//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, 0)] 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 template; [Space] public WaterShaderSettings settings; /// /// 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 /// //[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 dependencies = new List(); 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(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(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 customIncludeDirectives = new List(); } } }