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); }
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];
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"); }
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); }
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"); }
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); }