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