Add a comment at the top of generated shaders

This comment is useful to determine the origin of ShaderMaterials
converted from built-in material types (such as CanvasItemMaterial
or SpatialMaterial).

The Godot version is also included in case the shader needs to be
regenerated with a newer engine version.
This commit is contained in:
Hugo Locurcio
2021-08-16 18:46:55 +02:00
parent fb0dcdf808
commit 8dae2f9f00
3 changed files with 16 additions and 3 deletions

View File

@@ -32,6 +32,7 @@
#include "core/engine.h"
#include "core/project_settings.h"
#include "core/version.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
@@ -386,7 +387,10 @@ void SpatialMaterial::_update_shader() {
//must create a shader!
String code = "shader_type spatial;\nrender_mode ";
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s SpatialMaterial.\n\n";
code += "shader_type spatial;\nrender_mode ";
switch (blend_mode) {
case BLEND_MODE_MIX:
code += "blend_mix";