コード例 #1
0
    public override void OnImportAsset(AssetImportContext ctx)
    {
        var oldShader = AssetDatabase.LoadAssetAtPath <Shader>(ctx.assetPath);

        if (oldShader != null)
        {
            ShaderUtil.ClearShaderErrors(oldShader);
        }

        List <PropertyCollector.TextureInfo> configuredTextures;
        var text = GetShaderText <MaterialGraph>(ctx.assetPath, out configuredTextures);

        if (text == null)
        {
            text = errorShader;
        }

        var shader = ShaderUtil.CreateShaderAsset(text);

        EditorMaterialUtility.SetShaderDefaults(
            shader,
            configuredTextures.Where(x => x.modifiable).Select(x => x.name).ToArray(),
            configuredTextures.Where(x => x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
        EditorMaterialUtility.SetShaderNonModifiableDefaults(
            shader,
            configuredTextures.Where(x => !x.modifiable).Select(x => x.name).ToArray(),
            configuredTextures.Where(x => !x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());

        ctx.AddObjectToAsset("MainAsset", shader);
        ctx.SetMainObject(shader);
    }
コード例 #2
0
    public override void OnImportAsset(AssetImportContext ctx)
    {
        var oldShader = AssetDatabase.LoadAssetAtPath <Shader>(ctx.assetPath);

        if (oldShader != null)
        {
            ShaderUtil.ClearShaderErrors(oldShader);
        }

        List <PropertyCollector.TextureInfo> configuredTextures;
        string path = ctx.assetPath;
        var    sourceAssetDependencyPaths = new List <string>();
        var    text   = GetShaderText(path, out configuredTextures, sourceAssetDependencyPaths);
        var    shader = ShaderUtil.CreateShaderAsset(text);

        EditorMaterialUtility.SetShaderDefaults(
            shader,
            configuredTextures.Where(x => x.modifiable).Select(x => x.name).ToArray(),
            configuredTextures.Where(x => x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
        EditorMaterialUtility.SetShaderNonModifiableDefaults(
            shader,
            configuredTextures.Where(x => !x.modifiable).Select(x => x.name).ToArray(),
            configuredTextures.Where(x => !x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());

        ctx.AddObjectToAsset("MainAsset", shader);
        ctx.SetMainObject(shader);

        foreach (var sourceAssetDependencyPath in sourceAssetDependencyPaths.Distinct())
        {
            ctx.DependsOnSourceAsset(sourceAssetDependencyPath);
        }
    }
コード例 #3
0
        public override void OnImportAsset(AssetImportContext ctx)
        {
            var oldShader = AssetDatabase.LoadAssetAtPath <Shader>(ctx.assetPath);

            if (oldShader != null)
            {
                ShaderUtil.ClearShaderMessages(oldShader);
            }

            List <PropertyCollector.TextureInfo> configuredTextures;
            string path = ctx.assetPath;
            var    sourceAssetDependencyPaths = new List <string>();
            var    text   = GetShaderText(path, out configuredTextures, sourceAssetDependencyPaths, out var graph);
            var    shader = ShaderUtil.CreateShaderAsset(text, false);

            if (graph != null && graph.messageManager.nodeMessagesChanged)
            {
                foreach (var pair in graph.messageManager.GetNodeMessages())
                {
                    var node = graph.GetNodeFromTempId(pair.Key);
                    MessageManager.Log(node, path, pair.Value.First(), shader);
                }
            }

            EditorMaterialUtility.SetShaderDefaults(
                shader,
                configuredTextures.Where(x => x.modifiable).Select(x => x.name).ToArray(),
                configuredTextures.Where(x => x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
            EditorMaterialUtility.SetShaderNonModifiableDefaults(
                shader,
                configuredTextures.Where(x => !x.modifiable).Select(x => x.name).ToArray(),
                configuredTextures.Where(x => !x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());

            Texture2D texture = Resources.Load <Texture2D>("Icons/sg_graph_icon@64");

            ctx.AddObjectToAsset("MainAsset", shader, texture);
            ctx.SetMainObject(shader);

            var metadata = ScriptableObject.CreateInstance <ShaderGraphMetadata>();

            metadata.hideFlags = HideFlags.HideInHierarchy;
            if (graph != null)
            {
                metadata.outputNodeTypeName = graph.outputNode.GetType().FullName;
            }
            ctx.AddObjectToAsset("Metadata", metadata);

            foreach (var sourceAssetDependencyPath in sourceAssetDependencyPaths.Distinct())
            {
                // Ensure that dependency path is relative to project
                if (!sourceAssetDependencyPath.StartsWith("Packages/") && !sourceAssetDependencyPath.StartsWith("Assets/"))
                {
                    Debug.LogWarning($"Invalid dependency path: {sourceAssetDependencyPath}", shader);
                    continue;
                }
                ctx.DependsOnSourceAsset(sourceAssetDependencyPath);
            }
        }
コード例 #4
0
    public override void OnImportAsset(AssetImportContext ctx)
    {
        var oldShader = AssetDatabase.LoadAssetAtPath <Shader>(ctx.assetPath);

        if (oldShader != null)
        {
            ShaderUtil.ClearShaderErrors(oldShader);
        }

        List <PropertyCollector.TextureInfo> configuredTextures;
        string path         = ctx.assetPath;
        string shaderString = null;
        var    sourceAssetDependencyPaths = new List <string>();
        var    shaderName = Path.GetFileNameWithoutExtension(path);

        try
        {
            var textGraph = File.ReadAllText(path, Encoding.UTF8);
            var graph     = JsonUtility.FromJson <MaterialGraph>(textGraph);
            graph.LoadedFromDisk();

            if (!string.IsNullOrEmpty(graph.path))
            {
                shaderName = graph.path + "/" + shaderName;
            }
            shaderString = graph.GetShader(shaderName, GenerationMode.ForReals, out configuredTextures, sourceAssetDependencyPaths);

            foreach (var node in graph.GetNodes <AbstractMaterialNode>())
            {
                node.GetSourceAssetDependencies(sourceAssetDependencyPaths);
            }
        }
        catch (Exception)
        {
            configuredTextures = new List <PropertyCollector.TextureInfo>();
            // ignored
        }

        var text   = shaderString ?? k_ErrorShader.Replace("Hidden/GraphErrorShader2", shaderName);
        var shader = ShaderUtil.CreateShaderAsset(text);

        EditorMaterialUtility.SetShaderDefaults(
            shader,
            configuredTextures.Where(x => x.modifiable).Select(x => x.name).ToArray(),
            configuredTextures.Where(x => x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
        EditorMaterialUtility.SetShaderNonModifiableDefaults(
            shader,
            configuredTextures.Where(x => !x.modifiable).Select(x => x.name).ToArray(),
            configuredTextures.Where(x => !x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());

        ctx.AddObjectToAsset("MainAsset", shader);
        ctx.SetMainObject(shader);

        foreach (var sourceAssetDependencyPath in sourceAssetDependencyPaths.Distinct())
        {
            ctx.DependsOnSourceAsset(sourceAssetDependencyPath);
        }
    }
コード例 #5
0
        protected override ActionResult PerformActionImplementation()
        {
            GameObject go     = new GameObject();
            var        bezier = go.AddComponent <BezierShape>();

            go.GetComponent <MeshRenderer>().sharedMaterial = EditorMaterialUtility.GetUserMaterial();
            bezier.Init();
            bezier.Refresh();
            EditorUtility.InitObject(bezier.GetComponent <ProBuilderMesh>());
            MeshSelection.SetSelection(go);
            UndoUtility.RegisterCreatedObjectUndo(go, "Create Bezier Shape");
            bezier.isEditing = true;

            return(new ActionResult(ActionResult.Status.Success, "Create Bezier Shape"));
        }
コード例 #6
0
        public override void OnImportAsset(AssetImportContext ctx)
        {
            var oldShader = AssetDatabase.LoadAssetAtPath <Shader>(ctx.assetPath);

            if (oldShader != null)
            {
                ShaderUtil.ClearShaderMessages(oldShader);
            }

            List <PropertyCollector.TextureInfo> configuredTextures;
            string path = ctx.assetPath;
            var    sourceAssetDependencyPaths = new List <string>();
            var    text   = GetShaderText(path, out configuredTextures, sourceAssetDependencyPaths, out var graph);
            var    shader = ShaderUtil.CreateShaderAsset(text);

            if (graph.messageManager.nodeMessagesChanged)
            {
                foreach (var pair in graph.messageManager.GetNodeMessages())
                {
                    var node        = graph.GetNodeFromTempId(pair.Key);
                    var errorString = $"Error in Shader Graph at {path} in node {node.name}: {pair.Value.First().message}";
                    Debug.LogError(errorString, shader);
                }
            }

            EditorMaterialUtility.SetShaderDefaults(
                shader,
                configuredTextures.Where(x => x.modifiable).Select(x => x.name).ToArray(),
                configuredTextures.Where(x => x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
            EditorMaterialUtility.SetShaderNonModifiableDefaults(
                shader,
                configuredTextures.Where(x => !x.modifiable).Select(x => x.name).ToArray(),
                configuredTextures.Where(x => !x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());

            ctx.AddObjectToAsset("MainAsset", shader);
            ctx.SetMainObject(shader);

            foreach (var sourceAssetDependencyPath in sourceAssetDependencyPaths.Distinct())
            {
                // Ensure that dependency path is relative to project
                if (!sourceAssetDependencyPath.StartsWith("Packages/") && !sourceAssetDependencyPath.StartsWith("Assets/"))
                {
                    Debug.LogWarning($"Invalid dependency path: {sourceAssetDependencyPath}", shader);
                    continue;
                }
                ctx.DependsOnSourceAsset(sourceAssetDependencyPath);
            }
        }
コード例 #7
0
        public override void OnImportAsset(AssetImportContext ctx)
        {
            var oldShader = AssetDatabase.LoadAssetAtPath <Shader>(ctx.assetPath);

            if (oldShader != null)
            {
                ShaderUtil.ClearShaderMessages(oldShader);
            }

            List <PropertyCollector.TextureInfo> configuredTextures;
            string path = ctx.assetPath;
            var    sourceAssetDependencyPaths = new List <string>();
            var    text   = GetShaderText(path, out configuredTextures, sourceAssetDependencyPaths);
            var    shader = ShaderUtil.CreateShaderAsset(text);

            EditorMaterialUtility.SetShaderDefaults(
                shader,
                configuredTextures.Where(x => x.modifiable).Select(x => x.name).ToArray(),
                configuredTextures.Where(x => x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
            EditorMaterialUtility.SetShaderNonModifiableDefaults(
                shader,
                configuredTextures.Where(x => !x.modifiable).Select(x => x.name).ToArray(),
                configuredTextures.Where(x => !x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());

            ctx.AddObjectToAsset("MainAsset", shader);
            ctx.SetMainObject(shader);

            foreach (var sourceAssetDependencyPath in sourceAssetDependencyPaths.Distinct())
            {
                // Ensure that dependency path is relative to project
                if (!sourceAssetDependencyPath.StartsWith("Packages/") && !sourceAssetDependencyPath.StartsWith("Assets/"))
                {
                    Debug.LogWarning($"Invalid dependency path: {sourceAssetDependencyPath}");
                    continue;
                }
                ctx.DependsOnSourceAsset(sourceAssetDependencyPath);
            }
        }
コード例 #8
0
        public override void OnImportAsset(AssetImportContext ctx)
        {
            var oldShader = AssetDatabase.LoadAssetAtPath <Shader>(ctx.assetPath);

            if (oldShader != null)
            {
                ShaderUtil.ClearShaderMessages(oldShader);
            }

            List <PropertyCollector.TextureInfo> configuredTextures;
            string path = ctx.assetPath;

            AssetCollection assetCollection = new AssetCollection();

            MinimalGraphData.GatherMinimalDependenciesFromFile(assetPath, assetCollection);

            var textGraph = File.ReadAllText(path, Encoding.UTF8);
            var graph     = new GraphData
            {
                messageManager = new MessageManager(), assetGuid = AssetDatabase.AssetPathToGUID(path)
            };

            MultiJson.Deserialize(graph, textGraph);
            graph.OnEnable();
            graph.ValidateGraph();

            Shader shader = null;

#if VFX_GRAPH_10_0_0_OR_NEWER
            if (!graph.isOnlyVFXTarget)
#endif
            {
                // build the shader text
                // this will also add Target dependencies into the asset collection
                var text = GetShaderText(path, out configuredTextures, assetCollection, graph);

#if UNITY_2021_1_OR_NEWER
                // 2021.1 or later is guaranteed to have the new version of this function
                shader = ShaderUtil.CreateShaderAsset(ctx, text, false);
#else
                // earlier builds of Unity may or may not have it
                // here we try to invoke the new version via reflection
                var createShaderAssetMethod = typeof(ShaderUtil).GetMethod(
                    "CreateShaderAsset",
                    System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.ExactBinding,
                    null,
                    new Type[] { typeof(AssetImportContext), typeof(string), typeof(bool) },
                    null);

                if (createShaderAssetMethod != null)
                {
                    shader = createShaderAssetMethod.Invoke(null, new Object[] { ctx, text, false }) as Shader;
                }
                else
                {
                    // method doesn't exist in this version of Unity, call old version
                    // this doesn't create dependencies properly, but is the best that we can do
                    shader = ShaderUtil.CreateShaderAsset(text, false);
                }
#endif

                if (graph.messageManager.nodeMessagesChanged)
                {
                    foreach (var pair in graph.messageManager.GetNodeMessages())
                    {
                        var node = graph.GetNodeFromId(pair.Key);
                        MessageManager.Log(node, path, pair.Value.First(), shader);
                    }
                }

                EditorMaterialUtility.SetShaderDefaults(
                    shader,
                    configuredTextures.Where(x => x.modifiable).Select(x => x.name).ToArray(),
                    configuredTextures.Where(x => x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
                EditorMaterialUtility.SetShaderNonModifiableDefaults(
                    shader,
                    configuredTextures.Where(x => !x.modifiable).Select(x => x.name).ToArray(),
                    configuredTextures.Where(x => !x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
            }

            UnityEngine.Object mainObject = shader;
#if VFX_GRAPH_10_0_0_OR_NEWER
            ShaderGraphVfxAsset vfxAsset = null;
            if (graph.hasVFXTarget)
            {
                vfxAsset = GenerateVfxShaderGraphAsset(graph);
                if (mainObject == null)
                {
                    mainObject = vfxAsset;
                }
                else
                {
                    //Correct main object if we have a shader and ShaderGraphVfxAsset : save as sub asset
                    vfxAsset.name = Path.GetFileNameWithoutExtension(path);
                    ctx.AddObjectToAsset("VFXShaderGraph", vfxAsset);
                }
            }
#endif

            Texture2D texture = Resources.Load <Texture2D>("Icons/sg_graph_icon");
            ctx.AddObjectToAsset("MainAsset", mainObject, texture);
            ctx.SetMainObject(mainObject);

            foreach (var target in graph.activeTargets)
            {
                if (target is IHasMetadata iHasMetadata)
                {
                    var metadata = iHasMetadata.GetMetadataObject();
                    if (metadata == null)
                    {
                        continue;
                    }

                    metadata.hideFlags = HideFlags.HideInHierarchy;
                    ctx.AddObjectToAsset($"{iHasMetadata.identifier}:Metadata", metadata);
                }
            }

            var sgMetadata = ScriptableObject.CreateInstance <ShaderGraphMetadata>();
            sgMetadata.hideFlags         = HideFlags.HideInHierarchy;
            sgMetadata.assetDependencies = new List <UnityEngine.Object>();

            foreach (var asset in assetCollection.assets)
            {
                if (asset.Value.HasFlag(AssetCollection.Flags.IncludeInExportPackage))
                {
                    // this sucks that we have to fully load these assets just to set the reference,
                    // which then gets serialized as the GUID that we already have here.  :P

                    var dependencyPath = AssetDatabase.GUIDToAssetPath(asset.Key);
                    if (!string.IsNullOrEmpty(dependencyPath))
                    {
                        sgMetadata.assetDependencies.Add(
                            AssetDatabase.LoadAssetAtPath(dependencyPath, typeof(UnityEngine.Object)));
                    }
                }
            }
            ctx.AddObjectToAsset("SGInternal:Metadata", sgMetadata);

            // declare dependencies
            foreach (var asset in assetCollection.assets)
            {
                if (asset.Value.HasFlag(AssetCollection.Flags.SourceDependency))
                {
                    ctx.DependsOnSourceAsset(asset.Key);

                    // I'm not sure if this warning below is actually used or not, keeping it to be safe
                    var assetPath = AssetDatabase.GUIDToAssetPath(asset.Key);

                    // Ensure that dependency path is relative to project
                    if (!string.IsNullOrEmpty(assetPath) && !assetPath.StartsWith("Packages/") && !assetPath.StartsWith("Assets/"))
                    {
                        Debug.LogWarning($"Invalid dependency path: {assetPath}", mainObject);
                    }
                }

                // NOTE: dependencies declared by GatherDependenciesFromSourceFile are automatically registered as artifact dependencies
                // HOWEVER: that path ONLY grabs dependencies via MinimalGraphData, and will fail to register dependencies
                // on GUIDs that don't exist in the project.  For both of those reasons, we re-declare the dependencies here.
                if (asset.Value.HasFlag(AssetCollection.Flags.ArtifactDependency))
                {
                    ctx.DependsOnArtifact(asset.Key);
                }
            }
        }
コード例 #9
0
        public override void OnImportAsset(AssetImportContext ctx)
        {
            var oldShader = AssetDatabase.LoadAssetAtPath <Shader>(ctx.assetPath);

            if (oldShader != null)
            {
                ShaderUtil.ClearShaderMessages(oldShader);
            }

            List <PropertyCollector.TextureInfo> configuredTextures;
            string path = ctx.assetPath;
            var    sourceAssetDependencyPaths = new List <string>();

            var textGraph = File.ReadAllText(path, Encoding.UTF8);
            var graph     = new GraphData
            {
                messageManager = new MessageManager(), assetGuid = AssetDatabase.AssetPathToGUID(path)
            };

            MultiJson.Deserialize(graph, textGraph);
            graph.OnEnable();
            graph.ValidateGraph();

            Shader shader = null;

#if VFX_GRAPH_10_0_0_OR_NEWER
            if (!graph.isOnlyVFXTarget)
#endif
            {
                var text = GetShaderText(path, out configuredTextures, sourceAssetDependencyPaths, graph);

#if UNITY_2021_1_OR_NEWER
                // 2021.1 or later is guaranteed to have the new version of this function
                shader = ShaderUtil.CreateShaderAsset(ctx, text, false);
#else
                // earlier builds of Unity may or may not have it
                // here we try to invoke the new version via reflection
                var createShaderAssetMethod = typeof(ShaderUtil).GetMethod(
                    "CreateShaderAsset",
                    System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.ExactBinding,
                    null,
                    new Type[] { typeof(AssetImportContext), typeof(string), typeof(bool) },
                    null);

                if (createShaderAssetMethod != null)
                {
                    shader = createShaderAssetMethod.Invoke(null, new Object[] { ctx, text, false }) as Shader;
                }
                else
                {
                    // method doesn't exist in this version of Unity, call old version
                    // this doesn't create dependencies properly, but is the best that we can do
                    shader = ShaderUtil.CreateShaderAsset(text, false);
                }
#endif

                if (graph.messageManager.nodeMessagesChanged)
                {
                    foreach (var pair in graph.messageManager.GetNodeMessages())
                    {
                        var node = graph.GetNodeFromId(pair.Key);
                        MessageManager.Log(node, path, pair.Value.First(), shader);
                    }
                }

                EditorMaterialUtility.SetShaderDefaults(
                    shader,
                    configuredTextures.Where(x => x.modifiable).Select(x => x.name).ToArray(),
                    configuredTextures.Where(x => x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
                EditorMaterialUtility.SetShaderNonModifiableDefaults(
                    shader,
                    configuredTextures.Where(x => !x.modifiable).Select(x => x.name).ToArray(),
                    configuredTextures.Where(x => !x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
            }

            UnityEngine.Object mainObject = shader;
#if VFX_GRAPH_10_0_0_OR_NEWER
            ShaderGraphVfxAsset vfxAsset = null;
            if (graph.hasVFXTarget)
            {
                vfxAsset = GenerateVfxShaderGraphAsset(graph);
                if (mainObject == null)
                {
                    mainObject = vfxAsset;
                }
                else
                {
                    //Correct main object if we have a shader and ShaderGraphVfxAsset : save as sub asset
                    vfxAsset.name = Path.GetFileNameWithoutExtension(path);
                    ctx.AddObjectToAsset("VFXShaderGraph", vfxAsset);
                }
            }
#endif

            Texture2D texture = Resources.Load <Texture2D>("Icons/sg_graph_icon@64");
            ctx.AddObjectToAsset("MainAsset", mainObject, texture);
            ctx.SetMainObject(mainObject);

            foreach (var target in graph.activeTargets)
            {
                if (target is IHasMetadata iHasMetadata)
                {
                    var metadata = iHasMetadata.GetMetadataObject();
                    if (metadata == null)
                    {
                        continue;
                    }

                    metadata.hideFlags = HideFlags.HideInHierarchy;
                    ctx.AddObjectToAsset($"{iHasMetadata.identifier}:Metadata", metadata);
                }
            }

            var sgMetadata = ScriptableObject.CreateInstance <ShaderGraphMetadata>();
            sgMetadata.hideFlags         = HideFlags.HideInHierarchy;
            sgMetadata.assetDependencies = new List <UnityEngine.Object>();
            var deps = GatherDependenciesFromSourceFile(ctx.assetPath);
            foreach (string dependency in deps)
            {
                sgMetadata.assetDependencies.Add(AssetDatabase.LoadAssetAtPath(dependency, typeof(UnityEngine.Object)));
            }
            ctx.AddObjectToAsset("SGInternal:Metadata", sgMetadata);


            foreach (var sourceAssetDependencyPath in sourceAssetDependencyPaths.Distinct())
            {
                // Ensure that dependency path is relative to project
                if (!sourceAssetDependencyPath.StartsWith("Packages/") && !sourceAssetDependencyPath.StartsWith("Assets/"))
                {
                    Debug.LogWarning($"Invalid dependency path: {sourceAssetDependencyPath}", mainObject);
                    continue;
                }

                ctx.DependsOnSourceAsset(sourceAssetDependencyPath);
            }
        }
コード例 #10
0
        public override void OnImportAsset(AssetImportContext ctx)
        {
            var oldShader = AssetDatabase.LoadAssetAtPath <Shader>(ctx.assetPath);

            if (oldShader != null)
            {
                ShaderUtil.ClearShaderMessages(oldShader);
            }

            List <PropertyCollector.TextureInfo> configuredTextures;
            string path = ctx.assetPath;
            var    sourceAssetDependencyPaths = new List <string>();

            UnityEngine.Object mainObject;

            var textGraph = File.ReadAllText(path, Encoding.UTF8);
            var graph     = new GraphData
            {
                messageManager = new MessageManager(), assetGuid = AssetDatabase.AssetPathToGUID(path)
            };

            MultiJson.Deserialize(graph, textGraph);
            graph.OnEnable();
            graph.ValidateGraph();

            // TODO: How to handle this?
            if (graph.isVFXTarget)
            {
                var vfxAsset = GenerateVfxShaderGraphAsset(graph);
                mainObject = vfxAsset;
            }
            else
            {
                var text   = GetShaderText(path, out configuredTextures, sourceAssetDependencyPaths, graph);
                var shader = ShaderUtil.CreateShaderAsset(text, false);


                if (graph != null && graph.messageManager.nodeMessagesChanged)
                {
                    foreach (var pair in graph.messageManager.GetNodeMessages())
                    {
                        var node = graph.GetNodeFromId(pair.Key);
                        MessageManager.Log(node, path, pair.Value.First(), shader);
                    }
                }

                EditorMaterialUtility.SetShaderDefaults(
                    shader,
                    configuredTextures.Where(x => x.modifiable).Select(x => x.name).ToArray(),
                    configuredTextures.Where(x => x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
                EditorMaterialUtility.SetShaderNonModifiableDefaults(
                    shader,
                    configuredTextures.Where(x => !x.modifiable).Select(x => x.name).ToArray(),
                    configuredTextures.Where(x => !x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());

                mainObject = shader;
            }
            Texture2D texture = Resources.Load <Texture2D>("Icons/sg_graph_icon@64");

            ctx.AddObjectToAsset("MainAsset", mainObject, texture);
            ctx.SetMainObject(mainObject);

            if (graph != null)
            {
                foreach (var target in graph.activeTargets)
                {
                    if (target is IHasMetadata iHasMetadata)
                    {
                        var metadata = iHasMetadata.GetMetadataObject();
                        if (metadata == null)
                        {
                            continue;
                        }

                        metadata.hideFlags = HideFlags.HideInHierarchy;
                        ctx.AddObjectToAsset($"{iHasMetadata.identifier}:Metadata", metadata);
                    }
                }
            }

            var sgMetadata = ScriptableObject.CreateInstance <ShaderGraphMetadata>();

            sgMetadata.hideFlags         = HideFlags.HideInHierarchy;
            sgMetadata.assetDependencies = new List <UnityEngine.Object>();
            var deps = GatherDependenciesFromSourceFile(ctx.assetPath);

            foreach (string dependency in deps)
            {
                sgMetadata.assetDependencies.Add(AssetDatabase.LoadAssetAtPath(dependency, typeof(UnityEngine.Object)));
            }
            ctx.AddObjectToAsset("SGInternal:Metadata", sgMetadata);


            foreach (var sourceAssetDependencyPath in sourceAssetDependencyPaths.Distinct())
            {
                // Ensure that dependency path is relative to project
                if (!sourceAssetDependencyPath.StartsWith("Packages/") && !sourceAssetDependencyPath.StartsWith("Assets/"))
                {
                    Debug.LogWarning($"Invalid dependency path: {sourceAssetDependencyPath}", mainObject);
                    continue;
                }

                ctx.DependsOnSourceAsset(sourceAssetDependencyPath);
            }
        }
コード例 #11
0
        Shader BuildAllShaders(
            AssetImportContext importContext,
            AssetImportErrorLog importErrorLog,
            AssetCollection allImportAssetDependencies,
            GraphData graph)
        {
            Shader primaryShader = null;

            string path = importContext.assetPath;
            var    primaryShaderName = Path.GetFileNameWithoutExtension(path);

            try
            {
                // this will also add Target dependencies into the asset collection
                Generator generator;
                generator = new Generator(graph, graph.outputNode, GenerationMode.ForReals, primaryShaderName, assetCollection: allImportAssetDependencies);

                bool first = true;
                foreach (var generatedShader in generator.allGeneratedShaders)
                {
                    var shaderString = generatedShader.codeString;

                    // we only care if an error was reported for a node that we actually used
                    if (graph.messageManager.AnyError((nodeId) => NodeWasUsedByGraph(nodeId, graph)) ||
                        shaderString == null)
                    {
                        shaderString = k_ErrorShader.Replace("Hidden/GraphErrorShader2", generatedShader.shaderName);
                    }

                    var shader = ShaderUtil.CreateShaderAsset(importContext, shaderString, false);

                    ReportErrors(graph, shader, path, importErrorLog);

                    EditorMaterialUtility.SetShaderDefaults(
                        shader,
                        generatedShader.assignedTextures.Where(x => x.modifiable).Select(x => x.name).ToArray(),
                        generatedShader.assignedTextures.Where(x => x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());

                    EditorMaterialUtility.SetShaderNonModifiableDefaults(
                        shader,
                        generatedShader.assignedTextures.Where(x => !x.modifiable).Select(x => x.name).ToArray(),
                        generatedShader.assignedTextures.Where(x => !x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());

                    if (first)
                    {
                        // first shader is always the primary shader
                        // we return the primary shader so it can be attached to the import context at the outer level
                        // allowing it to bind a custom icon as well
                        primaryShader = shader;

                        // only the main shader gets a material created
                        Material material = new Material(shader)
                        {
                            name = primaryShaderName + " Material"
                        };
                        importContext.AddObjectToAsset("Material", material);

                        first = false;
                    }
                    else
                    {
                        importContext.AddObjectToAsset($"Shader-{generatedShader.shaderName}", shader);
                    }
                }
            }
            catch (Exception e)
            {
                Debug.LogException(e);
                // ignored
            }

            return(primaryShader);
        }
コード例 #12
0
        public override void OnImportAsset(AssetImportContext ctx)
        {
            var oldShader = AssetDatabase.LoadAssetAtPath <Shader>(ctx.assetPath);

            if (oldShader != null)
            {
                ShaderUtil.ClearShaderMessages(oldShader);
            }

            List <PropertyCollector.TextureInfo> configuredTextures;
            string path = ctx.assetPath;

            AssetCollection assetCollection = new AssetCollection();

            MinimalGraphData.GatherMinimalDependenciesFromFile(assetPath, assetCollection);

            var textGraph = File.ReadAllText(path, Encoding.UTF8);
            var graph     = new GraphData
            {
                messageManager = new MessageManager(), assetGuid = AssetDatabase.AssetPathToGUID(path)
            };

            MultiJson.Deserialize(graph, textGraph);
            graph.OnEnable();
            graph.ValidateGraph();

            Shader shader = null;

#if VFX_GRAPH_10_0_0_OR_NEWER
            if (!graph.isOnlyVFXTarget)
#endif
            {
                // build the shader text
                // this will also add Target dependencies into the asset collection
                var text = GetShaderText(path, out configuredTextures, assetCollection, graph);

#if UNITY_2021_1_OR_NEWER
                // 2021.1 or later is guaranteed to have the new version of this function
                shader = ShaderUtil.CreateShaderAsset(ctx, text, false);
#else
                // earlier builds of Unity may or may not have it
                // here we try to invoke the new version via reflection
                var createShaderAssetMethod = typeof(ShaderUtil).GetMethod(
                    "CreateShaderAsset",
                    System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.ExactBinding,
                    null,
                    new Type[] { typeof(AssetImportContext), typeof(string), typeof(bool) },
                    null);

                if (createShaderAssetMethod != null)
                {
                    shader = createShaderAssetMethod.Invoke(null, new Object[] { ctx, text, false }) as Shader;
                }
                else
                {
                    // method doesn't exist in this version of Unity, call old version
                    // this doesn't create dependencies properly, but is the best that we can do
                    shader = ShaderUtil.CreateShaderAsset(text, false);
                }
#endif

                ReportErrors(graph, shader, path);

                EditorMaterialUtility.SetShaderDefaults(
                    shader,
                    configuredTextures.Where(x => x.modifiable).Select(x => x.name).ToArray(),
                    configuredTextures.Where(x => x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
                EditorMaterialUtility.SetShaderNonModifiableDefaults(
                    shader,
                    configuredTextures.Where(x => !x.modifiable).Select(x => x.name).ToArray(),
                    configuredTextures.Where(x => !x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
            }

            UnityEngine.Object mainObject = shader;
#if VFX_GRAPH_10_0_0_OR_NEWER
            ShaderGraphVfxAsset vfxAsset = null;
            if (graph.hasVFXTarget)
            {
                vfxAsset = GenerateVfxShaderGraphAsset(graph);
                if (mainObject == null)
                {
                    mainObject = vfxAsset;
                }
                else
                {
                    //Correct main object if we have a shader and ShaderGraphVfxAsset : save as sub asset
                    vfxAsset.name = Path.GetFileNameWithoutExtension(path);
                    ctx.AddObjectToAsset("VFXShaderGraph", vfxAsset);
                }
            }
#endif

            Texture2D texture = Resources.Load <Texture2D>("Icons/sg_graph_icon");
            ctx.AddObjectToAsset("MainAsset", mainObject, texture);
            ctx.SetMainObject(mainObject);

            foreach (var target in graph.activeTargets)
            {
                if (target is IHasMetadata iHasMetadata)
                {
                    var metadata = iHasMetadata.GetMetadataObject();
                    if (metadata == null)
                    {
                        continue;
                    }

                    metadata.hideFlags = HideFlags.HideInHierarchy;
                    ctx.AddObjectToAsset($"{iHasMetadata.identifier}:Metadata", metadata);
                }
            }

            var sgMetadata = ScriptableObject.CreateInstance <ShaderGraphMetadata>();
            sgMetadata.hideFlags         = HideFlags.HideInHierarchy;
            sgMetadata.assetDependencies = new List <UnityEngine.Object>();

            foreach (var asset in assetCollection.assets)
            {
                if (asset.Value.HasFlag(AssetCollection.Flags.IncludeInExportPackage))
                {
                    // this sucks that we have to fully load these assets just to set the reference,
                    // which then gets serialized as the GUID that we already have here.  :P

                    var dependencyPath = AssetDatabase.GUIDToAssetPath(asset.Key);
                    if (!string.IsNullOrEmpty(dependencyPath))
                    {
                        sgMetadata.assetDependencies.Add(
                            AssetDatabase.LoadAssetAtPath(dependencyPath, typeof(UnityEngine.Object)));
                    }
                }
            }

            List <MinimalCategoryData.GraphInputData> inputInspectorDataList = new List <MinimalCategoryData.GraphInputData>();
            foreach (AbstractShaderProperty property in graph.properties)
            {
                // Don't write out data for non-exposed blackboard items
                if (!property.isExposed)
                {
                    continue;
                }

                // VTs are treated differently
                if (property is VirtualTextureShaderProperty virtualTextureShaderProperty)
                {
                    inputInspectorDataList.Add(MinimalCategoryData.ProcessVirtualTextureProperty(virtualTextureShaderProperty));
                }
                else
                {
                    inputInspectorDataList.Add(new MinimalCategoryData.GraphInputData()
                    {
                        referenceName = property.referenceName, propertyType = property.propertyType, isKeyword = false
                    });
                }
            }
            foreach (ShaderKeyword keyword in graph.keywords)
            {
                // Don't write out data for non-exposed blackboard items
                if (!keyword.isExposed)
                {
                    continue;
                }

                var sanitizedReferenceName = keyword.referenceName;
                if (keyword.keywordType == KeywordType.Boolean && keyword.referenceName.Contains("_ON"))
                {
                    sanitizedReferenceName = sanitizedReferenceName.Replace("_ON", String.Empty);
                }

                inputInspectorDataList.Add(new MinimalCategoryData.GraphInputData()
                {
                    referenceName = sanitizedReferenceName, keywordType = keyword.keywordType, isKeyword = true
                });
            }

            sgMetadata.categoryDatas = new List <MinimalCategoryData>();
            foreach (CategoryData categoryData in graph.categories)
            {
                // Don't write out empty categories
                if (categoryData.childCount == 0)
                {
                    continue;
                }

                MinimalCategoryData mcd = new MinimalCategoryData()
                {
                    categoryName  = categoryData.name,
                    propertyDatas = new List <MinimalCategoryData.GraphInputData>()
                };
                foreach (var input in categoryData.Children)
                {
                    MinimalCategoryData.GraphInputData propData;
                    // Only write out data for exposed blackboard items
                    if (input.isExposed == false)
                    {
                        continue;
                    }

                    // VTs are treated differently
                    if (input is VirtualTextureShaderProperty virtualTextureShaderProperty)
                    {
                        propData = MinimalCategoryData.ProcessVirtualTextureProperty(virtualTextureShaderProperty);
                        inputInspectorDataList.RemoveAll(inputData => inputData.referenceName == propData.referenceName);
                        mcd.propertyDatas.Add(propData);
                        continue;
                    }
                    else if (input is ShaderKeyword keyword)
                    {
                        var sanitizedReferenceName = keyword.referenceName;
                        if (keyword.keywordType == KeywordType.Boolean && keyword.referenceName.Contains("_ON"))
                        {
                            sanitizedReferenceName = sanitizedReferenceName.Replace("_ON", String.Empty);
                        }

                        propData = new MinimalCategoryData.GraphInputData()
                        {
                            referenceName = sanitizedReferenceName, keywordType = keyword.keywordType, isKeyword = true
                        };
                    }
                    else
                    {
                        var prop = input as AbstractShaderProperty;
                        propData = new MinimalCategoryData.GraphInputData()
                        {
                            referenceName = input.referenceName, propertyType = prop.propertyType, isKeyword = false
                        };
                    }

                    mcd.propertyDatas.Add(propData);
                    inputInspectorDataList.Remove(propData);
                }
                sgMetadata.categoryDatas.Add(mcd);
            }

            // Any uncategorized elements get tossed into an un-named category at the top as a fallback
            if (inputInspectorDataList.Count > 0)
            {
                sgMetadata.categoryDatas.Insert(0, new MinimalCategoryData()
                {
                    categoryName = "", propertyDatas = inputInspectorDataList
                });
            }

            ctx.AddObjectToAsset("SGInternal:Metadata", sgMetadata);

            // declare dependencies
            foreach (var asset in assetCollection.assets)
            {
                if (asset.Value.HasFlag(AssetCollection.Flags.SourceDependency))
                {
                    ctx.DependsOnSourceAsset(asset.Key);

                    // I'm not sure if this warning below is actually used or not, keeping it to be safe
                    var assetPath = AssetDatabase.GUIDToAssetPath(asset.Key);

                    // Ensure that dependency path is relative to project
                    if (!string.IsNullOrEmpty(assetPath) && !assetPath.StartsWith("Packages/") && !assetPath.StartsWith("Assets/"))
                    {
                        Debug.LogWarning($"Invalid dependency path: {assetPath}", mainObject);
                    }
                }

                // NOTE: dependencies declared by GatherDependenciesFromSourceFile are automatically registered as artifact dependencies
                // HOWEVER: that path ONLY grabs dependencies via MinimalGraphData, and will fail to register dependencies
                // on GUIDs that don't exist in the project.  For both of those reasons, we re-declare the dependencies here.
                if (asset.Value.HasFlag(AssetCollection.Flags.ArtifactDependency))
                {
                    ctx.DependsOnArtifact(asset.Key);
                }
            }
        }