public static PlatformShaderSettings GetShaderSettingsForPlatform(BuildTargetGroup target, ShaderHardwareTier tier)
 {
     TierSettings tierSettings = GetTierSettings(target, (GraphicsTier) tier);
     return new PlatformShaderSettings { 
         cascadedShadowMaps = tierSettings.cascadedShadowMaps,
         standardShaderQuality = tierSettings.standardShaderQuality,
         reflectionProbeBoxProjection = tierSettings.reflectionProbeBoxProjection,
         reflectionProbeBlending = tierSettings.reflectionProbeBlending
     };
 }
        public static void SetShaderSettingsForPlatform(BuildTargetGroup target, ShaderHardwareTier tier, PlatformShaderSettings settings)
        {
            TierSettings tierSettings = EditorGraphicsSettings.GetTierSettings(target, (GraphicsTier)tier);

            tierSettings.standardShaderQuality        = settings.standardShaderQuality;
            tierSettings.cascadedShadowMaps           = settings.cascadedShadowMaps;
            tierSettings.reflectionProbeBoxProjection = settings.reflectionProbeBoxProjection;
            tierSettings.reflectionProbeBlending      = settings.reflectionProbeBlending;
            EditorGraphicsSettings.SetTierSettings(target, (GraphicsTier)tier, tierSettings);
        }
        public static void SetShaderSettingsForPlatform(BuildTargetGroup target, ShaderHardwareTier tier, PlatformShaderSettings settings)
        {
            TierSettings settings2 = new TierSettings {
                standardShaderQuality        = settings.standardShaderQuality,
                cascadedShadowMaps           = settings.cascadedShadowMaps,
                reflectionProbeBoxProjection = settings.reflectionProbeBoxProjection,
                reflectionProbeBlending      = settings.reflectionProbeBlending
            };

            SetTierSettings(target, (GraphicsTier)tier, settings2);
        }
Пример #4
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        public void Export(ShaderWriter writer, ref ShaderSubProgramBlob blob, ShaderType type, bool isTier)
        {
            writer.WriteIndent(4);
#warning TODO: convertion (DX to HLSL)
            writer.Write("SubProgram \"{0} ", GpuProgramType.ToGPUPlatform(writer.Platform));
            if (isTier)
            {
                writer.Write("hw_tier{0} ", ShaderHardwareTier.ToString("00"));
            }
            writer.Write("\" {\n");
            writer.WriteIndent(5);

            ref ShaderSubProgram subProgram = ref blob.SubPrograms[(int)BlobIndex];
Пример #5
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        public void Export(TextWriter writer, ShaderSubProgramBlob blob, Platform platform, bool isTier, Func <ShaderGpuProgramType, ShaderTextExporter> exporterInstantiator)
        {
            writer.WriteIntent(4);
            writer.Write("SubProgram \"{0} ", GpuProgramType.ToGPUPlatform(platform));
            if (isTier)
            {
                writer.Write("hw_tier{0} ", ShaderHardwareTier.ToString("00"));
            }
            writer.Write("\" {\n");
            writer.WriteIntent(5);

            blob.SubPrograms[(int)BlobIndex].Export(writer, exporterInstantiator);

            writer.Write('\n');
            writer.WriteIntent(4);
            writer.Write("}\n");
        }
Пример #6
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        public StringBuilder ToString(StringBuilder sb, ShaderSubProgramBlob blob, bool isTier)
        {
            sb.AppendIntent(4).Append("SubProgram").Append(' ');
            sb.Append('"').Append(GpuProgramType.ToGPUPlatform(m_assetsFile.Platform)).Append(' ');
            if (isTier)
            {
                sb.Append("hw_tier").Append(ShaderHardwareTier.ToString("00")).Append(' ');
            }
            sb.Append('"').Append(' ').Append('{').Append('\n');
            sb.AppendIntent(5);

            blob.SubPrograms[(int)BlobIndex].ToString(sb);

            sb.Append('\n');
            sb.AppendIntent(4).Append('}').Append('\n');
            return(sb);
        }
Пример #7
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        public void Export(ShaderWriter writer, ShaderSubProgramBlob blob, bool isTier)
        {
            writer.WriteIntent(4);
            writer.Write("SubProgram \"{0} ", GpuProgramType.ToGPUPlatform(writer.Platform));
            if (isTier)
            {
                writer.Write("hw_tier{0} ", ShaderHardwareTier.ToString("00"));
            }
            writer.Write("\" {\n");
            writer.WriteIntent(5);

            blob.SubPrograms[(int)BlobIndex].Export(writer);

            writer.Write('\n');
            writer.WriteIntent(4);
            writer.Write("}\n");
        }
Пример #8
0
        public void Export(ShaderWriter writer, ShaderType type, bool isTier)
        {
            writer.WriteIndent(4);
#warning TODO: convertion (DX to HLSL)
            writer.Write("SubProgram \"{0} ", GpuProgramType.ToGPUPlatform(writer.Platform));
            if (isTier)
            {
                writer.Write("hw_tier{0} ", ShaderHardwareTier.ToString("00"));
            }
            writer.Write("\" {\n");
            writer.WriteIndent(5);

            GPUPlatform gpuPlatform   = GpuProgramType.ToGPUPlatform(writer.Platform);
            int         platformIndex = writer.Shader.Platforms.IndexOf(gpuPlatform);
            writer.Shader.Blobs[platformIndex].SubPrograms[BlobIndex].Export(writer, type);

            writer.Write('\n');
            writer.WriteIndent(4);
            writer.Write("}\n");
        }
 public static TierSettings GetTierSettings(BuildTargetGroup target, ShaderHardwareTier tier)
 {
     return(EditorGraphicsSettings.GetTierSettings(target, (GraphicsTier)tier));
 }
 public static TierSettings GetTierSettings(BuildTargetGroup target, ShaderHardwareTier tier) =>
 GetTierSettings(target, (GraphicsTier)tier);
 internal static extern void MakeShaderSettingsAutomatic(BuildTargetGroup target, ShaderHardwareTier tier, bool automatic);
 internal static extern bool AreShaderSettingsAutomatic(BuildTargetGroup target, ShaderHardwareTier tier);
 internal static extern PlatformShaderSettings GetShaderSettingsForPlatformImpl(BuildTargetGroup target, ShaderHardwareTier tier);
 public static void SetShaderSettingsForPlatform(BuildTargetGroup target, ShaderHardwareTier tier, PlatformShaderSettings settings)
 {
     TierSettings settings2 = new TierSettings {
         standardShaderQuality = settings.standardShaderQuality,
         cascadedShadowMaps = settings.cascadedShadowMaps,
         reflectionProbeBoxProjection = settings.reflectionProbeBoxProjection,
         reflectionProbeBlending = settings.reflectionProbeBlending
     };
     SetTierSettings(target, (GraphicsTier) tier, settings2);
 }
 public static TierSettings GetTierSettings(BuildTargetGroup target, ShaderHardwareTier tier)
 {
     return GetTierSettings(target, (GraphicsTier) tier);
 }
 public static void SetTierSettings(BuildTargetGroup target, ShaderHardwareTier tier, TierSettings settings)
 {
     EditorGraphicsSettings.SetTierSettings(target, (GraphicsTier)tier, settings);
 }
        public static PlatformShaderSettings GetShaderSettingsForPlatform(BuildTargetGroup target, ShaderHardwareTier tier)
        {
            TierSettings tierSettings = EditorGraphicsSettings.GetTierSettings(target, (GraphicsTier)tier);

            return(new PlatformShaderSettings
            {
                cascadedShadowMaps = tierSettings.cascadedShadowMaps,
                standardShaderQuality = tierSettings.standardShaderQuality,
                reflectionProbeBoxProjection = tierSettings.reflectionProbeBoxProjection,
                reflectionProbeBlending = tierSettings.reflectionProbeBlending
            });
        }
 public static PlatformShaderSettings GetShaderSettingsForPlatform(BuildTargetGroup target, ShaderHardwareTier tier)
 {
     return(EditorGraphicsSettings.GetShaderSettingsForPlatformImpl(target, tier));
 }
 public static void SetShaderSettingsForPlatform(BuildTargetGroup target, ShaderHardwareTier tier, PlatformShaderSettings settings)
 {
     EditorGraphicsSettings.SetShaderSettingsForPlatformImpl(target, tier, settings);
     EditorGraphicsSettings.OnUpdateShaderSettingsForPlatformImpl(target, true);
 }
 public static void SetTierSettings(BuildTargetGroup target, ShaderHardwareTier tier, TierSettings settings)
 {
     SetTierSettings(target, (GraphicsTier) tier, settings);
 }