新增文档
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---
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name: assets-shader-get-data
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description: "Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' with `t:Shader` or 'assets-shader-list-all' to locate the shader first."
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---
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# Assets / Shader / Get Data
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Get detailed data about a shader asset in the Unity project. Returns shader properties, subshaders, passes, compilation errors, and supported status. Use 'assets-find' tool with filter 't:Shader' to find shaders, or 'assets-shader-list-all' tool to list all shader names.
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## Toggles (most default off to keep responses small)
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- `includeMessages` (default `true`) — shader compilation messages.
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- `includeProperties` (default `false`) — uniforms list.
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- `includeSubshaders` (default `false`) — subshader and pass structure.
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- `includeSourceCode` (default `false`) — pass source code. Implies `includeSubshaders` and can produce very large responses.
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## Path-scoped reads (token-saving)
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Supply `paths` (a list of paths) to read only the listed fields/elements via `Reflector.TryReadAt`, or `viewQuery` (a `ViewQuery`) to navigate to a subtree and/or filter by name regex / max depth / type via `Reflector.View`. The result populates `View` on the returned `ShaderData`. These two parameters are mutually exclusive.
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## Path syntax
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`fieldName`, `nested/field`, `arrayField/[i]`, `dictField/[key]`. Leading `#/` is stripped.
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## How to Call
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```bash
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unity-mcp-cli run-tool assets-shader-get-data --input '{
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"assetRef": "string_value",
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"includeMessages": "string_value",
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"includeProperties": "string_value",
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"includeSubshaders": "string_value",
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"includeSourceCode": "string_value",
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"paths": "string_value",
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"viewQuery": "string_value"
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}'
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```
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> For complex input (multi-line strings, code), save the JSON to a file and use:
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> ```bash
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> unity-mcp-cli run-tool assets-shader-get-data --input-file args.json
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> ```
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>
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> Or pipe via stdin (recommended):
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> ```bash
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> unity-mcp-cli run-tool assets-shader-get-data --input-file - <<'EOF'
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> {"param": "value"}
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> EOF
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> ```
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### Troubleshooting
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If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead.
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Read the /unity-initial-setup skill for detailed installation instructions.
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## Input
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| Name | Type | Required | Description |
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|------|------|----------|-------------|
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| `assetRef` | `any` | Yes | Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders. |
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| `includeMessages` | `any` | No | Include compilation error and warning messages. Default: true |
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| `includeProperties` | `any` | No | Include shader properties (uniforms) list. Default: false |
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| `includeSubshaders` | `any` | No | Include subshader and pass structure. Default: false |
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| `includeSourceCode` | `any` | No | Include pass source code in subshader data. Requires 'includeSubshaders' to be true. Can produce very large responses. Default: false |
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| `paths` | `any` | No | Optional. List of paths to read individually via Reflector.TryReadAt against the underlying Shader asset. Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Mutually exclusive with 'viewQuery'. |
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| `viewQuery` | `any` | No | Optional. View-query filter routed through Reflector.View against the underlying Shader asset. Mutually exclusive with 'paths'. |
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### Input JSON Schema
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```json
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{
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"type": "object",
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"properties": {
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"assetRef": {
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"$ref": "#/$defs/AIGD.AssetObjectRef"
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},
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"includeMessages": {
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"$ref": "#/$defs/System.Boolean"
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},
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"includeProperties": {
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"$ref": "#/$defs/System.Boolean"
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},
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"includeSubshaders": {
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"$ref": "#/$defs/System.Boolean"
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},
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"includeSourceCode": {
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"$ref": "#/$defs/System.Boolean"
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},
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"paths": {
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"$ref": "#/$defs/System.Collections.Generic.List(System.String)"
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},
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"viewQuery": {
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"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.ViewQuery"
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}
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},
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"$defs": {
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"System.Type": {
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"type": "string"
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},
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"AIGD.AssetObjectRef": {
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"type": "object",
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"properties": {
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"instanceID": {
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"type": "integer",
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"description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
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},
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"assetType": {
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"$ref": "#/$defs/System.Type",
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"description": "Type of the asset."
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},
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"assetPath": {
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"type": "string",
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"description": "Path to the asset within the project. Starts with 'Assets/'"
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},
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"assetGuid": {
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"type": "string",
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"description": "Unique identifier for the asset."
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}
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},
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"required": [
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"instanceID"
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],
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"description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
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},
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"System.Boolean": {
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"type": "boolean"
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},
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"System.Collections.Generic.List(System.String)": {
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"type": "array",
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"items": {
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"type": "string"
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}
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},
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"com.IvanMurzak.ReflectorNet.Model.ViewQuery": {
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"type": "object",
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"properties": {
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"Path": {
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"type": "string",
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"description": "Navigate to this path first, then serialize only that subtree. Path segments are separated by '/'. Use '[i]' for array/list index (e.g. 'users/[2]/name') and '[key]' for dictionary entry (e.g. 'config/[timeout]'). A leading '#/' is stripped automatically. Examples: 'admin/name', 'users/[0]/email', 'config/[timeout]'. Leave null to start from the root object."
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},
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"NamePattern": {
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"type": "string",
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"description": "Case-insensitive .NET regex pattern matched against field and property names. Only branches containing at least one match are kept in the result tree. Examples: 'orbitRadius' (exact name), 'orbit.*' (prefix match), 'radius|speed' (either name). When nothing matches, the root envelope is returned with empty fields/props. Leave null to return all fields and properties without filtering."
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},
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"MaxDepth": {
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"type": "integer",
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"description": "Maximum nesting depth of the returned serialized tree. 0 = root type name and value only — no nested fields or properties. 1 = one level of fields/props visible, their children stripped. 2 = two levels visible, and so on. Leave null (default) for unlimited depth."
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},
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"TypeFilter": {
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"$ref": "#/$defs/System.Type",
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"description": "When set, prunes the result tree to members whose runtime type is assignable to this type. Non-matching branches are removed; the root envelope is always preserved. Examples: typeof(float) keeps only float fields, typeof(IEnumerable) keeps only collections. Leave null to include members of any type."
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}
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}
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}
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},
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"required": [
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"assetRef"
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]
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}
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```
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## Output
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### Output JSON Schema
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```json
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{
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"type": "object",
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"properties": {
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"result": {
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"$ref": "#/$defs/AIGD.ShaderData"
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}
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},
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"$defs": {
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"AIGD.AssetObjectRef": {
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"type": "object",
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"properties": {
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"instanceID": {
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"type": "integer",
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"description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
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},
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"assetType": {
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"$ref": "#/$defs/System.Type",
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"description": "Type of the asset."
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},
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"assetPath": {
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"type": "string",
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"description": "Path to the asset within the project. Starts with 'Assets/'"
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},
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"assetGuid": {
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"type": "string",
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"description": "Unique identifier for the asset."
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}
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},
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"required": [
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"instanceID"
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],
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"description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
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},
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"System.Type": {
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"type": "string"
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},
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"System.Collections.Generic.List(AIGD.ShaderMessageData)": {
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"type": "array",
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"items": {
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"$ref": "#/$defs/AIGD.ShaderMessageData"
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}
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},
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"AIGD.ShaderMessageData": {
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"type": "object",
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"properties": {
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"Message": {
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"type": "string",
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"description": "The error or warning message text."
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},
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"Line": {
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"type": "integer",
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"description": "The line number in the shader source where the issue occurs."
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},
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"Severity": {
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"type": "string",
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"description": "Severity level (e.g. 'Error', 'Warning')."
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},
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"Platform": {
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"type": "string",
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"description": "The platform on which the error occurs (e.g. 'OpenGLCore', 'D3D11')."
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}
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},
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"required": [
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"Line"
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]
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},
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"System.Collections.Generic.List(AIGD.ShaderPropertyData)": {
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"type": "array",
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"items": {
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"$ref": "#/$defs/AIGD.ShaderPropertyData"
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}
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},
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"AIGD.ShaderPropertyData": {
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"type": "object",
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"properties": {
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"Name": {
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"type": "string",
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"description": "Property name as used in shader code (e.g. '_MainTex', '_Color')."
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},
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"Description": {
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"type": "string",
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"description": "Human-readable description/display name of the property."
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},
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"Type": {
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"type": "string",
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"description": "Property type (e.g. 'Color', 'Float', 'Range', 'Texture', 'Vector', 'Int')."
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},
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"Flags": {
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"type": "string",
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"description": "Property flags (e.g. 'None', 'HideInInspector', 'PerRendererData')."
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},
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"NameId": {
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"type": "integer",
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"description": "The unique name ID for this property."
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},
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"RangeMin": {
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"type": "number",
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"description": "Minimum value for Range properties. Null for non-range properties."
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},
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"RangeMax": {
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"type": "number",
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"description": "Maximum value for Range properties. Null for non-range properties."
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},
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"DefaultTextureName": {
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"type": "string",
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"description": "Default texture name for Texture properties. Null if not applicable."
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},
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"Attributes": {
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"$ref": "#/$defs/System.Collections.Generic.List(System.String)",
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"description": "Custom attributes applied to this property. Null if none."
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}
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},
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"required": [
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"NameId"
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]
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},
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"System.Collections.Generic.List(System.String)": {
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"type": "array",
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"items": {
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"type": "string"
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}
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},
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"System.Collections.Generic.List(AIGD.SubshaderData)": {
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"type": "array",
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"items": {
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"$ref": "#/$defs/AIGD.SubshaderData"
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}
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},
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"AIGD.SubshaderData": {
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"type": "object",
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"properties": {
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"Index": {
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"type": "integer",
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"description": "Index of this subshader within the shader."
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},
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"PassCount": {
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"type": "integer",
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"description": "Number of passes in this subshader."
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},
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"Passes": {
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"$ref": "#/$defs/System.Collections.Generic.List(AIGD.PassData)",
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"description": "List of passes in this subshader. Null if no passes."
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}
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},
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"required": [
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"Index",
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"PassCount"
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]
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},
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"System.Collections.Generic.List(AIGD.PassData)": {
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"type": "array",
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"items": {
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"$ref": "#/$defs/AIGD.PassData"
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}
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},
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"AIGD.PassData": {
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"type": "object",
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"properties": {
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"Index": {
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"type": "integer",
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"description": "Index of this pass within the subshader."
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},
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"Name": {
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"type": "string",
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"description": "Name of the pass. Null if unnamed."
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},
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"SourceCode": {
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"type": "string",
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"description": "Source code of the pass. Null if unavailable."
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}
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},
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"required": [
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"Index"
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]
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},
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"com.IvanMurzak.ReflectorNet.Model.SerializedMember": {
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"type": "object",
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"properties": {
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"typeName": {
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"type": "string",
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"description": "Full type name. Eg: 'System.String', 'System.Int32', 'UnityEngine.Vector3', etc."
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},
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"name": {
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"type": "string",
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"description": "Object name."
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},
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"value": {
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"description": "Value of the object, serialized as a non stringified JSON element. Can be null if the value is not set. Can be default value if the value is an empty object or array json."
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},
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"fields": {
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"type": "array",
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"items": {
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"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
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"description": "Nested field value."
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},
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"description": "Fields of the object, serialized as a list of 'SerializedMember'."
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},
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"props": {
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"type": "array",
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"items": {
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"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
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"description": "Nested property value."
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},
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"description": "Properties of the object, serialized as a list of 'SerializedMember'."
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}
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},
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"required": [
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"typeName"
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],
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"additionalProperties": false
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},
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"com.IvanMurzak.ReflectorNet.Model.SerializedMemberList": {
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"type": "array",
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"items": {
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"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
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}
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},
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"AIGD.ShaderData": {
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"type": "object",
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"properties": {
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"Reference": {
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"$ref": "#/$defs/AIGD.AssetObjectRef",
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"description": "Reference to the shader asset for future operations."
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},
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"Name": {
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"type": "string",
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"description": "Full name of the shader (e.g. 'Standard', 'Universal Render Pipeline/Lit')."
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},
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"IsSupported": {
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"type": "boolean",
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"description": "Whether the shader is supported on the current GPU and platform."
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},
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"RenderQueue": {
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"type": "integer",
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"description": "The render queue value of the shader."
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},
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"HasErrors": {
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"type": "boolean",
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"description": "Whether the shader has any compilation errors."
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},
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"PropertyCount": {
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"type": "integer",
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"description": "Number of properties exposed by the shader."
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},
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"PassCount": {
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"type": "integer",
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"description": "Total number of passes in the shader."
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},
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"RenderType": {
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"type": "string",
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"description": "The RenderType tag value from the first pass, if set."
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},
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"Messages": {
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"$ref": "#/$defs/System.Collections.Generic.List(AIGD.ShaderMessageData)",
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"description": "Compilation messages including errors and warnings. Null if no messages."
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},
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"Properties": {
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"$ref": "#/$defs/System.Collections.Generic.List(AIGD.ShaderPropertyData)",
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"description": "List of shader properties (uniforms). Null if the shader has no properties."
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},
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"Subshaders": {
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"$ref": "#/$defs/System.Collections.Generic.List(AIGD.SubshaderData)",
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"description": "List of subshaders with their passes. Null if shader data is unavailable."
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},
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"View": {
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"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
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"description": "Path-scoped read or view-query result, populated when 'paths' or 'viewQuery' is supplied. Null otherwise."
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}
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},
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"required": [
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"IsSupported",
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"RenderQueue",
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"HasErrors",
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"PropertyCount",
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"PassCount"
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]
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}
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},
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"required": [
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"result"
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||||
]
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||||
}
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||||
```
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||||
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Reference in New Issue
Block a user