Пример #1
0
        internal static string GetShaderText(string path, out List <PropertyCollector.TextureInfo> configuredTextures)
        {
            var       textGraph = File.ReadAllText(path, Encoding.UTF8);
            GraphData graph     = JsonUtility.FromJson <GraphData>(textGraph);

            graph.messageManager = new MessageManager();
            graph.assetGuid      = AssetDatabase.AssetPathToGUID(path);
            graph.OnEnable();
            graph.ValidateGraph();

            return(GetShaderText(path, out configuredTextures, null, graph));
        }
Пример #2
0
        internal static string GetShaderText(string path, out List <PropertyCollector.TextureInfo> configuredTextures)
        {
            var       textGraph = File.ReadAllText(path, Encoding.UTF8);
            GraphData graph     = new GraphData
            {
                messageManager = new MessageManager(), assetGuid = AssetDatabase.AssetPathToGUID(path)
            };

            MultiJson.Deserialize(graph, textGraph);
            graph.OnEnable();
            graph.ValidateGraph();

            return(GetShaderText(path, out configuredTextures, null, graph));
        }
Пример #3
0
        static string GetShaderText(string path, out List <PropertyCollector.TextureInfo> configuredTextures, List <string> sourceAssetDependencyPaths, out GraphData graph)
        {
            graph = null;
            string shaderString = null;
            var    shaderName   = Path.GetFileNameWithoutExtension(path);

            try
            {
                var textGraph = File.ReadAllText(path, Encoding.UTF8);
                graph = JsonUtility.FromJson <GraphData>(textGraph);
                graph.messageManager = new MessageManager();
                graph.assetGuid      = AssetDatabase.AssetPathToGUID(path);
                graph.OnEnable();
                graph.ValidateGraph();

                if (!string.IsNullOrEmpty(graph.path))
                {
                    shaderName = graph.path + "/" + shaderName;
                }
                shaderString = ((IMasterNode)graph.outputNode).GetShader(GenerationMode.ForReals, shaderName, out configuredTextures, sourceAssetDependencyPaths);

                if (sourceAssetDependencyPaths != null)
                {
                    foreach (var node in graph.GetNodes <AbstractMaterialNode>())
                    {
                        node.GetSourceAssetDependencies(sourceAssetDependencyPaths);
                    }
                }

                if (graph.messageManager.nodeMessagesChanged)
                {
                    shaderString = null;
                }
            }
            catch (Exception)
            {
                configuredTextures = new List <PropertyCollector.TextureInfo>();

                // ignored
            }

            return(shaderString ?? k_ErrorShader.Replace("Hidden/GraphErrorShader2", shaderName));
        }
Пример #4
0
        static void ProcessSubGraph(SubGraphAsset asset, GraphData graph)
        {
            var registry = new FunctionRegistry(new ShaderStringBuilder(), true);

            registry.names.Clear();
            asset.functions.Clear();
            asset.isValid = true;

            graph.OnEnable();
            graph.messageManager.ClearAll();
            graph.ValidateGraph();

            var assetPath = AssetDatabase.GUIDToAssetPath(asset.assetGuid);

            asset.hlslName        = NodeUtils.GetHLSLSafeName(Path.GetFileNameWithoutExtension(assetPath));
            asset.inputStructName = $"Bindings_{asset.hlslName}_{asset.assetGuid}";
            asset.functionName    = $"SG_{asset.hlslName}_{asset.assetGuid}";
            asset.path            = graph.path;

            var outputNode = graph.outputNode;

            var outputSlots = PooledList <MaterialSlot> .Get();

            outputNode.GetInputSlots(outputSlots);

            List <AbstractMaterialNode> nodes = new List <AbstractMaterialNode>();

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);

            asset.effectiveShaderStage = ShaderStageCapability.All;
            foreach (var slot in outputSlots)
            {
                var stage = NodeUtils.GetEffectiveShaderStageCapability(slot, true);
                if (stage != ShaderStageCapability.All)
                {
                    asset.effectiveShaderStage = stage;
                    break;
                }
            }

            asset.vtFeedbackVariables = VirtualTexturingFeedbackUtils.GetFeedbackVariables(outputNode as SubGraphOutputNode);
            asset.requirements        = ShaderGraphRequirements.FromNodes(nodes, asset.effectiveShaderStage, false);
            asset.graphPrecision      = graph.concretePrecision;
            asset.outputPrecision     = outputNode.concretePrecision;
            asset.previewMode         = graph.previewMode;

            GatherDescendentsFromGraph(new GUID(asset.assetGuid), out var containsCircularDependency, out var descendents);
            asset.descendents.AddRange(descendents.Select(g => g.ToString()));
            asset.descendents.Sort();   // ensure deterministic order

            var childrenSet = new HashSet <string>();
            var anyErrors   = false;

            foreach (var node in nodes)
            {
                if (node is SubGraphNode subGraphNode)
                {
                    var subGraphGuid = subGraphNode.subGraphGuid;
                    childrenSet.Add(subGraphGuid);
                }

                if (node.hasError)
                {
                    anyErrors = true;
                }
                asset.children = childrenSet.ToList();
                asset.children.Sort(); // ensure deterministic order
            }

            if (!anyErrors && containsCircularDependency)
            {
                Debug.LogError($"Error in Graph at {assetPath}: Sub Graph contains a circular dependency.", asset);
                anyErrors = true;
            }

            if (anyErrors)
            {
                asset.isValid = false;
                registry.ProvideFunction(asset.functionName, sb => { });
                return;
            }

            foreach (var node in nodes)
            {
                if (node is IGeneratesFunction generatesFunction)
                {
                    registry.builder.currentNode = node;
                    generatesFunction.GenerateNodeFunction(registry, GenerationMode.ForReals);
                    registry.builder.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
                }
            }

            // provide top level subgraph function
            registry.ProvideFunction(asset.functionName, sb =>
            {
                GenerationUtils.GenerateSurfaceInputStruct(sb, asset.requirements, asset.inputStructName);
                sb.AppendNewLine();

                // Generate arguments... first INPUTS
                var arguments = new List <string>();
                foreach (var prop in graph.properties)
                {
                    prop.ValidateConcretePrecision(asset.graphPrecision);
                    arguments.Add(prop.GetPropertyAsArgumentString());
                }

                // now pass surface inputs
                arguments.Add(string.Format("{0} IN", asset.inputStructName));

                // Now generate outputs
                foreach (MaterialSlot output in outputSlots)
                {
                    arguments.Add($"out {output.concreteValueType.ToShaderString(asset.outputPrecision)} {output.shaderOutputName}_{output.id}");
                }

                // Vt Feedback arguments
                foreach (var output in asset.vtFeedbackVariables)
                {
                    arguments.Add($"out {ConcreteSlotValueType.Vector4.ToShaderString(ConcretePrecision.Single)} {output}_out");
                }

                // Create the function prototype from the arguments
                sb.AppendLine("void {0}({1})"
                              , asset.functionName
                              , arguments.Aggregate((current, next) => $"{current}, {next}"));

                // now generate the function
                using (sb.BlockScope())
                {
                    // Just grab the body from the active nodes
                    foreach (var node in nodes)
                    {
                        if (node is IGeneratesBodyCode generatesBodyCode)
                        {
                            sb.currentNode = node;
                            generatesBodyCode.GenerateNodeCode(sb, GenerationMode.ForReals);
                            sb.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
                        }
                    }

                    foreach (var slot in outputSlots)
                    {
                        sb.AppendLine($"{slot.shaderOutputName}_{slot.id} = {outputNode.GetSlotValue(slot.id, GenerationMode.ForReals, asset.outputPrecision)};");
                    }

                    foreach (var slot in asset.vtFeedbackVariables)
                    {
                        sb.AppendLine($"{slot}_out = {slot};");
                    }
                }
            });

            asset.functions.AddRange(registry.names.Select(x => new FunctionPair(x, registry.sources[x].code)));

            var collector = new PropertyCollector();

            foreach (var node in nodes)
            {
                int previousPropertyCount = Math.Max(0, collector.properties.Count - 1);

                node.CollectShaderProperties(collector, GenerationMode.ForReals);

                // This is a stop-gap to prevent the autogenerated values from JsonObject and ShaderInput from
                // resulting in non-deterministic import data. While we should move to local ids in the future,
                // this will prevent cascading shader recompilations.
                for (int i = previousPropertyCount; i < collector.properties.Count; ++i)
                {
                    var prop        = collector.properties[i];
                    var namespaceId = node.objectId;
                    var nameId      = prop.referenceName;

                    prop.OverrideObjectId(namespaceId, nameId + "_ObjectId_" + i);
                    prop.OverrideGuid(namespaceId, nameId + "_Guid_" + i);
                }
            }
            asset.WriteData(graph.properties, graph.keywords, collector.properties, outputSlots, graph.unsupportedTargets);
            outputSlots.Dispose();
        }
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;

            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 #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>();

            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 #7
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);
            }
        }
        static void ProcessSubGraph(SubGraphAsset asset, GraphData graph)
        {
            var graphIncludes = new IncludeCollection();
            var registry      = new FunctionRegistry(new ShaderStringBuilder(), graphIncludes, true);

            asset.functions.Clear();
            asset.isValid = true;

            graph.OnEnable();
            graph.messageManager.ClearAll();
            graph.ValidateGraph();

            var assetPath = AssetDatabase.GUIDToAssetPath(asset.assetGuid);

            asset.hlslName        = NodeUtils.GetHLSLSafeName(Path.GetFileNameWithoutExtension(assetPath));
            asset.inputStructName = $"Bindings_{asset.hlslName}_{asset.assetGuid}_$precision";
            asset.functionName    = $"SG_{asset.hlslName}_{asset.assetGuid}_$precision";
            asset.path            = graph.path;

            var outputNode = graph.outputNode;

            var outputSlots = PooledList <MaterialSlot> .Get();

            outputNode.GetInputSlots(outputSlots);

            List <AbstractMaterialNode> nodes = new List <AbstractMaterialNode>();

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);

            asset.effectiveShaderStage = ShaderStageCapability.All;
            foreach (var slot in outputSlots)
            {
                var stage = NodeUtils.GetEffectiveShaderStageCapability(slot, true);
                if (stage != ShaderStageCapability.All)
                {
                    asset.effectiveShaderStage = stage;
                    break;
                }
            }

            asset.vtFeedbackVariables = VirtualTexturingFeedbackUtils.GetFeedbackVariables(outputNode as SubGraphOutputNode);
            asset.requirements        = ShaderGraphRequirements.FromNodes(nodes, asset.effectiveShaderStage, false);

            // output precision is whatever the output node has as a graph precision, falling back to the graph default
            asset.outputGraphPrecision = outputNode.graphPrecision.GraphFallback(graph.graphDefaultPrecision);

            // this saves the graph precision, which indicates whether this subgraph is switchable or not
            asset.subGraphGraphPrecision = graph.graphDefaultPrecision;

            asset.previewMode = graph.previewMode;

            asset.includes = graphIncludes;

            GatherDescendentsFromGraph(new GUID(asset.assetGuid), out var containsCircularDependency, out var descendents);
            asset.descendents.AddRange(descendents.Select(g => g.ToString()));
            asset.descendents.Sort();   // ensure deterministic order

            var childrenSet = new HashSet <string>();
            var anyErrors   = false;

            foreach (var node in nodes)
            {
                if (node is SubGraphNode subGraphNode)
                {
                    var subGraphGuid = subGraphNode.subGraphGuid;
                    childrenSet.Add(subGraphGuid);
                }

                if (node.hasError)
                {
                    anyErrors = true;
                }
                asset.children = childrenSet.ToList();
                asset.children.Sort(); // ensure deterministic order
            }

            if (!anyErrors && containsCircularDependency)
            {
                Debug.LogError($"Error in Graph at {assetPath}: Sub Graph contains a circular dependency.", asset);
                anyErrors = true;
            }

            if (anyErrors)
            {
                asset.isValid = false;
                registry.ProvideFunction(asset.functionName, sb => {});
                return;
            }

            foreach (var node in nodes)
            {
                if (node is IGeneratesFunction generatesFunction)
                {
                    registry.builder.currentNode = node;
                    generatesFunction.GenerateNodeFunction(registry, GenerationMode.ForReals);
                }
            }

            // provide top level subgraph function
            // NOTE: actual concrete precision here shouldn't matter, it's irrelevant when building the subgraph asset
            registry.ProvideFunction(asset.functionName, asset.subGraphGraphPrecision, ConcretePrecision.Single, sb =>
            {
                GenerationUtils.GenerateSurfaceInputStruct(sb, asset.requirements, asset.inputStructName);
                sb.AppendNewLine();

                // Generate the arguments... first INPUTS
                var arguments = new List <string>();
                foreach (var prop in graph.properties)
                {
                    // apply fallback to the graph default precision (but don't convert to concrete)
                    // this means "graph switchable" properties will use the precision token
                    GraphPrecision propGraphPrecision = prop.precision.ToGraphPrecision(graph.graphDefaultPrecision);
                    string precisionString            = propGraphPrecision.ToGenericString();
                    arguments.Add(prop.GetPropertyAsArgumentString(precisionString));
                    if (prop.isConnectionTestable)
                    {
                        arguments.Add($"bool {prop.GetConnectionStateHLSLVariableName()}");
                    }
                }

                {
                    var dropdowns = graph.dropdowns;
                    foreach (var dropdown in dropdowns)
                    {
                        arguments.Add($"int {dropdown.referenceName}");
                    }
                }

                // now pass surface inputs
                arguments.Add(string.Format("{0} IN", asset.inputStructName));

                // Now generate output arguments
                foreach (MaterialSlot output in outputSlots)
                {
                    arguments.Add($"out {output.concreteValueType.ToShaderString(asset.outputGraphPrecision.ToGenericString())} {output.shaderOutputName}_{output.id}");
                }

                // Vt Feedback output arguments (always full float4)
                foreach (var output in asset.vtFeedbackVariables)
                {
                    arguments.Add($"out {ConcreteSlotValueType.Vector4.ToShaderString(ConcretePrecision.Single)} {output}_out");
                }

                // Create the function prototype from the arguments
                sb.AppendLine("void {0}({1})"
                              , asset.functionName
                              , arguments.Aggregate((current, next) => $"{current}, {next}"));

                // now generate the function
                using (sb.BlockScope())
                {
                    // Just grab the body from the active nodes
                    foreach (var node in nodes)
                    {
                        if (node is IGeneratesBodyCode generatesBodyCode)
                        {
                            sb.currentNode = node;
                            generatesBodyCode.GenerateNodeCode(sb, GenerationMode.ForReals);

                            if (node.graphPrecision == GraphPrecision.Graph)
                            {
                                // code generated by nodes that use graph precision stays in generic form with embedded tokens
                                // those tokens are replaced when this subgraph function is pulled into a graph that defines the precision
                            }
                            else
                            {
                                sb.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
                            }
                        }
                    }

                    foreach (var slot in outputSlots)
                    {
                        sb.AppendLine($"{slot.shaderOutputName}_{slot.id} = {outputNode.GetSlotValue(slot.id, GenerationMode.ForReals)};");
                    }

                    foreach (var slot in asset.vtFeedbackVariables)
                    {
                        sb.AppendLine($"{slot}_out = {slot};");
                    }
                }
            });

            // save all of the node-declared functions to the subgraph asset
            foreach (var name in registry.names)
            {
                var source = registry.sources[name];
                var func   = new FunctionPair(name, source.code, source.graphPrecisionFlags);
                asset.functions.Add(func);
            }

            var collector = new PropertyCollector();

            foreach (var node in nodes)
            {
                int previousPropertyCount = Math.Max(0, collector.propertyCount - 1);

                node.CollectShaderProperties(collector, GenerationMode.ForReals);

                // This is a stop-gap to prevent the autogenerated values from JsonObject and ShaderInput from
                // resulting in non-deterministic import data. While we should move to local ids in the future,
                // this will prevent cascading shader recompilations.
                for (int i = previousPropertyCount; i < collector.propertyCount; ++i)
                {
                    var prop        = collector.GetProperty(i);
                    var namespaceId = node.objectId;
                    var nameId      = prop.referenceName;

                    prop.OverrideObjectId(namespaceId, nameId + "_ObjectId_" + i);
                    prop.OverrideGuid(namespaceId, nameId + "_Guid_" + i);
                }
            }
            asset.WriteData(graph.properties, graph.keywords, graph.dropdowns, collector.properties, outputSlots, graph.unsupportedTargets);
            outputSlots.Dispose();
        }
        static void ProcessSubGraph(SubGraphAsset asset, GraphData graph)
        {
            var registry = new FunctionRegistry(new ShaderStringBuilder(), true);

            registry.names.Clear();
            asset.functions.Clear();
            asset.nodeProperties.Clear();
            asset.isValid = true;

            graph.OnEnable();
            graph.messageManager.ClearAll();
            graph.ValidateGraph();

            var assetPath = AssetDatabase.GUIDToAssetPath(asset.assetGuid);

            asset.hlslName        = NodeUtils.GetHLSLSafeName(Path.GetFileNameWithoutExtension(assetPath));
            asset.inputStructName = $"Bindings_{asset.hlslName}_{asset.assetGuid}";
            asset.functionName    = $"SG_{asset.hlslName}_{asset.assetGuid}";
            asset.path            = graph.path;

            var outputNode = (SubGraphOutputNode)graph.outputNode;

            asset.outputs.Clear();
            outputNode.GetInputSlots(asset.outputs);

            List <AbstractMaterialNode> nodes = new List <AbstractMaterialNode>();

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);

            asset.effectiveShaderStage = ShaderStageCapability.All;
            foreach (var slot in asset.outputs)
            {
                var stage = NodeUtils.GetEffectiveShaderStageCapability(slot, true);
                if (stage != ShaderStageCapability.All)
                {
                    asset.effectiveShaderStage = stage;
                    break;
                }
            }

            asset.requirements    = ShaderGraphRequirements.FromNodes(nodes, asset.effectiveShaderStage, false);
            asset.inputs          = graph.properties.ToList();
            asset.graphPrecision  = graph.concretePrecision;
            asset.outputPrecision = outputNode.concretePrecision;

            GatherFromGraph(assetPath, out var containsCircularDependency, out var descendents);
            asset.descendents.AddRange(descendents);

            var childrenSet = new HashSet <string>();
            var anyErrors   = false;

            foreach (var node in nodes)
            {
                if (node is SubGraphNode subGraphNode)
                {
                    var subGraphGuid = subGraphNode.subGraphGuid;
                    if (childrenSet.Add(subGraphGuid))
                    {
                        asset.children.Add(subGraphGuid);
                    }
                }

                if (node.hasError)
                {
                    anyErrors = true;
                }
            }

            if (!anyErrors && containsCircularDependency)
            {
                Debug.LogError($"Error in Graph at {assetPath}: Sub Graph contains a circular dependency.", asset);
                anyErrors = true;
            }

            if (anyErrors)
            {
                asset.isValid = false;
                registry.ProvideFunction(asset.functionName, sb => { });
                return;
            }

            foreach (var node in nodes)
            {
                if (node is IGeneratesFunction generatesFunction)
                {
                    registry.builder.currentNode = node;
                    generatesFunction.GenerateNodeFunction(registry, new GraphContext(asset.inputStructName), GenerationMode.ForReals);
                    registry.builder.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
                }
            }

            registry.ProvideFunction(asset.functionName, sb =>
            {
                var graphContext = new GraphContext(asset.inputStructName);

                GraphUtil.GenerateSurfaceInputStruct(sb, asset.requirements, asset.inputStructName);
                sb.AppendNewLine();

                // Generate arguments... first INPUTS
                var arguments = new List <string>();
                foreach (var prop in asset.inputs)
                {
                    prop.ValidateConcretePrecision(asset.graphPrecision);
                    arguments.Add(string.Format("{0}", prop.GetPropertyAsArgumentString()));
                }

                // now pass surface inputs
                arguments.Add(string.Format("{0} IN", asset.inputStructName));

                // Now generate outputs
                foreach (var output in asset.outputs)
                {
                    arguments.Add($"out {output.concreteValueType.ToShaderString(asset.outputPrecision)} {output.shaderOutputName}_{output.id}");
                }

                // Create the function prototype from the arguments
                sb.AppendLine("void {0}({1})"
                              , asset.functionName
                              , arguments.Aggregate((current, next) => $"{current}, {next}"));

                // now generate the function
                using (sb.BlockScope())
                {
                    // Just grab the body from the active nodes
                    foreach (var node in nodes)
                    {
                        if (node is IGeneratesBodyCode generatesBodyCode)
                        {
                            sb.currentNode = node;
                            generatesBodyCode.GenerateNodeCode(sb, graphContext, GenerationMode.ForReals);
                            sb.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
                        }
                    }

                    foreach (var slot in asset.outputs)
                    {
                        sb.AppendLine($"{slot.shaderOutputName}_{slot.id} = {outputNode.GetSlotValue(slot.id, GenerationMode.ForReals, asset.outputPrecision)};");
                    }
                }
            });

            asset.functions.AddRange(registry.names.Select(x => new FunctionPair(x, registry.sources[x])));

            var collector = new PropertyCollector();

            asset.nodeProperties = collector.properties;
            foreach (var node in nodes)
            {
                node.CollectShaderProperties(collector, GenerationMode.ForReals);
            }

            asset.OnBeforeSerialize();
        }
Пример #10
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);
            GraphData graph     = JsonUtility.FromJson <GraphData>(textGraph);

            graph.messageManager = new MessageManager();
            graph.assetGuid      = AssetDatabase.AssetPathToGUID(path);
            graph.OnEnable();
            graph.ValidateGraph();

            if (graph.outputNode is VfxMasterNode vfxMasterNode)
            {
                var vfxAsset = GenerateVfxShaderGraphAsset(vfxMasterNode);

                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.GetNodeFromGuid(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);

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

            metadata.hideFlags = HideFlags.HideInHierarchy;
            if (graph != null)
            {
                metadata.outputNodeTypeName = graph.outputNode.GetType().FullName;
            }
            ctx.AddObjectToAsset("Metadata", metadata);

            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 #11
0
        static void ProcessSubGraph(Dictionary <string, SubGraphData> subGraphMap, FunctionRegistry registry, SubGraphData subGraphData, GraphData graph)
        {
            registry.names.Clear();
            subGraphData.functionNames.Clear();
            subGraphData.nodeProperties.Clear();
            subGraphData.isValid = true;

            graph.OnEnable();
            graph.messageManager.ClearAll();
            graph.ValidateGraph();

            var assetPath = AssetDatabase.GUIDToAssetPath(subGraphData.assetGuid);

            subGraphData.hlslName        = NodeUtils.GetHLSLSafeName(Path.GetFileNameWithoutExtension(assetPath));
            subGraphData.inputStructName = $"Bindings_{subGraphData.hlslName}_{subGraphData.assetGuid}";
            subGraphData.functionName    = $"SG_{subGraphData.hlslName}_{subGraphData.assetGuid}";
            subGraphData.path            = graph.path;

            var outputNode = (SubGraphOutputNode)graph.outputNode;

            subGraphData.outputs.Clear();
            outputNode.GetInputSlots(subGraphData.outputs);

            List <AbstractMaterialNode> nodes = new List <AbstractMaterialNode>();

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);

            subGraphData.effectiveShaderStage = ShaderStageCapability.All;
            foreach (var slot in subGraphData.outputs)
            {
                var stage = NodeUtils.GetEffectiveShaderStageCapability(slot, true);
                if (stage != ShaderStageCapability.All)
                {
                    subGraphData.effectiveShaderStage = stage;
                    break;
                }
            }

            subGraphData.requirements = ShaderGraphRequirements.FromNodes(nodes, subGraphData.effectiveShaderStage, false);
            subGraphData.inputs       = graph.properties.ToList();

            foreach (var node in nodes)
            {
                if (node.hasError)
                {
                    subGraphData.isValid = false;
                    registry.ProvideFunction(subGraphData.functionName, sb => { });
                    return;
                }
            }

            foreach (var node in nodes)
            {
                if (node is SubGraphNode subGraphNode)
                {
                    var nestedData = subGraphMap[subGraphNode.subGraphGuid];

                    foreach (var functionName in nestedData.functionNames)
                    {
                        registry.names.Add(functionName);
                    }
                }
                else if (node is IGeneratesFunction generatesFunction)
                {
                    generatesFunction.GenerateNodeFunction(registry, new GraphContext(subGraphData.inputStructName), GenerationMode.ForReals);
                }
            }

            registry.ProvideFunction(subGraphData.functionName, sb =>
            {
                var graphContext = new GraphContext(subGraphData.inputStructName);

                GraphUtil.GenerateSurfaceInputStruct(sb, subGraphData.requirements, subGraphData.inputStructName);
                sb.AppendNewLine();

                // Generate arguments... first INPUTS
                var arguments = new List <string>();
                foreach (var prop in subGraphData.inputs)
                {
                    arguments.Add(string.Format("{0}", prop.GetPropertyAsArgumentString()));
                }

                // now pass surface inputs
                arguments.Add(string.Format("{0} IN", subGraphData.inputStructName));

                // Now generate outputs
                foreach (var output in subGraphData.outputs)
                {
                    arguments.Add($"out {output.concreteValueType.ToString(outputNode.precision)} {output.shaderOutputName}_{output.id}");
                }

                // Create the function prototype from the arguments
                sb.AppendLine("void {0}({1})"
                              , subGraphData.functionName
                              , arguments.Aggregate((current, next) => $"{current}, {next}"));

                // now generate the function
                using (sb.BlockScope())
                {
                    // Just grab the body from the active nodes
                    var bodyGenerator = new ShaderGenerator();
                    foreach (var node in nodes)
                    {
                        if (node is IGeneratesBodyCode)
                        {
                            (node as IGeneratesBodyCode).GenerateNodeCode(bodyGenerator, graphContext, GenerationMode.ForReals);
                        }
                    }

                    foreach (var slot in subGraphData.outputs)
                    {
                        bodyGenerator.AddShaderChunk($"{slot.shaderOutputName}_{slot.id} = {outputNode.GetSlotValue(slot.id, GenerationMode.ForReals)};");
                    }

                    sb.Append(bodyGenerator.GetShaderString(1));
                }
            });

            subGraphData.functionNames.AddRange(registry.names.Distinct());

            var collector = new PropertyCollector();

            subGraphData.nodeProperties = collector.properties;
            foreach (var node in nodes)
            {
                node.CollectShaderProperties(collector, GenerationMode.ForReals);
            }

            subGraphData.OnBeforeSerialize();
        }
Пример #12
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);
                }
            }
        }
Пример #13
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);
                }
            }
        }