ShaderIncludeReflection
class in
UnityEditor.ShaderApiReflection
/
Inherits from:Object
Suggest a change
Success!
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Close
Submission failed
For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
Close
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 |
| LogMessages | The errors or warnings generated while reflecting the shader include. |
| ReflectedFunctions | The shader include's exposed functions. |
Inherited Members
Properties
| Property | Description |
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
Public Methods
| Method | Description |
| GetEntityId | Gets the EntityId of the object. |
| ToString | Returns the name of the object. |
Static Methods
| Method | Description |
| Destroy | Removes a GameObject, component, or asset. |
| DestroyImmediate | Destroys the specified object immediately. Use with caution and in Edit mode only. |
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
| FindAnyObjectByType | Retrieves any active loaded object of Type type. |
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
Operators
| Operator | Description |
| bool | Does 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. |