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Unity - Scripting API: ShaderIncludeReflection
Version: Unity 6.5 (6000.5)
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    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
    hideFlagsControls whether the object is hidden, saved with the scene, and editable by the user.
    nameThe name of the object.

    Public Methods

    MethodDescription
    GetEntityIdGets the EntityId of the object.
    GetHashCodeReturns the hash code for 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 T.
    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's related to another GameObject and obtains an AsyncInstantiateOperation instance of the resulting objects.

    Operators

    OperatorDescription
    boolDetermines whether the object exists.
    operator !=Compares if two objects refer to a different object.
    operator ==Compares two object references to see if they refer to the same object.

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