ShaderTweaks : Support wildcards in shader name #5940
Merged
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Theoretically extremely simple - just do a loop with StringAlgo::match if there are wildcards in the shader name, but ended up feeling fiddlier than I expected.
The tests note some of the possible corner cases ( like trying to use wildcards in parameter names, which currently is not supported ). The main thing I've thought of that maybe I should change is that currently I've hardcoded missingMode to ignore when a wildcard is present ... my reasoning was that if you're trying to tweak something like "*.exposure", it's going to be annoying if it fails because one of the shaders in the network doesn't have exposure ... but I think maybe it's more consistent to just make the user take the extra step of setting ignoreMissing in that case?