Files
UShaderLab/Source/UShaderLabEditor/Public/ShaderLabGraphBuilder.h
2026-07-01 19:47:47 +08:00

39 lines
1.8 KiB
C++

// Copyright FlecsProj. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
class UMaterial;
struct FShaderLabModel;
/**
* Editor-only builder that turns a parsed FShaderLabModel into a UMaterial expression graph:
* property parameter nodes + a Custom HLSL node for the Surface body wired into a Substrate
* Slab BSDF (-> FrontMaterial), plus an optional Vertex Custom node for WPO/displacement/UVs.
*
* The build is fully deterministic for a given model (node creation order, input/output order,
* generated HLSL) so the cook-time and editor-time graphs — and therefore the baked uniform
* expression set — match.
*/
class USHADERLABEDITOR_API FShaderLabGraphBuilder
{
public:
/**
* Clear `Material`'s expression graph and rebuild it from `Model`, applying settings
* (domain/blend/two-sided) and updating cached expression data. Does NOT trigger shader
* compilation — callers decide when to compile. Returns false with diagnostics on failure.
*/
static bool BuildInto(UMaterial& Material, const FShaderLabModel& Model, TArray<FString>& OutErrors);
/**
* Replace `Material`'s graph with a minimal Substrate material whose single Custom node emits a
* `#line`-mapped `#error` for `Diagnostics`, so it deliberately fails to compile with those messages
* mapped back to `SrcPath` (an absolute, forward-slashed .usl path). This routes .usl parse/build
* errors through the standard shader-compile path — MIC editor red text, GetCompileErrors, cook —
* instead of dropping them. The graph itself is always valid; the failure is intentional and happens
* at shader compile. Does NOT trigger compilation (the caller decides when).
*/
static void BuildPoisonInto(UMaterial& Material, const TArray<FString>& Diagnostics, const FString& SrcPath);
};