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UShaderLab/Source/UShaderLabBuilder/Private/ShaderLabIDEPrepare.cpp

697 lines
37 KiB
C++

// Copyright UShaderLab. All Rights Reserved.
//
// `ShaderLab.IDE.Prepare` console command — generates the IDE authoring assets so a `.usl` file
// (which is plain HLSL plus SL_* annotation macros) gets full member/function/include completion
// from Rider's UE shader support or VSCode + the shader-validator extension. It writes:
// 1. <Plugin>/Shaders/Private/ShaderLabUENode.ush — the UE_ node-intrinsic stubs (+ their enums)
// generated from FShaderLabIntrinsicRegistry. (The static
// ShaderLab.ush umbrella includes it; it is IDE-only.)
// 2. <Plugin>/Shaders/Private/UEFunctions/Transform.ush + TransformPosition.ush — the generated
// UE_Transform{From}VectorTo{To} / ...PositionTo{To} stubs (all space pairs).
// 3. <Project>/.vscode/settings.json — merges (non-destructively) files.associations
// (*.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);
namespace ShaderLabIDEPrepare_Private
{
// Strip line and block comments (string-aware) so JSONC settings.json parses as JSON.
static FString StripJsonComments(const FString& In)
{
FString Out;
Out.Reserve(In.Len());
const int32 N = In.Len();
for (int32 i = 0; i < N;)
{
const TCHAR C = In[i];
if (C == TEXT('"'))
{
Out.AppendChar(C);
++i;
while (i < N)
{
const TCHAR D = In[i];
Out.AppendChar(D);
++i;
if (D == TEXT('\\') && i < N) { Out.AppendChar(In[i]); ++i; }
else if (D == TEXT('"')) { break; }
}
continue;
}
if (C == TEXT('/') && i + 1 < N && In[i + 1] == TEXT('/'))
{
while (i < N && In[i] != TEXT('\n')) { ++i; }
continue;
}
if (C == TEXT('/') && i + 1 < N && In[i + 1] == TEXT('*'))
{
i += 2;
while (i + 1 < N && !(In[i] == TEXT('*') && In[i + 1] == TEXT('/'))) { ++i; }
i += 2;
continue;
}
Out.AppendChar(C);
++i;
}
return Out;
}
// Remove trailing commas before `}`/`]` (string-aware) so VSCode-style JSONC parses as strict JSON.
static FString StripTrailingCommas(const FString& In)
{
FString Out;
Out.Reserve(In.Len());
const int32 N = In.Len();
for (int32 i = 0; i < N; ++i)
{
const TCHAR C = In[i];
if (C == TEXT('"'))
{
Out.AppendChar(C);
for (++i; i < N; ++i)
{
const TCHAR D = In[i];
Out.AppendChar(D);
if (D == TEXT('\\') && i + 1 < N) { Out.AppendChar(In[++i]); }
else if (D == TEXT('"')) { break; }
}
continue;
}
if (C == TEXT(','))
{
int32 j = i + 1;
while (j < N && FChar::IsWhitespace(In[j])) { ++j; }
if (j < N && (In[j] == TEXT('}') || In[j] == TEXT(']')))
{
continue; // drop the trailing comma
}
}
Out.AppendChar(C);
}
return Out;
}
/**
* Build the `UE_Name(...)` stub declarations from the registry (sorted, deterministic). They are
* free functions (not a `namespace UE`) because shader-validator's HLSL parser has no namespace
* support; the intrinsics are written `UE_Name(...)` in .usl and matched by that prefix.
*/
static FString GenerateIntrinsicStubs()
{
TArray<FShaderLabIntrinsicDesc> Descs;
FShaderLabIntrinsicRegistry::Get().ForEach([&Descs](const FShaderLabIntrinsicDesc& D) { Descs.Add(D); });
Descs.Sort([](const FShaderLabIntrinsicDesc& A, const FShaderLabIntrinsicDesc& B)
{
return A.Name.LexicalLess(B.Name);
});
FString Body;
// Emit each reflected enum used by an intrinsic arg once, as a real HLSL enum, so the param is
// typed and its tokens complete (`UE_ViewProperty(MEVP_FieldOfView)`). The graph builder resolves
// the token by name, so the enum's numeric values are irrelevant.
{
TSet<FString> EmittedEnums;
FString Enums;
for (const FShaderLabIntrinsicDesc& D : Descs)
{
for (const FShaderLabIntrinsicParam& P : D.Params)
{
if (!P.Enum || EmittedEnums.Contains(P.Enum->GetName()))
{
continue;
}
EmittedEnums.Add(P.Enum->GetName());
Enums += FString::Printf(TEXT("enum %s\n{\n"), *P.Enum->GetName());
for (int32 Index = 0; Index < P.Enum->NumEnums(); ++Index)
{
const FString Token = P.Enum->GetNameStringByIndex(Index);
if (!Token.IsEmpty() && !Token.EndsWith(TEXT("_MAX")))
{
Enums += FString::Printf(TEXT("\t%s,\n"), *Token);
}
}
Enums += TEXT("};\n");
}
}
if (!Enums.IsEmpty())
{
Body += Enums;
Body += TEXT("\n");
}
}
for (const FShaderLabIntrinsicDesc& D : Descs)
{
if (!D.Doc.IsEmpty())
{
Body += FString::Printf(TEXT("// %s\n"), *D.Doc);
}
FString Params;
for (int32 i = 0; i < D.Params.Num(); ++i)
{
const FShaderLabIntrinsicParam& P = D.Params[i];
if (i > 0) { Params += TEXT(", "); }
const FString ParamType = P.Enum ? P.Enum->GetName() : P.Type;
Params += FString::Printf(TEXT("%s %s"), *ParamType, *P.Name);
if (!P.DefaultLiteral.IsEmpty()) { Params += FString::Printf(TEXT(" = %s"), *P.DefaultLiteral); }
}
// Stub body returns a zero of the return type; this is authoring-only and never compiled
// (the graph builder rewrites UE_ calls into material-expression inputs before compile).
Body += FString::Printf(TEXT("%s UE_%s(%s) { return (%s)0; }\n"),
*D.ReturnType, *D.Name.ToString(), *Params, *D.ReturnType);
}
return Body;
}
static bool WriteIfChanged(const FString& Path, const FString& Content)
{
FString Existing;
if (FFileHelper::LoadFileToString(Existing, *Path) && Existing.Equals(Content, ESearchCase::CaseSensitive))
{
UE_LOG(LogShaderLabIDE, Log, TEXT(" unchanged: %s"), *Path);
return true;
}
// UTF-8 (no BOM) so HLSL Tools / Rider and JSON parsers read the generated files reliably
// (FFileHelper defaults to UTF-16, which not every shader/JSON tool handles).
if (!FFileHelper::SaveStringToFile(Content, *Path, FFileHelper::EEncodingOptions::ForceUTF8WithoutBOM))
{
UE_LOG(LogShaderLabIDE, Error, TEXT(" FAILED to write: %s"), *Path);
return false;
}
UE_LOG(LogShaderLabIDE, Log, TEXT(" wrote: %s"), *Path);
return true;
}
// One coordinate space for the transform generator: its HLSL to/from the world-space hub. `$X$` is
// the placeholder for the inner value expression. `Parameters` is referenced literally (the emitted
// functions name their parameter `Parameters`, overloaded on the pixel/vertex struct).
struct FTransformSpace
{
const TCHAR* Name;
const TCHAR* ToWorld;
const TCHAR* FromWorld;
};
static FString ApplyTemplate(const FString& Template, const FString& Inner)
{
return Template.Replace(TEXT("$X$"), *Inner);
}
// Generates Private/UEFunctions/Transform.ush: UE_Transform{From}VectorTo{To} for every space pair,
// both stages, composed From -> World -> To. Vectors are always float3 (no LWC). Named literally so
// the IDE can complete them.
static void GenerateVectorTransforms(const FString& PluginShaderDir)
{
// World hub is a plain float3 direction; View/Camera drop translation via the (float3x3) cast.
static const FTransformSpace Spaces[] = {
{ TEXT("Tangent"), TEXT("TransformTangentVectorToWorld(Parameters.TangentToWorld, $X$)"), TEXT("TransformWorldVectorToTangent(Parameters.TangentToWorld, $X$)") },
{ TEXT("Local"), TEXT("TransformLocalVectorToWorld(Parameters, $X$)"), TEXT("WSMultiplyVector($X$, GetWorldToLocal(Parameters))") },
{ TEXT("World"), TEXT("$X$"), TEXT("$X$") },
{ TEXT("View"), TEXT("mul($X$, (float3x3)ResolvedView.ViewToTranslatedWorld)"), TEXT("mul($X$, (float3x3)ResolvedView.TranslatedWorldToView)") },
{ TEXT("Camera"), TEXT("mul($X$, (float3x3)ResolvedView.CameraViewToTranslatedWorld)"), TEXT("mul($X$, (float3x3)ResolvedView.TranslatedWorldToCameraView)") },
{ TEXT("Instance"), TEXT("WSMultiplyVector($X$, GetInstanceToWorld(Parameters))"), TEXT("WSMultiplyVector($X$, GetWorldToInstance(Parameters))") },
};
FString H;
H += TEXT("// GENERATED by `ShaderLab.IDE.Prepare` — do not edit by hand.\n");
H += TEXT("// UE_ vector-space transforms: every (From,To) pair, both stages, composed via a world hub.\n");
H += TEXT("#pragma once\n\n");
H += TEXT("#include \"/Plugin/ShaderLab/Private/UEFunctions/_EngineStubs.ush\"\n\n");
for (const FTransformSpace& From : Spaces)
{
for (const FTransformSpace& To : Spaces)
{
if (FCString::Strcmp(From.Name, To.Name) == 0)
{
continue; // no identity transform
}
const FString Expr = ApplyTemplate(To.FromWorld, ApplyTemplate(From.ToWorld, TEXT("V")));
for (const TCHAR* ParamType : { TEXT("FMaterialPixelParameters"), TEXT("FMaterialVertexParameters") })
{
H += FString::Printf(TEXT("float3 UE_Transform%sVectorTo%s(%s Parameters, float3 V) { return %s; }\n"),
From.Name, To.Name, ParamType, *Expr);
}
}
}
WriteIfChanged(FPaths::Combine(PluginShaderDir, TEXT("Private"), TEXT("UEFunctions"), TEXT("Transform.ush")), H);
}
// Generates Private/UEFunctions/TransformPosition.ush: UE_Transform{From}PositionTo{To} for every
// space pair, both stages, composed via the absolute-world hub (FWSVector3). Only absolute World is
// LWC-typed; every other space is float3, so input/output types vary per space.
static void GeneratePositionTransforms(const FString& PluginShaderDir)
{
struct FPosSpace { const TCHAR* Name; bool bIsWorld; const TCHAR* ToWorld; const TCHAR* FromWorld; };
static const FPosSpace Spaces[] = {
{ TEXT("Local"), false,
TEXT("TransformLocalPositionToWorld(Parameters, $X$)"),
TEXT("WSMultiplyDemote($X$, GetWorldToLocal(Parameters))") },
{ TEXT("World"), true, TEXT("$X$"), TEXT("$X$") },
{ TEXT("TranslatedWorld"), false,
TEXT("WSSubtract(WSPromote($X$), GetPreViewTranslation(Parameters))"),
TEXT("WSAddDemote($X$, GetPreViewTranslation(Parameters))") },
{ TEXT("View"), false,
TEXT("WSSubtract(WSPromote(mul(float4($X$, 1), ResolvedView.ViewToTranslatedWorld).xyz), GetPreViewTranslation(Parameters))"),
TEXT("mul(float4(WSAddDemote($X$, GetPreViewTranslation(Parameters)), 1), ResolvedView.TranslatedWorldToView).xyz") },
{ TEXT("Camera"), false,
TEXT("WSSubtract(WSPromote(mul(float4($X$, 1), ResolvedView.CameraViewToTranslatedWorld).xyz), GetPreViewTranslation(Parameters))"),
TEXT("mul(float4(WSAddDemote($X$, GetPreViewTranslation(Parameters)), 1), ResolvedView.TranslatedWorldToCameraView).xyz") },
{ TEXT("Instance"), false,
TEXT("WSMultiply($X$, GetInstanceToWorld(Parameters))"),
TEXT("WSMultiplyDemote($X$, GetWorldToInstance(Parameters))") },
};
FString H;
H += TEXT("// GENERATED by `ShaderLab.IDE.Prepare` — do not edit by hand.\n");
H += TEXT("// UE_ position-space transforms: every (From,To) pair, both stages, via the absolute-world\n");
H += TEXT("// hub. Absolute World is FWSVector3 (LWC); all other spaces are float3.\n");
H += TEXT("#pragma once\n\n");
H += TEXT("#include \"/Plugin/ShaderLab/Private/UEFunctions/_EngineStubs.ush\"\n\n");
for (const FPosSpace& From : Spaces)
{
for (const FPosSpace& To : Spaces)
{
if (FCString::Strcmp(From.Name, To.Name) == 0)
{
continue;
}
const TCHAR* InType = From.bIsWorld ? TEXT("FWSVector3") : TEXT("float3");
const TCHAR* OutType = To.bIsWorld ? TEXT("FWSVector3") : TEXT("float3");
const FString Expr = ApplyTemplate(To.FromWorld, ApplyTemplate(From.ToWorld, TEXT("V")));
for (const TCHAR* ParamType : { TEXT("FMaterialPixelParameters"), TEXT("FMaterialVertexParameters") })
{
H += FString::Printf(TEXT("%s UE_Transform%sPositionTo%s(%s Parameters, %s V) { return %s; }\n"),
OutType, From.Name, To.Name, ParamType, InType, *Expr);
}
}
}
WriteIfChanged(FPaths::Combine(PluginShaderDir, TEXT("Private"), TEXT("UEFunctions"), TEXT("TransformPosition.ush")), H);
}
// Generates Private/ShaderLabUENode.ush: the UE_ node-intrinsic stubs (+ their enums), from the
// registry. Included by the static ShaderLab.ush umbrella; editor-only (the parser strips the shim).
static void GenerateUENodeHeader(const FString& PluginShaderDir)
{
FString H;
H += TEXT("// GENERATED by `ShaderLab.IDE.Prepare` — do not edit by hand.\n");
H += TEXT("// UE_ node-intrinsic stubs + their enums, for IDE completion only (never compiled).\n");
H += TEXT("#pragma once\n\n");
H += GenerateIntrinsicStubs();
WriteIfChanged(FPaths::Combine(PluginShaderDir, TEXT("Private"), TEXT("ShaderLabUENode.ush")), H);
}
static FString SerializeObject(const TSharedRef<FJsonObject>& Obj)
{
FString Out;
const TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&Out);
FJsonSerializer::Serialize(Obj, Writer);
return Out;
}
// Virtual shader roots -> absolute disk paths, for shader-validator.pathRemapping.
static TSharedRef<FJsonObject> BuildPathRemapping()
{
const TSharedRef<FJsonObject> Remap = MakeShared<FJsonObject>();
for (const TPair<FString, FString>& Pair : AllShaderSourceDirectoryMappings())
{
// Engine mappings come back relative to the engine binaries dir; the extension needs
// absolute paths, so normalize.
Remap->SetStringField(Pair.Key, FPaths::ConvertRelativePathToFull(Pair.Value));
}
return Remap;
}
// Merge files.associations (*.usl/*.uslfunc/*.usf/*.ush -> hlsl) and shader-validator.pathRemapping
// into .vscode/settings.json, preserving all other keys. Rewrites only when something actually changed.
static void MergeVSCodeSettings(const FString& ProjectDir)
{
const FString SettingsPath = FPaths::Combine(ProjectDir, TEXT(".vscode"), TEXT("settings.json"));
TSharedPtr<FJsonObject> Settings;
FString Existing;
if (FFileHelper::LoadFileToString(Existing, *SettingsPath))
{
const TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(StripTrailingCommas(StripJsonComments(Existing)));
if (!FJsonSerializer::Deserialize(Reader, Settings) || !Settings.IsValid())
{
UE_LOG(LogShaderLabIDE, Warning,
TEXT(" could not parse %s — add files.associations and shader-validator.pathRemapping manually."),
*SettingsPath);
return; // Never clobber an unparseable user file.
}
}
else
{
Settings = MakeShared<FJsonObject>();
}
bool bChanged = false;
// files.associations: union in the ShaderLab extensions.
const TSharedPtr<FJsonObject>* AssocPtr = nullptr;
const TSharedPtr<FJsonObject> Assoc = Settings->TryGetObjectField(TEXT("files.associations"), AssocPtr)
? *AssocPtr : MakeShared<FJsonObject>();
for (const TCHAR* Ext : { TEXT("*.usl"), TEXT("*.uslfunc"), TEXT("*.usf"), TEXT("*.ush") })
{
FString Value;
if (!Assoc->TryGetStringField(Ext, Value) || Value != TEXT("hlsl"))
{
Assoc->SetStringField(Ext, TEXT("hlsl"));
bChanged = true;
}
}
Settings->SetObjectField(TEXT("files.associations"), Assoc);
// shader-validator.pathRemapping: replace with the current (machine-specific) mapping table.
const TSharedRef<FJsonObject> Remap = BuildPathRemapping();
const TSharedPtr<FJsonObject>* ExistingRemapPtr = nullptr;
const bool bHasRemap = Settings->TryGetObjectField(TEXT("shader-validator.pathRemapping"), ExistingRemapPtr);
if (!bHasRemap || SerializeObject(ExistingRemapPtr->ToSharedRef()) != SerializeObject(Remap))
{
Settings->SetObjectField(TEXT("shader-validator.pathRemapping"), Remap);
bChanged = true;
}
// shader-validator.defines: SHADERLAB_IDE gates the editor-only engine-function stubs in
// ShaderLabFunctions.ush (so its UE_ forwarders resolve in the IDE without dragging in engine
// headers). The real shader compiler never sees this define.
const TSharedPtr<FJsonObject>* DefinesPtr = nullptr;
const TSharedPtr<FJsonObject> Defines = Settings->TryGetObjectField(TEXT("shader-validator.defines"), DefinesPtr)
? *DefinesPtr : MakeShared<FJsonObject>();
FString DefineValue;
if (!Defines->TryGetStringField(TEXT("SHADERLAB_IDE"), DefineValue) || DefineValue != TEXT("1"))
{
Defines->SetStringField(TEXT("SHADERLAB_IDE"), TEXT("1"));
Settings->SetObjectField(TEXT("shader-validator.defines"), Defines);
bChanged = true;
}
// SHADERLAB_SUBSTRATE picks the surface-struct parameterization (Substrate Slab fields vs legacy
// Metallic/Roughness) the IDE checks against. It mirrors the project's r.Substrate so authoring on
// the legacy (r.Substrate=0) branch sees the legacy FShaderLabSurface (S.BaseColor/Metallic/...) and
// does not red-underline it as "no member". The real compiler derives this from the engine's own
// SUBSTRATE_ENABLED; this only affects the editor's shader-validator.
const TCHAR* SubstrateValue = Substrate::IsSubstrateEnabled() ? TEXT("1") : TEXT("0");
FString SubstrateDefine;
if (!Defines->TryGetStringField(TEXT("SHADERLAB_SUBSTRATE"), SubstrateDefine) || SubstrateDefine != SubstrateValue)
{
Defines->SetStringField(TEXT("SHADERLAB_SUBSTRATE"), SubstrateValue);
Settings->SetObjectField(TEXT("shader-validator.defines"), Defines);
bChanged = true;
}
if (!bChanged)
{
UE_LOG(LogShaderLabIDE, Log, TEXT(" unchanged: %s"), *SettingsPath);
return;
}
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"));
check(Plugin.IsValid()); // The command lives in this plugin's builder module; it must be findable.
const FString PluginShaderDir = FPaths::Combine(Plugin->GetBaseDir(), TEXT("Shaders"));
const FString ProjectDir = FPaths::ConvertRelativePathToFull(FPaths::ProjectDir());
UE_LOG(LogShaderLabIDE, Log, TEXT("ShaderLab.IDE.Prepare:"));
GenerateUENodeHeader(PluginShaderDir);
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, .vscode/settings.json, and .vscode/shaderlab.code-snippets (full DSL)."),
FConsoleCommandWithArgsDelegate::CreateStatic(&ShaderLabIDEPrepare_Private::Run));