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100 行
3.5 KiB
100 行
3.5 KiB
using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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#if UNITY_EDITOR
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using System.Reflection;
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using UnityEditor;
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#endif
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using UnityEngine.Graphing;
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namespace UnityEngine.MaterialGraph
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{
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public class MaterialGraphAsset : AbstractMaterialGraphAsset
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{
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[SerializeField]
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private MaterialGraph m_MaterialGraph = new MaterialGraph();
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[SerializeField]
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private Shader m_GeneratedShader;
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public override IGraph graph
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{
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get { return m_MaterialGraph; }
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}
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#if UNITY_EDITOR
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public static bool ShaderHasError(Shader shader)
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{
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var hasErrorsCall = typeof(ShaderUtil).GetMethod("GetShaderErrorCount", BindingFlags.Static | BindingFlags.NonPublic);
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var result = hasErrorsCall.Invoke(null, new object[] { shader });
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return (int)result != 0;
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}
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public bool RegenerateInternalShader()
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{
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if (m_MaterialGraph.masterNode == null)
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return false;
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var path = "Assets/GraphTemp.shader";
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List<PropertyGenerator.TextureInfo> configuredTextures;
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var shaderString = m_MaterialGraph.masterNode.GetFullShader(GenerationMode.ForReals, out configuredTextures);
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File.WriteAllText(path, shaderString);
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AssetDatabase.ImportAsset(path);
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var shader = AssetDatabase.LoadAssetAtPath(path, typeof(Shader)) as Shader;
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if (shader == null)
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return false;
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var shaderImporter = AssetImporter.GetAtPath(path) as ShaderImporter;
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if (shaderImporter == null)
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return false;
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var textureNames = new List<string>();
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var textures = new List<Texture>();
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foreach (var textureInfo in configuredTextures.Where(x => x.modifiable == TexturePropertyChunk.ModifiableState.Modifiable))
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{
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var texture = EditorUtility.InstanceIDToObject(textureInfo.textureId) as Texture;
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if (texture == null)
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continue;
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textureNames.Add(textureInfo.name);
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textures.Add(texture);
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}
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shaderImporter.SetDefaultTextures(textureNames.ToArray(), textures.ToArray());
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textureNames.Clear();
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textures.Clear();
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foreach (var textureInfo in configuredTextures.Where(x => x.modifiable == TexturePropertyChunk.ModifiableState.NonModifiable))
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{
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var texture = EditorUtility.InstanceIDToObject(textureInfo.textureId) as Texture;
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if (texture == null)
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continue;
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textureNames.Add(textureInfo.name);
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textures.Add(texture);
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}
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shaderImporter.SetNonModifiableTextures(textureNames.ToArray(), textures.ToArray());
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shaderImporter.SaveAndReimport();
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var imported = shaderImporter.GetShader();
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if (m_GeneratedShader == null)
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{
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m_GeneratedShader = Instantiate(imported);
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AssetDatabase.AddObjectToAsset(m_GeneratedShader, this);
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}
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else
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{
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AssetDatabase.CopyAsset(imported, m_GeneratedShader);
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DestroyImmediate(imported, true);
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}
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AssetDatabase.DeleteAsset(path);
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return true;
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}
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#endif
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private int GetShaderInstanceID()
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{
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return m_GeneratedShader == null ? 0 : m_GeneratedShader.GetInstanceID();
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}
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}
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}
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