using UnityEngine; using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.IO; using System.Linq; using System.Text; using UnityEditor.Experimental.AssetImporters; using UnityEditor.Graphing.Util; namespace UnityEditor.ShaderGraph { [ScriptedImporter(29, Extension, 3)] class ShaderGraphImporter : ScriptedImporter { public const string Extension = "shadergraph"; public const string k_ErrorShader = @" Shader ""Hidden/GraphErrorShader2"" { SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON #include ""UnityCG.cginc"" struct appdata_t { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return fixed4(1,0,1,1); } ENDCG } } Fallback Off }"; [SuppressMessage("ReSharper", "UnusedMember.Local")] static string[] GatherDependenciesFromSourceFile(string assetPath) { return MinimalGraphData.GetDependencyPaths(assetPath); } public override void OnImportAsset(AssetImportContext ctx) { var oldShader = AssetDatabase.LoadAssetAtPath(ctx.assetPath); if (oldShader != null) ShaderUtil.ClearShaderMessages(oldShader); List configuredTextures; string path = ctx.assetPath; var sourceAssetDependencyPaths = new List(); var text = GetShaderText(path, out configuredTextures, sourceAssetDependencyPaths, out var graph); var shader = ShaderUtil.CreateShaderAsset(text); if (graph != null && graph.messageManager.nodeMessagesChanged) { foreach (var pair in graph.messageManager.GetNodeMessages()) { var node = graph.GetNodeFromTempId(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()); Texture2D texture = Resources.Load("Icons/sg_graph_icon@64"); ctx.AddObjectToAsset("MainAsset", shader, texture); ctx.SetMainObject(shader); 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}", shader); continue; } ctx.DependsOnSourceAsset(sourceAssetDependencyPath); } } internal static string GetShaderText(string path, out List configuredTextures, List 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(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 (graph.messageManager.nodeMessagesChanged) { shaderString = null; } } catch (Exception e) { Debug.LogException(e); configuredTextures = new List(); // ignored } return shaderString ?? k_ErrorShader.Replace("Hidden/GraphErrorShader2", shaderName); } internal static string GetShaderText(string path, out List configuredTextures) { return GetShaderText(path, out configuredTextures, null, out _); } } }