using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif namespace UniGLTF.ShaderPropExporter { public class PreExportShadersAttribute : Attribute { } public class PreExportShaderAttribute : Attribute { } public struct SupportedShader { public string TargetFolder; public string ShaderName; public SupportedShader(string targetFolder, string shaderName) { TargetFolder = targetFolder; ShaderName = shaderName; } } public static partial class PreShaderPropExporter { static Dictionary m_shaderPropMap; public static ShaderProps GetPropsForSupportedShader(string shaderName) { if (m_shaderPropMap == null) { m_shaderPropMap = new Dictionary(); foreach (var prop in typeof(PreShaderPropExporter).GetProperties(BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic)) { if (prop.GetCustomAttributes(typeof(PreExportShaderAttribute), true).Any()) { var kv = (KeyValuePair)prop.GetValue(null, null); m_shaderPropMap.Add(kv.Key, kv.Value); } } } ShaderProps props; if (m_shaderPropMap.TryGetValue(shaderName, out props)) { return props; } #if UNITY_EDITOR // fallback Debug.LogWarningFormat("{0} is not predefined shader. Use ShaderUtil", shaderName); var shader = Shader.Find(shaderName); return ShaderProps.FromShader(shader); #else return null; #endif } } }