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

@@ -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));