Support UMaterial all property settings, enhance VSCode code-snippets

This commit is contained in:
Eragon-Brisingr
2026-07-07 11:33:35 +08:00
parent 3dbdf02f27
commit 2bf500bd98
8 changed files with 446 additions and 106 deletions

View File

@@ -45,6 +45,8 @@ float2 UE_DecalDerivativeDDY() { return (float2)0; }
float UE_DecalLifetimeOpacity() { return (float)0; }
float UE_DeltaTime() { return (float)0; }
float UE_DistanceCullFade() { return (float)0; }
float3 UE_DistanceFieldGradient() { return (float3)0; }
float UE_DistanceToNearestSurface() { return (float)0; }
float UE_EyeAdaptation() { return (float)0; }
float UE_IsFirstPerson() { return (float)0; }
float UE_IsOrthographic() { return (float)0; }

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@@ -679,8 +679,9 @@ namespace
}
else
{
// Long-tail setting: stored verbatim. Allowlist + type validation happens in
// FShaderLabSettingsApplier at build time (the parser is Engine-reflection-free).
// Long-tail setting: stored verbatim (dotted struct keys like `Struct.Field` included).
// Reflection resolution + type validation happens in FShaderLabSettingsApplier at build
// time (the parser is Engine-reflection-free).
Model.RawSettings.Emplace(Key, Value);
}
}

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@@ -4,107 +4,123 @@
#include "Materials/Material.h"
#include "Materials/MaterialInterface.h"
#include "Misc/StringOutputDevice.h"
#include "UObject/Class.h"
#include "UObject/EnumProperty.h"
#include "UObject/UnrealType.h"
namespace ShaderLabSettings_Private
{
// UMaterial properties a `.usl` Settings block may set by reflection. Names only — adding a
// setting is a one-line edit here. Every entry must be a non-editor-only property so the cooked
// runtime shell can apply the identical value.
const TSet<FName>& AllowedSettingNames()
// Resolve a (possibly dotted) key such as "DisplacementScaling.Magnitude" to the leaf property + the
// address of its value. OutTop is the top-level UMaterial property (used for the deny/editable checks).
// bOutNotFound = a segment does not exist (a typo at cook, or an editor-only member stripped from the
// cooked class at runtime) — distinguished from a structural error (dotting into a non-struct).
bool ResolveKeyPath(UMaterial& Material, const FString& Key,
FProperty*& OutTop, FProperty*& OutLeaf, void*& OutValuePtr, bool& bOutNotFound, FString& OutReason)
{
static const TSet<FName> Names = {
FName(TEXT("OpacityMaskClipValue")),
FName(TEXT("TranslucencyLightingMode")),
FName(TEXT("TranslucencyPass")),
FName(TEXT("bCastDynamicShadowAsMasked")),
FName(TEXT("bEnableResponsiveAA")),
FName(TEXT("bScreenSpaceReflections")),
FName(TEXT("bContactShadows")),
FName(TEXT("bIsThinSurface")),
FName(TEXT("DitheredLODTransition")),
FName(TEXT("RefractionMethod")),
FName(TEXT("NumCustomizedUVs")), // caps how many CustomizedUV<i> vertex outputs the material compiles
};
return Names;
}
bOutNotFound = false;
OutTop = OutLeaf = nullptr;
OutValuePtr = nullptr;
bool ParseBool(const FString& In, bool& Out)
{
const FString V = In.TrimStartAndEnd();
if (V == TEXT("true") || V == TEXT("1")) { Out = true; return true; }
if (V == TEXT("false") || V == TEXT("0")) { Out = false; return true; }
return false;
}
TArray<FString> Segments;
Key.ParseIntoArray(Segments, TEXT("."));
if (Segments.Num() == 0)
{
OutReason = TEXT("empty setting key");
return false;
}
// Coerce `Value` to `Prop`'s type and write it into `Material`. Returns false with a reason on
// type mismatch / unresolved enum token.
bool CoerceAndSet(UMaterial& Material, FProperty* Prop, const FString& Value, FString& OutReason)
{
FProperty* Prop = UMaterial::StaticClass()->FindPropertyByName(FName(*Segments[0]));
if (!Prop)
{
bOutNotFound = true;
return false;
}
OutTop = Prop;
void* ValuePtr = Prop->ContainerPtrToValuePtr<void>(&Material);
if (FBoolProperty* BoolProp = CastField<FBoolProperty>(Prop))
for (int32 i = 1; i < Segments.Num(); ++i)
{
bool bVal = false;
if (!ParseBool(Value, bVal))
FStructProperty* StructProp = CastField<FStructProperty>(Prop);
if (!StructProp)
{
OutReason = TEXT("expected true/false");
OutReason = FString::Printf(TEXT("'%s' is not a struct; cannot access sub-field '%s'"), *Segments[i - 1], *Segments[i]);
return false;
}
BoolProp->SetPropertyValue_InContainer(&Material, bVal);
return true;
}
if (FFloatProperty* FloatProp = CastField<FFloatProperty>(Prop))
{
FloatProp->SetPropertyValue(ValuePtr, FCString::Atof(*Value));
return true;
}
if (FDoubleProperty* DoubleProp = CastField<FDoubleProperty>(Prop))
{
DoubleProp->SetPropertyValue(ValuePtr, FCString::Atod(*Value));
return true;
}
if (FIntProperty* IntProp = CastField<FIntProperty>(Prop))
{
IntProp->SetPropertyValue(ValuePtr, FCString::Atoi(*Value));
return true;
}
// TEnumAsByte<EFoo> reflects as FByteProperty with ->Enum set; resolve the bare token by name.
if (FByteProperty* ByteProp = CastField<FByteProperty>(Prop))
{
if (UEnum* Enum = ByteProp->Enum)
FProperty* Sub = StructProp->Struct->FindPropertyByName(FName(*Segments[i]));
if (!Sub)
{
const int64 EnumVal = Enum->GetValueByNameString(Value);
if (EnumVal == INDEX_NONE)
{
OutReason = FString::Printf(TEXT("unknown enum value '%s' for %s"), *Value, *Enum->GetName());
return false;
}
ByteProp->SetPropertyValue(ValuePtr, static_cast<uint8>(EnumVal));
return true;
}
ByteProp->SetPropertyValue(ValuePtr, static_cast<uint8>(FCString::Atoi(*Value)));
return true;
}
// enum class reflects as FEnumProperty.
if (FEnumProperty* EnumProp = CastField<FEnumProperty>(Prop))
{
UEnum* Enum = EnumProp->GetEnum();
const int64 EnumVal = Enum ? Enum->GetValueByNameString(Value) : INDEX_NONE;
if (EnumVal == INDEX_NONE)
{
OutReason = FString::Printf(TEXT("unknown enum value '%s'"), *Value);
bOutNotFound = true; // unknown sub-field (typo) or editor-only member stripped at runtime
return false;
}
EnumProp->GetUnderlyingProperty()->SetIntPropertyValue(ValuePtr, EnumVal);
return true;
ValuePtr = Sub->ContainerPtrToValuePtr<void>(ValuePtr);
Prop = Sub;
}
OutReason = FString::Printf(TEXT("unsupported property type '%s'"), *Prop->GetClass()->GetName());
return false;
OutLeaf = Prop;
OutValuePtr = ValuePtr;
return true;
}
// Accept only user-facing material configuration: the property must be editable in the material editor
// (CPF_Edit) and not read-only/deprecated. This is what "all the settings a UMaterial exposes" means,
// while filtering out transient/derived/internal members.
bool IsAcceptableTopProperty(const FProperty* Top, FString& OutReason)
{
if (!Top->HasAnyPropertyFlags(CPF_Edit))
{
OutReason = TEXT("not an editable material property");
return false;
}
if (Top->HasAnyPropertyFlags(CPF_EditConst | CPF_Deprecated))
{
OutReason = TEXT("read-only or deprecated property");
return false;
}
return true;
}
// Coerce `Value` into the leaf property via the engine's own text importer, which handles every leaf
// type uniformly (bool / numeric / enum-by-name / FName / FString / object reference by asset path /
// struct literal), matching the format UE uses in .ini and copy/paste. Arrays are rejected explicitly
// (SL_SETTINGS splits on commas, so a list value cannot be expressed).
bool CoerceLeaf(UMaterial& Material, FProperty* Leaf, void* ValuePtr, const FString& Value, FString& OutReason)
{
if (CastField<FArrayProperty>(Leaf))
{
OutReason = TEXT("array properties are not settable via SL_SETTINGS");
return false;
}
FStringOutputDevice ImportErrors;
const TCHAR* Consumed = Leaf->ImportText_Direct(*Value, ValuePtr, &Material, PPF_None, &ImportErrors);
if (Consumed == nullptr)
{
const FString Detail = ImportErrors.TrimStartAndEnd();
OutReason = Detail.IsEmpty()
? FString::Printf(TEXT("cannot parse '%s' as %s"), *Value, *Leaf->GetClass()->GetName())
: Detail;
return false;
}
return true;
}
}
const TCHAR* FShaderLabSettingsApplier::GetControlledSettingReason(const FString& TopName)
{
// Properties ShaderLab controls itself, or that are not "material configuration" — NOT settable via
// SL_SETTINGS. (Domain/BlendMode/TwoSided are consumed as first-class keys and never reach here.)
// Everything else that is an editable UMaterial property is accepted by reflection, so the DSL tracks
// the engine's material settings automatically without a hand-maintained allowlist.
if (TopName == TEXT("MaterialDomain")) { return TEXT("use the first-class `Domain` key"); }
if (TopName == TEXT("BlendMode")) { return TEXT("use the first-class `BlendMode` key"); }
if (TopName == TEXT("TwoSided")) { return TEXT("use the first-class `TwoSided` key"); }
if (TopName == TEXT("ShadingModel") ||
TopName == TEXT("ShadingModels")) { return TEXT("the shading model is derived from the material's entry (SL_SURFACE / SL_UNLIT / SL_SLAB BSDF)"); }
if (TopName == TEXT("bUseMaterialAttributes")) { return TEXT("ShaderLab wires individual material pins, not a MaterialAttributes struct"); }
if (TopName == TEXT("bEnableNewHLSLGenerator") ||
TopName == TEXT("bEnableExecWire")) { return TEXT("experimental translator toggle not supported by ShaderLab"); }
if (TopName.StartsWith(TEXT("bUsedWith"))) { return TEXT("material usage is per-instance; set it via CheckMaterialUsage on the instance, not on the base"); }
return nullptr; // not controlled — settable by reflection
}
bool FShaderLabSettingsApplier::ApplyReflectedSettings(
@@ -117,27 +133,61 @@ bool FShaderLabSettingsApplier::ApplyReflectedSettings(
bool bOk = true;
for (const TPair<FString, FString>& Pair : RawSettings)
{
const FName Key(*Pair.Key);
if (!AllowedSettingNames().Contains(Key))
const FString& Key = Pair.Key;
const FString& Value = Pair.Value;
// Top-level name (before any '.') for the deny check.
FString TopName = Key;
int32 DotIdx = INDEX_NONE;
if (Key.FindChar(TEXT('.'), DotIdx))
{
OutErrors.Add(FString::Printf(TEXT("Setting '%s' is not in the ShaderLab allowlist"), *Pair.Key));
bOk = false;
continue;
}
FProperty* Prop = UMaterial::StaticClass()->FindPropertyByName(Key);
if (!Prop)
{
OutErrors.Add(FString::Printf(TEXT("UMaterial has no property '%s'"), *Pair.Key));
TopName = Key.Left(DotIdx);
}
if (const TCHAR* DenyReason = FShaderLabSettingsApplier::GetControlledSettingReason(TopName))
{
OutErrors.Add(FString::Printf(TEXT("Setting '%s' is controlled by ShaderLab and cannot be set here: %s"), *Key, DenyReason));
bOk = false;
continue;
}
FProperty* Top = nullptr;
FProperty* Leaf = nullptr;
void* ValuePtr = nullptr;
bool bNotFound = false;
FString Reason;
if (!CoerceAndSet(Material, Prop, Pair.Value, Reason))
if (!ResolveKeyPath(Material, Key, Top, Leaf, ValuePtr, bNotFound, Reason))
{
OutErrors.Add(FString::Printf(TEXT("Setting '%s': %s"), *Pair.Key, *Reason));
if (bNotFound)
{
#if WITH_EDITOR
// At cook / in the editor the full property set is present, so an unknown key is an authoring
// error (typo, or a setting that does not exist on this engine version).
OutErrors.Add(FString::Printf(TEXT("UMaterial has no setting '%s'"), *Key));
bOk = false;
#endif
// Cooked runtime: an editor-only property is stripped from the class, so "not found" is expected —
// its value was already baked into the instance's shader map at cook. Skip silently. (Genuine
// typos were already rejected at cook, above.)
continue;
}
OutErrors.Add(FString::Printf(TEXT("Setting '%s': %s"), *Key, *Reason));
bOk = false;
continue;
}
if (!IsAcceptableTopProperty(Top, Reason))
{
OutErrors.Add(FString::Printf(TEXT("Setting '%s': %s"), *Key, *Reason));
bOk = false;
continue;
}
if (!CoerceLeaf(Material, Leaf, ValuePtr, Value, Reason))
{
OutErrors.Add(FString::Printf(TEXT("Setting '%s': %s"), *Key, *Reason));
bOk = false;
}
}
return bOk;
}

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@@ -361,8 +361,9 @@ struct USHADERLAB_API FShaderLabModel
/**
* Long-tail material settings applied via reflection onto UMaterial by name (the typed
* Domain/BlendMode/TwoSided above stay first-class because the graph builder branches on them).
* Stored as raw key/value strings to keep this model Core-only; the allowlist check and value
* coercion happen in FShaderLabSettingsApplier at build/runtime, where errors are surfaced.
* Stored as raw key/value strings to keep this model Core-only; reflection resolution (any editable
* UMaterial property, incl. dotted `Struct.Field` keys) and value coercion happen in
* FShaderLabSettingsApplier at build/runtime, where errors are surfaced.
*/
TArray<TPair<FString, FString>> RawSettings;

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@@ -11,16 +11,22 @@ class UMaterial;
* builder and the cooked runtime shell builder so the same flags drive shader compilation
* everywhere.
*
* Reflected settings: arbitrary `Key = Value` pairs resolved against an allowlist of UMaterial
* properties and coerced by reflection (float/int/bool-bitfield/enum-by-name).
* Reflected settings: arbitrary `Key = Value` pairs resolved by reflection against ANY editable
* (CPF_Edit) UMaterial property and coerced via the engine's own text importer (FProperty::ImportText —
* bool / numeric / enum-by-name / FName / FString / object-ref-by-asset-path / struct literal). This
* means the DSL tracks the full set of material settings automatically, with no hand-maintained
* allowlist. Struct settings use dotted sub-field keys, e.g. `DisplacementScaling.Magnitude = 2.0`.
*
* A small deny set covers properties ShaderLab controls itself (MaterialDomain — use the first-class
* `Domain` key; ShadingModel(s) — from the entry; bUseMaterialAttributes; bUsedWith* — per-instance
* usage) and non-config internals. Arrays are not settable (SL_SETTINGS splits on commas).
*
* (Material usage is intentionally NOT a ShaderLab concern: base materials are templates with no
* usage flags. Usage is established per-instance on the UShaderLabMaterialInstanceConstant — the
* editor auto-sets it on mesh assignment, or the author ticks it in the instance's Usage Flag
* Overrides — so only the vertex-factory permutations actually used get compiled.)
* usage flags. Usage is established per-instance on the UShaderLabMaterialInstanceConstant.)
*
* Contract: an unknown/disallowed key or an unresolvable value is collected into OutErrors (a hard
* build failure / cook abort) — never silently skipped.
* Contract: at cook / in the editor an unknown key, a denied key, or an unresolvable value is collected
* into OutErrors (a hard build failure / cook abort). At cooked runtime a "not found" key is an
* editor-only property already baked into the shader map at cook, so it is skipped silently.
*/
struct USHADERLAB_API FShaderLabSettingsApplier
{
@@ -29,4 +35,11 @@ struct USHADERLAB_API FShaderLabSettingsApplier
UMaterial& Material,
const TArray<TPair<FString, FString>>& RawSettings,
TArray<FString>& OutErrors);
/**
* If the given top-level UMaterial property name is one ShaderLab controls itself (and so cannot be set
* via SL_SETTINGS), returns a human-readable reason; otherwise nullptr. Shared single source of truth for
* both the apply path and IDE completion generation (so "what completes" == "what is accepted").
*/
static const TCHAR* GetControlledSettingReason(const FString& TopLevelName);
};

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@@ -5,10 +5,12 @@
#include "Interfaces/IPluginManager.h"
#include "MaterialShared.h"
#include "Materials/Material.h"
#include "Misc/CoreDelegates.h"
#include "Misc/Paths.h"
#include "Modules/ModuleManager.h"
#include "ShaderCore.h"
#include "ShaderLabGraphBuilder.h"
#include "ShaderLabIDEPrepare.h"
#include "ShaderLabMaterialInstanceConstant.h"
#include "ShaderLabMaterialRegistry.h"
#include "ShaderLabModel.h"
@@ -148,6 +150,12 @@ public:
// module loaded for all uncooked runs) is the fix for invisible materials under `-game`.
BuildHandle = FShaderLabMaterialRegistry::Get().OnBuildMaterial().AddStatic(&BuildAndCompile);
// First-launch convenience: auto-generate the .usl IDE authoring assets if the project is missing them
// (a fresh clone lacks .vscode — it is git-ignored). Deferred to post-engine-init so shader-source
// mappings (added above) and UMaterial reflection are ready; the callback self-gates to an interactive
// editor session (no cook / -game / commandlet / unattended).
PostEngineInitHandle = FCoreDelegates::GetOnPostEngineInit().AddStatic(&ShaderLabIDE_EnsureGeneratedIfMissing);
UE_LOG(LogShaderLabBuilder, Log, TEXT("ShaderLabBuilder module started."));
}
@@ -158,10 +166,16 @@ public:
FShaderLabMaterialRegistry::Get().OnBuildMaterial().Remove(BuildHandle);
BuildHandle.Reset();
}
if (PostEngineInitHandle.IsValid())
{
FCoreDelegates::GetOnPostEngineInit().Remove(PostEngineInitHandle);
PostEngineInitHandle.Reset();
}
}
private:
FDelegateHandle BuildHandle;
FDelegateHandle PostEngineInitHandle;
};
IMPLEMENT_MODULE(FShaderLabBuilderModule, UShaderLabBuilder)

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@@ -12,21 +12,33 @@
// (*.usl/*.uslfunc/*.usf/*.ush -> hlsl) and shader-validator.pathRemapping
// (virtual shader roots -> disk, from AllShaderSourceDirectoryMappings).
// pathRemapping is machine-specific; the command regenerates it.
// 4. <Project>/.vscode/shaderlab.code-snippets — completion for the whole `.usl` DSL: macro scaffolds
// (full signature + body), specifier fills with enum value choices,
// SL_FRONTMATERIAL topology operators, and every settable SL_SETTINGS
// key (reflected from editable UMaterial properties minus the
// ShaderLab-controlled set). Substrate-only constructs are omitted at
// r.Substrate=0. Regenerated per engine version + project mode.
#include "CoreMinimal.h"
#include "Dom/JsonObject.h"
#include "HAL/IConsoleManager.h"
#include "Materials/Material.h"
#include "UObject/Class.h"
#include "UObject/UnrealType.h"
#include "Interfaces/IPluginManager.h"
#include "HAL/FileManager.h"
#include "Misc/App.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "ShaderLabIDEPrepare.h"
#include "Serialization/JsonReader.h"
#include "Serialization/JsonSerializer.h"
#include "Serialization/JsonWriter.h"
#include "RenderUtils.h" // Substrate::IsSubstrateEnabled()
#include "ShaderCore.h"
#include "ShaderLabIntrinsicRegistry.h"
#include "ShaderLabSettingsApplier.h"
DEFINE_LOG_CATEGORY_STATIC(LogShaderLabIDE, Log, All);
@@ -428,6 +440,211 @@ namespace ShaderLabIDEPrepare_Private
WriteIfChanged(SettingsPath, SerializeObject(Settings.ToSharedRef()));
}
// The VSCode snippet value placeholder (tabstop) for a leaf property: enums/bools become a choice list,
// everything else a typed placeholder.
static FString SnippetValueForLeaf(const FProperty* Leaf, int32 Tab)
{
auto EnumChoice = [Tab](const UEnum* Enum) -> FString
{
TArray<FString> Tokens;
for (int32 i = 0; i < Enum->NumEnums(); ++i)
{
const FString T = Enum->GetNameStringByIndex(i);
if (!T.IsEmpty() && !T.EndsWith(TEXT("_MAX"))) { Tokens.Add(T); }
}
return Tokens.Num() > 0
? FString::Printf(TEXT("${%d|%s|}"), Tab, *FString::Join(Tokens, TEXT(",")))
: FString::Printf(TEXT("${%d:}"), Tab);
};
if (CastField<FBoolProperty>(Leaf)) { return FString::Printf(TEXT("${%d|true,false|}"), Tab); }
if (const FByteProperty* B = CastField<FByteProperty>(Leaf)) { return B->Enum ? EnumChoice(B->Enum) : FString::Printf(TEXT("${%d:0}"), Tab); }
if (const FEnumProperty* E = CastField<FEnumProperty>(Leaf)) { return E->GetEnum() ? EnumChoice(E->GetEnum()) : FString::Printf(TEXT("${%d:0}"), Tab); }
if (CastField<FNumericProperty>(Leaf)) { return FString::Printf(TEXT("${%d:0}"), Tab); }
if (CastField<FObjectPropertyBase>(Leaf)) { return FString::Printf(TEXT("${%d:/Game/Path/Asset.Asset}"), Tab); }
return FString::Printf(TEXT("${%d:}"), Tab); // FName / FString / other leaf
}
// Add a completion snippet for a property. Struct properties expand one level into dotted
// `Prefix.SubField` keys (the material config structs are shallow); arrays are skipped (not settable).
static void EmitSettingSnippets(const TSharedRef<FJsonObject>& Out, const FString& Prefix, FProperty* Prop, int32 Depth)
{
if (CastField<FArrayProperty>(Prop)) { return; }
if (const FStructProperty* StructProp = CastField<FStructProperty>(Prop))
{
if (Depth < 2 && StructProp->Struct)
{
bool bAny = false;
for (TFieldIterator<FProperty> It(StructProp->Struct); It; ++It)
{
EmitSettingSnippets(Out, Prefix + TEXT(".") + It->GetName(), *It, Depth + 1);
bAny = true;
}
if (bAny) { return; } // expanded into sub-fields
}
// no reflected fields / too deep: fall through to a single literal placeholder
}
TArray<TSharedPtr<FJsonValue>> Body;
Body.Add(MakeShared<FJsonValueString>(FString::Printf(TEXT("%s = %s"), *Prefix, *SnippetValueForLeaf(Prop, 1))));
const TSharedRef<FJsonObject> Entry = MakeShared<FJsonObject>();
Entry->SetStringField(TEXT("prefix"), Prefix);
Entry->SetArrayField(TEXT("body"), Body);
Entry->SetStringField(TEXT("description"), FString::Printf(TEXT("ShaderLab material setting (%s)"), *Prop->GetCPPType()));
Entry->SetStringField(TEXT("scope"), TEXT("hlsl"));
Out->SetObjectField(FString::Printf(TEXT("SL_SETTINGS %s"), *Prefix), Entry);
}
// One hand-authored DSL snippet. `Body` is '\n'-separated (each line -> a VSCode snippet body line)
// with $0/${n:default}/${n|a,b,c|} tabstops. bSubstrateOnly entries are emitted only when the project
// runs with r.Substrate=1 (legacy rejects those constructs at build).
struct FDslSnippet { const TCHAR* Prefix; const TCHAR* Body; const TCHAR* Desc; bool bSubstrateOnly; };
static void AddSnippet(const TSharedRef<FJsonObject>& Out, const FString& Key, const FString& Prefix, const FString& Body, const FString& Desc)
{
TArray<FString> Lines;
Body.ParseIntoArray(Lines, TEXT("\n"), /*CullEmpty*/ false);
TArray<TSharedPtr<FJsonValue>> BodyArr;
for (const FString& L : Lines) { BodyArr.Add(MakeShared<FJsonValueString>(L)); }
const TSharedRef<FJsonObject> Entry = MakeShared<FJsonObject>();
Entry->SetStringField(TEXT("prefix"), Prefix);
Entry->SetArrayField(TEXT("body"), BodyArr);
Entry->SetStringField(TEXT("description"), Desc);
Entry->SetStringField(TEXT("scope"), TEXT("hlsl"));
Out->SetObjectField(Key, Entry);
}
// Macro scaffolds: entry/BSDF/block macros expand the FULL declaration they annotate (function signature +
// body braces), so a single trigger drops in a compilable construct. Value tokens mirror the parser's
// accepted sets one-for-one (see ShaderLabParser.cpp). Struct FIELDS and HLSL types are intentionally NOT
// snippets — those come from the HLSL language server against the generated mode-specific Surface_*.ush.
static const FDslSnippet* MacroTemplates(int32& OutNum)
{
static const FDslSnippet T[] = {
// --- both modes ---
{ TEXT("SL_SETTINGS"), TEXT("SL_SETTINGS(Domain = ${1|Surface,PostProcess,UI,Decal,Volume,LightFunction|}, BlendMode = ${2|Opaque,Masked,Translucent,Additive,Modulate,AlphaComposite,AlphaHoldout|})"), TEXT("ShaderLab: material settings"), false },
{ TEXT("SL_PROPERTY"), TEXT("SL_PROPERTY(Category = \"${1:Surface}\")\n${2:float3} ${3:Name} = ${4:0};"), TEXT("ShaderLab: material parameter (float->Scalar, float3->Color, float4->Vector, Texture2D->texture)"), false },
{ TEXT("SL_SURFACE"), TEXT("SL_SURFACE()\nvoid Surface(inout FShaderLabSurface S)\n{\n\t$0\n}"), TEXT("ShaderLab: single-entry surface (DefaultLit in legacy)"), false },
{ TEXT("SL_POSTPROCESS"), TEXT("SL_POSTPROCESS()\nvoid PostProcess(inout FShaderLabPostProcess O)\n{\n\t$0\n}"), TEXT("ShaderLab: post-process entry (Domain = PostProcess)"), false },
{ TEXT("SL_UI"), TEXT("SL_UI()\nvoid UI(inout FShaderLabUI O)\n{\n\t$0\n}"), TEXT("ShaderLab: UI entry (Domain = UI)"), false },
{ TEXT("SL_VERTEX"), TEXT("SL_VERTEX()\nvoid Vertex(inout FShaderLabVertex V)\n{\n\t$0\n}"), TEXT("ShaderLab: vertex stage (WorldPositionOffset / CustomizedUV)"), false },
{ TEXT("SL_UNLIT"), TEXT("SL_UNLIT()\nvoid Unlit(inout FShaderLabUnlit U)\n{\n\t$0\n}"), TEXT("ShaderLab: unlit BSDF (emissive/transmittance only)"), false },
{ TEXT("SL_VALUE"), TEXT("SL_VALUE()\nfloat ${1:Name}()\n{\n\treturn ${2:0};\n}"), TEXT("ShaderLab: named float/float2 value block (mix factor / UV)"), false },
{ TEXT("SL_INTERPOLATOR"), TEXT("SL_INTERPOLATOR()\nfloat3 ${1:Name}()\n{\n\treturn ${2:0};\n}"), TEXT("ShaderLab: per-vertex interpolator (read with UE_Interpolator)"), false },
{ TEXT("SL_COLLECTION"), TEXT("SL_COLLECTION(Path = \"${1:/Game/MPC/MPC_Name}\")\n${2:float3} ${3:Name};"), TEXT("ShaderLab: Material Parameter Collection read"), false },
{ TEXT("SL_VTSAMPLE"), TEXT("SL_VTSAMPLE(DefaultTexture = \"${1:/Game/VT/T_Name}\", SamplerType = ${2|VirtualColor,VirtualNormal,VirtualGrayscale,VirtualAlpha,VirtualMasks,VirtualLinearColor,VirtualLinearGrayscale|}, UV = ${3:TexCoord0})\nfloat4 ${4:Name};"), TEXT("ShaderLab: streaming Virtual Texture read"), false },
{ TEXT("SL_RVTSAMPLE"), TEXT("SL_RVTSAMPLE(VirtualTexture = \"${1:/Game/RVT/RVT_Name}\", MaterialType = ${2|BaseColor_Normal_Roughness,BaseColor_Normal_Specular,BaseColor_Normal_Specular_YCoCg,BaseColor_Normal_Specular_Mask_YCoCg,BaseColor,Mask4,WorldHeight,Displacement|}, UV = ${3|World,TexCoord0|})\nFShaderLabRVT ${4:Terrain};"), TEXT("ShaderLab: Runtime Virtual Texture read"), false },
{ TEXT("SL_RVTOUTPUT"), TEXT("SL_RVTOUTPUT()\nvoid RVTOutput(inout FShaderLabRVTOutput O)\n{\n\t$0\n}"), TEXT("ShaderLab: Runtime Virtual Texture write block"), false },
{ TEXT("SL_IMPORT"), TEXT("SL_IMPORT(Namespace = \"${1:Detail}\")\n#include \"${2:/Project/Lib/Lib.uslfunc}\""), TEXT("ShaderLab: function-library import with namespace"), false },
{ TEXT("SL_FUNCTION"), TEXT("SL_FUNCTION()\n${1:float3} ${2:Name}(${3:float2 uv})\n{\n\treturn ${4:0};\n}"), TEXT("ShaderLab: library function (.uslfunc files only)"), false },
// --- Substrate only ---
{ TEXT("SL_SLAB"), TEXT("SL_SLAB()\nvoid ${1:Name}(inout FShaderLabSlab S)\n{\n\t$0\n}"), TEXT("ShaderLab: Substrate slab BSDF block"), true },
{ TEXT("SL_MATERIAL"), TEXT("SL_MATERIAL()\nvoid Material(inout FShaderLabMaterialOutput O)\n{\n\t$0\n}"), TEXT("ShaderLab: whole-material outputs for multi-slab (Substrate)"), true },
{ TEXT("SL_HAIR"), TEXT("SL_HAIR()\nvoid ${1:Name}(inout FShaderLabHair H)\n{\n\t$0\n}"), TEXT("ShaderLab: Substrate hair BSDF"), true },
{ TEXT("SL_EYE"), TEXT("SL_EYE()\nvoid ${1:Name}(inout FShaderLabEye E)\n{\n\t$0\n}"), TEXT("ShaderLab: Substrate eye BSDF"), true },
{ TEXT("SL_WATER"), TEXT("SL_WATER()\nvoid ${1:Name}(inout FShaderLabWater W)\n{\n\t$0\n}"), TEXT("ShaderLab: Substrate water BSDF"), true },
{ TEXT("SL_CLEARCOAT"), TEXT("SL_CLEARCOAT()\nvoid ${1:Name}(inout FShaderLabClearCoat C)\n{\n\t$0\n}"), TEXT("ShaderLab: Substrate clear-coat BSDF"), true },
{ TEXT("SL_TOON"), TEXT("SL_TOON()\nvoid ${1:Name}(inout FShaderLabToon T)\n{\n\t$0\n}"), TEXT("ShaderLab: Substrate toon BSDF"), true },
{ TEXT("SL_VOLUME"), TEXT("SL_VOLUME()\nvoid ${1:Name}(inout FShaderLabVolume V)\n{\n\t$0\n}"), TEXT("ShaderLab: Substrate volume BSDF (Domain = Volume)"), true },
{ TEXT("SL_LIGHTFUNCTION"), TEXT("SL_LIGHTFUNCTION()\nvoid ${1:Name}(inout FShaderLabLightFunction L)\n{\n\t$0\n}"), TEXT("ShaderLab: light-function BSDF (Domain = LightFunction)"), true },
{ TEXT("SL_FRONTMATERIAL"), TEXT("SL_FRONTMATERIAL(${1:VerticalLayer(Top, Base, 0.5)})"), TEXT("ShaderLab: compose slabs into the front material (Substrate)"), true },
};
OutNum = UE_ARRAY_COUNT(T);
return T;
}
// Standalone specifier fills (Key = value), with enum value choices where the parser enumerates them.
static const FDslSnippet* SpecifierSnippets(int32& OutNum)
{
static const FDslSnippet S[] = {
// SL_SETTINGS first-class
{ TEXT("Domain"), TEXT("Domain = ${1|Surface,PostProcess,UI,Decal,Volume,LightFunction|}"), TEXT("SL_SETTINGS: material domain"), false },
{ TEXT("BlendMode"), TEXT("BlendMode = ${1|Opaque,Masked,Translucent,Additive,Modulate,AlphaComposite,AlphaHoldout|}"), TEXT("SL_SETTINGS: blend mode"), false },
{ TEXT("TwoSided"), TEXT("TwoSided = ${1|true,false|}"), TEXT("SL_SETTINGS: two-sided"), false },
// SL_PROPERTY
{ TEXT("Category"), TEXT("Category = \"${1:Surface}\""), TEXT("SL_PROPERTY: editor group"), false },
{ TEXT("SortPriority"), TEXT("SortPriority = ${1:0}"), TEXT("SL_PROPERTY: sort order in group"), false },
{ TEXT("DefaultTexture"), TEXT("DefaultTexture = \"${1:white}\""), TEXT("SL_PROPERTY/SL_VTSAMPLE: default texture (white/black/grey/normal token or asset path)"), false },
{ TEXT("ClampMin"), TEXT("ClampMin = ${1:0}"), TEXT("SL_PROPERTY: scalar slider min"), false },
{ TEXT("ClampMax"), TEXT("ClampMax = ${1:1}"), TEXT("SL_PROPERTY: scalar slider max"), false },
{ TEXT("CustomPrimitiveData"), TEXT("CustomPrimitiveData = ${1:0}"), TEXT("SL_PROPERTY: per-instance Custom Primitive Data index (Scalar/Vector)"), false },
{ TEXT("SamplerType"), TEXT("SamplerType = ${1|Color,LinearColor,Grayscale,LinearGrayscale,Alpha,Normal,Masks,DistanceFieldFont,Data|}"), TEXT("SL_PROPERTY: texture sampler type"), false },
// SL_COLLECTION / SL_IMPORT / SL_RVTSAMPLE
{ TEXT("Path"), TEXT("Path = \"${1:/Game/MPC/MPC_Name}\""), TEXT("SL_COLLECTION: parameter collection asset"), false },
{ TEXT("Parameter"), TEXT("Parameter = \"${1:ParamName}\""), TEXT("SL_COLLECTION: in-collection parameter name"), false },
{ TEXT("Namespace"), TEXT("Namespace = \"${1:Detail}\""), TEXT("SL_IMPORT: promoted-parameter namespace prefix"), false },
{ TEXT("VirtualTexture"), TEXT("VirtualTexture = \"${1:/Game/RVT/RVT_Name}\""), TEXT("SL_RVTSAMPLE: runtime virtual texture asset"), false },
{ TEXT("MaterialType"), TEXT("MaterialType = ${1|BaseColor_Normal_Roughness,BaseColor_Normal_Specular,BaseColor_Normal_Specular_YCoCg,BaseColor_Normal_Specular_Mask_YCoCg,BaseColor,Mask4,WorldHeight,Displacement|}"), TEXT("SL_RVTSAMPLE: RVT layout"), false },
{ TEXT("UV"), TEXT("UV = ${1|TexCoord0,World|}"), TEXT("SL_VTSAMPLE/SL_RVTSAMPLE: UV source (TexCoord<N> / World / SL_VALUE block name)"), false },
// BSDF modifiers (Substrate only)
{ TEXT("SubsurfaceProfile"), TEXT("SubsurfaceProfile = \"${1:/Game/Profiles/PP_SSS}\""), TEXT("Slab/Eye modifier (Substrate)"), true },
{ TEXT("SpecularProfile"), TEXT("SpecularProfile = \"${1:/Game/Profiles/PP_Spec}\""), TEXT("Slab modifier (Substrate)"), true },
{ TEXT("ToonProfile"), TEXT("ToonProfile = \"${1:/Game/Profiles/PP_Toon}\""), TEXT("Toon modifier (Substrate)"), true },
{ TEXT("SubSurfaceType"), TEXT("SubSurfaceType = ${1:Wrap}"), TEXT("Slab modifier (Substrate)"), true },
};
OutNum = UE_ARRAY_COUNT(S);
return S;
}
// SL_FRONTMATERIAL topology operators (Substrate only).
static const FDslSnippet* TopologySnippets(int32& OutNum)
{
static const FDslSnippet T[] = {
{ TEXT("VerticalLayer"), TEXT("VerticalLayer(${1:Top}, ${2:Base}, ${3:0.5})"), TEXT("SL_FRONTMATERIAL: layer Top over Base by factor"), true },
{ TEXT("HorizontalMix"), TEXT("HorizontalMix(${1:A}, ${2:B}, ${3:0.5})"), TEXT("SL_FRONTMATERIAL: blend A and B by factor"), true },
{ TEXT("Add"), TEXT("Add(${1:A}, ${2:B})"), TEXT("SL_FRONTMATERIAL: add A and B"), true },
{ TEXT("Weight"), TEXT("Weight(${1:A}, ${2:0.5})"), TEXT("SL_FRONTMATERIAL: scale coverage of A"), true },
{ TEXT("Select"), TEXT("Select(${1:A}, ${2:B}, ${3:0.5})"), TEXT("SL_FRONTMATERIAL: pick A or B by threshold"), true },
};
OutNum = UE_ARRAY_COUNT(T);
return T;
}
// Generates <Project>/.vscode/shaderlab.code-snippets — completion for the whole `.usl` DSL:
// * macro scaffolds (full function signature + body), specifier fills (with enum value choices), and
// SL_FRONTMATERIAL topology operators — hand-authored, mirroring the parser's grammar/value tokens;
// * every settable SL_SETTINGS key — reflected from editable UMaterial properties minus the
// ShaderLab-controlled set (FShaderLabSettingsApplier::GetControlledSettingReason), enums/bools as
// value choices, struct settings as dotted `Struct.Field` keys.
// Substrate-only constructs are omitted when the project runs with r.Substrate=0. Struct fields, HLSL
// types and variables are deliberately left to the HLSL language server (generated Surface_*.ush switched
// by the SHADERLAB_SUBSTRATE define). Regenerated per engine version + project mode.
static void GenerateSnippets(const FString& ProjectDir)
{
const bool bSubstrate = Substrate::IsSubstrateEnabled();
const TSharedRef<FJsonObject> Root = MakeShared<FJsonObject>();
int32 Num = 0;
const FDslSnippet* Macros = MacroTemplates(Num);
for (int32 i = 0; i < Num; ++i) { if (!Macros[i].bSubstrateOnly || bSubstrate) { AddSnippet(Root, FString::Printf(TEXT("SL macro %s"), Macros[i].Prefix), Macros[i].Prefix, Macros[i].Body, Macros[i].Desc); } }
const FDslSnippet* Specs = SpecifierSnippets(Num);
for (int32 i = 0; i < Num; ++i) { if (!Specs[i].bSubstrateOnly || bSubstrate) { AddSnippet(Root, FString::Printf(TEXT("SL spec %s"), Specs[i].Prefix), Specs[i].Prefix, Specs[i].Body, Specs[i].Desc); } }
if (bSubstrate)
{
const FDslSnippet* Topo = TopologySnippets(Num);
for (int32 i = 0; i < Num; ++i) { AddSnippet(Root, FString::Printf(TEXT("SL topo %s"), Topo[i].Prefix), Topo[i].Prefix, Topo[i].Body, Topo[i].Desc); }
}
// Reflected SL_SETTINGS material keys (every editable, non-controlled UMaterial property).
for (TFieldIterator<FProperty> It(UMaterial::StaticClass()); It; ++It)
{
FProperty* Prop = *It;
if (!Prop->HasAnyPropertyFlags(CPF_Edit) || Prop->HasAnyPropertyFlags(CPF_EditConst | CPF_Deprecated)) { continue; }
if (CastField<FArrayProperty>(Prop)) { continue; }
if (FShaderLabSettingsApplier::GetControlledSettingReason(Prop->GetName()) != nullptr) { continue; }
EmitSettingSnippets(Root, Prop->GetName(), Prop, 0);
}
// Retire the earlier settings-only file (superseded by the combined DSL snippet file).
IFileManager::Get().Delete(*FPaths::Combine(ProjectDir, TEXT(".vscode"), TEXT("shaderlab-settings.code-snippets")), /*RequireExists*/ false, /*EvenReadOnly*/ false, /*Quiet*/ true);
WriteIfChanged(FPaths::Combine(ProjectDir, TEXT(".vscode"), TEXT("shaderlab.code-snippets")), SerializeObject(Root));
}
static void Run(const TArray<FString>& /*Args*/)
{
const TSharedPtr<IPlugin> Plugin = IPluginManager::Get().FindPlugin(TEXT("UShaderLab"));
@@ -441,11 +658,39 @@ namespace ShaderLabIDEPrepare_Private
GenerateVectorTransforms(PluginShaderDir);
GeneratePositionTransforms(PluginShaderDir);
MergeVSCodeSettings(ProjectDir);
GenerateSnippets(ProjectDir);
UE_LOG(LogShaderLabIDE, Log, TEXT("ShaderLab.IDE.Prepare: done."));
}
static TAutoConsoleVariable<bool> CVarAutoPrepare(
TEXT("ShaderLab.IDE.AutoPrepare"), true,
TEXT("On editor startup, auto-generate the .usl IDE assets (.vscode snippets/settings + stubs) if the ")
TEXT("project's .vscode/shaderlab.code-snippets is missing. Set 0 to disable."),
ECVF_Default);
static void EnsureGeneratedIfMissing()
{
// Interactive editor only — never during cook / -game (GIsEditor false) / commandlet / headless
// automation. Generating VSCode authoring assets makes no sense in those, and they must not write files.
if (!GIsEditor || IsRunningCommandlet() || FApp::IsUnattended()) { return; }
if (!CVarAutoPrepare.GetValueOnGameThread()) { return; }
// Our exclusive marker file. .vscode is git-ignored, so a fresh clone lacks it -> first-launch setup.
const FString ProjectDir = FPaths::ConvertRelativePathToFull(FPaths::ProjectDir());
const FString Marker = FPaths::Combine(ProjectDir, TEXT(".vscode"), TEXT("shaderlab.code-snippets"));
if (FPaths::FileExists(Marker)) { return; } // already set up — don't churn on every launch
UE_LOG(LogShaderLabIDE, Display,
TEXT("ShaderLab: IDE assets missing (%s) — auto-generating .vscode + stubs. Re-run `ShaderLab.IDE.Prepare` to refresh after an engine upgrade."),
*Marker);
Run(TArray<FString>());
}
}
void ShaderLabIDE_RunPrepare() { ShaderLabIDEPrepare_Private::Run(TArray<FString>()); }
void ShaderLabIDE_EnsureGeneratedIfMissing() { ShaderLabIDEPrepare_Private::EnsureGeneratedIfMissing(); }
static FAutoConsoleCommand GShaderLabIDEPrepareCommand(
TEXT("ShaderLab.IDE.Prepare"),
TEXT("Generate IDE completion assets for .usl: Private/ShaderLabUENode.ush, Private/UEFunctions/Transform.ush + TransformPosition.ush, and .vscode/settings.json."),
TEXT("Generate IDE completion assets for .usl: Private/ShaderLabUENode.ush, Private/UEFunctions/Transform.ush + TransformPosition.ush, .vscode/settings.json, and .vscode/shaderlab.code-snippets (full DSL)."),
FConsoleCommandWithArgsDelegate::CreateStatic(&ShaderLabIDEPrepare_Private::Run));

View File

@@ -0,0 +1,14 @@
// Copyright UShaderLab. All Rights Reserved.
#pragma once
// Regenerate all `.usl` IDE authoring assets (same as the `ShaderLab.IDE.Prepare` console command): the
// generated UE_-intrinsic / transform stubs, the merged .vscode/settings.json, and the full-DSL
// .vscode/shaderlab.code-snippets.
void ShaderLabIDE_RunPrepare();
// In an interactive editor session, generate the IDE assets if they are missing (a fresh clone lacks them
// because .vscode is git-ignored). No-op in cook / -game / commandlet / unattended runs, when the assets
// already exist, or when `ShaderLab.IDE.AutoPrepare 0` disables it. Registered on OnPostEngineInit by the
// module so shader-source mappings + reflection are ready.
void ShaderLabIDE_EnsureGeneratedIfMissing();