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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 UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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//using UnityEngine.Rendering.PostProcessing;
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namespace AmplifyShaderEditor
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{
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public enum ASEPostProcessEvent
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{
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BeforeTransparent = 0,
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BeforeStack = 1,
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AfterStack = 2
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}
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[Serializable]
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public class ASEPPSHelperBuffer
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{
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public string Name;
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public string Tooltip;
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}
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[Serializable]
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public class ASEPPSHelperTool : EditorWindow
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{
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private const string PPSFullTemplate =
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"// Amplify Shader Editor - Visual Shader Editing Tool\n" +
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"// Copyright (c) Amplify Creations, Lda <info@amplify.pt>\n" +
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"#if UNITY_POST_PROCESSING_STACK_V2\n" +
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"using System;\n" +
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"using UnityEngine;\n" +
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"using UnityEngine.Rendering.PostProcessing;\n" +
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"\n" +
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"[Serializable]\n" +
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"[PostProcess( typeof( /*PPSRendererClass*/ ), PostProcessEvent./*PPSEventType*/, \"/*PPSMenuEntry*/\", /*AllowInSceneView*/ )]\n" +
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"public sealed class /*PPSSettingsClass*/ : PostProcessEffectSettings\n" +
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"{\n" +
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"/*PPSPropertiesDeclaration*/" +
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"}\n" +
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"\n" +
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"public sealed class /*PPSRendererClass*/ : PostProcessEffectRenderer</*PPSSettingsClass*/>\n" +
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"{\n" +
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"\tpublic override void Render( PostProcessRenderContext context )\n" +
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"\t{\n" +
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"\t\tvar sheet = context.propertySheets.Get( Shader.Find( \"/*PPSShader*/\" ) );\n" +
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"/*PPSPropertySet*/" +
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"\t\tcontext.command.BlitFullscreenTriangle( context.source, context.destination, sheet, 0 );\n" +
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"\t}\n" +
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"}\n" +
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"#endif\n";
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private const string PPSEventType = "/*PPSEventType*/";
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private const string PPSRendererClass = "/*PPSRendererClass*/";
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private const string PPSSettingsClass = "/*PPSSettingsClass*/";
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private const string PPSMenuEntry = "/*PPSMenuEntry*/";
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private const string PPSAllowInSceneView = "/*AllowInSceneView*/";
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private const string PPSShader = "/*PPSShader*/";
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private const string PPSPropertiesDecl = "/*PPSPropertiesDeclaration*/";
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private const string PPSPropertySet = "/*PPSPropertySet*/";
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public static readonly string PPSPropertySetFormat = "\t\tsheet.properties.{0}( \"{1}\", settings.{1} );\n";
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public static readonly string PPSPropertySetNullPointerCheckFormat = "\t\tif(settings.{1}.value != null) sheet.properties.{0}( \"{1}\", settings.{1} );\n";
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public static readonly string PPSPropertyDecFormat =
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"\t[{0}Tooltip( \"{1}\" )]\n" +
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"\tpublic {2} {3} = new {2} {{ {4} }};\n";
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public static readonly Dictionary<WirePortDataType, string> WireToPPSType = new Dictionary<WirePortDataType, string>()
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{
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{ WirePortDataType.FLOAT,"FloatParameter"},
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{ WirePortDataType.FLOAT2,"Vector4Parameter"},
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{ WirePortDataType.FLOAT3,"Vector4Parameter"},
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{ WirePortDataType.FLOAT4,"Vector4Parameter"},
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{ WirePortDataType.COLOR,"ColorParameter"},
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{ WirePortDataType.SAMPLER1D,"TextureParameter"},
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{ WirePortDataType.SAMPLER2D,"TextureParameter"},
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{ WirePortDataType.SAMPLER3D,"TextureParameter"},
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{ WirePortDataType.SAMPLERCUBE,"TextureParameter"},
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{ WirePortDataType.SAMPLER2DARRAY,"TextureParameter"}
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};
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public static readonly Dictionary<WirePortDataType, string> WireToPPSValueSet = new Dictionary<WirePortDataType, string>()
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{
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{ WirePortDataType.FLOAT,"SetFloat"},
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{ WirePortDataType.FLOAT2,"SetVector"},
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{ WirePortDataType.FLOAT3,"SetVector"},
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{ WirePortDataType.FLOAT4,"SetVector"},
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{ WirePortDataType.COLOR,"SetColor"},
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{ WirePortDataType.SAMPLER1D, "SetTexture"},
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{ WirePortDataType.SAMPLER2D, "SetTexture"},
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{ WirePortDataType.SAMPLER3D, "SetTexture"},
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{ WirePortDataType.SAMPLERCUBE,"SetTexture"},
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{ WirePortDataType.SAMPLER2DARRAY,"SetTexture"}
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};
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public static readonly Dictionary<UnityEditor.ShaderUtil.ShaderPropertyType, string> ShaderPropertyToPPSType = new Dictionary<UnityEditor.ShaderUtil.ShaderPropertyType, string>()
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{
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{ UnityEditor.ShaderUtil.ShaderPropertyType.Float,"FloatParameter"},
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{ UnityEditor.ShaderUtil.ShaderPropertyType.Range,"FloatParameter"},
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{ UnityEditor.ShaderUtil.ShaderPropertyType.Vector,"Vector4Parameter"},
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{ UnityEditor.ShaderUtil.ShaderPropertyType.Color,"ColorParameter"},
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{ UnityEditor.ShaderUtil.ShaderPropertyType.TexEnv,"TextureParameter"}
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};
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public static readonly Dictionary<UnityEditor.ShaderUtil.ShaderPropertyType, string> ShaderPropertyToPPSSet = new Dictionary<UnityEditor.ShaderUtil.ShaderPropertyType, string>()
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{
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{ UnityEditor.ShaderUtil.ShaderPropertyType.Float,"SetFloat"},
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{ UnityEditor.ShaderUtil.ShaderPropertyType.Range,"SetFloat"},
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{ UnityEditor.ShaderUtil.ShaderPropertyType.Vector,"SetVector"},
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{ UnityEditor.ShaderUtil.ShaderPropertyType.Color,"SetColor"},
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{ UnityEditor.ShaderUtil.ShaderPropertyType.TexEnv,"SetTexture"}
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};
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private Dictionary<string, bool> m_excludedProperties = new Dictionary<string, bool>
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{
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{ "_texcoord",true },
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{ "__dirty",true}
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};
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private Material m_dummyMaterial = null;
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private DragAndDropTool m_dragAndDropTool;
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private Rect m_draggableArea;
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[SerializeField]
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private string m_rendererClassName = "PPSRenderer";
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[SerializeField]
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private string m_settingsClassName = "PPSSettings";
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[SerializeField]
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private string m_folderPath = "Assets/";
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[SerializeField]
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private string m_menuEntry = string.Empty;
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[SerializeField]
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private bool m_allowInSceneView = true;
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[SerializeField]
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private ASEPostProcessEvent m_eventType = ASEPostProcessEvent.AfterStack;
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[SerializeField]
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private Shader m_currentShader = null;
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[SerializeField]
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private List<ASEPPSHelperBuffer> m_tooltips = new List<ASEPPSHelperBuffer>();
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[SerializeField]
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private bool m_tooltipsFoldout = true;
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private GUIStyle m_contentStyle = null;
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private GUIStyle m_pathButtonStyle = null;
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private GUIContent m_pathButtonContent = new GUIContent();
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private Vector2 m_scrollPos = Vector2.zero;
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[MenuItem( "Window/Amplify Shader Editor/Post-Processing Stack Tool", false, 1001 )]
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static void ShowWindow()
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{
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ASEPPSHelperTool window = EditorWindow.GetWindow<ASEPPSHelperTool>();
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window.titleContent.text = "Post-Processing Stack Tool";
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window.minSize = new Vector2( 302, 350 );
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window.Show();
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}
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void FetchTooltips()
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{
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m_tooltips.Clear();
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int propertyCount = UnityEditor.ShaderUtil.GetPropertyCount( m_currentShader );
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for( int i = 0; i < propertyCount; i++ )
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{
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//UnityEditor.ShaderUtil.ShaderPropertyType type = UnityEditor.ShaderUtil.GetPropertyType( m_currentShader, i );
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string name = UnityEditor.ShaderUtil.GetPropertyName( m_currentShader, i );
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string description = UnityEditor.ShaderUtil.GetPropertyDescription( m_currentShader, i );
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if( m_excludedProperties.ContainsKey( name ))
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continue;
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m_tooltips.Add( new ASEPPSHelperBuffer { Name = name, Tooltip = description } );
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}
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}
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void OnGUI()
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{
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if( m_pathButtonStyle == null )
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m_pathButtonStyle = "minibutton";
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m_scrollPos = EditorGUILayout.BeginScrollView( m_scrollPos, GUILayout.Height( position.height ) );
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EditorGUILayout.BeginVertical( m_contentStyle );
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EditorGUI.BeginChangeCheck();
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m_currentShader = EditorGUILayout.ObjectField( "Shader", m_currentShader, typeof( Shader ), false ) as Shader;
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if( EditorGUI.EndChangeCheck() )
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{
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GetInitialInfo( m_currentShader );
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}
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EditorGUILayout.Separator();
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EditorGUILayout.LabelField( "Path and Filename" );
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EditorGUILayout.BeginHorizontal();
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m_pathButtonContent.text = m_folderPath;
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Vector2 buttonSize = m_pathButtonStyle.CalcSize( m_pathButtonContent );
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if( GUILayout.Button( m_pathButtonContent, m_pathButtonStyle, GUILayout.MaxWidth( Mathf.Min( position.width * 0.5f, buttonSize.x ) ) ) )
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{
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string folderpath = EditorUtility.OpenFolderPanel( "Save Texture Array to folder", "Assets/", "" );
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folderpath = FileUtil.GetProjectRelativePath( folderpath );
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if( string.IsNullOrEmpty( folderpath ) )
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m_folderPath = "Assets/";
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else
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m_folderPath = folderpath + "/";
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}
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m_settingsClassName = EditorGUILayout.TextField( m_settingsClassName, GUILayout.ExpandWidth( true ) );
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EditorGUILayout.LabelField( ".cs", GUILayout.MaxWidth( 40 ) );
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.HelpBox( "The path for the generated script should be outside of Amplify Shader Editor folder structure due to use of Assembly Definition files which will conflict and prevent to compile correctly.", MessageType.Warning );
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EditorGUILayout.Separator();
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m_menuEntry = EditorGUILayout.TextField( "Name", m_menuEntry );
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EditorGUILayout.Separator();
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m_allowInSceneView = EditorGUILayout.Toggle( "Allow In Scene View", m_allowInSceneView );
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EditorGUILayout.Separator();
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m_eventType = (ASEPostProcessEvent)EditorGUILayout.EnumPopup( "Event Type", m_eventType );
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EditorGUILayout.Separator();
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m_tooltipsFoldout = EditorGUILayout.Foldout( m_tooltipsFoldout, "Tooltips" );
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if( m_tooltipsFoldout )
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{
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EditorGUI.indentLevel++;
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for( int i = 0; i < m_tooltips.Count; i++ )
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{
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m_tooltips[ i ].Tooltip = EditorGUILayout.TextField( m_tooltips[ i ].Name, m_tooltips[ i ].Tooltip );
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}
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EditorGUI.indentLevel--;
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}
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EditorGUILayout.Separator();
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if( GUILayout.Button( "Build" ) )
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{
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System.Threading.Thread.CurrentThread.CurrentCulture = System.Globalization.CultureInfo.InvariantCulture;
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string propertiesDecl = string.Empty;
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string propertiesSet = string.Empty;
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GetShaderInfoFromShaderAsset( ref propertiesDecl, ref propertiesSet );
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string template = PPSFullTemplate;
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template = template.Replace( PPSRendererClass, m_rendererClassName );
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template = template.Replace( PPSSettingsClass, m_settingsClassName );
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template = template.Replace( PPSEventType, m_eventType.ToString() );
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template = template.Replace( PPSPropertiesDecl, propertiesDecl );
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template = template.Replace( PPSPropertySet, propertiesSet );
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template = template.Replace( PPSMenuEntry, m_menuEntry );
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template = template.Replace( PPSAllowInSceneView, m_allowInSceneView?"true":"false" );
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template = template.Replace( PPSShader, m_currentShader.name );
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string path = m_folderPath + m_settingsClassName + ".cs";
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IOUtils.SaveTextfileToDisk( template, path, false );
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System.Threading.Thread.CurrentThread.CurrentCulture = System.Threading.Thread.CurrentThread.CurrentUICulture;
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AssetDatabase.Refresh();
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.EndScrollView();
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m_draggableArea.size = position.size;
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m_dragAndDropTool.TestDragAndDrop( m_draggableArea );
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}
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public void GetShaderInfoFromASE( ref string propertiesDecl, ref string propertiesSet )
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{
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List<PropertyNode> properties = UIUtils.CurrentWindow.OutsideGraph.PropertyNodes.NodesList;
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int propertyCount = properties.Count;
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for( int i = 0; i < propertyCount; i++ )
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{
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properties[ i ].GeneratePPSInfo( ref propertiesDecl, ref propertiesSet );
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}
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}
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public void GetShaderInfoFromShaderAsset( ref string propertiesDecl, ref string propertiesSet )
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{
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bool fetchInitialInfo = false;
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if( m_currentShader == null )
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{
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Material mat = Selection.activeObject as Material;
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if( mat != null )
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{
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m_currentShader = mat.shader;
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}
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else
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{
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m_currentShader = Selection.activeObject as Shader;
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}
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fetchInitialInfo = true;
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}
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if( m_currentShader != null )
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{
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if( fetchInitialInfo )
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GetInitialInfo( m_currentShader );
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if( m_dummyMaterial == null )
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{
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m_dummyMaterial = new Material( m_currentShader );
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}
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else
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{
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m_dummyMaterial.shader = m_currentShader;
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}
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int propertyCount = UnityEditor.ShaderUtil.GetPropertyCount( m_currentShader );
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//string allProperties = string.Empty;
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int validIds = 0;
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for( int i = 0; i < propertyCount; i++ )
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{
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UnityEditor.ShaderUtil.ShaderPropertyType type = UnityEditor.ShaderUtil.GetPropertyType( m_currentShader, i );
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string name = UnityEditor.ShaderUtil.GetPropertyName( m_currentShader, i );
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//string description = UnityEditor.ShaderUtil.GetPropertyDescription( m_currentShader, i );
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if( m_excludedProperties.ContainsKey( name ))
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continue;
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string defaultValue = string.Empty;
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bool nullPointerCheck = false;
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switch( type )
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{
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case UnityEditor.ShaderUtil.ShaderPropertyType.Color:
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{
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Color value = m_dummyMaterial.GetColor( name );
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defaultValue = string.Format( "value = new Color({0}f,{1}f,{2}f,{3}f)", value.r, value.g, value.b, value.a );
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}
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break;
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case UnityEditor.ShaderUtil.ShaderPropertyType.Vector:
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{
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Vector4 value = m_dummyMaterial.GetVector( name );
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defaultValue = string.Format( "value = new Vector4({0}f,{1}f,{2}f,{3}f)", value.x, value.y, value.z, value.w );
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}
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break;
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case UnityEditor.ShaderUtil.ShaderPropertyType.Float:
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{
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float value = m_dummyMaterial.GetFloat( name );
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defaultValue = "value = " + value + "f";
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}
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break;
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case UnityEditor.ShaderUtil.ShaderPropertyType.Range:
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{
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float value = m_dummyMaterial.GetFloat( name );
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defaultValue = "value = " + value + "f";
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}
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break;
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case UnityEditor.ShaderUtil.ShaderPropertyType.TexEnv:
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{
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nullPointerCheck = true;
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}
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break;
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}
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propertiesDecl += string.Format( PPSPropertyDecFormat, string.Empty, m_tooltips[ validIds ].Tooltip, ShaderPropertyToPPSType[ type ], name, defaultValue );
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propertiesSet += string.Format( nullPointerCheck ? PPSPropertySetNullPointerCheckFormat : PPSPropertySetFormat, ShaderPropertyToPPSSet[ type ], name );
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validIds++;
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}
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}
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}
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private void GetInitialInfo()
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{
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MasterNode masterNode = UIUtils.CurrentWindow.OutsideGraph.CurrentMasterNode;
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m_menuEntry = masterNode.ShaderName.Replace( "Hidden/", string.Empty ).Replace( ".shader", string.Empty );
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string name = m_menuEntry;
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m_rendererClassName = name + "PPSRenderer";
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m_settingsClassName = name + "PPSSettings";
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m_folderPath = "Assets/";
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}
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private void GetInitialInfo( Shader shader )
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{
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if( shader == null )
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{
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m_scrollPos = Vector2.zero;
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m_menuEntry = string.Empty;
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m_rendererClassName = "PPSRenderer";
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m_settingsClassName = "PPSSettings";
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m_folderPath = "Assets/";
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m_tooltips.Clear();
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return;
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}
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m_menuEntry = shader.name.Replace( "Hidden/", string.Empty ).Replace( ".shader", string.Empty );
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m_menuEntry = UIUtils.RemoveInvalidCharacters( m_menuEntry );
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string name = m_menuEntry.Replace( "/", string.Empty );
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m_rendererClassName = name + "PPSRenderer";
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m_settingsClassName = name + "PPSSettings";
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m_folderPath = AssetDatabase.GetAssetPath( shader );
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m_folderPath = m_folderPath.Replace( System.IO.Path.GetFileName( m_folderPath ), string.Empty );
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FetchTooltips();
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}
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public void OnValidObjectsDropped( UnityEngine.Object[] droppedObjs )
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{
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for( int objIdx = 0; objIdx < droppedObjs.Length; objIdx++ )
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{
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Material mat = droppedObjs[ objIdx ] as Material;
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if( mat != null )
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{
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m_currentShader = mat.shader;
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GetInitialInfo( mat.shader );
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return;
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}
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else
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{
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Shader shader = droppedObjs[ objIdx ] as Shader;
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if( shader != null )
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{
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m_currentShader = shader;
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GetInitialInfo( shader );
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return;
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}
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}
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}
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}
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private void OnEnable()
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{
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m_draggableArea = new Rect( 0, 0, 1, 1 );
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m_dragAndDropTool = new DragAndDropTool();
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m_dragAndDropTool.OnValidDropObjectEvt += OnValidObjectsDropped;
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if( m_contentStyle == null )
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{
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m_contentStyle = new GUIStyle( GUIStyle.none );
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m_contentStyle.margin = new RectOffset( 6, 4, 5, 5 );
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}
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m_pathButtonStyle = null;
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//GetInitialInfo();
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}
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private void OnDestroy()
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{
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if( m_dummyMaterial != null )
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{
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GameObject.DestroyImmediate( m_dummyMaterial );
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m_dummyMaterial = null;
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}
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m_dragAndDropTool.Destroy();
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m_dragAndDropTool = null;
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m_tooltips.Clear();
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m_tooltips = null;
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m_contentStyle = null;
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m_pathButtonStyle = null;
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m_currentShader = null;
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}
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}
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}
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