您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
137 行
4.6 KiB
137 行
4.6 KiB
using UnityEditor.ShaderGraph;
|
|
using UnityEngine;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using UnityEditor;
|
|
using UnityEditor.Experimental.AssetImporters;
|
|
using UnityEditor.ShaderGraph.Drawing;
|
|
|
|
[ScriptedImporter(13, ShaderGraphImporter.ShaderGraphExtension)]
|
|
public class ShaderGraphImporter : ScriptedImporter
|
|
{
|
|
public const string ShaderGraphExtension = "shadergraph";
|
|
|
|
const string k_ErrorShader = @"
|
|
Shader ""Hidden/GraphErrorShader2""
|
|
{
|
|
SubShader
|
|
{
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma target 2.0
|
|
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
|
|
#include ""UnityCG.cginc""
|
|
|
|
struct appdata_t {
|
|
float4 vertex : POSITION;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct v2f {
|
|
float4 vertex : SV_POSITION;
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
v2f vert (appdata_t v)
|
|
{
|
|
v2f o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
return o;
|
|
}
|
|
fixed4 frag (v2f i) : SV_Target
|
|
{
|
|
return fixed4(1,0,1,1);
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
Fallback Off
|
|
}";
|
|
|
|
|
|
public override void OnImportAsset(AssetImportContext ctx)
|
|
{
|
|
var oldShader = AssetDatabase.LoadAssetAtPath<Shader>(ctx.assetPath);
|
|
if (oldShader != null)
|
|
ShaderUtil.ClearShaderErrors(oldShader);
|
|
|
|
List<PropertyCollector.TextureInfo> configuredTextures;
|
|
var text = GetShaderText(ctx.assetPath, out configuredTextures);
|
|
var shader = ShaderUtil.CreateShaderAsset(text);
|
|
|
|
EditorMaterialUtility.SetShaderDefaults(
|
|
shader,
|
|
configuredTextures.Where(x => x.modifiable).Select(x => x.name).ToArray(),
|
|
configuredTextures.Where(x => x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
|
|
EditorMaterialUtility.SetShaderNonModifiableDefaults(
|
|
shader,
|
|
configuredTextures.Where(x => !x.modifiable).Select(x => x.name).ToArray(),
|
|
configuredTextures.Where(x => !x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
|
|
|
|
ctx.AddObjectToAsset("MainAsset", shader);
|
|
ctx.SetMainObject(shader);
|
|
}
|
|
|
|
static string GetShaderText(string path, out List<PropertyCollector.TextureInfo> configuredTextures)
|
|
{
|
|
string shaderString = null;
|
|
var shaderName = Path.GetFileNameWithoutExtension(path);
|
|
try
|
|
{
|
|
var textGraph = File.ReadAllText(path, Encoding.UTF8);
|
|
var graph = JsonUtility.FromJson<MaterialGraph>(textGraph);
|
|
graph.LoadedFromDisk();
|
|
|
|
if (!string.IsNullOrEmpty(graph.path))
|
|
shaderName = graph.path + "/" + shaderName;
|
|
shaderString = graph.GetShader(shaderName, GenerationMode.ForReals, out configuredTextures);
|
|
}
|
|
catch (Exception)
|
|
{
|
|
// ignored
|
|
}
|
|
configuredTextures = new List<PropertyCollector.TextureInfo>();
|
|
return shaderString ?? k_ErrorShader.Replace("Hidden/GraphErrorShader2", shaderName);
|
|
}
|
|
}
|
|
|
|
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 OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
|
|
{
|
|
MaterialGraphEditWindow[] windows = Resources.FindObjectsOfTypeAll<MaterialGraphEditWindow>();
|
|
foreach (var matGraphEditWindow in windows)
|
|
{
|
|
matGraphEditWindow.forceRedrawPreviews = true;
|
|
}
|
|
RegisterShaders(importedAssets);
|
|
}
|
|
}
|