using System.IO; using UnityEditor.ProjectWindowCallback; namespace UnityEditor.ShaderGraph { public class CreateShaderGraph : EndNameEditAction { [MenuItem("Assets/Create/Shader Graph", false, 208)] public static void CreateMaterialGraph() { ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance(), "New Shader Graph.ShaderGraph", null, null); } public override void Action(int instanceId, string pathName, string resourceFile) { var graph = new MaterialGraph(); graph.AddNode(new PBRMasterNode()); File.WriteAllText(pathName, EditorJsonUtility.ToJson(graph)); AssetDatabase.Refresh(); } } }