Shader.GetShaderParameterTargets

導入

v 7.0

詳細

シェーダ出力パラメータに接続されているオブジェクトを含むParameterCollectionを戻します。これにより、Parameter.Source プロパティと逆方向に Render Tree が移動されます。

Shader1.Out <== Shader2.In ('Shader2.In.Source' は Shader1.Out を戻します)

Shader1.Out ==> Shader2.In ('Shader1.GetShaderParameterTargets(Shader1.Out)' は Shader2.In を戻します)

注: シェーダ コンパウンドでこのメソッドを使用すると、公開された入力ポートも取得できます。

スクリプト 構文

oReturn = Shader.GetShaderParameterTargets( ParameterScriptName );

戻り値

ParameterCollection

パラメータ

パラメータ タイプ 詳細
ParameterScriptName String パラメータのスクリプト名。

ヒント:単一出力シェーダで空のスクリプト名を使用して、出力に接続されているシェーダを取得することができます。

JScript の例

/*
        This example creates a sample shader tree and shows how to traverse a shader 
        tree from left to right using the Source property and right to left using the 
        GetShaderParameterTargets method. Both shader compound ports and non-compound 
        ports are demonstrated.
*/
// Fill the Default Material with some shaders.
NewScene(null,false);
CreatePrim("Sphere", "MeshSurface", null, null);
SelectObj("Sources.Materials.DefaultLib.Scene_Material", null, null);
CreateShaderFromPreset("Shaders\\Texture\\Share\\Color_share.Preset", 
        "Sources.Materials.DefaultLib.Scene_Material", null);
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Color_share", 
        "Sources.Materials.DefaultLib.Scene_Material.Phong.ambient", false);
CreateShaderFromPreset("Shaders\\Texture\\Share\\Color_share.Preset", 
        "Sources.Materials.DefaultLib.Scene_Material", null);
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Color_share", 
        "Sources.Materials.DefaultLib.Scene_Material.Color_share1.input", false);
CreateShaderFromPreset("Shaders\\Texture\\Share\\Color_share.Preset", 
        "Sources.Materials.DefaultLib.Scene_Material", null);
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Color_share", 
        "Sources.Materials.DefaultLib.Scene_Material.Color_share2.input", false);
CreateShaderCompound("Sources.Materials.DefaultLib.Scene_Material.Color_share2", null);
CreateShaderFromPreset("Shaders\\Texture\\Share\\Color_share.Preset", 
        "Sources.Materials.DefaultLib.Scene_Material", null);
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Color_share2", 
        "Sources.Materials.DefaultLib.Scene_Material.Color_share.input", false);
CreateShaderFromPreset("Shaders\\Texture\\Share\\Color_share.Preset", 
        "Sources.Materials.DefaultLib.Scene_Material", null);
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Color_share3", 
        "Sources.Materials.DefaultLib.Scene_Material.Color_share2.input", false);
CreateShaderCompound("Sources.Materials.DefaultLib.Scene_Material.Color_share3", null);
// Get the Shader Source (single output shader) connected to a shader input port using 
// the Parameter.Source property.
Application.LogMessage( "Source (Right to Left Traversal) of single output shader" );
var oColorShareShader = GetValue("Sources.Materials.DefaultLib.Scene_Material.Color_share");
var oColorShareInputParam = oColorShareShader.Parameters.Item("input");
var oSource = oColorShareInputParam.Source;
if( oSource != null ) {
        Application.LogMessage( "  CnxSource: "  + oSource.FullName + ", " 
                + "CnxTarget: " + oColorShareInputParam.FullName +"." );        
}
// Get the Parameter Source (multi-output shader) connected to a shader input port using 
// the Parameter.Source property.
Application.LogMessage( "Source (Right to Left Traversal) of multi-output shader" );
var oColorShareShader = GetValue("Sources.Materials.DefaultLib.Scene_Material.Color_share2");
var oColorShareInputParam = oColorShareShader.Parameters.Item("input");
var oSource = oColorShareInputParam.Source;
if( oSource != null ) {
        Application.LogMessage( "  CnxSource: "  + oSource.FullName + ", " 
                + "CnxTarget: " + oColorShareInputParam.FullName +"." );        
}
// Get each Parameter Target driven by this multi-output shader's output port using the 
// Shader.GetShaderParameterTargets method.
Application.LogMessage( "Target (Left to Right Traversal) for multi-output shader" );
var oColorShareShader = GetValue("Sources.Materials.DefaultLib.Scene_Material.Color_share");
var oTargets = oColorShareShader.GetShaderParameterTargets("");
if( oTargets != null ) {
        for( var i=0; i<oTargets.Count; i++ ) {
                Application.LogMessage( "  CnxSource: "  + oColorShareShader.FullName + ", " 
                        + "CnxTarget: " + oTargets.Item(i).FullName +"." );
        }       
}
// Get the Parameter Source connected inside a shader compound output port using 
// the Parameter.Source property.
Application.LogMessage( "Source (Right to Left Traversal) of shader compound" );
var oShaderCompound = GetValue("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound1");
var oShaderCompoundOutputParam = oShaderCompound.Parameters.Item("input");
var oSource = oShaderCompoundOutputParam.Source;
if( oSource != null ) {
        Application.LogMessage( "  CnxSource: "  + oSource.FullName + ", " 
                + "CnxTarget: " + oShaderCompoundOutputParam.FullName +"." );   
}
// Get the Parameter Target driven by this shader's output port (connected inside a shader 
// compound) using the Shader.GetShaderParameterTargets method.
Application.LogMessage( "Target (Left to Right Traversal) for compound shader" ); 
var oShaderCompound = GetValue("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound");
var oShaderCompoundInputParam = oShaderCompound.Parameters.Item("input");
var oTargets = oShaderCompound.GetShaderParameterTargets( oShaderCompoundInputParam.Name );
if( oTargets != null ) {
        for( var i=0; i<oTargets.Count; i++ ) {
                Application.LogMessage( "  CnxSource: "  + oShaderCompoundInputParam.FullName + ", " 
                        + "CnxTarget: " + oTargets.Item(i).FullName +"." );
        }       
}
// Expected results:
// INFO : Source (Right to Left Traversal) of single output shader
// INFO :   CnxSource: Sources.Materials.DefaultLib.Scene_Material.Color_share2, 
//          CnxTarget: Sources.Materials.DefaultLib.Scene_Material.Color_share.input.
// INFO : Source (Right to Left Traversal) of multi-output shader
// INFO :   CnxSource: Sources.Materials.DefaultLib.Scene_Material.ShaderCompound1.input, 
//          CnxTarget: Sources.Materials.DefaultLib.Scene_Material.Color_share2.input.
// INFO : Target (Left to Right Traversal) for multi-output shader
// INFO :   CnxSource: Sources.Materials.DefaultLib.Scene_Material.Color_share, 
//          CnxTarget: Sources.Materials.DefaultLib.Scene_Material.Phong.ambient.
// INFO :   CnxSource: Sources.Materials.DefaultLib.Scene_Material.Color_share, 
//          CnxTarget: Sources.Materials.DefaultLib.Scene_Material.Color_share1.input.
// INFO :   CnxSource: Sources.Materials.DefaultLib.Scene_Material.Color_share, 
//          CnxTarget: Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.input.
// INFO : Source (Right to Left Traversal) of shader compound
// INFO :   CnxSource: Sources.Materials.DefaultLib.Scene_Material.ShaderCompound1.Color_share3, 
//          CnxTarget: Sources.Materials.DefaultLib.Scene_Material.ShaderCompound1.input.
// INFO : Target (Left to Right Traversal) for compound shader
// INFO :   CnxSource: Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.input, 
//          CnxTarget: Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Color_share2.input.

関連項目

Shader.GetShaderParameterType Parameter.Source