader shader = shaderPtr.FindAsset(container); if (shader != null) { shaderNames.Add(shader.ValidName); } } } ExportShaderPointer(container, node, shaderNames, "Legacy Shaders/Diffuse"); ExportShaderPointer(container, node, shaderNames, "Hidden/CubeBlur"); ExportShaderPointer(container, node, shaderNames, "Hidden/CubeCopy"); ExportShaderPointer(container, node, shaderNames, "Hidden/CubeBlend"); ExportShaderPointer(container, node, shaderNames, "Sprites/Default"); ExportShaderPointer(container, node, shaderNames, "UI/Default"); return(node); }
private YAMLNode ExportAlwaysIncludedShaders(IExportContainer container) { if (ToSerializedVersion(container.Version) >= 3) { return(AlwaysIncludedShaders.ExportYAML(container)); } YAMLSequenceNode node = new YAMLSequenceNode(SequenceStyle.Block); HashSet <string> shaderNames = new HashSet <string>(); if (HasAlwaysIncludedShaders(container.Version)) { foreach (PPtr <Shader> shaderPtr in AlwaysIncludedShaders) { node.Add(shaderPtr.ExportYAML(container)); Shader shader = shaderPtr.FindAsset(container); if (shader != null) { shaderNames.Add(shader.ValidName); } } } ExportShaderPointer(container, node, shaderNames, EngineBuiltInAssets.LegacyDiffuse); ExportShaderPointer(container, node, shaderNames, EngineBuiltInAssets.CubeBlur); ExportShaderPointer(container, node, shaderNames, EngineBuiltInAssets.CubeCopy); ExportShaderPointer(container, node, shaderNames, EngineBuiltInAssets.CubeBlend); ExportShaderPointer(container, node, shaderNames, EngineBuiltInAssets.SpriteDefault); ExportShaderPointer(container, node, shaderNames, EngineBuiltInAssets.UIDefault); return(node); }