testss
This commit is contained in:
@@ -0,0 +1,107 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEditor.ShaderGraph.Drawing;
|
||||
|
||||
namespace UnityEditor.ShaderGraph
|
||||
{
|
||||
class ShaderGraphAssetPostProcessor : AssetPostprocessor
|
||||
{
|
||||
static void RegisterShaders(string[] paths)
|
||||
{
|
||||
foreach (var path in paths)
|
||||
{
|
||||
if (!path.EndsWith(ShaderGraphImporter.Extension, StringComparison.InvariantCultureIgnoreCase))
|
||||
continue;
|
||||
|
||||
var mainObj = AssetDatabase.LoadMainAssetAtPath(path);
|
||||
if (mainObj is Shader)
|
||||
ShaderUtil.RegisterShader((Shader)mainObj);
|
||||
|
||||
var objs = AssetDatabase.LoadAllAssetRepresentationsAtPath(path);
|
||||
foreach (var obj in objs)
|
||||
{
|
||||
if (obj is Shader)
|
||||
ShaderUtil.RegisterShader((Shader)obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void UpdateAfterAssetChange(string[] newNames)
|
||||
{
|
||||
// This will change the title of the window.
|
||||
MaterialGraphEditWindow[] windows = Resources.FindObjectsOfTypeAll<MaterialGraphEditWindow>();
|
||||
foreach (var matGraphEditWindow in windows)
|
||||
{
|
||||
for (int i = 0; i < newNames.Length; ++i)
|
||||
{
|
||||
if (matGraphEditWindow.selectedGuid == AssetDatabase.AssetPathToGUID(newNames[i]))
|
||||
matGraphEditWindow.UpdateTitle();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void DisplayDeletionDialog(string[] deletedAssets)
|
||||
{
|
||||
MaterialGraphEditWindow[] windows = Resources.FindObjectsOfTypeAll<MaterialGraphEditWindow>();
|
||||
foreach (var matGraphEditWindow in windows)
|
||||
{
|
||||
for (int i = 0; i < deletedAssets.Length; ++i)
|
||||
{
|
||||
if (matGraphEditWindow.selectedGuid == AssetDatabase.AssetPathToGUID(deletedAssets[i]))
|
||||
matGraphEditWindow.AssetWasDeleted();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
|
||||
{
|
||||
RegisterShaders(importedAssets);
|
||||
|
||||
// Moved assets
|
||||
bool anyMovedShaders = movedAssets.Any(val => val.EndsWith(ShaderGraphImporter.Extension, StringComparison.InvariantCultureIgnoreCase));
|
||||
anyMovedShaders |= movedAssets.Any(val => val.EndsWith(ShaderSubGraphImporter.Extension, StringComparison.InvariantCultureIgnoreCase));
|
||||
if (anyMovedShaders)
|
||||
UpdateAfterAssetChange(movedAssets);
|
||||
|
||||
// Deleted assets
|
||||
bool anyRemovedShaders = deletedAssets.Any(val => val.EndsWith(ShaderGraphImporter.Extension, StringComparison.InvariantCultureIgnoreCase));
|
||||
anyRemovedShaders |= deletedAssets.Any(val => val.EndsWith(ShaderSubGraphImporter.Extension, StringComparison.InvariantCultureIgnoreCase));
|
||||
if (anyRemovedShaders)
|
||||
DisplayDeletionDialog(deletedAssets);
|
||||
|
||||
var windows = Resources.FindObjectsOfTypeAll<MaterialGraphEditWindow>();
|
||||
|
||||
var changedGraphGuids = importedAssets
|
||||
.Where(x => x.EndsWith(ShaderGraphImporter.Extension, StringComparison.InvariantCultureIgnoreCase)
|
||||
|| x.EndsWith(ShaderSubGraphImporter.Extension, StringComparison.InvariantCultureIgnoreCase))
|
||||
.Select(AssetDatabase.AssetPathToGUID)
|
||||
.ToList();
|
||||
foreach (var window in windows)
|
||||
{
|
||||
if (changedGraphGuids.Contains(window.selectedGuid))
|
||||
{
|
||||
window.CheckForChanges();
|
||||
}
|
||||
}
|
||||
|
||||
// moved or imported subgraphs or HLSL files should notify open shadergraphs that they need to handle them
|
||||
var changedFiles = movedAssets.Concat(importedAssets).Concat(deletedAssets)
|
||||
.Where(x => x.EndsWith(ShaderSubGraphImporter.Extension, StringComparison.InvariantCultureIgnoreCase)
|
||||
|| CustomFunctionNode.s_ValidExtensions.Contains(Path.GetExtension(x)))
|
||||
.Select(AssetDatabase.AssetPathToGUID)
|
||||
.Distinct()
|
||||
.ToList();
|
||||
|
||||
if (changedFiles.Count > 0)
|
||||
{
|
||||
foreach (var window in windows)
|
||||
{
|
||||
window.ReloadSubGraphsOnNextUpdate(changedFiles);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,749 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
#if UNITY_2020_2_OR_NEWER
|
||||
using UnityEditor.AssetImporters;
|
||||
#else
|
||||
using UnityEditor.Experimental.AssetImporters;
|
||||
#endif
|
||||
using UnityEditor.Graphing;
|
||||
using UnityEditor.Graphing.Util;
|
||||
using UnityEditor.ShaderGraph.Internal;
|
||||
using UnityEditor.ShaderGraph.Serialization;
|
||||
using Object = System.Object;
|
||||
|
||||
namespace UnityEditor.ShaderGraph
|
||||
{
|
||||
[ExcludeFromPreset]
|
||||
#if ENABLE_HYBRID_RENDERER_V2
|
||||
// Bump the version number when Hybrid Renderer V2 is enabled, to make
|
||||
// sure that all shader graphs get re-imported. Re-importing is required,
|
||||
// because the shader graph codegen is different for V2.
|
||||
// This ifdef can be removed once V2 is the only option.
|
||||
[ScriptedImporter(111, Extension, -902)]
|
||||
#else
|
||||
[ScriptedImporter(43, Extension, -902)]
|
||||
#endif
|
||||
|
||||
class ShaderGraphImporter : ScriptedImporter
|
||||
{
|
||||
public const string Extension = "shadergraph";
|
||||
public const string LegacyExtension = "ShaderGraph";
|
||||
|
||||
public const string k_ErrorShader = @"
|
||||
Shader ""Hidden/GraphErrorShader2""
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
|
||||
#include ""UnityCG.cginc""
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
return o;
|
||||
}
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
return fixed4(1,0,1,1);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback Off
|
||||
}";
|
||||
|
||||
[SuppressMessage("ReSharper", "UnusedMember.Local")]
|
||||
static string[] GatherDependenciesFromSourceFile(string assetPath)
|
||||
{
|
||||
try
|
||||
{
|
||||
AssetCollection assetCollection = new AssetCollection();
|
||||
MinimalGraphData.GatherMinimalDependenciesFromFile(assetPath, assetCollection);
|
||||
|
||||
List<string> dependencyPaths = new List<string>();
|
||||
foreach (var asset in assetCollection.assets)
|
||||
{
|
||||
// only artifact dependencies need to be declared in GatherDependenciesFromSourceFile
|
||||
// to force their imports to run before ours
|
||||
if (asset.Value.HasFlag(AssetCollection.Flags.ArtifactDependency))
|
||||
{
|
||||
var dependencyPath = AssetDatabase.GUIDToAssetPath(asset.Key);
|
||||
|
||||
// it is unfortunate that we can't declare these dependencies unless they have a path...
|
||||
// I asked AssetDatabase team for GatherDependenciesFromSourceFileByGUID()
|
||||
if (!string.IsNullOrEmpty(dependencyPath))
|
||||
dependencyPaths.Add(dependencyPath);
|
||||
}
|
||||
}
|
||||
return dependencyPaths.ToArray();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogException(e);
|
||||
return new string[0];
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnImportAsset(AssetImportContext ctx)
|
||||
{
|
||||
var oldShader = AssetDatabase.LoadAssetAtPath<Shader>(ctx.assetPath);
|
||||
if (oldShader != null)
|
||||
ShaderUtil.ClearShaderMessages(oldShader);
|
||||
|
||||
List<PropertyCollector.TextureInfo> configuredTextures;
|
||||
string path = ctx.assetPath;
|
||||
|
||||
AssetCollection assetCollection = new AssetCollection();
|
||||
MinimalGraphData.GatherMinimalDependenciesFromFile(assetPath, assetCollection);
|
||||
|
||||
var textGraph = File.ReadAllText(path, Encoding.UTF8);
|
||||
var graph = new GraphData
|
||||
{
|
||||
messageManager = new MessageManager(), assetGuid = AssetDatabase.AssetPathToGUID(path)
|
||||
};
|
||||
MultiJson.Deserialize(graph, textGraph);
|
||||
graph.OnEnable();
|
||||
graph.ValidateGraph();
|
||||
|
||||
Shader shader = null;
|
||||
#if VFX_GRAPH_10_0_0_OR_NEWER
|
||||
if (!graph.isOnlyVFXTarget)
|
||||
#endif
|
||||
{
|
||||
// build the shader text
|
||||
// this will also add Target dependencies into the asset collection
|
||||
var text = GetShaderText(path, out configuredTextures, assetCollection, graph);
|
||||
|
||||
#if UNITY_2021_1_OR_NEWER
|
||||
// 2021.1 or later is guaranteed to have the new version of this function
|
||||
shader = ShaderUtil.CreateShaderAsset(ctx, text, false);
|
||||
#else
|
||||
// earlier builds of Unity may or may not have it
|
||||
// here we try to invoke the new version via reflection
|
||||
var createShaderAssetMethod = typeof(ShaderUtil).GetMethod(
|
||||
"CreateShaderAsset",
|
||||
System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.ExactBinding,
|
||||
null,
|
||||
new Type[] { typeof(AssetImportContext), typeof(string), typeof(bool) },
|
||||
null);
|
||||
|
||||
if (createShaderAssetMethod != null)
|
||||
{
|
||||
shader = createShaderAssetMethod.Invoke(null, new Object[] { ctx, text, false }) as Shader;
|
||||
}
|
||||
else
|
||||
{
|
||||
// method doesn't exist in this version of Unity, call old version
|
||||
// this doesn't create dependencies properly, but is the best that we can do
|
||||
shader = ShaderUtil.CreateShaderAsset(text, false);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (graph.messageManager.nodeMessagesChanged)
|
||||
{
|
||||
foreach (var pair in graph.messageManager.GetNodeMessages())
|
||||
{
|
||||
var node = graph.GetNodeFromId(pair.Key);
|
||||
MessageManager.Log(node, path, pair.Value.First(), shader);
|
||||
}
|
||||
}
|
||||
|
||||
EditorMaterialUtility.SetShaderDefaults(
|
||||
shader,
|
||||
configuredTextures.Where(x => x.modifiable).Select(x => x.name).ToArray(),
|
||||
configuredTextures.Where(x => x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
|
||||
EditorMaterialUtility.SetShaderNonModifiableDefaults(
|
||||
shader,
|
||||
configuredTextures.Where(x => !x.modifiable).Select(x => x.name).ToArray(),
|
||||
configuredTextures.Where(x => !x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
|
||||
}
|
||||
|
||||
UnityEngine.Object mainObject = shader;
|
||||
#if VFX_GRAPH_10_0_0_OR_NEWER
|
||||
ShaderGraphVfxAsset vfxAsset = null;
|
||||
if (graph.hasVFXTarget)
|
||||
{
|
||||
vfxAsset = GenerateVfxShaderGraphAsset(graph);
|
||||
if (mainObject == null)
|
||||
{
|
||||
mainObject = vfxAsset;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Correct main object if we have a shader and ShaderGraphVfxAsset : save as sub asset
|
||||
vfxAsset.name = Path.GetFileNameWithoutExtension(path);
|
||||
ctx.AddObjectToAsset("VFXShaderGraph", vfxAsset);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
Texture2D texture = Resources.Load<Texture2D>("Icons/sg_graph_icon");
|
||||
ctx.AddObjectToAsset("MainAsset", mainObject, texture);
|
||||
ctx.SetMainObject(mainObject);
|
||||
|
||||
foreach (var target in graph.activeTargets)
|
||||
{
|
||||
if (target is IHasMetadata iHasMetadata)
|
||||
{
|
||||
var metadata = iHasMetadata.GetMetadataObject();
|
||||
if (metadata == null)
|
||||
continue;
|
||||
|
||||
metadata.hideFlags = HideFlags.HideInHierarchy;
|
||||
ctx.AddObjectToAsset($"{iHasMetadata.identifier}:Metadata", metadata);
|
||||
}
|
||||
}
|
||||
|
||||
var sgMetadata = ScriptableObject.CreateInstance<ShaderGraphMetadata>();
|
||||
sgMetadata.hideFlags = HideFlags.HideInHierarchy;
|
||||
sgMetadata.assetDependencies = new List<UnityEngine.Object>();
|
||||
|
||||
foreach (var asset in assetCollection.assets)
|
||||
{
|
||||
if (asset.Value.HasFlag(AssetCollection.Flags.IncludeInExportPackage))
|
||||
{
|
||||
// this sucks that we have to fully load these assets just to set the reference,
|
||||
// which then gets serialized as the GUID that we already have here. :P
|
||||
|
||||
var dependencyPath = AssetDatabase.GUIDToAssetPath(asset.Key);
|
||||
if (!string.IsNullOrEmpty(dependencyPath))
|
||||
{
|
||||
sgMetadata.assetDependencies.Add(
|
||||
AssetDatabase.LoadAssetAtPath(dependencyPath, typeof(UnityEngine.Object)));
|
||||
}
|
||||
}
|
||||
}
|
||||
ctx.AddObjectToAsset("SGInternal:Metadata", sgMetadata);
|
||||
|
||||
// declare dependencies
|
||||
foreach (var asset in assetCollection.assets)
|
||||
{
|
||||
if (asset.Value.HasFlag(AssetCollection.Flags.SourceDependency))
|
||||
{
|
||||
ctx.DependsOnSourceAsset(asset.Key);
|
||||
|
||||
// I'm not sure if this warning below is actually used or not, keeping it to be safe
|
||||
var assetPath = AssetDatabase.GUIDToAssetPath(asset.Key);
|
||||
|
||||
// Ensure that dependency path is relative to project
|
||||
if (!string.IsNullOrEmpty(assetPath) && !assetPath.StartsWith("Packages/") && !assetPath.StartsWith("Assets/"))
|
||||
{
|
||||
Debug.LogWarning($"Invalid dependency path: {assetPath}", mainObject);
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: dependencies declared by GatherDependenciesFromSourceFile are automatically registered as artifact dependencies
|
||||
// HOWEVER: that path ONLY grabs dependencies via MinimalGraphData, and will fail to register dependencies
|
||||
// on GUIDs that don't exist in the project. For both of those reasons, we re-declare the dependencies here.
|
||||
if (asset.Value.HasFlag(AssetCollection.Flags.ArtifactDependency))
|
||||
{
|
||||
ctx.DependsOnArtifact(asset.Key);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal static string GetShaderText(string path, out List<PropertyCollector.TextureInfo> configuredTextures, AssetCollection assetCollection, GraphData graph)
|
||||
{
|
||||
string shaderString = null;
|
||||
var shaderName = Path.GetFileNameWithoutExtension(path);
|
||||
try
|
||||
{
|
||||
if (!string.IsNullOrEmpty(graph.path))
|
||||
shaderName = graph.path + "/" + shaderName;
|
||||
var generator = new Generator(graph, graph.outputNode, GenerationMode.ForReals, shaderName, assetCollection);
|
||||
shaderString = generator.generatedShader;
|
||||
configuredTextures = generator.configuredTextures;
|
||||
|
||||
if (graph.messageManager.AnyError())
|
||||
{
|
||||
shaderString = null;
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogException(e);
|
||||
configuredTextures = new List<PropertyCollector.TextureInfo>();
|
||||
|
||||
// ignored
|
||||
}
|
||||
|
||||
return shaderString ?? k_ErrorShader.Replace("Hidden/GraphErrorShader2", shaderName);
|
||||
}
|
||||
|
||||
internal static string GetShaderText(string path, out List<PropertyCollector.TextureInfo> configuredTextures, AssetCollection assetCollection, out GraphData graph)
|
||||
{
|
||||
var textGraph = File.ReadAllText(path, Encoding.UTF8);
|
||||
graph = new GraphData
|
||||
{
|
||||
messageManager = new MessageManager(), assetGuid = AssetDatabase.AssetPathToGUID(path)
|
||||
};
|
||||
MultiJson.Deserialize(graph, textGraph);
|
||||
graph.OnEnable();
|
||||
graph.ValidateGraph();
|
||||
|
||||
return GetShaderText(path, out configuredTextures, assetCollection, graph);
|
||||
}
|
||||
|
||||
internal static string GetShaderText(string path, out List<PropertyCollector.TextureInfo> configuredTextures)
|
||||
{
|
||||
var textGraph = File.ReadAllText(path, Encoding.UTF8);
|
||||
GraphData graph = new GraphData
|
||||
{
|
||||
messageManager = new MessageManager(), assetGuid = AssetDatabase.AssetPathToGUID(path)
|
||||
};
|
||||
MultiJson.Deserialize(graph, textGraph);
|
||||
graph.OnEnable();
|
||||
graph.ValidateGraph();
|
||||
|
||||
return GetShaderText(path, out configuredTextures, null, graph);
|
||||
}
|
||||
|
||||
#if VFX_GRAPH_10_0_0_OR_NEWER
|
||||
// TODO: Fix this
|
||||
static ShaderGraphVfxAsset GenerateVfxShaderGraphAsset(GraphData graph)
|
||||
{
|
||||
var target = graph.activeTargets.FirstOrDefault(x => x is VFXTarget) as VFXTarget;
|
||||
if (target == null)
|
||||
return null;
|
||||
|
||||
var nl = Environment.NewLine;
|
||||
var indent = new string(' ', 4);
|
||||
var asset = ScriptableObject.CreateInstance<ShaderGraphVfxAsset>();
|
||||
var result = asset.compilationResult = new GraphCompilationResult();
|
||||
var mode = GenerationMode.ForReals;
|
||||
|
||||
asset.lit = target.lit;
|
||||
asset.alphaClipping = target.alphaTest;
|
||||
|
||||
var assetGuid = graph.assetGuid;
|
||||
var assetPath = AssetDatabase.GUIDToAssetPath(assetGuid);
|
||||
var hlslName = NodeUtils.GetHLSLSafeName(Path.GetFileNameWithoutExtension(assetPath));
|
||||
|
||||
var ports = new List<MaterialSlot>();
|
||||
var nodes = new List<AbstractMaterialNode>();
|
||||
|
||||
foreach (var vertexBlock in graph.vertexContext.blocks)
|
||||
{
|
||||
vertexBlock.value.GetInputSlots(ports);
|
||||
NodeUtils.DepthFirstCollectNodesFromNode(nodes, vertexBlock);
|
||||
}
|
||||
|
||||
foreach (var fragmentBlock in graph.fragmentContext.blocks)
|
||||
{
|
||||
fragmentBlock.value.GetInputSlots(ports);
|
||||
NodeUtils.DepthFirstCollectNodesFromNode(nodes, fragmentBlock);
|
||||
}
|
||||
|
||||
//Remove inactive blocks from generation
|
||||
{
|
||||
var tmpCtx = new TargetActiveBlockContext(new List<BlockFieldDescriptor>(), null);
|
||||
target.GetActiveBlocks(ref tmpCtx);
|
||||
ports.RemoveAll(materialSlot =>
|
||||
{
|
||||
return !tmpCtx.activeBlocks.Any(o => materialSlot.RawDisplayName() == o.displayName);
|
||||
});
|
||||
}
|
||||
|
||||
var bodySb = new ShaderStringBuilder(1);
|
||||
var registry = new FunctionRegistry(new ShaderStringBuilder(), true);
|
||||
|
||||
foreach (var properties in graph.properties)
|
||||
{
|
||||
properties.ValidateConcretePrecision(graph.concretePrecision);
|
||||
}
|
||||
|
||||
foreach (var node in nodes)
|
||||
{
|
||||
if (node is IGeneratesBodyCode bodyGenerator)
|
||||
{
|
||||
bodySb.currentNode = node;
|
||||
bodyGenerator.GenerateNodeCode(bodySb, mode);
|
||||
bodySb.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
|
||||
}
|
||||
|
||||
if (node is IGeneratesFunction generatesFunction)
|
||||
{
|
||||
registry.builder.currentNode = node;
|
||||
generatesFunction.GenerateNodeFunction(registry, mode);
|
||||
}
|
||||
}
|
||||
bodySb.currentNode = null;
|
||||
|
||||
var portNodeSets = new HashSet<AbstractMaterialNode>[ports.Count];
|
||||
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
||||
{
|
||||
var port = ports[portIndex];
|
||||
var nodeSet = new HashSet<AbstractMaterialNode>();
|
||||
NodeUtils.CollectNodeSet(nodeSet, port);
|
||||
portNodeSets[portIndex] = nodeSet;
|
||||
}
|
||||
|
||||
var portPropertySets = new HashSet<string>[ports.Count];
|
||||
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
||||
{
|
||||
portPropertySets[portIndex] = new HashSet<string>();
|
||||
}
|
||||
|
||||
foreach (var node in nodes)
|
||||
{
|
||||
if (!(node is PropertyNode propertyNode))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
||||
{
|
||||
var portNodeSet = portNodeSets[portIndex];
|
||||
if (portNodeSet.Contains(node))
|
||||
{
|
||||
portPropertySets[portIndex].Add(propertyNode.property.objectId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var shaderProperties = new PropertyCollector();
|
||||
foreach (var node in nodes)
|
||||
{
|
||||
node.CollectShaderProperties(shaderProperties, GenerationMode.ForReals);
|
||||
}
|
||||
|
||||
asset.SetTextureInfos(shaderProperties.GetConfiguredTextures());
|
||||
|
||||
var codeSnippets = new List<string>();
|
||||
var portCodeIndices = new List<int>[ports.Count];
|
||||
var sharedCodeIndices = new List<int>();
|
||||
for (var i = 0; i < portCodeIndices.Length; i++)
|
||||
{
|
||||
portCodeIndices[i] = new List<int>();
|
||||
}
|
||||
|
||||
sharedCodeIndices.Add(codeSnippets.Count);
|
||||
codeSnippets.Add($"#include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"{nl}");
|
||||
|
||||
for (var registryIndex = 0; registryIndex < registry.names.Count; registryIndex++)
|
||||
{
|
||||
var name = registry.names[registryIndex];
|
||||
var source = registry.sources[name];
|
||||
var precision = source.nodes.First().concretePrecision;
|
||||
|
||||
var hasPrecisionMismatch = false;
|
||||
var nodeNames = new HashSet<string>();
|
||||
foreach (var node in source.nodes)
|
||||
{
|
||||
nodeNames.Add(node.name);
|
||||
if (node.concretePrecision != precision)
|
||||
{
|
||||
hasPrecisionMismatch = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (hasPrecisionMismatch)
|
||||
{
|
||||
var message = new StringBuilder($"Precision mismatch for function {name}:");
|
||||
foreach (var node in source.nodes)
|
||||
{
|
||||
message.AppendLine($"{node.name} ({node.objectId}): {node.concretePrecision}");
|
||||
}
|
||||
throw new InvalidOperationException(message.ToString());
|
||||
}
|
||||
|
||||
var code = source.code.Replace(PrecisionUtil.Token, precision.ToShaderString());
|
||||
code = $"// Node: {string.Join(", ", nodeNames)}{nl}{code}";
|
||||
var codeIndex = codeSnippets.Count;
|
||||
codeSnippets.Add(code + nl);
|
||||
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
||||
{
|
||||
var portNodeSet = portNodeSets[portIndex];
|
||||
foreach (var node in source.nodes)
|
||||
{
|
||||
if (portNodeSet.Contains(node))
|
||||
{
|
||||
portCodeIndices[portIndex].Add(codeIndex);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var property in graph.properties)
|
||||
{
|
||||
if (property.isExposed)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
||||
{
|
||||
var portPropertySet = portPropertySets[portIndex];
|
||||
if (portPropertySet.Contains(property.objectId))
|
||||
{
|
||||
portCodeIndices[portIndex].Add(codeSnippets.Count);
|
||||
}
|
||||
}
|
||||
|
||||
ShaderStringBuilder builder = new ShaderStringBuilder();
|
||||
property.ForeachHLSLProperty(h => h.AppendTo(builder));
|
||||
|
||||
codeSnippets.Add($"// Property: {property.displayName}{nl}{builder.ToCodeBlock()}{nl}{nl}");
|
||||
}
|
||||
|
||||
|
||||
var inputStructName = $"SG_Input_{assetGuid}";
|
||||
var outputStructName = $"SG_Output_{assetGuid}";
|
||||
var evaluationFunctionName = $"SG_Evaluate_{assetGuid}";
|
||||
|
||||
#region Input Struct
|
||||
|
||||
sharedCodeIndices.Add(codeSnippets.Count);
|
||||
codeSnippets.Add($"struct {inputStructName}{nl}{{{nl}");
|
||||
|
||||
#region Requirements
|
||||
|
||||
var portRequirements = new ShaderGraphRequirements[ports.Count];
|
||||
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
||||
{
|
||||
var requirementsNodes = portNodeSets[portIndex].ToList();
|
||||
requirementsNodes.Add(ports[portIndex].owner);
|
||||
portRequirements[portIndex] = ShaderGraphRequirements.FromNodes(requirementsNodes, ports[portIndex].stageCapability);
|
||||
}
|
||||
|
||||
var portIndices = new List<int>();
|
||||
portIndices.Capacity = ports.Count;
|
||||
|
||||
void AddRequirementsSnippet(Func<ShaderGraphRequirements, bool> predicate, string snippet)
|
||||
{
|
||||
portIndices.Clear();
|
||||
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
||||
{
|
||||
if (predicate(portRequirements[portIndex]))
|
||||
{
|
||||
portIndices.Add(portIndex);
|
||||
}
|
||||
}
|
||||
|
||||
if (portIndices.Count > 0)
|
||||
{
|
||||
foreach (var portIndex in portIndices)
|
||||
{
|
||||
portCodeIndices[portIndex].Add(codeSnippets.Count);
|
||||
}
|
||||
|
||||
codeSnippets.Add($"{indent}{snippet};{nl}");
|
||||
}
|
||||
}
|
||||
|
||||
void AddCoordinateSpaceSnippets(InterpolatorType interpolatorType, Func<ShaderGraphRequirements, NeededCoordinateSpace> selector)
|
||||
{
|
||||
foreach (var space in EnumInfo<CoordinateSpace>.values)
|
||||
{
|
||||
var neededSpace = space.ToNeededCoordinateSpace();
|
||||
AddRequirementsSnippet(r => (selector(r) & neededSpace) > 0, $"float3 {space.ToVariableName(interpolatorType)}");
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Rework requirements system to make this better
|
||||
AddCoordinateSpaceSnippets(InterpolatorType.Normal, r => r.requiresNormal);
|
||||
AddCoordinateSpaceSnippets(InterpolatorType.Tangent, r => r.requiresTangent);
|
||||
AddCoordinateSpaceSnippets(InterpolatorType.BiTangent, r => r.requiresBitangent);
|
||||
AddCoordinateSpaceSnippets(InterpolatorType.ViewDirection, r => r.requiresViewDir);
|
||||
AddCoordinateSpaceSnippets(InterpolatorType.Position, r => r.requiresPosition);
|
||||
|
||||
AddRequirementsSnippet(r => r.requiresVertexColor, $"float4 {ShaderGeneratorNames.VertexColor}");
|
||||
AddRequirementsSnippet(r => r.requiresScreenPosition, $"float4 {ShaderGeneratorNames.ScreenPosition}");
|
||||
AddRequirementsSnippet(r => r.requiresFaceSign, $"float4 {ShaderGeneratorNames.FaceSign}");
|
||||
|
||||
foreach (var uvChannel in EnumInfo<UVChannel>.values)
|
||||
{
|
||||
AddRequirementsSnippet(r => r.requiresMeshUVs.Contains(uvChannel), $"half4 {uvChannel.GetUVName()}");
|
||||
}
|
||||
|
||||
AddRequirementsSnippet(r => r.requiresTime, $"float3 {ShaderGeneratorNames.TimeParameters}");
|
||||
|
||||
#endregion
|
||||
|
||||
sharedCodeIndices.Add(codeSnippets.Count);
|
||||
codeSnippets.Add($"}};{nl}{nl}");
|
||||
|
||||
#endregion
|
||||
|
||||
// VFX Code heavily relies on the slotId from the original MasterNodes
|
||||
// Since we keep these around for upgrades anyway, for now it is simpler to use them
|
||||
// Therefore we remap the output blocks back to the original Ids here
|
||||
var originialPortIds = new int[ports.Count];
|
||||
for (int i = 0; i < originialPortIds.Length; i++)
|
||||
{
|
||||
if (!VFXTarget.s_BlockMap.TryGetValue((ports[i].owner as BlockNode).descriptor, out var originalId))
|
||||
continue;
|
||||
|
||||
// In Master Nodes we had a different BaseColor/Color slot id between Unlit/Lit
|
||||
// In the stack we use BaseColor for both cases. Catch this here.
|
||||
if (asset.lit && originalId == ShaderGraphVfxAsset.ColorSlotId)
|
||||
{
|
||||
originalId = ShaderGraphVfxAsset.BaseColorSlotId;
|
||||
}
|
||||
|
||||
originialPortIds[i] = originalId;
|
||||
}
|
||||
|
||||
#region Output Struct
|
||||
|
||||
sharedCodeIndices.Add(codeSnippets.Count);
|
||||
codeSnippets.Add($"struct {outputStructName}{nl}{{");
|
||||
|
||||
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
||||
{
|
||||
var port = ports[portIndex];
|
||||
portCodeIndices[portIndex].Add(codeSnippets.Count);
|
||||
codeSnippets.Add($"{nl}{indent}{port.concreteValueType.ToShaderString(graph.concretePrecision)} {port.shaderOutputName}_{originialPortIds[portIndex]};");
|
||||
}
|
||||
|
||||
sharedCodeIndices.Add(codeSnippets.Count);
|
||||
codeSnippets.Add($"{nl}}};{nl}{nl}");
|
||||
|
||||
#endregion
|
||||
|
||||
#region Graph Function
|
||||
|
||||
sharedCodeIndices.Add(codeSnippets.Count);
|
||||
codeSnippets.Add($"{outputStructName} {evaluationFunctionName}({nl}{indent}{inputStructName} IN");
|
||||
|
||||
var inputProperties = new List<AbstractShaderProperty>();
|
||||
var portPropertyIndices = new List<int>[ports.Count];
|
||||
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
||||
{
|
||||
portPropertyIndices[portIndex] = new List<int>();
|
||||
}
|
||||
|
||||
foreach (var property in graph.properties)
|
||||
{
|
||||
if (!property.isExposed)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var propertyIndex = inputProperties.Count;
|
||||
var codeIndex = codeSnippets.Count;
|
||||
|
||||
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
||||
{
|
||||
var portPropertySet = portPropertySets[portIndex];
|
||||
if (portPropertySet.Contains(property.objectId))
|
||||
{
|
||||
portCodeIndices[portIndex].Add(codeIndex);
|
||||
portPropertyIndices[portIndex].Add(propertyIndex);
|
||||
}
|
||||
}
|
||||
|
||||
inputProperties.Add(property);
|
||||
codeSnippets.Add($",{nl}{indent}/* Property: {property.displayName} */ {property.GetPropertyAsArgumentStringForVFX()}");
|
||||
}
|
||||
|
||||
sharedCodeIndices.Add(codeSnippets.Count);
|
||||
codeSnippets.Add($"){nl}{{");
|
||||
|
||||
#region Node Code
|
||||
|
||||
for (var mappingIndex = 0; mappingIndex < bodySb.mappings.Count; mappingIndex++)
|
||||
{
|
||||
var mapping = bodySb.mappings[mappingIndex];
|
||||
var code = bodySb.ToString(mapping.startIndex, mapping.count);
|
||||
if (string.IsNullOrWhiteSpace(code))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
code = $"{nl}{indent}// Node: {mapping.node.name}{nl}{code}";
|
||||
var codeIndex = codeSnippets.Count;
|
||||
codeSnippets.Add(code);
|
||||
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
||||
{
|
||||
var portNodeSet = portNodeSets[portIndex];
|
||||
if (portNodeSet.Contains(mapping.node))
|
||||
{
|
||||
portCodeIndices[portIndex].Add(codeIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Output Mapping
|
||||
|
||||
sharedCodeIndices.Add(codeSnippets.Count);
|
||||
codeSnippets.Add($"{nl}{indent}// VFXMasterNode{nl}{indent}{outputStructName} OUT;{nl}");
|
||||
|
||||
// Output mapping
|
||||
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
||||
{
|
||||
var port = ports[portIndex];
|
||||
portCodeIndices[portIndex].Add(codeSnippets.Count);
|
||||
codeSnippets.Add($"{indent}OUT.{port.shaderOutputName}_{originialPortIds[portIndex]} = {port.owner.GetSlotValue(port.id, GenerationMode.ForReals, graph.concretePrecision)};{nl}");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// Function end
|
||||
sharedCodeIndices.Add(codeSnippets.Count);
|
||||
codeSnippets.Add($"{indent}return OUT;{nl}}}{nl}");
|
||||
|
||||
#endregion
|
||||
|
||||
result.codeSnippets = codeSnippets.ToArray();
|
||||
result.sharedCodeIndices = sharedCodeIndices.ToArray();
|
||||
result.outputCodeIndices = new IntArray[ports.Count];
|
||||
for (var i = 0; i < ports.Count; i++)
|
||||
{
|
||||
result.outputCodeIndices[i] = portCodeIndices[i].ToArray();
|
||||
}
|
||||
|
||||
var outputMetadatas = new OutputMetadata[ports.Count];
|
||||
for (int portIndex = 0; portIndex < outputMetadatas.Length; portIndex++)
|
||||
{
|
||||
outputMetadatas[portIndex] = new OutputMetadata(portIndex, ports[portIndex].shaderOutputName, originialPortIds[portIndex]);
|
||||
}
|
||||
|
||||
asset.SetOutputs(outputMetadatas);
|
||||
|
||||
asset.evaluationFunctionName = evaluationFunctionName;
|
||||
asset.inputStructName = inputStructName;
|
||||
asset.outputStructName = outputStructName;
|
||||
asset.portRequirements = portRequirements;
|
||||
asset.concretePrecision = graph.concretePrecision;
|
||||
asset.SetProperties(inputProperties);
|
||||
asset.outputPropertyIndices = new IntArray[ports.Count];
|
||||
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
||||
{
|
||||
asset.outputPropertyIndices[portIndex] = portPropertyIndices[portIndex].ToArray();
|
||||
}
|
||||
|
||||
return asset;
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
||||
}
|
@@ -0,0 +1,134 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using UnityEditor.Callbacks;
|
||||
#if UNITY_2020_2_OR_NEWER
|
||||
using UnityEditor.AssetImporters;
|
||||
#else
|
||||
using UnityEditor.Experimental.AssetImporters;
|
||||
#endif
|
||||
using UnityEditor.ShaderGraph.Drawing;
|
||||
using UnityEngine;
|
||||
using UnityEditor.Graphing;
|
||||
using System.Text;
|
||||
using UnityEditor.ShaderGraph.Serialization;
|
||||
|
||||
namespace UnityEditor.ShaderGraph
|
||||
{
|
||||
[CustomEditor(typeof(ShaderGraphImporter))]
|
||||
class ShaderGraphImporterEditor : ScriptedImporterEditor
|
||||
{
|
||||
protected override bool needsApplyRevert => false;
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
GraphData GetGraphData(AssetImporter importer)
|
||||
{
|
||||
var textGraph = File.ReadAllText(importer.assetPath, Encoding.UTF8);
|
||||
var graphObject = CreateInstance<GraphObject>();
|
||||
graphObject.hideFlags = HideFlags.HideAndDontSave;
|
||||
bool isSubGraph;
|
||||
var extension = Path.GetExtension(importer.assetPath).Replace(".", "");
|
||||
switch (extension)
|
||||
{
|
||||
case ShaderGraphImporter.Extension:
|
||||
isSubGraph = false;
|
||||
break;
|
||||
case ShaderGraphImporter.LegacyExtension:
|
||||
isSubGraph = false;
|
||||
break;
|
||||
case ShaderSubGraphImporter.Extension:
|
||||
isSubGraph = true;
|
||||
break;
|
||||
default:
|
||||
throw new Exception($"Invalid file extension {extension}");
|
||||
}
|
||||
var assetGuid = AssetDatabase.AssetPathToGUID(importer.assetPath);
|
||||
graphObject.graph = new GraphData
|
||||
{
|
||||
assetGuid = assetGuid, isSubGraph = isSubGraph, messageManager = null
|
||||
};
|
||||
MultiJson.Deserialize(graphObject.graph, textGraph);
|
||||
graphObject.graph.OnEnable();
|
||||
graphObject.graph.ValidateGraph();
|
||||
return graphObject.graph;
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Open Shader Editor"))
|
||||
{
|
||||
AssetImporter importer = target as AssetImporter;
|
||||
Debug.Assert(importer != null, "importer != null");
|
||||
ShowGraphEditWindow(importer.assetPath);
|
||||
}
|
||||
if (GUILayout.Button("View Generated Shader"))
|
||||
{
|
||||
AssetImporter importer = target as AssetImporter;
|
||||
string assetName = Path.GetFileNameWithoutExtension(importer.assetPath);
|
||||
string path = String.Format("Temp/GeneratedFromGraph-{0}.shader", assetName.Replace(" ", ""));
|
||||
|
||||
var graphData = GetGraphData(importer);
|
||||
var generator = new Generator(graphData, null, GenerationMode.ForReals, assetName, null);
|
||||
if (GraphUtil.WriteToFile(path, generator.generatedShader))
|
||||
GraphUtil.OpenFile(path);
|
||||
}
|
||||
if (Unsupported.IsDeveloperMode())
|
||||
{
|
||||
if (GUILayout.Button("View Preview Shader"))
|
||||
{
|
||||
AssetImporter importer = target as AssetImporter;
|
||||
string assetName = Path.GetFileNameWithoutExtension(importer.assetPath);
|
||||
string path = String.Format("Temp/GeneratedFromGraph-{0}-Preview.shader", assetName.Replace(" ", ""));
|
||||
|
||||
var graphData = GetGraphData(importer);
|
||||
var generator = new Generator(graphData, null, GenerationMode.Preview, $"{assetName}-Preview", null);
|
||||
if (GraphUtil.WriteToFile(path, generator.generatedShader))
|
||||
GraphUtil.OpenFile(path);
|
||||
}
|
||||
}
|
||||
if (GUILayout.Button("Copy Shader"))
|
||||
{
|
||||
AssetImporter importer = target as AssetImporter;
|
||||
string assetName = Path.GetFileNameWithoutExtension(importer.assetPath);
|
||||
|
||||
var graphData = GetGraphData(importer);
|
||||
var generator = new Generator(graphData, null, GenerationMode.ForReals, assetName, null);
|
||||
GUIUtility.systemCopyBuffer = generator.generatedShader;
|
||||
}
|
||||
|
||||
ApplyRevertGUI();
|
||||
}
|
||||
|
||||
internal static bool ShowGraphEditWindow(string path)
|
||||
{
|
||||
var guid = AssetDatabase.AssetPathToGUID(path);
|
||||
var extension = Path.GetExtension(path);
|
||||
if (string.IsNullOrEmpty(extension))
|
||||
return false;
|
||||
// Path.GetExtension returns the extension prefixed with ".", so we remove it. We force lower case such that
|
||||
// the comparison will be case-insensitive.
|
||||
extension = extension.Substring(1).ToLowerInvariant();
|
||||
if (extension != ShaderGraphImporter.Extension && extension != ShaderSubGraphImporter.Extension)
|
||||
return false;
|
||||
|
||||
foreach (var w in Resources.FindObjectsOfTypeAll<MaterialGraphEditWindow>())
|
||||
{
|
||||
if (w.selectedGuid == guid)
|
||||
{
|
||||
w.Focus();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
var window = EditorWindow.CreateWindow<MaterialGraphEditWindow>(typeof(MaterialGraphEditWindow), typeof(SceneView));
|
||||
window.Initialize(guid);
|
||||
window.Focus();
|
||||
return true;
|
||||
}
|
||||
|
||||
[OnOpenAsset(0)]
|
||||
public static bool OnOpenAsset(int instanceID, int line)
|
||||
{
|
||||
var path = AssetDatabase.GetAssetPath(instanceID);
|
||||
return ShowGraphEditWindow(path);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,14 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEditor.ShaderGraph
|
||||
{
|
||||
class ShaderGraphMetadata : ScriptableObject
|
||||
{
|
||||
public string outputNodeTypeName;
|
||||
|
||||
// these asset dependencies are stored here as a way for "Export Package..." to discover them
|
||||
// and automatically pull them in to the .unitypackage
|
||||
public List<Object> assetDependencies;
|
||||
}
|
||||
}
|
@@ -0,0 +1,391 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
#if UNITY_2020_2_OR_NEWER
|
||||
using UnityEditor.AssetImporters;
|
||||
#else
|
||||
using UnityEditor.Experimental.AssetImporters;
|
||||
#endif
|
||||
using UnityEngine;
|
||||
using UnityEditor.Graphing;
|
||||
using UnityEditor.Graphing.Util;
|
||||
using UnityEditor.ShaderGraph.Internal;
|
||||
using UnityEditor.ShaderGraph.Serialization;
|
||||
using UnityEngine.Pool;
|
||||
|
||||
namespace UnityEditor.ShaderGraph
|
||||
{
|
||||
[ExcludeFromPreset]
|
||||
[ScriptedImporter(22, Extension, -905)]
|
||||
class ShaderSubGraphImporter : ScriptedImporter
|
||||
{
|
||||
public const string Extension = "shadersubgraph";
|
||||
|
||||
[SuppressMessage("ReSharper", "UnusedMember.Local")]
|
||||
static string[] GatherDependenciesFromSourceFile(string assetPath)
|
||||
{
|
||||
try
|
||||
{
|
||||
AssetCollection assetCollection = new AssetCollection();
|
||||
MinimalGraphData.GatherMinimalDependenciesFromFile(assetPath, assetCollection);
|
||||
|
||||
List<string> dependencyPaths = new List<string>();
|
||||
foreach (var asset in assetCollection.assets)
|
||||
{
|
||||
// only artifact dependencies need to be declared in GatherDependenciesFromSourceFile
|
||||
// to force their imports to run before ours
|
||||
if (asset.Value.HasFlag(AssetCollection.Flags.ArtifactDependency))
|
||||
{
|
||||
var dependencyPath = AssetDatabase.GUIDToAssetPath(asset.Key);
|
||||
|
||||
// it is unfortunate that we can't declare these dependencies unless they have a path...
|
||||
// I asked AssetDatabase team for GatherDependenciesFromSourceFileByGUID()
|
||||
if (!string.IsNullOrEmpty(dependencyPath))
|
||||
dependencyPaths.Add(dependencyPath);
|
||||
}
|
||||
}
|
||||
return dependencyPaths.ToArray();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogException(e);
|
||||
return new string[0];
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnImportAsset(AssetImportContext ctx)
|
||||
{
|
||||
var graphAsset = ScriptableObject.CreateInstance<SubGraphAsset>();
|
||||
var subGraphPath = ctx.assetPath;
|
||||
var subGraphGuid = AssetDatabase.AssetPathToGUID(subGraphPath);
|
||||
graphAsset.assetGuid = subGraphGuid;
|
||||
var textGraph = File.ReadAllText(subGraphPath, Encoding.UTF8);
|
||||
var messageManager = new MessageManager();
|
||||
var graphData = new GraphData
|
||||
{
|
||||
isSubGraph = true, assetGuid = subGraphGuid, messageManager = messageManager
|
||||
};
|
||||
MultiJson.Deserialize(graphData, textGraph);
|
||||
|
||||
try
|
||||
{
|
||||
ProcessSubGraph(graphAsset, graphData);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
graphAsset.isValid = false;
|
||||
Debug.LogException(e, graphAsset);
|
||||
}
|
||||
finally
|
||||
{
|
||||
if (messageManager.AnyError())
|
||||
{
|
||||
graphAsset.isValid = false;
|
||||
foreach (var pair in messageManager.GetNodeMessages())
|
||||
{
|
||||
var node = graphData.GetNodeFromId(pair.Key);
|
||||
foreach (var message in pair.Value)
|
||||
{
|
||||
MessageManager.Log(node, subGraphPath, message, graphAsset);
|
||||
}
|
||||
}
|
||||
}
|
||||
messageManager.ClearAll();
|
||||
}
|
||||
|
||||
Texture2D texture = Resources.Load<Texture2D>("Icons/sg_subgraph_icon");
|
||||
ctx.AddObjectToAsset("MainAsset", graphAsset, texture);
|
||||
ctx.SetMainObject(graphAsset);
|
||||
|
||||
var metadata = ScriptableObject.CreateInstance<ShaderSubGraphMetadata>();
|
||||
metadata.hideFlags = HideFlags.HideInHierarchy;
|
||||
metadata.assetDependencies = new List<UnityEngine.Object>();
|
||||
|
||||
AssetCollection assetCollection = new AssetCollection();
|
||||
MinimalGraphData.GatherMinimalDependenciesFromFile(assetPath, assetCollection);
|
||||
|
||||
foreach (var asset in assetCollection.assets)
|
||||
{
|
||||
if (asset.Value.HasFlag(AssetCollection.Flags.IncludeInExportPackage))
|
||||
{
|
||||
// this sucks that we have to fully load these assets just to set the reference,
|
||||
// which then gets serialized as the GUID that we already have here. :P
|
||||
|
||||
var dependencyPath = AssetDatabase.GUIDToAssetPath(asset.Key);
|
||||
if (!string.IsNullOrEmpty(dependencyPath))
|
||||
{
|
||||
metadata.assetDependencies.Add(
|
||||
AssetDatabase.LoadAssetAtPath(dependencyPath, typeof(UnityEngine.Object)));
|
||||
}
|
||||
}
|
||||
}
|
||||
ctx.AddObjectToAsset("Metadata", metadata);
|
||||
|
||||
// declare dependencies
|
||||
foreach (var asset in assetCollection.assets)
|
||||
{
|
||||
if (asset.Value.HasFlag(AssetCollection.Flags.SourceDependency))
|
||||
{
|
||||
ctx.DependsOnSourceAsset(asset.Key);
|
||||
|
||||
// I'm not sure if this warning below is actually used or not, keeping it to be safe
|
||||
var assetPath = AssetDatabase.GUIDToAssetPath(asset.Key);
|
||||
|
||||
// Ensure that dependency path is relative to project
|
||||
if (!string.IsNullOrEmpty(assetPath) && !assetPath.StartsWith("Packages/") && !assetPath.StartsWith("Assets/"))
|
||||
{
|
||||
Debug.LogWarning($"Invalid dependency path: {assetPath}", graphAsset);
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: dependencies declared by GatherDependenciesFromSourceFile are automatically registered as artifact dependencies
|
||||
// HOWEVER: that path ONLY grabs dependencies via MinimalGraphData, and will fail to register dependencies
|
||||
// on GUIDs that don't exist in the project. For both of those reasons, we re-declare the dependencies here.
|
||||
if (asset.Value.HasFlag(AssetCollection.Flags.ArtifactDependency))
|
||||
{
|
||||
ctx.DependsOnArtifact(asset.Key);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void ProcessSubGraph(SubGraphAsset asset, GraphData graph)
|
||||
{
|
||||
var registry = new FunctionRegistry(new ShaderStringBuilder(), true);
|
||||
registry.names.Clear();
|
||||
asset.functions.Clear();
|
||||
asset.isValid = true;
|
||||
|
||||
graph.OnEnable();
|
||||
graph.messageManager.ClearAll();
|
||||
graph.ValidateGraph();
|
||||
|
||||
var assetPath = AssetDatabase.GUIDToAssetPath(asset.assetGuid);
|
||||
asset.hlslName = NodeUtils.GetHLSLSafeName(Path.GetFileNameWithoutExtension(assetPath));
|
||||
asset.inputStructName = $"Bindings_{asset.hlslName}_{asset.assetGuid}";
|
||||
asset.functionName = $"SG_{asset.hlslName}_{asset.assetGuid}";
|
||||
asset.path = graph.path;
|
||||
|
||||
var outputNode = graph.outputNode;
|
||||
|
||||
var outputSlots = PooledList<MaterialSlot>.Get();
|
||||
outputNode.GetInputSlots(outputSlots);
|
||||
|
||||
List<AbstractMaterialNode> nodes = new List<AbstractMaterialNode>();
|
||||
NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);
|
||||
|
||||
asset.effectiveShaderStage = ShaderStageCapability.All;
|
||||
foreach (var slot in outputSlots)
|
||||
{
|
||||
var stage = NodeUtils.GetEffectiveShaderStageCapability(slot, true);
|
||||
if (stage != ShaderStageCapability.All)
|
||||
{
|
||||
asset.effectiveShaderStage = stage;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
asset.vtFeedbackVariables = VirtualTexturingFeedbackUtils.GetFeedbackVariables(outputNode as SubGraphOutputNode);
|
||||
asset.requirements = ShaderGraphRequirements.FromNodes(nodes, asset.effectiveShaderStage, false);
|
||||
asset.graphPrecision = graph.concretePrecision;
|
||||
asset.outputPrecision = outputNode.concretePrecision;
|
||||
asset.previewMode = graph.previewMode;
|
||||
|
||||
GatherDescendentsFromGraph(new GUID(asset.assetGuid), out var containsCircularDependency, out var descendents);
|
||||
asset.descendents.AddRange(descendents.Select(g => g.ToString()));
|
||||
asset.descendents.Sort(); // ensure deterministic order
|
||||
|
||||
var childrenSet = new HashSet<string>();
|
||||
var anyErrors = false;
|
||||
foreach (var node in nodes)
|
||||
{
|
||||
if (node is SubGraphNode subGraphNode)
|
||||
{
|
||||
var subGraphGuid = subGraphNode.subGraphGuid;
|
||||
childrenSet.Add(subGraphGuid);
|
||||
}
|
||||
|
||||
if (node.hasError)
|
||||
{
|
||||
anyErrors = true;
|
||||
}
|
||||
asset.children = childrenSet.ToList();
|
||||
asset.children.Sort(); // ensure deterministic order
|
||||
}
|
||||
|
||||
if (!anyErrors && containsCircularDependency)
|
||||
{
|
||||
Debug.LogError($"Error in Graph at {assetPath}: Sub Graph contains a circular dependency.", asset);
|
||||
anyErrors = true;
|
||||
}
|
||||
|
||||
if (anyErrors)
|
||||
{
|
||||
asset.isValid = false;
|
||||
registry.ProvideFunction(asset.functionName, sb => {});
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var node in nodes)
|
||||
{
|
||||
if (node is IGeneratesFunction generatesFunction)
|
||||
{
|
||||
registry.builder.currentNode = node;
|
||||
generatesFunction.GenerateNodeFunction(registry, GenerationMode.ForReals);
|
||||
registry.builder.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
|
||||
}
|
||||
}
|
||||
|
||||
// provide top level subgraph function
|
||||
registry.ProvideFunction(asset.functionName, sb =>
|
||||
{
|
||||
GenerationUtils.GenerateSurfaceInputStruct(sb, asset.requirements, asset.inputStructName);
|
||||
sb.AppendNewLine();
|
||||
|
||||
// Generate arguments... first INPUTS
|
||||
var arguments = new List<string>();
|
||||
foreach (var prop in graph.properties)
|
||||
{
|
||||
prop.ValidateConcretePrecision(asset.graphPrecision);
|
||||
arguments.Add(prop.GetPropertyAsArgumentString());
|
||||
}
|
||||
|
||||
// now pass surface inputs
|
||||
arguments.Add(string.Format("{0} IN", asset.inputStructName));
|
||||
|
||||
// Now generate outputs
|
||||
foreach (MaterialSlot output in outputSlots)
|
||||
arguments.Add($"out {output.concreteValueType.ToShaderString(asset.outputPrecision)} {output.shaderOutputName}_{output.id}");
|
||||
|
||||
// Vt Feedback arguments
|
||||
foreach (var output in asset.vtFeedbackVariables)
|
||||
arguments.Add($"out {ConcreteSlotValueType.Vector4.ToShaderString(ConcretePrecision.Single)} {output}_out");
|
||||
|
||||
// Create the function prototype from the arguments
|
||||
sb.AppendLine("void {0}({1})"
|
||||
, asset.functionName
|
||||
, arguments.Aggregate((current, next) => $"{current}, {next}"));
|
||||
|
||||
// now generate the function
|
||||
using (sb.BlockScope())
|
||||
{
|
||||
// Just grab the body from the active nodes
|
||||
foreach (var node in nodes)
|
||||
{
|
||||
if (node is IGeneratesBodyCode generatesBodyCode)
|
||||
{
|
||||
sb.currentNode = node;
|
||||
generatesBodyCode.GenerateNodeCode(sb, GenerationMode.ForReals);
|
||||
sb.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var slot in outputSlots)
|
||||
{
|
||||
sb.AppendLine($"{slot.shaderOutputName}_{slot.id} = {outputNode.GetSlotValue(slot.id, GenerationMode.ForReals, asset.outputPrecision)};");
|
||||
}
|
||||
|
||||
foreach (var slot in asset.vtFeedbackVariables)
|
||||
{
|
||||
sb.AppendLine($"{slot}_out = {slot};");
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
asset.functions.AddRange(registry.names.Select(x => new FunctionPair(x, registry.sources[x].code)));
|
||||
|
||||
var collector = new PropertyCollector();
|
||||
foreach (var node in nodes)
|
||||
{
|
||||
int previousPropertyCount = Math.Max(0, collector.propertyCount - 1);
|
||||
|
||||
node.CollectShaderProperties(collector, GenerationMode.ForReals);
|
||||
|
||||
// This is a stop-gap to prevent the autogenerated values from JsonObject and ShaderInput from
|
||||
// resulting in non-deterministic import data. While we should move to local ids in the future,
|
||||
// this will prevent cascading shader recompilations.
|
||||
for (int i = previousPropertyCount; i < collector.propertyCount; ++i)
|
||||
{
|
||||
var prop = collector.GetProperty(i);
|
||||
var namespaceId = node.objectId;
|
||||
var nameId = prop.referenceName;
|
||||
|
||||
prop.OverrideObjectId(namespaceId, nameId + "_ObjectId_" + i);
|
||||
prop.OverrideGuid(namespaceId, nameId + "_Guid_" + i);
|
||||
}
|
||||
}
|
||||
asset.WriteData(graph.properties, graph.keywords, collector.properties, outputSlots, graph.unsupportedTargets);
|
||||
outputSlots.Dispose();
|
||||
}
|
||||
|
||||
static void GatherDescendentsFromGraph(GUID rootAssetGuid, out bool containsCircularDependency, out HashSet<GUID> descendentGuids)
|
||||
{
|
||||
var dependencyMap = new Dictionary<GUID, GUID[]>();
|
||||
AssetCollection tempAssetCollection = new AssetCollection();
|
||||
using (ListPool<GUID>.Get(out var tempList))
|
||||
{
|
||||
GatherDependencyMap(rootAssetGuid, dependencyMap, tempAssetCollection);
|
||||
containsCircularDependency = ContainsCircularDependency(rootAssetGuid, dependencyMap, tempList);
|
||||
}
|
||||
|
||||
descendentGuids = new HashSet<GUID>();
|
||||
GatherDescendentsUsingDependencyMap(rootAssetGuid, descendentGuids, dependencyMap);
|
||||
}
|
||||
|
||||
static void GatherDependencyMap(GUID rootAssetGUID, Dictionary<GUID, GUID[]> dependencyMap, AssetCollection tempAssetCollection)
|
||||
{
|
||||
if (!dependencyMap.ContainsKey(rootAssetGUID))
|
||||
{
|
||||
// if it is a subgraph, try to recurse into it
|
||||
var assetPath = AssetDatabase.GUIDToAssetPath(rootAssetGUID);
|
||||
if (!string.IsNullOrEmpty(assetPath) && assetPath.EndsWith(Extension, true, null))
|
||||
{
|
||||
tempAssetCollection.Clear();
|
||||
MinimalGraphData.GatherMinimalDependenciesFromFile(assetPath, tempAssetCollection);
|
||||
|
||||
var subgraphGUIDs = tempAssetCollection.assets.Where(asset => asset.Value.HasFlag(AssetCollection.Flags.IsSubGraph)).Select(asset => asset.Key).ToArray();
|
||||
dependencyMap[rootAssetGUID] = subgraphGUIDs;
|
||||
|
||||
foreach (var guid in subgraphGUIDs)
|
||||
{
|
||||
GatherDependencyMap(guid, dependencyMap, tempAssetCollection);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void GatherDescendentsUsingDependencyMap(GUID rootAssetGUID, HashSet<GUID> descendentGuids, Dictionary<GUID, GUID[]> dependencyMap)
|
||||
{
|
||||
var dependencies = dependencyMap[rootAssetGUID];
|
||||
foreach (GUID dependency in dependencies)
|
||||
{
|
||||
if (descendentGuids.Add(dependency))
|
||||
{
|
||||
GatherDescendentsUsingDependencyMap(dependency, descendentGuids, dependencyMap);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static bool ContainsCircularDependency(GUID assetGUID, Dictionary<GUID, GUID[]> dependencyMap, List<GUID> ancestors)
|
||||
{
|
||||
if (ancestors.Contains(assetGUID))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
ancestors.Add(assetGUID);
|
||||
foreach (var dependencyGUID in dependencyMap[assetGUID])
|
||||
{
|
||||
if (ContainsCircularDependency(dependencyGUID, dependencyMap, ancestors))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
ancestors.RemoveAt(ancestors.Count - 1);
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,30 @@
|
||||
using UnityEditor;
|
||||
#if UNITY_2020_2_OR_NEWER
|
||||
using UnityEditor.AssetImporters;
|
||||
#else
|
||||
using UnityEditor.Experimental.AssetImporters;
|
||||
#endif
|
||||
using UnityEngine;
|
||||
using Debug = System.Diagnostics.Debug;
|
||||
|
||||
namespace UnityEditor.ShaderGraph
|
||||
{
|
||||
[CustomEditor(typeof(ShaderSubGraphImporter))]
|
||||
class ShaderSubGraphImporterEditor : ScriptedImporterEditor
|
||||
{
|
||||
public override bool showImportedObject => Unsupported.IsDeveloperMode();
|
||||
protected override bool needsApplyRevert => false;
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
if (GUILayout.Button("Open Shader Editor"))
|
||||
{
|
||||
AssetImporter importer = target as AssetImporter;
|
||||
Debug.Assert(importer != null, "importer != null");
|
||||
ShaderGraphImporterEditor.ShowGraphEditWindow(importer.assetPath);
|
||||
}
|
||||
|
||||
ApplyRevertGUI();
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,10 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEditor.ShaderGraph
|
||||
{
|
||||
class ShaderSubGraphMetadata : ScriptableObject
|
||||
{
|
||||
public List<Object> assetDependencies;
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user