Add shader blacklist

Add a configurable blacklist of shaders that can be projected onto
feature-multiSDF
Andrew Cassidy 4 years ago
parent 7e520f97ca
commit 53538a7b09

@ -0,0 +1,20 @@
CONFORMALDECALS {
SHADERBLACKLIST {
shader = DepthMask
shader = KSP/Alpha/Cutoff
shader = KSP/Alpha/Cutoff Bumped
shader = KSP/Alpha/Translucent
shader = KSP/Alpha/Translucent Additive
shader = KSP/Alpha/Translucent Specular
shader = KSP/Alpha/Unlit Transparent
shader = KSP/Bumped Specular (Transparent)
shader = KSP/FX/ScrollingUnlit
shader = KSP/Particles/Additive
shader = KSP/Particles/Additive (Soft)
shader = KSP/Particles/Alpha Blended
shader = KSP/Particles/Alpha Blended Emissive Cutout
shader = KSP/Specular (Cutoff)
shader = KSP/Specular (Transparent)
shader = Solid Color (Alpha)
}
}

@ -0,0 +1,38 @@
using System.Collections.Generic;
using UnityEngine;
namespace ConformalDecals {
[KSPAddon(KSPAddon.Startup.Instantly, true)]
public class ConformalDecalConfig : MonoBehaviour {
private static List<string> _shaderBlacklist;
public static bool IsBlacklisted(Shader shader) {
return IsBlacklisted(shader.name);
}
public static bool IsBlacklisted(string shaderName) {
return _shaderBlacklist.Contains(shaderName);
}
private void ParseConfig(ConfigNode node) {
foreach (var blacklist in node.GetNodes("SHADERBLACKLIST")) {
foreach (var shaderName in blacklist.GetValuesList("shader")) {
_shaderBlacklist.Add(shaderName);
}
}
}
private void Start() {
_shaderBlacklist = new List<string>();
var configs = GameDatabase.Instance.GetConfigs("CONFORMALDECALS");
if (configs.Length > 0) {
Debug.Log("DecalConfig loading config");
foreach (var config in configs) {
ParseConfig(config.config);
}
}
}
}
}

@ -49,6 +49,7 @@
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="ConformalDecalConfig.cs" />
<Compile Include="MaterialModifiers\MaterialColorProperty.cs" />
<Compile Include="MaterialModifiers\MaterialFloatProperty.cs" />
<Compile Include="MaterialModifiers\MaterialProperty.cs" />

@ -330,6 +330,12 @@ namespace ConformalDecals {
foreach (var renderer in renderers) {
// skip disabled renderers
if (renderer.gameObject.activeInHierarchy == false) continue;
// skip blacklisted shaders
if (ConformalDecalConfig.IsBlacklisted(renderer.material.shader)) {
this.Log($"Skipping blacklisted shader '{renderer.material.shader.name}' in '{renderer.gameObject.name}'");
continue;
}
var meshFilter = renderer.GetComponent<MeshFilter>();
if (meshFilter == null) continue; // object has a meshRenderer with no filter, invalid

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