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moved editor-specific shader generator code to an Editor folder

/main
vlad-andreev 8 年前
当前提交
1f804bdc
共有 12 个文件被更改,包括 59 次插入0 次删除
  1. 9
      Assets/ShaderGenerator/Editor.meta
  2. 38
      Assets/ShaderGenerator/ShaderGeneratorAttributes.cs
  3. 12
      Assets/ShaderGenerator/ShaderGeneratorAttributes.cs.meta
  4. 0
      /Assets/ShaderGenerator/Editor/CSharpToHLSL.cs.meta
  5. 0
      /Assets/ShaderGenerator/Editor/ICSharpCode.NRefactory.dll.meta
  6. 0
      /Assets/ShaderGenerator/Editor/ShaderGeneratorMenu.cs.meta
  7. 0
      /Assets/ShaderGenerator/Editor/ShaderTypeGeneration.cs.meta
  8. 0
      /Assets/ShaderGenerator/Editor/ICSharpCode.NRefactory.dll
  9. 0
      /Assets/ShaderGenerator/Editor/ShaderGeneratorMenu.cs
  10. 0
      /Assets/ShaderGenerator/Editor/ShaderTypeGeneration.cs
  11. 0
      /Assets/ShaderGenerator/Editor/CSharpToHLSL.cs

9
Assets/ShaderGenerator/Editor.meta


fileFormatVersion: 2
guid: a7ecca2f74946b44494f07937e31b793
folderAsset: yes
timeCreated: 1477487246
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

38
Assets/ShaderGenerator/ShaderGeneratorAttributes.cs


using System;
namespace UnityEngine.Experimental.ScriptableRenderLoop
{
public enum PackingRules
{
Exact,
Aggressive
};
[AttributeUsage(AttributeTargets.Struct | AttributeTargets.Class | AttributeTargets.Enum)]
public class GenerateHLSL : System.Attribute
{
public PackingRules packingRules;
public bool needAccessors; // Whether or not to generate the accessors
public bool needParamDefines; // Wheter or not to generate define for each parameters of the struc
public int paramDefinesStart; // Start of the generated define
public GenerateHLSL(PackingRules rules = PackingRules.Exact, bool needAccessors = true, bool needParamDefines = false, int paramDefinesStart = 1)
{
packingRules = rules;
this.needAccessors = needAccessors;
this.needParamDefines = needParamDefines;
this.paramDefinesStart = paramDefinesStart;
}
}
[AttributeUsage(AttributeTargets.Field)]
public class SurfaceDataAttributes : System.Attribute
{
public string displayName;
public SurfaceDataAttributes(string displayName = "")
{
this.displayName = displayName;
}
}
}

12
Assets/ShaderGenerator/ShaderGeneratorAttributes.cs.meta


fileFormatVersion: 2
guid: e55f53965f0bb7d43b389fea197e7b4f
timeCreated: 1477487684
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

/Assets/ShaderGenerator/CSharpToHLSL.cs.meta → /Assets/ShaderGenerator/Editor/CSharpToHLSL.cs.meta

/Assets/ShaderGenerator/ICSharpCode.NRefactory.dll.meta → /Assets/ShaderGenerator/Editor/ICSharpCode.NRefactory.dll.meta

/Assets/ShaderGenerator/ShaderGeneratorMenu.cs.meta → /Assets/ShaderGenerator/Editor/ShaderGeneratorMenu.cs.meta

/Assets/ShaderGenerator/ShaderTypeGeneration.cs.meta → /Assets/ShaderGenerator/Editor/ShaderTypeGeneration.cs.meta

/Assets/ShaderGenerator/ICSharpCode.NRefactory.dll → /Assets/ShaderGenerator/Editor/ICSharpCode.NRefactory.dll

/Assets/ShaderGenerator/ShaderGeneratorMenu.cs → /Assets/ShaderGenerator/Editor/ShaderGeneratorMenu.cs

/Assets/ShaderGenerator/ShaderTypeGeneration.cs → /Assets/ShaderGenerator/Editor/ShaderTypeGeneration.cs

/Assets/ShaderGenerator/CSharpToHLSL.cs → /Assets/ShaderGenerator/Editor/CSharpToHLSL.cs

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