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Question by comomomo · Jul 18, 2017 at 08:29 PM · shadershaderscg

Is it possible to make a global cginclude inside of the asset directory?

I've been toying around with this and discovered that:

absolute and relative paths are supported for cgincludes-- You can write things like #include "Assets/cgincludes/mycginclude.cginclude" or just stick it next to the file and write #include "mycginclude.cginclude"

BUT

You can't get a global reference to a cginclude without slapping it into "\Unity\Editor\Data\CGIncludes" in the editor directory itself.

So I'm in a tough position because for my usecase I need a globally reference-able cginclude that exists in the project without an absolute path -- is this possible?

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avatar image Bunny83 · Jul 18, 2017 at 10:09 PM 0
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The terms "globally" and "absolute path" are in most cases synonymes. The CGIncludes folder of the editor also represents an absolute path. It can't be changed. Likewise you can define a fix relative path inside your project.

What's the problem with using "Assets/cgincludes/mycginclude.cginclude" if that works? If you fear the long path, place the main CG file directly inside the Assets folder:

 "Assets/main.cginc"
avatar image comomomo Bunny83 · Jul 19, 2017 at 12:02 AM 0
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$$anonymous$$ostly just worried about folks wanting re-organize their projects for an asset store plugin~

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