internal static void MaterialShaderReferences(CustomObjectIndexerTarget context, ObjectIndexer indexer) { var material = context.target as Material; if (material == null) { return; } if (material.shader) { var fullShaderName = material.shader.name.ToLowerInvariant(); indexer.AddReference(context.documentIndex, fullShaderName); } if (!indexer.settings.options.properties) { return; } var properties = MaterialEditor.GetMaterialProperties(new Material[] { material }); foreach (var property in properties) { var propertyName = property.name.ToLowerInvariant(); if (propertyName.Length > 0 && propertyName[0] == '_') { propertyName = propertyName.Substring(1); } switch (property.type) { case MaterialProperty.PropType.Color: IndexColor(propertyName, property.colorValue, indexer, context.documentIndex); break; case MaterialProperty.PropType.Vector: IndexVector(propertyName, property.vectorValue, indexer, context.documentIndex); break; case MaterialProperty.PropType.Float: indexer.AddNumber(propertyName, property.floatValue, indexer.settings.baseScore, context.documentIndex); break; case MaterialProperty.PropType.Range: IndexVector(propertyName, property.rangeLimits, indexer, context.documentIndex); break; case MaterialProperty.PropType.Texture: if (property.textureValue) { indexer.AddReference(context.documentIndex, AssetDatabase.GetAssetPath(property.textureValue)); if (!string.IsNullOrEmpty(property.textureValue.name)) { indexer.AddProperty(propertyName, property.textureValue.name.ToLowerInvariant(), context.documentIndex); } } break; } } }
internal static void ShaderIndexing(CustomObjectIndexerTarget context, ObjectIndexer indexer) { if (!(context.target is Shader shader) || !indexer.settings.options.properties) { return; } for (int i = 0, end = shader.GetPropertyCount(); i != end; ++i) { var name = shader.GetPropertyName(i).ToLowerInvariant(); if (name.Length > 0 && name[0] == '_') { name = name.Substring(1); } switch (shader.GetPropertyType(i)) { case UnityEngine.Rendering.ShaderPropertyType.Color: var v = shader.GetPropertyDefaultVectorValue(i); IndexColor(name, new Color(v.x, v.y, v.z, v.w), indexer, context.documentIndex); break; case UnityEngine.Rendering.ShaderPropertyType.Vector: v = shader.GetPropertyDefaultVectorValue(i); IndexVector(name, v, indexer, context.documentIndex); break; case UnityEngine.Rendering.ShaderPropertyType.Float: indexer.IndexNumber(context.documentIndex, name, shader.GetPropertyDefaultFloatValue(i)); break; } } }
internal static void IndexPrefabTypes(CustomObjectIndexerTarget context, ObjectIndexer indexer) { if (!(context.target is GameObject prefab)) { return; } IndexPrefabProperties(context.documentIndex, prefab, indexer); }
internal static void IndexMeshRendererMaterials(CustomObjectIndexerTarget context, ObjectIndexer indexer) { var c = context.target as MeshRenderer; if (!c) { return; } if (indexer.settings.options.properties) { indexer.AddNumber("materialcount", c.sharedMaterials.Length, indexer.settings.baseScore + 2, context.documentIndex); } foreach (var m in c.sharedMaterials) { if (!m) { continue; } if (!string.IsNullOrEmpty(m.name) && indexer.settings.options.types) { indexer.AddProperty("material", m.name.Replace(" (Instance)", "").ToLowerInvariant(), context.documentIndex, saveKeyword: false, exact: false); } if (indexer.settings.options.dependencies) { var mp = AssetDatabase.GetAssetPath(m); if (!string.IsNullOrEmpty(mp)) { indexer.AddReference(context.documentIndex, mp); } } if (m.shader != null) { // Index shader name reference if (indexer.settings.options.types) { indexer.AddProperty("shader", m.shader.name.ToLowerInvariant(), context.documentIndex, exact: false); } if (indexer.settings.options.dependencies) { var sp = AssetDatabase.GetAssetPath(m.shader); if (!string.IsNullOrEmpty(sp)) { indexer.AddReference(context.documentIndex, sp); } } } } }
internal static void AnimationClipEventsIndexing(CustomObjectIndexerTarget context, ObjectIndexer indexer) { if (!(context.target is AnimationClip clip) || !indexer.settings.options.properties) { return; } indexer.AddNumber("events", clip.events.Length, indexer.settings.baseScore, context.documentIndex); foreach (var e in clip.events) { indexer.AddNumber("time", e.time, indexer.settings.baseScore, context.documentIndex); indexer.AddProperty("function", e.functionName.ToLowerInvariant(), context.documentIndex, saveKeyword: true, exact: false); } }
internal static void ShaderIndexing(CustomObjectIndexerTarget context, ObjectIndexer indexer) { if (!(context.target is Shader shader) || !indexer.settings.options.properties) { return; } var ownerPropertyType = typeof(Shader); for (int i = 0, end = shader.GetPropertyCount(); i != end; ++i) { var label = shader.GetPropertyName(i); // Keep some property name patterns if (s_IgnorePropertyNameRx.IsMatch(label)) { continue; } var name = label.ToLowerInvariant(); if (name.Length > 0 && name[0] == '_') { name = name.Substring(1); } switch (shader.GetPropertyType(i)) { case ShaderPropertyType.Color: var v = shader.GetPropertyDefaultVectorValue(i); IndexColor(name, new Color(v.x, v.y, v.z, v.w), indexer, context.documentIndex, label, ownerPropertyType); break; case ShaderPropertyType.Vector: v = shader.GetPropertyDefaultVectorValue(i); IndexVector(name, v, indexer, context.documentIndex, label, ownerPropertyType); break; case ShaderPropertyType.Float: indexer.IndexNumber(context.documentIndex, name, shader.GetPropertyDefaultFloatValue(i)); break; } } }
/// <summary> /// Call all the registered custom indexer for an object of a specific type. See <see cref="CustomObjectIndexerAttribute"/>. /// </summary> /// <param name="documentId">Document id.</param> /// <param name="obj">Object to index.</param> /// <param name="documentIndex">Document where the indexed object was found.</param> /// <param name="so">SerializedObject representation of obj.</param> /// <param name="multiLevel">If true, calls all the indexer that would fit the type of the object (all assignable type). If false only check for an indexer registered for the exact type of the Object.</param> private void CallCustomIndexers(string documentId, int documentIndex, Object obj, SerializedObject so, bool multiLevel = true) { var objectType = obj.GetType(); List <CustomIndexerHandler> customIndexers; if (!multiLevel) { if (!CustomIndexers.TryGetValue(objectType, out customIndexers)) { return; } } else { customIndexers = new List <CustomIndexerHandler>(); foreach (var indexerType in CustomIndexers.types) { if (indexerType.IsAssignableFrom(objectType)) { customIndexers.AddRange(CustomIndexers.GetHandlers(indexerType)); } } } var indexerTarget = new CustomObjectIndexerTarget { id = documentId, documentIndex = documentIndex, target = obj, serializedObject = so, targetType = objectType }; foreach (var customIndexer in customIndexers) { customIndexer(indexerTarget, this); } }
internal static void Texture2DIndexing(CustomObjectIndexerTarget context, ObjectIndexer indexer) { if (!(context.target is Texture2D texture) || !indexer.settings.options.properties) { return; } indexer.AddProperty("format", texture.format.ToString().ToLowerInvariant(), context.documentIndex, saveKeyword: true, exact: true); indexer.AddProperty("filtermode", texture.filterMode.ToString().ToLowerInvariant(), context.documentIndex, saveKeyword: true, exact: true); indexer.AddProperty("dimension", texture.dimension.ToString().ToLowerInvariant(), context.documentIndex, saveKeyword: true, exact: true); var ti = AssetImporter.GetAtPath(context.id) as TextureImporter; if (ti) { indexer.AddProperty("type", ti.textureType.ToString().ToLowerInvariant(), context.documentIndex, saveKeyword: true, exact: true); indexer.AddProperty("shape", ti.textureShape.ToString().ToLowerInvariant(), context.documentIndex, saveKeyword: true, exact: true); indexer.AddProperty("readable", ti.isReadable.ToString().ToLowerInvariant(), context.documentIndex, saveKeyword: false, exact: true); indexer.AddProperty("srgb", ti.sRGBTexture.ToString().ToLowerInvariant(), context.documentIndex, saveKeyword: false, exact: true); indexer.AddProperty("compression", ti.textureCompression.ToString().ToLowerInvariant(), context.documentIndex, saveKeyword: true, exact: true); indexer.AddNumber("compressionquality", ti.compressionQuality, indexer.settings.baseScore, context.documentIndex); } }
internal static void MaterialShaderReferences(CustomObjectIndexerTarget context, ObjectIndexer indexer) { var material = context.target as Material; if (material == null || !material.shader) { return; } indexer.AddReference(context.documentIndex, "shader", material.shader); if (!indexer.settings.options.properties) { return; } var ownerPropertyType = typeof(Shader); var shaderName = $"{material.shader.name}/" ?? string.Empty; var properties = MaterialEditor.GetMaterialProperties(new Material[] { material }); foreach (var property in properties) { var flags = (ShaderPropertyFlags)property.flags; if ((flags & (ShaderPropertyFlags.HideInInspector | ShaderPropertyFlags.NonModifiableTextureData)) != 0) { continue; } var upn = property.name; if (upn == null) { continue; } // Keep some property name patterns if (s_IgnorePropertyNameRx.IsMatch(upn)) { continue; } var propertyName = upn.ToLowerInvariant(); if (propertyName.Length > 0 && propertyName[0] == '_') { propertyName = propertyName.Substring(1); } if (propertyName.Length < 3) { continue; } var shaderPropName = $"{shaderName}{property.displayName}"; switch (property.type) { case MaterialProperty.PropType.Color: IndexColor(propertyName, property.colorValue, indexer, context.documentIndex, shaderPropName, ownerPropertyType); break; case MaterialProperty.PropType.Vector: IndexVector(propertyName, property.vectorValue, indexer, context.documentIndex, shaderPropName, ownerPropertyType); break; case MaterialProperty.PropType.Int: indexer.AddNumber(propertyName, property.intValue, indexer.settings.baseScore, context.documentIndex); indexer.MapProperty(propertyName, shaderPropName, null, "Number", ownerPropertyType.AssemblyQualifiedName, false); break; case MaterialProperty.PropType.Float: indexer.AddNumber(propertyName, property.floatValue, indexer.settings.baseScore, context.documentIndex); indexer.MapProperty(propertyName, shaderPropName, null, "Number", ownerPropertyType.AssemblyQualifiedName, false); break; case MaterialProperty.PropType.Range: indexer.AddNumber(propertyName, property.floatValue, indexer.settings.baseScore, context.documentIndex); indexer.MapProperty(propertyName, shaderPropName, null, "Number", ownerPropertyType.AssemblyQualifiedName, false); break; case MaterialProperty.PropType.Texture: if (property.textureValue) { indexer.AddReference(context.documentIndex, propertyName, property.textureValue, shaderPropName, ownerPropertyType); } break; } } }