Shader.GetShaderParameterTargets

Introduced

v7.0

Description

Returns a ParameterCollection containing the object(s) connected to a shader output parameter. This traverses the render tree in the opposite direction as the Parameter.Source property:

Shader1.Out
Shader1.Out ==> Shader2.In (ie., 'Shader1.GetShaderParameterTargets(Shader1.Out)' returns Shader2.In)

Note: You can also use this method on a shader compound to get the exposed input ports.

C# Syntax

ParameterCollection Shader.GetShaderParameterTargets( String in_ParameterName );

Scripting Syntax

oReturn = Shader.GetShaderParameterTargets( ParameterScriptName );

Return Value

ParameterCollection

Parameters

Parameter Type Description
ParameterScriptName String Script name of the parameter.

Tip: On single output shaders, you can use an empty scriptname to get the shader connected to the output.

Examples

JScript Example

/*

	This example creates a sample shader tree and shows how to traverse a shader 

	tree from left to right using the Source property and right to left using the 

	GetShaderParameterTargets method. Both shader compound ports and non-compound 

	ports are demonstrated.

*/

// Fill the Default Material with some shaders.

NewScene(null,false);

CreatePrim("Sphere", "MeshSurface", null, null);

SelectObj("Sources.Materials.DefaultLib.Scene_Material", null, null);

CreateShaderFromPreset("Shaders\\Texture\\Share\\Color_share.Preset", 

	"Sources.Materials.DefaultLib.Scene_Material", null);

SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Color_share", 

	"Sources.Materials.DefaultLib.Scene_Material.Phong.ambient", false);

CreateShaderFromPreset("Shaders\\Texture\\Share\\Color_share.Preset", 

	"Sources.Materials.DefaultLib.Scene_Material", null);

SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Color_share", 

	"Sources.Materials.DefaultLib.Scene_Material.Color_share1.input", false);

CreateShaderFromPreset("Shaders\\Texture\\Share\\Color_share.Preset", 

	"Sources.Materials.DefaultLib.Scene_Material", null);

SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Color_share", 

	"Sources.Materials.DefaultLib.Scene_Material.Color_share2.input", false);

CreateShaderCompound("Sources.Materials.DefaultLib.Scene_Material.Color_share2", null);

CreateShaderFromPreset("Shaders\\Texture\\Share\\Color_share.Preset", 

	"Sources.Materials.DefaultLib.Scene_Material", null);

SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Color_share2", 

	"Sources.Materials.DefaultLib.Scene_Material.Color_share.input", false);

CreateShaderFromPreset("Shaders\\Texture\\Share\\Color_share.Preset", 

	"Sources.Materials.DefaultLib.Scene_Material", null);

SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Color_share3", 

	"Sources.Materials.DefaultLib.Scene_Material.Color_share2.input", false);

CreateShaderCompound("Sources.Materials.DefaultLib.Scene_Material.Color_share3", null);

// Get the Shader Source (single output shader) connected to a shader input port using 

// the Parameter.Source property.

Application.LogMessage( "Source (Right to Left Traversal) of single output shader" );

var oColorShareShader = GetValue("Sources.Materials.DefaultLib.Scene_Material.Color_share");

var oColorShareInputParam = oColorShareShader.Parameters.Item("input");

var oSource = oColorShareInputParam.Source;

if( oSource != null ) {

	Application.LogMessage( "  CnxSource: "  + oSource.FullName + ", " 

		+ "CnxTarget: " + oColorShareInputParam.FullName +"." );	

}

// Get the Parameter Source (multi-output shader) connected to a shader input port using 

// the Parameter.Source property.

Application.LogMessage( "Source (Right to Left Traversal) of multi-output shader" );

var oColorShareShader = GetValue("Sources.Materials.DefaultLib.Scene_Material.Color_share2");

var oColorShareInputParam = oColorShareShader.Parameters.Item("input");

var oSource = oColorShareInputParam.Source;

if( oSource != null ) {

	Application.LogMessage( "  CnxSource: "  + oSource.FullName + ", " 

		+ "CnxTarget: " + oColorShareInputParam.FullName +"." );	

}

// Get each Parameter Target driven by this multi-output shader's output port using the 

// Shader.GetShaderParameterTargets method.

Application.LogMessage( "Target (Left to Right Traversal) for multi-output shader" );

var oColorShareShader = GetValue("Sources.Materials.DefaultLib.Scene_Material.Color_share");

var oTargets = oColorShareShader.GetShaderParameterTargets("");

if( oTargets != null ) {

	for( var i=0; i<oTargets.Count; i++ ) {

		Application.LogMessage( "  CnxSource: "  + oColorShareShader.FullName + ", " 

			+ "CnxTarget: " + oTargets.Item(i).FullName +"." );

	}	

}

// Get the Parameter Source connected inside a shader compound output port using 

// the Parameter.Source property.

Application.LogMessage( "Source (Right to Left Traversal) of shader compound" );

var oShaderCompound = GetValue("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound1");

var oShaderCompoundOutputParam = oShaderCompound.Parameters.Item("input");

var oSource = oShaderCompoundOutputParam.Source;

if( oSource != null ) {

	Application.LogMessage( "  CnxSource: "  + oSource.FullName + ", " 

		+ "CnxTarget: " + oShaderCompoundOutputParam.FullName +"." );	

}

// Get the Parameter Target driven by this shader's output port (connected inside a shader 

// compound) using the Shader.GetShaderParameterTargets method.

Application.LogMessage( "Target (Left to Right Traversal) for compound shader" ); 

var oShaderCompound = GetValue("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound");

var oShaderCompoundInputParam = oShaderCompound.Parameters.Item("input");

var oTargets = oShaderCompound.GetShaderParameterTargets( oShaderCompoundInputParam.Name );

if( oTargets != null ) {

	for( var i=0; i<oTargets.Count; i++ ) {

		Application.LogMessage( "  CnxSource: "  + oShaderCompoundInputParam.FullName + ", " 

			+ "CnxTarget: " + oTargets.Item(i).FullName +"." );

	}	

}

// Expected results:

// INFO : Source (Right to Left Traversal) of single output shader

// INFO :   CnxSource: Sources.Materials.DefaultLib.Scene_Material.Color_share2, 

//          CnxTarget: Sources.Materials.DefaultLib.Scene_Material.Color_share.input.

// INFO : Source (Right to Left Traversal) of multi-output shader

// INFO :   CnxSource: Sources.Materials.DefaultLib.Scene_Material.ShaderCompound1.input, 

//          CnxTarget: Sources.Materials.DefaultLib.Scene_Material.Color_share2.input.

// INFO : Target (Left to Right Traversal) for multi-output shader

// INFO :   CnxSource: Sources.Materials.DefaultLib.Scene_Material.Color_share, 

//          CnxTarget: Sources.Materials.DefaultLib.Scene_Material.Phong.ambient.

// INFO :   CnxSource: Sources.Materials.DefaultLib.Scene_Material.Color_share, 

//          CnxTarget: Sources.Materials.DefaultLib.Scene_Material.Color_share1.input.

// INFO :   CnxSource: Sources.Materials.DefaultLib.Scene_Material.Color_share, 

//          CnxTarget: Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.input.

// INFO : Source (Right to Left Traversal) of shader compound

// INFO :   CnxSource: Sources.Materials.DefaultLib.Scene_Material.ShaderCompound1.Color_share3, 

//          CnxTarget: Sources.Materials.DefaultLib.Scene_Material.ShaderCompound1.input.

// INFO : Target (Left to Right Traversal) for compound shader

// INFO :   CnxSource: Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.input, 

//          CnxTarget: Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Color_share2.input.

See Also

Shader.GetShaderParameterType Parameter.Source