Paradox Game Engine  v1.0.0 beta06
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MaterialAssetKeys.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 namespace SiliconStudio.Paradox.Effects
4 {
5  /// <summary>
6  /// Defines keys associated with mesh used for compiling assets.
7  /// </summary>
8  public sealed class MaterialAssetKeys
9  {
10  /// <summary>
11  /// When compiling effect with an EffectLibraryAsset (pdxfxlib), set it to true to allow permutation based on the
12  /// parameters of all materials.
13  /// </summary>
14  /// <userdoc>
15  /// If checked, the material parameters will be used to generate effects.
16  /// </userdoc>
17  public static readonly ParameterKey<bool> UseParameters = ParameterKeys.New<bool>();
18 
19  /// <summary>
20  /// Allow material compilation without mesh.
21  /// </summary>
22  /// <userdoc>
23  /// If checked, the materials will generate a shader even if they are not attached to a mesh.
24  /// </userdoc>
25  public static readonly ParameterKey<bool> GenerateShader = ParameterKeys.New<bool>();
26  }
27 }
Key of an effect parameter.
Definition: ParameterKey.cs:15
Defines keys associated with mesh used for compiling assets.