Add shader blacklist

Add a configurable blacklist of shaders that can be projected onto
This commit is contained in:
2020-06-02 13:46:16 -07:00
parent 7e520f97ca
commit 53538a7b09
5 changed files with 65 additions and 0 deletions

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@ -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);
}
}
}
}
}

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@ -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" />

View File

@ -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