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Question by DuxDucis · Jul 27, 2013 at 02:47 AM · shaderarrayruntimeproperties

Can I get the a list of the properties in a shader at runtime?

Hey Im working on a runtime editor and Im wondering if theres any way to be able to get a list of the properties a shader uses at runtime. An array that could tell me the name of that property and what type is it. Is there any way to do this at runtime?

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Answer by robertbu · Jul 27, 2013 at 05:24 PM

This is in an area of Unity I've never poked around in before, so I thought I see what I could dig up. I don't think there is a way to directly get what you are asking for. But I don't know of any way to dynamically add a shader to a built app, so the universe of possible shaders is known at edit time. So if you generate a dictionary of property/type pairs at edit time, you can use Material.HasProp() with each entry from the dictionary to generate a list of properties for the specific shader. As an alternate, you could build a database of the properties that each shader has as edit time, and just do a lookup at runtime.

So the first step in edit time processing is to get access to all the shaders in the project. I could not find a way to dynamically get the list of built-in shaders, but any shaders you've added can be accessed this way:

     string[] paths = AssetDatabase.GetAllAssetPaths();
     foreach( string s in paths ) {
         Shader shader = (Shader)AssetDatabase.LoadAssetAtPath( s, typeof( Shader ) );
     
         if( shader != null ) {
             Debug.Log( shader.name);
         }
     }

As for the built-in shaders, you can get at them using Shader.Find() if you have their names. To get the names, first get the zip file that contains the built-in shaders for the version of Unity you are running from here:

 [http://unity3d.com/unity/download/archive][2]

A quick script produces this list of shaders for Unity 4.2:

 "Hidden/Camera-DepthNormalTexture",
 "Hidden/Camera-DepthTexture",
 "GUI/Text Shader",
 "Hidden/BlitCopy",
 "Hidden/InternalClear",
 "Hidden/Internal-CombineDepthNormals",
 "Hidden/Internal-Flare",
 "Hidden/Internal-GUITexture",
 "Hidden/Internal-GUITextureBlit",
 "Hidden/Internal-GUITextureClip",
 "Hidden/Internal-GUITextureClipText",
 "Hidden/Internal-Halo",
 "Hidden/Internal-PrePassCollectShadows",
 "Hidden/Internal-PrePassLighting",
 "Hidden/Shadow-ScreenBlur",
 "Hidden/Shadow-ScreenBlurRotated",
 "Transparent/Bumped Diffuse",
 "Transparent/Bumped Specular",
 "Transparent/Diffuse",
 "Transparent/Specular",
 "Transparent/Parallax Diffuse",
 "Transparent/Parallax Specular",
 "Transparent/VertexLit",
 "Transparent/Cutout/Bumped Diffuse",
 "Transparent/Cutout/Bumped Specular",
 "Transparent/Cutout/Diffuse",
 "Transparent/Cutout/Specular",
 "Transparent/Cutout/Soft Edge Unlit",
 "Transparent/Cutout/VertexLit",
 "Decal",
 "FX/Flare",
 "Self-Illumin/Bumped Diffuse",
 "Self-Illumin/Bumped Specular",
 "Self-Illumin/Diffuse",
 "Self-Illumin/Specular",
 "Self-Illumin/Parallax Diffuse",
 "Self-Illumin/Parallax Specular",
 "Self-Illumin/VertexLit",
 "Legacy Shaders/Lightmapped/Bumped Diffuse",
 "Legacy Shaders/Lightmapped/Bumped Specular",
 "Legacy Shaders/Lightmapped/Diffuse",
 "Legacy Shaders/Lightmapped/Specular",
 "Legacy Shaders/Lightmapped/VertexLit",
 "Bumped Diffuse",
 "Bumped Specular",
 "Diffuse",
 "Diffuse Detail",
 "Legacy Shaders/Diffuse Fast",
 "Specular",
 "Parallax Diffuse",
 "Parallax Specular",
 "VertexLit",
 "Particles/Additive",
 "Particles/~Additive-Multiply",
 "Particles/Additive (Soft)",
 "Particles/Alpha Blended",
 "Particles/Blend",
 "Particles/Multiply",
 "Particles/Multiply (Double)",
 "Particles/Alpha Blended Premultiply",
 "Particles/VertexLit Blended",
 "Reflective/Bumped Diffuse",
 "Reflective/Bumped Unlit",
 "Reflective/Bumped Specular",
 "Reflective/Bumped VertexLit",
 "Reflective/Diffuse",
 "Reflective/Specular",
 "Reflective/Parallax Diffuse",
 "Reflective/Parallax Specular",
 "Reflective/VertexLit",
 "RenderFX/Skybox Cubed",
 "RenderFX/Skybox",
 "Mobile/Bumped Diffuse",
 "Mobile/Bumped Specular (1 Directional Light)",
 "Mobile/Bumped Specular",
 "Mobile/Diffuse",
 "Mobile/Unlit (Supports Lightmap)",
 "Mobile/Particles/Additive",
 "Mobile/Particles/VertexLit Blended",
 "Mobile/Particles/Alpha Blended",
 "Mobile/Particles/Multiply",
 "Mobile/Skybox",
 "Mobile/VertexLit (Only Directional Lights)",
 "Mobile/VertexLit",
 "Nature/Tree Soft Occlusion Bark",
 "Hidden/Nature/Tree Soft Occlusion Bark Rendertex",
 "Nature/Tree Soft Occlusion Leaves",
 "Hidden/Nature/Tree Soft Occlusion Leaves Rendertex",
 "Hidden/Nature/Terrain/Bumped Specular AddPass",
 "Nature/Terrain/Bumped Specular",
 "Nature/Tree Creator Bark",
 "Hidden/Nature/Tree Creator Bark Optimized",
 "Hidden/Nature/Tree Creator Bark Rendertex",
 "Nature/Tree Creator Leaves",
 "Nature/Tree Creator Leaves Fast",
 "Hidden/Nature/Tree Creator Leaves Fast Optimized",
 "Hidden/Nature/Tree Creator Leaves Optimized",
 "Hidden/Nature/Tree Creator Leaves Rendertex",
 "Sprites/Alpha Blended",
 "Sprites/Pixel Snap/Alpha Blended",
 "Hidden/TerrainEngine/Details/Vertexlit",
 "Hidden/TerrainEngine/Details/WavingDoublePass",
 "Hidden/TerrainEngine/Details/BillboardWavingDoublePass",
 "Hidden/TerrainEngine/Splatmap/Lightmap-AddPass",
 "Nature/Terrain/Diffuse",
 "Hidden/TerrainEngine/BillboardTree",
 "Unlit/Transparent",
 "Unlit/Transparent Cutout",
 "Unlit/Texture"

As for the properties themselves, you an use the ShaderUtil class:

 string st = ShaderUtil.GetPropertyName (shader, j);
 int type = (int)ShaderUtil.GetPropertyType(shader, j);

And there is a list of the properties and their types for the above listed built-in shaders:

 _MainTex,4
 _Color,0
 _BumpMap,4
 _SpecColor,0
 _Shininess,3
 _Parallax,3
 _ParallaxMap,4
 _Emission,0
 _Cutoff,3
 _DecalTex,4
 _Illum,4
 _EmissionLM,2
 _LightMap,4
 _Detail,4
 _TintColor,0
 _InvFade,3
 _EmisColor,0
 _ReflectColor,0
 _Cube,4
 _Tint,0
 _Tex,4
 _FrontTex,4
 _BackTex,4
 _LeftTex,4
 _RightTex,4
 _UpTex,4
 _DownTex,4
 _BaseLight,3
 _AO,3
 _Scale,1
 _SquashAmount,2
 _Occlusion,3
 _Control,4
 _Splat3,4
 _Splat2,4
 _Splat1,4
 _Splat0,4
 _Normal3,4
 _Normal2,4
 _Normal1,4
 _Normal0,4
 _GlossMap,4
 _TranslucencyMap,4
 _ShadowOffset,4
 _TranslucencyColor,0
 _TranslucencyViewDependency,3
 _ShadowStrength,3


[2]: http://unity3d.com/unity/download/archive

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