You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-07 12:30:27 +00:00
Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param
This commit is contained in:
@@ -344,17 +344,17 @@ Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p
|
||||
smat->set_shader(shader);
|
||||
|
||||
List<PropertyInfo> params;
|
||||
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
|
||||
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
|
||||
|
||||
for (const PropertyInfo &E : params) {
|
||||
// Texture parameter has to be treated specially since StandardMaterial3D saved it
|
||||
// as RID but ShaderMaterial needs Texture itself
|
||||
Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
|
||||
if (texture.is_valid()) {
|
||||
smat->set_shader_uniform(E.name, texture);
|
||||
smat->set_shader_parameter(E.name, texture);
|
||||
} else {
|
||||
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
|
||||
smat->set_shader_uniform(E.name, value);
|
||||
smat->set_shader_parameter(E.name, value);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -390,17 +390,17 @@ Ref<Resource> ORMMaterial3DConversionPlugin::convert(const Ref<Resource> &p_reso
|
||||
smat->set_shader(shader);
|
||||
|
||||
List<PropertyInfo> params;
|
||||
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
|
||||
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
|
||||
|
||||
for (const PropertyInfo &E : params) {
|
||||
// Texture parameter has to be treated specially since ORMMaterial3D saved it
|
||||
// as RID but ShaderMaterial needs Texture itself
|
||||
Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
|
||||
if (texture.is_valid()) {
|
||||
smat->set_shader_uniform(E.name, texture);
|
||||
smat->set_shader_parameter(E.name, texture);
|
||||
} else {
|
||||
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
|
||||
smat->set_shader_uniform(E.name, value);
|
||||
smat->set_shader_parameter(E.name, value);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -436,11 +436,11 @@ Ref<Resource> ParticleProcessMaterialConversionPlugin::convert(const Ref<Resourc
|
||||
smat->set_shader(shader);
|
||||
|
||||
List<PropertyInfo> params;
|
||||
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
|
||||
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
|
||||
|
||||
for (const PropertyInfo &E : params) {
|
||||
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
|
||||
smat->set_shader_uniform(E.name, value);
|
||||
smat->set_shader_parameter(E.name, value);
|
||||
}
|
||||
|
||||
smat->set_render_priority(mat->get_render_priority());
|
||||
@@ -475,11 +475,11 @@ Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p
|
||||
smat->set_shader(shader);
|
||||
|
||||
List<PropertyInfo> params;
|
||||
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
|
||||
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
|
||||
|
||||
for (const PropertyInfo &E : params) {
|
||||
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
|
||||
smat->set_shader_uniform(E.name, value);
|
||||
smat->set_shader_parameter(E.name, value);
|
||||
}
|
||||
|
||||
smat->set_render_priority(mat->get_render_priority());
|
||||
@@ -514,11 +514,11 @@ Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource>
|
||||
smat->set_shader(shader);
|
||||
|
||||
List<PropertyInfo> params;
|
||||
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
|
||||
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
|
||||
|
||||
for (const PropertyInfo &E : params) {
|
||||
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
|
||||
smat->set_shader_uniform(E.name, value);
|
||||
smat->set_shader_parameter(E.name, value);
|
||||
}
|
||||
|
||||
smat->set_render_priority(mat->get_render_priority());
|
||||
@@ -553,11 +553,11 @@ Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &
|
||||
smat->set_shader(shader);
|
||||
|
||||
List<PropertyInfo> params;
|
||||
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
|
||||
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
|
||||
|
||||
for (const PropertyInfo &E : params) {
|
||||
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
|
||||
smat->set_shader_uniform(E.name, value);
|
||||
smat->set_shader_parameter(E.name, value);
|
||||
}
|
||||
|
||||
smat->set_render_priority(mat->get_render_priority());
|
||||
@@ -592,11 +592,11 @@ Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &
|
||||
smat->set_shader(shader);
|
||||
|
||||
List<PropertyInfo> params;
|
||||
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
|
||||
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
|
||||
|
||||
for (const PropertyInfo &E : params) {
|
||||
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
|
||||
smat->set_shader_uniform(E.name, value);
|
||||
smat->set_shader_parameter(E.name, value);
|
||||
}
|
||||
|
||||
smat->set_render_priority(mat->get_render_priority());
|
||||
@@ -631,11 +631,11 @@ Ref<Resource> FogMaterialConversionPlugin::convert(const Ref<Resource> &p_resour
|
||||
smat->set_shader(shader);
|
||||
|
||||
List<PropertyInfo> params;
|
||||
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
|
||||
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
|
||||
|
||||
for (const PropertyInfo &E : params) {
|
||||
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
|
||||
smat->set_shader_uniform(E.name, value);
|
||||
smat->set_shader_parameter(E.name, value);
|
||||
}
|
||||
|
||||
smat->set_render_priority(mat->get_render_priority());
|
||||
|
||||
Reference in New Issue
Block a user