/* * Copyright (c) 2022 - 2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. * * NVIDIA CORPORATION, its affiliates and licensors retain all intellectual * property and proprietary rights in and to this material, related * documentation and any modifications thereto. Any use, reproduction, * disclosure or distribution of this material and related documentation * without an express license agreement from NVIDIA CORPORATION or * its affiliates is strictly prohibited. */ #include "StreamlineShaders.h" #include "Modules/ModuleManager.h" #include "Interfaces/IPluginManager.h" #include "ShaderCore.h" #define LOCTEXT_NAMESPACE "FStreamlineShadersModule" DEFINE_LOG_CATEGORY_STATIC(LogStreamlineShaders, Log, All); void FStreamlineShadersModule::StartupModule() { // write the plugin version to the log // we use the StreamlineShaders module to write this information because it is the first plugin module loaded on supported platforms TSharedPtr ThisPlugin = IPluginManager::Get().FindPlugin(TEXT("Streamline")); UE_LOG(LogStreamlineShaders, Log, TEXT("Loaded Streamline plugin version %s"), *ThisPlugin->GetDescriptor().VersionName); FString PluginShaderDir = FPaths::Combine(ThisPlugin->GetBaseDir(), TEXT("Shaders")); AddShaderSourceDirectoryMapping(TEXT("/Plugin/Streamline"), PluginShaderDir); } void FStreamlineShadersModule::ShutdownModule() { } #undef LOCTEXT_NAMESPACE IMPLEMENT_MODULE(FStreamlineShadersModule, StreamlineShaders)