using System.IO; using System.Linq; using UnityEngine; namespace UnityEditor { internal static class DefaultShaderIncludes { public static string GetAssetsPackagePath() { var packageDirectories = Directory.GetDirectories(Application.dataPath, "com.unity.shadergraph", SearchOption.AllDirectories); return packageDirectories.Length == 0 ? null : Path.GetFullPath(packageDirectories.First()); } public static string GetRepositoryPath() { var path = GetAssetsPackagePath(); if (path == null) return null; return Path.GetFullPath(Directory.GetParent(path).ToString()); } public static string GetDebugOutputPath() { var path = GetRepositoryPath(); if (path == null) return null; path = Application.dataPath + "/DebugOutput";// Path.Combine(path, "DebugOutput"); return Directory.Exists(path) ? path : null; } [ShaderIncludePath] public static string[] GetPaths() { return new[] { GetAssetsPackagePath() ?? Path.GetFullPath("Packages/com.unity.shadergraph") }; } } }