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var text = GetShaderText<MaterialGraph>(ctx.assetPath, out configuredTextures); |
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if (text == null) |
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text = errorShader; |
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var name = Path.GetFileNameWithoutExtension(ctx.assetPath); |
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string shaderName = string.Format("graphs/{0}", name); |
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text = text.Replace("Hidden/GraphErrorShader2", shaderName); |
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var shader = ShaderUtil.CreateShaderAsset(text); |
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