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Question by g-pechorin · Jul 13, 2015 at 11:25 AM · shadercgcs

Can I read `CGPROGRAM` `#define` constants in `.cs` at runtime?

I have a DX9 shader doing a variant of monte-carlo sampling. It needs to be loaded from a .cs behaviour. I want to extract the array size rather than hard-code it.

On Fridays it has a definition;

 // i am a .shader file
 // ...

 #define splat_count 16
 float4 splats[splat_count];

 // ...

On Tuesdays we like to set it to;

 // i am a .shader file too
 // ...

 #define splat_count 128
 float4 splats[splat_count];

 // ...


I'd like ms .cs to say something like ...

 // i am a .cs behaviour on the shaded object
 // ...

 private int splat_count;
 void Start() {
     splat_count = GetComponent<MeshRenderer> ().material.GetInt("splat_count");
     
     for (int i = 0; i < splat_count; ++i) {
         ... load splat data ...
     }
 }

 // ...

... but I am forced to do ...

 // i am also a .cs behaviour on the shaded object
 // ...

 const int splat_count = 32; // oops! 32 is Wednesday's number ... I want to put the number in only one place ;)
 void Start() {
     for (int i = 0; i < splat_count; ++i) {
         ... load splat data ...
     }
 }

 // ...

This is undesirable and annoying to my sense-of-smell.

Is there a way to;

  • read a constant out of a shader?

  • check a shader for a uniform by name?

  • perform some high-level wizard stuff and peel the value out?

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