备份CatanBuilding瘦身独立工程

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JSD\13999
2026-05-26 16:15:54 +08:00
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//Stylized Water 2
//Staggart Creations (http://staggart.xyz)
//Copyright protected under Unity Asset Store EULA
using System;
using System.Collections.Generic;
using System.Net;
using UnityEditor;
using UnityEditor.PackageManager;
using UnityEditor.PackageManager.Requests;
using PackageInfo = UnityEditor.PackageManager.PackageInfo;
using UnityEngine;
namespace StylizedWater2
{
public class AssetInfo
{
private const string THIS_FILE_GUID = "d5972a1c9cddd9941aec37a3343647aa";
public const string ASSET_NAME = "Stylized Water 2";
public const string ASSET_ID = "170386";
public const string ASSET_ABRV = "SW2";
public const string INSTALLED_VERSION = "1.6.0";
public const int SHADER_GENERATOR_VERSION_MAJOR = 1;
public const int SHADER_GENERATOR_MINOR = 2;
public const int SHADER_GENERATOR_PATCH = 0;
public const string MIN_UNITY_VERSION = "2021.3.16f1";
public const string MIN_URP_VERSION = "12.1.6";
private const string VERSION_FETCH_URL = "http://www.staggart.xyz/backend/versions/stylizedwater2.php";
public const string DOC_URL = "http://staggart.xyz/unity/stylized-water-2/sws-2-docs/";
public const string FORUM_URL = "https://forum.unity.com/threads/999132/";
public const string EMAIL_URL = "mailto:contact@staggart.xyz?subject=Stylized Water 2";
public static bool IS_UPDATED = true;
public static bool supportedVersion = true;
public static bool compatibleVersion = true;
public static bool alphaVersion = false;
#if !URP //Enabled when com.unity.render-pipelines.universal is below MIN_URP_VERSION
[InitializeOnLoad]
sealed class PackageInstaller : Editor
{
[InitializeOnLoadMethod]
public static void Initialize()
{
GetLatestCompatibleURPVersion();
if (EditorUtility.DisplayDialog(ASSET_NAME + " v" + INSTALLED_VERSION, "This package requires the Universal Render Pipeline " + MIN_URP_VERSION + " or newer, would you like to install or update it now?", "OK", "Later"))
{
Debug.Log("Universal Render Pipeline <b>v" + lastestURPVersion + "</b> will start installing in a moment. Please refer to the URP documentation for set up instructions");
InstallURP();
}
}
private static PackageInfo urpPackage;
private static string lastestURPVersion;
#if SWS_DEV
[MenuItem("SWS/Get latest URP version")]
#endif
private static void GetLatestCompatibleURPVersion()
{
if(urpPackage == null) urpPackage = GetURPPackage();
if(urpPackage == null) return;
lastestURPVersion = urpPackage.versions.latestCompatible;
#if SWS_DEV
Debug.Log("Latest compatible URP version: " + lastestURPVersion);
#endif
}
private static void InstallURP()
{
if(urpPackage == null) urpPackage = GetURPPackage();
if(urpPackage == null) return;
lastestURPVersion = urpPackage.versions.latestCompatible;
AddRequest addRequest = Client.Add(URP_PACKAGE_ID + "@" + lastestURPVersion);
//Update Core and Shader Graph packages as well, doesn't always happen automatically
for (int i = 0; i < urpPackage.dependencies.Length; i++)
{
#if SWS_DEV
Debug.Log("Updating URP dependency <i>" + urpPackage.dependencies[i].name + "</i> to " + urpPackage.dependencies[i].version);
#endif
addRequest = Client.Add(urpPackage.dependencies[i].name + "@" + urpPackage.dependencies[i].version);
}
//Wait until finished
while(!addRequest.IsCompleted || addRequest.Status == StatusCode.InProgress) { }
WaterShaderImporter.ReimportAll();
}
}
#endif
public const string URP_PACKAGE_ID = "com.unity.render-pipelines.universal";
public static PackageInfo GetURPPackage()
{
SearchRequest request = Client.Search(URP_PACKAGE_ID);
while (request.Status == StatusCode.InProgress) { /* Waiting... */ }
if (request.Status == StatusCode.Failure)
{
Debug.LogError("Failed to retrieve URP package from Package Manager...");
return null;
}
return request.Result[0];
}
//Sorry, as much as I hate to intrude on an entire project, this is the only way in Unity to track importing or updating an asset
public class ImportOrUpdateAsset : AssetPostprocessor
{
private static bool OldShadersPresent()
{
return Shader.Find("Universal Render Pipeline/FX/Stylized Water 2") || Shader.Find("Hidden/StylizedWater2/Deleted");
}
private void OnPreprocessAsset()
{
var oldShaders = false;
//Importing/updating the Stylized Water 2 asset
if (assetPath.EndsWith("StylizedWater2/Editor/AssetInfo.cs") || assetPath.EndsWith("sc.stylizedwater2/Editor/AssetInfo.cs"))
{
oldShaders = OldShadersPresent();
}
//These files change every version, so will trigger when updating or importing the first time
if (
//Importing the Underwater Rendering extension
assetPath.EndsWith("UnderwaterRenderer.cs"))
//Any further extensions...
{
OnImportExtension("Underwater Rendering");
oldShaders = OldShadersPresent();
}
if (assetPath.EndsWith("WaterDynamicEffectsRenderFeature.cs"))
{
OnImportExtension("Dynamic Effects");
}
if (oldShaders)
{
//Old non-templated shader(s) still present.
if (EditorUtility.DisplayDialog(AssetInfo.ASSET_NAME, "Updating to v1.4.0+. Obsolete shader files were detected." +
"\n\n" +
"The water shader(s) are a now C# generated, thus has moved to a different file." +
"\n\n" +
"Materials in your project using the old shader must switch to it." +
"\n\n" +
"This process is automatic. The obsolete files will also be deleted." +
"\n\n" +
"Rest assured, no settings or functionality will be lost!", "OK", "Cancel"))
{
UpgradeMaterials();
}
}
}
private void OnImportExtension(string name)
{
Debug.Log($"[Stylized Water 2] {name} extension installed/deleted or updated. Reimporting water shader(s) to toggle integration.");
//Re-import any .watershader files, since these depend on the installation state of extensions
WaterShaderImporter.ReimportAll();
}
}
#if SWS_DEV
[MenuItem("SWS/Upgrading/Upgrade materials to 1.4.0+")]
#endif
private static void UpgradeMaterials()
{
Shader oldShader = Shader.Find("Universal Render Pipeline/FX/Stylized Water 2");
Shader oldShaderTess = Shader.Find("Universal Render Pipeline/FX/Stylized Water 2 (Tessellation)");
Shader newShader = Shader.Find("Stylized Water 2/Standard");
Shader newShaderTess = Shader.Find("Stylized Water 2/Standard (Tessellation)");
int upgradedMaterialCount = 0;
//Possible the script imported before the water shader even did
//Or the water shader was already deleted, yet this function is triggered by an old underwater-rendering shader.
if (newShader != null || oldShader != null)
{
string[] materials = AssetDatabase.FindAssets("t: Material");
int totalMaterials = materials.Length;
for (int i = 0; i < totalMaterials; i++)
{
Material mat = AssetDatabase.LoadAssetAtPath<Material>(AssetDatabase.GUIDToAssetPath(materials[i]));
EditorUtility.DisplayProgressBar(ASSET_NAME, $"Checking \"{mat.name}\" ({i}/{totalMaterials})", (float)i / (float)totalMaterials);
if (mat.shader == oldShader)
{
int queue = mat.renderQueue;
mat.shader = newShader;
mat.renderQueue = queue;
EditorUtility.SetDirty(mat);
upgradedMaterialCount++;
}
if (mat.shader == oldShaderTess)
{
int queue = mat.renderQueue;
mat.shader = newShaderTess;
mat.renderQueue = queue;
EditorUtility.SetDirty(mat);
upgradedMaterialCount++;
}
}
}
EditorUtility.ClearProgressBar();
List<string> deletedFiles = new List<string>();
//Delete old files
{
void DeleteFile(string path)
{
if (path != string.Empty)
{
deletedFiles.Add(path);
AssetDatabase.DeleteAsset(path);
}
}
DeleteFile(AssetDatabase.GetAssetPath(oldShader));
DeleteFile(AssetDatabase.GetAssetPath(oldShaderTess));
//UnderwaterMask.shader
DeleteFile(AssetDatabase.GUIDToAssetPath("85caab243c23a1e489cd0bdcaf742560"));
//UnderwaterShading.shader
DeleteFile(AssetDatabase.GUIDToAssetPath("33652c9d694d8004bb649164aafc9ecc"));
//Waterline.shader
DeleteFile(AssetDatabase.GUIDToAssetPath("aef8d53c098c94044b72ea6bda9bb6bc"));
//UnderwaterPost.shader
DeleteFile(AssetDatabase.GUIDToAssetPath("7b53b35c69174ce092d2712e3db77f0e"));
}
if (upgradedMaterialCount > 0 || deletedFiles.Count > 0)
{
if (EditorUtility.DisplayDialog(AssetInfo.ASSET_NAME, $"Converted {upgradedMaterialCount} materials to use the new water shader." +
$"\n\nObsolete shader files ({deletedFiles.Count}) deleted:\n\n" +
String.Join(Environment.NewLine, deletedFiles),
"OK")) { }
}
AssetDatabase.SaveAssets();
Debug.Log("<b>[Stylized Water 2]</b> Upgrade of materials and project complete!");
}
public static bool MeetsMinimumVersion(string versionMinimum)
{
Version curVersion = new Version(INSTALLED_VERSION);
Version minVersion = new Version(versionMinimum);
return curVersion >= minVersion;
}
public static void OpenAssetStore(string url = null)
{
if (url == string.Empty) url = "https://assetstore.unity.com/packages/slug/" + ASSET_ID;
Application.OpenURL(url + "?aid=1011l7Uk8&pubref=sw2editor");
}
public static void OpenReviewsPage()
{
Application.OpenURL($"https://assetstore.unity.com/packages/slug/{ASSET_ID}?aid=1011l7Uk8&pubref=sw2editor#reviews");
}
public static void OpenInPackageManager()
{
Application.OpenURL("com.unity3d.kharma:content/" + ASSET_ID);
}
public static void OpenForumPage()
{
Application.OpenURL(FORUM_URL + "/page-999");
}
public static string GetRootFolder()
{
//Get script path
string scriptFilePath = AssetDatabase.GUIDToAssetPath(THIS_FILE_GUID);
//Truncate to get relative path
string rootFolder = scriptFilePath.Replace("Editor/AssetInfo.cs", string.Empty);
#if SWS_DEV
//Debug.Log("<b>Package root</b> " + rootFolder);
#endif
return rootFolder;
}
public static class VersionChecking
{
public static string GetUnityVersion()
{
string version = UnityEditorInternal.InternalEditorUtility.GetFullUnityVersion();
//Remove GUID in parenthesis
return version.Substring(0, version.LastIndexOf(" ("));
}
public static void CheckUnityVersion()
{
#if !UNITY_2020_3_OR_NEWER
compatibleVersion = false;
#endif
#if !UNITY_2021_3_OR_NEWER
supportedVersion = false;
#endif
alphaVersion = GetUnityVersion().Contains("f") == false;
}
public static string fetchedVersionString;
public static System.Version fetchedVersion;
private static bool showPopup;
public enum VersionStatus
{
UpToDate,
Outdated
}
public enum QueryStatus
{
Fetching,
Completed,
Failed
}
public static QueryStatus queryStatus = QueryStatus.Completed;
#if SWS_DEV
[MenuItem("SWS/Check for update")]
#endif
public static void GetLatestVersionPopup()
{
CheckForUpdate(true);
}
private static int VersionStringToInt(string input)
{
//Remove all non-alphanumeric characters from version
input = input.Replace(".", string.Empty);
input = input.Replace(" BETA", string.Empty);
return int.Parse(input, System.Globalization.NumberStyles.Any);
}
public static void CheckForUpdate(bool showPopup = false)
{
VersionChecking.showPopup = showPopup;
queryStatus = QueryStatus.Fetching;
using (WebClient webClient = new WebClient())
{
webClient.DownloadStringCompleted += new System.Net.DownloadStringCompletedEventHandler(OnRetrievedServerVersion);
webClient.DownloadStringAsync(new System.Uri(VERSION_FETCH_URL), fetchedVersionString);
}
}
private static void OnRetrievedServerVersion(object sender, DownloadStringCompletedEventArgs e)
{
if (e.Error == null && !e.Cancelled)
{
fetchedVersionString = e.Result;
fetchedVersion = new System.Version(fetchedVersionString);
System.Version installedVersion = new System.Version(INSTALLED_VERSION);
//Success
IS_UPDATED = (installedVersion >= fetchedVersion) ? true : false;
#if SWS_DEV
Debug.Log("<b>PackageVersionCheck</b> Up-to-date = " + IS_UPDATED + " (Installed:" + INSTALLED_VERSION + ") (Remote:" + fetchedVersionString + ")");
#endif
queryStatus = QueryStatus.Completed;
if (VersionChecking.showPopup)
{
if (!IS_UPDATED)
{
if (EditorUtility.DisplayDialog(ASSET_NAME + ", version " + INSTALLED_VERSION, "An updated version is available: " + fetchedVersionString, "Open Package Manager", "Close"))
{
OpenInPackageManager();
}
}
else
{
if (EditorUtility.DisplayDialog(ASSET_NAME + ", version " + INSTALLED_VERSION, "Installed version is up-to-date!", "Close")) { }
}
}
}
else
{
Debug.LogWarning("[" + ASSET_NAME + "] Contacting update server failed: " + e.Error.Message);
queryStatus = QueryStatus.Failed;
//When failed, assume installation is up-to-date
IS_UPDATED = true;
}
}
}
}
}

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//Stylized Water 2
//Staggart Creations (http://staggart.xyz)
//Copyright protected under Unity Asset Store EULA
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
#if UNITY_2021_2_OR_NEWER
using PrefabStageUtility = UnityEditor.SceneManagement.PrefabStageUtility;
#else
using PrefabStageUtility = UnityEditor.Experimental.SceneManagement.PrefabStageUtility;
#endif
namespace StylizedWater2
{
[CanEditMultipleObjects]
[CustomEditor(typeof(AlignToWaves))]
public class AlignToWavesInspector : Editor
{
AlignToWaves script;
SerializedProperty waterObject;
SerializedProperty autoFind;
SerializedProperty dynamicMaterial;
SerializedProperty waterLevelSource;
SerializedProperty waterLevel;
SerializedProperty childTransform;
SerializedProperty heightOffset;
SerializedProperty rollAmount;
SerializedProperty samples;
private bool editSamples;
private bool isRiver;
private bool wavesEnabled;
private string proSkinPrefix => EditorGUIUtility.isProSkin ? "d_" : "";
private void OnEnable()
{
script = (AlignToWaves)target;
waterObject = serializedObject.FindProperty("waterObject");
autoFind = serializedObject.FindProperty("autoFind");
dynamicMaterial = serializedObject.FindProperty("dynamicMaterial");
waterLevelSource = serializedObject.FindProperty("waterLevelSource");
waterLevel = serializedObject.FindProperty("waterLevel");
childTransform = serializedObject.FindProperty("childTransform");
heightOffset = serializedObject.FindProperty("heightOffset");
rollAmount = serializedObject.FindProperty("rollAmount");
samples = serializedObject.FindProperty("samples");
//Auto fetch if there is only one water body in the scene
if (waterObject.objectReferenceValue == null && WaterObject.Instances.Count == 1)
{
serializedObject.Update();
waterObject.objectReferenceValue = WaterObject.Instances[0];
EditorUtility.SetDirty(target);
serializedObject.ApplyModifiedPropertiesWithoutUndo();
}
ValidateMaterial();
}
private void OnDisable()
{
AlignToWaves.Disable = false;
Tools.hidden = false;
}
public override void OnInspectorGUI()
{
UI.DrawHeader();
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Space(EditorGUIUtility.labelWidth);
AlignToWaves.EnableInEditor =
GUILayout.Toggle(AlignToWaves.EnableInEditor, new GUIContent(" Run in edit-mode (global)", EditorGUIUtility.IconContent(
(AlignToWaves.EnableInEditor ? "animationvisibilitytoggleon" : "animationvisibilitytoggleoff")).image), "Button");
}
EditorGUILayout.Space();
serializedObject.Update();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(waterObject);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(autoFind);
EditorGUILayout.PropertyField(dynamicMaterial);
EditorGUI.indentLevel--;
UI.DrawNotification(isRiver, "Material has river mode enabled, buoyancy only works for flat water bodies", MessageType.Error);
UI.DrawNotification(!wavesEnabled && !isRiver, "Material used on the water object does not have waves enabled.", MessageType.Error);
if (script.waterObject && script.waterObject.material)
{
UI.DrawNotification((script.waterObject.material.GetFloat("_WorldSpaceUV") == 0f), "Material must use world-projected UV", "Change", ()=> script.waterObject.material.SetFloat("_WorldSpaceUV", 1f), MessageType.Error);
}
if(!autoFind.boolValue && waterObject.objectReferenceValue == null)
{
UI.DrawNotification("A water object must be assigned!", MessageType.Error);
}
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.PrefixLabel("Water level source");
waterLevelSource.intValue = GUILayout.Toolbar(waterLevelSource.intValue, new GUIContent[] { new GUIContent("Fixed Value"), new GUIContent("Water Object") });
}
if (waterLevelSource.intValue == (int)AlignToWaves.WaterLevelSource.FixedValue) EditorGUILayout.PropertyField(waterLevel);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(heightOffset);
EditorGUILayout.PropertyField(rollAmount);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Sample positions", EditorStyles.boldLabel);
if (targets.Length > 1)
{
EditorGUILayout.HelpBox("Cannot be modified for a multi-selection", MessageType.Info);
}
else
{
if (samples.arraySize > 0)
{
editSamples =
GUILayout.Toggle(editSamples,
new GUIContent(" Edit samples", EditorGUIUtility.IconContent("sv_icon_dot0_pix16_gizmo").image),
"Button", GUILayout.MaxWidth(125f), GUILayout.MaxHeight(30f));
}
else
{
EditorGUILayout.HelpBox("No sample positions added. The transform's pivot position is used", MessageType.None);
}
for (int i = 0; i < samples.arraySize; i++)
{
SerializedProperty param = samples.GetArrayElementAtIndex(i);
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.PropertyField(param, true);
if (GUILayout.Button(new GUIContent("",
EditorGUIUtility.IconContent(proSkinPrefix + "TreeEditor.Trash").image, "Delete item"), GUILayout.MaxWidth(30f)))
{
samples.DeleteArrayElementAtIndex(i);
selectedSampleIndex = -1;
EditorUtility.SetDirty(target);
}
}
}
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.FlexibleSpace();
if (GUILayout.Button(new GUIContent("Add", EditorGUIUtility.IconContent(proSkinPrefix + "Toolbar Plus").image, "Add new sample point")))
{
samples.InsertArrayElementAtIndex(samples.arraySize);
selectedSampleIndex = samples.arraySize - 1;
EditorUtility.SetDirty(target);
}
}
}
EditorGUILayout.PropertyField(childTransform);
if (childTransform.objectReferenceValue == null && samples.arraySize > 0)
UI.DrawNotification("Assign a transform to rotate/scale the sample positions with");
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
ValidateMaterial();
}
UI.DrawFooter();
}
private void ValidateMaterial()
{
if (script.waterObject && script.waterObject.material)
{
if (script.waterObject.material != script.waterObject.meshRenderer.sharedMaterial) script.waterObject.material = script.waterObject.meshRenderer.sharedMaterial;
wavesEnabled = WaveParameters.WavesEnabled(script.waterObject.material);
isRiver = script.waterObject.material.IsKeywordEnabled("_RIVER");
}
}
private int selectedSampleIndex;
Vector3 sampleWorldPos;
Vector3 prevSampleWorldPos;
private void OnSceneGUI()
{
if (!script) return;
AlignToWaves.Disable = PrefabStageUtility.GetCurrentPrefabStage() != null || editSamples;
if (editSamples)
{
//Mute default controls
Tools.hidden = true;
Handles.color = new Color(0.66f, 0.66f, 0.66f, 1);
for (int i = 0; i < script.samples.Count; i++)
{
sampleWorldPos = script.ConvertToWorldSpace(script.samples[i]);
float size = HandleUtility.GetHandleSize(sampleWorldPos) * 0.25f;
if (Handles.Button(sampleWorldPos, Quaternion.identity, size, size, Handles.SphereHandleCap))
{
selectedSampleIndex = i;
}
}
if (selectedSampleIndex > -1)
{
sampleWorldPos = script.ConvertToWorldSpace(script.samples[selectedSampleIndex]);
prevSampleWorldPos = sampleWorldPos;
sampleWorldPos = Handles.PositionHandle(sampleWorldPos, script.childTransform ? script.childTransform.rotation : script.transform.rotation );
script.samples[selectedSampleIndex] = script.ConvertToLocalSpace(sampleWorldPos);
//If moved
if (sampleWorldPos != prevSampleWorldPos)
{
prevSampleWorldPos = sampleWorldPos;
EditorUtility.SetDirty(target);
}
}
}
else
{
selectedSampleIndex = -1;
Tools.hidden = false;
if (script.samples == null) return;
Handles.color = new Color(1,1,1, 0.25f);
for (int i = 0; i < script.samples.Count; i++)
{
sampleWorldPos = script.ConvertToWorldSpace(script.samples[i]);
Handles.SphereHandleCap(0, sampleWorldPos, SceneView.lastActiveSceneView.camera.transform.rotation, HandleUtility.GetHandleSize(sampleWorldPos) * 0.25f, EventType.Repaint);
}
}
}
}
}

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using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.XR;
namespace StylizedWater2
{
[CustomEditor(typeof(PlanarReflectionRenderer))]
public class PlanarReflectionRendererInspector : Editor
{
private PlanarReflectionRenderer renderer;
//Rendering
private SerializedProperty rotatable;
private SerializedProperty cullingMask;
private SerializedProperty rendererIndex;
private SerializedProperty offset;
private SerializedProperty includeSkybox;
private SerializedProperty enableFog;
//Quality
private SerializedProperty renderShadows;
private SerializedProperty renderRange;
private SerializedProperty renderScale;
private SerializedProperty maximumLODLevel;
private SerializedProperty waterObjects;
private SerializedProperty moveWithTransform;
private Bounds curBounds;
private bool waterLayerError;
private bool previewReflection
{
get => EditorPrefs.GetBool("SWS2_PREVIEW_REFLECTION_ENABLED", true);
set => EditorPrefs.SetBool("SWS2_PREVIEW_REFLECTION_ENABLED", value);
}
private RenderTexture previewTexture;
#if URP
private void OnEnable()
{
PipelineUtilities.RefreshRendererList();
renderer = (PlanarReflectionRenderer)target;
rotatable = serializedObject.FindProperty("rotatable");
cullingMask = serializedObject.FindProperty("cullingMask");
rendererIndex = serializedObject.FindProperty("rendererIndex");
offset = serializedObject.FindProperty("offset");
includeSkybox = serializedObject.FindProperty("includeSkybox");
enableFog = serializedObject.FindProperty("enableFog");
renderShadows = serializedObject.FindProperty("renderShadows");
renderRange = serializedObject.FindProperty("renderRange");
renderScale = serializedObject.FindProperty("renderScale");
maximumLODLevel = serializedObject.FindProperty("maximumLODLevel");
waterObjects = serializedObject.FindProperty("waterObjects");
moveWithTransform = serializedObject.FindProperty("moveWithTransform");
if (renderer.waterObjects.Count == 0 && WaterObject.Instances.Count == 1)
{
renderer.waterObjects.Add(WaterObject.Instances[0]);
renderer.RecalculateBounds();
renderer.EnableMaterialReflectionSampling();
EditorUtility.SetDirty(target);
serializedObject.ApplyModifiedPropertiesWithoutUndo();
}
ValidateWaterObjectLayer();
curBounds = renderer.CalculateBounds();
RenderPipelineManager.endCameraRendering += OnEndCameraRendering;
}
private Camera currentCamera;
private string currentCameraName;
private bool waterObjectsVisible;
private void OnEndCameraRendering(ScriptableRenderContext context, Camera camera)
{
if (!previewReflection) return;
if (PlanarReflectionRenderer.InvalidContext(camera)) return;
currentCamera = camera;
waterObjectsVisible = renderer.WaterObjectsVisible(currentCamera);
previewTexture = renderer.TryGetReflectionTexture(currentCamera);
currentCameraName = currentCamera.name;
}
private void OnDisable()
{
RenderPipelineManager.endCameraRendering -= OnEndCameraRendering;
}
#endif
public override void OnInspectorGUI()
{
#if !URP
UI.DrawNotification("The Universal Render Pipeline package v" + AssetInfo.MIN_URP_VERSION + " or newer is not installed", MessageType.Error);
#else
UI.DrawHeader();
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Space(EditorGUIUtility.labelWidth);
previewReflection =
GUILayout.Toggle(previewReflection, new GUIContent(" Preview reflection", EditorGUIUtility.IconContent(
(previewReflection ? "animationvisibilitytoggleon" : "animationvisibilitytoggleoff")).image), "Button");
}
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Space(EditorGUIUtility.labelWidth);
EditorGUILayout.LabelField("Status: " + (waterObjectsVisible && currentCamera ? $"Rendering (camera: {currentCamera.name})" : "Not rendering (water not in view for any camera)"), EditorStyles.miniLabel);
}
UI.DrawNotification(PipelineUtilities.VREnabled(), "Not supported with VR rendering", MessageType.Error);
UI.DrawNotification(PlanarReflectionRenderer.AllowReflections == false, "Reflections have been globally disabled by an external script", MessageType.Warning);
serializedObject.Update();
EditorGUI.BeginChangeCheck();
EditorGUILayout.LabelField("Rendering", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
UI.DrawRendererProperty(rendererIndex);
if (EditorGUI.EndChangeCheck())
{
renderer.SetRendererIndex(rendererIndex.intValue);
}
//Default renderer
if (rendererIndex.intValue == 0)
{
UI.DrawNotification("\n" +
"Using the default renderer for reflections is strongly discouraged." +
"\n\nMost (if not all) render features, such as third-party post processing effects, will also render for the reflection." +
"\n\nThis can lead to rendering artefacts and negatively impacts overall performance." +
"\n", MessageType.Warning);
//If there are no other renderers to assign, suggest to auto-create one
UI.DrawNotification(PipelineUtilities.rendererIndexList.Length <= 2, "It is highly recommend to create a separate empty renderer", "Create and assign", CreateRenderer, MessageType.None);
EditorGUILayout.Space();
}
EditorGUILayout.PropertyField(cullingMask);
EditorGUILayout.PropertyField(includeSkybox);
EditorGUILayout.PropertyField(enableFog);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(rotatable);
EditorGUILayout.PropertyField(offset);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Quality", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(renderShadows);
if (EditorGUI.EndChangeCheck())
{
renderer.ToggleShadows(renderShadows.boolValue);
}
EditorGUILayout.PropertyField(renderRange);
EditorGUILayout.PropertyField(renderScale);
EditorGUILayout.PropertyField(maximumLODLevel);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Target water objects", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(moveWithTransform, new GUIContent("Move bounds with transform", moveWithTransform.tooltip));
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(waterObjects);
if (EditorGUI.EndChangeCheck())
{
curBounds = renderer.CalculateBounds();
}
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
}
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.FlexibleSpace();
if(GUILayout.Button(new GUIContent("Auto-find", "Assigns all active water objects currently in the scene"), EditorStyles.miniButton))
{
renderer.waterObjects = new List<WaterObject>(WaterObject.Instances);
renderer.RecalculateBounds();
curBounds = renderer.bounds;
renderer.EnableMaterialReflectionSampling();
ValidateWaterObjectLayer();
EditorUtility.SetDirty(target);
}
if(GUILayout.Button("Clear", EditorStyles.miniButton))
{
renderer.ToggleMaterialReflectionSampling(false);
renderer.waterObjects.Clear();
renderer.RecalculateBounds();
EditorUtility.SetDirty(target);
}
}
if (renderer.waterObjects != null)
{
UI.DrawNotification(renderer.waterObjects.Count == 0, "Assign at least one Water Object", MessageType.Info);
if (renderer.waterObjects.Count > 0)
{
UI.DrawNotification(curBounds.size != renderer.bounds.size || (moveWithTransform.boolValue == false && curBounds.center != renderer.bounds.center), "Water objects have changed or moved, bounds needs to be recalculated", "Recalculate",() => RecalculateBounds(), MessageType.Error);
}
UI.DrawNotification(waterLayerError, "One or more Water Objects aren't on the \"Water\" layer.\n\nThis causes recursive reflections", "Fix", () => SetObjectsOnWaterLayer(), MessageType.Error);
}
#endif
UI.DrawFooter();
}
#if URP
private void CreateRenderer()
{
int index = -1;
string path = "";
PipelineUtilities.CreateAndAssignNewRenderer(out index, out path);
if (index >= 0)
{
rendererIndex.intValue = index;
serializedObject.ApplyModifiedProperties();
serializedObject.Update();
renderer.SetRendererIndex(rendererIndex.intValue);
if (path != string.Empty)
{
Debug.Log("New renderer created at path <i>" + path + "</i>");
}
}
}
public override bool HasPreviewGUI()
{
return previewReflection && previewTexture;
}
public override bool RequiresConstantRepaint()
{
return HasPreviewGUI();
}
public override GUIContent GetPreviewTitle()
{
return currentCamera ? new GUIContent(currentCameraName + " reflection") : new GUIContent("Reflection");
}
public override void OnPreviewSettings()
{
if (HasPreviewGUI() == false) return;
GUILayout.Label($"Resolution ({previewTexture.width}x{previewTexture.height})");
}
private bool drawAlpha;
public override void OnPreviewGUI(Rect r, GUIStyle background)
{
if (drawAlpha)
{
EditorGUI.DrawTextureAlpha(r, previewTexture, ScaleMode.ScaleToFit);
}
else
{
GUI.DrawTexture(r, previewTexture, ScaleMode.ScaleToFit, false);
}
Rect btnRect = r;
btnRect.x += 10f;
btnRect.y += 10f;
btnRect.width = 150f;
btnRect.height = 20f;
drawAlpha = GUI.Toggle(btnRect, drawAlpha, new GUIContent(" Alpha channel"));
}
private void ValidateWaterObjectLayer()
{
if (renderer.waterObjects == null) return;
waterLayerError = false;
int layerID = LayerMask.NameToLayer("Water");
foreach (WaterObject obj in renderer.waterObjects)
{
//Is not on "Water" layer?
if (obj.gameObject.layer != layerID)
{
waterLayerError = true;
return;
}
}
}
private void SetObjectsOnWaterLayer()
{
int layerID = LayerMask.NameToLayer("Water");
foreach (WaterObject obj in renderer.waterObjects)
{
//Is not on "Water" layer?
if (obj.gameObject.layer != layerID)
{
obj.gameObject.layer = layerID;
EditorUtility.SetDirty(obj);
}
}
waterLayerError = false;
}
#endif
private void RecalculateBounds()
{
#if URP
renderer.RecalculateBounds();
curBounds = renderer.bounds;
EditorUtility.SetDirty(target);
#endif
}
}
}

View File

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fileFormatVersion: 2
guid: e169bca08efce694eab8006b53ed91c1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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#if URP
using System;
using UnityEditor;
using UnityEngine;
namespace StylizedWater2
{
[CustomEditor(typeof(StylizedWaterRenderFeature))]
public class RenderFeatureEditor : Editor
{
private SerializedProperty screenSpaceReflectionSettings;
private SerializedProperty directionalCaustics;
private SerializedProperty displacementPrePassSettings;
private void OnEnable()
{
screenSpaceReflectionSettings = serializedObject.FindProperty("screenSpaceReflectionSettings");
directionalCaustics = serializedObject.FindProperty("directionalCaustics");
displacementPrePassSettings = serializedObject.FindProperty("displacementPrePassSettings");
}
public override void OnInspectorGUI()
{
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.LabelField($"Version {AssetInfo.INSTALLED_VERSION}", EditorStyles.miniLabel);
if (GUILayout.Button(new GUIContent(" Documentation", EditorGUIUtility.FindTexture("_Help"))))
{
Application.OpenURL(AssetInfo.DOC_URL);
}
}
EditorGUILayout.Space();
serializedObject.Update();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(directionalCaustics);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(screenSpaceReflectionSettings);
if(screenSpaceReflectionSettings.isExpanded) EditorGUILayout.HelpBox("This feature is available for preview, no configurable settings are available yet", MessageType.Info);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(displacementPrePassSettings);
if (displacementPrePassSettings.isExpanded)
{
EditorGUILayout.HelpBox("This will pre-render all the water geometry's height (including any displacement effects) into a buffer. Allowing other shaders to access this information." +
"\n\nSee the Displacement.hlsl shader library for the API, or use the \"Sample Water Height\" Sub-graph in Shader Graph." +
"\n\nThis is for advanced users, there is currently no functionality in Stylized Water 2 that makes use of this.", MessageType.Info);
}
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
}
UI.DrawFooter();
}
}
}
#endif

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fileFormatVersion: 2
guid: b1e12468f8ea4290a886e4706e800a98
timeCreated: 1701084026

View File

@@ -0,0 +1,116 @@
//Stylized Water 2
//Staggart Creations (http://staggart.xyz)
//Copyright protected under Unity Asset Store EULA
using UnityEditor;
using UnityEngine;
namespace StylizedWater2
{
[CustomEditor(typeof(WaterGrid))]
public class CreateWaterGridInspector : Editor
{
private WaterGrid script;
private SerializedProperty material;
private SerializedProperty followSceneCamera;
private SerializedProperty autoAssignCamera;
private SerializedProperty followTarget;
private SerializedProperty scale;
private SerializedProperty vertexDistance;
private SerializedProperty rowsColumns;
private int vertexCount;
private void OnEnable()
{
script = (WaterGrid) target;
script.m_rowsColumns = script.rowsColumns;
material = serializedObject.FindProperty("material");
followSceneCamera = serializedObject.FindProperty("followSceneCamera");
autoAssignCamera = serializedObject.FindProperty("autoAssignCamera");
followTarget = serializedObject.FindProperty("followTarget");
scale = serializedObject.FindProperty("scale");
vertexDistance = serializedObject.FindProperty("vertexDistance");
rowsColumns = serializedObject.FindProperty("rowsColumns");
}
public override void OnInspectorGUI()
{
UI.DrawHeader();
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Space(EditorGUIUtility.labelWidth);
WaterGrid.DisplayGrid = GUILayout.Toggle(WaterGrid.DisplayGrid , new GUIContent(" Display Grid", EditorGUIUtility.IconContent((WaterGrid.DisplayGrid ? "animationvisibilitytoggleon" : "animationvisibilitytoggleoff")).image), "Button");
WaterGrid.DisplayWireframe = GUILayout.Toggle(WaterGrid.DisplayWireframe, new GUIContent(" Show Wireframe", EditorGUIUtility.IconContent((WaterGrid.DisplayWireframe ? "animationvisibilitytoggleon" : "animationvisibilitytoggleoff")).image), "Button");
}
serializedObject.Update();
EditorGUI.BeginChangeCheck();
EditorGUILayout.LabelField("Appearance", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(material);
if(material.objectReferenceValue == null) EditorGUILayout.HelpBox("A material must be assigned", MessageType.Error);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Movement", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(followSceneCamera);
using (new EditorGUI.DisabledScope(autoAssignCamera.boolValue))
{
EditorGUILayout.PropertyField(followTarget);
}
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(autoAssignCamera);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.LabelField("Grid geometry", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(scale, GUILayout.MaxWidth(EditorGUIUtility.labelWidth + 95f));
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.PrefixLabel(rowsColumns.displayName);
using (new EditorGUI.DisabledScope(rowsColumns.intValue <= 1))
{
if (GUILayout.Button("-", EditorStyles.miniButtonLeft, GUILayout.Width(25f)))
{
rowsColumns.intValue--;
}
}
EditorGUILayout.PropertyField(rowsColumns, GUIContent.none, GUILayout.MaxWidth(40f));
if (GUILayout.Button("+", EditorStyles.miniButtonRight, GUILayout.Width(25f)))
{
rowsColumns.intValue++;
}
EditorGUILayout.LabelField($"= {rowsColumns.intValue * rowsColumns.intValue} tiles", EditorStyles.miniLabel);
}
EditorGUILayout.Space();
EditorGUILayout.PropertyField(vertexDistance, new GUIContent("Min. vertex distance", vertexDistance.tooltip));
vertexCount = Mathf.FloorToInt(((scale.floatValue / rowsColumns.intValue) / vertexDistance.floatValue) * ((scale.floatValue / rowsColumns.intValue) / vertexDistance.floatValue));
if(vertexCount > 65535)
{
EditorGUILayout.HelpBox("Vertex count of individual tiles is too high. Increase the vertex distance, decrease the grid scale, or add more rows/columns", MessageType.Error);
}
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
//Executed here since objects can't be destroyed from OnValidate
script.Recreate();
}
UI.DrawFooter();
}
}
}

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fileFormatVersion: 2
guid: 55b547e4881242f4af120838d3e9e6d6
timeCreated: 1680100927

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using System;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
#if URP
using UnityEngine.Rendering.Universal;
#endif
namespace StylizedWater2
{
[CustomEditor(typeof(WaterObject))]
[CanEditMultipleObjects]
public class WaterObjectInspector : Editor
{
private WaterObject component;
private SerializedProperty material;
private SerializedProperty meshFilter;
private SerializedProperty meshRenderer;
private bool depthTextureRequired;
private bool opaqueTextureRequired;
private bool showInstances
{
get => SessionState.GetBool("WATEROBJECT_SHOW_INSTANCES", false);
set => SessionState.SetBool("WATEROBJECT_SHOW_INSTANCES", value);
}
private Texture icon;
private void OnEnable()
{
component = (WaterObject)target;
icon = Resources.Load<Texture>("water-object-icon");
material = serializedObject.FindProperty("material");
meshFilter = serializedObject.FindProperty("meshFilter");
meshRenderer = serializedObject.FindProperty("meshRenderer");
CheckMaterial();
}
private void CheckMaterial()
{
#if URP
if (UniversalRenderPipeline.asset == null || component.material == null) return;
depthTextureRequired = UniversalRenderPipeline.asset.supportsCameraDepthTexture == false && component.material.GetFloat("_DisableDepthTexture") == 0f;
opaqueTextureRequired = UniversalRenderPipeline.asset.supportsCameraOpaqueTexture == false && component.material.GetFloat("_RefractionOn") == 1f;
#endif
}
public override void OnInspectorGUI()
{
#if URP
if (UniversalRenderPipeline.asset)
{
UI.DrawNotification(
depthTextureRequired,
"Depth texture is disabled, but is required for the water material",
"Enable",
() =>
{
StylizedWaterEditor.EnableDepthTexture();
CheckMaterial();
},
MessageType.Error);
UI.DrawNotification(
opaqueTextureRequired,
"Opaque texture is disabled, but is required for the water material",
"Enable",
() =>
{
StylizedWaterEditor.EnableOpaqueTexture();
CheckMaterial();
},
MessageType.Error);
}
#endif
EditorGUILayout.HelpBox("This component provides a means for other scripts to identify and find water bodies", MessageType.None);
EditorGUILayout.LabelField("References (Read only)", EditorStyles.boldLabel);
EditorGUI.BeginDisabledGroup(true);
{
EditorGUILayout.PropertyField(material);
EditorGUILayout.PropertyField(meshFilter);
EditorGUILayout.PropertyField(meshRenderer);
}
EditorGUI.EndDisabledGroup();
//In case the material was changed on the attached Mesh Renderer, reflect the change
foreach (Object currentTarget in targets)
{
WaterObject water = (WaterObject)currentTarget;
water.FetchWaterMaterial();
}
if (WaterObject.Instances.Count > 1)
{
EditorGUILayout.Space();
showInstances = EditorGUILayout.BeginFoldoutHeaderGroup(showInstances, $"Instances ({WaterObject.Instances.Count})");
if (showInstances)
{
this.Repaint();
using (new EditorGUILayout.VerticalScope(EditorStyles.textArea))
{
foreach (WaterObject obj in WaterObject.Instances)
{
var rect = EditorGUILayout.BeginHorizontal(EditorStyles.miniLabel);
if (rect.Contains(Event.current.mousePosition))
{
EditorGUIUtility.AddCursorRect(new Rect(Event.current.mousePosition.x, Event.current.mousePosition.y, 27, 27), MouseCursor.Link);
EditorGUI.DrawRect(rect, Color.gray * (EditorGUIUtility.isProSkin ? 0.66f : 0.20f));
}
if (GUILayout.Button(new GUIContent(" " + obj.name, icon), EditorStyles.miniLabel, GUILayout.Height(20f)))
{
EditorGUIUtility.PingObject(obj);
Selection.activeGameObject = obj.gameObject;
}
EditorGUILayout.EndHorizontal();
}
}
}
EditorGUILayout.EndFoldoutHeaderGroup();
}
}
}
}

View File

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fileFormatVersion: 2
guid: 24c4c7f693f04a3893891169c1f864d8
timeCreated: 1685014300

View File

@@ -0,0 +1,341 @@
//Stylized Water 2
//Staggart Creations (http://staggart.xyz)
//Copyright protected under Unity Asset Store EULA
using System.IO;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
#if UNITY_2020_2_OR_NEWER
using UnityEditor.AssetImporters;
#else
using UnityEditor.Experimental.AssetImporters;
#endif
namespace StylizedWater2
{
[CustomEditor(typeof(WaterShaderImporter))]
[CanEditMultipleObjects]
public class WaterShaderImporterEditor : ScriptedImporterEditor
{
private WaterShaderImporter importer;
private SerializedProperty template;
private SerializedProperty settings;
private SerializedProperty shaderName;
private SerializedProperty hidden;
private SerializedProperty type;
private SerializedProperty autoIntegration;
private SerializedProperty fogIntegration;
private SerializedProperty lightCookies;
private SerializedProperty customIncludeDirectives;
private bool underwaterRenderingInstalled;
private bool dynamicEffectsInstalled;
private ShaderConfigurator.Fog.Integration firstIntegration;
private bool curvedWorldInstalled;
private bool showDependencies;
public override void OnEnable()
{
base.OnEnable();
underwaterRenderingInstalled = StylizedWaterEditor.UnderwaterRenderingInstalled();
dynamicEffectsInstalled = StylizedWaterEditor.DynamicEffectsInstalled();
firstIntegration = ShaderConfigurator.Fog.GetFirstInstalled();
curvedWorldInstalled = StylizedWaterEditor.CurvedWorldInstalled(out var _);
importer = (WaterShaderImporter)target;
template = serializedObject.FindProperty("template");
settings = serializedObject.FindProperty("settings");
//settings.isExpanded = true;
shaderName = settings.FindPropertyRelative("shaderName");
hidden = settings.FindPropertyRelative("hidden");
type = settings.FindPropertyRelative("type");
lightCookies = settings.FindPropertyRelative("lightCookies");
autoIntegration = settings.FindPropertyRelative("autoIntegration");
fogIntegration = settings.FindPropertyRelative("fogIntegration");
customIncludeDirectives = settings.FindPropertyRelative("customIncludeDirectives");
}
public override bool HasPreviewGUI()
{
//Hide the useless sphere preview :)
return false;
}
public override void OnInspectorGUI()
{
//base.OnInspectorGUI();
Color defaultColor = GUI.contentColor;
UI.DrawHeader();
Shader shader = AssetDatabase.LoadAssetAtPath<Shader>(importer.assetPath);
if (shader == null)
{
UI.DrawNotification("Shader failed to compile, try to manually recompile it now.", MessageType.Error);
}
if (GUILayout.Button(new GUIContent(" Recompile", EditorGUIUtility.IconContent("RotateTool").image), GUILayout.MinHeight(30f)))
{
importer.SaveAndReimport();
}
GUILayout.Space(-2f);
using (new EditorGUILayout.HorizontalScope())
{
using (new EditorGUI.DisabledGroupScope(shader == null))
{
if (GUILayout.Button(new GUIContent(" Show Generated Code", EditorGUIUtility.IconContent("align_horizontally_left_active").image), EditorStyles.miniButtonLeft, GUILayout.Height(28f)))
{
GenericMenu menu = new GenericMenu();
menu.AddItem(new GUIContent("With tessellation"), false, () => OpenGeneratedCode(true));
menu.AddItem(new GUIContent("Without tessellation"), false, () => OpenGeneratedCode(false));
menu.ShowAsContext();
}
if (GUILayout.Button(new GUIContent("Clear cache", "Unity's shader compiler will cache the compiled shader, and internally use that." +
"\n\nThis may result in seemingly false-positive shader errors. Such as in the case of importing the shader, before the URP shader libraries are." +
"\n\nClearing the cache gives the compiler a kick, and makes the shader properly represent the current state of the project/dependencies."), EditorStyles.miniButtonRight, GUILayout.Height(28f)))
{
importer.ClearCache();
}
}
}
EditorGUILayout.Space();
serializedObject.Update();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(template);
if (template.objectReferenceValue == null) EditorGUILayout.HelpBox("• Template is assumed to be in the contents of the file itself", MessageType.None);
//EditorGUILayout.LabelField(importer.GetTemplatePath(), EditorStyles.miniLabel);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Settings", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(shaderName);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(hidden);
EditorGUI.indentLevel--;
EditorGUILayout.PropertyField(type);
if (type.intValue == (int)WaterShaderImporter.WaterShaderSettings.ShaderType.WaterSurface)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField("Integrations", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(autoIntegration, new GUIContent("Automatic detection", autoIntegration.tooltip));
if (autoIntegration.boolValue)
{
using (new EditorGUILayout.HorizontalScope())
{
EditorGUI.indentLevel++;
EditorGUILayout.LabelField("Fog post-processing", GUILayout.MaxWidth(EditorGUIUtility.labelWidth));
EditorGUI.indentLevel--;
using (new EditorGUILayout.HorizontalScope(EditorStyles.textField))
{
GUI.contentColor = Color.green;
EditorGUILayout.LabelField(firstIntegration.name);
GUI.contentColor = defaultColor;
}
}
using (new EditorGUILayout.HorizontalScope())
{
EditorGUI.indentLevel++;
EditorGUILayout.LabelField("Curved World 2020", GUILayout.MaxWidth(EditorGUIUtility.labelWidth));
EditorGUI.indentLevel--;
using (new EditorGUILayout.HorizontalScope(EditorStyles.textField))
{
if (curvedWorldInstalled)
{
GUI.contentColor = Color.green;
EditorGUILayout.LabelField("Installed");
}
else
{
GUI.contentColor = new Color(1f, 0.65f, 0f);
EditorGUILayout.LabelField("(Not installed)");
}
GUI.contentColor = defaultColor;
}
}
}
else
{
EditorGUILayout.PropertyField(fogIntegration);
}
if (curvedWorldInstalled) EditorGUILayout.HelpBox("Curved World integration must be activated through Window->Amazing Assets->Curved Word (Activator tab)", MessageType.Info);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Functionality support", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(lightCookies);
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Extensions", EditorStyles.boldLabel);
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.LabelField("Underwater Rendering", GUILayout.MaxWidth(EditorGUIUtility.labelWidth));
using (new EditorGUILayout.HorizontalScope(EditorStyles.textField))
{
if (underwaterRenderingInstalled)
{
GUI.contentColor = Color.green;
EditorGUILayout.LabelField("Installed");
}
else
{
GUI.contentColor = new Color(1f, 0.65f, 0f);
EditorGUILayout.LabelField("(Not installed)");
}
GUI.contentColor = defaultColor;
}
}
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.LabelField("Dynamic Effects", GUILayout.MaxWidth(EditorGUIUtility.labelWidth));
using (new EditorGUILayout.HorizontalScope(EditorStyles.textField))
{
if (dynamicEffectsInstalled)
{
GUI.contentColor = Color.green;
EditorGUILayout.LabelField("Installed");
}
else
{
GUI.contentColor = new Color(1f, 0.65f, 0f);
EditorGUILayout.LabelField("(Not installed)");
}
GUI.contentColor = defaultColor;
}
}
EditorGUILayout.Space();
EditorGUILayout.PropertyField(customIncludeDirectives);
if (customIncludeDirectives.isExpanded)
{
EditorGUILayout.HelpBox("These are defined in a HLSLINCLUDE block and apply to all passes" +
"\nMay be used to insert custom code.", MessageType.Info);
}
if (EditorGUI.EndChangeCheck())
{
//Force the parameter to a matching value.
//This way, if the "auto-integration" option is used, the .meta file will be changed when using the shader in a package, spanning different projects.
//When switching a different project, the file will be seen as changed and will be re-imported, in turn applying the project-specific integration.
if (autoIntegration.boolValue)
{
fogIntegration.intValue = (int)firstIntegration.asset;
}
serializedObject.ApplyModifiedProperties();
}
this.ApplyRevertGUI();
showDependencies = EditorGUILayout.BeginFoldoutHeaderGroup(showDependencies, $"Dependencies ({importer.dependencies.Count})");
if (showDependencies)
{
this.Repaint();
using (new EditorGUILayout.VerticalScope(EditorStyles.textArea))
{
foreach (string dependency in importer.dependencies)
{
var rect = EditorGUILayout.BeginHorizontal(EditorStyles.miniLabel);
if (rect.Contains(Event.current.mousePosition))
{
EditorGUIUtility.AddCursorRect(new Rect(Event.current.mousePosition.x, Event.current.mousePosition.y, 27, 27), MouseCursor.Link);
EditorGUI.DrawRect(rect, Color.gray * (EditorGUIUtility.isProSkin ? 0.66f : 0.20f));
}
if (GUILayout.Button(dependency == string.Empty ? new GUIContent(" (Missing)", EditorGUIUtility.IconContent("console.warnicon.sml").image) : new GUIContent(" " + dependency, EditorGUIUtility.IconContent("TextAsset Icon").image),
EditorStyles.miniLabel, GUILayout.Height(20f)))
{
if (dependency != string.Empty)
{
TextAsset file = AssetDatabase.LoadAssetAtPath<TextAsset>(dependency);
EditorGUIUtility.PingObject(file);
}
}
EditorGUILayout.EndHorizontal();
}
}
EditorGUILayout.HelpBox("Should any of these files be modified/moved/deleted, this shader will also re-import", MessageType.Info);
}
EditorGUILayout.EndFoldoutHeaderGroup();
UI.DrawFooter();
if (shader)
{
UI.DrawNotification(ShaderUtil.ShaderHasError(shader), "Errors may be false-positives due to caching", "Clear cache", () => importer.ClearCache(true), MessageType.Warning);
}
}
void OpenGeneratedCode(bool tessellation)
{
importer = (WaterShaderImporter)target;
string filePath = $"{Application.dataPath.Replace("Assets", string.Empty)}Temp/{importer.settings.shaderName}(Generated Code).shader";
string code = ShaderConfigurator.TemplateParser.CreateShaderCode(importer.GetTemplatePath(), importer, tessellation);
File.WriteAllText(filePath, code);
if (!File.Exists(filePath))
{
Debug.LogError(string.Format("Path {0} doesn't exists", filePath));
return;
}
string externalScriptEditor = ScriptEditorUtility.GetExternalScriptEditor();
if (externalScriptEditor != "internal")
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InternalEditorUtility.OpenFileAtLineExternal(filePath, 0);
}
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{
Application.OpenURL("file://" + filePath);
}
}
}
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//Stylized Water 2
//Staggart Creations (http://staggart.xyz)
//Copyright protected under Unity Asset Store EULA
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
#if URP
using UnityEngine.Rendering.Universal;
#if UNITY_2021_2_OR_NEWER
using ForwardRendererData = UnityEngine.Rendering.Universal.UniversalRendererData;
#endif
#endif
namespace StylizedWater2
{
public class StylizedWaterEditor : Editor
{
#if URP
[MenuItem("GameObject/3D Object/Water/Object", false, 0)]
public static void CreateWaterObject()
{
Material mat = AssetDatabase.LoadAssetAtPath<Material>(AssetDatabase.GUIDToAssetPath("fbb04271505a76f40b984e38071e86f3"));
Mesh mesh = AssetDatabase.LoadAssetAtPath<Mesh>(AssetDatabase.GUIDToAssetPath("1e01d80fdc2155d4692276500db33fc9"));
WaterObject obj = WaterObject.New(mat, mesh);
//Position in view
if (SceneView.lastActiveSceneView)
{
obj.transform.position = SceneView.lastActiveSceneView.camera.transform.position + (SceneView.lastActiveSceneView.camera.transform.forward * (Mathf.Max(mesh.bounds.size.x, mesh.bounds.size.z)) * 0.5f);
}
if (Selection.activeGameObject) obj.transform.parent = Selection.activeGameObject.transform;
Selection.activeObject = obj;
if(Application.isPlaying == false) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
}
[MenuItem("GameObject/3D Object/Water/Grid", false, 1)]
[MenuItem("Window/Stylized Water 2/Create water grid", false, 2001)]
public static void CreateWaterGrid()
{
GameObject obj = new GameObject("Water Grid", typeof(WaterGrid));
Undo.RegisterCreatedObjectUndo(obj, "Created Water Grid");
obj.layer = LayerMask.NameToLayer("Water");
WaterGrid grid = obj.GetComponent<WaterGrid>();
grid.Recreate();
if (Selection.activeGameObject) obj.transform.parent = Selection.activeGameObject.transform;
Selection.activeObject = obj;
//Position in view
if (SceneView.lastActiveSceneView)
{
Vector3 position = SceneView.lastActiveSceneView.camera.transform.position + (SceneView.lastActiveSceneView.camera.transform.forward * grid.scale * 0.5f);
position.y = 0f;
grid.transform.position = position;
}
if(Application.isPlaying == false) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
}
[MenuItem("Window/Stylized Water 2/Set up render feature", false, 2000)]
public static void SetupRenderFeature()
{
PipelineUtilities.SetupRenderFeature<StylizedWaterRenderFeature>("Stylized Water 2");
}
[MenuItem("GameObject/3D Object/Water/Planar Reflections Renderer", false, 2)]
[MenuItem("Window/Stylized Water 2/Set up planar reflections", false, 2001)]
public static void CreatePlanarReflectionRenderer()
{
GameObject obj = new GameObject("Planar Reflections Renderer", typeof(PlanarReflectionRenderer));
Undo.RegisterCreatedObjectUndo(obj, "Created PlanarReflectionRenderer");
PlanarReflectionRenderer r = obj.GetComponent<PlanarReflectionRenderer>();
r.ApplyToAllWaterInstances();
Selection.activeObject = obj;
if(Application.isPlaying == false) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
}
#endif
[MenuItem("Assets/Create/Water/Mesh")]
private static void CreateWaterPlaneAsset()
{
ProjectWindowUtil.CreateAssetWithContent("New Watermesh.watermesh", "");
}
[MenuItem("CONTEXT/Transform/Align To Waves")]
private static void AddAlignToWaves(MenuCommand cmd)
{
Transform t = (Transform)cmd.context;
if (!t.gameObject.GetComponent<AlignToWaves>())
{
AlignToWaves component = t.gameObject.AddComponent<AlignToWaves>();
EditorUtility.SetDirty(t);
}
}
public static bool UnderwaterRenderingInstalled()
{
//Checking for UnderwaterRenderer.cs meta file
string path = AssetDatabase.GUIDToAssetPath("6a52edc7a3652d84784e10be859d5807");
return AssetDatabase.LoadMainAssetAtPath(path);
}
public static bool DynamicEffectsInstalled()
{
//Checking for the WaterDynamicEffectsRenderFeature.cs meta file
string path = AssetDatabase.GUIDToAssetPath("48bd76fbc46e46fe9bc606bd3c30bd9b");
return AssetDatabase.LoadMainAssetAtPath(path);
}
public static void OpenGraphicsSettings()
{
SettingsService.OpenProjectSettings("Project/Graphics");
}
public static void SelectForwardRenderer()
{
#if URP
if (!UniversalRenderPipeline.asset) return;
System.Reflection.BindingFlags bindings = System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance;
ScriptableRendererData[] m_rendererDataList = (ScriptableRendererData[])typeof(UniversalRenderPipelineAsset).GetField("m_RendererDataList", bindings).GetValue(UniversalRenderPipeline.asset);
ForwardRendererData main = m_rendererDataList[0] as ForwardRendererData;
Selection.activeObject = main;
#endif
}
public static void EnableDepthTexture()
{
#if URP
if (!UniversalRenderPipeline.asset) return;
UniversalRenderPipeline.asset.supportsCameraDepthTexture = true;
EditorUtility.SetDirty(UniversalRenderPipeline.asset);
if (PipelineUtilities.IsDepthTextureOptionDisabledAnywhere())
{
if (EditorUtility.DisplayDialog(AssetInfo.ASSET_NAME, "The Depth Texture option is still disabled on other pipeline assets (likely for other quality levels).\n\nWould you like to enable it on those as well?", "OK", "Cancel"))
{
PipelineUtilities.SetDepthTextureOnAllAssets(true);
}
}
#endif
}
public static void EnableOpaqueTexture()
{
#if URP
if (!UniversalRenderPipeline.asset) return;
UniversalRenderPipeline.asset.supportsCameraOpaqueTexture = true;
EditorUtility.SetDirty(UniversalRenderPipeline.asset);
if (PipelineUtilities.IsOpaqueTextureOptionDisabledAnywhere())
{
if (EditorUtility.DisplayDialog(AssetInfo.ASSET_NAME, "The Opaque Texture option is still disabled on other pipeline assets (likely for other quality levels).\n\nWould you like to enable it on those as well?", "OK", "Cancel"))
{
PipelineUtilities.SetOpaqueTextureOnAllAssets(true);
}
}
#endif
}
/// <summary>
/// Configures the assigned water material to render as double-sided, which is required for underwater rendering
/// </summary>
public static void DisableCullingForMaterial(Material material)
{
if (!material) return;
material.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off);
EditorUtility.SetDirty(material);
}
public static bool CurvedWorldInstalled(out string libraryPath)
{
//Checking for "CurvedWorldTransform.cginc"
libraryPath = AssetDatabase.GUIDToAssetPath("208a98c9ab72b9f4bb8735c6a229e807");
return libraryPath != string.Empty;
}
#if NWH_DWP2
public static bool DWP2Installed => true;
#else
public static bool DWP2Installed => false;
#endif
public static T Find<T>() where T : Object
{
#if UNITY_2023_1_OR_NEWER
return (T)Object.FindFirstObjectByType(typeof(T));
#elif UNITY_2020_1_OR_NEWER
return (T)Object.FindObjectOfType(typeof(T), false);
#else
return (T)Object.FindObjectOfType(typeof(T));
#endif
}
public static void SetupForDWP2()
{
#if NWH_DWP2
if (!EditorUtility.DisplayDialog("Dynamic Water Physics 2 -> Stylized Water 2",
"This operation will look for a \"Flat Water Data Provider\" component and replace it with the \"Stylized Water Data Provider\" component",
"OK", "Cancel"))
{
return;
}
NWH.DWP2.WaterData.StylizedWaterDataProvider dataProvider = Find<NWH.DWP2.WaterData.StylizedWaterDataProvider>();
NWH.DWP2.WaterData.FlatWaterDataProvider oldProvider = Find<NWH.DWP2.WaterData.FlatWaterDataProvider>();
if (dataProvider)
{
EditorUtility.DisplayDialog("Dynamic Water Physics 2 -> Stylized Water 2", "A \"Stylized Water Data Provider\" component was already found in the scene", "OK");
EditorGUIUtility.PingObject(dataProvider.gameObject);
return;
}
if(oldProvider == null)
{
if (EditorUtility.DisplayDialog("Dynamic Water Physics 2 -> Stylized Water 2",
"Could not find a \"Flat Water Data Provider\" component in the scene.\n\nIt's recommended to first set up DWP2 according to their manual.",
"OK"))
{
return;
}
}
NWH.DWP2.DefaultWater.Water waterScript = Find<NWH.DWP2.DefaultWater.Water>();
if(waterScript) DestroyImmediate(waterScript);
if (oldProvider)
{
dataProvider = oldProvider.gameObject.AddComponent<NWH.DWP2.WaterData.StylizedWaterDataProvider>();
oldProvider.gameObject.AddComponent<StylizedWater2.WaterObject>();
Selection.activeGameObject = oldProvider.gameObject;
DestroyImmediate(oldProvider);
}
#endif
}
}
}

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//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.IO;
using UnityEngine;
using UnityEditor;
using Object = UnityEngine.Object;
namespace StylizedWater2
{
[ScriptedImporter(3, FILE_EXTENSION)]
public class WaterMeshImporter : ScriptedImporter
{
private const string FILE_EXTENSION = "watermesh";
[SerializeField] public WaterMesh waterMesh = new WaterMesh();
public override void OnImportAsset(AssetImportContext context)
{
waterMesh.Rebuild();
context.AddObjectToAsset("mesh", waterMesh.mesh);
context.SetMainObject(waterMesh.mesh);
}
//Handles correct behaviour when double-clicking a .watermesh asset assigned to a field
//Otherwise the OS prompts to open it
[UnityEditor.Callbacks.OnOpenAsset]
public static bool OnOpenAsset(int instanceID, int line)
{
Object target = EditorUtility.InstanceIDToObject(instanceID);
if (target is Mesh)
{
var path = AssetDatabase.GetAssetPath(instanceID);
if (Path.GetExtension(path) != "." + FILE_EXTENSION) return false;
Selection.activeObject = target;
return true;
}
return false;
}
}
[CustomEditor(typeof(WaterMeshImporter))]
public class WaterMeshImporterEditor: ScriptedImporterEditor
{
private SerializedProperty waterMesh;
private SerializedProperty shape;
private SerializedProperty scale;
private SerializedProperty UVTiling;
private SerializedProperty vertexDistance;
private SerializedProperty noise;
private SerializedProperty boundsPadding;
private WaterMeshImporter importer;
private bool autoApplyChanges;
private bool previewInSceneView
{
get => EditorPrefs.GetBool("SWS2_PREVIEW_WATER_MESH_ENABLED", true);
set => EditorPrefs.SetBool("SWS2_PREVIEW_WATER_MESH_ENABLED", value);
}
public override void OnEnable()
{
base.OnEnable();
importer = (WaterMeshImporter)target;
waterMesh = serializedObject.FindProperty("waterMesh");
shape = waterMesh.FindPropertyRelative("shape");
scale = waterMesh.FindPropertyRelative("scale");
UVTiling = waterMesh.FindPropertyRelative("UVTiling");
vertexDistance = waterMesh.FindPropertyRelative("vertexDistance");
noise = waterMesh.FindPropertyRelative("noise");
boundsPadding = waterMesh.FindPropertyRelative("boundsPadding");
SceneView.duringSceneGui += OnSceneGUI;
}
public override void OnInspectorGUI()
{
UI.DrawHeader();
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Space(EditorGUIUtility.labelWidth);
previewInSceneView =
GUILayout.Toggle(previewInSceneView, new GUIContent(" Preview in scene view", EditorGUIUtility.IconContent(
(previewInSceneView ? "animationvisibilitytoggleon" : "animationvisibilitytoggleoff")).image), "Button");
}
if (previewInSceneView && WaterObject.Instances.Count > 0)
{
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Space(EditorGUIUtility.labelWidth);
EditorGUILayout.HelpBox($"Drawing on WaterObject instances in the scene ({WaterObject.Instances.Count})", MessageType.None);
}
}
EditorGUILayout.Space();
serializedObject.Update();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(shape);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(scale);
EditorGUILayout.PropertyField(vertexDistance);
int subdivisions = Mathf.FloorToInt(scale.floatValue / vertexDistance.floatValue);
int vertexCount = Mathf.FloorToInt(subdivisions * subdivisions);
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Space(EditorGUIUtility.labelWidth);
Rect rect = EditorGUILayout.GetControlRect();
EditorGUI.ProgressBar(rect, (float)vertexCount/65535f, $"Vertex count: {vertexCount:N1}/{65535f:N1}");
}
if(vertexCount > 65535)
{
EditorGUILayout.HelpBox("Vertex count (" + vertexCount + ") is too high. Decrease the scale, or increase the vertex distance.", MessageType.Error);
}
EditorGUILayout.Space();
EditorGUILayout.PropertyField(UVTiling);
EditorGUILayout.PropertyField(noise);
EditorGUILayout.PropertyField(boundsPadding);
EditorGUILayout.Space();
autoApplyChanges = EditorGUILayout.Toggle("Auto-apply changes", autoApplyChanges);
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
if (autoApplyChanges && HasModified())
{
#if UNITY_2022_2_OR_NEWER
this.SaveChanges();
#else
this.ApplyAndImport();
#endif
importer = (WaterMeshImporter)target;
}
}
this.ApplyRevertGUI();
UI.DrawFooter();
}
private void OnDestroy()
{
SceneView.duringSceneGui -= OnSceneGUI;
}
private Material mat;
private void OnSceneGUI(SceneView obj)
{
if (!previewInSceneView)
{
GL.wireframe = false;
return;
}
if (!mat)
{
mat = new Material(Shader.Find("Unlit/Color"));
mat.color = new Color(0,0,0, 0.25f);
mat.mainTexture = Texture2D.whiteTexture;
}
mat.SetPass(0);
if (importer.waterMesh.mesh)
{
GL.wireframe = true;
if (WaterObject.Instances.Count > 0)
{
foreach (WaterObject waterObject in WaterObject.Instances)
{
Graphics.DrawMeshNow(importer.waterMesh.mesh, waterObject.transform.localToWorldMatrix);
}
}
else
{
if (SceneView.lastActiveSceneView)
{
//Position in view
Vector3 position = SceneView.lastActiveSceneView.camera.transform.position + (SceneView.lastActiveSceneView.camera.transform.forward * importer.waterMesh.scale * 0.5f);
Graphics.DrawMeshNow(importer.waterMesh.mesh, position, Quaternion.identity);
}
}
GL.wireframe = false;
}
}
}
}

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guid: 5b8903faabaa4d64bbf306b8787d2d67
MonoImporter:
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serializedVersion: 2
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icon: {instanceID: 0}
userData:
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//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, 2)]
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<Object> template;
[Space]
public WaterShaderSettings settings;
/// <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>();
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<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();
string templateContents = ShaderConfigurator.TemplateParser.CreateShaderCode(context.assetPath, ref lines, this, false);
Shader shaderAsset = ShaderUtil.CreateShaderAsset(templateContents, true);
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);
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);
}
#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<Directive> customIncludeDirectives = new List<Directive>();
}
}
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