Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Editor/AssetCallbacks/CreateShaderSubGraph.cs
2024-05-06 11:45:45 -07:00

29 lines
1.1 KiB
C#

using System.IO;
using UnityEditor.ProjectWindowCallback;
using UnityEngine.Rendering;
namespace UnityEditor.ShaderGraph
{
class CreateShaderSubGraph : EndNameEditAction
{
[MenuItem("Assets/Create/Shader Graph/Sub Graph", priority = CoreUtils.Sections.section1 + CoreUtils.Priorities.assetsCreateShaderMenuPriority + 1)]
public static void CreateMaterialSubGraph()
{
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreateShaderSubGraph>(),
string.Format("New Shader Sub Graph.{0}", ShaderSubGraphImporter.Extension), null, null);
}
public override void Action(int instanceId, string pathName, string resourceFile)
{
var graph = new GraphData { isSubGraph = true };
var outputNode = new SubGraphOutputNode();
graph.AddNode(outputNode);
graph.outputNode = outputNode;
outputNode.AddSlot(ConcreteSlotValueType.Vector4);
graph.path = "Sub Graphs";
FileUtilities.WriteShaderGraphToDisk(pathName, graph);
AssetDatabase.Refresh();
}
}
}