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Merge pull request #1484 from Unity-Technologies/sg/uninline-getshadertext

Un-inline GetShaderText
/main
GitHub 6 年前
当前提交
2cbde00c
共有 1 个文件被更改,包括 32 次插入20 次删除
  1. 52
      com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs

52
com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs


List<PropertyCollector.TextureInfo> configuredTextures;
string path = ctx.assetPath;
string shaderString = null;
var text = GetShaderText(path, out configuredTextures, sourceAssetDependencyPaths);
var shader = ShaderUtil.CreateShaderAsset(text);
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());
ctx.AddObjectToAsset("MainAsset", shader);
ctx.SetMainObject(shader);
foreach (var sourceAssetDependencyPath in sourceAssetDependencyPaths.Distinct())
ctx.DependsOnSourceAsset(sourceAssetDependencyPath);
}
internal static string GetShaderText(string path, out List<PropertyCollector.TextureInfo> configuredTextures, List<string> sourceAssetDependencyPaths)
{
string shaderString = null;
var shaderName = Path.GetFileNameWithoutExtension(path);
try
{

shaderName = graph.path + "/" + shaderName;
shaderString = graph.GetShader(shaderName, GenerationMode.ForReals, out configuredTextures, sourceAssetDependencyPaths);
foreach (var node in graph.GetNodes<AbstractMaterialNode>())
node.GetSourceAssetDependencies(sourceAssetDependencyPaths);
if (sourceAssetDependencyPaths != null)
{
foreach (var node in graph.GetNodes<AbstractMaterialNode>())
node.GetSourceAssetDependencies(sourceAssetDependencyPaths);
}
}
catch (Exception)
{

var text = shaderString ?? k_ErrorShader.Replace("Hidden/GraphErrorShader2", shaderName);
var shader = ShaderUtil.CreateShaderAsset(text);
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());
return shaderString ?? k_ErrorShader.Replace("Hidden/GraphErrorShader2", shaderName);
}
ctx.AddObjectToAsset("MainAsset", shader);
ctx.SetMainObject(shader);
foreach (var sourceAssetDependencyPath in sourceAssetDependencyPaths.Distinct())
ctx.DependsOnSourceAsset(sourceAssetDependencyPath);
internal static string GetShaderText(string path, out List<PropertyCollector.TextureInfo> configuredTextures)
{
return GetShaderText(path, out configuredTextures, null);
}
}

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