Add shader blacklist
Add a configurable blacklist of shaders that can be projected ontofeature-multiSDF
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CONFORMALDECALS {
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SHADERBLACKLIST {
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shader = DepthMask
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shader = KSP/Alpha/Cutoff
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shader = KSP/Alpha/Cutoff Bumped
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shader = KSP/Alpha/Translucent
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shader = KSP/Alpha/Translucent Additive
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shader = KSP/Alpha/Translucent Specular
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shader = KSP/Alpha/Unlit Transparent
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shader = KSP/Bumped Specular (Transparent)
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shader = KSP/FX/ScrollingUnlit
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shader = KSP/Particles/Additive
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shader = KSP/Particles/Additive (Soft)
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shader = KSP/Particles/Alpha Blended
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shader = KSP/Particles/Alpha Blended Emissive Cutout
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shader = KSP/Specular (Cutoff)
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shader = KSP/Specular (Transparent)
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shader = Solid Color (Alpha)
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}
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}
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using System.Collections.Generic;
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using UnityEngine;
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namespace ConformalDecals {
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[KSPAddon(KSPAddon.Startup.Instantly, true)]
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public class ConformalDecalConfig : MonoBehaviour {
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private static List<string> _shaderBlacklist;
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public static bool IsBlacklisted(Shader shader) {
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return IsBlacklisted(shader.name);
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}
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public static bool IsBlacklisted(string shaderName) {
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return _shaderBlacklist.Contains(shaderName);
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}
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private void ParseConfig(ConfigNode node) {
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foreach (var blacklist in node.GetNodes("SHADERBLACKLIST")) {
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foreach (var shaderName in blacklist.GetValuesList("shader")) {
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_shaderBlacklist.Add(shaderName);
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}
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}
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}
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private void Start() {
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_shaderBlacklist = new List<string>();
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var configs = GameDatabase.Instance.GetConfigs("CONFORMALDECALS");
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if (configs.Length > 0) {
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Debug.Log("DecalConfig loading config");
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foreach (var config in configs) {
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ParseConfig(config.config);
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}
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}
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}
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}
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}
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