UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Importers/ShaderGraphAssetPostProcessor.cs

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2024-10-27 10:53:47 +03:00
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();
}
}
}
void OnPreprocessAsset()
{
ShaderGraphImporter sgImporter = assetImporter as ShaderGraphImporter;
if (sgImporter != null)
{
// Before importing, clear shader messages for any existing old shaders, if any.
// This is a terrible way to do it, but currently how the shader message system works at the moment.
// to workaround a bug with LoadAllAssetsAtPath(), which crashes if the asset has not yet been imported
// we first call LoadAssetAtPath<>, which handles assets not yet imported by returning null
if (AssetDatabase.LoadAssetAtPath<Shader>(assetPath) != null)
{
var oldArtifacts = AssetDatabase.LoadAllAssetsAtPath(assetPath);
foreach (var artifact in oldArtifacts)
{
if ((artifact != null) && (artifact is Shader oldShader))
{
ShaderUtil.ClearShaderMessages(oldShader);
}
}
}
}
}
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 changedGraphGuids = importedAssets
.Where(x => x.EndsWith(ShaderGraphImporter.Extension, StringComparison.InvariantCultureIgnoreCase)
|| x.EndsWith(ShaderSubGraphImporter.Extension, StringComparison.InvariantCultureIgnoreCase))
.Select(AssetDatabase.AssetPathToGUID)
.ToList();
MaterialGraphEditWindow[] windows = null;
if (changedGraphGuids.Count > 0)
{
windows = Resources.FindObjectsOfTypeAll<MaterialGraphEditWindow>();
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 changedFileGUIDs = movedAssets.Concat(importedAssets).Concat(deletedAssets)
.Where(x =>
{
if (x.EndsWith(ShaderSubGraphImporter.Extension, StringComparison.InvariantCultureIgnoreCase) || CustomFunctionNode.s_ValidExtensions.Contains(Path.GetExtension(x)))
{
return true;
}
else
{
var asset = AssetDatabase.GetMainAssetTypeAtPath(x);
return asset is null || asset.IsSubclassOf(typeof(Texture));
}
})
.Select(AssetDatabase.AssetPathToGUID)
.Distinct()
.ToList();
if (changedFileGUIDs.Count > 0)
{
if (windows == null)
{
windows = Resources.FindObjectsOfTypeAll<MaterialGraphEditWindow>();
}
foreach (var window in windows)
{
window.ReloadSubGraphsOnNextUpdate(changedFileGUIDs);
}
}
}
}
}