mathe/Library/PackageCache/com.unity.shadergraph@14.0.8/Editor/Generation/Contexts/TargetSetupContext.cs

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C#
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2024-09-20 20:30:10 +02:00
using System;
using System.Linq;
using System.Collections.Generic;
namespace UnityEditor.ShaderGraph
{
[GenerationAPI]
internal class TargetSetupContext
{
public List<SubShaderDescriptor> subShaders { get; private set; }
public KernelCollection kernels { get; private set; }
public AssetCollection assetCollection { get; private set; }
// these are data that are now stored in the subshaders.
// but for backwards compatibility with the existing Targets,
// we store the values provided directly by the Target,
// and apply them to all of the subShaders provided by the Target (that don't have their own setting)
// the Targets are free to switch to specifying these values per SubShaderDescriptor instead,
// if they want to specify different values for each subshader.
private List<ShaderCustomEditor> customEditorForRenderPipelines;
private string defaultShaderGUI;
// assetCollection is used to gather asset dependencies
public TargetSetupContext(AssetCollection assetCollection = null)
{
subShaders = new List<SubShaderDescriptor>();
kernels = new KernelCollection();
this.assetCollection = assetCollection;
}
public void SetupFinalize()
{
// copy custom editors to each subshader, if they don't have their own specification
if (subShaders == null)
return;
for (int i = 0; i < subShaders.Count; i++)
{
var subShader = subShaders[i];
if ((subShader.shaderCustomEditors == null) && (customEditorForRenderPipelines != null))
subShader.shaderCustomEditors = new List<ShaderCustomEditor>(customEditorForRenderPipelines);
if (subShader.shaderCustomEditor == null)
subShader.shaderCustomEditor = defaultShaderGUI;
subShaders[i] = subShader; // yay C# structs
}
}
public void AddSubShader(SubShaderDescriptor subShader)
{
subShaders.Add(subShader);
}
public void AddKernel(KernelDescriptor kernel)
{
kernels.Add(kernel);
}
public void AddAssetDependency(GUID guid, AssetCollection.Flags flags)
{
assetCollection?.AddAssetDependency(guid, flags);
}
public void SetDefaultShaderGUI(string defaultShaderGUI)
{
this.defaultShaderGUI = defaultShaderGUI;
}
public void AddCustomEditorForRenderPipeline(string shaderGUI, Type renderPipelineAssetType)
=> AddCustomEditorForRenderPipeline(shaderGUI, renderPipelineAssetType.FullName);
public void AddCustomEditorForRenderPipeline(string shaderGUI, string renderPipelineAssetTypeFullName)
{
if (customEditorForRenderPipelines == null)
customEditorForRenderPipelines = new List<ShaderCustomEditor>();
customEditorForRenderPipelines.Add(
new ShaderCustomEditor()
{
shaderGUI = shaderGUI,
renderPipelineAssetType = renderPipelineAssetTypeFullName
});
}
public bool HasCustomEditorForRenderPipeline<RPT>()
=> HasCustomEditorForRenderPipeline(typeof(RPT).FullName);
public bool HasCustomEditorForRenderPipeline(Type renderPipelineAssetType)
=> HasCustomEditorForRenderPipeline(renderPipelineAssetType.FullName);
public bool HasCustomEditorForRenderPipeline(string renderPipelineAssetTypeFullName)
=> customEditorForRenderPipelines?.Any(c => c.renderPipelineAssetType == renderPipelineAssetTypeFullName) ?? false;
}
}