Version: Unity 6.5 Alpha (6000.5)
LanguageEnglish
  • C#

ShaderIncludeReflection

class in UnityEditor.ShaderApiReflection

/

Inherits from:Object

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Description

The container for reflection data extracted from a shader include.

This class exposes information on any functions declared in a shader include which were exposed using UNITY_EXPORT_REFLECTION.

Additional resources: ShaderInclude.Reflection.

using UnityEditor;
using UnityEditor.ShaderApiReflection;
using UnityEngine;

// This example adds a menu item which prints information from reflected functions in any shader include
// assets selected in the project view.
public class ReflectedFunctionPrinter
{
    [MenuItem("Examples/ReflectedFunctionPrinter")]
    static void PrintReflectedFunctions()
    {
        // Visit each selected object
        foreach (Object selectedObject in Selection.objects)
        {
            // Check if the object is a ShaderInclude
            if (selectedObject is ShaderInclude includeObject)
            {
                Debug.Log("Found shader include at " + AssetDatabase.GetAssetPath(includeObject));

                // Visit each exposed function in the include
                foreach (ReflectedFunction func in includeObject.Reflection.ReflectedFunctions)
                    PrintFunction(func);
            }
        }
    }

    static void PrintFunction(ReflectedFunction func)
    {
        // Print the function's signature
        Debug.Log($"Found function with signature: {func.GetSignature()}");

        // Print the function's summary, if it exists
        if (func.Hints.TryGetValue("summary", out string funcSummary))
            Debug.Log($"{func.Name}'s doc comment: {funcSummary}");

        // Print the function's body text
        Debug.Log($"{func.Name}'s body:\n{func.GetNormalizedBodyText()}");

        // Visit each parameter
        foreach (ReflectedParameter param in func.Parameters)
        {
            // Print the parameter
            Debug.Log($"{func.Name} has parameter: {param.ToString()}");

            // Print the parameter's summary
            if (param.Hints.TryGetValue("summary", out string paramSummary))
                Debug.Log($"{param.Name}'s doc comment: {paramSummary}");
        }
    }
}

Properties

Property Description
LogMessagesThe errors or warnings generated while reflecting the shader include.
ReflectedFunctionsThe shader include's exposed functions.

Inherited Members

Properties

PropertyDescription
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

MethodDescription
GetEntityIdGets the EntityId of the object.
ToStringReturns the name of the object.

Static Methods

MethodDescription
DestroyRemoves a GameObject, component, or asset.
DestroyImmediateDestroys the specified object immediately. Use with caution and in Edit mode only.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

OperatorDescription
boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.