v4.0
Creates and adds a UserDataBlob or CustomProperty to a Shader object.
Property Shader.AddProperty( Object in_Preset, Boolean in_Branch, String in_name ); |
oReturn = Shader.AddProperty( Preset, [BranchFlag], [Name] ); |
CustomProperty, UserDataBlob or UserDataMap, depending on the preset that was used.
Parameter | Type | Description |
---|---|---|
Preset | String | This argument contains either the name of a Property Preset or a string with
the filename or full path to a Preset file. Note: Only CustomProperty Presets, UserDataBlob Presets, and UserDataMap Presets are valid for shaders. The type of property that is created is determined by this argument. For example, "CustomProperty" creates an empty CustomProperty and "UserDataBlob" creates a UserDataBlob. |
BranchFlag | Boolean | False is the only supported value.
Default Value: false |
Name | String | Represents the name of the new property (see SIObject.Name). If not specified the object is named based on the Preset argument. |
/* This example demonstrates how to add CustomProperties under a Shader. */ NewScene( null,false ); var oCone = ActiveSceneRoot.AddGeometry( "Cone", "MeshSurface" ); var oMaterial = oCone.AddMaterial( "Phong" ); var oPhongShader = oMaterial.Shaders(0); var oPhongPSet = oPhongShader.AddProperty( "CustomProperty",false ,"ShaderNested" ); oPhongPSet.AddParameter3( "Bar", siInt4 ) ; var oPhongPSet = oPhongShader.AddProperty( "CustomProperty",false ,"AnotherPSet" ); var oPhongProperties = oPhongShader.Properties LogMessage( "There are " + oPhongProperties.Count + " Properties under " + oPhongShader.FullName ); for ( i = 0 ; i < oPhongProperties.Count ; i++ ) { LogMessage( oPhongProperties.Item(i).Name ) ; } // INFO : "There are 2 Properties under cone.Material.Phong" // INFO : "ShaderNested" // INFO : "AnotherPSet" |