static string[] OnWillSaveAssets(string[] assetPaths)
        {
            //find all TextureRecipe assets, then check if any are being saved
            List <string> recipeAssetPaths = new List <string>();

            var recipeGUIDs = AssetDatabase.FindAssets("t:TextureRecipe");

            foreach (var recipeID in recipeGUIDs)
            {
                recipeAssetPaths.Add(AssetDatabase.GUIDToAssetPath(recipeID));
            }

            foreach (string assetPath in assetPaths)
            {
                if (recipeAssetPaths.Contains(assetPath))
                {
                    //We are saving this recipe so generate any other assets that it requires
                    TextureRecipe recipe = AssetDatabase.LoadAssetAtPath <TextureRecipe>(assetPath);
                    GeneratorFactory.createMappings();

                    var builtSubAssetPaths = bakeSubAssets(recipe);

                    var oldAssetPaths = new List <string>(assetPaths);
                    oldAssetPaths.AddRange(builtSubAssetPaths);
                    assetPaths = oldAssetPaths.ToArray();
                }
            }

            return(assetPaths);
        }
        static void bakeShaderLayerSubAssets(ShaderLayer shaderLayer, TextureRecipe recipe, List <string> subAssetPaths)
        {
            var shader = ShaderGenerator.bakeShader(shaderLayer, recipe);

            if (null == shader)
            {
                UnityEngine.Debug.LogError("Failed to load shader " + shaderLayer.name);
                return;
            }
            subAssetPaths.Add(shader.name);

            foreach (var node in shaderLayer.nodes)
            {
                if (!node.assetsDirty)
                {
                    continue;
                }

                var nodeAssetGenerator = GeneratorFactory.getAssetGenerator(node);
                if (null != nodeAssetGenerator)
                {
                    var newAssetPaths = nodeAssetGenerator.generateAssets(node);
                    if (newAssetPaths.Count > 0)
                    {
                        subAssetPaths.AddRange(newAssetPaths);
                    }
                    node.assetsDirty = false;
                }
            }
        }
        public string getCallStr(BaseNode.NodeInput nodeInput, Dictionary <string, string> outputVariableNames)
        {
            var    node      = nodeInput.inputNode;
            int    numInputs = node.inputs.Count;
            string callStr   = "";

            //pre evaluation
            callStr += getPreEvaluation(nodeInput);

            for (int i = 0; i < numInputs; i++)
            {
                var input = node.inputs[i];
                if (null != input.inputNode)
                {
                    callStr += GeneratorFactory.getShaderGenerator(input.inputNode).getCallStr(input, outputVariableNames);
                }
            }

            string outputVariableName    = "out" + node.GetType().Name + node.getNodeID() + "_" + nodeInput.outputIndex;
            bool   declareOutputVariable = !outputVariableNames.ContainsKey(outputVariableName);

            if (declareOutputVariable)
            {
                outputVariableNames.Add(outputVariableName, outputVariableName);
                callStr += "fixed4 ";
            }

            callStr += outputVariableName + "= " + getFunctionName(nodeInput) + "( uv,0,0";

            for (int i = 0; i < numInputs; i++)
            {
                callStr += ", ";
                var input = node.inputs[i];
                if (null != input.inputNode)
                {
                    callStr += "out" + input.inputNode.GetType().Name + input.inputNode.getNodeID() + "_" + input.outputIndex;
                }
                else
                {
                    callStr += "float4(0,0,0,0)";
                }
            }

            callStr += " );\n";

            //post-evaluation
            callStr += getPostEvaluation(nodeInput);

            return(callStr);
        }
 static void buildModifiedShaders()
 {
     if (!EditorApplication.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode)
     {
         //TODO: is there a way to figure out which shaders need building?
         var recipeGUIDs = AssetDatabase.FindAssets("t:TextureRecipe");
         foreach (var recipeID in recipeGUIDs)
         {
             string        assetPath = AssetDatabase.GUIDToAssetPath(recipeID);
             TextureRecipe recipe    = AssetDatabase.LoadAssetAtPath <TextureRecipe>(assetPath);
             GeneratorFactory.createMappings();
             bakeSubAssets(recipe);
         }
     }
 }
Пример #5
0
        private static string getCalls(ShaderLayer shaderLayer)
        {
            Dictionary <string, string> outputVariableNames = new Dictionary <string, string>();

            string nodeCalls = "";
            var    rootInput = shaderLayer.getRoot().inputs[0];

            if (rootInput.inputNode != null)
            {
                nodeCalls += GeneratorFactory.getShaderGenerator(rootInput.inputNode).getCallStr(rootInput, outputVariableNames);

                nodeCalls += "col = out" + rootInput.inputNode.GetType().Name + rootInput.inputNode.getNodeID() + "_" + rootInput.outputIndex + ";";
            }

            return(nodeCalls);
        }
        void UpdatePreviewTexture(TextureRecipe targetRecipe, Texture2D previewTex)
        {
            if (!refreshPreviewTexture)
            {
                return;
            }

            refreshPreviewTexture = false;

            GeneratorFactory.createMappings();
            RecipeBuildPreProcess.bakeSubAssets(targetRecipe);

            TextureRecipeRenderer renderer = new TextureRecipeRenderer(targetRecipe);

            renderer.renderSetup(previewTex);
            renderer.renderRecipeInternal();

            previewTex.ReadPixels(new Rect(0, 0, previewTex.width, previewTex.height), 0, 0);
            previewTex.Apply();

            RenderTexture.active = null;

            renderer.renderTeardown();
        }
        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            TextureRecipe targetRecipe  = (TextureRecipe)target;
            var           texWidthProp  = serializedObject.FindProperty("TextureWidth");
            var           texHeightProp = serializedObject.FindProperty("TextureHeight");

            texWidthProp.intValue  = EditorGUILayout.IntField("Width", texWidthProp.intValue);
            texHeightProp.intValue = EditorGUILayout.IntField("Height", texHeightProp.intValue);
            serializedObject.ApplyModifiedProperties();

            if (GUILayout.Button("Bake"))
            {
                GeneratorFactory.createMappings();
                RecipeBuildPreProcess.bakeSubAssets(targetRecipe);

                TextureRecipeRenderer renderer = new TextureRecipeRenderer(targetRecipe);
                renderer.renderSetup();
                renderer.renderRecipeInternal();

                TextureWriter.WriteRenderBufferToTextureFile(targetRecipe.TextureWidth, targetRecipe.TextureHeight, targetRecipe);
                RenderTexture.active = null;

                renderer.renderTeardown();
            }

            reorderableList.DoLayoutList();

            int listIndex = reorderableList.index;

            var layerList = serializedObject.FindProperty("layerList");

            if (listIndex >= 0 && listIndex < layerList.arraySize)
            {
                var listItem = layerList.GetArrayElementAtIndex(listIndex);
                if (null != listItem.objectReferenceValue)
                {
                    if (subEditorType != listItem.objectReferenceValue.GetType())
                    {
                        subEditor = null;
                    }
                    EditorGUI.BeginChangeCheck();

                    ShaderLayerEditor.recipe = (TextureRecipe)target;
                    CreateCachedEditor(listItem.objectReferenceValue, null, ref subEditor);
                    subEditorType = listItem.objectReferenceValue.GetType();

                    subEditor.serializedObject.Update();
                    subEditor.OnInspectorGUI();
                    subEditor.serializedObject.ApplyModifiedProperties();

                    serializedObject.ApplyModifiedProperties();
                    if (EditorGUI.EndChangeCheck() && targetRecipe.autoRefresh)
                    {
                        //do we need this if we set dirty on the target every frame?
                        EditorUtility.SetDirty(listItem.objectReferenceValue);
                        refreshPreviewTexture = true;
                    }

                    if (ShaderLayerEditor.nodeEditor && ShaderLayerEditor.nodeEditor.refreshShader && targetRecipe.autoRefresh)
                    {
                        refreshPreviewTexture = true;
                        ShaderLayerEditor.nodeEditor.refreshShader = false;
                    }
                }
            }

            //We have to do this every frame otherwise changes to the child objects aren't reflected in the inspector when we Undo them
            //there is perhaps an issue with the order of operations
            EditorUtility.SetDirty(target);
        }
Пример #8
0
 private static string getNodeInputStr(BaseNode.NodeInput nodeInput)
 {
     return(GeneratorFactory.getShaderGenerator(nodeInput.inputNode).getInputs(nodeInput));
 }
Пример #9
0
        private static string getNodePropertyStr(BaseNode.NodeInput nodeInput)
        {
            var node = nodeInput.inputNode;

            return(GeneratorFactory.getShaderGenerator(node).getProperties(nodeInput));
        }
Пример #10
0
        private static string getNodeFunctionStr(BaseNode.NodeInput nodeInput)
        {
            var node = nodeInput.inputNode;

            return(GeneratorFactory.getShaderGenerator(node).getFunctionSignature(nodeInput) + GeneratorFactory.getShaderGenerator(node).getFunctionBody(nodeInput) + "}\n");
        }