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2025-05-18 01:04:31 +08:00
// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
using System;
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
//using UnityEngine.Rendering.PostProcessing;
namespace AmplifyShaderEditor
{
public enum ASEPostProcessEvent
{
BeforeTransparent = 0,
BeforeStack = 1,
AfterStack = 2
}
[Serializable]
public class ASEPPSHelperBuffer
{
public string Name;
public string Tooltip;
}
[Serializable]
public class ASEPPSHelperTool : EditorWindow
{
private const string PPSFullTemplate =
"// Amplify Shader Editor - Visual Shader Editing Tool\n" +
"// Copyright (c) Amplify Creations, Lda <info@amplify.pt>\n" +
"#if UNITY_POST_PROCESSING_STACK_V2\n" +
"using System;\n" +
"using UnityEngine;\n" +
"using UnityEngine.Rendering.PostProcessing;\n" +
"\n" +
"[Serializable]\n" +
"[PostProcess( typeof( /*PPSRendererClass*/ ), PostProcessEvent./*PPSEventType*/, \"/*PPSMenuEntry*/\", /*AllowInSceneView*/ )]\n" +
"public sealed class /*PPSSettingsClass*/ : PostProcessEffectSettings\n" +
"{\n" +
"/*PPSPropertiesDeclaration*/" +
"}\n" +
"\n" +
"public sealed class /*PPSRendererClass*/ : PostProcessEffectRenderer</*PPSSettingsClass*/>\n" +
"{\n" +
"\tpublic override void Render( PostProcessRenderContext context )\n" +
"\t{\n" +
"\t\tvar sheet = context.propertySheets.Get( Shader.Find( \"/*PPSShader*/\" ) );\n" +
"/*PPSPropertySet*/" +
"\t\tcontext.command.BlitFullscreenTriangle( context.source, context.destination, sheet, 0 );\n" +
"\t}\n" +
"}\n" +
"#endif\n";
private const string PPSEventType = "/*PPSEventType*/";
private const string PPSRendererClass = "/*PPSRendererClass*/";
private const string PPSSettingsClass = "/*PPSSettingsClass*/";
private const string PPSMenuEntry = "/*PPSMenuEntry*/";
private const string PPSAllowInSceneView = "/*AllowInSceneView*/";
private const string PPSShader = "/*PPSShader*/";
private const string PPSPropertiesDecl = "/*PPSPropertiesDeclaration*/";
private const string PPSPropertySet = "/*PPSPropertySet*/";
public static readonly string PPSPropertySetFormat = "\t\tsheet.properties.{0}( \"{1}\", settings.{1} );\n";
public static readonly string PPSPropertySetNullPointerCheckFormat = "\t\tif(settings.{1}.value != null) sheet.properties.{0}( \"{1}\", settings.{1} );\n";
public static readonly string PPSPropertyDecFormat =
"\t[{0}Tooltip( \"{1}\" )]\n" +
"\tpublic {2} {3} = new {2} {{ {4} }};\n";
public static readonly Dictionary<WirePortDataType, string> WireToPPSType = new Dictionary<WirePortDataType, string>()
{
{ WirePortDataType.FLOAT,"FloatParameter"},
{ WirePortDataType.FLOAT2,"Vector4Parameter"},
{ WirePortDataType.FLOAT3,"Vector4Parameter"},
{ WirePortDataType.FLOAT4,"Vector4Parameter"},
{ WirePortDataType.COLOR,"ColorParameter"},
{ WirePortDataType.SAMPLER1D,"TextureParameter"},
{ WirePortDataType.SAMPLER2D,"TextureParameter"},
{ WirePortDataType.SAMPLER3D,"TextureParameter"},
{ WirePortDataType.SAMPLERCUBE,"TextureParameter"}
};
public static readonly Dictionary<WirePortDataType, string> WireToPPSValueSet = new Dictionary<WirePortDataType, string>()
{
{ WirePortDataType.FLOAT,"SetFloat"},
{ WirePortDataType.FLOAT2,"SetVector"},
{ WirePortDataType.FLOAT3,"SetVector"},
{ WirePortDataType.FLOAT4,"SetVector"},
{ WirePortDataType.COLOR,"SetColor"},
{ WirePortDataType.SAMPLER1D, "SetTexture"},
{ WirePortDataType.SAMPLER2D, "SetTexture"},
{ WirePortDataType.SAMPLER3D, "SetTexture"},
{ WirePortDataType.SAMPLERCUBE,"SetTexture"}
};
public static readonly Dictionary<UnityEditor.ShaderUtil.ShaderPropertyType, string> ShaderPropertyToPPSType = new Dictionary<UnityEditor.ShaderUtil.ShaderPropertyType, string>()
{
{ UnityEditor.ShaderUtil.ShaderPropertyType.Float,"FloatParameter"},
{ UnityEditor.ShaderUtil.ShaderPropertyType.Range,"FloatParameter"},
{ UnityEditor.ShaderUtil.ShaderPropertyType.Vector,"Vector4Parameter"},
{ UnityEditor.ShaderUtil.ShaderPropertyType.Color,"ColorParameter"},
{ UnityEditor.ShaderUtil.ShaderPropertyType.TexEnv,"TextureParameter"}
};
public static readonly Dictionary<UnityEditor.ShaderUtil.ShaderPropertyType, string> ShaderPropertyToPPSSet = new Dictionary<UnityEditor.ShaderUtil.ShaderPropertyType, string>()
{
{ UnityEditor.ShaderUtil.ShaderPropertyType.Float,"SetFloat"},
{ UnityEditor.ShaderUtil.ShaderPropertyType.Range,"SetFloat"},
{ UnityEditor.ShaderUtil.ShaderPropertyType.Vector,"SetVector"},
{ UnityEditor.ShaderUtil.ShaderPropertyType.Color,"SetColor"},
{ UnityEditor.ShaderUtil.ShaderPropertyType.TexEnv,"SetTexture"}
};
private Dictionary<string, bool> m_excludedProperties = new Dictionary<string, bool>
{
{ "_texcoord",true },
{ "__dirty",true}
};
private Material m_dummyMaterial = null;
private DragAndDropTool m_dragAndDropTool;
private Rect m_draggableArea;
[SerializeField]
private string m_rendererClassName = "PPSRenderer";
[SerializeField]
private string m_settingsClassName = "PPSSettings";
[SerializeField]
private string m_folderPath = "Assets/";
[SerializeField]
private string m_menuEntry = string.Empty;
[SerializeField]
private bool m_allowInSceneView = true;
[SerializeField]
private ASEPostProcessEvent m_eventType = ASEPostProcessEvent.AfterStack;
[SerializeField]
private Shader m_currentShader = null;
[SerializeField]
private List<ASEPPSHelperBuffer> m_tooltips = new List<ASEPPSHelperBuffer>();
[SerializeField]
private bool m_tooltipsFoldout = true;
private GUIStyle m_contentStyle = null;
private GUIStyle m_pathButtonStyle = null;
private GUIContent m_pathButtonContent = new GUIContent();
private Vector2 m_scrollPos = Vector2.zero;
[MenuItem( "Window/Amplify Shader Editor/Post-Processing Stack Tool", false, 1001 )]
static void ShowWindow()
{
ASEPPSHelperTool window = EditorWindow.GetWindow<ASEPPSHelperTool>();
window.titleContent.text = "Post-Processing Stack Tool";
window.minSize = new Vector2( 302, 350 );
window.Show();
}
void FetchTooltips()
{
m_tooltips.Clear();
int propertyCount = UnityEditor.ShaderUtil.GetPropertyCount( m_currentShader );
for( int i = 0; i < propertyCount; i++ )
{
//UnityEditor.ShaderUtil.ShaderPropertyType type = UnityEditor.ShaderUtil.GetPropertyType( m_currentShader, i );
string name = UnityEditor.ShaderUtil.GetPropertyName( m_currentShader, i );
string description = UnityEditor.ShaderUtil.GetPropertyDescription( m_currentShader, i );
if( m_excludedProperties.ContainsKey( name ))
continue;
m_tooltips.Add( new ASEPPSHelperBuffer { Name = name, Tooltip = description } );
}
}
void OnGUI()
{
if( m_pathButtonStyle == null )
m_pathButtonStyle = "minibutton";
m_scrollPos = EditorGUILayout.BeginScrollView( m_scrollPos, GUILayout.Height( position.height ) );
EditorGUILayout.BeginVertical( m_contentStyle );
EditorGUI.BeginChangeCheck();
m_currentShader = EditorGUILayout.ObjectField( "Shader", m_currentShader, typeof( Shader ), false ) as Shader;
if( EditorGUI.EndChangeCheck() )
{
GetInitialInfo( m_currentShader );
}
EditorGUILayout.Separator();
EditorGUILayout.LabelField( "Path and Filename" );
EditorGUILayout.BeginHorizontal();
m_pathButtonContent.text = m_folderPath;
Vector2 buttonSize = m_pathButtonStyle.CalcSize( m_pathButtonContent );
if( GUILayout.Button( m_pathButtonContent, m_pathButtonStyle, GUILayout.MaxWidth( Mathf.Min( position.width * 0.5f, buttonSize.x ) ) ) )
{
string folderpath = EditorUtility.OpenFolderPanel( "Save Texture Array to folder", "Assets/", "" );
folderpath = FileUtil.GetProjectRelativePath( folderpath );
if( string.IsNullOrEmpty( folderpath ) )
m_folderPath = "Assets/";
else
m_folderPath = folderpath + "/";
}
m_settingsClassName = EditorGUILayout.TextField( m_settingsClassName, GUILayout.ExpandWidth( true ) );
EditorGUILayout.LabelField( ".cs", GUILayout.MaxWidth( 40 ) );
EditorGUILayout.EndHorizontal();
EditorGUILayout.Separator();
m_menuEntry = EditorGUILayout.TextField( "Name", m_menuEntry );
EditorGUILayout.Separator();
m_allowInSceneView = EditorGUILayout.Toggle( "Allow In Scene View", m_allowInSceneView );
EditorGUILayout.Separator();
m_eventType = (ASEPostProcessEvent)EditorGUILayout.EnumPopup( "Event Type", m_eventType );
EditorGUILayout.Separator();
m_tooltipsFoldout = EditorGUILayout.Foldout( m_tooltipsFoldout, "Tooltips" );
if( m_tooltipsFoldout )
{
EditorGUI.indentLevel++;
for( int i = 0; i < m_tooltips.Count; i++ )
{
m_tooltips[ i ].Tooltip = EditorGUILayout.TextField( m_tooltips[ i ].Name, m_tooltips[ i ].Tooltip );
}
EditorGUI.indentLevel--;
}
EditorGUILayout.Separator();
if( GUILayout.Button( "Build" ) )
{
System.Threading.Thread.CurrentThread.CurrentCulture = System.Globalization.CultureInfo.InvariantCulture;
string propertiesDecl = string.Empty;
string propertiesSet = string.Empty;
GetShaderInfoFromShaderAsset( ref propertiesDecl, ref propertiesSet );
string template = PPSFullTemplate;
template = template.Replace( PPSRendererClass, m_rendererClassName );
template = template.Replace( PPSSettingsClass, m_settingsClassName );
template = template.Replace( PPSEventType, m_eventType.ToString() );
template = template.Replace( PPSPropertiesDecl, propertiesDecl );
template = template.Replace( PPSPropertySet, propertiesSet );
template = template.Replace( PPSMenuEntry, m_menuEntry );
template = template.Replace( PPSAllowInSceneView, m_allowInSceneView?"true":"false" );
template = template.Replace( PPSShader, m_currentShader.name );
string path = m_folderPath + m_settingsClassName + ".cs";
IOUtils.SaveTextfileToDisk( template, path, false );
System.Threading.Thread.CurrentThread.CurrentCulture = System.Threading.Thread.CurrentThread.CurrentUICulture;
AssetDatabase.Refresh();
}
EditorGUILayout.EndVertical();
EditorGUILayout.EndScrollView();
m_draggableArea.size = position.size;
m_dragAndDropTool.TestDragAndDrop( m_draggableArea );
}
public void GetShaderInfoFromASE( ref string propertiesDecl, ref string propertiesSet )
{
List<PropertyNode> properties = UIUtils.CurrentWindow.OutsideGraph.PropertyNodes.NodesList;
int propertyCount = properties.Count;
for( int i = 0; i < propertyCount; i++ )
{
properties[ i ].GeneratePPSInfo( ref propertiesDecl, ref propertiesSet );
}
}
public void GetShaderInfoFromShaderAsset( ref string propertiesDecl, ref string propertiesSet )
{
bool fetchInitialInfo = false;
if( m_currentShader == null )
{
Material mat = Selection.activeObject as Material;
if( mat != null )
{
m_currentShader = mat.shader;
}
else
{
m_currentShader = Selection.activeObject as Shader;
}
fetchInitialInfo = true;
}
if( m_currentShader != null )
{
if( fetchInitialInfo )
GetInitialInfo( m_currentShader );
if( m_dummyMaterial == null )
{
m_dummyMaterial = new Material( m_currentShader );
}
else
{
m_dummyMaterial.shader = m_currentShader;
}
int propertyCount = UnityEditor.ShaderUtil.GetPropertyCount( m_currentShader );
//string allProperties = string.Empty;
int validIds = 0;
for( int i = 0; i < propertyCount; i++ )
{
UnityEditor.ShaderUtil.ShaderPropertyType type = UnityEditor.ShaderUtil.GetPropertyType( m_currentShader, i );
string name = UnityEditor.ShaderUtil.GetPropertyName( m_currentShader, i );
//string description = UnityEditor.ShaderUtil.GetPropertyDescription( m_currentShader, i );
if( m_excludedProperties.ContainsKey( name ))
continue;
string defaultValue = string.Empty;
bool nullPointerCheck = false;
switch( type )
{
case UnityEditor.ShaderUtil.ShaderPropertyType.Color:
{
Color value = m_dummyMaterial.GetColor( name );
defaultValue = string.Format( "value = new Color({0}f,{1}f,{2}f,{3}f)", value.r, value.g, value.b, value.a );
}
break;
case UnityEditor.ShaderUtil.ShaderPropertyType.Vector:
{
Vector4 value = m_dummyMaterial.GetVector( name );
defaultValue = string.Format( "value = new Vector4({0}f,{1}f,{2}f,{3}f)", value.x, value.y, value.z, value.w );
}
break;
case UnityEditor.ShaderUtil.ShaderPropertyType.Float:
{
float value = m_dummyMaterial.GetFloat( name );
defaultValue = "value = " + value + "f";
}
break;
case UnityEditor.ShaderUtil.ShaderPropertyType.Range:
{
float value = m_dummyMaterial.GetFloat( name );
defaultValue = "value = " + value + "f";
}
break;
case UnityEditor.ShaderUtil.ShaderPropertyType.TexEnv:
{
nullPointerCheck = true;
}
break;
}
propertiesDecl += string.Format( PPSPropertyDecFormat, string.Empty, m_tooltips[ validIds ].Tooltip, ShaderPropertyToPPSType[ type ], name, defaultValue );
propertiesSet += string.Format( nullPointerCheck ? PPSPropertySetNullPointerCheckFormat : PPSPropertySetFormat, ShaderPropertyToPPSSet[ type ], name );
validIds++;
}
}
}
private void GetInitialInfo()
{
MasterNode masterNode = UIUtils.CurrentWindow.OutsideGraph.CurrentMasterNode;
m_menuEntry = masterNode.ShaderName.Replace( "Hidden/", string.Empty ).Replace( ".shader", string.Empty );
string name = m_menuEntry;
m_rendererClassName = name + "PPSRenderer";
m_settingsClassName = name + "PPSSettings";
m_folderPath = "Assets/";
}
private void GetInitialInfo( Shader shader )
{
if( shader == null )
{
m_scrollPos = Vector2.zero;
m_menuEntry = string.Empty;
m_rendererClassName = "PPSRenderer";
m_settingsClassName = "PPSSettings";
m_folderPath = "Assets/";
m_tooltips.Clear();
return;
}
m_menuEntry = shader.name.Replace( "Hidden/", string.Empty ).Replace( ".shader", string.Empty );
m_menuEntry = UIUtils.RemoveInvalidCharacters( m_menuEntry );
string name = m_menuEntry.Replace( "/", string.Empty );
m_rendererClassName = name + "PPSRenderer";
m_settingsClassName = name + "PPSSettings";
m_folderPath = AssetDatabase.GetAssetPath( shader );
m_folderPath = m_folderPath.Replace( System.IO.Path.GetFileName( m_folderPath ), string.Empty );
FetchTooltips();
}
public void OnValidObjectsDropped( UnityEngine.Object[] droppedObjs )
{
for( int objIdx = 0; objIdx < droppedObjs.Length; objIdx++ )
{
Material mat = droppedObjs[ objIdx ] as Material;
if( mat != null )
{
m_currentShader = mat.shader;
GetInitialInfo( mat.shader );
return;
}
else
{
Shader shader = droppedObjs[ objIdx ] as Shader;
if( shader != null )
{
m_currentShader = shader;
GetInitialInfo( shader );
return;
}
}
}
}
private void OnEnable()
{
m_draggableArea = new Rect( 0, 0, 1, 1 );
m_dragAndDropTool = new DragAndDropTool();
m_dragAndDropTool.OnValidDropObjectEvt += OnValidObjectsDropped;
if( m_contentStyle == null )
{
m_contentStyle = new GUIStyle( GUIStyle.none );
m_contentStyle.margin = new RectOffset( 6, 4, 5, 5 );
}
m_pathButtonStyle = null;
//GetInitialInfo();
}
private void OnDestroy()
{
if( m_dummyMaterial != null )
{
GameObject.DestroyImmediate( m_dummyMaterial );
m_dummyMaterial = null;
}
m_dragAndDropTool.Destroy();
m_dragAndDropTool = null;
m_tooltips.Clear();
m_tooltips = null;
m_contentStyle = null;
m_pathButtonStyle = null;
m_currentShader = null;
}
}
}