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[mat graph] Nested shader now lives inside graph asset. This is used by the material inspector :)

/main
Tim Cooper 8 年前
当前提交
9f1103ac
共有 42 个文件被更改,包括 864 次插入2265 次删除
  1. 64
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/AbstractGraphEditWindow.cs
  2. 18
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/DrawData/TitleBarDrawData.cs
  3. 34
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/Drawer/TitleBarDrawer.cs
  4. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/AssetCallbacks/CreateShaderGraph.cs
  5. 15
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/DrawData/NodePreviewDrawData.cs
  6. 12
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/MaterialGraphView.cs
  7. 998
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/WithSubGraph.ShaderGraph
  8. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/WithSubGraph.ShaderGraph.meta
  9. 30
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/cracks.ShaderSubGraph
  10. 10
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/fresnel.ShaderSubGraph
  11. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/PropertyNodeTests.cs
  12. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/ShaderGenerationTest.cs
  13. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/AbstractMaterialGraphTests.cs
  14. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/DynamicSlotTests.cs
  15. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/FixedSlotTests.cs
  16. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/Function1InputTests.cs
  17. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/Function2InputTests.cs
  18. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/Function3InputTests.cs
  19. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/MaterialGraphTests.cs
  20. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/MaterialNodeTests.cs
  21. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/MaterialSlotTests.cs
  22. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/PixelShaderNodeTests.cs
  23. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/PropertyNodeTests.cs
  24. 51
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Graphs/MaterialGraph.cs
  25. 86
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Graphs/MaterialGraphAsset.cs
  26. 39
      MaterialGraphProject/ProjectSettings/GraphicsSettings.asset
  27. 287
      MaterialGraphProject/ProjectSettings/ProjectSettings.asset
  28. 2
      MaterialGraphProject/ProjectSettings/ProjectVersion.txt
  29. 145
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/SimpleGraph.ShaderGraph
  30. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/SimpleGraph.ShaderGraph.meta
  31. 295
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/New Shader Graph.ShaderGraph
  32. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/New Shader Graph.ShaderGraph.meta
  33. 300
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/blah.ShaderGraph
  34. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/blah.ShaderGraph.meta
  35. 271
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/new.ShaderGraph
  36. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/new.ShaderGraph.meta
  37. 36
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/something.ShaderGraph
  38. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/something.ShaderGraph.meta
  39. 12
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Graphs/PixelGraph.cs.meta
  40. 54
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Graphs/PixelGraph.cs
  41. 263
      MaterialGraphProject/Assets/assetr.ShaderSubGraph
  42. 8
      MaterialGraphProject/Assets/assetr.ShaderSubGraph.meta

64
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/AbstractGraphEditWindow.cs


}
/*
private void ConvertSelectionToSubGraph()
{
if (m_Canvas.dataSource == null)

m_Canvas.selection.Add(toSelect);
}
m_Canvas.Repaint();
}
private void Rebuild()
{
if (m_Canvas == null || m_LastSelection == null)
return;
m_DataSource.graphAsset = m_LastSelection;
m_Canvas.ReloadData();
}*/
/* void OnGUI()
{
m_HostWindow = this;
if (m_Canvas == null)
{
InitializeCanvas();
}
if (m_LastSelection == null || m_LastSelection.graph == null)
{
GUILayout.Label("No Graph selected");
return;
}
m_Canvas.OnGUI(this, new Rect(0, 0, position.width - 250, position.height));
if (GUI.Button(new Rect(position.width - 250, 0, 250, 50), "Convert to Sub-Graph"))
ConvertSelectionToSubGraph();
if (GUI.Button(new Rect(position.width - 250, 70, 250, 50), "Export"))
Export(false);
if (GUI.Button(new Rect(position.width - 250, 140, 250, 50), "Export - quick"))
Export(true);
EditorGUI.ObjectField(new Rect(position.width - 250, 210, 250, 50), rt, typeof(RenderTexture), false);
}*/
/*public void RenderOptions(MaterialGraph graph)
{
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
EditorGUILayout.BeginVertical();
m_ScrollPos = GUILayout.BeginScrollView(m_ScrollPos, EditorStyles.textArea, GUILayout.width(250), GUILayout.ExpandHeight(true));
graph.materialOptions.DoGUI();
EditorGUILayout.Separator();
m_NodeExpanded = MaterialGraphStyles.Header("Selected", m_NodeExpanded);
if (m_NodeExpanded)
DrawableMaterialNode.OnGUI(m_Canvas.selection);
GUILayout.EndScrollView();
if (GUILayout.Button("Export"))
m_DataSource.Export(false);
GUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
}*/
public void OnBeforeSerialize()

18
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/DrawData/TitleBarDrawData.cs


using UnityEngine;
using UnityEngine;
using UnityEngine.MaterialGraph;
namespace UnityEditor.Graphing.Drawing
{

currentGraphItem.text = graphAsset != null ? graphAsset.GetScriptableObject().name : "";
m_leftItems.Add(currentGraphItem);
var updateAsset = CreateInstance<TitleBarButtonDrawData>();
updateAsset.text = "Update Asset";
updateAsset.onClick += UpdateAsset;
m_leftItems.Add(updateAsset);
var showInProjectItem = CreateInstance<TitleBarButtonDrawData>();
showInProjectItem.text = "Show in project";
showInProjectItem.onClick += OnShowInProjectClick;

if (m_graphAsset != null)
EditorGUIUtility.PingObject(m_graphAsset.GetScriptableObject());
}
void UpdateAsset()
{
if (m_graphAsset != null && m_graphAsset is MaterialGraphAsset)
{
var mg = (MaterialGraphAsset)m_graphAsset;
mg.RegenerateInternalShader();
}
}
}
}

34
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/Drawer/TitleBarDrawer.cs


using System.Collections.Generic;
using System.Collections.Generic;
using RMGUI.GraphView;
using UnityEngine.RMGUI;
using UnityEngine.RMGUI.StyleSheets;

[StyleSheet("Assets/GraphFramework/SerializableGraph/Editor/Drawing/Styles/TitleBar.uss")]
public class TitleBarDrawer : DataWatchContainer
{
TitleBarDrawData m_dataProvider;
VisualContainer m_leftContainer;
VisualContainer m_rightContainer;
TitleBarDrawData m_DataProvider;
VisualContainer m_LeftContainer;
VisualContainer m_RightContainer;
get { return m_dataProvider; }
get { return m_DataProvider; }
if (m_dataProvider == value)
if (m_DataProvider == value)
m_dataProvider = value;
m_DataProvider = value;
OnDataChanged();
AddWatch();
}

name = "TitleBar";
zBias = 99;
m_leftContainer = new VisualContainer()
m_LeftContainer = new VisualContainer()
AddChild(m_leftContainer);
AddChild(m_LeftContainer);
m_rightContainer = new VisualContainer()
m_RightContainer = new VisualContainer()
AddChild(m_rightContainer);
AddChild(m_RightContainer);
m_leftContainer.AddChild(new TitleBarButtonDrawer(leftItemData));
m_LeftContainer.AddChild(new TitleBarButtonDrawer(leftItemData));
m_rightContainer.AddChild(new TitleBarButtonDrawer(rightItemData));
m_RightContainer.AddChild(new TitleBarButtonDrawer(rightItemData));
this.dataProvider = dataProvider;
}

if (m_dataProvider == null)
if (m_DataProvider == null)
UpdateContainer(m_leftContainer, m_dataProvider.leftItems);
UpdateContainer(m_rightContainer, m_dataProvider.rightItems);
UpdateContainer(m_LeftContainer, m_DataProvider.leftItems);
UpdateContainer(m_RightContainer, m_DataProvider.rightItems);
}
void UpdateContainer(VisualContainer container, IEnumerable<TitleBarButtonDrawData> itemDatas)

get { return dataProvider; }
}
}
}
}

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/AssetCallbacks/CreateShaderGraph.cs


var graph = CreateInstance<MaterialGraphAsset>();
graph.name = Path.GetFileName(pathName);
AssetDatabase.CreateAsset(graph, pathName);
graph.PostCreate();
}
}
}

15
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/DrawData/NodePreviewDrawData.cs


var localNode = (AbstractMasterNode)m_Node;
if (localNode == null)
return string.Empty;
var shaderName = "Hidden/PreviewShader/" + localNode.GetVariableNameForNode();
//TODO: Need to get the real options somehow
var resultShader = ((AbstractMasterNode) m_Node).GetShader(GenerationMode.Preview, out defaultTextures);
m_GeneratedShaderMode = PreviewMode.Preview3D;
return resultShader;

// if we are in error we sometimes to not properly clean
// out the error flags and will stay in error, even
// if we are now valid
if (m_PreviewShader && ShaderHasError(m_PreviewShader))
if (m_PreviewShader && MaterialGraphAsset.ShaderHasError(m_PreviewShader))
{
Object.DestroyImmediate(m_PreviewShader, true);
m_PreviewShader = null;

ShaderUtil.UpdateShaderAsset(m_PreviewShader, resultShader);
}
return !ShaderHasError(m_PreviewShader);
return !MaterialGraphAsset.ShaderHasError(m_PreviewShader);
public static bool ShaderHasError(Shader shader)
{
var hasErrorsCall = typeof(ShaderUtil).GetMethod("GetShaderErrorCount", BindingFlags.Static | BindingFlags.NonPublic);
var result = hasErrorsCall.Invoke(null, new object[] {shader});
return (int)result != 0;
}
/// <summary>
/// RenderPreview gets called in OnPreviewGUI. Nodes can override

12
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/MaterialGraphView.cs


using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using RMGUI.GraphView;
using UnityEditor.Graphing.Drawing;

dataMapper[typeof(MaterialNodeDrawData)] = typeof(MaterialNodeDrawer);
dataMapper[typeof(AnchorDrawData)] = typeof(NodeAnchor);
dataMapper[typeof(EdgeData)] = typeof(Edge);
var dictionary = new Dictionary<Event, ShortcutDelegate>();
dictionary[Event.KeyboardEvent("^F1")] = Export;
AddManipulator(new ShortcutHandler(dictionary));
}
public virtual bool CanAddToNodeMenu(Type type)

graphDataSource.AddNode(node);
}
/*
public EventPropagation Export()
{
var path = EditorUtility.SaveFilePanelInProject("Export shader to file...", "shader.shader", "shader", "Enter file name");

if (graphAsset == null)
return null;
var materialGraph = graphAsset.graph as PixelGraph;
var materialGraph = graphAsset.graph as UnityEngine.MaterialGraph.MaterialGraph;
if (materialGraph == null)
return null;

shaderImporter.SaveAndReimport();
return shaderImporter.GetShader();
}
}*/
}
}

998
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/WithSubGraph.ShaderGraph
文件差异内容过多而无法显示
查看文件

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/WithSubGraph.ShaderGraph.meta


fileFormatVersion: 2
guid: 2c3654e7d0c3aee429e89c0e28926b80
timeCreated: 1469619846
guid: 97e2a6f6d9f53164aacadb709eef5237
timeCreated: 1480680692
licenseType: Pro
NativeFormatImporter:
userData:

30
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/cracks.ShaderSubGraph


JSONnodeData: "{\n \"m_GuidSerialized\": \"be9ff4e1-caa8-4e27-afa3-cb97b096423e\",\n
\ \"m_Name\": \"SubGraphInputs\",\n \"m_DrawData\": {\n \"m_Expanded\":
true,\n \"m_Position\": {\n \"serializedVersion\": \"2\",\n
\ \"x\": 0.0,\n \"y\": 0.0,\n \"width\": 0.0,\n
\ \"height\": 0.0\n }\n },\n \"m_SerializableSlots\":
[\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEngine.MaterialGraph.MaterialSlot\",\n
\ \"assemblyName\": \"Assembly-CSharp\"\n },\n \"JSONnodeData\":
\"{\\n \\\"m_Id\\\": -1,\\n \\\"m_DisplayName\\\": \\\"Input 1\\\",\\n
\ \\\"m_SlotType\\\": 1,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_ValueType\\\":
1,\\n \\\"m_DefaultValue\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\":
\ \"x\": -1179.3194580078125,\n \"y\": 304.45880126953127,\n
\ \"width\": 0.0,\n \"height\": 0.0\n }\n },\n
\ \"m_SerializableSlots\": [\n {\n \"typeInfo\": {\n \"fullName\":
\"UnityEngine.MaterialGraph.MaterialSlot\",\n \"assemblyName\":
\"Assembly-CSharp\"\n },\n \"JSONnodeData\": \"{\\n
\ \\\"m_Id\\\": -1,\\n \\\"m_DisplayName\\\": \\\"Input 1\\\",\\n \\\"m_SlotType\\\":
1,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_ValueType\\\": 1,\\n
\ \\\"m_DefaultValue\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\":
0.0,\\n \\\"z\\\": 0.0,\\n \\\"w\\\": 0.0\\n },\\n \\\"m_CurrentValue\\\":
{\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\":
0.0,\\n \\\"w\\\": 0.0\\n },\\n \\\"m_ConcreteValueType\\\":

JSONnodeData: "{\n \"m_GuidSerialized\": \"f1a71249-a296-4de6-a298-98da37ae3e1e\",\n
\ \"m_Name\": \"SubGraphOutputs\",\n \"m_DrawData\": {\n \"m_Expanded\":
true,\n \"m_Position\": {\n \"serializedVersion\": \"2\",\n
\ \"x\": 0.0,\n \"y\": 0.0,\n \"width\": 0.0,\n
\ \"height\": 0.0\n }\n },\n \"m_SerializableSlots\":
[\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEngine.MaterialGraph.MaterialSlot\",\n
\ \"assemblyName\": \"Assembly-CSharp\"\n },\n \"JSONnodeData\":
\"{\\n \\\"m_Id\\\": 1,\\n \\\"m_DisplayName\\\": \\\"Output 1\\\",\\n
\ \\\"m_SlotType\\\": 0,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_ValueType\\\":
1,\\n \\\"m_DefaultValue\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\":
\ \"x\": 1.8341208696365357,\n \"y\": 159.56576538085938,\n
\ \"width\": 0.0,\n \"height\": 0.0\n }\n },\n
\ \"m_SerializableSlots\": [\n {\n \"typeInfo\": {\n \"fullName\":
\"UnityEngine.MaterialGraph.MaterialSlot\",\n \"assemblyName\":
\"Assembly-CSharp\"\n },\n \"JSONnodeData\": \"{\\n
\ \\\"m_Id\\\": 1,\\n \\\"m_DisplayName\\\": \\\"Output 1\\\",\\n \\\"m_SlotType\\\":
0,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_ValueType\\\": 1,\\n
\ \\\"m_DefaultValue\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\":
0.0,\\n \\\"z\\\": 0.0,\\n \\\"w\\\": 0.0\\n },\\n \\\"m_CurrentValue\\\":
{\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\":
0.0,\\n \\\"w\\\": 0.0\\n },\\n \\\"m_ConcreteValueType\\\":

10
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/fresnel.ShaderSubGraph


4,\\n \\\"m_ShaderOutputName\\\": \\\"Output1\\\"\\n}\"\n }\n ],\n
\ \"m_OutputPrecision\": 1\n}"
- typeInfo:
fullName: UnityEngine.MaterialGraph.ViewDirectionNode
fullName: UnityEngine.MaterialGraph.WorldSpaceViewDirectionNode
assemblyName: Assembly-CSharp
JSONnodeData: "{\n \"m_GuidSerialized\": \"e8000378-07ad-437c-b2a1-4e807bf69c3c\",\n
\ \"m_Name\": \"View Direction\",\n \"m_DrawData\": {\n \"m_Expanded\":

\ }\n },\n \"m_SerializableSlots\": [\n {\n \"typeInfo\":
{\n \"fullName\": \"UnityEngine.MaterialGraph.MaterialSlot\",\n
\ \"assemblyName\": \"Assembly-CSharp\"\n },\n \"JSONnodeData\":
\"{\\n \\\"m_Id\\\": 0,\\n \\\"m_DisplayName\\\": \\\"ViewDirection\\\",\\n
\"{\\n \\\"m_Id\\\": 0,\\n \\\"m_DisplayName\\\": \\\"worldSpaceViewDirection\\\",\\n
3,\\n \\\"m_ShaderOutputName\\\": \\\"ViewDirection\\\"\\n}\"\n }\n
\ ],\n \"m_OutputPrecision\": 1\n}"
3,\\n \\\"m_ShaderOutputName\\\": \\\"worldSpaceViewDirection\\\"\\n}\"\n
\ }\n ],\n \"m_OutputPrecision\": 1\n}"
fullName: UnityEngine.MaterialGraph.NormalNode
fullName: UnityEngine.MaterialGraph.WorldSpaceNormalNode
assemblyName: Assembly-CSharp
JSONnodeData: "{\n \"m_GuidSerialized\": \"d31d4a7e-3a4a-4a1d-88c6-2987a58ae1d5\",\n
\ \"m_Name\": \"Normal\",\n \"m_DrawData\": {\n \"m_Expanded\":

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/PropertyNodeTests.cs


[TestFixture]
public class PropertyNodeTests
{
private PixelGraph m_Graph;
private UnityEngine.MaterialGraph.MaterialGraph m_Graph;
private TextureNode m_TextureNode;
[TestFixtureSetUp]

[SetUp]
public void TestSetUp()
{
m_Graph = new PixelGraph();
m_Graph = new UnityEngine.MaterialGraph.MaterialGraph();
m_TextureNode = new TextureNode();
m_Graph.AddNode(m_TextureNode);
}

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/ShaderGenerationTest.cs


Assert.IsNotNull(graphAsset, "Graph asset not found");
var materialGraph = graphAsset.graph as PixelGraph;
var materialGraph = graphAsset.graph as UnityEngine.MaterialGraph.MaterialGraph;
Assert.IsNotNull(materialGraph);
// Generate the shader

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/AbstractMaterialGraphTests.cs


[Test]
public void TestCreatePixelShaderGraphWorks()
{
var graph = new PixelGraph();
var graph = new UnityEngine.MaterialGraph.MaterialGraph();
Assert.AreEqual(0, graph.GetNodes<AbstractMaterialNode>().Count());
var psn = new MetallicMasterNode();

[Test]
public void TestCanAddMultipleMasterNode()
{
var graph = new PixelGraph();
var graph = new UnityEngine.MaterialGraph.MaterialGraph();
Assert.AreEqual(0, graph.GetNodes<AbstractMaterialNode>().Count());
var psn = new MetallicMasterNode();

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/DynamicSlotTests.cs


[TestFixture]
public class DynamicSlotTests
{
private PixelGraph m_Graph;
private UnityEngine.MaterialGraph.MaterialGraph m_Graph;
private DynamicNode m_DynamicNode;
private TestNode m_StaticNode;

[SetUp]
public void TestSetUp()
{
m_Graph = new PixelGraph();
m_Graph = new UnityEngine.MaterialGraph.MaterialGraph();
m_DynamicNode = new DynamicNode();
m_Graph.AddNode(m_DynamicNode);
m_StaticNode = new TestNode();

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/FixedSlotTests.cs


[TestFixture]
public class FixedSlotTests
{
private PixelGraph m_Graph;
private UnityEngine.MaterialGraph.MaterialGraph m_Graph;
private TestNode m_NodeA;
private TestNode m_NodeB;

[SetUp]
public void TestSetUp()
{
m_Graph = new PixelGraph();
m_Graph = new UnityEngine.MaterialGraph.MaterialGraph();
m_NodeA = new TestNode();
m_NodeB = new TestNode();
m_Graph.AddNode(m_NodeA);

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/Function1InputTests.cs


}
}
private PixelGraph m_Graph;
private UnityEngine.MaterialGraph.MaterialGraph m_Graph;
private Vector1Node m_InputOne;
private Function1InputTestNode m_TestNode;

[SetUp]
public void TestSetUp()
{
m_Graph = new PixelGraph();
m_Graph = new UnityEngine.MaterialGraph.MaterialGraph();
m_InputOne = new Vector1Node();
m_TestNode = new Function1InputTestNode();

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/Function2InputTests.cs


}
}
private PixelGraph m_Graph;
private UnityEngine.MaterialGraph.MaterialGraph m_Graph;
private Vector1Node m_InputOne;
private Vector1Node m_InputTwo;
private Function2InputTestNode m_TestNode;

[SetUp]
public void TestSetUp()
{
m_Graph = new PixelGraph();
m_Graph = new UnityEngine.MaterialGraph.MaterialGraph();
m_InputOne = new Vector1Node();
m_InputTwo = new Vector1Node();
m_TestNode = new Function2InputTestNode();

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/Function3InputTests.cs


}
}
private PixelGraph m_Graph;
private UnityEngine.MaterialGraph.MaterialGraph m_Graph;
private Vector1Node m_InputOne;
private Vector1Node m_InputTwo;
private Vector1Node m_InputThree;

[SetUp]
public void TestSetUp()
{
m_Graph = new PixelGraph();
m_Graph = new UnityEngine.MaterialGraph.MaterialGraph();
m_InputOne = new Vector1Node();
m_InputTwo = new Vector1Node();
m_InputThree = new Vector1Node();

8
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/MaterialGraphTests.cs


{
var graph = new UnityEngine.MaterialGraph.MaterialGraph();
Assert.IsNotNull(graph.currentGraph);
graph.PostCreate();
Assert.AreEqual(0, graph.currentGraph.GetNodes<AbstractMaterialNode>().Count());
Assert.IsNotNull(graph);
Assert.AreEqual(0, graph.GetNodes<AbstractMaterialNode>().Count());
}
}
}

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/MaterialNodeTests.cs


[TestFixture]
public class MaterialNodeTests
{
private PixelGraph m_Graph;
private UnityEngine.MaterialGraph.MaterialGraph m_Graph;
private TestNode m_NodeA;
class TestNode : AbstractMaterialNode

[SetUp]
public void TestSetUp()
{
m_Graph = new PixelGraph();
m_Graph = new UnityEngine.MaterialGraph.MaterialGraph();
m_NodeA = new TestNode();
m_Graph.AddNode(m_NodeA);
}

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/MaterialSlotTests.cs


[TestFixture]
public class MaterialSlotTests
{
private PixelGraph m_Graph;
private UnityEngine.MaterialGraph.MaterialGraph m_Graph;
private TestNode m_NodeA;
class TestNode : AbstractMaterialNode

[SetUp]
public void TestSetUp()
{
m_Graph = new PixelGraph();
m_Graph = new UnityEngine.MaterialGraph.MaterialGraph();
m_NodeA = new TestNode();
m_Graph.AddNode(m_NodeA);
}

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/PixelShaderNodeTests.cs


[TestFixture]
public class PixelShaderNodeTests
{
private PixelGraph m_Graph;
private UnityEngine.MaterialGraph.MaterialGraph m_Graph;
private Vector1Node m_InputOne;
private AbsoluteNode m_Abs;
private MetallicMasterNode m_PixelNode;

[SetUp]
public void TestSetUp()
{
m_Graph = new PixelGraph();
m_Graph = new UnityEngine.MaterialGraph.MaterialGraph();
m_PixelNode = new MetallicMasterNode();
m_InputOne = new Vector1Node();
m_Abs = new AbsoluteNode();

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/UnitTests/PropertyNodeTests.cs


}
}
private PixelGraph m_Graph;
private UnityEngine.MaterialGraph.MaterialGraph m_Graph;
private Vector1Node m_Vector1Node;
private Vector2Node m_Vector2Node;
private Vector3Node m_Vector3Node;

[SetUp]
public void TestSetUp()
{
m_Graph = new PixelGraph();
m_Graph = new UnityEngine.MaterialGraph.MaterialGraph();
m_Vector1Node = new Vector1Node();
m_Vector2Node = new Vector2Node();
m_Vector3Node = new Vector3Node();

51
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Graphs/MaterialGraph.cs


using System;
using System.Linq;
public class MaterialGraph
public class MaterialGraph : AbstractMaterialGraph
[SerializeField]
private PixelGraph m_PixelGraph;
[NonSerialized]
private Guid m_ActiveMasterNodeGUID;
private string m_Name;
private string m_ActiveMasterNodeGUIDSerialized;
public string name
public MaterialGraph()
get { return m_Name; }
set { m_Name = value; }
m_ActiveMasterNodeGUID = Guid.NewGuid();
public MaterialGraph()
public IMasterNode masterNode
m_PixelGraph = new PixelGraph();
get
{
var found = GetNodeFromGuid(m_ActiveMasterNodeGUID) as IMasterNode;
if (found != null)
return found;
return GetNodes<IMasterNode>().FirstOrDefault();
}
public AbstractMaterialGraph currentGraph
public string name
get { return m_PixelGraph; }
get { return "Graph_ " + masterNode.GetVariableNameForNode(); }
/*
public Material GetMaterial()
public override void OnBeforeSerialize()
if (m_PixelGraph == null)
return null;
base.OnBeforeSerialize();
return m_PixelGraph.GetMaterial();
}*/
public void PostCreate()
m_ActiveMasterNodeGUIDSerialized = m_ActiveMasterNodeGUID.ToString();
}
public override void OnAfterDeserialize()
//m_PixelGraph.AddNode(new PixelShaderNode());
base.OnAfterDeserialize();
if (!string.IsNullOrEmpty(m_ActiveMasterNodeGUIDSerialized))
m_ActiveMasterNodeGUID = new Guid(m_ActiveMasterNodeGUIDSerialized);
else
m_ActiveMasterNodeGUID = Guid.NewGuid();
}
}
}

86
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Graphs/MaterialGraphAsset.cs


using System.Collections.Generic;
using System.IO;
#if UNITY_EDITOR
using System.Reflection;
using UnityEditor;
#endif
using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph

[SerializeField]
private MaterialGraph m_MaterialGraph = new MaterialGraph();
[SerializeField]
private Shader m_GeneratedShader;
get { return m_MaterialGraph.currentGraph; }
get { return m_MaterialGraph; }
}
public bool shouldRepaint

graph.OnEnable();
}
public Material GetMaterial()
#if UNITY_EDITOR
public static bool ShaderHasError(Shader shader)
return null;
var hasErrorsCall = typeof(ShaderUtil).GetMethod("GetShaderErrorCount", BindingFlags.Static | BindingFlags.NonPublic);
var result = hasErrorsCall.Invoke(null, new object[] { shader });
return (int)result != 0;
public void PostCreate()
public bool RegenerateInternalShader()
m_MaterialGraph.PostCreate();
if (m_MaterialGraph.masterNode == null)
return false;
var path = "Assets/GraphTemp.shader";
List<PropertyGenerator.TextureInfo> configuredTextures;
var shaderString = m_MaterialGraph.masterNode.GetShader(GenerationMode.ForReals, out configuredTextures);
File.WriteAllText(path, shaderString);
AssetDatabase.ImportAsset(path);
var shader = AssetDatabase.LoadAssetAtPath(path, typeof(Shader)) as Shader;
if (shader == null)
return false;
var shaderImporter = AssetImporter.GetAtPath(path) as ShaderImporter;
if (shaderImporter == null)
return false;
var textureNames = new List<string>();
var textures = new List<Texture>();
foreach (var textureInfo in configuredTextures.Where(x => x.modifiable == TexturePropertyChunk.ModifiableState.Modifiable))
{
var texture = EditorUtility.InstanceIDToObject(textureInfo.textureId) as Texture;
if (texture == null)
continue;
textureNames.Add(textureInfo.name);
textures.Add(texture);
}
shaderImporter.SetDefaultTextures(textureNames.ToArray(), textures.ToArray());
textureNames.Clear();
textures.Clear();
foreach (var textureInfo in configuredTextures.Where(x => x.modifiable == TexturePropertyChunk.ModifiableState.NonModifiable))
{
var texture = EditorUtility.InstanceIDToObject(textureInfo.textureId) as Texture;
if (texture == null)
continue;
textureNames.Add(textureInfo.name);
textures.Add(texture);
}
shaderImporter.SetNonModifiableTextures(textureNames.ToArray(), textures.ToArray());
shaderImporter.SaveAndReimport();
var imported = shaderImporter.GetShader();
if (m_GeneratedShader == null)
{
m_GeneratedShader = Instantiate(imported);
}
else
{
var oldID = m_GeneratedShader.GetInstanceID();
DestroyImmediate(m_GeneratedShader, true);
var newAsset = Instantiate(imported, oldID);
m_GeneratedShader = newAsset;
}
AssetDatabase.AddObjectToAsset(m_GeneratedShader, this);
AssetDatabase.DeleteAsset(path);
return true;
}
#endif
private int GetShaderInstanceID()
{
return m_GeneratedShader == null ? 0 : m_GeneratedShader.GetInstanceID();
}
}
}

39
MaterialGraphProject/ProjectSettings/GraphicsSettings.asset


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2
MaterialGraphProject/ProjectSettings/ProjectVersion.txt


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145
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Testing/IntegrationTests/Graphs/SimpleGraph.ShaderGraph


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MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Graphs/PixelGraph.cs


using System;
using System.Linq;
using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Serializable]
public class PixelGraph : AbstractMaterialGraph
{
[NonSerialized]
private Guid m_ActiveMasterNodeGUID;
[SerializeField]
private string m_ActiveMasterNodeGUIDSerialized;
public PixelGraph()
{
m_ActiveMasterNodeGUID = Guid.NewGuid();
}
public IMasterNode masterNode
{
get
{
var found = GetNodeFromGuid(m_ActiveMasterNodeGUID) as IMasterNode;
if (found != null)
return found;
return GetNodes<IMasterNode>().FirstOrDefault();
}
}
public string name
{
get { return "Graph_ " + masterNode.GetVariableNameForNode(); }
}
public override void OnBeforeSerialize()
{
base.OnBeforeSerialize();
m_ActiveMasterNodeGUIDSerialized = m_ActiveMasterNodeGUID.ToString();
}
public override void OnAfterDeserialize()
{
base.OnAfterDeserialize();
if (!string.IsNullOrEmpty(m_ActiveMasterNodeGUIDSerialized))
m_ActiveMasterNodeGUID = new Guid(m_ActiveMasterNodeGUIDSerialized);
else
m_ActiveMasterNodeGUID = Guid.NewGuid();
}
}
}

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8
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