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62 行
2.4 KiB

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<MaterialGraphEditWindow>();
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<MaterialGraphEditWindow>();
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);
}
}
}