519 lines
20 KiB
C#
519 lines
20 KiB
C#
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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namespace AmazingAssets.AdvancedDissolveEditor
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{
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public class GenerateShader : Editor
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{
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enum SHADER_PASS { Unknown, Pass, UniversalForward, ShadowCaster, META, Meta, ScenePickingPass, SceneSelectionPass, DepthOnly, DepthForwardOnly, DepthNormals, DepthNormalsOnly, GBuffer, MotionVectors, Forward, ForwardOnly, FullScreenDebug, IndirectDXR, VisibilityDXR, ForwardDXR, GBufferDXR, PathTracingDXR, RayTracingPrepass, TransparentDepthPrepass }
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[MenuItem("Assets/Amazing Assets/Advanced Dissolve/Generate Shader", false, 4201)]
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static public void Menu()
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{
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Generate(Selection.activeObject);
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}
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[MenuItem("Assets/Amazing Assets/Advanced Dissolve/Generate Shader", true, 4201)]
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static public bool Validate_Menu()
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{
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if (Selection.activeObject == null)
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return false;
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string path = AssetDatabase.GetAssetPath(Selection.activeObject);
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if (string.IsNullOrEmpty(path))
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return false;
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if (Path.GetExtension(path).ToLowerInvariant() != ".shader")
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return false;
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if (string.IsNullOrEmpty(GUIUtility.systemCopyBuffer) || GUIUtility.systemCopyBuffer.IndexOf("Shader \"") != 0)
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return false;
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return true;
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}
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static bool IsAssetReady(Object obj)
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{
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if (obj == null)
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return false;
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string path = AssetDatabase.GetAssetPath(obj);
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if (string.IsNullOrEmpty(path))
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{
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Debug.LogError("Unknown asset type.\n");
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return false;
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}
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if (Path.GetExtension(path).ToLowerInvariant() != ".shader")
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{
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Debug.LogError("Asset is not a valid shader.\n");
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return false;
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}
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Shader shader = (Shader)AssetDatabase.LoadAssetAtPath(path, typeof(Shader));
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if (shader == null)
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{
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Debug.LogError("Asset is not a valid shader.\n");
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return false;
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}
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if (string.IsNullOrEmpty(GUIUtility.systemCopyBuffer) || GUIUtility.systemCopyBuffer.IndexOf("Shader \"") != 0)
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{
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Debug.LogError("System copy buffer does not hold 'shader' code.\n");
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return false;
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}
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return true;
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}
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static void Generate(Object sourceShaderAsset)
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{
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if (IsAssetReady(sourceShaderAsset) == false)
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return;
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string sourceShaderAssetPath = AssetDatabase.GetAssetPath(sourceShaderAsset);
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//Write system copy buffer into a file
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CreateShaderAssetFile(sourceShaderAssetPath, new List<string> { GUIUtility.systemCopyBuffer });
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List<string> newShaderFile = File.ReadAllLines(sourceShaderAssetPath).ToList();
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//1) Change shader Name
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//2) Add properties
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//3) Add shader code
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//4) Add custom editor
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//5) Save
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//1
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if (ChangeShaderName(sourceShaderAssetPath, newShaderFile) == false)
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{
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Debug.LogError("Problem with shader renaming.\n");
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return;
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}
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//2
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if (AddProperties(newShaderFile) == false)
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{
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Debug.LogError("Shader has no properties.\n");
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return;
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}
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//3
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if (AddShaderCode(newShaderFile) == false)
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{
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Debug.LogError("Problems with shader generating.\n");
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return;
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}
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//4
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AddCustomEditor(newShaderFile);
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//5
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CreateShaderAssetFile(sourceShaderAssetPath, newShaderFile);
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}
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static string GetCustomEditorName(string defaultCustomEditor)
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{
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switch(AmazingAssets.AdvancedDissolveEditor.Utilities.GetProjectRenderPipeline())
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{
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case Utilities.RenderPipeline.HighDefinition:
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{
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if (defaultCustomEditor.Contains("Rendering.HighDefinition.HDUnlitGUI"))
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return defaultCustomEditor.Replace("Rendering.HighDefinition.HDUnlitGUI", "AmazingAssets.AdvancedDissolveEditor.ShaderGraph.AdvancedDissolve_ShaderGraphGUI");
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if (defaultCustomEditor.Contains("Rendering.HighDefinition.DecalShaderGraphGUI"))
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return defaultCustomEditor.Replace("Rendering.HighDefinition.DecalShaderGraphGUI", "AmazingAssets.AdvancedDissolveEditor.ShaderGraph.AdvancedDissolve_ShaderGraphGUI");
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if (defaultCustomEditor.Contains("Rendering.HighDefinition.LightingShaderGraphGUI"))
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return defaultCustomEditor.Replace("Rendering.HighDefinition.LightingShaderGraphGUI", "AmazingAssets.AdvancedDissolveEditor.ShaderGraph.AdvancedDissolve_ShaderGraphGUI");
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if (defaultCustomEditor.Contains("Rendering.HighDefinition.LitShaderGraphGUI"))
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return defaultCustomEditor.Replace("Rendering.HighDefinition.LitShaderGraphGUI", "AmazingAssets.AdvancedDissolveEditor.ShaderGraph.AdvancedDissolve_ShaderGraphGUI");
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} break;
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case Utilities.RenderPipeline.Universal:
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{
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if (defaultCustomEditor.Contains("ShaderGraphUnlitGUI"))
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return "CustomEditorForRenderPipeline \"UnityEditor.AdvancedDissolve_ShaderGraphUnlitGUI\" \"UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset\"";
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else if (defaultCustomEditor.Contains("ShaderGraphLitGUI"))
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return "CustomEditorForRenderPipeline \"UnityEditor.AdvancedDissolve_ShaderGraphLitGUI\" \"UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset\"";
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} break;
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}
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Debug.LogError("Undefined custom material editor.\n");
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return string.Empty;
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}
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static bool ChangeShaderName(string sourceShaderAssetPath, List<string> newShaderFile)
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{
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//Get source shader name
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string originalName = Path.GetFileNameWithoutExtension(sourceShaderAssetPath);
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//Shader "name" <-- find this line and set new shader name
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//{
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// Properties
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// {
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// ...
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// ...
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// ...
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// }
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for (int i = 0; i < newShaderFile.Count; i++)
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{
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if (newShaderFile[i].Contains("Shader \""))
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{
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newShaderFile[i] = "Shader \"" + "Amazing Assets/Advanced Dissolve/Shader Graph/" + originalName + "\"";
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return true;
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}
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}
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return false;
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}
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static bool AddProperties(List<string> newShaderFile)
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{
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//Properties
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// { <-- find this line ID and add Dissolve properties below it
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// ...
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// ...
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// ...
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// }
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//SubShader
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//{
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int propertiesLineID = -1;
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for (int i = 0; i < newShaderFile.Count; i++)
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{
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if (newShaderFile[i].Trim() == "Properties")
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{
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propertiesLineID = i + 1;
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break;
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}
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}
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if (propertiesLineID == -1)
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return false;
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string mateiralPropertiesFilePath = Path.Combine(Utilities.GetPathToTheAssetInstallationtFolder(), "Editor", "Utilities", "AdvancedDissolveProperties.txt");
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List<string> propertyFile = File.ReadAllLines(mateiralPropertiesFilePath).ToList();
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propertyFile.Add(System.Environment.NewLine);
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newShaderFile.InsertRange(propertiesLineID + 1, propertyFile);
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return true;
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}
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static void AddCustomEditor(List<string> newShaderFile)
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{
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//Find defult "CustomEditor" and replace it
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//Loop of 10 iterations is enough to find "CustomEditor"
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int customEditroLineID = -1;
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for (int i = newShaderFile.Count - 1; i >= newShaderFile.Count - 10; i -= 1)
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{
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if (newShaderFile[i].Contains("CustomEditorForRenderPipeline"))
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{
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customEditroLineID = i;
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break;
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}
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}
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if (customEditroLineID != -1)
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{
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string newCustomEditor = GetCustomEditorName(newShaderFile[customEditroLineID]);
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//Comment old editor
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newShaderFile[customEditroLineID] = "//" + newShaderFile[customEditroLineID];
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//Add new editor
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newShaderFile.Insert(customEditroLineID + 1, newCustomEditor);
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}
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//No "CustomEditor" detected
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else
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{
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//Find the end of a shader file
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for (int i = newShaderFile.Count - 1; i >= newShaderFile.Count - 10; i -= 1)
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{
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if (newShaderFile[i].Trim() == "}")
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{
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newShaderFile.Insert(i, string.Format(" CustomEditor \"AmazingAssets.AdvancedDissolveEditor.ShaderGraph.{0}\"", GetCustomEditorName(string.Empty)));
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break;
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}
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}
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}
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}
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static bool AddShaderCode(List<string> newShaderFile)
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{
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// SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) <-- find this line ID and add Dissolve keywords above it
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//{
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// SurfaceDescription surface = (SurfaceDescription)0;
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// ...
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// ...
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// ... SG_AdvancedDissolve_XXXXXXXX({0}, {1}, {2}); <-- find this line, extract {0} parameter and then disalbe this line
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// ...
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// ...
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// return surface; <-- find this line ID and add Dissolve core methods above it
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//}
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if (Utilities.GetProjectRenderPipeline() == Utilities.RenderPipeline.BuiltIn)
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return false;
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string pathToDefinesCGINC = Path.Combine(Utilities.GetPathToTheAssetInstallationtFolder(), "Shaders", "cginc", "Defines.cginc");
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string pathToCoreCGINC = Path.Combine(Utilities.GetPathToTheAssetInstallationtFolder(), "Shaders", "cginc", "Core.cginc");
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string pathToShaderKeywordsFile = Path.Combine(Utilities.GetPathToTheAssetInstallationtFolder(), "Editor", "Utilities", "AdvancedDissolveKeywords.txt");
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pathToDefinesCGINC = "#include \"" + pathToDefinesCGINC.Replace(Path.DirectorySeparatorChar, '/') + "\"";
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pathToCoreCGINC = "#include \"" + pathToCoreCGINC.Replace(Path.DirectorySeparatorChar, '/') + "\"";
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List<string> keywordsFile = File.ReadAllLines(pathToShaderKeywordsFile).ToList();
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keywordsFile.RemoveAll(x => x.Contains("_AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP"));
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List<string> defines = new List<string>();
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defines.Add(System.Environment.NewLine);
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defines.AddRange(keywordsFile);
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defines.Add(System.Environment.NewLine);
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defines.Add("#define ADVANCED_DISSOLVE_SHADER_GRAPH");
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if(Utilities.GetProjectRenderPipeline() == Utilities.RenderPipeline.Universal)
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defines.Add("#define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE");
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else
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defines.Add("#define ADVANCED_DISSOLVE_HIGH_DEFINITION_RENDER_PIPELINE");
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defines.Add(pathToDefinesCGINC);
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defines.Add("/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////");
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defines.Add(System.Environment.NewLine);
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List<string> coreData = new List<string>();
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coreData.Add(System.Environment.NewLine);
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coreData.Add("//Advanced Dissolve");
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coreData.Add(pathToCoreCGINC);
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coreData.Add(System.Environment.NewLine);
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SHADER_PASS shaderPass = SHADER_PASS.Unknown;
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bool definesAdded = false;
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bool coreDataAdded = false;
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bool codeAdded = false;
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string customCutoutAlpha = "1";
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string customEdgeColor = "1";
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string surfaceAlbedo = string.Empty;
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bool useEmission = false;
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for (int i = 0; i < newShaderFile.Count; i++)
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{
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//Detect current shader pass
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GetShaderPassFromString(newShaderFile[i], ref shaderPass);
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//Add keywords
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if (newShaderFile[i].Contains("CBUFFER_START(UnityPerMaterial)"))
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{
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newShaderFile.InsertRange(i, defines);
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i += defines.Count;
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//Define meta pass
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if (shaderPass == SHADER_PASS.META || shaderPass == SHADER_PASS.Meta)
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{
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newShaderFile.Insert(i - 4, "#define ADVANCED_DISSOLVE_META_PASS");
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//Reset
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shaderPass = SHADER_PASS.Unknown;
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i += 1;
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}
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definesAdded = true;
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}
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//Add core data
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if (newShaderFile[i].Contains("SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)"))
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{
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GetSurfaceProperties(newShaderFile, i, out surfaceAlbedo, out useEmission);
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newShaderFile.InsertRange(i, coreData);
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i += coreData.Count;
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coreDataAdded = true;
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}
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//Find Custom Cutout Alpha & Custom Edge Color
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if (newShaderFile[i].Contains("SG_AdvancedDissolve_") && newShaderFile[i].Contains("void ") == false)
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{
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//Just make sure this line is what we are looking for
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if (newShaderFile[i].Contains("(") && newShaderFile[i].Contains(")") && newShaderFile[i].Contains(",") && newShaderFile[i].Contains(";"))
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{
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//SG_AdvancedDissolve_40a0ec735cfda6043bd217c139a901ab(_9D6BCFCD_Out_2, _258F41d_Out_2, _AdvancedDissolve_21DC4B79, _AdvancedDissolve_21DC4B79_Out_3);
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// ↑ ↑ ↑
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// | | |
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// | | |
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//index1 - - - - - - - - - - - - - - - - - - - - - - - | |
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// | |
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//index2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
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// |
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//index3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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int index1 = newShaderFile[i].IndexOf("(");
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int index2 = newShaderFile[i].IndexOf(",");
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customCutoutAlpha = newShaderFile[i].Substring(index1 + 1, index2 - index1 - 1).Trim();
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if(newShaderFile[i].Contains("float4") == false) //User has provied Custom Edge Color
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{
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int index3 = newShaderFile[i].IndexOf(",", newShaderFile[i].IndexOf(",") + 1);
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customEdgeColor = newShaderFile[i].Substring(index2 + 1, index3 - index2 - 1).Trim();
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}
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}
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}
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//Add core method
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if (newShaderFile[i].Contains("return surface;"))
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{
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newShaderFile[i] = string.Empty;
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List<string> code = new List<string>();
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code.Add(System.Environment.NewLine);
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code.Add("//" + shaderPass.ToString());
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code.Add(GetShaderCode(customCutoutAlpha, customEdgeColor, surfaceAlbedo, useEmission));
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code.Add(System.Environment.NewLine);
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code.Add("return surface;");
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newShaderFile.InsertRange(i, code);
|
|||
|
i += code.Count;
|
|||
|
|
|||
|
codeAdded = true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//Make sure shader always has '_ALPHATEST_ON' keyword
|
|||
|
for (int i = 0; i < newShaderFile.Count; i++)
|
|||
|
{
|
|||
|
if (newShaderFile[i].Contains("#pragma") && newShaderFile[i].Contains("shader_feature") && newShaderFile[i].Contains("_ALPHATEST_ON"))
|
|||
|
{
|
|||
|
newShaderFile[i] = "#define _ALPHATEST_ON 1";
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
return definesAdded && coreDataAdded && codeAdded ? true : false;
|
|||
|
}
|
|||
|
|
|||
|
static void CreateShaderAssetFile(string sourceShaderAssetPath, List<string> newShaderFile)
|
|||
|
{
|
|||
|
File.WriteAllLines(sourceShaderAssetPath, newShaderFile);
|
|||
|
|
|||
|
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
static string GetShaderCode(string customCutoutAlpha, string customEdgeColor, string albedo, bool useEmission)
|
|||
|
{
|
|||
|
string code = "AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, " + customCutoutAlpha + ", " + customEdgeColor;
|
|||
|
|
|||
|
code += string.Format(", {0}{1}surface.Alpha, surface.AlphaClipThreshold);",
|
|||
|
string.IsNullOrEmpty(albedo) ? string.Empty : ("surface." + albedo + ", "),
|
|||
|
useEmission ? ("surface.Emission, ") : string.Empty);
|
|||
|
|
|||
|
|
|||
|
return code;
|
|||
|
}
|
|||
|
|
|||
|
static void GetSurfaceProperties(List<string> newShaderFile, int startIndex, out string albedo, out bool emission)
|
|||
|
{
|
|||
|
albedo = string.Empty;
|
|||
|
emission = false;
|
|||
|
|
|||
|
|
|||
|
for (int i = startIndex; i < newShaderFile.Count; i++)
|
|||
|
{
|
|||
|
if (newShaderFile[i].Contains("surface.Albedo = "))
|
|||
|
albedo = "Albedo";
|
|||
|
|
|||
|
if (newShaderFile[i].Contains("surface.BaseColor = "))
|
|||
|
albedo = "BaseColor";
|
|||
|
|
|||
|
if (newShaderFile[i].Contains("surface.Color = "))
|
|||
|
albedo = "Color";
|
|||
|
|
|||
|
if (newShaderFile[i].Contains("surface.Emission = "))
|
|||
|
emission = true;
|
|||
|
|
|||
|
if (newShaderFile[i].Contains("return surface;"))
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
Debug.LogError("Uknown Surface Properties");
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
static void GetShaderPassFromString(string line, ref SHADER_PASS shaderPass)
|
|||
|
{
|
|||
|
//Name "Depth Only" <------ example
|
|||
|
|
|||
|
|
|||
|
if (string.IsNullOrEmpty(line) || line.Contains("Name \"") == false)
|
|||
|
return;
|
|||
|
|
|||
|
//Remove "Name", ", space
|
|||
|
line = line.Replace("Name", string.Empty).Replace("\"", string.Empty).Replace(" ", string.Empty);
|
|||
|
|
|||
|
|
|||
|
|
|||
|
foreach (SHADER_PASS pass in System.Enum.GetValues(typeof(SHADER_PASS)))
|
|||
|
{
|
|||
|
if (line == pass.ToString())
|
|||
|
{
|
|||
|
shaderPass = pass;
|
|||
|
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
Debug.LogError("Unknown Shader Pass: " + line);
|
|||
|
|
|||
|
shaderPass = SHADER_PASS.Unknown;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|