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