## XSIFactory.CreateShaderDef

### Introduced

v9.0 (2011)

### Description

Creates a new shader definition. Softimage shader definitions can be accessed via either XSIApplication.ShaderDefinitions or by ShaderDef.ProgID via XSIApplication.GetShaderDef.
Note: Each shader definition has a unique ProgID which is built from the four specified components. For more information, see Instantiating Shader Definitions and the ProgID.
Tip: On-the-fly (nonpersisted) shader definitions act like parser-based shader definitions that are never parsed (ShaderDef.Parsed always returns false) and have no definition file (ShaderDef.DefinitionPath is always empty). However, you must specify a parser name, and it cannot be either "Softimage" or the name of a parser already registered.

### C# Syntax

    ShaderDef XSIFactory.CreateShaderDef( String in_strParserName, String in_strClassName, UInt32 in_ulMajor, UInt32 in_ulMinor );

### Scripting Syntax

    oReturn = XSIFactory.CreateShaderDef( in_strParserName, in_strClassName, in_ulMajor, in_ulMinor );

### Return Value

ShaderDef

### Parameters

Parameter | Type | Description
--- | --- | ---
in_strParserName | String | Name of the parser for the new shader definition. This is basically a dummy string, since shader definitions created with this method are not defined by either plug-ins or parsers.
in_strClassName | String | Name of the shader class. If you don't specify a UI name for the shader definition, this is the name that appears on the shader node when instantiated in the render tree.
in_ulMajor | Long | Major version number ('2' in v2.5)
in_ulMinor | Long | Minor version number ('5' in v2.5)

### Examples

#### Python Example

    #
    # This example demonstrates how to create a completely bogus shader
    # definition on the fly (ie., not to be persisted) and then how to
    # instantiate it on a scene object
    #
    from win32com.client import constants as si
    app = Application
    app.NewScene("", False)
    # This function creates a bogus shader definition on the fly and returns its ProgID
    def CreateDefOnTheFly () :
            otmpShaderDef = XSIFactory.CreateShaderDef("NoParser", "Nunce", 1, 0)
            otmpShaderDef.Category = "Test Shaders"
            # family
            otmpShaderDef.AddShaderFamily("mrTexture")
            # paramdef options (in)
            otmpShadPDefOpts = XSIFactory.CreateShaderParamDefOptions()
            otmpShadPDefOpts.SetTexturable(True)
            otmpShadPDefOpts.SetShortName("squelch")
            # paramdef (in)
            otmpInParams = otmpShaderDef.InputParamDefs
            otmpInParams.AddParamDef("west", si.siColorParameterType, otmpShadPDefOpts)
            # paramdef options (out)
            otmpShadPDefOpts = XSIFactory.CreateShaderParamDefOptions()
            otmpShadPDefOpts.SetTexturable(True)
            otmpShadPDefOpts.SetShortName("splosh")
            # paramdef (out)
            otmpOutParams = otmpShaderDef.OutputParamDefs
            otmpOutParams.AddParamDef("east", si.siColorParameterType, otmpShadPDefOpts)
            # renderer
            otmpRendDef = otmpShaderDef.AddRendererDef("whoops")
            otmpRendOpts = otmpRendDef.RendererOptions
            otmpRendOpts.Set("plain", False)
            # attributes
            otmpAttrs = otmpShaderDef.Attributes
            otmpAttrs.Set("chuckle", "on")
            otmpAttrs.Set("nbr", 456123)
            # return the ProgID of the new shader
            return otmpShaderDef.ProgID
    # This function tests to see whether the specified parser name is
    # a registered parser name already (if it is, the script will not
    # attempt to create a definition on the fly (to avoid errors)
    def IsNotRegistered( in_name ) :
            oPC = Application.Plugins
            for p in oPC :
                    for pi in p.Items :
                            if pi.Type == "Shader Language Parser" :
                                    if pi.Name == in_name :
                                            return False
            # If no match is found, return true
            return True
    # First check to make sure the parser name isn't already registered
    if IsNotRegistered("NoParser"):
            # Create the shader definition on the fly and get its ProgID
            sProgID = CreateDefOnTheFly()
            # Now create a cube and instantiate this shader on it
            oCube = app.CreatePrim("Cube", "MeshSurface")
            app.CreateShaderFromProgID(sProgID, "Sources.Materials.DefaultLib.Scene_Material")
            app.SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Nunce.east",
                    "Sources.Materials.DefaultLib.Scene_Material.Phong.ambient", False)
            # Finally, remove it (we don't want to clutter up the system)
            oRemoveMe = app.ShaderDefinitions(sProgID)
            if oRemoveMe :
                    XSIFactory.RemoveShaderDef(oRemoveMe)
    else :
            app.LogMessage("Parser name is already registered.")

### See Also

XSIFactory.RemoveShaderDef XSIFactory.CreateShaderParamDefOptions XSIApplication.ShaderDefinitions XSIApplication.GetShaderDef Instantiating Shader Definitions and the ProgID