Inheritance: ISerializable
Exemplo n.º 1
0
        /// <summary>
        /// Generates a texture containing the given graph's noise output.
        /// If this is being called very often, create a permanent render target and material and
        ///     use the other version of this method instead for much better performance.
        /// If an error occurred, outputs to the Unity debug console and returns "null".
        /// </summary>
        /// <param name="outputComponents">
        /// The texture output.
        /// For example, pass "rgb" or "xyz" to output the noise into the red, green, and blue channels
        ///     but not the alpha channel.
        /// </param>
        /// <param name="defaultColor">
        /// The color (generally 0-1) of the color components which aren't set by the noise.
        /// </param>
        public static Texture2D GenerateToTexture(Graph g, GraphParamCollection c, int width, int height,
												  string outputComponents, float defaultColor,
												  TextureFormat format = TextureFormat.RGBAFloat)
        {
            //Generate a shader from the graph and have Unity compile it.
            string shaderPath = Path.Combine(Application.dataPath, "gpuNoiseShaderTemp.shader");
            Shader shader = SaveShader(g, shaderPath, "TempGPUNoiseShader", outputComponents, defaultColor);
            if (shader == null)
            {
                return null;
            }

            //Render the shader's output into a render texture and copy the data to a Texture2D.
            RenderTexture target = new RenderTexture(width, height, 16, RenderTextureFormat.ARGBFloat);
            target.Create();
            Texture2D resultTex = new Texture2D(width, height, format, false, true);

            //Create the material and set its parameters.
            Material mat = new Material(shader);
            c.SetParams(mat);

            GraphUtils.GenerateToTexture(target, mat, resultTex);

            //Clean up.
            target.Release();
            if (!AssetDatabase.DeleteAsset(StringUtils.GetRelativePath(shaderPath, "Assets")))
            {
                Debug.LogError("Unable to delete temp file: " + shaderPath);
            }

            return resultTex;
        }
Exemplo n.º 2
0
        void OnEnable()
        {
            graphPaths.Clear();
            graphPaths = GraphEditorUtils.GetAllGraphsInProject();

            Func<string, GUIContent> selector = (gp => new GUIContent(Path.GetFileNameWithoutExtension(gp), gp));
            graphNameOptions = graphPaths.Select(selector).ToArray();

            this.titleContent = new GUIContent("Texture Gen");
            this.minSize = new Vector2(200.0f, 270.0f);

            gParams = new GraphParamCollection();

            GradientRamp_Colors = new List<Color>() { Color.black, Color.white };
            GradientRamp_Times = new List<float>() { 0.0f, 1.0f };

            SelectedGraphIndex = 0;
            if (graphPaths.Count > 0)
            {
                Graph g = new Graph(graphPaths[SelectedGraphIndex]);
                if (g.Load().Length == 0)
                {
                    gParams = new GraphParamCollection(g);
                }
            }
        }
        /// <summary>
        /// Gets all parameters from the given collection and recreates them for the given graph.
        /// </summary>
        public GraphParamCollection(Graph otherG, GraphParamCollection c)
            : this(otherG)
        {
            //Needed for lambdas.
            List<FloatParamInfo> myFloatParams = FloatParams;
            List<Texture2DParamInfo> myTex2DParams = Tex2DParams;

            for (int i = 0; i < FloatParams.Count; ++i)
            {
                int otherPMIndex = c.FloatParams.FindIndex(param2 => param2.Name == myFloatParams[i].Name);
                if (otherPMIndex == -1)
                    Debug.LogError("Couldn't find an original value for scalar var '" + FloatParams[i].Name + "'");
                else
                    FloatParams[i] = new FloatParamInfo(FloatParams[i],
                                                        c.FloatParams[otherPMIndex].DefaultValue);
            }
            for (int i = 0; i < Tex2DParams.Count; ++i)
            {
                int otherPMIndex = c.Tex2DParams.FindIndex(param2 => param2.Name == myTex2DParams[i].Name);
                if (otherPMIndex == -1)
                    Debug.LogError("Couldn't find an original value for Tex2D var '" + Tex2DParams[i].Name + "'");
                else
                    Tex2DParams[i] = new Texture2DParamInfo(Tex2DParams[i].Name,
                                                            c.Tex2DParams[otherPMIndex].DefaultVal);
            }
        }
        /// <summary>
        /// Gets all the parameters in the given Graph.
        /// </summary>
        public GraphParamCollection(Graph g)
        {
            Graph gCopy = g.Clone();
            gCopy.PreProcess();

            FloatParams = new List<FloatParamInfo>();
            Tex2DParams = new List<Texture2DParamInfo>();

            foreach (Node n in gCopy.Nodes)
            {
                if (n is ParamNode_Float)
                    FloatParams.Add(((ParamNode_Float)n).Param);
                else if (n is ParamNode_Texture2D)
                    Tex2DParams.Add(((ParamNode_Texture2D)n).Param);
            }
        }
Exemplo n.º 5
0
 /// <summary>
 /// Returns an expession that evaluates to what this input represents.
 /// </summary>
 public string GetExpression(Graph g)
 {
     if (IsAConstant)
     {
         if (float.IsNaN(ConstantValue))
         {
             return "0.0";
         }
         else
         {
             return ConstantValue.ToCodeString();
         }
     }
     else
     {
         return g.GetNode(nodeID).OutputName;
     }
 }
Exemplo n.º 6
0
        /// <summary>
        /// Generates a 2D grid of noise from the given graph.
        /// If an error occurred, outputs to the Unity debug console and returns "null".
        /// </summary>
        public static float[,] GenerateToArray(Graph g, GraphParamCollection c, int width, int height)
        {
            Texture2D t = GenerateToTexture(g, c, width, height, "r", 0.0f);
            if (t == null)
            {
                return null;
            }

            Color[] cols = t.GetPixels();
            float[,] vals = new float[width, height];
            for (int i = 0; i < cols.Length; ++i)
            {
                int x = i % width,
                    y = i / width;

                vals[x, y] = cols[i].r;
            }

            return vals;
        }
Exemplo n.º 7
0
        public Graph Clone(int idOffset = 0)
        {
            Graph g = new Graph();
            g.NextUID = NextUID + idOffset;
            g.FilePath = FilePath;
            g.Output = Output;
            g.OutputPos = OutputPos;
            g.Hash1 = Hash1;
            g.Hash2 = Hash2;
            g.Hash3 = Hash3;

            foreach (Node n in nodes)
                g.nodes.Add(n.Clone(g, false, idOffset));
            foreach (Node n in g.nodes)
                g.uidToNode.Add(n.UID, n);

            return g;
        }
Exemplo n.º 8
0
 private Graph TryLoadGraph()
 {
     Graph g = new Graph(GraphGUID, true);
     string err = g.Load();
     if (err.Length > 0)
     {
         Debug.LogError("Error opening graph " + g.FilePath + ": " + err);
         return null;
     }
     else
     {
         return g;
     }
 }
Exemplo n.º 9
0
        /// <summary>
        /// Saves the shader for the given graph to the given file with the given name.
        /// Also forces Unity to immediately recognize and compile the shader
        ///     so that it can be immediately used after calling this function.
        /// If the shader fails to load for some reason, an error is output to the Unity console
        ///     and "null" is returned.
        /// </summary>
        /// <param name="gradientRampName">The name of the gradient ramp texture param.</param>
        public static Shader SaveShader(Graph g, string filePath, string shaderName,
										string gradientRampName)
        {
            string relativePath = StringUtils.GetRelativePath(filePath, "Assets");

            try
            {
                //Get the shader code.
                string shad = g.GenerateShader(shaderName, gradientRampName);
                if (shad == null)
                {
                    return null;
                }

                //Write to the file.
                DirectoryInfo dir = new DirectoryInfo(Path.GetDirectoryName(filePath));
                if (!dir.Exists)
                    dir.Create();
                File.WriteAllText(filePath, shad);

                //Tell Unity to load/compile it.
                AssetDatabase.ImportAsset(relativePath, ImportAssetOptions.ForceSynchronousImport);
            }
            catch (Exception e)
            {
                Debug.LogError("Error saving/loading shader to/from file: " + e.Message);
            }

            return AssetDatabase.LoadAssetAtPath<Shader>(relativePath);
        }
Exemplo n.º 10
0
        void OnEnable()
        {
            wantsMouseMove = true;

            Grph = null;

            OnFocus();

            titleContent = new GUIContent("GPUG Editor");
            minSize = new Vector2(OptionsSpace + MinGraphSize.x, MinGraphSize.y);
        }
Exemplo n.º 11
0
        /// <summary>
        /// Updates the given RuntimeGraph's params to be consistent with the given GPUGraph.
        /// </summary>
        private void LoadParams(RuntimeGraph gR, Graph gE)
        {
            GraphParamCollection paramSet = new GraphParamCollection(gE);

            //Get all float params for the graph.
            var newFloatParams = new List <RuntimeGraph._SerializableFloatParamKVP>();

            foreach (FloatParamInfo fp in paramSet.FloatParams)
            {
                RuntimeGraph._SerializableFloatParamKVP sfp = new RuntimeGraph._SerializableFloatParamKVP();
                sfp.Key                = fp.Name;
                sfp.Value              = new RuntimeGraph._SerializableFloatParamInfo();
                sfp.Value.IsSlider     = fp.IsSlider;
                sfp.Value.SliderMin    = fp.SliderMin;
                sfp.Value.SliderMax    = fp.SliderMax;
                sfp.Value.DefaultValue = fp.DefaultValue;

                newFloatParams.Add(sfp);
            }
            //Remove vestigial params from the RuntimeGraph.
            for (int i = 0; i < gR.FloatParams.Count; ++i)
            {
                if (!newFloatParams.Any((kvp) => kvp.Key == gR.FloatParams[i].Key))
                {
                    gR.FloatParams.RemoveAt(i);
                    gR._FloatParams.RemoveAt(i);
                    i -= 1;
                }
            }
            //Add new params to the RuntimeGraph.
            for (int i = 0; i < newFloatParams.Count; ++i)
            {
                if (!gR.FloatParams.Any((kvp) => kvp.Key == newFloatParams[i].Key))
                {
                    gR.FloatParams.Add(
                        new FloatParamKVP(newFloatParams[i].Key,
                                          (newFloatParams[i].Value.IsSlider ?
                                           Mathf.Lerp(newFloatParams[i].Value.SliderMin,
                                                      newFloatParams[i].Value.SliderMax,
                                                      newFloatParams[i].Value.DefaultValue) :
                                           newFloatParams[i].Value.DefaultValue)));
                    gR._FloatParams.Add(newFloatParams[i]);
                }
            }

            //Get all Tex2D params for the graph
            var newTex2DParams = new List <RuntimeGraph._SerializableTex2DParamKVP>();

            foreach (Texture2DParamInfo tp in paramSet.Tex2DParams)
            {
                RuntimeGraph._SerializableTex2DParamKVP stp = new RuntimeGraph._SerializableTex2DParamKVP();
                stp.Key   = tp.Name;
                stp.Value = new RuntimeGraph._SerializableTex2DParamInfo();
                stp.Value.DefaultValue = tp.DefaultVal;

                newTex2DParams.Add(stp);
            }
            //Remove vestigial params from the RuntimeGraph.
            for (int i = 0; i < gR.Tex2DParams.Count; ++i)
            {
                if (!newTex2DParams.Any((kvp) => kvp.Key == gR.Tex2DParams[i].Key))
                {
                    gR.Tex2DParams.RemoveAt(i);
                    gR._Tex2DParams.RemoveAt(i);
                    i -= 1;
                }
            }
            //Add new params to the RuntimeGraph.
            for (int i = 0; i < newTex2DParams.Count; ++i)
            {
                if (!gR.Tex2DParams.Any((kvp) => kvp.Key == newTex2DParams[i].Key))
                {
                    gR.Tex2DParams.Add(
                        new Tex2DParamKVP(newTex2DParams[i].Key,
                                          newTex2DParams[i].Value.DefaultValue));
                    gR._Tex2DParams.Add(newTex2DParams[i]);
                }
            }
        }
Exemplo n.º 12
0
        void OnGUI()
        {
            GUILayout.Space(10.0f);

            X = EditorGUILayout.IntField("Width", X);
            Y = EditorGUILayout.IntField("Height", Y);

            GUILayout.Space(15.0f);

            GUILayout.Label("Gradient");
            GUILayout.BeginHorizontal();
            GUILayout.Space(15.0f);
            GUILayout.BeginVertical();
            for (int i = 0; i < GradientRamp_Colors.Count; ++i)
            {
                GUILayout.BeginHorizontal();
                GradientRamp_Colors[i] = EditorGUILayout.ColorField(GradientRamp_Colors[i]);
                if (i > 0)
                    GradientRamp_Times[i] = EditorGUILayout.Slider(GradientRamp_Times[i],
                                                                   0.0f, 1.0f);
                if (i > 0 && GUILayout.Button("+"))
                {
                    GradientRamp_Colors.Insert(i, GradientRamp_Colors[i]);
                    GradientRamp_Times.Insert(i, GradientRamp_Times[i] - 0.00000001f);
                }
                if (i > 0 && GradientRamp_Colors.Count > 2 && GUILayout.Button("-"))
                {
                    GradientRamp_Colors.RemoveAt(i);
                    GradientRamp_Times.RemoveAt(i);
                    i -= 1;
                }
                GUILayout.EndHorizontal();

                if (i > 0 && GradientRamp_Times[i] < GradientRamp_Times[i - 1])
                {
                    GradientRamp_Times[i] = GradientRamp_Times[i - 1] + 0.000001f;
                }
                else if (i < GradientRamp_Colors.Count - 1 &&
                         GradientRamp_Times[i] > GradientRamp_Times[i + 1])
                {
                    GradientRamp_Times[i] = GradientRamp_Times[i + 1] - 0.00001f;
                }
            }
            GUILayout.EndVertical();
            GUILayout.EndHorizontal();

            GUILayout.Space(15.0f);

            GUILayout.BeginHorizontal();
            GUILayout.Label("Graph:");
            int oldIndex = SelectedGraphIndex;
            SelectedGraphIndex = EditorGUILayout.Popup(SelectedGraphIndex, graphNameOptions);
            if (oldIndex != SelectedGraphIndex)
            {
                Graph g = new Graph(graphPaths[SelectedGraphIndex]);
                if (g.Load().Length == 0)
                {
                    SelectedGraphIndex = oldIndex;
                }
                else
                {
                    gParams = new GraphParamCollection(g);
                }
            }
            GUILayout.EndHorizontal();

            GUILayout.Space(10.0f);

            //Show some GUI elements for changing the parameters.
            if (graphPaths.Count > 0)
                gParams.ParamEditorGUI();

            GUILayout.Space(10.0f);

            //If a graph is selected, display a button to generate the texture.
            if (graphPaths.Count > 0)
            {
                if (GUILayout.Button("Generate Texture"))
                {
                    string savePath = EditorUtility.SaveFilePanel("Choose where to save the texture.",
                                                                  Application.dataPath, "MyTex.png", "png");
                    if (savePath.Length > 0)
                    {
                        //Load the graph.
                        Graph g = new Graph(graphPaths[SelectedGraphIndex]);
                        if (g.Load().Length > 0)
                        {
                            return;
                        }

                        //Render the gradient ramp to a texture,
                        //    then render the graph's noise to a texture.
                        Gradient grd = new Gradient();
                        grd.SetKeys(GradientRamp_Colors.Select((c, i) =>
                                        new GradientColorKey(c, GradientRamp_Times[i])).ToArray(),
                                    new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f) });
                        Texture2D tex = GraphEditorUtils.GenerateToTexture(g, new GraphParamCollection(g, gParams),
                                                                           X, Y, grd);
                        if (tex == null)
                        {
                            return;
                        }

                        //Write out the texture as a PNG.
                        try
                        {
                            File.WriteAllBytes(savePath, tex.EncodeToPNG());
                        }
                        catch (Exception e)
                        {
                            Debug.LogError("Unable to save texture to file: " + e.Message);
                        }

                        //Now that we're finished, clean up.
                        AssetDatabase.ImportAsset(StringUtils.GetRelativePath(savePath, "Assets"));

                        //Finally, open explorer to show the user the texture.
                        if (Application.platform == RuntimePlatform.WindowsEditor)
                        {
                            System.Diagnostics.Process.Start("explorer.exe",
                                                             "/select," +
                                                               StringUtils.FixDirectorySeparators(savePath));
                        }
                        else if (Application.platform == RuntimePlatform.OSXEditor)
                        {
                            try
                            {
                                System.Diagnostics.Process proc = new System.Diagnostics.Process();
                                proc.StartInfo.FileName = "open";
                                proc.StartInfo.Arguments = "-n -R \"" +
                                                            StringUtils.FixDirectorySeparators(savePath) +
                                                            "\"";
                                proc.StartInfo.UseShellExecute = false;
                                proc.StartInfo.RedirectStandardError = false;
                                proc.StartInfo.RedirectStandardOutput = false;
                                proc.ErrorDataReceived += (s, a) => Debug.Log(a.Data);
                                if (proc.Start())
                                {
                                    proc.BeginErrorReadLine();
                                    proc.BeginOutputReadLine();
                                }
                                else
                                {
                                    Debug.LogError("Error opening Finder to show texture file");
                                }
                            }
                            catch (Exception e)
                            {
                                Debug.LogError("Error opening Finder to show texture file: " + e.Message);
                            }
                        }
                    }
                }
            }
            else
            {
                GUILayout.Space(15.0f);
                GUILayout.Label("No graph files detected in the project!");
            }
        }
Exemplo n.º 13
0
        void OnFocus()
        {
            //Check what graphs are available.
            GraphPaths = GraphEditorUtils.GetAllGraphsInProject();
            Func<string, GUIContent> selector = (s => new GUIContent(Path.GetFileNameWithoutExtension(s), s));
            graphSelections = GraphPaths.Select(selector).ToArray();

            //Keep the same graph selected even when the list of graphs changes.
            selectedGraph = GraphPaths.IndexOf((Grph == null ? "" : Grph.FilePath));

            //If this graph was deleted, reset the editor.
            if (selectedGraph == -1)
            {
                unsavedStr = "";

                Grph = null;

                reconnectingOutput = -1;
                reconnectingInput = -2;
                reconnectingInput_Index = 0;

                activeWindowID = -1;
            }

            NewNodeOptions = NodeOptionsGenerator.GenerateList();
        }
Exemplo n.º 14
0
        /// <summary>
        /// Generates a new node identical to this one, including the UID,
        /// but with a different graph owner.
        /// </summary>
        public Node Clone(Graph newOwner, bool addToOwner, int idOffset = 0)
        {
            Node n = MakeClone();
            n.UID = UID + idOffset;
            n.Owner = newOwner;
            n.Pos = Pos;
            n.Inputs = Inputs.ToList();
            n.InputNames = InputNames.ToList();
            n.InputDefaultVals = InputDefaultVals.ToList();

            for (int i = 0; i < n.Inputs.Count; ++i)
                if (!n.Inputs[i].IsAConstant)
                    n.Inputs[i] = new NodeInput(n.Inputs[i].NodeID + idOffset);

            if (addToOwner)
                newOwner.AddNode(this);
            return n;
        }
Exemplo n.º 15
0
        /// <summary>
        /// Generates a texture containing the given graph's noise output.
        /// If this is being called very often, create a permanent render target and material and
        ///     use the other version of this method instead for much better performance.
        /// If an error occurred, outputs to the Unity debug console and returns "null".
        /// </summary>
        /// <param name="gradientRampName">The name of the gradient ramp texture param.</param>
        public static Texture2D GenerateToTexture(Graph g, GraphParamCollection c, int width, int height,
												  Gradient gradientRamp,
												  TextureFormat format = TextureFormat.RGBAFloat)
        {
            //Generate a shader from the graph and have Unity compile it.
            string shaderPath = Path.Combine(Application.dataPath, "gpuNoiseShaderTemp.shader");
            Shader shader = SaveShader(g, shaderPath, "TempGPUNoiseShader", "_MyGradientRamp14123");
            if (shader == null)
            {
                return null;
            }

            //Generate a texture from the gradient.
            Texture2D myRamp = new Texture2D(1024, 1, TextureFormat.RGBA32, false);
            Color[] cols = new Color[myRamp.width];
            for (int i = 0; i < cols.Length; ++i)
                cols[i] = gradientRamp.Evaluate((float)i / (float)(cols.Length - 1));
            myRamp.SetPixels(cols);
            myRamp.Apply(false, true);

            //Render the shader's output into a render texture and copy the data to a Texture2D.
            RenderTexture target = new RenderTexture(width, height, 16, RenderTextureFormat.ARGBFloat);
            target.Create();
            Texture2D resultTex = new Texture2D(width, height, format, false, true);

            //Create the material and set its parameters.
            Material mat = new Material(shader);
            mat.SetTexture("_MyGradientRamp14123", myRamp);
            c.SetParams(mat);

            GraphUtils.GenerateToTexture(target, mat, resultTex);

            //Clean up.
            target.Release();
            if (!AssetDatabase.DeleteAsset(StringUtils.GetRelativePath(shaderPath, "Assets")))
            {
                Debug.LogError("Unable to delete temp file: " + shaderPath);
            }

            return resultTex;
        }
Exemplo n.º 16
0
        void OnGUI()
        {
            useRed = GUILayout.Toggle(useRed, "Use Red?");
            useGreen = GUILayout.Toggle(useGreen, "Use Green?");
            useBlue = GUILayout.Toggle(useBlue, "Use Blue?");
            useAlpha = GUILayout.Toggle(useAlpha, "Use Alpha?");
            if (!useRed && !useGreen && !useBlue && !useAlpha)
            {
                useRed = true;
            }

            unusedColor = EditorGUILayout.FloatField("Unused color value", unusedColor);

            GUILayout.Space(10.0f);

            int oldIndex = selectedGraphIndex;
            selectedGraphIndex = EditorGUILayout.Popup(selectedGraphIndex, graphNameOptions);
            if (oldIndex != selectedGraphIndex)
            {
                Graph g = new Graph(graphPaths[selectedGraphIndex]);
                string err = g.Load();
                if (err.Length > 0)
                {
                    selectedGraphIndex = oldIndex;
                    Debug.LogError("Error reading graph: " + err);
                }
            }

            GUILayout.Space(10.0f);

            GUILayout.BeginHorizontal();
            GUILayout.Label("Shader name:");
            shaderName = GUILayout.TextField(shaderName);
            GUILayout.EndHorizontal();

            if (graphPaths.Count > 0)
            {
                if (GUILayout.Button("Generate Shader"))
                {
                    string savePath = EditorUtility.SaveFilePanel("Choose where to save the shader.",
                                                                  Application.dataPath,
                                                                  "MyNoiseShader.shader", "shader");
                    if (savePath.Length > 0)
                    {
                        Graph g = new Graph(graphPaths[selectedGraphIndex]);
                        if (g.Load().Length == 0)
                        {
                            string outComponents = "";
                            if (useRed)
                                outComponents += "r";
                            if (useGreen)
                                outComponents += "g";
                            if (useBlue)
                                outComponents += "b";
                            if (useAlpha)
                                outComponents += "a";

                            GraphEditorUtils.SaveShader(g, savePath, shaderName,
                                                        outComponents, unusedColor);
                        }
                    }
                }
            }
            else
            {
                GUILayout.Space(25.0f);
                GUILayout.Label("No graph files detected in the project!");
            }

            EditorGUILayout.Space();
        }
Exemplo n.º 17
0
        private void GUILeftArea()
        {
            GUILayout.Space(10.0f);

            GUILayout.Label("Graphs:");

            int oldVal = selectedGraph;
            selectedGraph = EditorGUILayout.Popup(selectedGraph, graphSelections);
            if (selectedGraph != oldVal)
            {
                if (ConfirmLoseUnsavedChanges())
                {
                    Grph = new Graph(GraphPaths[selectedGraph]);
                    string err = Grph.Load();
                    CamOffset = Grph.OutputPos.position - new Vector2(Mathf.RoundToInt(position.width * 0.5f),
                                                                      Mathf.RoundToInt(position.height * 0.5f));
                    if (err.Length > 0)
                    {
                        Debug.LogError("Error loading graph: " + err);
                    }
                }
                else
                {
                    selectedGraph = oldVal;
                }
            }

            GUILayout.Space(35.0f);

            if (GUILayout.Button("New Graph") && ConfirmLoseUnsavedChanges())
            {
                string savePath = EditorUtility.SaveFilePanelInProject("Choose Graph location",
                                                                       "MyGraph.gpug", "gpug",
                                                                       "Choose where to save the graph.");
                if (savePath != "")
                {
                    Graph g = new Graph(savePath);
                    string err = g.Save();
                    if (err.Length > 0)
                    {
                        EditorUtility.DisplayDialog("Error saving new graph",
                                                    "Error saving graph " + g.FilePath + ": " + err,
                                                    "OK");
                    }
                    else
                    {
                        Grph = g;
                        CamOffset = Grph.OutputPos.position - new Vector2(Mathf.RoundToInt(position.width * 0.5f),
                                                                          Mathf.RoundToInt(position.height * 0.5f));
                        GraphPaths = GraphEditorUtils.GetAllGraphsInProject();
                        NewNodeOptions = NodeOptionsGenerator.GenerateList();

                        Func<string, GUIContent> selector = (s => new GUIContent(Path.GetFileNameWithoutExtension(s), s));
                        graphSelections = GraphPaths.Select(selector).ToArray();

                        selectedGraph = -1;
                        string toFind = Path.GetFileNameWithoutExtension(Grph.FilePath);
                        for (int i = 0; i < graphSelections.Length; ++i)
                        {
                            if (graphSelections[i].text == toFind)
                            {
                                selectedGraph = i;
                                break;
                            }
                        }

                        UpdatePreview();
                    }
                }
            }

            GUILayout.Space(30.0f);

            if (Grph != null && unsavedStr.Length > 0)
            {
                if (GUILayout.Button("Save Changes"))
                {
                    string err = Grph.Save();
                    if (err.Length > 0)
                    {
                        Debug.LogError("Error saving graph: " + err);
                    }
                    unsavedStr = "";
                }

                if (GUILayout.Button("Discard Changes"))
                {
                    if (ConfirmLoseUnsavedChanges())
                    {
                        string err = Grph.Load();
                        if (err.Length > 0)
                        {
                            Debug.LogError("Unable to reload graph: " + err);
                        }
                        else
                        {
                            UpdatePreview();
                        }
                    }
                }
            }
            else
            {
                //Leave extra space for the buttons to appear once a change is made.
                GUILayout.Space(42.0f);
            }

            GUILayout.Space(35.0f);

            if (Grph != null)
            {
                GUILayout.Label("1D Hash:");
                string oldHash = Grph.Hash1;
                Grph.Hash1 = GUILayout.TextField(Grph.Hash1);
                if (oldHash != Grph.Hash1)
                {
                    if (!unsavedStr.Contains("1D hash func"))
                        unsavedStr += "1D hash func, ";
                    if (autoUpdatePreview)
                        UpdatePreview();
                }

                GUILayout.Space(10.0f);

                GUILayout.Label("2D Hash:");
                oldHash = Grph.Hash2;
                Grph.Hash2 = GUILayout.TextField(Grph.Hash2);
                if (oldHash != Grph.Hash2)
                {
                    if (!unsavedStr.Contains("2D hash func"))
                        unsavedStr += "2D hash func, ";
                    if (autoUpdatePreview)
                        UpdatePreview();
                }

                GUILayout.Space(10.0f);

                GUILayout.Label("3D Hash:");
                oldHash = Grph.Hash3;
                Grph.Hash3 = GUILayout.TextField(Grph.Hash3);
                if (oldHash != Grph.Hash3)
                {
                    if (!unsavedStr.Contains("3D hash func"))
                        unsavedStr += "3D hash func, ";
                    if (autoUpdatePreview)
                        UpdatePreview();
                }
            }

            GUILayout.Space(30.0f);

            //Noise previewing.
            if (Grph != null)
            {
                bool oldAutoUpdate = autoUpdatePreview;
                autoUpdatePreview = GUILayout.Toggle(autoUpdatePreview, "Auto-Update Preview");
                if (autoUpdatePreview && !oldAutoUpdate)
                {
                    UpdatePreview();
                }

                if (!autoUpdatePreview)
                {
                    if (GUILayout.Button("Update Preview"))
                    {
                        UpdatePreview();
                    }
                }

                if (previewNoise != null)
                {
                    //Flip the image vertically for unity GUI.
                    Rect texR = EditorGUILayout.GetControlRect(GUILayout.Width(previewNoise.width),
                                                               GUILayout.Height(previewNoise.height));
                    GUI.DrawTextureWithTexCoords(texR, previewNoise, new Rect(0.0f, 1.0f, 1.0f, -1.0f));
                }
            }

            //Update the title bar as well.
            if (Grph == null)
            {
                titleContent = new GUIContent("GPUG Editor");
            }
            else if (unsavedStr.Length > 0)
            {
                titleContent = new GUIContent("*" + Path.GetFileNameWithoutExtension(Grph.FilePath) + "*");
            }
            else
            {
                titleContent = new GUIContent(Path.GetFileNameWithoutExtension(Grph.FilePath));
            }
        }