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; using UnityEditor.Graphing.Util; using UnityEditor.ShaderGraph.Internal; using Object = System.Object; namespace UnityEditor.ShaderGraph { [ScriptedImporter(31, 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(); UnityEngine.Object mainObject; var textGraph = File.ReadAllText(path, Encoding.UTF8); GraphData graph = JsonUtility.FromJson(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.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()); mainObject = shader; } Texture2D texture = Resources.Load("Icons/sg_graph_icon@64"); ctx.AddObjectToAsset("MainAsset", mainObject, texture); ctx.SetMainObject(mainObject); var metadata = ScriptableObject.CreateInstance(); 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); } } internal static string GetShaderText(string path, out List configuredTextures, List sourceAssetDependencyPaths, GraphData graph) { string shaderString = null; var shaderName = Path.GetFileNameWithoutExtension(path); try { 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, List sourceAssetDependencyPaths, out GraphData graph) { var textGraph = File.ReadAllText(path, Encoding.UTF8); graph = JsonUtility.FromJson(textGraph); graph.messageManager = new MessageManager(); graph.assetGuid = AssetDatabase.AssetPathToGUID(path); graph.OnEnable(); graph.ValidateGraph(); return GetShaderText(path, out configuredTextures, sourceAssetDependencyPaths, graph); } internal static string GetShaderText(string path, out List configuredTextures) { var textGraph = File.ReadAllText(path, Encoding.UTF8); GraphData graph = JsonUtility.FromJson(textGraph); graph.messageManager = new MessageManager(); graph.assetGuid = AssetDatabase.AssetPathToGUID(path); graph.OnEnable(); graph.ValidateGraph(); return GetShaderText(path, out configuredTextures, null,graph ); } static ShaderGraphVfxAsset GenerateVfxShaderGraphAsset(VfxMasterNode masterNode) { var nl = Environment.NewLine; var indent = new string(' ', 4); var asset = ScriptableObject.CreateInstance(); var result = asset.compilationResult = new GraphCompilationResult(); var mode = GenerationMode.ForReals; var graph = masterNode.owner; asset.lit = masterNode.lit.isOn; var assetGuid = masterNode.owner.assetGuid; var assetPath = AssetDatabase.GUIDToAssetPath(assetGuid); var hlslName = NodeUtils.GetHLSLSafeName(Path.GetFileNameWithoutExtension(assetPath)); var ports = new List(); masterNode.GetInputSlots(ports); var nodes = new List(); NodeUtils.DepthFirstCollectNodesFromNode(nodes, masterNode); var bodySb = new ShaderStringBuilder(1); var registry = new FunctionRegistry(new ShaderStringBuilder(), true); foreach (var properties in graph.properties) { properties.ValidateConcretePrecision(graph.concretePrecision); } foreach (var node in nodes) { if (node is IGeneratesBodyCode bodyGenerator) { bodySb.currentNode = node; bodyGenerator.GenerateNodeCode(bodySb, mode); bodySb.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString()); } if (node is IGeneratesFunction generatesFunction) { registry.builder.currentNode = node; generatesFunction.GenerateNodeFunction(registry, mode); } } bodySb.currentNode = null; var portNodeSets = new HashSet[ports.Count]; for (var portIndex = 0; portIndex < ports.Count; portIndex++) { var port = ports[portIndex]; var nodeSet = new HashSet(); NodeUtils.CollectNodeSet(nodeSet, port); portNodeSets[portIndex] = nodeSet; } var portPropertySets = new HashSet[ports.Count]; for (var portIndex = 0; portIndex < ports.Count; portIndex++) { portPropertySets[portIndex] = new HashSet(); } foreach (var node in nodes) { if (!(node is PropertyNode propertyNode)) { continue; } for (var portIndex = 0; portIndex < ports.Count; portIndex++) { var portNodeSet = portNodeSets[portIndex]; if (portNodeSet.Contains(node)) { portPropertySets[portIndex].Add(propertyNode.propertyGuid); } } } var shaderProperties = new PropertyCollector(); foreach (var node in nodes) { node.CollectShaderProperties(shaderProperties, GenerationMode.ForReals); } asset.SetTextureInfos(shaderProperties.GetConfiguredTexutres()); var codeSnippets = new List(); var portCodeIndices = new List[ports.Count]; var sharedCodeIndices = new List(); for (var i = 0; i < portCodeIndices.Length; i++) { portCodeIndices[i] = new List(); } sharedCodeIndices.Add(codeSnippets.Count); codeSnippets.Add($"#include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"{nl}"); for (var registryIndex = 0; registryIndex < registry.names.Count; registryIndex++) { var name = registry.names[registryIndex]; var source = registry.sources[name]; var precision = source.nodes.First().concretePrecision; var hasPrecisionMismatch = false; var nodeNames = new HashSet(); foreach (var node in source.nodes) { nodeNames.Add(node.name); if (node.concretePrecision != precision) { hasPrecisionMismatch = true; break; } } if (hasPrecisionMismatch) { var message = new StringBuilder($"Precision mismatch for function {name}:"); foreach (var node in source.nodes) { message.AppendLine($"{node.name} ({node.guid}): {node.concretePrecision}"); } throw new InvalidOperationException(message.ToString()); } var code = source.code.Replace(PrecisionUtil.Token, precision.ToShaderString()); code = $"// Node: {string.Join(", ", nodeNames)}{nl}{code}"; var codeIndex = codeSnippets.Count; codeSnippets.Add(code + nl); for (var portIndex = 0; portIndex < ports.Count; portIndex++) { var portNodeSet = portNodeSets[portIndex]; foreach (var node in source.nodes) { if (portNodeSet.Contains(node)) { portCodeIndices[portIndex].Add(codeIndex); break; } } } } foreach (var property in graph.properties) { if (property.isExposable && property.generatePropertyBlock) { continue; } for (var portIndex = 0; portIndex < ports.Count; portIndex++) { var portPropertySet = portPropertySets[portIndex]; if (portPropertySet.Contains(property.guid)) { portCodeIndices[portIndex].Add(codeSnippets.Count); } } codeSnippets.Add($"// Property: {property.displayName}{nl}{property.GetPropertyDeclarationString()}{nl}{nl}"); } var inputStructName = $"SG_Input_{assetGuid}"; var outputStructName = $"SG_Output_{assetGuid}"; var evaluationFunctionName = $"SG_Evaluate_{assetGuid}"; #region Input Struct sharedCodeIndices.Add(codeSnippets.Count); codeSnippets.Add($"struct {inputStructName}{nl}{{{nl}"); #region Requirements var portRequirements = new ShaderGraphRequirements[ports.Count]; for (var portIndex = 0; portIndex < ports.Count; portIndex++) { portRequirements[portIndex] = ShaderGraphRequirements.FromNodes(portNodeSets[portIndex].ToList(), ports[portIndex].stageCapability); } var portIndices = new List(); portIndices.Capacity = ports.Count; void AddRequirementsSnippet(Func predicate, string snippet) { portIndices.Clear(); for (var portIndex = 0; portIndex < ports.Count; portIndex++) { if (predicate(portRequirements[portIndex])) { portIndices.Add(portIndex); } } if (portIndices.Count > 0) { foreach (var portIndex in portIndices) { portCodeIndices[portIndex].Add(codeSnippets.Count); } codeSnippets.Add($"{indent}{snippet};{nl}"); } } void AddCoordinateSpaceSnippets(InterpolatorType interpolatorType, Func selector) { foreach (var space in EnumInfo.values) { var neededSpace = space.ToNeededCoordinateSpace(); AddRequirementsSnippet(r => (selector(r) & neededSpace) > 0, $"float3 {space.ToVariableName(interpolatorType)}"); } } // TODO: Rework requirements system to make this better AddCoordinateSpaceSnippets(InterpolatorType.Normal, r => r.requiresNormal); AddCoordinateSpaceSnippets(InterpolatorType.Tangent, r => r.requiresTangent); AddCoordinateSpaceSnippets(InterpolatorType.BiTangent, r => r.requiresBitangent); AddCoordinateSpaceSnippets(InterpolatorType.ViewDirection, r => r.requiresViewDir); AddCoordinateSpaceSnippets(InterpolatorType.Position, r => r.requiresPosition); AddRequirementsSnippet(r => r.requiresVertexColor, $"float4 {ShaderGeneratorNames.VertexColor}"); AddRequirementsSnippet(r => r.requiresScreenPosition, $"float4 {ShaderGeneratorNames.ScreenPosition}"); AddRequirementsSnippet(r => r.requiresFaceSign, $"float4 {ShaderGeneratorNames.FaceSign}"); foreach (var uvChannel in EnumInfo.values) { AddRequirementsSnippet(r => r.requiresMeshUVs.Contains(uvChannel), $"half4 {uvChannel.GetUVName()}"); } AddRequirementsSnippet(r => r.requiresTime, $"float3 {ShaderGeneratorNames.TimeParameters}"); #endregion sharedCodeIndices.Add(codeSnippets.Count); codeSnippets.Add($"}};{nl}{nl}"); #endregion #region Output Struct sharedCodeIndices.Add(codeSnippets.Count); codeSnippets.Add($"struct {outputStructName}{nl}{{"); for (var portIndex = 0; portIndex < ports.Count; portIndex++) { var port = ports[portIndex]; portCodeIndices[portIndex].Add(codeSnippets.Count); codeSnippets.Add($"{nl}{indent}{port.concreteValueType.ToShaderString(graph.concretePrecision)} {port.shaderOutputName}_{port.id};"); } sharedCodeIndices.Add(codeSnippets.Count); codeSnippets.Add($"{nl}}};{nl}{nl}"); #endregion #region Graph Function sharedCodeIndices.Add(codeSnippets.Count); codeSnippets.Add($"{outputStructName} {evaluationFunctionName}({nl}{indent}{inputStructName} IN"); var inputProperties = new List(); var portPropertyIndices = new List[ports.Count]; for (var portIndex = 0; portIndex < ports.Count; portIndex++) { portPropertyIndices[portIndex] = new List(); } foreach (var property in graph.properties) { if (!property.isExposable || !property.generatePropertyBlock) { continue; } var propertyIndex = inputProperties.Count; var codeIndex = codeSnippets.Count; for (var portIndex = 0; portIndex < ports.Count; portIndex++) { var portPropertySet = portPropertySets[portIndex]; if (portPropertySet.Contains(property.guid)) { portCodeIndices[portIndex].Add(codeIndex); portPropertyIndices[portIndex].Add(propertyIndex); } } inputProperties.Add(property); codeSnippets.Add($",{nl}{indent}/* Property: {property.displayName} */ {property.GetPropertyAsArgumentString()}"); } sharedCodeIndices.Add(codeSnippets.Count); codeSnippets.Add($"){nl}{{"); #region Node Code for (var mappingIndex = 0; mappingIndex < bodySb.mappings.Count; mappingIndex++) { var mapping = bodySb.mappings[mappingIndex]; var code = bodySb.ToString(mapping.startIndex, mapping.count); if (string.IsNullOrWhiteSpace(code)) { continue; } code = $"{nl}{indent}// Node: {mapping.node.name}{nl}{code}"; var codeIndex = codeSnippets.Count; codeSnippets.Add(code); for (var portIndex = 0; portIndex < ports.Count; portIndex++) { var portNodeSet = portNodeSets[portIndex]; if (portNodeSet.Contains(mapping.node)) { portCodeIndices[portIndex].Add(codeIndex); } } } #endregion #region Output Mapping sharedCodeIndices.Add(codeSnippets.Count); codeSnippets.Add($"{nl}{indent}// {masterNode.name}{nl}{indent}{outputStructName} OUT;{nl}"); // Output mapping for (var portIndex = 0; portIndex < ports.Count; portIndex++) { var port = ports[portIndex]; portCodeIndices[portIndex].Add(codeSnippets.Count); codeSnippets.Add($"{indent}OUT.{port.shaderOutputName}_{port.id} = {masterNode.GetSlotValue(port.id, GenerationMode.ForReals, graph.concretePrecision)};{nl}"); } #endregion // Function end sharedCodeIndices.Add(codeSnippets.Count); codeSnippets.Add($"{indent}return OUT;{nl}}}{nl}"); #endregion result.codeSnippets = codeSnippets.ToArray(); result.sharedCodeIndices = sharedCodeIndices.ToArray(); result.outputCodeIndices = new IntArray[ports.Count]; for (var i = 0; i < ports.Count; i++) { result.outputCodeIndices[i] = portCodeIndices[i].ToArray(); } asset.SetOutputs(ports.Select((t, i) => new OutputMetadata(i, t.shaderOutputName,t.id)).ToArray()); asset.evaluationFunctionName = evaluationFunctionName; asset.inputStructName = inputStructName; asset.outputStructName = outputStructName; asset.portRequirements = portRequirements; asset.concretePrecision = graph.concretePrecision; asset.SetProperties(inputProperties); asset.outputPropertyIndices = new IntArray[ports.Count]; for (var portIndex = 0; portIndex < ports.Count; portIndex++) { asset.outputPropertyIndices[portIndex] = portPropertyIndices[portIndex].ToArray(); } return asset; } } }