//Stylized Water 2 //Staggart Creations (http://staggart.xyz) //Copyright protected under Unity Asset Store EULA using System.IO; using UnityEditor; using UnityEditorInternal; using UnityEngine; #if UNITY_2020_2_OR_NEWER using UnityEditor.AssetImporters; #else using UnityEditor.Experimental.AssetImporters; #endif namespace StylizedWater2 { [CustomEditor(typeof(WaterShaderImporter))] [CanEditMultipleObjects] public class WaterShaderImporterEditor : ScriptedImporterEditor { private WaterShaderImporter importer; private SerializedProperty template; private SerializedProperty settings; private SerializedProperty shaderName; private SerializedProperty hidden; private SerializedProperty type; private SerializedProperty autoIntegration; private SerializedProperty fogIntegration; private SerializedProperty lightCookies; private SerializedProperty customIncludeDirectives; private bool underwaterRenderingInstalled; private bool dynamicEffectsInstalled; private ShaderConfigurator.Fog.Integration firstIntegration; private bool curvedWorldInstalled; private bool showDependencies; public override void OnEnable() { base.OnEnable(); underwaterRenderingInstalled = StylizedWaterEditor.UnderwaterRenderingInstalled(); dynamicEffectsInstalled = StylizedWaterEditor.DynamicEffectsInstalled(); firstIntegration = ShaderConfigurator.Fog.GetFirstInstalled(); curvedWorldInstalled = StylizedWaterEditor.CurvedWorldInstalled(out var _); importer = (WaterShaderImporter)target; template = serializedObject.FindProperty("template"); settings = serializedObject.FindProperty("settings"); //settings.isExpanded = true; shaderName = settings.FindPropertyRelative("shaderName"); hidden = settings.FindPropertyRelative("hidden"); type = settings.FindPropertyRelative("type"); lightCookies = settings.FindPropertyRelative("lightCookies"); autoIntegration = settings.FindPropertyRelative("autoIntegration"); fogIntegration = settings.FindPropertyRelative("fogIntegration"); customIncludeDirectives = settings.FindPropertyRelative("customIncludeDirectives"); } public override bool HasPreviewGUI() { //Hide the useless sphere preview :) return false; } public override void OnInspectorGUI() { //base.OnInspectorGUI(); Color defaultColor = GUI.contentColor; UI.DrawHeader(); Shader shader = AssetDatabase.LoadAssetAtPath(importer.assetPath); if (shader == null) { UI.DrawNotification("Shader failed to compile, try to manually recompile it now.", MessageType.Error); } if (GUILayout.Button(new GUIContent(" Recompile", EditorGUIUtility.IconContent("RotateTool").image), GUILayout.MinHeight(30f))) { importer.SaveAndReimport(); return; } GUILayout.Space(-2f); using (new EditorGUILayout.HorizontalScope()) { using (new EditorGUI.DisabledGroupScope(shader == null)) { if (GUILayout.Button(new GUIContent(" Show Generated Code", EditorGUIUtility.IconContent("align_horizontally_left_active").image), EditorStyles.miniButtonLeft, GUILayout.Height(28f))) { GenericMenu menu = new GenericMenu(); menu.AddItem(new GUIContent("With tessellation"), false, () => OpenGeneratedCode(true)); menu.AddItem(new GUIContent("Without tessellation"), false, () => OpenGeneratedCode(false)); menu.ShowAsContext(); } if (GUILayout.Button(new GUIContent("Clear cache", "Unity's shader compiler will cache the compiled shader, and internally use that." + "\n\nThis may result in seemingly false-positive shader errors. Such as in the case of importing the shader, before the URP shader libraries are." + "\n\nClearing the cache gives the compiler a kick, and makes the shader properly represent the current state of the project/dependencies."), EditorStyles.miniButtonRight, GUILayout.Height(28f))) { importer.ClearCache(); } } } EditorGUILayout.Space(); serializedObject.Update(); EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(template); if (template.objectReferenceValue == null) EditorGUILayout.HelpBox("• Template is assumed to be in the contents of the file itself", MessageType.None); //EditorGUILayout.LabelField(importer.GetTemplatePath(), EditorStyles.miniLabel); EditorGUILayout.Space(); EditorGUILayout.LabelField("Settings", EditorStyles.boldLabel); EditorGUILayout.PropertyField(shaderName); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(hidden); EditorGUI.indentLevel--; EditorGUILayout.PropertyField(type); if (type.intValue == (int)WaterShaderImporter.WaterShaderSettings.ShaderType.WaterSurface) { EditorGUILayout.Space(); EditorGUILayout.LabelField("Integrations", EditorStyles.boldLabel); EditorGUILayout.PropertyField(autoIntegration, new GUIContent("Automatic detection", autoIntegration.tooltip)); if (autoIntegration.boolValue) { using (new EditorGUILayout.HorizontalScope()) { EditorGUI.indentLevel++; EditorGUILayout.LabelField("Fog post-processing", GUILayout.MaxWidth(EditorGUIUtility.labelWidth)); EditorGUI.indentLevel--; using (new EditorGUILayout.HorizontalScope(EditorStyles.textField)) { GUI.contentColor = Color.green; EditorGUILayout.LabelField(firstIntegration.name); GUI.contentColor = defaultColor; } } using (new EditorGUILayout.HorizontalScope()) { EditorGUI.indentLevel++; EditorGUILayout.LabelField("Curved World 2020", GUILayout.MaxWidth(EditorGUIUtility.labelWidth)); EditorGUI.indentLevel--; using (new EditorGUILayout.HorizontalScope(EditorStyles.textField)) { if (curvedWorldInstalled) { GUI.contentColor = Color.green; EditorGUILayout.LabelField("Installed"); } else { GUI.contentColor = new Color(1f, 0.65f, 0f); EditorGUILayout.LabelField("(Not installed)"); } GUI.contentColor = defaultColor; } } } else { EditorGUILayout.PropertyField(fogIntegration); } if (curvedWorldInstalled) EditorGUILayout.HelpBox("Curved World integration must be activated through Window->Amazing Assets->Curved Word (Activator tab)", MessageType.Info); EditorGUILayout.Space(); EditorGUILayout.LabelField("Functionality support", EditorStyles.boldLabel); EditorGUILayout.PropertyField(lightCookies); } EditorGUILayout.Space(); EditorGUILayout.LabelField("Extensions", EditorStyles.boldLabel); using (new EditorGUILayout.HorizontalScope()) { EditorGUILayout.LabelField("Underwater Rendering", GUILayout.MaxWidth(EditorGUIUtility.labelWidth)); using (new EditorGUILayout.HorizontalScope(EditorStyles.textField)) { if (underwaterRenderingInstalled) { GUI.contentColor = Color.green; EditorGUILayout.LabelField("Installed"); } else { GUI.contentColor = new Color(1f, 0.65f, 0f); EditorGUILayout.LabelField("(Not installed)"); } GUI.contentColor = defaultColor; } } using (new EditorGUILayout.HorizontalScope()) { EditorGUILayout.LabelField("Dynamic Effects", GUILayout.MaxWidth(EditorGUIUtility.labelWidth)); using (new EditorGUILayout.HorizontalScope(EditorStyles.textField)) { if (dynamicEffectsInstalled) { GUI.contentColor = Color.green; EditorGUILayout.LabelField("Installed"); } else { GUI.contentColor = new Color(1f, 0.65f, 0f); EditorGUILayout.LabelField("(Not installed)"); } GUI.contentColor = defaultColor; } } EditorGUILayout.Space(); EditorGUILayout.PropertyField(customIncludeDirectives); if (customIncludeDirectives.isExpanded) { EditorGUILayout.HelpBox("These are defined in a HLSLINCLUDE block and apply to all passes" + "\nMay be used to insert custom code.", MessageType.Info); } if (EditorGUI.EndChangeCheck()) { //Force the parameter to a matching value. //This way, if the "auto-integration" option is used, the .meta file will be changed when using the shader in a package, spanning different projects. //When switching a different project, the file will be seen as changed and will be re-imported, in turn applying the project-specific integration. if (autoIntegration.boolValue) { fogIntegration.intValue = (int)firstIntegration.asset; } serializedObject.ApplyModifiedProperties(); } this.ApplyRevertGUI(); showDependencies = EditorGUILayout.BeginFoldoutHeaderGroup(showDependencies, $"Dependencies ({importer.dependencies.Count})"); if (showDependencies) { this.Repaint(); using (new EditorGUILayout.VerticalScope(EditorStyles.textArea)) { foreach (string dependency in importer.dependencies) { var rect = EditorGUILayout.BeginHorizontal(EditorStyles.miniLabel); if (rect.Contains(Event.current.mousePosition)) { EditorGUIUtility.AddCursorRect(new Rect(Event.current.mousePosition.x, Event.current.mousePosition.y, 27, 27), MouseCursor.Link); EditorGUI.DrawRect(rect, Color.gray * (EditorGUIUtility.isProSkin ? 0.66f : 0.20f)); } if (GUILayout.Button(dependency == string.Empty ? new GUIContent(" (Missing)", EditorGUIUtility.IconContent("console.warnicon.sml").image) : new GUIContent(" " + dependency, EditorGUIUtility.IconContent("TextAsset Icon").image), EditorStyles.miniLabel, GUILayout.Height(20f))) { if (dependency != string.Empty) { TextAsset file = AssetDatabase.LoadAssetAtPath(dependency); EditorGUIUtility.PingObject(file); } } EditorGUILayout.EndHorizontal(); } } EditorGUILayout.HelpBox("Should any of these files be modified/moved/deleted, this shader will also re-import", MessageType.Info); } EditorGUILayout.EndFoldoutHeaderGroup(); UI.DrawFooter(); if (shader) { UI.DrawNotification(ShaderUtil.ShaderHasError(shader), "Errors may be false-positives due to caching", "Clear cache", () => importer.ClearCache(true), MessageType.Warning); } } void OpenGeneratedCode(bool tessellation) { importer = (WaterShaderImporter)target; string filePath = $"{Application.dataPath.Replace("Assets", string.Empty)}Temp/{importer.settings.shaderName}(Generated Code).shader"; string code = ShaderConfigurator.TemplateParser.CreateShaderCode(importer.GetTemplatePath(), importer, tessellation); File.WriteAllText(filePath, code); if (!File.Exists(filePath)) { Debug.LogError(string.Format("Path {0} doesn't exists", filePath)); return; } string externalScriptEditor = ScriptEditorUtility.GetExternalScriptEditor(); if (externalScriptEditor != "internal") { InternalEditorUtility.OpenFileAtLineExternal(filePath, 0); } else { Application.OpenURL("file://" + filePath); } } } }