Пример #1
0
        public override void OnImportAsset(AssetImportContext ctx)
        {
            var graphAsset   = ScriptableObject.CreateInstance <SubGraphAsset>();
            var subGraphPath = ctx.assetPath;
            var subGraphGuid = AssetDatabase.AssetPathToGUID(subGraphPath);

            graphAsset.assetGuid = subGraphGuid;
            var textGraph      = File.ReadAllText(subGraphPath, Encoding.UTF8);
            var messageManager = new MessageManager();
            var graphData      = new GraphData
            {
                isSubGraph = true, assetGuid = subGraphGuid, messageManager = messageManager
            };

            MultiJson.Deserialize(graphData, textGraph);

            try
            {
                ProcessSubGraph(graphAsset, graphData);
            }
            catch (Exception e)
            {
                graphAsset.isValid = false;
                Debug.LogException(e, graphAsset);
            }
            finally
            {
                if (messageManager.AnyError())
                {
                    graphAsset.isValid = false;
                    foreach (var pair in messageManager.GetNodeMessages())
                    {
                        var node = graphData.GetNodeFromId(pair.Key);
                        foreach (var message in pair.Value)
                        {
                            MessageManager.Log(node, subGraphPath, message, graphAsset);
                        }
                    }
                }
                messageManager.ClearAll();
            }

            Texture2D texture = Resources.Load <Texture2D>("Icons/sg_subgraph_icon@64");

            ctx.AddObjectToAsset("MainAsset", graphAsset, texture);
            ctx.SetMainObject(graphAsset);

            var metadata = ScriptableObject.CreateInstance <ShaderSubGraphMetadata>();

            metadata.hideFlags         = HideFlags.HideInHierarchy;
            metadata.assetDependencies = new List <UnityEngine.Object>();
            var deps = GatherDependenciesFromSourceFile(ctx.assetPath);

            foreach (string dependency in deps)
            {
                metadata.assetDependencies.Add(AssetDatabase.LoadAssetAtPath(dependency, typeof(UnityEngine.Object)));
            }
            ctx.AddObjectToAsset("Metadata", metadata);
        }
Пример #2
0
        public override void OnImportAsset(AssetImportContext ctx)
        {
            var graphAsset   = ScriptableObject.CreateInstance <SubGraphAsset>();
            var subGraphPath = ctx.assetPath;
            var subGraphGuid = AssetDatabase.AssetPathToGUID(subGraphPath);

            graphAsset.assetGuid = subGraphGuid;
            var textGraph      = File.ReadAllText(subGraphPath, Encoding.UTF8);
            var messageManager = new MessageManager();
            var graphData      = new GraphData
            {
                isSubGraph = true, assetGuid = subGraphGuid, messageManager = messageManager
            };

            MultiJson.Deserialize(graphData, textGraph);

            try
            {
                ProcessSubGraph(graphAsset, graphData);
            }
            catch (Exception e)
            {
                graphAsset.isValid = false;
                Debug.LogException(e, graphAsset);
            }
            finally
            {
                if (messageManager.AnyError())
                {
                    graphAsset.isValid = false;
                    foreach (var pair in messageManager.GetNodeMessages())
                    {
                        var node = graphData.GetNodeFromId(pair.Key);
                        foreach (var message in pair.Value)
                        {
                            MessageManager.Log(node, subGraphPath, message, graphAsset);
                        }
                    }
                }
                messageManager.ClearAll();
            }

            Texture2D texture = Resources.Load <Texture2D>("Icons/sg_subgraph_icon@64");

            ctx.AddObjectToAsset("MainAsset", graphAsset, texture);
            ctx.SetMainObject(graphAsset);
        }
Пример #3
0
        public override void OnImportAsset(AssetImportContext ctx)
        {
            var graphAsset   = ScriptableObject.CreateInstance <SubGraphAsset>();
            var subGraphPath = ctx.assetPath;
            var subGraphGuid = AssetDatabase.AssetPathToGUID(subGraphPath);

            graphAsset.assetGuid = subGraphGuid;
            var textGraph      = File.ReadAllText(subGraphPath, Encoding.UTF8);
            var messageManager = new MessageManager();
            var graphData      = new GraphData
            {
                isSubGraph = true, assetGuid = subGraphGuid, messageManager = messageManager
            };

            MultiJson.Deserialize(graphData, textGraph);

            try
            {
                ProcessSubGraph(graphAsset, graphData);
            }
            catch (Exception e)
            {
                graphAsset.isValid = false;
                Debug.LogException(e, graphAsset);
            }
            finally
            {
                if (messageManager.AnyError())
                {
                    graphAsset.isValid = false;
                    foreach (var pair in messageManager.GetNodeMessages())
                    {
                        var node = graphData.GetNodeFromId(pair.Key);
                        foreach (var message in pair.Value)
                        {
                            MessageManager.Log(node, subGraphPath, message, graphAsset);
                        }
                    }
                }
                messageManager.ClearAll();
            }

            Texture2D texture = Resources.Load <Texture2D>("Icons/sg_subgraph_icon@64");

            ctx.AddObjectToAsset("MainAsset", graphAsset, texture);
            ctx.SetMainObject(graphAsset);

            var metadata = ScriptableObject.CreateInstance <ShaderSubGraphMetadata>();

            metadata.hideFlags         = HideFlags.HideInHierarchy;
            metadata.assetDependencies = new List <UnityEngine.Object>();

            AssetCollection assetCollection = new AssetCollection();

            MinimalGraphData.GatherMinimalDependenciesFromFile(assetPath, assetCollection);

            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))
                    {
                        metadata.assetDependencies.Add(
                            AssetDatabase.LoadAssetAtPath(dependencyPath, typeof(UnityEngine.Object)));
                    }
                }
            }
            ctx.AddObjectToAsset("Metadata", metadata);

            // 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}", graphAsset);
                    }
                }

                // 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);
                }
            }
        }
Пример #4
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);
                }
            }
        }
Пример #5
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);
            }
        }
Пример #6
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>();

            UnityEngine.Object mainObject;

            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();

            // TODO: How to handle this?
            if (graph.isVFXTarget)
            {
                var vfxAsset = GenerateVfxShaderGraphAsset(graph);
                mainObject = vfxAsset;
            }
            else
            {
                var text   = GetShaderText(path, out configuredTextures, sourceAssetDependencyPaths, graph);
                var shader = ShaderUtil.CreateShaderAsset(text, false);


                if (graph != null && 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());

                mainObject = shader;
            }
            Texture2D texture = Resources.Load <Texture2D>("Icons/sg_graph_icon@64");

            ctx.AddObjectToAsset("MainAsset", mainObject, texture);
            ctx.SetMainObject(mainObject);

            if (graph != null)
            {
                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);
            }
        }
Пример #7
0
        static bool NodeWasUsedByGraph(string nodeId, GraphData graphData)
        {
            var node = graphData.GetNodeFromId(nodeId);

            return(node?.wasUsedByGenerator ?? false);
        }