Files
PixelJumperHero/Library/PackageCache/com.unity.shadergraph@11.0.0/Editor/Importers/ShaderGraphImporter.cs
2021-06-13 10:28:03 +02:00

750 lines
30 KiB
C#

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
}
}