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86 行
2.6 KiB

using UnityEditor.Experimental.AssetImporters;
using UnityEngine.MaterialGraph;
using UnityEngine;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
#if UNITY_EDITOR
using System.Reflection;
using UnityEditor;
#endif
using UnityEngine.Graphing;
using System.Text;
[ScriptedImporter(1, "ShaderGraph")]
public class ShaderGraphImporter : ScriptedImporter
{
public override void OnImportAsset(AssetImportContext ctx)
{
var textGraph = File.ReadAllText(ctx.assetPath, Encoding.UTF8);
var graph = JsonUtility.FromJson<MaterialGraph>(textGraph);
if (graph == null)
return;
var graphAsset = ScriptableObject.CreateInstance<MaterialGraphAsset> ();
graphAsset.materialGraph = graph;
ctx.SetMainAsset("MainAsset", graphAsset);
var shader = RegenerateShader (graphAsset);
if (shader == null)
return;
ctx.AddSubAsset("Shader", shader);
}
public Shader RegenerateShader(MaterialGraphAsset asset)
{
IMasterNode masterNode = asset.materialGraph.masterNode;
if (masterNode == null)
return null;
var path = "Assets/UnityShaderEditor/Editor/HelperShader.shader";
List<PropertyGenerator.TextureInfo> configuredTextures;
var shaderString = masterNode.GetFullShader(GenerationMode.ForReals, out configuredTextures);
var shader = AssetDatabase.LoadAssetAtPath(path, typeof(Shader)) as Shader;
if (shader == null)
return null;
File.WriteAllText (path, shaderString);
ShaderUtil.UpdateShaderAsset (shader, shaderString);
var shaderImporter = AssetImporter.GetAtPath(path) as ShaderImporter;
if (shaderImporter == null)
return null;
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();
return imported;
}
}