2025-10-21 14:18:31 +09:00

361 lines
15 KiB
C#

// Stylized Water 3 by Staggart Creations (http://staggart.xyz)
// COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms)
// • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited!
// • Uploading this file to a public repository will subject it to an automated DMCA takedown request.
using UnityEditor.AssetImporters;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using UnityEditor;
using UnityEditor.Rendering;
using UnityEditorInternal;
using UnityEngine;
using UnityEngine.Rendering.Universal;
using UnityEngine.Serialization;
using Debug = UnityEngine.Debug;
using Object = UnityEngine.Object;
namespace StylizedWater3
{
[ScriptedImporter(TemplateParser.SHADER_GENERATOR_VERSION_MAJOR + TemplateParser.SHADER_GENERATOR_MINOR + TemplateParser.SHADER_GENERATOR_PATCH, TARGET_FILE_EXTENSION, 0)]
public class WaterShaderImporter : ScriptedImporter
{
private const string TARGET_FILE_EXTENSION = "watershader3";
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 = new WaterShaderSettings();
/// <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>();
[Serializable]
//Keep track of what was being compiled in
//Used to detect discrepencies between the project state, and the compiled shader
public class ConfigurationState
{
public bool underwaterRendering;
public bool dynamicEffects;
public FogIntegration.Integration fogIntegration;
public void Reset()
{
underwaterRendering = false;
dynamicEffects = false;
fogIntegration = FogIntegration.GetIntegration(FogIntegration.Assets.None);
}
}
public ConfigurationState configurationState = new ConfigurationState();
public string GetTemplatePath()
{
return template.isSet ? AssetDatabase.GetAssetPath(template.asset) : assetPath;
}
private void OnValidate()
{
if(settings.shaderName == string.Empty) settings.shaderName = $"{Application.productName} ({DateTime.Now.Ticks})";
}
public override void OnImportAsset(AssetImportContext context)
{
Shader shader = AssetDatabase.LoadAssetAtPath<Shader>(context.assetPath);
//if (shader != null) ShaderUtil.ClearShaderMessages(shader);
string templatePath = GetTemplatePath();
if (templatePath == string.Empty)
{
Debug.LogError("Failed to import water shader, template file path is null. It possibly hasn't been imported first?", shader);
return;
}
#if SWS_DEV
Stopwatch sw = new Stopwatch();
sw.Start();
#endif
string[] lines = File.ReadAllLines(templatePath);
if (lines.Length == 0)
{
Debug.LogError("Failed to generated water shader. Template or file content is empty (or wasn't yet imported)...");
return;
}
dependencies.Clear();
configurationState.Reset();
string shaderLab = TemplateParser.CreateShaderCode(context.assetPath, ref lines, this, false);
Shader shaderAsset = ShaderUtil.CreateShaderAsset(shaderLab, true);
int passCount = shaderAsset.passCount;
ShaderInfo shaderInfo = ShaderUtil.GetShaderInfo(shaderAsset);
ShaderData shaderData = ShaderUtil.GetShaderData(shaderAsset);
//Unity will always create 3 base passes: Unnamed, DepthNormalsOnly & DepthOnly
if (shaderInfo.hasErrors && shaderData.GetSubshader(0).GetPass(0).Name.Contains("Unnamed"))
{
Debug.LogError($"Failed to compile water shader at {context.assetPath}. It contains no passes. " +
$"This may happen if the shader file was imported while one or more script compile errors were present, or moving the Stylized Water 3 folder, or the meta-file was deleted. Resulting in all configurations getting wiped. To resolve this, re-import the file from the Package Manager.");
return;
}
ShaderUtil.RegisterShader(shaderAsset);
Texture2D thumbnail = Resources.Load<Texture2D>(ICON_NAME);
if(!thumbnail) thumbnail = EditorGUIUtility.IconContent("ShaderImporter Icon").image as Texture2D;
context.AddObjectToAsset("MainAsset", shaderAsset, thumbnail);
context.SetMainObject(shaderAsset);
//Do not attempt to create a tessellation variant for the underwater post-effect shaders
if (settings.type == WaterShaderSettings.ShaderType.WaterSurface)
{
//Re-read the original template again
lines = File.ReadAllLines(templatePath);
shaderLab = TemplateParser.CreateShaderCode(context.assetPath, ref lines, this, true);
Shader tessellation = ShaderUtil.CreateShaderAsset(shaderLab, true);
//ShaderUtil.RegisterShader(tessellation);
context.AddObjectToAsset("Tessellation", (Object)tessellation, thumbnail);
}
//Set up dependency, so that changes to the template triggers shaders to regenerate
if (template.isSet && AssetDatabase.TryGetGUIDAndLocalFileIdentifier(template, out var guid, out long _))
{
//Note: this strictly only works when adding the file path!
//context.DependsOnArtifact(guid);
dependencies.Insert(0, AssetDatabase.GUIDToAssetPath(guid));
}
//Dependencies are populated during the template parsing phase.
foreach (string dependency in dependencies)
{
context.DependsOnSourceAsset(dependency);
}
#if SWS_DEV
sw.Stop();
//Debug.Log($"Imported \"{Path.GetFileNameWithoutExtension(assetPath)}\" water shader in {sw.Elapsed.Milliseconds}ms. With {dependencies.Count} dependencies.", shader);
#endif
}
public bool RequiresRecompilation(out string message)
{
bool isValid = true;
var underwaterInstalled = configurationState.underwaterRendering == StylizedWaterEditor.UnderwaterRenderingInstalled();
var dynamicEffectsInstalled = configurationState.dynamicEffects == StylizedWaterEditor.DynamicEffectsInstalled();
var fogIntegration = configurationState.fogIntegration.asset == GetFogIntegration().asset;
isValid = underwaterInstalled & dynamicEffectsInstalled & fogIntegration;
message = string.Empty;
if (isValid == false)
{
if (!underwaterInstalled) message += "\nUnderwater Rendering extension installed, but not activated";
if (!dynamicEffectsInstalled) message += "\nDynamic Effects extension installed, but not activated";
if (!fogIntegration) message += $"\nFog integration does not match.\nInstalled: {configurationState.fogIntegration.name} - Detected in project: {GetFogIntegration().name}";
}
return !isValid;
}
public void Reimport()
{
this.SaveAndReimport();
}
public void ClearCache(bool recompile = false)
{
var objs = AssetDatabase.LoadAllAssetsAtPath(assetPath);
foreach (var obj in objs)
{
if (obj is Shader)
{
ShaderUtil.ClearShaderMessages((Shader)obj);
ShaderUtil.ClearCachedData((Shader)obj);
if(recompile) AssetDatabase.ImportAsset(assetPath);
#if SWS_DEV
Debug.Log($"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($"Tried to import \"{this.assetPath}\" with an missing dependency, supposedly at path: {dependencyAssetPath}."));
return;
}
}
//Tessellation variant pass may run, causing the same dependencies to be registered twice, hence check first
if(dependencies.Contains(dependencyAssetPath) == false) dependencies.Add(dependencyAssetPath);
}
//Handles correct behaviour when double-clicking a .watershader asset. Should open in the IDE
[UnityEditor.Callbacks.OnOpenAsset]
public static bool OnOpenAsset(int instanceID, int line)
{
Object target = EditorUtility.InstanceIDToObject(instanceID);
if (target is Shader)
{
var path = AssetDatabase.GetAssetPath(instanceID);
if (Path.GetExtension(path) != "." + TARGET_FILE_EXTENSION) return false;
string externalScriptEditor = ScriptEditorUtility.GetExternalScriptEditor();
if (externalScriptEditor != "internal" && externalScriptEditor != string.Empty)
{
InternalEditorUtility.OpenFileAtLineExternal(path, 0);
}
else
{
Application.OpenURL("file://" + path);
}
return true;
}
return false;
}
public static WaterShaderImporter GetForShader(Shader shader)
{
return AssetImporter.GetAtPath(AssetDatabase.GetAssetOrScenePath(shader)) as WaterShaderImporter;
}
public Shader GetShader()
{
return AssetDatabase.LoadAssetAtPath<Shader>(assetPath);
}
[Serializable]
public class Directive
{
public enum Type
{
[InspectorName("(no prefix)")]
custom,
[InspectorName("#include")]
include,
[InspectorName("#pragma")]
pragma,
[InspectorName("#include_with_pragmas")]
include_with_pragmas,
[InspectorName("#define")]
define
}
public bool enabled = true;
public Type type;
public string value;
public Directive(Type _type, string _value)
{
this.type = _type;
this.value = _value;
}
}
public static string[] FindAllAssets()
{
DirectoryInfo directoryInfo = new DirectoryInfo(Application.dataPath);
FileInfo[] fileInfos = directoryInfo.GetFiles("*." + TARGET_FILE_EXTENSION, SearchOption.AllDirectories);
#if SWS_DEV
//Debug.Log($"{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);
}
}
public FogIntegration.Integration GetFogIntegration()
{
return settings != null && settings.autoIntegration ? FogIntegration.GetFirstInstalled() : FogIntegration.GetIntegration(settings.fogIntegration);
}
[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 FogIntegration.Assets fogIntegration = FogIntegration.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;
[Tooltip("Point and spot lights add caustics")]
public bool additionalLightCaustics = false;
public bool additionalLightTranslucency = true;
[Tooltip("When disabled, two caustics textures are cross-animated. Disable this when using a flipbook caustics texture!")]
public bool singleCausticsLayer;
public List<Directive> customIncludeDirectives = new List<Directive>();
[FormerlySerializedAs("passes")]
[Tooltip("Pass blocks that are to be added to the shader template")]
public Object[] additionalPasses = new Object[0];
}
}
}