1022 lines
31 KiB
C#
1022 lines
31 KiB
C#
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// Amplify Shader Editor - Visual Shader Editing Tool
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using UnityEditorInternal;
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namespace AmplifyShaderEditor
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{
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public enum PrecisionType
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{
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Float = 0,
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Half,
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Inherit
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}
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public enum AvailableShaderTypes
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{
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SurfaceShader = 0,
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Template
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}
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[Serializable]
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public class MasterNodeCategoriesData
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{
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public AvailableShaderTypes Category;
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public string Name;
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public MasterNodeCategoriesData( AvailableShaderTypes category, string name ) { Category = category; Name = name; }
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}
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[Serializable]
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public class MasterNode : OutputNode
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{
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protected const string CustomInspectorStr = "Custom Editor";
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protected const string CustomInspectorFormat = "CustomEditor \"{0}\"";
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private const string PropertyOrderFoldoutStr = " Material Properties";
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private const string PropertyOrderTemplateFoldoutStr = "Material Properties";
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protected MasterNodeDataCollector m_currentDataCollector;
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protected const string ShaderNameStr = "Shader Name";
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protected GUIContent m_shaderNameContent;
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private const string IndentationHelper = "\t\t{0}\n";
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private const string ShaderLODFormat = "\t\tLOD {0}\n";
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public delegate void OnMaterialUpdated( MasterNode masterNode );
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public event OnMaterialUpdated OnMaterialUpdatedEvent;
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public event OnMaterialUpdated OnShaderUpdatedEvent;
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protected const string GeneralFoldoutStr = " General";
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protected readonly string[] ShaderModelTypeArr = { "2.0", "2.5", "3.0", "3.5", "4.0", "4.5", "4.6", "5.0" };
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private const string ShaderKeywordsStr = "Shader Keywords";
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[SerializeField]
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protected int m_shaderLOD = 0;
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[SerializeField]
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protected int m_shaderModelIdx = 2;
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[SerializeField]
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protected Shader m_currentShader;
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[SerializeField]
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protected Material m_currentMaterial;
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//[SerializeField]
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//private bool m_isMainMasterNode = false;
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[SerializeField]
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private Rect m_masterNodeIconCoords;
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[SerializeField]
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protected string m_shaderName = Constants.DefaultShaderName;
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[SerializeField]
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protected string m_croppedShaderName = Constants.DefaultShaderName;
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[SerializeField]
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protected string m_customInspectorName = Constants.DefaultCustomInspector;
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[SerializeField]
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protected int m_masterNodeCategory = 0;// MasterNodeCategories.SurfaceShader;
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[SerializeField]
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protected bool m_samplingMacros = false;
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[SerializeField]
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protected string m_currentShaderData = string.Empty;
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private Texture2D m_masterNodeOnTex;
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private Texture2D m_masterNodeOffTex;
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private Texture2D m_gpuInstanceOnTex;
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private Texture2D m_gpuInstanceOffTex;
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// Shader Keywords
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[SerializeField]
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private List<string> m_shaderKeywords = new List<string>();
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[SerializeField]
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private bool m_shaderKeywordsFoldout = true;
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private GUIStyle m_addShaderKeywordStyle;
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private GUIStyle m_removeShaderKeywordStyle;
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private GUIStyle m_smallAddShaderKeywordItemStyle;
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private GUIStyle m_smallRemoveShaderKeywordStyle;
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private const float ShaderKeywordButtonLayoutWidth = 15;
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public MasterNode() : base() { CommonInit(); }
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public MasterNode( int uniqueId, float x, float y, float width, float height ) : base( uniqueId, x, y, width, height ) { CommonInit(); }
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protected GUIContent m_categoryLabel = new GUIContent( "Shader Type ", "Specify the shader type you want to be working on" );
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protected GUIContent[] m_availableCategoryLabels;
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protected MasterNodeCategoriesData[] m_availableCategories;
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[SerializeField]
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private List<PropertyNode> m_propertyNodesVisibleList = new List<PropertyNode>();
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private ReorderableList m_propertyReordableList;
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protected bool m_propertyOrderChanged = false;
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//private int m_availableCount = 0;
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private int m_lastCount = 0;
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private GUIStyle m_propertyAdjustment;
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protected bool m_shaderNameIsTitle = true;
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void CommonInit()
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{
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m_currentMaterial = null;
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m_masterNodeIconCoords = new Rect( 0, 0, 64, 64 );
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m_isMainOutputNode = false;
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m_connStatus = NodeConnectionStatus.Connected;
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m_activeType = GetType();
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m_currentPrecisionType = PrecisionType.Float;
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m_textLabelWidth = 120;
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m_shaderNameContent = new GUIContent( ShaderNameStr, string.Empty );
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AddMasterPorts();
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}
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void InitAvailableCategories()
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{
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int templateCount = m_containerGraph.ParentWindow.TemplatesManagerInstance.TemplateCount;
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m_availableCategories = new MasterNodeCategoriesData[ templateCount + 1 ];
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m_availableCategoryLabels = new GUIContent[ templateCount + 1 ];
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m_availableCategories[ 0 ] = new MasterNodeCategoriesData( AvailableShaderTypes.SurfaceShader, string.Empty );
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m_availableCategoryLabels[ 0 ] = new GUIContent( "Surface" );
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for( int i = 0; i < templateCount; i++ )
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{
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int idx = i + 1;
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TemplateDataParent templateData = m_containerGraph.ParentWindow.TemplatesManagerInstance.GetTemplate( i );
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m_availableCategories[ idx ] = new MasterNodeCategoriesData( AvailableShaderTypes.Template, templateData.GUID );
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m_availableCategoryLabels[ idx ] = new GUIContent( templateData.Name );
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}
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}
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public void SetMasterNodeCategoryFromGUID( string GUID )
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{
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if( m_availableCategories == null )
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InitAvailableCategories();
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m_masterNodeCategory = 0;
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for( int i = 1; i < m_availableCategories.Length; i++ )
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{
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if( m_availableCategories[ i ].Name.Equals( GUID ) )
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m_masterNodeCategory = i;
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}
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}
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public override void SetupNodeCategories()
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{
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//base.SetupNodeCategories();
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ContainerGraph.ResetNodesData();
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int count = m_inputPorts.Count;
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for( int i = 0; i < count; i++ )
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{
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if( m_inputPorts[ i ].IsConnected )
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{
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NodeData nodeData = new NodeData( m_inputPorts[ i ].Category );
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ParentNode node = m_inputPorts[ i ].GetOutputNode();
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node.PropagateNodeData( nodeData, ref m_currentDataCollector );
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}
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else if( m_inputPorts[ i ].HasExternalLink )
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{
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InputPort linkedPort = m_inputPorts[ i ].ExternalLink;
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if( linkedPort != null && linkedPort.IsConnected )
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{
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NodeData nodeData = new NodeData( linkedPort.Category );
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ParentNode node = linkedPort.GetOutputNode();
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node.PropagateNodeData( nodeData, ref m_currentDataCollector );
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}
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}
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}
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}
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public virtual void RefreshAvailableCategories()
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{
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InitAvailableCategories();
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}
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public virtual void AddMasterPorts() { }
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public virtual void ForcePortType() { }
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public virtual void UpdateMasterNodeMaterial( Material material ) { }
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public virtual void SetName( string name ) { }
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public void CopyFrom( MasterNode other )
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{
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Vec2Position = other.Vec2Position;
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CurrentShader = other.CurrentShader;
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CurrentMaterial = other.CurrentMaterial;
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ShaderName = other.ShaderName;
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m_masterNodeCategory = other.CurrentMasterNodeCategoryIdx;
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}
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protected void DrawCurrentShaderType()
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{
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if( m_availableCategories == null )
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InitAvailableCategories();
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int oldType = m_masterNodeCategory;
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m_masterNodeCategory = EditorGUILayoutPopup( m_categoryLabel, m_masterNodeCategory, m_availableCategoryLabels );
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if( oldType != m_masterNodeCategory )
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{
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m_containerGraph.ParentWindow.ReplaceMasterNode( m_availableCategories[ m_masterNodeCategory ], false );
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}
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}
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protected void DrawCustomInspector( bool dropdown )
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{
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#if !UNITY_2018_3_OR_NEWER
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dropdown = false;
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#else
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if( ASEPackageManagerHelper.CurrentHDVersion <= ASESRPVersions.ASE_SRP_5_16_1 )
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dropdown = false;
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#endif
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EditorGUILayout.BeginHorizontal();
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m_customInspectorName = EditorGUILayoutTextField( CustomInspectorStr, m_customInspectorName );
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if( !dropdown )
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{
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if( GUILayoutButton( string.Empty, UIUtils.GetCustomStyle( CustomStyle.ResetToDefaultInspectorButton ), GUILayout.Width( 15 ), GUILayout.Height( 15 ) ) )
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{
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GUIUtility.keyboardControl = 0;
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m_customInspectorName = Constants.DefaultCustomInspector;
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}
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}
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else
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{
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if( GUILayoutButton( string.Empty, UIUtils.InspectorPopdropdownFallback, GUILayout.Width( 17 ), GUILayout.Height( 19 ) ) )
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{
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EditorGUI.FocusTextInControl( null );
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GUI.FocusControl( null );
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GenericMenu menu = new GenericMenu();
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AddMenuItem( menu, Constants.DefaultCustomInspector );
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#if UNITY_2018_3_OR_NEWER
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if( ASEPackageManagerHelper.CurrentHDVersion > ASESRPVersions.ASE_SRP_6_9_1 )
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{
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if( ASEPackageManagerHelper.CurrentHDVersion > ASESRPVersions.ASE_SRP_10_0_0 )
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{
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AddMenuItem( menu, "Rendering.HighDefinition.LightingShaderGraphGUI" );
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AddMenuItem( menu, "Rendering.HighDefinition.HDUnlitGUI" );
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}
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else
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{
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AddMenuItem( menu, "UnityEditor.Rendering.HighDefinition.HDLitGUI" );
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}
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AddMenuItem( menu, "UnityEditor.ShaderGraph.PBRMasterGUI" );
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}
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else
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{
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AddMenuItem( menu, "UnityEditor.Experimental.Rendering.HDPipeline.HDLitGUI" );
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}
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#else
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AddMenuItem( menu, "UnityEditor.Experimental.Rendering.HDPipeline.HDLitGUI" );
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#endif
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menu.ShowAsContext();
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}
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}
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EditorGUILayout.EndHorizontal();
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}
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private void AddMenuItem( GenericMenu menu, string newClass )
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{
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menu.AddItem( new GUIContent( newClass ), m_customInspectorName.Equals( newClass ), OnSelection, newClass );
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}
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private void OnSelection( object newClass )
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{
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m_customInspectorName = (string)newClass;
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}
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protected void DrawShaderName()
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{
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#if UNITY_2019_1_OR_NEWER
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// this is a hack to control the automatic selection of text fields when the window is selected after serialization
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// by having a selectable label the focus happens on it instead and doesn't interupt the usual flow of the editor
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EditorGUILayout.SelectableLabel( "", GUILayout.Height( 0 ) );
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#endif
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EditorGUI.BeginChangeCheck();
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string newShaderName = EditorGUILayoutTextField( m_shaderNameContent, m_shaderName );
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if( EditorGUI.EndChangeCheck() )
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{
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if( newShaderName.Length > 0 )
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{
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newShaderName = UIUtils.RemoveShaderInvalidCharacters( newShaderName );
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}
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else
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{
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newShaderName = Constants.DefaultShaderName;
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}
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ShaderName = newShaderName;
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ContainerGraph.ParentWindow.UpdateTabTitle( ShaderName, true );
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}
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m_shaderNameContent.tooltip = m_shaderName;
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}
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protected void DrawSamplingMacros()
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{
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EditorGUI.BeginChangeCheck();
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m_samplingMacros = EditorGUILayoutToggle( "Use Sampling Macros", m_samplingMacros );
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if( EditorGUI.EndChangeCheck() )
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ContainerGraph.SamplingMacros = SamplingMacros;
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}
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public void DrawShaderKeywords()
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{
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if( m_addShaderKeywordStyle == null )
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m_addShaderKeywordStyle = UIUtils.PlusStyle;
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if( m_removeShaderKeywordStyle == null )
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m_removeShaderKeywordStyle = UIUtils.MinusStyle;
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if( m_smallAddShaderKeywordItemStyle == null )
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m_smallAddShaderKeywordItemStyle = UIUtils.PlusStyle;
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if( m_smallRemoveShaderKeywordStyle == null )
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m_smallRemoveShaderKeywordStyle = UIUtils.MinusStyle;
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EditorGUILayout.BeginHorizontal();
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{
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m_shaderKeywordsFoldout = EditorGUILayout.Foldout( m_shaderKeywordsFoldout, ShaderKeywordsStr );
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// Add keyword
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if( GUILayout.Button( string.Empty, m_addShaderKeywordStyle ) )
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{
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m_shaderKeywords.Insert( 0, "" );
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}
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//Remove keyword
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if( GUILayout.Button( string.Empty, m_removeShaderKeywordStyle ) )
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{
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m_shaderKeywords.RemoveAt( m_shaderKeywords.Count - 1 );
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}
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}
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EditorGUILayout.EndHorizontal();
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if( m_shaderKeywordsFoldout )
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{
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EditorGUI.indentLevel += 1;
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int itemCount = m_shaderKeywords.Count;
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int markedToDelete = -1;
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for( int i = 0; i < itemCount; i++ )
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{
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EditorGUILayout.BeginHorizontal();
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{
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GUILayout.Label( " " );
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// Add new port
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if( GUILayoutButton( string.Empty, m_smallAddShaderKeywordItemStyle, GUILayout.Width( ShaderKeywordButtonLayoutWidth ) ) )
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{
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m_shaderKeywords.Insert( i, "" );
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}
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//Remove port
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if( GUILayoutButton( string.Empty, m_smallRemoveShaderKeywordStyle, GUILayout.Width( ShaderKeywordButtonLayoutWidth ) ) )
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{
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markedToDelete = i;
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}
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}
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EditorGUILayout.EndHorizontal();
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}
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if( markedToDelete > -1 )
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{
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m_shaderKeywords.RemoveAt( markedToDelete );
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}
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EditorGUI.indentLevel -= 1;
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}
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}
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public override void Draw( DrawInfo drawInfo )
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{
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if( m_availableCategories == null )
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InitAvailableCategories();
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base.Draw( drawInfo );
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}
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public override void OnNodeRepaint( DrawInfo drawInfo )
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{
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base.OnNodeRepaint( drawInfo );
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if( m_isMainOutputNode )
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{
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if( m_masterNodeOnTex == null )
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{
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m_masterNodeOnTex = UIUtils.MasterNodeOnTexture;
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}
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if( m_masterNodeOffTex == null )
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{
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m_masterNodeOffTex = UIUtils.MasterNodeOffTexture;
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}
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if( m_gpuInstanceOnTex == null )
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{
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m_gpuInstanceOnTex = UIUtils.GPUInstancedOnTexture;
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}
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if( m_gpuInstanceOffTex == null )
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{
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m_gpuInstanceOffTex = UIUtils.GPUInstancedOffTexture;
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}
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m_masterNodeIconCoords = m_globalPosition;
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m_masterNodeIconCoords.x += m_globalPosition.width - m_masterNodeOffTex.width * drawInfo.InvertedZoom;
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m_masterNodeIconCoords.y += m_globalPosition.height - m_masterNodeOffTex.height * drawInfo.InvertedZoom;
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m_masterNodeIconCoords.width = m_masterNodeOffTex.width * drawInfo.InvertedZoom;
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m_masterNodeIconCoords.height = m_masterNodeOffTex.height * drawInfo.InvertedZoom;
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GUI.DrawTexture( m_masterNodeIconCoords, m_masterNodeOffTex );
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||
|
if( m_gpuInstanceOnTex == null )
|
||
|
{
|
||
|
m_gpuInstanceOnTex = UIUtils.GPUInstancedOnTexture;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected void DrawInstancedIcon( DrawInfo drawInfo )
|
||
|
{
|
||
|
if( m_gpuInstanceOffTex == null || drawInfo.CurrentEventType != EventType.Repaint )
|
||
|
return;
|
||
|
|
||
|
m_masterNodeIconCoords = m_globalPosition;
|
||
|
m_masterNodeIconCoords.x += m_globalPosition.width - 5 - m_gpuInstanceOffTex.width * drawInfo.InvertedZoom;
|
||
|
m_masterNodeIconCoords.y += m_headerPosition.height;
|
||
|
m_masterNodeIconCoords.width = m_gpuInstanceOffTex.width * drawInfo.InvertedZoom;
|
||
|
m_masterNodeIconCoords.height = m_gpuInstanceOffTex.height * drawInfo.InvertedZoom;
|
||
|
GUI.DrawTexture( m_masterNodeIconCoords, m_gpuInstanceOffTex );
|
||
|
}
|
||
|
//public override void DrawProperties()
|
||
|
//{
|
||
|
// base.DrawProperties();
|
||
|
// //EditorGUILayout.LabelField( _shaderTypeLabel );
|
||
|
//}
|
||
|
|
||
|
public override void WriteToString( ref string nodeInfo, ref string connectionsInfo )
|
||
|
{
|
||
|
base.WriteToString( ref nodeInfo, ref connectionsInfo );
|
||
|
//IOUtils.AddFieldValueToString( ref nodeInfo, m_isMainMasterNode );
|
||
|
IOUtils.AddFieldValueToString( ref nodeInfo, m_shaderModelIdx );
|
||
|
IOUtils.AddFieldValueToString( ref nodeInfo, m_customInspectorName );
|
||
|
IOUtils.AddFieldValueToString( ref nodeInfo, m_shaderLOD );
|
||
|
IOUtils.AddFieldValueToString( ref nodeInfo, m_masterNodeCategory );
|
||
|
}
|
||
|
|
||
|
public override void ReadFromString( ref string[] nodeParams )
|
||
|
{
|
||
|
base.ReadFromString( ref nodeParams );
|
||
|
if( UIUtils.CurrentShaderVersion() > 21 )
|
||
|
{
|
||
|
m_shaderModelIdx = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
|
||
|
if( UIUtils.CurrentShaderVersion() < 17005 )
|
||
|
{
|
||
|
string val = GetCurrentParam( ref nodeParams );
|
||
|
if( m_customPrecision )
|
||
|
{
|
||
|
if( val.Equals( "Fixed" ) )
|
||
|
m_currentPrecisionType = PrecisionType.Half;
|
||
|
else
|
||
|
m_currentPrecisionType = (PrecisionType)Enum.Parse( typeof( PrecisionType ), val );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_currentPrecisionType = PrecisionType.Inherit;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( UIUtils.CurrentShaderVersion() > 2404 )
|
||
|
{
|
||
|
m_customInspectorName = GetCurrentParam( ref nodeParams );
|
||
|
}
|
||
|
|
||
|
if( UIUtils.CurrentShaderVersion() > 6101 )
|
||
|
{
|
||
|
ShaderLOD = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
|
||
|
}
|
||
|
|
||
|
if( UIUtils.CurrentShaderVersion() >= 13001 )
|
||
|
{
|
||
|
//Debug.LogWarning( "Add correct version as soon as it is merged into master" );
|
||
|
m_masterNodeCategory = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override void OnInputPortConnected( int portId, int otherNodeId, int otherPortId, bool activateNode = true )
|
||
|
{
|
||
|
if( activateNode )
|
||
|
{
|
||
|
InputPort port = GetInputPortByUniqueId( portId );
|
||
|
port.GetOutputNode().ActivateNode( UniqueId, portId, m_activeType );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void FireMaterialChangedEvt()
|
||
|
{
|
||
|
if( OnMaterialUpdatedEvent != null )
|
||
|
{
|
||
|
OnMaterialUpdatedEvent( this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void FireShaderChangedEvt()
|
||
|
{
|
||
|
if( OnShaderUpdatedEvent != null )
|
||
|
OnShaderUpdatedEvent( this );
|
||
|
}
|
||
|
|
||
|
public void RegisterStandaloneFuntions()
|
||
|
{
|
||
|
List<CustomExpressionNode> nodes = m_containerGraph.CustomExpressionOnFunctionMode.NodesList;
|
||
|
int count = nodes.Count;
|
||
|
Dictionary<int, CustomExpressionNode> examinedNodes = new Dictionary<int, CustomExpressionNode>();
|
||
|
for( int i = 0; i < count; i++ )
|
||
|
{
|
||
|
if( nodes[ i ].AutoRegisterMode )
|
||
|
{
|
||
|
nodes[ i ].CheckDependencies( ref m_currentDataCollector, ref examinedNodes );
|
||
|
}
|
||
|
}
|
||
|
examinedNodes.Clear();
|
||
|
examinedNodes = null;
|
||
|
}
|
||
|
|
||
|
// What operation this node does
|
||
|
public virtual void Execute( Shader selectedShader )
|
||
|
{
|
||
|
Execute( AssetDatabase.GetAssetPath( selectedShader ), false );
|
||
|
}
|
||
|
|
||
|
public virtual Shader Execute( string pathname, bool isFullPath )
|
||
|
{
|
||
|
ContainerGraph.ResetNodesLocalVariables();
|
||
|
m_currentDataCollector = new MasterNodeDataCollector( this );
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
public void CheckSamplingMacrosFlag()
|
||
|
{
|
||
|
if( ContainerGraph.SamplingMacros && m_currentDataCollector != null )
|
||
|
m_currentDataCollector.AddToDirectives( Constants.SamplingMacrosDirective );
|
||
|
|
||
|
}
|
||
|
protected void SortInputPorts( ref List<InputPort> vertexPorts, ref List<InputPort> fragmentPorts )
|
||
|
{
|
||
|
for( int i = 0; i < m_inputPorts.Count; i++ )
|
||
|
{
|
||
|
if( m_inputPorts[ i ].Category == MasterNodePortCategory.Fragment || m_inputPorts[ i ].Category == MasterNodePortCategory.Debug )
|
||
|
{
|
||
|
if( fragmentPorts != null )
|
||
|
fragmentPorts.Add( m_inputPorts[ i ] );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( vertexPorts != null )
|
||
|
vertexPorts.Add( m_inputPorts[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( fragmentPorts.Count > 0 )
|
||
|
{
|
||
|
fragmentPorts.Sort( ( x, y ) => x.OrderId.CompareTo( y.OrderId ) );
|
||
|
}
|
||
|
|
||
|
if( vertexPorts.Count > 0 )
|
||
|
{
|
||
|
vertexPorts.Sort( ( x, y ) => x.OrderId.CompareTo( y.OrderId ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected void UpdateShaderAsset( ref string pathname, ref string shaderBody, bool isFullPath )
|
||
|
{
|
||
|
// Generate Graph info
|
||
|
shaderBody += ContainerGraph.ParentWindow.GenerateGraphInfo();
|
||
|
|
||
|
//TODO: Remove current SaveDebugShader and uncomment SaveToDisk as soon as pathname is editable
|
||
|
if( !String.IsNullOrEmpty( pathname ) )
|
||
|
{
|
||
|
IOUtils.StartSaveThread( shaderBody, ( isFullPath ? pathname : ( IOUtils.dataPath + pathname ) ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
IOUtils.StartSaveThread( shaderBody, Application.dataPath + "/AmplifyShaderEditor/Samples/Shaders/" + m_shaderName + ".shader" );
|
||
|
}
|
||
|
|
||
|
|
||
|
if( CurrentShader == null )
|
||
|
{
|
||
|
AssetDatabase.Refresh( ImportAssetOptions.ForceUpdate );
|
||
|
CurrentShader = Shader.Find( ShaderName );
|
||
|
}
|
||
|
|
||
|
//else
|
||
|
//{
|
||
|
// // need to always get asset datapath because a user can change and asset location from the project window
|
||
|
// AssetDatabase.ImportAsset( AssetDatabase.GetAssetPath( m_currentShader ) );
|
||
|
// //ShaderUtil.UpdateShaderAsset( m_currentShader, ShaderBody );
|
||
|
// //ShaderImporter importer = (ShaderImporter)ShaderImporter.GetAtPath( AssetDatabase.GetAssetPath( CurrentShader ) );
|
||
|
// //importer.SaveAndReimport();
|
||
|
//}
|
||
|
|
||
|
if( m_currentShader != null )
|
||
|
{
|
||
|
m_currentDataCollector.UpdateShaderImporter( ref m_currentShader );
|
||
|
if( m_currentMaterial != null )
|
||
|
{
|
||
|
if( m_currentMaterial.shader != m_currentShader )
|
||
|
m_currentMaterial.shader = m_currentShader;
|
||
|
|
||
|
//m_currentDataCollector.UpdateMaterialOnPropertyNodes( m_currentMaterial );
|
||
|
//This master node UpdateMaterial is needed on Standard Surface node to update its internal properties
|
||
|
UpdateMaterial( m_currentMaterial );
|
||
|
|
||
|
UIUtils.CurrentWindow.OutsideGraph.UpdateMaterialOnPropertyNodes( m_currentMaterial );
|
||
|
|
||
|
FireMaterialChangedEvt();
|
||
|
// need to always get asset datapath because a user can change and asset location from the project window
|
||
|
//AssetDatabase.ImportAsset( AssetDatabase.GetAssetPath( m_currentMaterial ) );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
m_currentDataCollector.Destroy();
|
||
|
m_currentDataCollector = null;
|
||
|
}
|
||
|
|
||
|
|
||
|
public void InvalidateMaterialPropertyCount()
|
||
|
{
|
||
|
m_lastCount = -1;
|
||
|
}
|
||
|
|
||
|
private void RefreshVisibleList( ref List<PropertyNode> allNodes )
|
||
|
{
|
||
|
// temp reference for lambda expression
|
||
|
List<PropertyNode> nodes = allNodes;
|
||
|
m_propertyNodesVisibleList.Clear();
|
||
|
|
||
|
for( int i = 0; i < nodes.Count; i++ )
|
||
|
{
|
||
|
ReordenatorNode rnode = nodes[ i ] as ReordenatorNode;
|
||
|
if( ( rnode == null || !rnode.IsInside ) && ( !m_propertyNodesVisibleList.Exists( x => x.PropertyName.Equals( nodes[ i ].PropertyName ) ) ) )
|
||
|
m_propertyNodesVisibleList.Add( nodes[ i ] );
|
||
|
}
|
||
|
|
||
|
m_propertyNodesVisibleList.Sort( ( x, y ) => { return x.OrderIndex.CompareTo( y.OrderIndex ); } );
|
||
|
}
|
||
|
|
||
|
public void DrawMaterialInputs( GUIStyle toolbarstyle, bool style = true )
|
||
|
{
|
||
|
m_propertyOrderChanged = false;
|
||
|
Color cachedColor = GUI.color;
|
||
|
GUI.color = new Color( cachedColor.r, cachedColor.g, cachedColor.b, 0.5f );
|
||
|
EditorGUILayout.BeginHorizontal( toolbarstyle );
|
||
|
GUI.color = cachedColor;
|
||
|
|
||
|
EditorGUI.BeginChangeCheck();
|
||
|
if( style )
|
||
|
{
|
||
|
ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedProperties = GUILayoutToggle( ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedProperties, PropertyOrderFoldoutStr, UIUtils.MenuItemToggleStyle );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedProperties = GUILayoutToggle( ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedProperties, PropertyOrderTemplateFoldoutStr, UIUtils.MenuItemToggleStyle );
|
||
|
}
|
||
|
|
||
|
if( EditorGUI.EndChangeCheck() )
|
||
|
{
|
||
|
EditorPrefs.SetBool( "ExpandedProperties", ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedProperties );
|
||
|
}
|
||
|
|
||
|
EditorGUILayout.EndHorizontal();
|
||
|
if( !ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedProperties )
|
||
|
return;
|
||
|
|
||
|
cachedColor = GUI.color;
|
||
|
GUI.color = new Color( cachedColor.r, cachedColor.g, cachedColor.b, ( EditorGUIUtility.isProSkin ? 0.5f : 0.25f ) );
|
||
|
EditorGUILayout.BeginVertical( UIUtils.MenuItemBackgroundStyle );
|
||
|
GUI.color = cachedColor;
|
||
|
|
||
|
List<PropertyNode> nodes = UIUtils.PropertyNodesList();
|
||
|
|
||
|
if( nodes.Count != m_lastCount )
|
||
|
{
|
||
|
RefreshVisibleList( ref nodes );
|
||
|
m_lastCount = nodes.Count;
|
||
|
}
|
||
|
|
||
|
if( m_propertyReordableList == null )
|
||
|
{
|
||
|
m_propertyReordableList = new ReorderableList( m_propertyNodesVisibleList, typeof( PropertyNode ), true, false, false, false )
|
||
|
{
|
||
|
headerHeight = 0,
|
||
|
footerHeight = 0,
|
||
|
showDefaultBackground = false,
|
||
|
|
||
|
drawElementCallback = ( Rect rect, int index, bool isActive, bool isFocused ) =>
|
||
|
{
|
||
|
var first = rect;
|
||
|
first.width *= 0.60f;
|
||
|
EditorGUI.LabelField( first, m_propertyNodesVisibleList[ index ].PropertyInspectorName );
|
||
|
var second = rect;
|
||
|
second.width *= 0.4f;
|
||
|
second.x += first.width;
|
||
|
if( GUI.Button( second, m_propertyNodesVisibleList[ index ].PropertyName, new GUIStyle( "AssetLabel Partial" ) ) )
|
||
|
{
|
||
|
UIUtils.FocusOnNode( m_propertyNodesVisibleList[ index ], 1, false );
|
||
|
}
|
||
|
},
|
||
|
|
||
|
onReorderCallback = ( list ) =>
|
||
|
{
|
||
|
ReorderList( ref nodes );
|
||
|
m_propertyOrderChanged = true;
|
||
|
//RecursiveLog();
|
||
|
}
|
||
|
};
|
||
|
ReorderList( ref nodes );
|
||
|
}
|
||
|
|
||
|
if( m_propertyReordableList != null )
|
||
|
{
|
||
|
if( m_propertyAdjustment == null )
|
||
|
{
|
||
|
m_propertyAdjustment = new GUIStyle();
|
||
|
m_propertyAdjustment.padding.left = 17;
|
||
|
}
|
||
|
EditorGUILayout.BeginVertical( m_propertyAdjustment );
|
||
|
m_propertyReordableList.DoLayoutList();
|
||
|
EditorGUILayout.EndVertical();
|
||
|
}
|
||
|
EditorGUILayout.EndVertical();
|
||
|
}
|
||
|
|
||
|
public void ForceReordering()
|
||
|
{
|
||
|
List<PropertyNode> nodes = UIUtils.PropertyNodesList();
|
||
|
|
||
|
if( nodes.Count != m_lastCount )
|
||
|
{
|
||
|
RefreshVisibleList( ref nodes );
|
||
|
m_lastCount = nodes.Count;
|
||
|
}
|
||
|
|
||
|
ReorderList( ref nodes );
|
||
|
//RecursiveLog();
|
||
|
}
|
||
|
|
||
|
private void RecursiveLog()
|
||
|
{
|
||
|
List<PropertyNode> nodes = UIUtils.PropertyNodesList();
|
||
|
nodes.Sort( ( x, y ) => { return x.OrderIndex.CompareTo( y.OrderIndex ); } );
|
||
|
for( int i = 0; i < nodes.Count; i++ )
|
||
|
{
|
||
|
if( ( nodes[ i ] is ReordenatorNode ) )
|
||
|
( nodes[ i ] as ReordenatorNode ).RecursiveLog();
|
||
|
else
|
||
|
Debug.Log( nodes[ i ].OrderIndex + " " + nodes[ i ].PropertyName );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void ReorderList( ref List<PropertyNode> nodes )
|
||
|
{
|
||
|
// clear lock list before reordering because of multiple sf being used
|
||
|
for( int i = 0; i < nodes.Count; i++ )
|
||
|
{
|
||
|
ReordenatorNode rnode = nodes[ i ] as ReordenatorNode;
|
||
|
if( rnode != null )
|
||
|
rnode.RecursiveClear();
|
||
|
}
|
||
|
|
||
|
int propoffset = 0;
|
||
|
int count = 0;
|
||
|
for( int i = 0; i < m_propertyNodesVisibleList.Count; i++ )
|
||
|
{
|
||
|
ReordenatorNode renode = m_propertyNodesVisibleList[ i ] as ReordenatorNode;
|
||
|
if( renode != null )
|
||
|
{
|
||
|
if( !renode.IsInside )
|
||
|
{
|
||
|
m_propertyNodesVisibleList[ i ].OrderIndex = count + propoffset;
|
||
|
|
||
|
if( renode.PropertyListCount > 0 )
|
||
|
{
|
||
|
propoffset += renode.RecursiveCount();
|
||
|
// the same reordenator can exist multiple times, apply ordering to all of them
|
||
|
for( int j = 0; j < nodes.Count; j++ )
|
||
|
{
|
||
|
ReordenatorNode pnode = ( nodes[ j ] as ReordenatorNode );
|
||
|
if( pnode != null && pnode.PropertyName.Equals( renode.PropertyName ) )
|
||
|
{
|
||
|
pnode.OrderIndex = renode.RawOrderIndex;
|
||
|
pnode.RecursiveSetOrderOffset( renode.RawOrderIndex, true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
count++;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_propertyNodesVisibleList[ i ].OrderIndex = 0;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_propertyNodesVisibleList[ i ].OrderIndex = count + propoffset;
|
||
|
count++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void CopyPropertyListFrom( MasterNode masterNode )
|
||
|
{
|
||
|
m_lastCount = masterNode.ReordableListLastCount;
|
||
|
m_propertyNodesVisibleList.Clear();
|
||
|
m_propertyNodesVisibleList.AddRange( masterNode.PropertyNodesVisibleList );
|
||
|
}
|
||
|
|
||
|
public virtual void UpdateFromShader( Shader newShader ) { }
|
||
|
|
||
|
public void ClearUpdateEvents()
|
||
|
{
|
||
|
OnShaderUpdatedEvent = null;
|
||
|
OnMaterialUpdatedEvent = null;
|
||
|
}
|
||
|
|
||
|
public Material CurrentMaterial { get { return m_currentMaterial; } set { m_currentMaterial = value; } }
|
||
|
public Shader CurrentShader
|
||
|
{
|
||
|
set
|
||
|
{
|
||
|
if( value != null )
|
||
|
{
|
||
|
SetName( value.name );
|
||
|
}
|
||
|
|
||
|
m_currentShader = value;
|
||
|
FireShaderChangedEvt();
|
||
|
}
|
||
|
get { return m_currentShader; }
|
||
|
}
|
||
|
public virtual void OnRefreshLinkedPortsComplete() { }
|
||
|
public virtual void ReleaseResources() { }
|
||
|
public override void Destroy()
|
||
|
{
|
||
|
base.Destroy();
|
||
|
OnMaterialUpdatedEvent = null;
|
||
|
OnShaderUpdatedEvent = null;
|
||
|
m_masterNodeOnTex = null;
|
||
|
m_masterNodeOffTex = null;
|
||
|
m_gpuInstanceOnTex = null;
|
||
|
m_gpuInstanceOffTex = null;
|
||
|
m_addShaderKeywordStyle = null;
|
||
|
m_removeShaderKeywordStyle = null;
|
||
|
m_smallAddShaderKeywordItemStyle = null;
|
||
|
m_smallRemoveShaderKeywordStyle = null;
|
||
|
m_shaderKeywords.Clear();
|
||
|
m_shaderKeywords = null;
|
||
|
m_propertyReordableList = null;
|
||
|
m_propertyAdjustment = null;
|
||
|
if( m_currentDataCollector != null )
|
||
|
{
|
||
|
m_currentDataCollector.Destroy();
|
||
|
m_currentDataCollector = null;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public static void OpenShaderBody( ref string result, string name )
|
||
|
{
|
||
|
result += string.Format( "Shader \"{0}\"\n", name ) + "{\n";
|
||
|
}
|
||
|
|
||
|
public static void CloseShaderBody( ref string result )
|
||
|
{
|
||
|
result += "}\n";
|
||
|
}
|
||
|
|
||
|
public static void OpenSubShaderBody( ref string result )
|
||
|
{
|
||
|
result += "\n\tSubShader\n\t{\n";
|
||
|
}
|
||
|
|
||
|
public static void CloseSubShaderBody( ref string result )
|
||
|
{
|
||
|
result += "\t}\n";
|
||
|
}
|
||
|
|
||
|
public static void AddShaderProperty( ref string result, string name, string value )
|
||
|
{
|
||
|
result += string.Format( "\t{0} \"{1}\"\n", name, value );
|
||
|
}
|
||
|
|
||
|
public static void AddShaderPragma( ref string result, string value )
|
||
|
{
|
||
|
result += string.Format( "\t\t#pragma {0}\n", value );
|
||
|
}
|
||
|
|
||
|
public static void AddRenderState( ref string result, string state, string stateParams )
|
||
|
{
|
||
|
result += string.Format( "\t\t{0} {1}\n", state, stateParams );
|
||
|
}
|
||
|
|
||
|
public static void AddRenderTags( ref string result, string tags )
|
||
|
{
|
||
|
result += string.Format( IndentationHelper, tags ); ;
|
||
|
}
|
||
|
|
||
|
public static void AddShaderLOD( ref string result, int shaderLOD )
|
||
|
{
|
||
|
if( shaderLOD > 0 )
|
||
|
{
|
||
|
result += string.Format( ShaderLODFormat, shaderLOD );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public static void AddMultilineBody( ref string result, string[] lines )
|
||
|
{
|
||
|
for( int i = 0; i < lines.Length; i++ )
|
||
|
{
|
||
|
result += string.Format( IndentationHelper, lines[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public static void OpenCGInclude( ref string result )
|
||
|
{
|
||
|
result += "\t\tCGINCLUDE\n";
|
||
|
}
|
||
|
|
||
|
public static void OpenCGProgram( ref string result )
|
||
|
{
|
||
|
result += "\t\tCGPROGRAM\n";
|
||
|
}
|
||
|
|
||
|
public static void CloseCGProgram( ref string result )
|
||
|
{
|
||
|
result += "\n\t\tENDCG\n";
|
||
|
}
|
||
|
|
||
|
public string ShaderName
|
||
|
{
|
||
|
//get { return ( ( _isHidden ? "Hidden/" : string.Empty ) + ( String.IsNullOrEmpty( _shaderCategory ) ? "" : ( _shaderCategory + "/" ) ) + _shaderName ); }
|
||
|
get { return m_shaderName; }
|
||
|
set
|
||
|
{
|
||
|
m_shaderName = value;
|
||
|
string[] shaderNameArr = m_shaderName.Split( '/' );
|
||
|
m_croppedShaderName = shaderNameArr[ shaderNameArr.Length - 1 ];
|
||
|
|
||
|
if( m_shaderNameIsTitle )
|
||
|
m_content.text = GenerateClippedTitle( m_croppedShaderName );
|
||
|
|
||
|
m_sizeIsDirty = true;
|
||
|
}
|
||
|
}
|
||
|
public string CurrentInspector { get { return m_customInspectorName; } }
|
||
|
public string CustomInspectorFormatted { get { return string.Format( CustomInspectorFormat, m_customInspectorName ); } }
|
||
|
public string CroppedShaderName { get { return m_croppedShaderName; } }
|
||
|
public virtual AvailableShaderTypes CurrentMasterNodeCategory { get { return ( m_masterNodeCategory == 0 ) ? AvailableShaderTypes.SurfaceShader : AvailableShaderTypes.Template; } }
|
||
|
public int CurrentMasterNodeCategoryIdx { get { return m_masterNodeCategory; } }
|
||
|
public MasterNodeDataCollector CurrentDataCollector { get { return m_currentDataCollector; } set { m_currentDataCollector = value; } }
|
||
|
public List<PropertyNode> PropertyNodesVisibleList { get { return m_propertyNodesVisibleList; } }
|
||
|
public ReorderableList PropertyReordableList { get { return m_propertyReordableList; } }
|
||
|
public int ReordableListLastCount { get { return m_lastCount; } }
|
||
|
public MasterNodeCategoriesData CurrentCategoriesData { get { return m_availableCategories[ m_masterNodeCategory ]; } }
|
||
|
public int ShaderLOD
|
||
|
{
|
||
|
get { return m_shaderLOD; }
|
||
|
set
|
||
|
{
|
||
|
m_shaderLOD = Mathf.Max( 0, value );
|
||
|
}
|
||
|
}
|
||
|
public bool SamplingMacros
|
||
|
{
|
||
|
get { return m_samplingMacros; }
|
||
|
set
|
||
|
{
|
||
|
m_samplingMacros = value;
|
||
|
if( IsLODMainMasterNode )
|
||
|
ContainerGraph.SamplingMacros = value;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|