現在のシェーダに接続されている各Shaderオブジェクトを含むShaderCollectionを戻します。
// get accessor ShaderCollection rtn = Shader.Shaders; |
dim oRoot, oMat, oGrid, oPhong, oShader NewScene ,false ' Create a grid set oRoot = ActiveProject.ActiveScene.Root set oGrid = oRoot.AddGeometry("Grid", "MeshSurface") SelectObj "grid" ' Create a local material with a Phong surface shader ApplyShader "Phong", oGrid, , , siLetLocalMaterialsOverlap set oMat = oGrid.Material set oPhong = oMat.Shaders(0) ' Apply two shaders, but with the Rock shader attached on two ports SIApplyShaderToCnxPoint "Cell", oPhong & ".ambient" SIApplyShaderToCnxPoint "Rock", oPhong & ".diffuse," & oPhong & ".specular" ' Enumerate the shaders of Phong: Note the rock shader only appears once even though connected twice. LogMessage "root shader: " & oPhong.FullName for each oShader in oPhong.Shaders Logmessage "shader of Shaders: " & oShader.FullName Next |