Exemplo n.º 1
0
        HDShaderUtils.ShaderID GetShaderEnumFromShaderGraph(ShaderGraphVfxAsset shaderGraph)
        {
            bool TryGetHDMetadata(out HDMetadata obj)
            {
                obj = null;

                var path = AssetDatabase.GetAssetPath(shaderGraph);

                foreach (var asset in AssetDatabase.LoadAllAssetsAtPath(path))
                {
                    if (asset is HDMetadata metadataAsset)
                    {
                        obj = metadataAsset;
                        return(true);
                    }
                }

                return(false);
            }

            HDMetadata obj;

            if (!TryGetHDMetadata(out obj))
            {
                throw new ArgumentException("Unknown shader");
            }

            return(obj.shaderID);
        }
Exemplo n.º 2
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        public override VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(ShaderGraphVfxAsset shader, VFXMaterialSerializedSettings materialSettings)
        {
            var blendMode = VFXAbstractRenderedOutput.BlendMode.Opaque;

            if (!materialSettings.HasProperty(HDMaterialProperties.kSurfaceType) ||
                !materialSettings.HasProperty(HDMaterialProperties.kBlendMode))
            {
                return(blendMode);
            }

            var surfaceType = materialSettings.GetFloat(HDMaterialProperties.kSurfaceType);

            if (surfaceType == (int)SurfaceType.Transparent)
            {
                switch (materialSettings.GetFloat(HDMaterialProperties.kBlendMode))
                {
                case (int)BlendMode.Additive:
                    blendMode = VFXAbstractRenderedOutput.BlendMode.Additive;
                    break;

                case (int)BlendMode.Alpha:
                    blendMode = VFXAbstractRenderedOutput.BlendMode.Alpha;
                    break;

                case (int)BlendMode.Premultiply:
                    blendMode = VFXAbstractRenderedOutput.BlendMode.AlphaPremultiplied;
                    break;
                }
            }

            return(blendMode);
        }
Exemplo n.º 3
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 public override void OnEnable()
 {
     base.OnEnable();
     if (!string.IsNullOrEmpty(shadergraphGUID))
     {
         shaderGraph = AssetDatabase.LoadAssetAtPath <ShaderGraphVfxAsset>(AssetDatabase.GUIDToAssetPath(shadergraphGUID));
     }
 }
Exemplo n.º 4
0
 public override bool TryGetQueueOffset(ShaderGraphVfxAsset shaderGraph, VFXMaterialSerializedSettings materialSettings, out int queueOffset)
 {
     queueOffset = 0;
     if (materialSettings.HasProperty(HDMaterialProperties.kTransparentSortPriority))
     {
         queueOffset = (int)materialSettings.GetFloat(HDMaterialProperties.kTransparentSortPriority);
         return(true);
     }
     return(false);
 }
Exemplo n.º 5
0
 public override bool TryGetQueueOffset(ShaderGraphVfxAsset shaderGraph, VFXMaterialSerializedSettings materialSettings, out int queueOffset)
 {
     //N.B.: Queue offset is always overridable in URP
     queueOffset = 0;
     if (materialSettings.HasProperty(Rendering.Universal.Property.QueueOffset))
     {
         queueOffset = (int)materialSettings.GetFloat(Rendering.Universal.Property.QueueOffset);
         return(true);
     }
     return(false);
 }
Exemplo n.º 6
0
        public override string GetShaderName(ShaderGraphVfxAsset shaderGraph)
        {
            // Recover the HDRP Shader Enum from the VFX Shader Graph.
            var shaderID = GetShaderEnumFromShaderGraph(shaderGraph);

            if (s_ShaderNames.ContainsKey(shaderID))
            {
                return(s_ShaderNames[shaderID]);
            }

            return(string.Empty);
        }
Exemplo n.º 7
0
        public override bool TryGetCastShadowFromMaterial(ShaderGraphVfxAsset shaderGraph, VFXMaterialSerializedSettings materialSettings, out bool castShadow)
        {
            castShadow = false;

            var path   = AssetDatabase.GetAssetPath(shaderGraph);
            var shader = AssetDatabase.LoadAssetAtPath <Shader>(path);

            if (shader.TryGetMetadataOfType <UniversalMetadata>(out var metaData) && !metaData.allowMaterialOverride)
            {
                castShadow = metaData.castShadows;
                return(true);
            }
Exemplo n.º 8
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        void RefreshShaderGraphObject()
        {
            if (shaderGraph == null && !object.ReferenceEquals(shaderGraph, null))
            {
                string assetPath = AssetDatabase.GetAssetPath(shaderGraph.GetInstanceID());

                var newShaderGraph = AssetDatabase.LoadAssetAtPath <ShaderGraphVfxAsset>(assetPath);
                if (newShaderGraph != null)
                {
                    shaderGraph = newShaderGraph;
                }
            }
        }
Exemplo n.º 9
0
        public ShaderGraphVfxAsset GetOrRefreshShaderGraphObject()
        {
            //This is the only place where shaderGraph property is updated or read
            if (shaderGraph == null && !object.ReferenceEquals(shaderGraph, null))
            {
                string assetPath = AssetDatabase.GetAssetPath(shaderGraph.GetInstanceID());

                var newShaderGraph = AssetDatabase.LoadAssetAtPath <ShaderGraphVfxAsset>(assetPath);
                if (newShaderGraph != null)
                {
                    shaderGraph = newShaderGraph;
                }
            }
            return(shaderGraph);
        }
Exemplo n.º 10
0
 public ShaderGraphVfxAsset GetOrRefreshShaderGraphObject()
 {
     //This is the only place where shaderGraph property is updated or read
     if (shaderGraph == null)
     {
         if (!object.ReferenceEquals(shaderGraph, null)) //Invalid reference object, force reimport.
         {
             string assetPath      = AssetDatabase.GetAssetPath(shaderGraph.GetInstanceID());
             var    newShaderGraph = AssetDatabase.LoadAssetAtPath <ShaderGraphVfxAsset>(assetPath);
             if (newShaderGraph != null)
             {
                 shaderGraph = newShaderGraph;
             }
         }
         else if (!string.IsNullOrEmpty(shadergraphGUID)) //shaderGraph really null, load from save guid.
         {
             shaderGraph = AssetDatabase.LoadAssetAtPath <ShaderGraphVfxAsset>(AssetDatabase.GUIDToAssetPath(shadergraphGUID));
         }
     }
     return(shaderGraph);
 }
Exemplo n.º 11
0
        public override void OnImportAsset(AssetImportContext ctx)
        {
            var    importLog = new AssetImportErrorLog(ctx);
            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();

            UnityEngine.Object mainObject = null;
#if VFX_GRAPH_10_0_0_OR_NEWER
            if (!graph.isOnlyVFXTarget)
#endif
            {
                // build shaders
                mainObject = BuildAllShaders(ctx, importLog, assetCollection, graph);
            }

#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 <GraphInputData> inputInspectorDataList = new List <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 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 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 <GraphInputData>()
                };
                foreach (var input in categoryData.Children)
                {
                    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 GraphInputData()
                        {
                            referenceName = sanitizedReferenceName, keywordType = keyword.keywordType, isKeyword = true
                        };
                    }
                    else
                    {
                        var prop = input as AbstractShaderProperty;
                        propData = new 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/"))
                    {
                        importLog.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);
                }
            }
        }
Exemplo n.º 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;
            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);
            }
        }
Exemplo n.º 13
0
 public virtual string GetShaderName(ShaderGraphVfxAsset shaderGraph) => string.Empty;
Exemplo n.º 14
0
 public virtual void SetupMaterial(Material mat, bool hasMotionVector = false, bool hasShadowCasting = false, ShaderGraphVfxAsset shaderGraph = null)
 {
 }
Exemplo n.º 15
0
        public override void SetupMaterial(Material mat, bool hasMotionVector = false, bool hasShadowCasting = false, ShaderGraphVfxAsset shaderGraph = null)
        {
            try
            {
                if (shaderGraph != null)
                {
                    // The following will throw an exception if the given shaderGraph object actually doesn't contain an HDMetaData object.
                    // It thus bypasses the check to see if the shader assigned to the material is a shadergraph: this is necessary because this later check
                    // uses GraphUtil's IsShaderGraphAsset(shader) which check for a shadergraph importer (cf IsShaderGraph(material) which check for a material
                    // tag "ShaderGraphShader").
                    // In our context, IsShaderGraphAsset() will fail even though the ShaderGraphVfxAsset does have an HDMetaData object so we need to bypass the check:
                    HDShaderUtils.ResetMaterialKeywords(mat, assetWithHDMetaData: shaderGraph);

                    // Configure HDRP Shadow + MV
                    mat.SetShaderPassEnabled(HDShaderPassNames.s_MotionVectorsStr, hasMotionVector);
                    mat.SetShaderPassEnabled(HDShaderPassNames.s_ShadowCasterStr, hasShadowCasting);
                }
                else
                {
                    HDShaderUtils.ResetMaterialKeywords(mat);
                }
            }
            catch (ArgumentException) // Silently catch the 'Unknown shader' in case of non HDRP shaders
            {}
        }
Exemplo n.º 16
0
        public override void SetupMaterial(Material mat, bool hasMotionVector = false, bool hasShadowCasting = false, ShaderGraphVfxAsset shaderGraph = null)
        {
            try
            {
                if (shaderGraph != null)
                {
                    // Recover the HDRP Shader Enum from the VFX Shader Graph.
                    var shaderID = GetShaderEnumFromShaderGraph(shaderGraph);
                    HDShaderUtils.ResetMaterialKeywords(mat, shaderID);

                    // Configure HDRP Shadow + MV
                    mat.SetShaderPassEnabled(HDShaderPassNames.s_MotionVectorsStr, hasMotionVector);
                    mat.SetShaderPassEnabled(HDShaderPassNames.s_ShadowCasterStr, hasShadowCasting);
                }
                else
                {
                    HDShaderUtils.ResetMaterialKeywords(mat);
                }
            }
            catch (ArgumentException) // Silently catch the 'Unknown shader' in case of non HDRP shaders
            {}
        }
Exemplo n.º 17
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);
                }
            }
        }
Exemplo n.º 18
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);
                }
            }
        }
Exemplo n.º 19
0
 public override string GetShaderName(ShaderGraphVfxAsset shaderGraph)
 {
     // Recover the HDRP Shader ids from the VFX Shader Graph.
     (HDShaderUtils.ShaderID shaderID, GUID subTargetGUID) = HDShaderUtils.GetShaderIDsFromHDMetadata(shaderGraph);
     return(HDShaderUtils.GetMaterialSubTargetDisplayName(subTargetGUID));
 }
Exemplo n.º 20
0
        }                                                               // null by now but use VFXURPSubOutput when there is a need to store URP specific data

        public override void SetupMaterial(Material material, bool hasMotionVector = false, bool hasShadowCasting = false, ShaderGraphVfxAsset shaderGraph = null)
        {
            ShaderUtils.UpdateMaterial(material, ShaderUtils.MaterialUpdateType.ModifiedShader);
            material.SetShaderPassEnabled("MotionVectors", hasMotionVector);
            material.SetShaderPassEnabled("ShadowCaster", hasShadowCasting);
        }