CapersProject/Assets/StylizedWater2/Editor/WaterShaderImporter.cs
2024-08-06 16:37:03 +09:00

327 lines
13 KiB
C#

//Stylized Water 2
//Staggart Creations (http://staggart.xyz)
//Copyright protected under Unity Asset Store EULA
#if UNITY_2020_2_OR_NEWER
using UnityEditor.AssetImporters;
#else
using UnityEditor.Experimental.AssetImporters;
#endif
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using Debug = UnityEngine.Debug;
using Object = UnityEngine.Object;
namespace StylizedWater2
{
[ScriptedImporterAttribute(AssetInfo.SHADER_GENERATOR_VERSION_MAJOR + AssetInfo.SHADER_GENERATOR_MINOR + AssetInfo.SHADER_GENERATOR_PATCH, TARGET_FILE_EXTENSION, 2)]
public class WaterShaderImporter : ScriptedImporter
{
private const string TARGET_FILE_EXTENSION = "watershader";
private const string ICON_NAME = "water-shader-icon";
[Tooltip("Rather than storing the template in this file, it can be sourced from an external text file" +
"\nUse this if you intent to duplicate this asset, and need only minor modifications to its import settings")]
[SerializeField] public LazyLoadReference<Object> template;
[Space]
public WaterShaderSettings settings;
/// <summary>
/// File paths of any file this shader depends on. This list will be populated with any "#include" paths present in the template
/// Registering these as dependencies is required to trigger the shader to recompile when these files are changed
/// </summary>
//[NonSerialized] //Want to keep these serialized. Will differ per-project, which also causes the file to appear as changed for every project when updating the asset (this triggers a re-import)
public List<string> dependencies = new List<string>();
private bool HasExternalTemplate()
{
#if UNITY_2020_1_OR_NEWER
return template.isSet;
#else
return template.asset;
#endif
}
public string GetTemplatePath()
{
return HasExternalTemplate() ? AssetDatabase.GetAssetPath(template.asset) : assetPath;
}
private void OnValidate()
{
if(settings.shaderName == string.Empty) settings.shaderName = $"{Application.productName} ({DateTime.Now.Ticks})";
}
public override void OnImportAsset(AssetImportContext context)
{
Shader shader = AssetDatabase.LoadAssetAtPath<Shader>(context.assetPath);
//if (shader != null) ShaderUtil.ClearShaderMessages(shader);
string templatePath = GetTemplatePath();
if (templatePath == string.Empty)
{
Debug.LogError("Failed to import water shader, template file path is null. It possibly hasn't been imported first?", shader);
return;
}
#if SWS_DEV
Stopwatch sw = new Stopwatch();
sw.Start();
#endif
string[] lines = File.ReadAllLines(templatePath);
if (lines.Length == 0)
{
Debug.LogError("Failed to generated water shader. Template or file content is empty (or wasn't yet imported)...");
return;
}
dependencies.Clear();
string templateContents = ShaderConfigurator.TemplateParser.CreateShaderCode(context.assetPath, ref lines, this, false);
bool asyncCompilation = ShaderUtil.allowAsyncCompilation;
if (settings.type == WaterShaderSettings.ShaderType.WaterSurface)
{
//Force async compilation, if this is disabled the editor may crash because compilation take long enough to stall the GPU (DX3D11 Swapchain error)
ShaderUtil.allowAsyncCompilation = true;
}
Shader shaderAsset = ShaderUtil.CreateShaderAsset(templateContents, true);
ShaderUtil.RegisterShader(shaderAsset);
Texture2D thumbnail = Resources.Load<Texture2D>(ICON_NAME);
if(!thumbnail) thumbnail = EditorGUIUtility.IconContent("ShaderImporter Icon").image as Texture2D;
context.AddObjectToAsset("MainAsset", shaderAsset, thumbnail);
context.SetMainObject(shaderAsset);
//Do not attempt to create a tessellation variant for the underwater post-effect shaders
if (settings.type == WaterShaderSettings.ShaderType.WaterSurface)
{
//Re-read the original template again
lines = File.ReadAllLines(templatePath);
templateContents = ShaderConfigurator.TemplateParser.CreateShaderCode(context.assetPath, ref lines, this, true);
Shader tessellation = ShaderUtil.CreateShaderAsset(templateContents, true);
//ShaderUtil.RegisterShader(tessellation);
context.AddObjectToAsset("Tessellation", (Object)tessellation, thumbnail);
}
//Set up dependency, so that changes to the template triggers shaders to regenerate
if (HasExternalTemplate() && AssetDatabase.TryGetGUIDAndLocalFileIdentifier(template, out var guid, out long _))
{
//Note: this strictly only works when adding the file path!
//context.DependsOnArtifact(guid);
dependencies.Insert(0, AssetDatabase.GUIDToAssetPath(guid));
}
//Dependencies are populated during the template parsing phase.
foreach (string dependency in dependencies)
{
context.DependsOnSourceAsset(dependency);
}
ShaderUtil.allowAsyncCompilation = asyncCompilation;
#if SWS_DEV
sw.Stop();
//Debug.Log($"Imported \"{Path.GetFileNameWithoutExtension(assetPath)}\" water shader in {sw.Elapsed.Milliseconds}ms. With {dependencies.Count} dependencies.", shader);
#endif
}
public void ClearCache(bool recompile = false)
{
var objs = AssetDatabase.LoadAllAssetsAtPath(assetPath);
foreach (var obj in objs)
{
if (obj is Shader)
{
ShaderUtil.ClearShaderMessages((Shader)obj);
ShaderUtil.ClearCachedData((Shader)obj);
if(recompile) AssetDatabase.ImportAsset(assetPath);
#if SWS_DEV
Debug.Log($"Cleared cache for {obj.name}");
#endif
}
}
}
public void RegisterDependency(string dependencyAssetPath)
{
if (dependencyAssetPath.StartsWith("Packages/") == false)
{
string guid = AssetDatabase.AssetPathToGUID(dependencyAssetPath);
if (guid == string.Empty)
{
//Also throws an error for things like '#include_library "SurfaceModifiers/SurfaceModifiers.hlsl"', which are wrapped in an #ifdef. That's a false positive
//Debug.LogException(new Exception($"Tried to import \"{this.assetPath}\" with an missing dependency, supposedly at path: {dependencyAssetPath}."));
return;
}
}
//Tessellation variant pass may run, causing the same dependencies to be registered twice, hence check first
if(dependencies.Contains(dependencyAssetPath) == false) dependencies.Add(dependencyAssetPath);
}
//Handles correct behaviour when double-clicking a .watershader asset. Should open in the IDE
[UnityEditor.Callbacks.OnOpenAsset]
public static bool OnOpenAsset(int instanceID, int line)
{
Object target = EditorUtility.InstanceIDToObject(instanceID);
if (target is Shader)
{
var path = AssetDatabase.GetAssetPath(instanceID);
if (Path.GetExtension(path) != "." + TARGET_FILE_EXTENSION) return false;
string externalScriptEditor = ScriptEditorUtility.GetExternalScriptEditor();
if (externalScriptEditor != "internal")
{
InternalEditorUtility.OpenFileAtLineExternal(path, 0);
}
else
{
Application.OpenURL("file://" + path);
}
return true;
}
return false;
}
[Serializable]
public class Directive
{
public enum Type
{
[InspectorName("(no prefix)")]
custom,
[InspectorName("#include")]
include,
[InspectorName("#pragma")]
pragma,
[InspectorName("#define")]
define
}
public bool enabled = true;
public Type type;
public string value;
public Directive(Type _type, string _value)
{
this.type = _type;
this.value = _value;
}
}
class WaterShaderAssetPostProcessor : AssetPostprocessor
{
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
RegisterShaders(importedAssets);
}
//Register imported water shaders, so they work with Shader.Find() and show up in the shader selection menu
private static void RegisterShaders(string[] paths)
{
foreach (var path in paths)
{
if (!path.EndsWith(WaterShaderImporter.TARGET_FILE_EXTENSION, StringComparison.InvariantCultureIgnoreCase))
continue;
var mainObj = AssetDatabase.LoadMainAssetAtPath(path);
if (mainObj is Shader)
{
if (mainObj.name == string.Empty) return;
//ShaderUtil.RegisterShader((Shader)mainObj);
#if SWS_DEV
//Debug.Log($"Registered water shader \"{mainObj.name}\" on import", mainObj);
#endif
return;
}
}
}
}
public static string[] FindAllAssets()
{
DirectoryInfo directoryInfo = new DirectoryInfo(Application.dataPath);
FileInfo[] fileInfos = directoryInfo.GetFiles("*." + TARGET_FILE_EXTENSION, SearchOption.AllDirectories);
#if SWS_DEV
Debug.Log($"{fileInfos.Length} .{TARGET_FILE_EXTENSION} assets found");
#endif
string[] filePaths = new string[fileInfos.Length];
for (int i = 0; i < filePaths.Length; i++)
{
filePaths[i] = fileInfos[i].FullName.Replace(@"\", "/").Replace(Application.dataPath, "Assets");
}
return filePaths;
}
#if SWS_DEV
[MenuItem("SWS/Reimport water shaders")]
#endif
public static void ReimportAll()
{
string[] filePaths = FindAllAssets();
foreach (var filePath in filePaths)
{
#if SWS_DEV
Debug.Log($"Reimporting: {filePath}");
#endif
AssetDatabase.ImportAsset(filePath);
}
}
[Serializable]
public class WaterShaderSettings
{
[Tooltip("How it will appear in the selection menu")]
public string shaderName;
[Tooltip("Hide the shader in the selection menu. Yet still make it findable with Shader.Find()")]
public bool hidden;
public enum ShaderType
{
WaterSurface,
PostProcessing
}
public ShaderType type;
[Tooltip("Before compiling the shader, check whichever asset is present in the project and activate its integration")]
public bool autoIntegration = true;
public ShaderConfigurator.Fog.Assets fogIntegration = ShaderConfigurator.Fog.Assets.UnityFog;
[Tooltip("Add support for native light cookies. Disabled by default to allow for cookies to act as caustics projectors that ignore the water surface")]
public bool lightCookies = false;
public List<Directive> customIncludeDirectives = new List<Directive>();
}
}
}