public static ShaderProps GetPropsForSupportedShader(string shaderName) { if (m_shaderPropMap == null) { m_shaderPropMap = new Dictionary <string, ShaderProps>(); foreach (var prop in typeof(PreShaderPropExporter).GetProperties(BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic)) { if (prop.GetCustomAttributes(typeof(PreExportShaderAttribute), true).Any()) { var kv = (KeyValuePair <string, ShaderProps>)prop.GetValue(null, null); m_shaderPropMap.Add(kv.Key, kv.Value); } } } ShaderProps props; if (m_shaderPropMap.TryGetValue(shaderName, out props)) { return(props); } #if UNITY_EDITOR // fallback Debug.LogWarningFormat("{0} is not predefined shader. Use ShaderUtil", shaderName); var shader = Shader.Find(shaderName); return(ShaderProps.FromShader(shader)); #else return(null); #endif }
static void PreExport(SupportedShader supportedShader) { var path = GetExportDir(supportedShader.TargetFolder).Child(EscapeShaderName(supportedShader.ShaderName) + ".cs"); Debug.LogFormat("PreExport: {0}", path.fullPath); var shader = Shader.Find(supportedShader.ShaderName); var props = ShaderProps.FromShader(shader); File.WriteAllText(path.fullPath, props.ToString(shader.name)); }