private static void HotReload_NOT(AssetsManagerInstance AM) { AM.ImportAsset(@"Deffered\CommonVS.hlsl", "CommonVS", true); //AM.ImportShaderAsset(@"Commons\ScreenQuadPS.hlsl", "ScreenQuadPS", "PSMain", true); //AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "MSAA_LightPassPS", "PSMain", "MSAA", true); //AM.ImportShaderAsset(@"Commons\ScreenQuadPS.hlsl", "MSAA_ScreenQuadPS", "PSMain", "MSAA", true); AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "LightPassPS", "PSMain", true); AM.ImportShaderAsset(@"Deffered\FillGBuffer.hlsl", "FillGBufferPS", "FillGBufferPS", true); AM.ImportShaderAsset(@"Deffered\FillGBuffer.hlsl", "FillGBufferSkyboxPS", "FillGBufferPS", "TEXTURE_CUBE_ALBEDO_MAP", true); AM.ImportShaderAsset(@"Deffered\FillGBuffer.hlsl", "FillGBufferMaskedPS", "FillGBufferPS", "MASKED", true); //AM.ImportShaderAsset(@"Deffered\DownscalingCS.hlsl", "DownsamplingFirstCS", "DownScaleFirstPass", true); //AM.ImportShaderAsset(@"Deffered\DownscalingCS.hlsl", "DownsamplingSecondCS", "DownScaleSecondPass", true); AM.ImportShaderAsset(@"Commons\ScreenQuadPS.hlsl", "ScreenQuadPS", "PSMain", true); AM.ImportShaderAsset(@"Commons\ScreenQuadVS.hlsl", "ScreenQuadVS", "VSMain", true); Dictionary <string, string> pathNamePairs = new Dictionary <string, string>(); //pathNamePairs.Add("Textures/SnowRock/rock-snow-ice1-2k_Base_Color.png", "SnowRockAlbedoMap"); foreach (string path in pathNamePairs.Keys) { AM.ImportAsset(RawContentPath + path, pathNamePairs[path], true); } //AM.CreateMaterialAsset("SnowRockMaterial", "SnowRockAlbedoMap", // "SnowRockNormalMap", "SnowRockRoughnessMap", // "SnowRockMetallicMap", "SnowRockOcclusionMap"); }
private static void ImportShaders(AssetsManagerInstance AM) { AM.ImportAsset(@"Commons\CommonVS.hlsl", "CommonVS", true); AM.ImportShaderAsset(@"Deffered\LightVolumes.hlsl", "LightVolumesVS", "LightVolumesVS", true); AM.ImportShaderAsset(@"Deffered\LightVolumes.hlsl", "LightVolumesHS", "LightVolumesHS", true); AM.ImportShaderAsset(@"Deffered\LightVolumes.hlsl", "PointLightVolumeDS", "LightVolumeDS", "POINT_LIGHT", true); AM.ImportShaderAsset(@"Deffered\LightVolumes.hlsl", "SpotLightVolumeDS", "LightVolumeDS", "SPOT_LIGHT", true); AM.ImportShaderAsset(@"Deffered\LightVolumes.hlsl", "CapsuleLightVolumeDS", "LightVolumeDS", "CAPSULE_LIGHT", true); AM.ImportShaderAsset(@"Deffered\FillGBuffer.hlsl", "FillGBufferVS", "FillGBufferVS", true); AM.ImportShaderAsset(@"Deffered\FillGBuffer.hlsl", "FillGBufferPS", "FillGBufferPS", true); AM.ImportShaderAsset(@"Deffered\FillGBuffer.hlsl", "FillGBufferSkyboxPS", "FillGBufferPS", "TEXTURE_CUBE_ALBEDO_MAP", true); AM.ImportShaderAsset(@"Deffered\FillGBuffer.hlsl", "FillGBufferMaskedPS", "FillGBufferPS", "MASKED", true); AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "LightPassVS", "VSMain", true); AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "LightPassPS", "PSMain", true); AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "MSAA_LightPassPS", "PSMain", "MSAA", true); AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "LightPassDirectionalPS", "PSDirectionalLight", true); AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "LightPassDirectionalPS", "PSDirectionalLight", "MSAA", true); AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "LightPassPointPS", "PSPointLight", true); AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "MSAA_LightPassPointPS", "PSPointLight", "MSAA", true); AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "LightPassPointQuadPS", "PSPointLight", "SQUAD", true); AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "MSAA_LightPassPointQuadPS", "PSPointLight", "SQUAD", "MSAA", true); AM.ImportShaderAsset(@"Commons\ScreenQuadPS.hlsl", "ScreenQuadPS", "PSMain", true); AM.ImportShaderAsset(@"Commons\ScreenQuadPS.hlsl", "MSAA_ScreenQuadPS", "PSMain", "MSAA", true); AM.ImportAsset(@"Commons\ScreenQuadVS.hlsl", "ScreenQuadVS", true); //Forward AM.ImportAsset(@"PBR\PBRForwardPS.hlsl", "PBRForwardPS", true); AM.ImportAsset(@"Unlit\FwdSkySpherePS.hlsl", "FwdSkySpherePS", true); AM.ImportAsset(@"ForwardPlus\LightCullingCS.hlsl", "LightCullingCS"); AM.ImportAsset(@"ForwardPlus\ForwardPlusPosOnlyVS.hlsl", "ForwardPlusPosOnlyVS", true); AM.ImportAsset(@"ForwardPlus\ForwardPlusPosTexVS.hlsl", "ForwardPlusPosTexVS", true); AM.ImportAsset(@"ForwardPlus\ForwardPlusPosTexPS.hlsl", "ForwardPlusPosTexPS", true); AM.ImportAsset(@"ForwardPlus\ForwardPlusScenePS.hlsl", "ForwardPlusScenePS", true); AM.ImportAsset(@"Unlit\ReflectionSpherePS.hlsl", "ReflectionSpherePS", true); AM.ImportAsset(@"Commons\DepthShadowsVS.hlsl", "DepthShadowsVS", true); AM.ImportAsset(@"Commons\DepthShadowsPS.hlsl", "DepthShadowsPS", true); AM.ImportAsset(@"Commons\DownSamplingPS.hlsl", "DownSamplingPS", true); AM.ImportAsset(@"Unlit\VelocityPS.hlsl", "VelocityPS", true); AM.ImportAsset(@"Unlit\MaskedVelocityPS.hlsl", "MaskedVelocityPS", true); }