浏览代码
Menu Items : Create Custom Material / Custom Processor (#21)
Menu Items : Create Custom Material / Custom Processor (#21)
* Custom Material Shader Generator * Custom Processor Template * Updated Documentation * Fixed Custom Processor Class Name Generation/main
GitHub
3 年前
当前提交
03b2223e
共有 7 个文件被更改,包括 300 次插入 和 4 次删除
-
9Documentation~/ImageSequencer.md
-
8Editor/ImageSequencer/EditorTemplates.meta
-
159Editor/ImageSequencer/EditorTemplates/ImageSequencerCustomProcessorTemplateFactory.cs
-
11Editor/ImageSequencer/EditorTemplates/ImageSequencerCustomProcessorTemplateFactory.cs.meta
-
106Editor/ImageSequencer/EditorTemplates/ImageSequencerCustomShaderTemplateFactory.cs
-
11Editor/ImageSequencer/EditorTemplates/ImageSequencerCustomShaderTemplateFactory.cs.meta
|
|||
fileFormatVersion: 2 |
|||
guid: 9d239ec7163605d4db190de7c23cb789 |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.IO; |
|||
using System.Linq; |
|||
using System.Text; |
|||
using System.Text.RegularExpressions; |
|||
using UnityEditor.ProjectWindowCallback; |
|||
using UnityEngine; |
|||
|
|||
namespace UnityEditor.Experimental.VFX.Toolbox.ImageSequencer |
|||
{ |
|||
internal class ImageSequencerCustomProcessorTemplateFactory |
|||
{ |
|||
[MenuItem("Assets/Create/Visual Effects/Custom Processor (C#, Shader)", priority = 322)] |
|||
static void CreateStaticEditorShaderTemplate() |
|||
{ |
|||
var icon = EditorGUIUtility.FindTexture("Shader Icon"); |
|||
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateImageSequencerCustomProcessor>(), "New Custom Processor.cs", icon, null); |
|||
} |
|||
|
|||
public static MonoScript CreateAssetsAtPath(string path) |
|||
{ |
|||
string name = path.Split('/').Last().Replace(".cs", ""); |
|||
|
|||
string shaderPath = path.Replace(".cs", ".shader"); |
|||
|
|||
StringBuilder sb_shader = new StringBuilder(); |
|||
sb_shader.AppendFormat("Shader \"Hidden/VFXToolbox/ImageSequencer/{0}\"", name); |
|||
sb_shader.Append(@"
|
|||
{ |
|||
Properties |
|||
{ |
|||
_MainTex(""Texture"", 2D) = ""white"" {} |
|||
} |
|||
SubShader |
|||
{ |
|||
// No culling or depth
|
|||
Cull Off ZWrite Off ZTest Always |
|||
|
|||
Pass |
|||
{ |
|||
CGPROGRAM |
|||
#pragma vertex vert
|
|||
#pragma fragment frag
|
|||
|
|||
# include ""UnityCG.cginc"" |
|||
|
|||
struct appdata |
|||
{ |
|||
float4 vertex : POSITION; |
|||
float2 uv : TEXCOORD0; |
|||
}; |
|||
|
|||
struct v2f |
|||
{ |
|||
float2 uv : TEXCOORD0; |
|||
float4 vertex : SV_POSITION; |
|||
}; |
|||
|
|||
sampler2D _MainTex; |
|||
|
|||
v2f vert(appdata v) |
|||
{ |
|||
v2f o; |
|||
o.vertex = UnityObjectToClipPos(v.vertex); |
|||
o.uv = v.uv; |
|||
return o; |
|||
} |
|||
|
|||
fixed4 frag(v2f i) : SV_Target |
|||
{ |
|||
return tex2D(_MainTex, i.uv); |
|||
} |
|||
ENDCG |
|||
} |
|||
} |
|||
}");
|
|||
File.WriteAllText(shaderPath, sb_shader.ToString()); |
|||
AssetDatabase.ImportAsset(shaderPath); |
|||
|
|||
|
|||
StringBuilder sb_monoScript = new StringBuilder(); |
|||
|
|||
string friendlyName = ObjectNames.NicifyVariableName(name); |
|||
string className = Regex.Replace(name, @"[^0-9a-zA-Z_]+", ""); |
|||
|
|||
Debug.Log(className); |
|||
sb_monoScript.Append(@"using System.Collections;
|
|||
using System.Collections.Generic; |
|||
using UnityEditor; |
|||
using UnityEditor.Experimental.VFX.Toolbox.ImageSequencer; |
|||
using UnityEngine; |
|||
|
|||
");
|
|||
sb_monoScript.AppendFormat("[Processor(\"Category\",\"{0}\")]\n", friendlyName); |
|||
sb_monoScript.AppendFormat("public class {0} : ProcessorBase\n", className); |
|||
sb_monoScript.Append(@"{
|
|||
/// <summary>
|
|||
/// The Shader Path (in the project) of the Shader File
|
|||
/// </summary>
|
|||
");
|
|||
sb_monoScript.AppendFormat(" public override string shaderPath => \"{0}\";", shaderPath); |
|||
|
|||
sb_monoScript.Append(@"
|
|||
|
|||
/// <summary>
|
|||
/// The Processor Name (as it will appear in the list)
|
|||
/// </summary>
|
|||
");
|
|||
sb_monoScript.AppendFormat(" public override string processorName => \"{0}\";", friendlyName); |
|||
sb_monoScript.Append(@"
|
|||
|
|||
/// <summary>
|
|||
/// Default() configures a default instance of the processor
|
|||
/// of the processor (e.g: when it will be added from the menu)
|
|||
/// </summary>
|
|||
public override void Default() |
|||
{ |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// OnInspectorGUI() displays the properties in the left pane editor.
|
|||
/// use the serializedObject to fetch serializedProperties
|
|||
/// </summary>
|
|||
public override bool OnInspectorGUI(bool changed, SerializedObject serializedObject) |
|||
{ |
|||
return changed; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Process(int frame) method is called when the frame needs to be processed.
|
|||
/// ProcessFrame(int, texture) needs to be called in order to run the shader on the full frame.
|
|||
/// You can still perform Graphics.Blit() if you need to perform multiple blits.
|
|||
/// </summary>
|
|||
public override bool Process(int frame) |
|||
{ |
|||
Texture inputFrame = RequestInputTexture(frame); |
|||
ProcessFrame(frame, inputFrame); |
|||
return true; |
|||
} |
|||
}");
|
|||
|
|||
File.WriteAllText(path, sb_monoScript.ToString()); |
|||
AssetDatabase.ImportAsset(path); |
|||
|
|||
return AssetDatabase.LoadAssetAtPath<MonoScript>(path); |
|||
} |
|||
|
|||
|
|||
} |
|||
internal class DoCreateImageSequencerCustomProcessor : EndNameEditAction |
|||
{ |
|||
public override void Action(int instanceId, string pathName, string resourceFile) |
|||
{ |
|||
MonoScript asset = ImageSequencerCustomProcessorTemplateFactory.CreateAssetsAtPath(pathName); |
|||
ProjectWindowUtil.ShowCreatedAsset(asset); |
|||
} |
|||
} |
|||
|
|||
} |
|||
|
|
|||
fileFormatVersion: 2 |
|||
guid: ca6ac7e00ea22164aab9ec303d5b9afb |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.IO; |
|||
using System.Linq; |
|||
using System.Text; |
|||
using UnityEditor.ProjectWindowCallback; |
|||
using UnityEngine; |
|||
|
|||
namespace UnityEditor.Experimental.VFX.Toolbox.ImageSequencer |
|||
{ |
|||
internal class ImageSequencerCustomShaderTemplateFactory |
|||
{ |
|||
[MenuItem("Assets/Create/Visual Effects/Custom Material (Shader)", priority = 323)] |
|||
static void CreateStaticEditorShaderTemplate() |
|||
{ |
|||
var icon = EditorGUIUtility.FindTexture("Shader Icon"); |
|||
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateImageSequencerCustomShader>(), "New Custom Shader.shader", icon, null); |
|||
} |
|||
|
|||
public static Shader CreateShaderAtPath(string path) |
|||
{ |
|||
string name = path.Split('/').Last().Replace(".shader", ""); |
|||
|
|||
StringBuilder sb = new StringBuilder(); |
|||
sb.AppendFormat("Shader \"ImageSequencer/{0}\"", name); |
|||
sb.Append(@"
|
|||
{ |
|||
Properties |
|||
{ |
|||
} |
|||
SubShader |
|||
{ |
|||
Tags { ""RenderType"" = ""Opaque"" } |
|||
LOD 100 |
|||
|
|||
Pass |
|||
{ |
|||
CGPROGRAM |
|||
#pragma vertex vert
|
|||
#pragma fragment frag
|
|||
|
|||
#include ""UnityCG.cginc"" |
|||
|
|||
struct appdata |
|||
{ |
|||
float4 vertex : POSITION; |
|||
float2 uv : TEXCOORD0; |
|||
}; |
|||
|
|||
struct v2f |
|||
{ |
|||
float2 uv : TEXCOORD0; |
|||
float4 vertex : SV_POSITION; |
|||
}; |
|||
|
|||
// ImageSequencer CustomMaterial uniforms
|
|||
// ======================================
|
|||
//
|
|||
// sampler2D _InputFrame; // Input Frame (from previous sequence)
|
|||
//
|
|||
// float4 _FrameData; // Frame Data
|
|||
// // x, y : width (x) and height (y) in pixels
|
|||
// // z, w : sequence index (z) and length (w)
|
|||
//
|
|||
// float4 _FlipbookData; // Flipbook Data
|
|||
// // x, y : number of columns (x) and rows (y)
|
|||
//
|
|||
|
|||
sampler2D _InputFrame; |
|||
float4 _FrameData; |
|||
float4 _FlipbookData; |
|||
|
|||
v2f vert(appdata v) |
|||
{ |
|||
v2f o; |
|||
o.vertex = UnityObjectToClipPos(v.vertex); |
|||
o.uv = v.uv; |
|||
return o; |
|||
} |
|||
|
|||
fixed4 frag(v2f i) : SV_Target |
|||
{ |
|||
// Process the Color
|
|||
fixed4 col = tex2D(_InputFrame, i.uv); |
|||
return col; |
|||
} |
|||
ENDCG |
|||
} |
|||
} |
|||
}");
|
|||
File.WriteAllText(path, sb.ToString()); |
|||
AssetDatabase.ImportAsset(path); |
|||
return AssetDatabase.LoadAssetAtPath<Shader>(path); |
|||
} |
|||
|
|||
|
|||
} |
|||
internal class DoCreateImageSequencerCustomShader : EndNameEditAction |
|||
{ |
|||
public override void Action(int instanceId, string pathName, string resourceFile) |
|||
{ |
|||
Shader asset = ImageSequencerCustomShaderTemplateFactory.CreateShaderAtPath(pathName); |
|||
ProjectWindowUtil.ShowCreatedAsset(asset); |
|||
} |
|||
} |
|||
|
|||
} |
|||
|
|
|||
fileFormatVersion: 2 |
|||
guid: 7e4a42824d0f61745a7c3e3299a23fbf |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
撰写
预览
正在加载...
取消
保存
Reference in new issue