// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda using System; using System.Collections.Generic; using UnityEngine; namespace AmplifyShaderEditor { [Serializable] public class TemplateTag { public string Tag = string.Empty; public string Replacement = string.Empty; public TemplateTag( string tag, string replacement = null ) { Tag = tag; if( replacement != null ) Replacement = replacement; } } [Serializable] public class TemplateId { public int StartIdx = -1; public string UniqueID; public string Tag; public string ReplacementText; public bool IsReplaced = false; public bool EmptyReplacer = false; public TemplateId( int bodyIdx, string uniqueID, string tag, bool emptyReplacer = false ) { StartIdx = bodyIdx; UniqueID = uniqueID; Tag = tag; EmptyReplacer = emptyReplacer; ReplacementText = emptyReplacer ? string.Empty : tag; } public void SetReplacementText( string replacementText ) { ReplacementText = replacementText; IsReplaced = true; } public void Reset() { ReplacementText = EmptyReplacer?string.Empty:Tag; IsReplaced = false; } } [Serializable] public class TemplateIdManager { [SerializeField] private bool m_isSorted = false; [SerializeField] private string m_shaderBody; [SerializeField] private List m_registeredIds = new List(); [SerializeField] private List m_registeredTags = new List(); private Dictionary m_registeredIdsDict = new Dictionary(); public TemplateIdManager( string shaderBody ) { m_shaderBody = shaderBody; } public void Destroy() { m_registeredTags.Clear(); m_registeredTags = null; m_registeredIds.Clear(); m_registeredIds = null; if( m_registeredIdsDict != null ) { m_registeredIdsDict.Clear(); m_registeredIdsDict = null; } } void RefreshIds() { if( m_registeredIdsDict == null ) { m_registeredIdsDict = new Dictionary(); } if( m_registeredIdsDict.Count != m_registeredIds.Count ) { m_registeredIdsDict.Clear(); int count = m_registeredIds.Count; for( int i = 0; i < count; i++ ) { m_registeredIdsDict.Add( m_registeredIds[ i ].UniqueID, m_registeredIds[ i ] ); } } } public void RegisterId( int bodyIdx, string uniqueID, string tag, bool emptyReplacer = false ) { if( bodyIdx < 0 ) return; RefreshIds(); TemplateId templateId = new TemplateId( bodyIdx, uniqueID, tag, emptyReplacer ); m_registeredIds.Add( templateId ); m_registeredIdsDict.Add( uniqueID, templateId ); } public void RegisterTag( string tag, string replacement = null ) { m_registeredTags.Add( new TemplateTag( tag, replacement ) ); } public void SetReplacementText( string uniqueId, string replacementText ) { RefreshIds(); if( m_registeredIdsDict.ContainsKey( uniqueId ) && m_registeredIdsDict[ uniqueId ].StartIdx >= 0 ) m_registeredIdsDict[ uniqueId ].SetReplacementText( replacementText ); } public string BuildShader() { if( !m_isSorted ) { m_registeredIds.Sort( ( x, y ) => { return x.StartIdx.CompareTo( y.StartIdx ); } ); } int idCount = m_registeredIds.Count; int offset = 0; string finalShaderBody = m_shaderBody; for( int i = 0; i < idCount; i++ ) { if( m_registeredIds[ i ].StartIdx >= 0 && m_registeredIds[ i ].IsReplaced ) { finalShaderBody = finalShaderBody.ReplaceAt( m_registeredIds[ i ].Tag, m_registeredIds[ i ].ReplacementText, offset + m_registeredIds[ i ].StartIdx ); offset += ( m_registeredIds[ i ].ReplacementText.Length - m_registeredIds[ i ].Tag.Length ); } } for( int i = 0; i < idCount; i++ ) { if( !m_registeredIds[ i ].IsReplaced && !m_registeredIds[ i ].Tag.Equals( m_registeredIds[ i ].ReplacementText ) ) { finalShaderBody = finalShaderBody.Replace( m_registeredIds[ i ].Tag, m_registeredIds[ i ].ReplacementText ); } } int tagCount = m_registeredTags.Count; for( int i = 0; i < tagCount; i++ ) { finalShaderBody = finalShaderBody.Replace( m_registeredTags[ i ].Tag, m_registeredTags[ i ].Replacement ); } //finalShaderBody = finalShaderBody.Replace( TemplatesManager.TemplateExcludeFromGraphTag, string.Empty ); finalShaderBody = finalShaderBody.Replace( TemplatesManager.TemplateMainPassTag, string.Empty ); return finalShaderBody; } public void ResetRegistersState() { int count = m_registeredIds.Count; for( int i = 0; i < count; i++ ) { m_registeredIds[ i ].Reset(); } } public void Reset() { m_registeredIds.Clear(); if( m_registeredIdsDict == null ) { m_registeredIdsDict = new Dictionary(); } else { m_registeredIdsDict.Clear(); } } public string ShaderBody { get { return m_shaderBody; } set { m_shaderBody = value; } } } }