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109 行
3.6 KiB
109 行
3.6 KiB
using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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namespace UnityEditor.MaterialGraph
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{
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public class MaterialGraph : ScriptableObject
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{
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[SerializeField]
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private MaterialOptions m_MaterialOptions;
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[SerializeField]
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private PixelGraph m_PixelGraph;
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public int GetShaderInstanceID()
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{
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return -1;
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//return m_Shader.GetInstanceID();
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}
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public MaterialOptions materialOptions { get { return m_MaterialOptions; } }
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public BaseMaterialGraph currentGraph { get { return m_PixelGraph; } }
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public void OnEnable()
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{
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if (m_MaterialOptions == null)
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{
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m_MaterialOptions = CreateInstance<MaterialOptions>();
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m_MaterialOptions.Init();
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m_MaterialOptions.hideFlags = HideFlags.HideInHierarchy;
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}
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if (m_PixelGraph == null)
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{
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m_PixelGraph = CreateInstance<PixelGraph>();
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m_PixelGraph.hideFlags = HideFlags.HideInHierarchy;
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m_PixelGraph.name = name;
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}
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m_PixelGraph.owner = this;
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}
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public void OnDisable()
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{
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// if (m_MaterialProperties != null)
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// m_MaterialProperties.OnChangePreviewState -= OnChangePreviewState;
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}
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public void CreateSubAssets()
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{
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AssetDatabase.AddObjectToAsset(m_MaterialOptions, this);
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AssetDatabase.AddObjectToAsset(m_PixelGraph, this);
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}
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private Material m_Material;
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public Material GetMaterial()
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{
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if (m_PixelGraph == null)
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return null;
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return m_PixelGraph.GetMaterial();
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}
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public void ExportShader(string path)
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{
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List<PropertyGenerator.TextureInfo> configuredTextures;
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var shaderString = ShaderGenerator.GenerateSurfaceShader(this, name, false, out configuredTextures);
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File.WriteAllText(path, shaderString);
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AssetDatabase.Refresh(); // Investigate if this is optimal
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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;
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var shaderImporter = AssetImporter.GetAtPath(path) as ShaderImporter;
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if (shaderImporter == null)
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return;
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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))
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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))
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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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}
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}
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}
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