浏览代码

[Shader Graph] Update the graph to use the new asset generation callback.

/main
Tim Cooper 12 年前
当前提交
3dc77b34
共有 16 个文件被更改,包括 1542 次插入613 次删除
  1. 2
      UnityProject/Assets/Editor/Material/BaseMaterialGraph.cs
  2. 29
      UnityProject/Assets/Editor/Material/MaterialWindow.cs
  3. 2
      UnityProject/Assets/Editor/Material/Prop/MaterialProperties.cs
  4. 14
      UnityProject/Assets/TestData/TestMat1.mat
  5. 6
      UnityProject/MaterialEditor.csproj
  6. 5
      UnityProject/Assets/Editor/Material/AssetCallbacks.meta
  7. 451
      UnityProject/Assets/Graphs/Fresnel.ShaderSubGraph
  8. 4
      UnityProject/Assets/Graphs/Fresnel.ShaderSubGraph.meta
  9. 1001
      UnityProject/Assets/Graphs/FresnelFromSGraph.ShaderGraph
  10. 22
      UnityProject/Assets/Editor/Material/AssetCallbacks/CreateShaderGraph.cs
  11. 8
      UnityProject/Assets/Editor/Material/AssetCallbacks/CreateShaderGraph.cs.meta
  12. 22
      UnityProject/Assets/Editor/Material/AssetCallbacks/CreateShaderSubGraph.cs
  13. 8
      UnityProject/Assets/Editor/Material/AssetCallbacks/CreateShaderSubGraph.cs.meta
  14. 581
      UnityProject/Assets/Graphs/Fresnel.ShaderGraph
  15. 0
      /UnityProject/Assets/Graphs/FresnelFromSGraph.ShaderGraph.meta

2
UnityProject/Assets/Editor/Material/BaseMaterialGraph.cs


public bool requiresRepaint
{
get { return m_ImAwake && nodes.Any (x => x is IRequiresTime); }
get { return isAwake && nodes.Any (x => x is IRequiresTime); }
}
public override void RemoveEdge (Edge e)

29
UnityProject/Assets/Editor/Material/MaterialWindow.cs


#define DEBUG_MAT_GEN
using UnityEngine;
using System.IO;
namespace UnityEditor.Graphs.Material
{

public static void OpenMenu ()
{
GetWindow<MaterialWindow>();
}
[MenuItem("Assets/Create/Shader Graph", false, 208)]
public static void CreateMaterialGraph()
{
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, DoCreateShaderGraphAsset, "New Shader Graph.ShaderGraph", null, null);
}
[MenuItem("Assets/Create/Shader Sub-Graph", false, 209)]
public static void CreateMaterialSubGraph()
{
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, DoCreateShaderSubGraphAsset, "New Shader SubGraph.ShaderSubGraph", null, null);
}
private static void DoCreateShaderGraphAsset (int instanceId, string pathName, string resourceFile)
{
var graph = CreateInstance<MaterialGraph>();
graph.name = Path.GetFileName (pathName);
AssetDatabase.CreateAsset (graph, pathName);
graph.CreateSubAssets ();
}
private static void DoCreateShaderSubGraphAsset(int instanceId, string pathName, string resourceFile)
{
var graph = CreateInstance<MaterialSubGraph>();
graph.name = Path.GetFileName(pathName);
AssetDatabase.CreateAsset(graph, pathName);
graph.CreateSubAssets();
}
private MaterialGraph m_MaterialGraph;

2
UnityProject/Assets/Editor/Material/Prop/MaterialProperties.cs


static void DoHeader (string title)
{
GUILayout.BeginHorizontal (EditorStyles.inspectorBig);
GUILayout.BeginHorizontal (/*EditorStyles.inspectorBig*/);
GUILayout.BeginVertical ();
GUILayout.Label (title, EditorStyles.largeLabel);
GUILayout.EndVertical ();

14
UnityProject/Assets/TestData/TestMat1.mat


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6
UnityProject/MaterialEditor.csproj


<Reference Include="System.Core" />
</ItemGroup>
<ItemGroup>
<Compile Include="Assets\Editor\Material\AssetCallbacks\CreateShaderGraph.cs" />
<Compile Include="Assets\Editor\Material\AssetCallbacks\CreateShaderSubGraph.cs" />
<Compile Include="Assets\Editor\Material\BaseMaterialGraph.cs" />
<Compile Include="Assets\Editor\Material\BaseMaterialGraphGUI.cs" />
<Compile Include="Assets\Editor\Material\Editors\BaseMaterialNodeEditor.cs" />

<Project>{10E97B21-AEA1-4E95-BC6B-717815F18EBE}</Project>
<Name>UnityEngine.Graphs</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<None Include="Assets\Editor\Material\AssetCallbacks\CreateShaderGraph.cs.meta" />
<None Include="Assets\Editor\Material\AssetCallbacks\CreateShaderSubGraph.cs.meta" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.

5
UnityProject/Assets/Editor/Material/AssetCallbacks.meta


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UnityProject/Assets/Graphs/Fresnel.ShaderSubGraph.meta


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文件差异内容过多而无法显示
查看文件

22
UnityProject/Assets/Editor/Material/AssetCallbacks/CreateShaderGraph.cs


using System.IO;
namespace UnityEditor.Graphs.Material
{
public class CreateShaderGraph : EndNameEditActionCallback
{
[MenuItem("Assets/Create/Shader Graph", false, 208)]
public static void CreateMaterialGraph()
{
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreateShaderGraph>(),
"New Shader Graph.ShaderGraph", null, null);
}
public override void Action(int instanceId, string pathName, string resourceFile)
{
var graph = CreateInstance<MaterialGraph>();
graph.name = Path.GetFileName(pathName);
AssetDatabase.CreateAsset(graph, pathName);
graph.CreateSubAssets();
}
}
}

8
UnityProject/Assets/Editor/Material/AssetCallbacks/CreateShaderGraph.cs.meta


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UnityProject/Assets/Editor/Material/AssetCallbacks/CreateShaderSubGraph.cs


using System.IO;
namespace UnityEditor.Graphs.Material
{
public class CreateShaderSubGraph : EndNameEditActionCallback
{
[MenuItem("Assets/Create/Shader Sub-Graph", false, 209)]
public static void CreateMaterialSubGraph()
{
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreateShaderSubGraph>(),
"New Shader SubGraph.ShaderSubGraph", null, null);
}
public override void Action(int instanceId, string pathName, string resourceFile)
{
var graph = CreateInstance<MaterialSubGraph>();
graph.name = Path.GetFileName(pathName);
AssetDatabase.CreateAsset(graph, pathName);
graph.CreateSubAssets();
}
}
}

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/UnityProject/Assets/Graphs/Fresnel.ShaderGraph.meta → /UnityProject/Assets/Graphs/FresnelFromSGraph.ShaderGraph.meta

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