Add a comment at the top of generated shaders
This comment is useful to determine the origin of ShaderMaterials converted from built-in material types (such as CanvasItemMaterial or SpatialMaterial). The Godot version is also included in case the shader needs to be regenerated with a newer engine version.
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3 changed files with 16 additions and 3 deletions
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@ -32,6 +32,7 @@
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#include "core/message_queue.h"
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#include "core/method_bind_ext.gen.inc"
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#include "core/os/input.h"
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#include "core/version.h"
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#include "scene/main/canvas_layer.h"
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#include "scene/main/viewport.h"
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#include "scene/resources/font.h"
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@ -89,7 +90,10 @@ void CanvasItemMaterial::_update_shader() {
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//must create a shader!
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String code = "shader_type canvas_item;\nrender_mode ";
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// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
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String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s CanvasItemMaterial.\n\n";
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code += "shader_type canvas_item;\nrender_mode ";
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switch (blend_mode) {
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case BLEND_MODE_MIX:
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code += "blend_mix";
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@ -32,6 +32,7 @@
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#include "core/engine.h"
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#include "core/project_settings.h"
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#include "core/version.h"
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#ifdef TOOLS_ENABLED
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#include "editor/editor_settings.h"
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@ -386,7 +387,10 @@ void SpatialMaterial::_update_shader() {
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//must create a shader!
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String code = "shader_type spatial;\nrender_mode ";
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// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
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String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s SpatialMaterial.\n\n";
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code += "shader_type spatial;\nrender_mode ";
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switch (blend_mode) {
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case BLEND_MODE_MIX:
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code += "blend_mix";
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@ -30,6 +30,8 @@
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#include "particles_material.h"
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#include "core/version.h"
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Mutex ParticlesMaterial::material_mutex;
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SelfList<ParticlesMaterial>::List *ParticlesMaterial::dirty_materials = nullptr;
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Map<ParticlesMaterial::MaterialKey, ParticlesMaterial::ShaderData> ParticlesMaterial::shader_map;
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@ -138,7 +140,10 @@ void ParticlesMaterial::_update_shader() {
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//must create a shader!
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String code = "shader_type particles;\n";
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// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
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String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s ParticlesMaterial.\n\n";
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code += "shader_type particles;\n";
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code += "uniform vec3 direction;\n";
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code += "uniform float spread;\n";
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