Version: 2022.3
言語: 日本語
public ShaderData.PreprocessedVariant PreprocessVariant (Rendering.ShaderType shaderType, string[] keywords, Rendering.ShaderCompilerPlatform shaderCompilerPlatform, BuildTarget buildTarget, bool stripLineDirectives);
public ShaderData.PreprocessedVariant PreprocessVariant (Rendering.ShaderType shaderType, string[] keywords, Rendering.ShaderCompilerPlatform shaderCompilerPlatform, BuildTarget buildTarget, Rendering.GraphicsTier tier, bool stripLineDirectives);
public ShaderData.PreprocessedVariant PreprocessVariant (Rendering.ShaderType shaderType, string[] keywords, Rendering.ShaderCompilerPlatform shaderCompilerPlatform, BuildTarget buildTarget, BuiltinShaderDefine[] platformKeywords, bool stripLineDirectives);
public ShaderData.PreprocessedVariant PreprocessVariant (Rendering.ShaderType shaderType, string[] keywords, Rendering.ShaderCompilerPlatform shaderCompilerPlatform, BuildTarget buildTarget, BuiltinShaderDefine[] platformKeywords, Rendering.GraphicsTier tier, bool stripLineDirectives);

パラメーター

shaderType The shader type within this pass to preprocess. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type.
keywords The keywords to use during the preprocessing.
shaderCompilerPlatform The shader compiler platform to preprocess for.
buildTarget The build target to preprocess for.
tier An optional graphics tier.
platformKeywords An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier.
stripLineDirectives Whether to skip line number directives in the preprocessed output. When enabled, Unity produces more human-readable preprocessed source code and skips the line directives when the file name doesn't change. Otherwise, this method produces the exact preprocessed source that Unity passes to the compiler.

戻り値

PreprocessedVariant The preprocessed variant result. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty preprocessed code.

説明

Preprocesses a shader variant for this shader pass and returns the preprocessed code.