using UnityEngine; using System; using System.IO; using System.Linq; using UnityEditor; using UnityEditor.ShaderGraph.Drawing; namespace UnityEditor.ShaderGraph { class ShaderGraphAssetPostProcessor : AssetPostprocessor { static void RegisterShaders(string[] paths) { foreach (var path in paths) { if (!path.EndsWith(ShaderGraphImporter.ShaderGraphExtension, StringComparison.InvariantCultureIgnoreCase)) continue; var mainObj = AssetDatabase.LoadMainAssetAtPath(path); if (mainObj is Shader) ShaderUtil.RegisterShader((Shader)mainObj); var objs = AssetDatabase.LoadAllAssetRepresentationsAtPath(path); foreach (var obj in objs) { if (obj is Shader) ShaderUtil.RegisterShader((Shader)obj); } } } static void UpdateAfterAssetChange(string[] newNames) { // This will change the title of the window. MaterialGraphEditWindow[] windows = Resources.FindObjectsOfTypeAll(); foreach (var matGraphEditWindow in windows) { for (int i = 0; i < newNames.Length; ++i) { if (matGraphEditWindow.selectedGuid == AssetDatabase.AssetPathToGUID(newNames[i])) matGraphEditWindow.assetName = Path.GetFileNameWithoutExtension(newNames[i]).Split('/').Last(); } } } static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { MaterialGraphEditWindow[] windows = Resources.FindObjectsOfTypeAll(); foreach (var matGraphEditWindow in windows) { matGraphEditWindow.forceRedrawPreviews = true; } RegisterShaders(importedAssets); bool anyShaders = movedAssets.Any(val => val.EndsWith(ShaderGraphImporter.ShaderGraphExtension, StringComparison.InvariantCultureIgnoreCase)); anyShaders |= movedAssets.Any(val => val.EndsWith("shadersubgraph", StringComparison.InvariantCultureIgnoreCase)); if (anyShaders) UpdateAfterAssetChange(movedAssets); } } }