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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:
Rémi Verschelde
2022-09-02 13:49:53 +02:00
80 changed files with 1523 additions and 1494 deletions

View File

@@ -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(), &params);
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
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(), &params);
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
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(), &params);
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
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(), &params);
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
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(), &params);
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
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(), &params);
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
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(), &params);
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
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(), &params);
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
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());