Light.GetAllShaders

Light.GetAllShaders

導入

v7.0

詳細

ライトの下にネストされているすべてのシェーダ(接続されていないものを含む)を戻します。シェーダが見つからない場合は、このメソッドが空のコレクションを戻します。

C#構文

ShaderCollection Light.GetAllShaders();

スクリプト構文

oReturn = Light.GetAllShaders();

戻り値

ShaderCollection

JScript の例

// Create a scene with an object lit by a spotlight

var root = Application.ActiveProject.ActiveScene.Root;

var grid = root.AddGeometry( "Grid", "MeshSurface" );

scale( grid, 2, 2, 2, siAbsolute );

var cone = root.AddGeometry( "Cone", "MeshSurface" );

translate(cone, 0, 1.3, 0 );

var light = root.AddLight( "LightSpot", true, "SpotLight" );

ApplyCns( "Position", light.interest, cone );

ApplyCns( "Orientation", light.interest, cone );

translate( light, 4, 6, 4);

var strFileName = Application.InstallationPath( siFactoryPath ) + 

	"\\Data\\XSI_SAMPLES\\Pictures\\xsilogo.jpg";

var imageclip = CreateImageClip( strFileName, "XSILogo" );

// Find the first parameter that is texturable and of type color. 

// This is the shader connection point.

var shader_param = null;

for ( i=0; i < light.parameters.count; i++ )

{

	var param =  light.parameters(i);

	var inputtype =  light.GetShaderInputType(param.scriptname);

	if ((param.capabilities & siTexturable) && (inputtype == siColorParameterType ))

	{

		shader_param = param;

		break;

	}

}

logmessage( "shader connection point = " + shader_param.fullname );

// set up shader tree

if ( shader_param )

{

	var mix2 = shader_param.ConnectFromProgID("Softimage.sib_color_2mix");

	var soft_light = mix2.parameters("base_color").ConnectFromProgID("Softimage.soft_light");

	var fast_light_effect = mix2.parameters("color1").ConnectFromProgID("Softimage.Bionic_Light.lit");

	fast_light_effect.parameters("Projector_Pic").connect(imageclip);

}

// Find the soft_light shader

var shaders = light.GetAllShaders();

var eShaders = new Enumerator(shaders);

// Set up shadows with a softlight.

var soft_light_id = String("Softimage.soft_light.1").toLowerCase();

for ( ; !eShaders.atEnd(); eShaders.moveNext() )

{

	var shader = eShaders.item();

	if (shader.progid.toLowerCase() == soft_light_id)

	{

		// setup shadows

		var soft_light = shader;

		soft_light.parameters("shadow").value = true;

		soft_light.parameters("factor").value = 0.5;

		break;

	}

}

//INFO : shader connection point = SpotLight.light.LightShader

関連項目

Light.GetShaderInputType Camera.GetAllShaders Material.GetAllShaders Shader.GetAllShaders