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Add support for the base game's custom shaders #2
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It's not feasible to decompile custom shaders such as the posterization shader, which means they're very difficult to use in editor.
YAML shaders might work, but are buggy/unstable and won't work in a build.
I present a new (slightly scuffed) method of using the base game's custom shaders, one that supports:
Here's how it works:
An additional pass is added that uses AssetsTools.NET to extract the compiled shader objects from the game.
After getting these objects, we create a new AssetBundle in-editor using a dummy shader. Once the AssetBundle is compiled, we use AssetsTools.NET to swap out the dummy shader for our base game custom shader, then recompile the AssetBundle.
This will create a seperate AssetBundle for each base game shader in the
StreamingAssets/ShaderInjections
folder.These AssetBundle shaders can then be used as normal shaders until one of the following happens:
I have included patches that automatically replace the shader with the correct one when both of these events happen, making the shader look seamless from the perspective of the user.
Problems
I am not 1000% sure well how this works long term, or if there's any stability issues. I haven't run into any big problems, but the only way to know for sure is to have somebody use this in their project while doing complicated tasks for a long period of time.
Runtime/Patches/CustomPassRuntimePatch.cs
should probably be replaced with something that happens at project extraction time.Ideally this would use AssetRipper instead of AssetsTools.NET to avoid adding more dependencies, but I am not super familiar with AssetRipper or how that would be made.