using UnityEngine; using UnityEditor; using UnityEditor.ProjectWindowCallback; namespace AmplifyShaderEditor { //Callback on asset creation to open window after finishing renaming the asset public class DoCreateFunction : EndNameEditAction { public override void Action( int instanceId, string pathName, string resourceFile ) { UnityEngine.Object obj = EditorUtility.InstanceIDToObject( instanceId ); AssetDatabase.CreateAsset( obj, AssetDatabase.GenerateUniqueAssetPath( pathName ) ); AmplifyShaderEditorWindow.LoadShaderFunctionToASE( (AmplifyShaderFunction)obj, false ); } } }