public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode) { matOwner = owner as AbstractMaterialNode; if (matOwner == null) { throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode))); } // Note: Unity ShaderLab can't parse float values with exponential notation so we just can't // store the hash nor the asset GUID here :( var diffusionProfileHash = new Vector1ShaderProperty { overrideReferenceName = "_DiffusionProfileHash", hidden = true, value = 0 }; var diffusionProfileAsset = new Vector4ShaderProperty { overrideReferenceName = "_DiffusionProfileAsset", hidden = true, value = Vector4.zero }; properties.AddShaderProperty(diffusionProfileHash); properties.AddShaderProperty(diffusionProfileAsset); // We can't upgrade here because we need to access the current render pipeline asset which is not // possible outside of unity context so we wait the next editor frame to do it EditorApplication.update += UpgradeIfNeeded; }
public override void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode) { Vector1ShaderProperty drawOrder = new Vector1ShaderProperty(); drawOrder.overrideReferenceName = "_DrawOrder"; drawOrder.displayName = "Draw Order"; drawOrder.floatType = FloatType.Slider; drawOrder.rangeValues = new Vector2(-50, 50); drawOrder.hidden = true; drawOrder.value = 0; collector.AddShaderProperty(drawOrder); collector.AddShaderProperty(new Vector1ShaderProperty { overrideReferenceName = "_DecalMeshBiasType", displayName = "DecalMesh BiasType", floatType = FloatType.Enum, value = (int)DecalMeshDepthBiasType.DepthBias, enumNames = { "Depth Bias", "View Bias" }, enumValues = { (int)DecalMeshDepthBiasType.DepthBias, (int)DecalMeshDepthBiasType.ViewBias }, hidden = true }); Vector1ShaderProperty decalMeshDepthBias = new Vector1ShaderProperty(); decalMeshDepthBias.overrideReferenceName = "_DecalMeshDepthBias"; decalMeshDepthBias.displayName = "DecalMesh DepthBias"; decalMeshDepthBias.hidden = true; decalMeshDepthBias.floatType = FloatType.Default; decalMeshDepthBias.value = 0; collector.AddShaderProperty(decalMeshDepthBias); Vector1ShaderProperty decalMeshViewBias = new Vector1ShaderProperty(); decalMeshViewBias.overrideReferenceName = "_DecalMeshViewBias"; decalMeshViewBias.displayName = "DecalMesh ViewBias"; decalMeshViewBias.hidden = true; decalMeshViewBias.floatType = FloatType.Default; decalMeshViewBias.value = 0; collector.AddShaderProperty(decalMeshViewBias); if (decalData.angleFade) { Vector1ShaderProperty decalAngleFadeSupported = new Vector1ShaderProperty(); decalAngleFadeSupported.overrideReferenceName = "_DecalAngleFadeSupported"; decalAngleFadeSupported.displayName = "Decal Angle Fade Supported"; decalAngleFadeSupported.hidden = true; decalAngleFadeSupported.floatType = FloatType.Default; decalAngleFadeSupported.value = 1; collector.AddShaderProperty(decalAngleFadeSupported); } }
public override void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode) { Vector1ShaderProperty drawOrder = new Vector1ShaderProperty(); drawOrder.overrideReferenceName = "_DrawOrder"; drawOrder.displayName = "Draw Order"; drawOrder.floatType = FloatType.Integer; drawOrder.value = 0; collector.AddShaderProperty(drawOrder); Vector1ShaderProperty decalMeshDepthBias = new Vector1ShaderProperty(); decalMeshDepthBias.overrideReferenceName = "_DecalMeshDepthBias"; decalMeshDepthBias.displayName = "DecalMesh DepthBias"; decalMeshDepthBias.floatType = FloatType.Default; decalMeshDepthBias.value = 0; collector.AddShaderProperty(decalMeshDepthBias); base.CollectShaderProperties(collector, generationMode); }
public void ToSubGraph() { var graphView = graphEditorView.graphView; var path = EditorUtility.SaveFilePanelInProject("Save Sub Graph", "New Shader Sub Graph", ShaderSubGraphImporter.Extension, ""); path = path.Replace(Application.dataPath, "Assets"); if (path.Length == 0) { return; } graphObject.RegisterCompleteObjectUndo("Convert To Subgraph"); var nodes = graphView.selection.OfType <IShaderNodeView>().Where(x => !(x.node is PropertyNode || x.node is SubGraphOutputNode)).Select(x => x.node).Where(x => x.allowedInSubGraph).ToArray(); var bounds = Rect.MinMaxRect(float.PositiveInfinity, float.PositiveInfinity, float.NegativeInfinity, float.NegativeInfinity); foreach (var node in nodes) { var center = node.drawState.position.center; bounds = Rect.MinMaxRect( Mathf.Min(bounds.xMin, center.x), Mathf.Min(bounds.yMin, center.y), Mathf.Max(bounds.xMax, center.x), Mathf.Max(bounds.yMax, center.y)); } var middle = bounds.center; bounds.center = Vector2.zero; // Collect graph inputs var graphInputs = graphView.selection.OfType <BlackboardField>().Select(x => x.userData as ShaderInput); // Collect the property nodes and get the corresponding properties var propertyNodeGuids = graphView.selection.OfType <IShaderNodeView>().Where(x => (x.node is PropertyNode)).Select(x => ((PropertyNode)x.node).propertyGuid); var metaProperties = graphView.graph.properties.Where(x => propertyNodeGuids.Contains(x.guid)); // Collect the keyword nodes and get the corresponding keywords var keywordNodeGuids = graphView.selection.OfType <IShaderNodeView>().Where(x => (x.node is KeywordNode)).Select(x => ((KeywordNode)x.node).keywordGuid); var metaKeywords = graphView.graph.keywords.Where(x => keywordNodeGuids.Contains(x.guid)); var copyPasteGraph = new CopyPasteGraph( graphView.graph.assetGuid, graphView.selection.OfType <ShaderGroup>().Select(x => x.userData), graphView.selection.OfType <IShaderNodeView>().Where(x => !(x.node is PropertyNode || x.node is SubGraphOutputNode)).Select(x => x.node).Where(x => x.allowedInSubGraph).ToArray(), graphView.selection.OfType <Edge>().Select(x => x.userData as IEdge), graphInputs, metaProperties, metaKeywords, graphView.selection.OfType <StickyNote>().Select(x => x.userData)); var deserialized = CopyPasteGraph.FromJson(JsonUtility.ToJson(copyPasteGraph, false)); if (deserialized == null) { return; } var subGraph = new GraphData { isSubGraph = true }; subGraph.path = "Sub Graphs"; var subGraphOutputNode = new SubGraphOutputNode(); { var drawState = subGraphOutputNode.drawState; drawState.position = new Rect(new Vector2(bounds.xMax + 200f, 0f), drawState.position.size); subGraphOutputNode.drawState = drawState; } subGraph.AddNode(subGraphOutputNode); // Always copy deserialized keyword inputs foreach (ShaderKeyword keyword in deserialized.metaKeywords) { ShaderInput copiedInput = keyword.Copy(); subGraph.SanitizeGraphInputName(copiedInput); subGraph.SanitizeGraphInputReferenceName(copiedInput, keyword.overrideReferenceName); subGraph.AddGraphInput(copiedInput); // Update the keyword nodes that depends on the copied keyword var dependentKeywordNodes = deserialized.GetNodes <KeywordNode>().Where(x => x.keywordGuid == keyword.guid); foreach (var node in dependentKeywordNodes) { node.owner = graphView.graph; node.keywordGuid = copiedInput.guid; } } var groupGuidMap = new Dictionary <Guid, Guid>(); foreach (GroupData groupData in deserialized.groups) { var oldGuid = groupData.guid; var newGuid = groupData.RewriteGuid(); groupGuidMap[oldGuid] = newGuid; subGraph.CreateGroup(groupData); } List <Guid> groupGuids = new List <Guid>(); var nodeGuidMap = new Dictionary <Guid, Guid>(); foreach (var node in deserialized.GetNodes <AbstractMaterialNode>()) { var oldGuid = node.guid; var newGuid = node.RewriteGuid(); nodeGuidMap[oldGuid] = newGuid; var drawState = node.drawState; drawState.position = new Rect(drawState.position.position - middle, drawState.position.size); node.drawState = drawState; if (!groupGuids.Contains(node.groupGuid)) { groupGuids.Add(node.groupGuid); } // Checking if the group guid is also being copied. // If not then nullify that guid if (node.groupGuid != Guid.Empty) { node.groupGuid = !groupGuidMap.ContainsKey(node.groupGuid) ? Guid.Empty : groupGuidMap[node.groupGuid]; } subGraph.AddNode(node); } foreach (var note in deserialized.stickyNotes) { if (!groupGuids.Contains(note.groupGuid)) { groupGuids.Add(note.groupGuid); } if (note.groupGuid != Guid.Empty) { note.groupGuid = !groupGuidMap.ContainsKey(note.groupGuid) ? Guid.Empty : groupGuidMap[note.groupGuid]; } note.RewriteGuid(); subGraph.AddStickyNote(note); } // figure out what needs remapping var externalOutputSlots = new List <IEdge>(); var externalInputSlots = new List <IEdge>(); foreach (var edge in deserialized.edges) { var outputSlot = edge.outputSlot; var inputSlot = edge.inputSlot; Guid remappedOutputNodeGuid; Guid remappedInputNodeGuid; var outputSlotExistsInSubgraph = nodeGuidMap.TryGetValue(outputSlot.nodeGuid, out remappedOutputNodeGuid); var inputSlotExistsInSubgraph = nodeGuidMap.TryGetValue(inputSlot.nodeGuid, out remappedInputNodeGuid); // pasting nice internal links! if (outputSlotExistsInSubgraph && inputSlotExistsInSubgraph) { var outputSlotRef = new SlotReference(remappedOutputNodeGuid, outputSlot.slotId); var inputSlotRef = new SlotReference(remappedInputNodeGuid, inputSlot.slotId); subGraph.Connect(outputSlotRef, inputSlotRef); } // one edge needs to go to outside world else if (outputSlotExistsInSubgraph) { externalInputSlots.Add(edge); } else if (inputSlotExistsInSubgraph) { externalOutputSlots.Add(edge); } } // Find the unique edges coming INTO the graph var uniqueIncomingEdges = externalOutputSlots.GroupBy( edge => edge.outputSlot, edge => edge, (key, edges) => new { slotRef = key, edges = edges.ToList() }); var externalInputNeedingConnection = new List <KeyValuePair <IEdge, AbstractShaderProperty> >(); var amountOfProps = uniqueIncomingEdges.Count(); const int height = 40; const int subtractHeight = 20; var propPos = new Vector2(0, -((amountOfProps / 2) + height) - subtractHeight); foreach (var group in uniqueIncomingEdges) { var sr = group.slotRef; var fromNode = graphObject.graph.GetNodeFromGuid(sr.nodeGuid); var fromSlot = fromNode.FindOutputSlot <MaterialSlot>(sr.slotId); AbstractShaderProperty prop; switch (fromSlot.concreteValueType) { case ConcreteSlotValueType.Texture2D: prop = new Texture2DShaderProperty(); break; case ConcreteSlotValueType.Texture2DArray: prop = new Texture2DArrayShaderProperty(); break; case ConcreteSlotValueType.Texture3D: prop = new Texture3DShaderProperty(); break; case ConcreteSlotValueType.Cubemap: prop = new CubemapShaderProperty(); break; case ConcreteSlotValueType.Vector4: prop = new Vector4ShaderProperty(); break; case ConcreteSlotValueType.Vector3: prop = new Vector3ShaderProperty(); break; case ConcreteSlotValueType.Vector2: prop = new Vector2ShaderProperty(); break; case ConcreteSlotValueType.Vector1: prop = new Vector1ShaderProperty(); break; case ConcreteSlotValueType.Boolean: prop = new BooleanShaderProperty(); break; case ConcreteSlotValueType.Matrix2: prop = new Matrix2ShaderProperty(); break; case ConcreteSlotValueType.Matrix3: prop = new Matrix3ShaderProperty(); break; case ConcreteSlotValueType.Matrix4: prop = new Matrix4ShaderProperty(); break; case ConcreteSlotValueType.SamplerState: prop = new SamplerStateShaderProperty(); break; case ConcreteSlotValueType.Gradient: prop = new GradientShaderProperty(); break; default: throw new ArgumentOutOfRangeException(); } if (prop != null) { var materialGraph = (GraphData)graphObject.graph; var fromPropertyNode = fromNode as PropertyNode; var fromProperty = fromPropertyNode != null?materialGraph.properties.FirstOrDefault(p => p.guid == fromPropertyNode.propertyGuid) : null; prop.displayName = fromProperty != null ? fromProperty.displayName : fromSlot.concreteValueType.ToString(); subGraph.AddGraphInput(prop); var propNode = new PropertyNode(); { var drawState = propNode.drawState; drawState.position = new Rect(new Vector2(bounds.xMin - 300f, 0f) + propPos, drawState.position.size); propPos += new Vector2(0, height); propNode.drawState = drawState; } subGraph.AddNode(propNode); propNode.propertyGuid = prop.guid; foreach (var edge in group.edges) { subGraph.Connect( new SlotReference(propNode.guid, PropertyNode.OutputSlotId), new SlotReference(nodeGuidMap[edge.inputSlot.nodeGuid], edge.inputSlot.slotId)); externalInputNeedingConnection.Add(new KeyValuePair <IEdge, AbstractShaderProperty>(edge, prop)); } } } var uniqueOutgoingEdges = externalInputSlots.GroupBy( edge => edge.outputSlot, edge => edge, (key, edges) => new { slot = key, edges = edges.ToList() }); var externalOutputsNeedingConnection = new List <KeyValuePair <IEdge, IEdge> >(); foreach (var group in uniqueOutgoingEdges) { var outputNode = subGraph.outputNode as SubGraphOutputNode; AbstractMaterialNode node = graphView.graph.GetNodeFromGuid(group.edges[0].outputSlot.nodeGuid); MaterialSlot slot = node.FindSlot <MaterialSlot>(group.edges[0].outputSlot.slotId); var slotId = outputNode.AddSlot(slot.concreteValueType); var inputSlotRef = new SlotReference(outputNode.guid, slotId); foreach (var edge in group.edges) { var newEdge = subGraph.Connect(new SlotReference(nodeGuidMap[edge.outputSlot.nodeGuid], edge.outputSlot.slotId), inputSlotRef); externalOutputsNeedingConnection.Add(new KeyValuePair <IEdge, IEdge>(edge, newEdge)); } } if (FileUtilities.WriteShaderGraphToDisk(path, subGraph)) { AssetDatabase.ImportAsset(path); } var loadedSubGraph = AssetDatabase.LoadAssetAtPath(path, typeof(SubGraphAsset)) as SubGraphAsset; if (loadedSubGraph == null) { return; } var subGraphNode = new SubGraphNode(); var ds = subGraphNode.drawState; ds.position = new Rect(middle - new Vector2(100f, 150f), Vector2.zero); subGraphNode.drawState = ds; // Add the subgraph into the group if the nodes was all in the same group group if (groupGuids.Count == 1) { subGraphNode.groupGuid = groupGuids[0]; } graphObject.graph.AddNode(subGraphNode); subGraphNode.asset = loadedSubGraph; foreach (var edgeMap in externalInputNeedingConnection) { graphObject.graph.Connect(edgeMap.Key.outputSlot, new SlotReference(subGraphNode.guid, edgeMap.Value.guid.GetHashCode())); } foreach (var edgeMap in externalOutputsNeedingConnection) { graphObject.graph.Connect(new SlotReference(subGraphNode.guid, edgeMap.Value.inputSlot.slotId), edgeMap.Key.inputSlot); } graphObject.graph.RemoveElements( graphView.selection.OfType <IShaderNodeView>().Select(x => x.node).Where(x => x.allowedInSubGraph).ToArray(), new IEdge[] {}, new GroupData[] {}, graphView.selection.OfType <StickyNote>().Select(x => x.userData).ToArray()); graphObject.graph.ValidateGraph(); }
public void ToSubGraph() { var path = EditorUtility.SaveFilePanelInProject("Save Sub Graph", "New Shader Sub Graph", ShaderSubGraphImporter.Extension, ""); path = path.Replace(Application.dataPath, "Assets"); if (path.Length == 0) { return; } graphObject.RegisterCompleteObjectUndo("Convert To Subgraph"); var graphView = graphEditorView.graphView; var nodes = graphView.selection.OfType <IShaderNodeView>().Where(x => !(x.node is PropertyNode)).Select(x => x.node as AbstractMaterialNode).ToArray(); var bounds = Rect.MinMaxRect(float.PositiveInfinity, float.PositiveInfinity, float.NegativeInfinity, float.NegativeInfinity); foreach (var node in nodes) { var center = node.drawState.position.center; bounds = Rect.MinMaxRect( Mathf.Min(bounds.xMin, center.x), Mathf.Min(bounds.yMin, center.y), Mathf.Max(bounds.xMax, center.x), Mathf.Max(bounds.yMax, center.y)); } var middle = bounds.center; bounds.center = Vector2.zero; // Collect the property nodes and get the corresponding properties var propertyNodeGuids = graphView.selection.OfType <IShaderNodeView>().Where(x => (x.node is PropertyNode)).Select(x => ((PropertyNode)x.node).propertyGuid); var metaProperties = graphView.graph.properties.Where(x => propertyNodeGuids.Contains(x.guid)); var copyPasteGraph = new CopyPasteGraph( graphView.graph.guid, graphView.selection.OfType <ShaderGroup>().Select(x => x.userData), graphView.selection.OfType <IShaderNodeView>().Where(x => !(x.node is PropertyNode)).Select(x => x.node as AbstractMaterialNode), graphView.selection.OfType <Edge>().Select(x => x.userData as IEdge), graphView.selection.OfType <BlackboardField>().Select(x => x.userData as AbstractShaderProperty), metaProperties); var deserialized = CopyPasteGraph.FromJson(JsonUtility.ToJson(copyPasteGraph, false)); if (deserialized == null) { return; } var subGraph = new GraphData { isSubGraph = true }; subGraph.path = "Sub Graphs"; var subGraphOutputNode = new SubGraphOutputNode(); { var drawState = subGraphOutputNode.drawState; drawState.position = new Rect(new Vector2(bounds.xMax + 200f, 0f), drawState.position.size); subGraphOutputNode.drawState = drawState; } subGraph.AddNode(subGraphOutputNode); var nodeGuidMap = new Dictionary <Guid, Guid>(); foreach (var node in deserialized.GetNodes <AbstractMaterialNode>()) { var oldGuid = node.guid; var newGuid = node.RewriteGuid(); nodeGuidMap[oldGuid] = newGuid; var drawState = node.drawState; drawState.position = new Rect(drawState.position.position - middle, drawState.position.size); node.drawState = drawState; subGraph.AddNode(node); } // figure out what needs remapping var externalOutputSlots = new List <IEdge>(); var externalInputSlots = new List <IEdge>(); foreach (var edge in deserialized.edges) { var outputSlot = edge.outputSlot; var inputSlot = edge.inputSlot; Guid remappedOutputNodeGuid; Guid remappedInputNodeGuid; var outputSlotExistsInSubgraph = nodeGuidMap.TryGetValue(outputSlot.nodeGuid, out remappedOutputNodeGuid); var inputSlotExistsInSubgraph = nodeGuidMap.TryGetValue(inputSlot.nodeGuid, out remappedInputNodeGuid); // pasting nice internal links! if (outputSlotExistsInSubgraph && inputSlotExistsInSubgraph) { var outputSlotRef = new SlotReference(remappedOutputNodeGuid, outputSlot.slotId); var inputSlotRef = new SlotReference(remappedInputNodeGuid, inputSlot.slotId); subGraph.Connect(outputSlotRef, inputSlotRef); } // one edge needs to go to outside world else if (outputSlotExistsInSubgraph) { externalInputSlots.Add(edge); } else if (inputSlotExistsInSubgraph) { externalOutputSlots.Add(edge); } } // Find the unique edges coming INTO the graph var uniqueIncomingEdges = externalOutputSlots.GroupBy( edge => edge.outputSlot, edge => edge, (key, edges) => new { slotRef = key, edges = edges.ToList() }); var externalInputNeedingConnection = new List <KeyValuePair <IEdge, AbstractShaderProperty> >(); foreach (var group in uniqueIncomingEdges) { var sr = group.slotRef; var fromNode = graphObject.graph.GetNodeFromGuid(sr.nodeGuid); var fromSlot = fromNode.FindOutputSlot <MaterialSlot>(sr.slotId); AbstractShaderProperty prop; switch (fromSlot.concreteValueType) { case ConcreteSlotValueType.Texture2D: prop = new TextureShaderProperty(); break; case ConcreteSlotValueType.Texture2DArray: prop = new Texture2DArrayShaderProperty(); break; case ConcreteSlotValueType.Texture3D: prop = new Texture3DShaderProperty(); break; case ConcreteSlotValueType.Cubemap: prop = new CubemapShaderProperty(); break; case ConcreteSlotValueType.Vector4: prop = new Vector4ShaderProperty(); break; case ConcreteSlotValueType.Vector3: prop = new Vector3ShaderProperty(); break; case ConcreteSlotValueType.Vector2: prop = new Vector2ShaderProperty(); break; case ConcreteSlotValueType.Vector1: prop = new Vector1ShaderProperty(); break; case ConcreteSlotValueType.Boolean: prop = new BooleanShaderProperty(); break; default: throw new ArgumentOutOfRangeException(); } if (prop != null) { var materialGraph = (GraphData)graphObject.graph; var fromPropertyNode = fromNode as PropertyNode; var fromProperty = fromPropertyNode != null?materialGraph.properties.FirstOrDefault(p => p.guid == fromPropertyNode.propertyGuid) : null; prop.displayName = fromProperty != null ? fromProperty.displayName : fromSlot.concreteValueType.ToString(); subGraph.AddShaderProperty(prop); var propNode = new PropertyNode(); { var drawState = propNode.drawState; drawState.position = new Rect(new Vector2(bounds.xMin - 300f, 0f), drawState.position.size); propNode.drawState = drawState; } subGraph.AddNode(propNode); propNode.propertyGuid = prop.guid; foreach (var edge in group.edges) { subGraph.Connect( new SlotReference(propNode.guid, PropertyNode.OutputSlotId), new SlotReference(nodeGuidMap[edge.inputSlot.nodeGuid], edge.inputSlot.slotId)); externalInputNeedingConnection.Add(new KeyValuePair <IEdge, AbstractShaderProperty>(edge, prop)); } } } var uniqueOutgoingEdges = externalInputSlots.GroupBy( edge => edge.inputSlot, edge => edge, (key, edges) => new { slot = key, edges = edges.ToList() }); var externalOutputsNeedingConnection = new List <KeyValuePair <IEdge, IEdge> >(); foreach (var group in uniqueOutgoingEdges) { var outputNode = subGraph.outputNode as SubGraphOutputNode; AbstractMaterialNode node = graphView.graph.GetNodeFromGuid(group.edges[0].outputSlot.nodeGuid); MaterialSlot slot = node.FindSlot <MaterialSlot>(group.edges[0].outputSlot.slotId); var slotId = outputNode.AddSlot(slot.concreteValueType); var inputSlotRef = new SlotReference(outputNode.guid, slotId); foreach (var edge in group.edges) { var newEdge = subGraph.Connect(new SlotReference(nodeGuidMap[edge.outputSlot.nodeGuid], edge.outputSlot.slotId), inputSlotRef); externalOutputsNeedingConnection.Add(new KeyValuePair <IEdge, IEdge>(edge, newEdge)); } } File.WriteAllText(path, EditorJsonUtility.ToJson(subGraph)); AssetDatabase.ImportAsset(path); var loadedSubGraph = AssetDatabase.LoadAssetAtPath(path, typeof(MaterialSubGraphAsset)) as MaterialSubGraphAsset; if (loadedSubGraph == null) { return; } var subGraphNode = new SubGraphNode(); var ds = subGraphNode.drawState; ds.position = new Rect(middle - new Vector2(100f, 150f), Vector2.zero); subGraphNode.drawState = ds; graphObject.graph.AddNode(subGraphNode); subGraphNode.subGraphAsset = loadedSubGraph; foreach (var edgeMap in externalInputNeedingConnection) { graphObject.graph.Connect(edgeMap.Key.outputSlot, new SlotReference(subGraphNode.guid, edgeMap.Value.guid.GetHashCode())); } foreach (var edgeMap in externalOutputsNeedingConnection) { graphObject.graph.Connect(new SlotReference(subGraphNode.guid, edgeMap.Value.inputSlot.slotId), edgeMap.Key.inputSlot); } graphObject.graph.RemoveElements( graphView.selection.OfType <IShaderNodeView>().Select(x => x.node as AbstractMaterialNode), Enumerable.Empty <IEdge>(), Enumerable.Empty <GroupData>()); graphObject.graph.ValidateGraph(); }
public void ToSubGraph() { var graphView = graphEditorView.graphView; string path; string sessionStateResult = SessionState.GetString(k_PrevSubGraphPathKey, k_PrevSubGraphPathDefaultValue); string pathToOriginSG = Path.GetDirectoryName(AssetDatabase.GUIDToAssetPath(selectedGuid)); if (!sessionStateResult.Equals(k_PrevSubGraphPathDefaultValue)) { path = sessionStateResult; } else { path = pathToOriginSG; } path = EditorUtility.SaveFilePanelInProject("Save Sub Graph", "New Shader Sub Graph", ShaderSubGraphImporter.Extension, "", path); path = path.Replace(Application.dataPath, "Assets"); if (path.Length == 0) { return; } graphObject.RegisterCompleteObjectUndo("Convert To Subgraph"); var nodes = graphView.selection.OfType <IShaderNodeView>().Where(x => !(x.node is PropertyNode || x.node is SubGraphOutputNode)).Select(x => x.node).Where(x => x.allowedInSubGraph).ToArray(); var bounds = Rect.MinMaxRect(float.PositiveInfinity, float.PositiveInfinity, float.NegativeInfinity, float.NegativeInfinity); foreach (var node in nodes) { var center = node.drawState.position.center; bounds = Rect.MinMaxRect( Mathf.Min(bounds.xMin, center.x), Mathf.Min(bounds.yMin, center.y), Mathf.Max(bounds.xMax, center.x), Mathf.Max(bounds.yMax, center.y)); } var middle = bounds.center; bounds.center = Vector2.zero; // Collect graph inputs var graphInputs = graphView.selection.OfType <BlackboardField>().Select(x => x.userData as ShaderInput); // Collect the property nodes and get the corresponding properties var propertyNodes = graphView.selection.OfType <IShaderNodeView>().Where(x => (x.node is PropertyNode)).Select(x => ((PropertyNode)x.node).property); var metaProperties = graphView.graph.properties.Where(x => propertyNodes.Contains(x)); // Collect the keyword nodes and get the corresponding keywords var keywordNodes = graphView.selection.OfType <IShaderNodeView>().Where(x => (x.node is KeywordNode)).Select(x => ((KeywordNode)x.node).keyword); var metaKeywords = graphView.graph.keywords.Where(x => keywordNodes.Contains(x)); var copyPasteGraph = new CopyPasteGraph(graphView.selection.OfType <ShaderGroup>().Select(x => x.userData), graphView.selection.OfType <IShaderNodeView>().Where(x => !(x.node is PropertyNode || x.node is SubGraphOutputNode)).Select(x => x.node).Where(x => x.allowedInSubGraph).ToArray(), graphView.selection.OfType <Edge>().Select(x => x.userData as Graphing.Edge), graphInputs, metaProperties, metaKeywords, graphView.selection.OfType <StickyNote>().Select(x => x.userData), true); // why do we serialize and deserialize only to make copies of everything in the steps below? // is this just to clear out all non-serialized data? var deserialized = CopyPasteGraph.FromJson(MultiJson.Serialize(copyPasteGraph), graphView.graph); if (deserialized == null) { return; } var subGraph = new GraphData { isSubGraph = true, path = "Sub Graphs" }; var subGraphOutputNode = new SubGraphOutputNode(); { var drawState = subGraphOutputNode.drawState; drawState.position = new Rect(new Vector2(bounds.xMax + 200f, 0f), drawState.position.size); subGraphOutputNode.drawState = drawState; } subGraph.AddNode(subGraphOutputNode); subGraph.outputNode = subGraphOutputNode; // Always copy deserialized keyword inputs foreach (ShaderKeyword keyword in deserialized.metaKeywords) { var copiedInput = (ShaderKeyword)keyword.Copy(); subGraph.SanitizeGraphInputName(copiedInput); subGraph.SanitizeGraphInputReferenceName(copiedInput, keyword.overrideReferenceName); subGraph.AddGraphInput(copiedInput); // Update the keyword nodes that depends on the copied keyword var dependentKeywordNodes = deserialized.GetNodes <KeywordNode>().Where(x => x.keyword == keyword); foreach (var node in dependentKeywordNodes) { node.owner = graphView.graph; node.keyword = copiedInput; } } foreach (GroupData groupData in deserialized.groups) { subGraph.CreateGroup(groupData); } foreach (var node in deserialized.GetNodes <AbstractMaterialNode>()) { var drawState = node.drawState; drawState.position = new Rect(drawState.position.position - middle, drawState.position.size); node.drawState = drawState; // Checking if the group guid is also being copied. // If not then nullify that guid if (node.group != null && !subGraph.groups.Contains(node.group)) { node.group = null; } subGraph.AddNode(node); } foreach (var note in deserialized.stickyNotes) { if (note.group != null && !subGraph.groups.Contains(note.group)) { note.group = null; } subGraph.AddStickyNote(note); } // figure out what needs remapping var externalOutputSlots = new List <Graphing.Edge>(); var externalInputSlots = new List <Graphing.Edge>(); foreach (var edge in deserialized.edges) { var outputSlot = edge.outputSlot; var inputSlot = edge.inputSlot; var outputSlotExistsInSubgraph = subGraph.ContainsNode(outputSlot.node); var inputSlotExistsInSubgraph = subGraph.ContainsNode(inputSlot.node); // pasting nice internal links! if (outputSlotExistsInSubgraph && inputSlotExistsInSubgraph) { subGraph.Connect(outputSlot, inputSlot); } // one edge needs to go to outside world else if (outputSlotExistsInSubgraph) { externalInputSlots.Add(edge); } else if (inputSlotExistsInSubgraph) { externalOutputSlots.Add(edge); } } // Find the unique edges coming INTO the graph var uniqueIncomingEdges = externalOutputSlots.GroupBy( edge => edge.outputSlot, edge => edge, (key, edges) => new { slotRef = key, edges = edges.ToList() }); var externalInputNeedingConnection = new List <KeyValuePair <IEdge, AbstractShaderProperty> >(); var amountOfProps = uniqueIncomingEdges.Count(); const int height = 40; const int subtractHeight = 20; var propPos = new Vector2(0, -((amountOfProps / 2) + height) - subtractHeight); foreach (var group in uniqueIncomingEdges) { var sr = group.slotRef; var fromNode = sr.node; var fromSlot = sr.slot; var materialGraph = graphObject.graph; var fromProperty = fromNode is PropertyNode fromPropertyNode ? materialGraph.properties.FirstOrDefault(p => p == fromPropertyNode.property) : null; AbstractShaderProperty prop; switch (fromSlot.concreteValueType) { case ConcreteSlotValueType.Texture2D: prop = new Texture2DShaderProperty(); break; case ConcreteSlotValueType.Texture2DArray: prop = new Texture2DArrayShaderProperty(); break; case ConcreteSlotValueType.Texture3D: prop = new Texture3DShaderProperty(); break; case ConcreteSlotValueType.Cubemap: prop = new CubemapShaderProperty(); break; case ConcreteSlotValueType.Vector4: prop = new Vector4ShaderProperty(); break; case ConcreteSlotValueType.Vector3: prop = new Vector3ShaderProperty(); break; case ConcreteSlotValueType.Vector2: prop = new Vector2ShaderProperty(); break; case ConcreteSlotValueType.Vector1: prop = new Vector1ShaderProperty(); break; case ConcreteSlotValueType.Boolean: prop = new BooleanShaderProperty(); break; case ConcreteSlotValueType.Matrix2: prop = new Matrix2ShaderProperty(); break; case ConcreteSlotValueType.Matrix3: prop = new Matrix3ShaderProperty(); break; case ConcreteSlotValueType.Matrix4: prop = new Matrix4ShaderProperty(); break; case ConcreteSlotValueType.SamplerState: prop = new SamplerStateShaderProperty(); break; case ConcreteSlotValueType.Gradient: prop = new GradientShaderProperty(); break; case ConcreteSlotValueType.VirtualTexture: prop = new VirtualTextureShaderProperty() { // also copy the VT settings over from the original property (if there is one) value = (fromProperty as VirtualTextureShaderProperty)?.value ?? new SerializableVirtualTexture() }; break; default: throw new ArgumentOutOfRangeException(); } prop.displayName = fromProperty != null ? fromProperty.displayName : fromSlot.concreteValueType.ToString(); prop.displayName = GraphUtil.SanitizeName(subGraph.addedInputs.Select(p => p.displayName), "{0} ({1})", prop.displayName); subGraph.AddGraphInput(prop); var propNode = new PropertyNode(); { var drawState = propNode.drawState; drawState.position = new Rect(new Vector2(bounds.xMin - 300f, 0f) + propPos, drawState.position.size); propPos += new Vector2(0, height); propNode.drawState = drawState; } subGraph.AddNode(propNode); propNode.property = prop; foreach (var edge in group.edges) { subGraph.Connect( new SlotReference(propNode, PropertyNode.OutputSlotId), edge.inputSlot); externalInputNeedingConnection.Add(new KeyValuePair <IEdge, AbstractShaderProperty>(edge, prop)); } } var uniqueOutgoingEdges = externalInputSlots.GroupBy( edge => edge.outputSlot, edge => edge, (key, edges) => new { slot = key, edges = edges.ToList() }); var externalOutputsNeedingConnection = new List <KeyValuePair <IEdge, IEdge> >(); foreach (var group in uniqueOutgoingEdges) { var outputNode = subGraph.outputNode as SubGraphOutputNode; AbstractMaterialNode node = group.edges[0].outputSlot.node; MaterialSlot slot = node.FindSlot <MaterialSlot>(group.edges[0].outputSlot.slotId); var slotId = outputNode.AddSlot(slot.concreteValueType); var inputSlotRef = new SlotReference(outputNode, slotId); foreach (var edge in group.edges) { var newEdge = subGraph.Connect(edge.outputSlot, inputSlotRef); externalOutputsNeedingConnection.Add(new KeyValuePair <IEdge, IEdge>(edge, newEdge)); } } if (FileUtilities.WriteShaderGraphToDisk(path, subGraph)) { AssetDatabase.ImportAsset(path); } // Store path for next time if (!pathToOriginSG.Equals(Path.GetDirectoryName(path))) { SessionState.SetString(k_PrevSubGraphPathKey, Path.GetDirectoryName(path)); } else { // Or continue to make it so that next time it will open up in the converted-from SG's directory SessionState.EraseString(k_PrevSubGraphPathKey); } var loadedSubGraph = AssetDatabase.LoadAssetAtPath(path, typeof(SubGraphAsset)) as SubGraphAsset; if (loadedSubGraph == null) { return; } var subGraphNode = new SubGraphNode(); var ds = subGraphNode.drawState; ds.position = new Rect(middle - new Vector2(100f, 150f), Vector2.zero); subGraphNode.drawState = ds; // Add the subgraph into the group if the nodes was all in the same group group var firstNode = copyPasteGraph.GetNodes <AbstractMaterialNode>().FirstOrDefault(); if (firstNode != null && copyPasteGraph.GetNodes <AbstractMaterialNode>().All(x => x.group == firstNode.group)) { subGraphNode.group = firstNode.group; } subGraphNode.asset = loadedSubGraph; graphObject.graph.AddNode(subGraphNode); foreach (var edgeMap in externalInputNeedingConnection) { graphObject.graph.Connect(edgeMap.Key.outputSlot, new SlotReference(subGraphNode, edgeMap.Value.guid.GetHashCode())); } foreach (var edgeMap in externalOutputsNeedingConnection) { graphObject.graph.Connect(new SlotReference(subGraphNode, edgeMap.Value.inputSlot.slotId), edgeMap.Key.inputSlot); } graphObject.graph.RemoveElements( graphView.selection.OfType <IShaderNodeView>().Select(x => x.node).Where(x => x.allowedInSubGraph).ToArray(), new IEdge[] {}, new GroupData[] {}, graphView.selection.OfType <StickyNote>().Select(x => x.userData).ToArray()); graphObject.graph.ValidateGraph(); }
void HandleVector1ShaderProperty(PropertySheet propertySheet, Vector1ShaderProperty vector1ShaderProperty) { // Handle vector 1 mode parameters switch (vector1ShaderProperty.floatType) { case FloatType.Slider: var floatPropertyDrawer = new FloatPropertyDrawer(); // Default field propertySheet.Add(floatPropertyDrawer.CreateGUI( newValue => { _preChangeValueCallback("Change Property Value"); _changeValueCallback(newValue); _postChangeValueCallback(); }, vector1ShaderProperty.value, "Default", out var propertyFloatField)); // Min field propertySheet.Add(floatPropertyDrawer.CreateGUI( newValue => { if (newValue > vector1ShaderProperty.rangeValues.y) { propertySheet.warningContainer.Q <Label>().text = "Min cannot be greater than Max."; } _preChangeValueCallback("Change Range Property Minimum"); vector1ShaderProperty.rangeValues = new Vector2(newValue, vector1ShaderProperty.rangeValues.y); _postChangeValueCallback(); }, vector1ShaderProperty.rangeValues.x, "Min", out var minFloatField)); // Max field propertySheet.Add(floatPropertyDrawer.CreateGUI( newValue => { if (newValue < vector1ShaderProperty.rangeValues.x) { propertySheet.warningContainer.Q <Label>().text = "Max cannot be lesser than Min."; } this._preChangeValueCallback("Change Range Property Maximum"); vector1ShaderProperty.rangeValues = new Vector2(vector1ShaderProperty.rangeValues.x, newValue); this._postChangeValueCallback(); }, vector1ShaderProperty.rangeValues.y, "Max", out var maxFloatField)); var defaultField = (FloatField)propertyFloatField; var minField = (FloatField)minFloatField; var maxField = (FloatField)maxFloatField; minField.Q("unity-text-input").RegisterCallback <FocusOutEvent>(evt => { propertySheet.warningContainer.Q <Label>().text = ""; vector1ShaderProperty.value = Mathf.Max(Mathf.Min(vector1ShaderProperty.value, vector1ShaderProperty.rangeValues.y), vector1ShaderProperty.rangeValues.x); defaultField.value = vector1ShaderProperty.value; _postChangeValueCallback(); }); maxField.Q("unity-text-input").RegisterCallback <FocusOutEvent>(evt => { propertySheet.warningContainer.Q <Label>().text = ""; vector1ShaderProperty.value = Mathf.Max(Mathf.Min(vector1ShaderProperty.value, vector1ShaderProperty.rangeValues.y), vector1ShaderProperty.rangeValues.x); defaultField.value = vector1ShaderProperty.value; _postChangeValueCallback(); }); break; case FloatType.Integer: var integerPropertyDrawer = new IntegerPropertyDrawer(); // Default field propertySheet.Add(integerPropertyDrawer.CreateGUI( newValue => this._changeValueCallback(newValue), (int)vector1ShaderProperty.value, "Default", out var integerPropertyField)); break; default: var defaultFloatPropertyDrawer = new FloatPropertyDrawer(); // Default field propertySheet.Add(defaultFloatPropertyDrawer.CreateGUI( newValue => { this._preChangeValueCallback("Change property value"); this._changeValueCallback(newValue); this._postChangeValueCallback(); }, vector1ShaderProperty.value, "Default", out var defaultFloatPropertyField)); break; } if (!isSubGraph) { var enumPropertyDrawer = new EnumPropertyDrawer(); propertySheet.Add(enumPropertyDrawer.CreateGUI( newValue => { this._preChangeValueCallback("Change Vector1 Mode"); vector1ShaderProperty.floatType = (FloatType)newValue; this._postChangeValueCallback(true); }, vector1ShaderProperty.floatType, "Mode", FloatType.Default, out var modePropertyEnumField)); } }
void BuildVector1PropertyView(Vector1ShaderProperty floatProperty) { VisualElement[] rows = null; switch (floatProperty.floatType) { case FloatType.Slider: { float min = Mathf.Min(floatProperty.value, floatProperty.rangeValues.x); float max = Mathf.Max(floatProperty.value, floatProperty.rangeValues.y); floatProperty.rangeValues = new Vector2(min, max); var defaultField = new FloatField { value = floatProperty.value }; var minField = new FloatField { value = floatProperty.rangeValues.x }; var maxField = new FloatField { value = floatProperty.rangeValues.y }; defaultField.RegisterValueChangedCallback(evt => { var value = (float)evt.newValue; floatProperty.value = value; this.MarkDirtyRepaint(); }); defaultField.Q("unity-text-input").RegisterCallback <FocusOutEvent>(evt => { m_Graph.owner.RegisterCompleteObjectUndo("Change Property Value"); float minValue = Mathf.Min(floatProperty.value, floatProperty.rangeValues.x); float maxValue = Mathf.Max(floatProperty.value, floatProperty.rangeValues.y); floatProperty.rangeValues = new Vector2(minValue, maxValue); minField.value = minValue; maxField.value = maxValue; DirtyNodes(); }); minField.RegisterValueChangedCallback(evt => { m_Graph.owner.RegisterCompleteObjectUndo("Change Range Property Minimum"); float newValue = (float)evt.newValue; floatProperty.rangeValues = new Vector2(newValue, floatProperty.rangeValues.y); DirtyNodes(); }); minField.Q("unity-text-input").RegisterCallback <FocusOutEvent>(evt => { floatProperty.value = Mathf.Max(Mathf.Min(floatProperty.value, floatProperty.rangeValues.y), floatProperty.rangeValues.x); defaultField.value = floatProperty.value; DirtyNodes(); }); maxField.RegisterValueChangedCallback(evt => { m_Graph.owner.RegisterCompleteObjectUndo("Change Range Property Maximum"); float newValue = (float)evt.newValue; floatProperty.rangeValues = new Vector2(floatProperty.rangeValues.x, newValue); DirtyNodes(); }); maxField.Q("unity-text-input").RegisterCallback <FocusOutEvent>(evt => { floatProperty.value = Mathf.Max(Mathf.Min(floatProperty.value, floatProperty.rangeValues.y), floatProperty.rangeValues.x); defaultField.value = floatProperty.value; DirtyNodes(); }); rows = new VisualElement[4]; rows[0] = CreateRow("Default", defaultField); rows[2] = CreateRow("Min", minField); rows[3] = CreateRow("Max", maxField); } break; case FloatType.Integer: { floatProperty.value = (int)floatProperty.value; var defaultField = new IntegerField { value = (int)floatProperty.value }; defaultField.RegisterValueChangedCallback(evt => { m_Graph.owner.RegisterCompleteObjectUndo("Change Property Value"); var value = (int)evt.newValue; floatProperty.value = value; DirtyNodes(); }); rows = new VisualElement[2]; rows[0] = CreateRow("Default", defaultField); } break; default: { var defaultField = new FloatField { value = floatProperty.value }; defaultField.RegisterValueChangedCallback(evt => { m_Graph.owner.RegisterCompleteObjectUndo("Change Property Value"); var value = (float)evt.newValue; floatProperty.value = value; DirtyNodes(); }); rows = new VisualElement[2]; rows[0] = CreateRow("Default", defaultField); } break; } if (!m_Graph.isSubGraph) { var modeField = new EnumField(floatProperty.floatType); modeField.RegisterValueChangedCallback(evt => { m_Graph.owner.RegisterCompleteObjectUndo("Change Vector1 Mode"); var value = (FloatType)evt.newValue; floatProperty.floatType = value; if (rows != null) { RemoveElements(rows); } BuildVector1PropertyView(floatProperty); this.MarkDirtyRepaint(); }); rows[1] = CreateRow("Mode", modeField); } if (rows == null) { return; } for (int i = 0; i < rows.Length; i++) { Add(rows[i]); } }
void BuildVector1PropertyField(Vector1ShaderProperty property) { switch (property.floatType) { case FloatType.Slider: { float min = Mathf.Min(property.value, property.rangeValues.x); float max = Mathf.Max(property.value, property.rangeValues.y); property.rangeValues = new Vector2(min, max); var defaultField = new FloatField { value = property.value }; var minField = new FloatField { value = property.rangeValues.x }; var maxField = new FloatField { value = property.rangeValues.y }; defaultField.RegisterValueChangedCallback(evt => { property.value = (float)evt.newValue; this.MarkDirtyRepaint(); }); defaultField.Q("unity-text-input").RegisterCallback <FocusOutEvent>(evt => { graph.owner.RegisterCompleteObjectUndo("Change Property Value"); float minValue = Mathf.Min(property.value, property.rangeValues.x); float maxValue = Mathf.Max(property.value, property.rangeValues.y); property.rangeValues = new Vector2(minValue, maxValue); minField.value = minValue; maxField.value = maxValue; DirtyNodes(); }); minField.RegisterValueChangedCallback(evt => { graph.owner.RegisterCompleteObjectUndo("Change Range Property Minimum"); property.rangeValues = new Vector2((float)evt.newValue, property.rangeValues.y); DirtyNodes(); }); minField.Q("unity-text-input").RegisterCallback <FocusOutEvent>(evt => { property.value = Mathf.Max(Mathf.Min(property.value, property.rangeValues.y), property.rangeValues.x); defaultField.value = property.value; DirtyNodes(); }); maxField.RegisterValueChangedCallback(evt => { graph.owner.RegisterCompleteObjectUndo("Change Range Property Maximum"); property.rangeValues = new Vector2(property.rangeValues.x, (float)evt.newValue); DirtyNodes(); }); maxField.Q("unity-text-input").RegisterCallback <FocusOutEvent>(evt => { property.value = Mathf.Max(Mathf.Min(property.value, property.rangeValues.y), property.rangeValues.x); defaultField.value = property.value; DirtyNodes(); }); AddRow("Default", defaultField); AddRow("Min", minField); AddRow("Max", maxField); } break; case FloatType.Integer: { property.value = (int)property.value; var defaultField = new IntegerField { value = (int)property.value }; defaultField.RegisterValueChangedCallback(evt => { graph.owner.RegisterCompleteObjectUndo("Change Property Value"); property.value = (int)evt.newValue; DirtyNodes(); }); AddRow("Default", defaultField); } break; default: { var defaultField = new FloatField { value = property.value }; defaultField.RegisterValueChangedCallback(evt => { graph.owner.RegisterCompleteObjectUndo("Change Property Value"); property.value = (float)evt.newValue; DirtyNodes(); }); AddRow("Default", defaultField); } break; } if (!graph.isSubGraph) { var modeField = new EnumField(property.floatType); modeField.RegisterValueChangedCallback(evt => { graph.owner.RegisterCompleteObjectUndo("Change Vector1 Mode"); property.floatType = (FloatType)evt.newValue; Rebuild(); }); AddRow("Mode", modeField); } }