Пример #1
0
        public override List <Port> GetCompatiblePorts(Port startAnchor, NodeAdapter nodeAdapter)
        {
            var compatibleAnchors = new List <Port>();
            var startSlot         = startAnchor.GetSlot();

            if (startSlot == null)
            {
                return(compatibleAnchors);
            }

            var startStage = startSlot.shaderStage;

            if (startStage == ShaderStage.Dynamic)
            {
                startStage = NodeUtils.FindEffectiveShaderStage(startSlot.owner, startSlot.isOutputSlot);
            }

            foreach (var candidateAnchor in ports.ToList())
            {
                var candidateSlot = candidateAnchor.GetSlot();
                if (!startSlot.IsCompatibleWith(candidateSlot))
                {
                    continue;
                }

                if (startStage != ShaderStage.Dynamic)
                {
                    var candidateStage = candidateSlot.shaderStage;
                    if (candidateStage == ShaderStage.Dynamic)
                    {
                        candidateStage = NodeUtils.FindEffectiveShaderStage(candidateSlot.owner, !startSlot.isOutputSlot);
                    }
                    if (candidateStage != ShaderStage.Dynamic && candidateStage != startStage)
                    {
                        continue;
                    }
                }

                compatibleAnchors.Add(candidateAnchor);
            }
            return(compatibleAnchors);
        }
Пример #2
0
        void UpdateShader(Identifier nodeId)
        {
            var node = m_Graph.GetNodeFromTempId(nodeId) as AbstractMaterialNode;

            if (node == null)
            {
                return;
            }
            var renderData = Get(m_RenderDatas, nodeId);

            if (renderData == null || renderData.shaderData == null)
            {
                return;
            }
            var shaderData = renderData.shaderData;

            if (!(node is IMasterNode) && (!node.hasPreview || NodeUtils.FindEffectiveShaderStage(node, true) == ShaderStage.Vertex))
            {
                shaderData.shaderString = null;
            }
            else
            {
                var masterNode = node as IMasterNode;
                if (masterNode != null)
                {
                    List <PropertyCollector.TextureInfo> configuredTextures;
                    shaderData.shaderString = masterNode.GetShader(GenerationMode.Preview, node.name, out configuredTextures);
                }
                else
                {
                    shaderData.shaderString = m_Graph.GetPreviewShader(node).shader;
                }
            }

            #if UNITY_SHADER_GRAPH_DEVMODE
            File.WriteAllText(Application.dataPath + "/../GeneratedShader.shader", (shaderData.shaderString ?? "null").Replace("UnityEngine.MaterialGraph", "Generated"));
            #endif

            if (string.IsNullOrEmpty(shaderData.shaderString))
            {
                if (shaderData.shader != null)
                {
                    ShaderUtil.ClearShaderErrors(shaderData.shader);
                    Object.DestroyImmediate(shaderData.shader, true);
                    shaderData.shader = null;
                }
                return;
            }

            if (shaderData.shader == null)
            {
                shaderData.shader           = ShaderUtil.CreateShaderAsset(shaderData.shaderString);
                shaderData.shader.hideFlags = HideFlags.HideAndDontSave;
            }
            else
            {
                ShaderUtil.ClearShaderErrors(shaderData.shader);
                ShaderUtil.UpdateShaderAsset(shaderData.shader, shaderData.shaderString);
            }

            // Debug output
            #if UNITY_SHADER_GRAPH_DEVMODE
            var message = "RecreateShader: " + node.GetVariableNameForNode() + Environment.NewLine + shaderData.shaderString;
            #endif
            if (MaterialGraphAsset.ShaderHasError(shaderData.shader))
            {
                shaderData.hasError = true;
                Debug.LogWarning(message);
                ShaderUtil.ClearShaderErrors(shaderData.shader);
                Object.DestroyImmediate(shaderData.shader, true);
                shaderData.shader = null;
            }
            else
            {
                shaderData.hasError = false;
            }
        }