hecomi / Ushadertemplate
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uShaderTemplate
uShaderTemplate is an editor asset to create shader from templates.
Install
Download the latest .unitypackage from Releases page, then import it.
Usage
- Prepare Shader Template file.
- Create Generator from Create > Shader > uShaderTemplate > Generator.
- Input Shader Name and select Shader Template from the inspector.
- Edit items in Conditions, Variables, and codes in code editors.
- Press Export (Ctrl+R) button to create a shader from the Generator.
Overview
Generator is an asset file that manages a generated shader, save parameters, and provide an interface to customize the shader with some rules written in shader template. The following image is an example of a Generator inspector which is automatically generated from shader template.
The interface is generated from uShaderTemplate > Examples > Editor > Resources > ShaderTemplates > 1. VertFrag.txt. This is the content of this file:
1. VertFrag.txt
Shader "Custom/<Name>"
{
Properties
{
@block Properties
_MainTex("Texture", 2D) = "white" {}
@endblock
}
SubShader
{
Tags { "Queue"="<Queue=Geometry|Transparent>" "RenderType"="<RenderType=Opaque|Transparent>" }
LOD <LOD=100>
CGINCLUDE
#include "UnityCG.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
@if UseFog : true
UNITY_FOG_COORDS(1)
@endif
float4 vertex : SV_POSITION;
};
@block VertexShader
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata_full v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
@endblock
@block FragmentShader
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
@endblock
ENDCG
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
@if UseFog : true
#pragma multi_compile_fog
@endif
ENDCG
}
}
CustomEditor "uShaderTemplate.MaterialEditor"
}
You might have found some grammars like @if foo
, <Bar>
, @block baz
,
and these are special grammmars available in template file.
Shader variant like #pragma multi_compile
and #pragma shader_feature
cannot customize the section outside CGPROGRAM
, but with these grammar,
you can customize the all parts of the shader.
If you put template files like this in Resources > ShaderTemplates, they are automatically detected and shown in the Shader Template field in Basic section.
Grammars in Shader Template
// Condition:
// A toggle filed labeled "Hoge Hoge" will appear in Conditions section.
// Only when checked, the content will be output.
@if HogeHoge
#define HOGEHOGE
@endif
// You can use else block and give a default condition.
@if HogeHoge2 : false
#define HOGEHOGE2
@else
#define HOGEHOGE3
@endif
// Variable:
// The name with <> will appear in Variables section as a text field.
// You can give a default value with =, and =| will be pull-down list.
#define Hoge <Hoge>
#define Fuga <Fuga=Hoge> //
#define Piyo <Piyo=Hoge|Fuga|Piyo>
// Block:
// The content will be a code editor.
// Output shader has block like // @block ~ // @endblock and
// if you edit the content directly with your own editor like Vim,
// the result will be applied to the code editor in inspector.
@block Moge
float Moge2() { return _Move * _Moge; }
@endblock
Buttons
-
Export(Ctrl+R)
- Export shader from Generator. You can use Ctrl + R as a shortcut key instead of pressing this button.
-
Create Material
- Create material from the generated shader.
-
Reset to Default
- Reset all parameters to the default parameters written in template.
-
Update Template
- If you edit the template file, please press this before the export.
-
Reconvert All
- Convert all generated shaders forcedly. This is useful when you edit template file and want to apply the change to all shaders.
Constants
Instead of inputting variables in each inspector, you can use Constants asset as a shared variables among multiple Generators.
Select Create > Shader > uShaderTemplate > Constants and add Name and Value pair to Values field of the created Constants asset. Then, drag and drop it to the Constants field of Generators which you want to apply the parameters to. Please remember that if you modify a parameter in Constants, you have to Reconvert All to apply the change to all generated shaders.
In a shader template, you can specify the default Constants
using @constants
line if you want it.
Shader "Custom/<Name>"
{
// you can insert this line anywhere in the template file.
@constants uShaderTemplate/Constants/Custom Constants
Properties
{
...
Callbacks
Generator
and Constants
have virtual functions, OnBeforeConvert()
and OnAfterConvert()
.
You can create custom Generator
and Constants
inherited from these classes and override
them to add callbacks just before and after convert.
License
The MIT License (MIT)
Copyright (c) 2017 hecomi
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.