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- using UnityEngine.Rendering;
- using System.Collections.Generic;
- #if UNITY_EDITOR
- using UnityEditor;
- #endif
- namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
- {
- #if UNITY_EDITOR
- [InitializeOnLoad]
- static class RenderPipelineValidation
- {
- static RenderPipelineValidation()
- {
- foreach (var pipelineHandler in GetAllInstances())
- pipelineHandler.AutoRefreshPipelineShaders();
- }
- static List<MaterialPipelineHandler> GetAllInstances()
- {
- var instances = new List<MaterialPipelineHandler>();
- // Find all GUIDs for objects that match the type MaterialPipelineHandler
- var guids = AssetDatabase.FindAssets("t:MaterialPipelineHandler");
- for (int i = 0; i < guids.Length; i++)
- {
- string path = AssetDatabase.GUIDToAssetPath(guids[i]);
- var asset = AssetDatabase.LoadAssetAtPath<MaterialPipelineHandler>(path);
- if (asset != null)
- instances.Add(asset);
- }
- return instances;
- }
- }
- #endif
- /// <summary>
- /// Serializable class that contains the shader information for a material.
- /// </summary>
- [System.Serializable]
- public class ShaderContainer
- {
- public Material material;
- public bool useSRPShaderName = true;
- public string scriptableRenderPipelineShaderName = "Universal Render Pipeline/Lit";
- public Shader scriptableRenderPipelineShader;
- public bool useBuiltinShaderName = true;
- public string builtInPipelineShaderName = "Standard";
- public Shader builtInPipelineShader;
- }
- /// <summary>
- /// Scriptable object that allows for setting the shader on a material based on the current render pipeline.
- /// Will run automatically OnEnable in the editor to set the shaders on project bootup. Can be refreshed manually with editor button.
- /// This exists because while objects render correctly using shadergraph shaders, others do not and using the standard shader resolves various rendering issues.
- /// </summary>
- [CreateAssetMenu(fileName = "MaterialPipelineHandler", menuName = "XR/MaterialPipelineHandler", order = 0)]
- public class MaterialPipelineHandler : ScriptableObject
- {
- [SerializeField]
- [Tooltip("List of materials and their associated shaders.")]
- List<ShaderContainer> m_ShaderContainers;
- [SerializeField]
- [Tooltip("If true, the shaders will be refreshed automatically when the editor opens and when this scriptable object instance is enabled.")]
- bool m_AutoRefreshShaders = true;
- #if UNITY_EDITOR
- void OnEnable()
- {
- if (Application.isPlaying)
- return;
- AutoRefreshPipelineShaders();
- }
- #endif
- public void AutoRefreshPipelineShaders()
- {
- if (m_AutoRefreshShaders)
- SetPipelineShaders();
- }
- /// <summary>
- /// Applies the appropriate shader to the materials based on the current render pipeline.
- /// </summary>
- public void SetPipelineShaders()
- {
- if (m_ShaderContainers == null)
- return;
- bool isBuiltinRenderPipeline = GraphicsSettings.currentRenderPipeline == null;
- foreach (var info in m_ShaderContainers)
- {
- if (info.material == null)
- continue;
- // Find the appropriate shaders based on the toggle
- Shader birpShader = info.useBuiltinShaderName ? Shader.Find(info.builtInPipelineShaderName) : info.builtInPipelineShader;
- Shader srpShader = info.useSRPShaderName ? Shader.Find(info.scriptableRenderPipelineShaderName) : info.scriptableRenderPipelineShader;
- // Determine current shader for comparison
- Shader currentShader = info.material.shader;
- // Update shader for the current render pipeline only if necessary
- if (isBuiltinRenderPipeline && birpShader != null && currentShader != birpShader)
- {
- info.material.shader = birpShader;
- MarkMaterialModified(info.material);
- }
- else if (!isBuiltinRenderPipeline && srpShader != null && currentShader != srpShader)
- {
- info.material.shader = srpShader;
- MarkMaterialModified(info.material);
- }
- }
- }
- static void MarkMaterialModified(Material material)
- {
- #if UNITY_EDITOR
- EditorUtility.SetDirty(material);
- #endif
- }
- }
- #if UNITY_EDITOR
- /// <summary>
- /// Custom property drawer for the shader container class.
- /// </summary>
- [CustomPropertyDrawer(typeof(ShaderContainer))]
- public class ShaderContainerDrawer : PropertyDrawer
- {
- public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
- {
- EditorGUI.BeginProperty(position, label, property);
- float singleLineHeight = EditorGUIUtility.singleLineHeight;
- float verticalSpacing = EditorGUIUtility.standardVerticalSpacing;
- SerializedProperty materialProp = property.FindPropertyRelative("material");
- SerializedProperty useSRPShaderNameProp = property.FindPropertyRelative("useSRPShaderName");
- SerializedProperty scriptableShaderNameProp = property.FindPropertyRelative("scriptableRenderPipelineShaderName");
- SerializedProperty scriptableShaderProp = property.FindPropertyRelative("scriptableRenderPipelineShader");
- SerializedProperty useShaderNameProp = property.FindPropertyRelative("useBuiltinShaderName");
- SerializedProperty builtInNameProp = property.FindPropertyRelative("builtInPipelineShaderName");
- SerializedProperty builtInShaderProp = property.FindPropertyRelative("builtInPipelineShader");
- // Draw Material without the header.
- position.height = singleLineHeight;
- EditorGUI.PropertyField(position, materialProp);
- position.y += singleLineHeight + verticalSpacing;
- // SRP Shader header and fields.
- EditorGUI.LabelField(position, "Scriptable Render Pipeline Shader", EditorStyles.boldLabel);
- position.y += EditorGUIUtility.singleLineHeight + verticalSpacing;
- EditorGUI.PropertyField(position, useSRPShaderNameProp);
- position.y += singleLineHeight + verticalSpacing;
- if (useSRPShaderNameProp.boolValue)
- {
- EditorGUI.PropertyField(position, scriptableShaderNameProp);
- position.y += singleLineHeight + verticalSpacing;
- }
- else
- {
- EditorGUI.PropertyField(position, scriptableShaderProp);
- position.y += singleLineHeight + verticalSpacing;
- }
- // Built-in Shader header and fields.
- EditorGUI.LabelField(position, "Built-In Render Pipeline Shader", EditorStyles.boldLabel);
- position.y += singleLineHeight + verticalSpacing;
- EditorGUI.PropertyField(position, useShaderNameProp);
- position.y += singleLineHeight + verticalSpacing;
- if (useShaderNameProp.boolValue)
- {
- EditorGUI.PropertyField(position, builtInNameProp);
- position.y += singleLineHeight + verticalSpacing;
- }
- else
- {
- EditorGUI.PropertyField(position, builtInShaderProp);
- position.y += singleLineHeight + verticalSpacing;
- }
- // Draw a separator line at the end.
- position.y += verticalSpacing / 2; // Extra space for the line.
- position.height = 1;
- EditorGUI.DrawRect(new Rect(position.x, position.y, position.width, 1), Color.gray);
- EditorGUI.EndProperty();
- }
- public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
- {
- const int baseFieldCount = 4; // The Material field, the two toggles, and one for an optional field.
- int extraLineCount = property.FindPropertyRelative("useBuiltinShaderName").boolValue ? 0 : 1;
- extraLineCount += property.FindPropertyRelative("useSRPShaderName").boolValue ? 0 : 1;
- float singleLineHeight = EditorGUIUtility.singleLineHeight;
- float verticalSpacing = EditorGUIUtility.standardVerticalSpacing;
- float headerHeight = EditorGUIUtility.singleLineHeight; // No longer need extra height for headers.
- // Calculate height for fields and headers
- float fieldsHeight = baseFieldCount * singleLineHeight + (baseFieldCount - 1 + extraLineCount) * verticalSpacing;
- // Allow space for header, separator line, and a bit of padding before the line.
- float headersHeight = 2 * (headerHeight + verticalSpacing);
- float separatorSpace = verticalSpacing / 2 + 1; // Additional vertical spacing and line height.
- return fieldsHeight + headersHeight + separatorSpace + singleLineHeight * 1.5f;
- }
- }
- /// <summary>
- /// Custom editor MaterialPipelineHandler
- /// </summary>
- [CustomEditor(typeof(MaterialPipelineHandler)), CanEditMultipleObjects]
- public class MaterialPipelineHandlerEditor : Editor
- {
- public override void OnInspectorGUI()
- {
- base.OnInspectorGUI();
- // Draw the "Refresh Shaders" button
- if (GUILayout.Button("Refresh Shaders"))
- {
- foreach (var t in targets)
- {
- var handler = (MaterialPipelineHandler)t;
- handler.SetPipelineShaders();
- }
- }
- }
- }
- #endif
- }
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