Shader.GetShaderParameterTargets

Introduced

v7.0

Description

Returns a ParameterCollection containing the object(s) connected to a shader output parameter. This traverses the render tree in the opposite direction as the Parameter.Source property:

Shader1.Out <== Shader2.In (ie., 'Shader2.In.Source' returns Shader1.Out)

Shader1.Out ==> Shader2.In (ie., 'Shader1.GetShaderParameterTargets(Shader1.Out)' returns Shader2.In)

Note: You can also use this method on a shader compound to get the exposed input ports.

C# Syntax

ParameterCollection Shader.GetShaderParameterTargets( String in_ParameterName );

Scripting Syntax

oReturn = Shader.GetShaderParameterTargets( ParameterScriptName );

Return Value

ParameterCollection

Parameters

Parameter Type Description
ParameterScriptName String Script name of the parameter.

Tip: On single output shaders, you can use an empty scriptname to get the shader connected to the output.

Examples

JScript Example

/*
	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.

See Also

Shader.GetShaderParameterType Parameter.Source