Files
2026-03-09 17:50:20 +08:00

546 lines
21 KiB
C#

using System;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using Codely.Newtonsoft.Json.Linq;
using UnityEditor;
using UnityEngine;
using UnityTcp.Editor.Helpers;
namespace UnityTcp.Editor.Tools
{
/// <summary>
/// Handles CRUD operations for shader files within the Unity project.
/// </summary>
public static class ManageShader
{
/// <summary>
/// Main handler for shader management actions.
/// </summary>
public static object HandleCommand(JObject @params)
{
// Extract parameters
string action = @params["action"]?.ToString().ToLower();
string name = @params["name"]?.ToString();
string path = @params["path"]?.ToString(); // Relative to Assets/
string contents = null;
// --- Validate client_state_rev for write operations ---
var writeActions = new[] { "ensure_material_shader_for_srp", "create", "update", "delete" };
if (writeActions.Contains(action))
{
var revConflict = StateComposer.ValidateClientRevisionFromParams(@params);
if (revConflict != null) return revConflict;
}
// Check if we have base64 encoded contents
bool contentsEncoded = @params["contentsEncoded"]?.ToObject<bool>() ?? false;
if (contentsEncoded && @params["encodedContents"] != null)
{
try
{
contents = DecodeBase64(@params["encodedContents"].ToString());
}
catch (Exception e)
{
return Response.Error($"Failed to decode shader contents: {e.Message}");
}
}
else
{
contents = @params["contents"]?.ToString();
}
// Validate required parameters
if (string.IsNullOrEmpty(action))
{
return Response.Error("Action parameter is required.");
}
// Skip name validation for SRP operations
if (action != "detect_render_pipeline" && action != "ensure_material_shader_for_srp")
{
if (string.IsNullOrEmpty(name))
{
return Response.Error("Name parameter is required.");
}
// Basic name validation (alphanumeric, underscores, cannot start with number)
if (!Regex.IsMatch(name, @"^[a-zA-Z_][a-zA-Z0-9_]*$"))
{
return Response.Error(
$"Invalid shader name: '{name}'. Use only letters, numbers, underscores, and don't start with a number."
);
}
}
// Ensure path is relative to Assets/, removing any leading "Assets/"
// Set default directory to "Shaders" if path is not provided
string relativeDir = path ?? "Shaders"; // Default to "Shaders" if path is null
if (!string.IsNullOrEmpty(relativeDir))
{
relativeDir = relativeDir.Replace('\\', '/').Trim('/');
if (relativeDir.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
{
relativeDir = relativeDir.Substring("Assets/".Length).TrimStart('/');
}
}
// Handle empty string case explicitly after processing
if (string.IsNullOrEmpty(relativeDir))
{
relativeDir = "Shaders"; // Ensure default if path was provided as "" or only "/" or "Assets/"
}
// Construct paths
string shaderFileName = $"{name}.shader";
string fullPathDir = Path.Combine(Application.dataPath, relativeDir);
string fullPath = Path.Combine(fullPathDir, shaderFileName);
string relativePath = Path.Combine("Assets", relativeDir, shaderFileName)
.Replace('\\', '/'); // Ensure "Assets/" prefix and forward slashes
// Ensure the target directory exists for create/update
if (action == "create" || action == "update")
{
try
{
if (!Directory.Exists(fullPathDir))
{
Directory.CreateDirectory(fullPathDir);
// Refresh AssetDatabase to recognize new folders
AssetDatabase.Refresh();
}
}
catch (Exception e)
{
return Response.Error(
$"Could not create directory '{fullPathDir}': {e.Message}"
);
}
}
// Route to specific action handlers
switch (action)
{
// SRP operations (don't require name validation)
case "detect_render_pipeline":
return DetectRenderPipeline();
case "ensure_material_shader_for_srp":
return EnsureMaterialShaderForSRP(@params);
// Regular shader file operations
case "create":
return CreateShader(fullPath, relativePath, name, contents);
case "read":
return ReadShader(fullPath, relativePath);
case "update":
return UpdateShader(fullPath, relativePath, name, contents);
case "delete":
return DeleteShader(fullPath, relativePath);
default:
return Response.Error(
$"Unknown action: '{action}'. Valid actions are: detect_render_pipeline, ensure_material_shader_for_srp, create, read, update, delete."
);
}
}
/// <summary>
/// Decode base64 string to normal text
/// </summary>
private static string DecodeBase64(string encoded)
{
byte[] data = Convert.FromBase64String(encoded);
return System.Text.Encoding.UTF8.GetString(data);
}
/// <summary>
/// Encode text to base64 string
/// </summary>
private static string EncodeBase64(string text)
{
byte[] data = System.Text.Encoding.UTF8.GetBytes(text);
return Convert.ToBase64String(data);
}
private static object CreateShader(
string fullPath,
string relativePath,
string name,
string contents
)
{
// Check if shader already exists
if (File.Exists(fullPath))
{
return Response.Error(
$"Shader already exists at '{relativePath}'. Use 'update' action to modify."
);
}
// Add validation for shader name conflicts in Unity
if (Shader.Find(name) != null)
{
return Response.Error(
$"A shader with name '{name}' already exists in the project. Choose a different name."
);
}
// Generate default content if none provided
if (string.IsNullOrEmpty(contents))
{
contents = GenerateDefaultShaderContent(name);
}
try
{
File.WriteAllText(fullPath, contents, new System.Text.UTF8Encoding(false));
AssetDatabase.ImportAsset(relativePath);
AssetDatabase.Refresh(); // Ensure Unity recognizes the new shader
return Response.Success(
$"Shader '{name}.shader' created successfully at '{relativePath}'.",
new { path = relativePath }
);
}
catch (Exception e)
{
return Response.Error($"Failed to create shader '{relativePath}': {e.Message}");
}
}
private static object ReadShader(string fullPath, string relativePath)
{
if (!File.Exists(fullPath))
{
return Response.Error($"Shader not found at '{relativePath}'.");
}
try
{
string contents = File.ReadAllText(fullPath);
// Return both normal and encoded contents for larger files
//TODO: Consider a threshold for large files
bool isLarge = contents.Length > 10000; // If content is large, include encoded version
var responseData = new
{
path = relativePath,
contents = contents,
// For large files, also include base64-encoded version
encodedContents = isLarge ? EncodeBase64(contents) : null,
contentsEncoded = isLarge,
};
return Response.Success(
$"Shader '{Path.GetFileName(relativePath)}' read successfully.",
responseData
);
}
catch (Exception e)
{
return Response.Error($"Failed to read shader '{relativePath}': {e.Message}");
}
}
private static object UpdateShader(
string fullPath,
string relativePath,
string name,
string contents
)
{
if (!File.Exists(fullPath))
{
return Response.Error(
$"Shader not found at '{relativePath}'. Use 'create' action to add a new shader."
);
}
if (string.IsNullOrEmpty(contents))
{
return Response.Error("Content is required for the 'update' action.");
}
try
{
File.WriteAllText(fullPath, contents, new System.Text.UTF8Encoding(false));
AssetDatabase.ImportAsset(relativePath);
AssetDatabase.Refresh();
return Response.Success(
$"Shader '{Path.GetFileName(relativePath)}' updated successfully.",
new { path = relativePath }
);
}
catch (Exception e)
{
return Response.Error($"Failed to update shader '{relativePath}': {e.Message}");
}
}
private static object DeleteShader(string fullPath, string relativePath)
{
if (!File.Exists(fullPath))
{
return Response.Error($"Shader not found at '{relativePath}'.");
}
try
{
// Delete the asset through Unity's AssetDatabase first
bool success = AssetDatabase.DeleteAsset(relativePath);
if (!success)
{
return Response.Error($"Failed to delete shader through Unity's AssetDatabase: '{relativePath}'");
}
// If the file still exists (rare case), try direct deletion
if (File.Exists(fullPath))
{
File.Delete(fullPath);
}
return Response.Success($"Shader '{Path.GetFileName(relativePath)}' deleted successfully.");
}
catch (Exception e)
{
return Response.Error($"Failed to delete shader '{relativePath}': {e.Message}");
}
}
//This is a CGProgram template
//TODO: making a HLSL template as well?
private static string GenerateDefaultShaderContent(string name)
{
return @"Shader """ + name + @"""
{
Properties
{
_MainTex (""Texture"", 2D) = ""white"" {}
}
SubShader
{
Tags { ""RenderType""=""Opaque"" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include ""UnityCG.cginc""
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}";
}
// --- SRP/Shader Safety Methods ---
/// <summary>
/// Detects the current render pipeline in use.
/// </summary>
private static object DetectRenderPipeline()
{
try
{
string srp = "builtin";
var currentRP = UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline;
if (currentRP != null)
{
string rpName = currentRP.GetType().Name.ToLowerInvariant();
string rpFullName = currentRP.GetType().FullName.ToLowerInvariant();
if (rpName.Contains("urp") || rpName.Contains("universal") ||
rpFullName.Contains("universal"))
{
srp = "urp";
}
else if (rpName.Contains("hdrp") || rpName.Contains("highdefinition") ||
rpFullName.Contains("highdefinition"))
{
srp = "hdrp";
}
}
return new
{
success = true,
message = $"Current render pipeline: {srp}",
data = new
{
srp = srp,
rpAssetName = currentRP?.name,
rpTypeName = currentRP?.GetType().FullName
},
state_delta = StateComposer.CreateEditorDelta(isUpdating: false)
};
}
catch (Exception e)
{
return Response.Error($"Failed to detect render pipeline: {e.Message}");
}
}
/// <summary>
/// Ensures a material uses the appropriate shader for the current SRP. Idempotent.
/// Supports both "material" (legacy) and "material_path"/"material_guid"
/// as described in the Unity-Tools-Spec.
/// </summary>
private static object EnsureMaterialShaderForSRP(JObject @params)
{
try
{
var writeCheck = WriteGuard.CheckWriteAllowed("ensure_material_shader_for_srp");
if (writeCheck != null) return writeCheck;
// Accept multiple parameter shapes.
// Primary spec uses "material_path" / "material_guid",
// but we still accept legacy "material" for backwards compatibility.
string materialPath = @params["material_path"]?.ToString();
// Legacy fallback: allow "material" if material_path is not provided
if (string.IsNullOrEmpty(materialPath))
{
materialPath = @params["material"]?.ToString();
}
// Resolve from GUID if path not provided
if (string.IsNullOrEmpty(materialPath))
{
var guid = @params["material_guid"]?.ToString();
if (!string.IsNullOrEmpty(guid))
{
materialPath = AssetDatabase.GUIDToAssetPath(guid);
}
}
if (string.IsNullOrEmpty(materialPath))
return Response.Error("Either material_path or material_guid is required for ensure_material_shader_for_srp action");
// Validate path format (mirror TS-side validation)
if (!materialPath.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
return Response.Error("material_path must start with \"Assets/\"");
JObject shaderMapping = @params["shader_for_srp"] as JObject;
if (shaderMapping == null)
return Response.Error("shader_for_srp is required for ensure_material_shader_for_srp action");
if (!shaderMapping.ContainsKey("builtin") ||
string.IsNullOrWhiteSpace(shaderMapping["builtin"]?.ToString()))
{
return Response.Error("shader_for_srp.builtin is required as fallback shader");
}
// Load material
Material material = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
if (material == null)
return Response.Error($"Material not found at: {materialPath}");
// Detect current SRP
string currentSrp = "builtin";
var currentRP = UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline;
if (currentRP != null)
{
string rpName = currentRP.GetType().Name.ToLowerInvariant();
if (rpName.Contains("urp") || rpName.Contains("universal"))
currentSrp = "urp";
else if (rpName.Contains("hdrp") || rpName.Contains("highdefinition"))
currentSrp = "hdrp";
}
// Get appropriate shader name
string targetShaderName = null;
if (currentSrp == "urp" && shaderMapping.ContainsKey("urp"))
targetShaderName = shaderMapping["urp"]?.ToString();
else if (currentSrp == "hdrp" && shaderMapping.ContainsKey("hdrp"))
targetShaderName = shaderMapping["hdrp"]?.ToString();
else if (shaderMapping.ContainsKey("builtin"))
targetShaderName = shaderMapping["builtin"]?.ToString(); // Fallback
if (string.IsNullOrEmpty(targetShaderName))
return Response.Error($"No shader mapping provided for current SRP: {currentSrp}");
// Find shader
Shader targetShader = Shader.Find(targetShaderName);
if (targetShader == null)
return Response.Error($"Shader not found: {targetShaderName}");
// Check if material already uses this shader (idempotent)
if (material.shader == targetShader)
{
return new
{
success = true,
message = $"Material already uses appropriate shader for {currentSrp}.",
data = new
{
material = materialPath,
currentSrp = currentSrp,
shader = targetShaderName,
alreadyCorrect = true
},
state_delta = StateComposer.CreateAssetDelta(new[] {
new { path = materialPath, imported = false, hasMeta = true }
})
};
}
// Cache old shader name BEFORE switching
string oldShaderName = material.shader?.name ?? "None";
// Switch shader
material.shader = targetShader;
EditorUtility.SetDirty(material);
AssetDatabase.SaveAssets();
StateComposer.IncrementRevision();
return new
{
success = true,
message = $"Material shader switched for {currentSrp}.",
data = new
{
material = materialPath,
currentSrp = currentSrp,
oldShader = oldShaderName,
newShader = targetShaderName,
alreadyCorrect = false
},
state_delta = StateComposer.CreateAssetDelta(new[] {
new { path = materialPath, imported = false, hasMeta = true }
})
};
}
catch (Exception e)
{
return Response.Error($"Failed to ensure material shader for SRP: {e.Message}");
}
}
}
}