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using System.Reflection;
using System.Linq;
using UnityEditor;
using UnityEngine;
using System.IO;
using UniGLTF.ShaderPropExporter;
using System.Collections.Generic;
namespace UniGLTF
{
public static class ShaderPropMenu
{
#if VRM_DEVELOP
[MenuItem("VRM/ShaderProperty/PreExport ShaderProps")]
#endif
public static void PreExport()
{
foreach (var fi in typeof(PreExportShaders).GetFields(
BindingFlags.Static
| BindingFlags.Public
| BindingFlags.NonPublic))
{
var attr = fi.GetCustomAttributes(true).FirstOrDefault(y => y is PreExportShadersAttribute);
if (attr != null)
{
var supportedShaders = fi.GetValue(null) as SupportedShader[];
foreach (var supported in supportedShaders)
{
PreExport(supported);
}
}
}
}
static string EscapeShaderName(string name)
{
return name.Replace("/", "_").Replace(" ", "_");
}
static string ExportDir
{
get
{
return Application.dataPath + "/VRM/ShaderProperty/Runtime";
}
}
static void PreExport(SupportedShader supportedShader)
{
var shader = Shader.Find(supportedShader.ShaderName);
var props = ShaderProps.FromShader(shader);
var path = Path.Combine(ExportDir, supportedShader.TargetFolder);
path = Path.Combine(path, EscapeShaderName(supportedShader.ShaderName) + ".cs").Replace("\\", "/");
Debug.LogFormat("PreExport: {0}", path);
File.WriteAllText(path, ToString(props, shader.name));
}
static string ToString(ShaderProps props, string shaderName)
{
var list = new List<string>();
foreach (var prop in props.Properties)
{
list.Add(string.Format("new ShaderProperty(\"{0}\", ShaderPropertyType.{1})\r\n", prop.Key, prop.ShaderPropertyType));
}
return string.Format(@"using System.Collections.Generic;
namespace UniGLTF.ShaderPropExporter
{{
public static partial class PreShaderPropExporter
{{
[PreExportShader]
static KeyValuePair<string, ShaderProps> {0}
{{
get
{{
return new KeyValuePair<string, ShaderProps>(
""{1}"",
new ShaderProps
{{
Properties = new ShaderProperty[]{{
{2}
}}
}}
);
}}
}}
}}
}}
"
, EscapeShaderName(shaderName)
, shaderName
, string.Join(",", list.ToArray()));
}
}
}
|