@alpsckr/unitycli 0.4.0

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Files changed (1066) hide show
  1. package/README.md +389 -0
  2. package/contracts/command-contract.json +3972 -0
  3. package/contracts/stable-session/admission-acquire-v1.schema.json +16 -0
  4. package/contracts/stable-session/admission-response-v1.schema.json +30 -0
  5. package/contracts/stable-session/admission-revoke-v1.schema.json +15 -0
  6. package/contracts/stable-session/admission-transport-v1.json +36 -0
  7. package/contracts/stable-session/bridge-request-v2.schema.json +26 -0
  8. package/contracts/stable-session/canonical-path-v1-golden.json +23 -0
  9. package/contracts/stable-session/completion-contract.schema.json +46 -0
  10. package/contracts/stable-session/direct-call-semantics.json +102 -0
  11. package/contracts/stable-session/editor-state.schema.json +92 -0
  12. package/contracts/stable-session/health-v3.schema.json +47 -0
  13. package/contracts/stable-session/instance-registry-v3.schema.json +152 -0
  14. package/contracts/stable-session/removal-map.json +27 -0
  15. package/contracts/stable-session/request-digest-v1-golden.json +7 -0
  16. package/contracts/stable-session/runtime-config-v2.schema.json +27 -0
  17. package/contracts/static-capability-catalog.json +48226 -0
  18. package/contracts/tool-completion-contract.json +11322 -0
  19. package/dist/args.d.ts +27 -0
  20. package/dist/args.js +109 -0
  21. package/dist/args.js.map +1 -0
  22. package/dist/bridge/admission.d.ts +28 -0
  23. package/dist/bridge/admission.js +29 -0
  24. package/dist/bridge/admission.js.map +1 -0
  25. package/dist/bridge/args.d.ts +16 -0
  26. package/dist/bridge/args.js +123 -0
  27. package/dist/bridge/args.js.map +1 -0
  28. package/dist/bridge/domains/animation.d.ts +2 -0
  29. package/dist/bridge/domains/animation.js +199 -0
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  31. package/dist/bridge/domains/asset.d.ts +2 -0
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  34. package/dist/bridge/domains/build.d.ts +2 -0
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  37. package/dist/bridge/domains/camera.d.ts +2 -0
  38. package/dist/bridge/domains/camera.js +54 -0
  39. package/dist/bridge/domains/camera.js.map +1 -0
  40. package/dist/bridge/domains/code.d.ts +2 -0
  41. package/dist/bridge/domains/code.js +17 -0
  42. package/dist/bridge/domains/code.js.map +1 -0
  43. package/dist/bridge/domains/console.d.ts +2 -0
  44. package/dist/bridge/domains/console.js +34 -0
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  46. package/dist/bridge/domains/diagnose.d.ts +2 -0
  47. package/dist/bridge/domains/diagnose.js +11 -0
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  49. package/dist/bridge/domains/editor.d.ts +2 -0
  50. package/dist/bridge/domains/editor.js +66 -0
  51. package/dist/bridge/domains/editor.js.map +1 -0
  52. package/dist/bridge/domains/extension.d.ts +8 -0
  53. package/dist/bridge/domains/extension.js +20 -0
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  55. package/dist/bridge/domains/game-object.d.ts +2 -0
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  58. package/dist/bridge/domains/graphics.d.ts +2 -0
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  60. package/dist/bridge/domains/graphics.js.map +1 -0
  61. package/dist/bridge/domains/material.d.ts +2 -0
  62. package/dist/bridge/domains/material.js +70 -0
  63. package/dist/bridge/domains/material.js.map +1 -0
  64. package/dist/bridge/domains/navmesh.d.ts +2 -0
  65. package/dist/bridge/domains/navmesh.js +34 -0
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  67. package/dist/bridge/domains/object.d.ts +2 -0
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  70. package/dist/bridge/domains/occlusion.d.ts +2 -0
  71. package/dist/bridge/domains/occlusion.js +12 -0
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  73. package/dist/bridge/domains/package.d.ts +2 -0
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  76. package/dist/bridge/domains/physics.d.ts +2 -0
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  79. package/dist/bridge/domains/prefab.d.ts +2 -0
  80. package/dist/bridge/domains/prefab.js +104 -0
  81. package/dist/bridge/domains/prefab.js.map +1 -0
  82. package/dist/bridge/domains/profiler.d.ts +2 -0
  83. package/dist/bridge/domains/profiler.js +105 -0
  84. package/dist/bridge/domains/profiler.js.map +1 -0
  85. package/dist/bridge/domains/project-tool.d.ts +2 -0
  86. package/dist/bridge/domains/project-tool.js +46 -0
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  88. package/dist/bridge/domains/reflection.d.ts +2 -0
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  91. package/dist/bridge/domains/runtime-tool.d.ts +2 -0
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  109. package/dist/bridge/domains/timeline.d.ts +2 -0
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  112. package/dist/bridge/domains/ui.d.ts +2 -0
  113. package/dist/bridge/domains/ui.js +193 -0
  114. package/dist/bridge/domains/ui.js.map +1 -0
  115. package/dist/bridge/index.d.ts +9 -0
  116. package/dist/bridge/index.js +124 -0
  117. package/dist/bridge/index.js.map +1 -0
  118. package/dist/bridge/registry.d.ts +19 -0
  119. package/dist/bridge/registry.js +114 -0
  120. package/dist/bridge/registry.js.map +1 -0
  121. package/dist/bridge/session-supervisor.d.ts +138 -0
  122. package/dist/bridge/session-supervisor.js +873 -0
  123. package/dist/bridge/session-supervisor.js.map +1 -0
  124. package/dist/bridge/types.d.ts +61 -0
  125. package/dist/bridge/types.js +17 -0
  126. package/dist/bridge/types.js.map +1 -0
  127. package/dist/capabilities.d.ts +5 -0
  128. package/dist/capabilities.js +84 -0
  129. package/dist/capabilities.js.map +1 -0
  130. package/dist/cli-commands/command.d.ts +7 -0
  131. package/dist/cli-commands/command.js +513 -0
  132. package/dist/cli-commands/command.js.map +1 -0
  133. package/dist/cli-commands/extension-auto-detect.d.ts +62 -0
  134. package/dist/cli-commands/extension-auto-detect.js +119 -0
  135. package/dist/cli-commands/extension-auto-detect.js.map +1 -0
  136. package/dist/cli-commands/extensions.d.ts +24 -0
  137. package/dist/cli-commands/extensions.js +428 -0
  138. package/dist/cli-commands/extensions.js.map +1 -0
  139. package/dist/cli-commands/package.d.ts +4 -0
  140. package/dist/cli-commands/package.js +151 -0
  141. package/dist/cli-commands/package.js.map +1 -0
  142. package/dist/cli-commands/skill-installer.d.ts +83 -0
  143. package/dist/cli-commands/skill-installer.js +703 -0
  144. package/dist/cli-commands/skill-installer.js.map +1 -0
  145. package/dist/cli-commands/types.d.ts +17 -0
  146. package/dist/cli-commands/types.js +2 -0
  147. package/dist/cli-commands/types.js.map +1 -0
  148. package/dist/cli.d.ts +17 -0
  149. package/dist/cli.js +302 -0
  150. package/dist/cli.js.map +1 -0
  151. package/dist/contracts/command-contract.d.ts +21 -0
  152. package/dist/contracts/command-contract.js +143 -0
  153. package/dist/contracts/command-contract.js.map +1 -0
  154. package/dist/contracts/csharp-command-extractor.d.ts +1 -0
  155. package/dist/contracts/csharp-command-extractor.js +89 -0
  156. package/dist/contracts/csharp-command-extractor.js.map +1 -0
  157. package/dist/contracts/validate-command-contract.d.ts +1 -0
  158. package/dist/contracts/validate-command-contract.js +86 -0
  159. package/dist/contracts/validate-command-contract.js.map +1 -0
  160. package/dist/doctor.d.ts +22 -0
  161. package/dist/doctor.js +498 -0
  162. package/dist/doctor.js.map +1 -0
  163. package/dist/editor-blocker-observer.d.ts +45 -0
  164. package/dist/editor-blocker-observer.js +55 -0
  165. package/dist/editor-blocker-observer.js.map +1 -0
  166. package/dist/editor-dialogs.d.ts +53 -0
  167. package/dist/editor-dialogs.js +79 -0
  168. package/dist/editor-dialogs.js.map +1 -0
  169. package/dist/extension-availability.d.ts +30 -0
  170. package/dist/extension-availability.js +83 -0
  171. package/dist/extension-availability.js.map +1 -0
  172. package/dist/extensions/.generated-bridge-domains/cinemachine.d.ts +2 -0
  173. package/dist/extensions/.generated-bridge-domains/cinemachine.js +104 -0
  174. package/dist/extensions/.generated-bridge-domains/cinemachine.js.map +1 -0
  175. package/dist/extensions/.generated-bridge-domains/hdrp.d.ts +2 -0
  176. package/dist/extensions/.generated-bridge-domains/hdrp.js +35 -0
  177. package/dist/extensions/.generated-bridge-domains/hdrp.js.map +1 -0
  178. package/dist/extensions/.generated-bridge-domains/probuilder.d.ts +13 -0
  179. package/dist/extensions/.generated-bridge-domains/probuilder.js +342 -0
  180. package/dist/extensions/.generated-bridge-domains/probuilder.js.map +1 -0
  181. package/dist/extensions/.generated-bridge-domains/urp.d.ts +2 -0
  182. package/dist/extensions/.generated-bridge-domains/urp.js +52 -0
  183. package/dist/extensions/.generated-bridge-domains/urp.js.map +1 -0
  184. package/dist/extensions/.generated-bridge-domains/vfx.d.ts +2 -0
  185. package/dist/extensions/.generated-bridge-domains/vfx.js +312 -0
  186. package/dist/extensions/.generated-bridge-domains/vfx.js.map +1 -0
  187. package/dist/extensions/.generated-registry-data.d.ts +7 -0
  188. package/dist/extensions/.generated-registry-data.js +895 -0
  189. package/dist/extensions/.generated-registry-data.js.map +1 -0
  190. package/dist/extensions/contribution-loader.d.ts +27 -0
  191. package/dist/extensions/contribution-loader.js +60 -0
  192. package/dist/extensions/contribution-loader.js.map +1 -0
  193. package/dist/extensions/descriptor-loader.d.ts +73 -0
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  196. package/dist/extensions/index.d.ts +19 -0
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  199. package/dist/extensions/installer.d.ts +80 -0
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  202. package/dist/extensions/metadata/index.d.ts +15 -0
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  208. package/dist/extensions/project-resolver.d.ts +35 -0
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  211. package/dist/extensions/registry.d.ts +86 -0
  212. package/dist/extensions/registry.js +262 -0
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  214. package/dist/extensions/tool-manifest.d.ts +29 -0
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  217. package/dist/extensions/types.d.ts +115 -0
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  220. package/dist/instances.d.ts +163 -0
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  223. package/dist/output.d.ts +119 -0
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  229. package/dist/platform.d.ts +3 -0
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  232. package/dist/project-identity.d.ts +48 -0
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  235. package/dist/project-tool-discovery.d.ts +23 -0
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  238. package/dist/protocol/envelope.d.ts +64 -0
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  241. package/dist/protocol/index.d.ts +7 -0
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  244. package/dist/runtime-code.d.ts +20 -0
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  247. package/dist/schema/any-json.d.ts +4 -0
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  1001. package/unitypkg/Editor/Tools/screenshot/orbit.cs +103 -0
  1002. package/unitypkg/Editor/Tools/screenshot/scene-view.cs +99 -0
  1003. package/unitypkg/Editor/Tools/screenshot/screen.cs +89 -0
  1004. package/unitypkg/Editor/Tools/screenshot/surround.cs +181 -0
  1005. package/unitypkg/Editor/Tools/scriptable-object/ScriptableObjectToolSupport.cs +196 -0
  1006. package/unitypkg/Editor/Tools/scriptable-object/create.cs +79 -0
  1007. package/unitypkg/Editor/Tools/scriptable-object/info.cs +49 -0
  1008. package/unitypkg/Editor/Tools/scriptable-object/list-types.cs +103 -0
  1009. package/unitypkg/Editor/Tools/scriptable-object/modify.cs +208 -0
  1010. package/unitypkg/Editor/Tools/shader/ShaderToolSupport.cs +326 -0
  1011. package/unitypkg/Editor/Tools/shader/create.cs +82 -0
  1012. package/unitypkg/Editor/Tools/shader/delete.cs +90 -0
  1013. package/unitypkg/Editor/Tools/shader/get-data.cs +125 -0
  1014. package/unitypkg/Editor/Tools/shader/info.cs +48 -0
  1015. package/unitypkg/Editor/Tools/shader/list.cs +82 -0
  1016. package/unitypkg/Editor/Tools/shader/read.cs +84 -0
  1017. package/unitypkg/Editor/Tools/shader/update.cs +71 -0
  1018. package/unitypkg/Editor/Tools/tests/list.cs +98 -0
  1019. package/unitypkg/Editor/Tools/texture/TextureToolSupport.cs +327 -0
  1020. package/unitypkg/Editor/Tools/texture/create.cs +182 -0
  1021. package/unitypkg/Editor/Tools/texture/delete.cs +89 -0
  1022. package/unitypkg/Editor/Tools/texture/generate.cs +189 -0
  1023. package/unitypkg/Editor/Tools/texture/import-settings.cs +104 -0
  1024. package/unitypkg/Editor/Tools/texture/info.cs +50 -0
  1025. package/unitypkg/Editor/Tools/texture/modify.cs +154 -0
  1026. package/unitypkg/Editor/Tools/texture/sprite.cs +132 -0
  1027. package/unitypkg/Editor/Tools/timeline/TimelineMutationToolSupport.cs +696 -0
  1028. package/unitypkg/Editor/Tools/timeline/TimelineReadToolSupport.cs +439 -0
  1029. package/unitypkg/Editor/Tools/timeline/TimelineToolSupport.cs +203 -0
  1030. package/unitypkg/Editor/Tools/timeline/clip/add.cs +93 -0
  1031. package/unitypkg/Editor/Tools/timeline/create.cs +88 -0
  1032. package/unitypkg/Editor/Tools/timeline/info.cs +54 -0
  1033. package/unitypkg/Editor/Tools/timeline/track/add.cs +91 -0
  1034. package/unitypkg/Editor/Tools/ui/UiToolSupport.cs +162 -0
  1035. package/unitypkg/Editor/Tools/ui/UiUguiToolSupport.cs +24 -0
  1036. package/unitypkg/Editor/Tools/ui/attach-document.cs +46 -0
  1037. package/unitypkg/Editor/Tools/ui/button/create.cs +58 -0
  1038. package/unitypkg/Editor/Tools/ui/canvas/create.cs +40 -0
  1039. package/unitypkg/Editor/Tools/ui/create-panel-settings.cs +44 -0
  1040. package/unitypkg/Editor/Tools/ui/detach-document.cs +41 -0
  1041. package/unitypkg/Editor/Tools/ui/document/create.cs +49 -0
  1042. package/unitypkg/Editor/Tools/ui/document/delete.cs +33 -0
  1043. package/unitypkg/Editor/Tools/ui/document/info.cs +33 -0
  1044. package/unitypkg/Editor/Tools/ui/document/update.cs +36 -0
  1045. package/unitypkg/Editor/Tools/ui/get-visual-tree.cs +34 -0
  1046. package/unitypkg/Editor/Tools/ui/hierarchy.cs +27 -0
  1047. package/unitypkg/Editor/Tools/ui/image/create.cs +47 -0
  1048. package/unitypkg/Editor/Tools/ui/link-stylesheet.cs +54 -0
  1049. package/unitypkg/Editor/Tools/ui/list-documents.cs +34 -0
  1050. package/unitypkg/Editor/Tools/ui/modify-visual-element.cs +76 -0
  1051. package/unitypkg/Editor/Tools/ui/render-preview.cs +128 -0
  1052. package/unitypkg/Editor/Tools/ui/text/create.cs +45 -0
  1053. package/unitypkg/Editor/Tools/ui/update-panel-settings.cs +49 -0
  1054. package/unitypkg/Editor/UnityCliBridge.cs +431 -0
  1055. package/unitypkg/Editor/UnityCliBridgeBuildInfo.cs +9 -0
  1056. package/unitypkg/Runtime/Infrastructure/UnityCliRuntimeBridge.cs +580 -0
  1057. package/unitypkg/Runtime/Infrastructure/UnityCliRuntimeJson.cs +232 -0
  1058. package/unitypkg/Runtime/Infrastructure/UnityCliRuntimeRegistry.cs +297 -0
  1059. package/unitypkg/Runtime/Tools/UnityCliRuntimeTools.cs +701 -0
  1060. package/unitypkg/Runtime/UnityCli.Runtime.asmdef +14 -0
  1061. package/unitypkg/Shared/UnityCli.Shared.asmdef +14 -0
  1062. package/unitypkg/Shared/UnityCliAdmissionPool.cs +426 -0
  1063. package/unitypkg/Tests/Editor/UnityCli.Editor.Tests.asmdef +15 -0
  1064. package/unitypkg/Tests/Editor/UnityCliAdmissionPoolTests.cs +262 -0
  1065. package/unitypkg/UnityCli.Editor.asmdef +26 -0
  1066. package/unitypkg/package.json +11 -0
@@ -0,0 +1,326 @@
1
+ #if UNITY_EDITOR
2
+ using System;
3
+ using System.Collections.Generic;
4
+ using System.Globalization;
5
+ using System.IO;
6
+ using System.Reflection;
7
+ using UnityEditor;
8
+ using UnityEngine;
9
+
10
+ namespace UnityCli
11
+ {
12
+ /// <summary>
13
+ /// shader 域 IUnityCliTool 共享的基础设施 helper:Shader 路径校验、Shader 资产加载、
14
+ /// 诊断/属性/SubShader 反射读取、默认 Shader 内容生成。仅供 shader 域自包含工具复用;
15
+ /// 不实现 IUnityCliTool,不参与工具发现。
16
+ /// </summary>
17
+ public static class ShaderToolSupport
18
+ {
19
+ /// <summary>拦截编译/导入/构建/PlayMode 过渡期的写入请求,避免脏状态写入。</summary>
20
+ public static void EnsureEditorNotBusy(string command)
21
+ {
22
+ SceneToolSupport.EnsureEditorNotBusy(command);
23
+ }
24
+
25
+ // 校验并返回 Assets/*.shader 或 *.shadergraph 路径;空或格式不符抛 BridgeCommandException。
26
+ public static string RequireShaderPath(string rawPath)
27
+ {
28
+ var path = AssetToolSupport.NormalizeAssetPath(rawPath);
29
+ if (string.IsNullOrEmpty(path))
30
+ {
31
+ throw new UnityCliBridge.BridgeCommandException("E_SHADER_PATH_REQUIRED", "Pass an Assets/*.shader or Assets/*.shadergraph path.", "Use tools run shader.list --input '{\"keyword\":\"<keyword>\"}' to discover the path, or pass an Assets/*.shader path.");
32
+ }
33
+ if (!path.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase)
34
+ || (!path.EndsWith(".shader", StringComparison.OrdinalIgnoreCase) && !path.EndsWith(".shadergraph", StringComparison.OrdinalIgnoreCase)))
35
+ {
36
+ throw new UnityCliBridge.BridgeCommandException("E_SHADER_PATH_INVALID", "Shader path must be under Assets/ and end with .shader or .shadergraph: " + path, "Pass a Unity asset path such as Assets/Shaders/Example.shader.");
37
+ }
38
+ return path;
39
+ }
40
+
41
+ /// <summary>校验 Shader 路径并要求资产已存在。</summary>
42
+ public static string ResolveShaderPath(string rawPath)
43
+ {
44
+ var path = RequireShaderPath(rawPath);
45
+ if (!AssetToolSupport.AssetExists(path))
46
+ {
47
+ throw new UnityCliBridge.BridgeCommandException("E_SHADER_NOT_FOUND", "Shader asset not found: " + path, "Check the path or run tools run asset.search --input '{\"filter\":\"t:Shader\"}' to discover the path.");
48
+ }
49
+ return path;
50
+ }
51
+
52
+ /// <summary>加载 Shader 资产(任意类型);不存在抛 BridgeCommandException。</summary>
53
+ public static UnityEngine.Object LoadShaderLikeAsset(string path)
54
+ {
55
+ var asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(path);
56
+ if (asset == null)
57
+ {
58
+ throw new UnityCliBridge.BridgeCommandException("E_SHADER_NOT_FOUND", "Shader asset not found: " + path, "Check the path or run tools run asset.search --input '{\"filter\":\"t:Shader\"}' to discover the path.");
59
+ }
60
+ return asset;
61
+ }
62
+
63
+ /// <summary>构造 Shader 资产摘要(含诊断)。</summary>
64
+ public static ShaderInfo BuildShaderInfo(string path, Shader shader, bool includeContentMetadata)
65
+ {
66
+ var fullPath = AssetToolSupport.AssetFullPath(path);
67
+ var fileInfo = new FileInfo(fullPath);
68
+ var asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(path);
69
+ return new ShaderInfo
70
+ {
71
+ Path = path,
72
+ Guid = AssetDatabase.AssetPathToGUID(path),
73
+ Name = shader != null ? shader.name : (asset != null ? asset.name : Path.GetFileNameWithoutExtension(path)),
74
+ AssetType = asset == null ? null : asset.GetType().Name,
75
+ IsShaderGraph = path.EndsWith(".shadergraph", StringComparison.OrdinalIgnoreCase),
76
+ Exists = fileInfo.Exists,
77
+ SizeBytes = fileInfo.Exists ? fileInfo.Length : 0L,
78
+ Encoding = includeContentMetadata ? "utf-8" : null,
79
+ Diagnostics = BuildDiagnostics(shader)
80
+ };
81
+ }
82
+
83
+ /// <summary>构造 Shader 编译诊断(含消息明细)。</summary>
84
+ public static ShaderDiagnostics BuildDiagnostics(Shader shader)
85
+ {
86
+ if (shader == null)
87
+ {
88
+ return new ShaderDiagnostics { Supported = null, MessageCount = 0, Messages = new List<ShaderMessage>() };
89
+ }
90
+ var messages = ReadShaderMessages(shader);
91
+ return new ShaderDiagnostics
92
+ {
93
+ Supported = shader.isSupported,
94
+ MessageCount = messages.Count,
95
+ Messages = messages
96
+ };
97
+ }
98
+
99
+ /// <summary>构造诊断摘要(不含消息明细)。</summary>
100
+ public static ShaderDiagnostics BuildDiagnosticsSummary(Shader shader)
101
+ {
102
+ if (shader == null)
103
+ {
104
+ return new ShaderDiagnostics { Supported = null, MessageCount = 0, Messages = new List<ShaderMessage>() };
105
+ }
106
+ var count = ReadShaderMessages(shader).Count;
107
+ return new ShaderDiagnostics { Supported = shader.isSupported, MessageCount = count, Messages = new List<ShaderMessage>() };
108
+ }
109
+
110
+ // ─── Shader 反射读取(SubShader/Pass 结构;Unity 版本不支持时返回空) ──
111
+
112
+ /// <summary>读取 SubShader/Pass 结构 DTO 列表。</summary>
113
+ public static List<ShaderSubshader> BuildSubshaders(Shader shader, bool includeSourceCode, int maxSubshaders, int maxPasses)
114
+ {
115
+ var result = new List<ShaderSubshader>();
116
+ var shaderData = ShaderDataObject(shader);
117
+ if (shaderData == null) return result;
118
+ var subshaderCount = Math.Min(ReflectionInt(shaderData, "SubshaderCount"), maxSubshaders);
119
+ for (var s = 0; s < subshaderCount; s++)
120
+ {
121
+ var subshader = ReflectionInvoke(shaderData, "GetSubshader", s);
122
+ if (subshader == null) continue;
123
+ var passCountTotal = ReflectionInt(subshader, "PassCount");
124
+ var passCount = Math.Min(passCountTotal, maxPasses);
125
+ var passes = new List<ShaderPass>();
126
+ for (var p = 0; p < passCount; p++)
127
+ {
128
+ var pass = ReflectionInvoke(subshader, "GetPass", p);
129
+ var passInfo = new ShaderPass { Index = p };
130
+ if (pass != null)
131
+ {
132
+ passInfo.Name = ReflectionValue(pass.GetType(), pass, "Name");
133
+ if (includeSourceCode) passInfo.SourceCode = ReflectionValue(pass.GetType(), pass, "SourceCode");
134
+ }
135
+ passes.Add(passInfo);
136
+ }
137
+ result.Add(new ShaderSubshader { Index = s, PassCount = passCountTotal, Passes = passes });
138
+ }
139
+ return result;
140
+ }
141
+
142
+ /// <summary>判断 ShaderData 反射对象是否可用。</summary>
143
+ public static bool SubshaderDataAvailable(Shader shader)
144
+ {
145
+ return ShaderDataObject(shader) != null;
146
+ }
147
+
148
+ private static List<ShaderMessage> ReadShaderMessages(Shader shader)
149
+ {
150
+ var items = new List<ShaderMessage>();
151
+ var getMessages = ShaderMessagesMethod();
152
+ if (getMessages == null) return items;
153
+ var messages = getMessages.Invoke(null, new object[] { shader }) as Array;
154
+ if (messages == null) return items;
155
+ foreach (var message in messages)
156
+ {
157
+ var type = message.GetType();
158
+ items.Add(new ShaderMessage
159
+ {
160
+ Severity = ReflectionValue(type, message, "severity"),
161
+ Message = ReflectionValue(type, message, "message"),
162
+ File = ReflectionValue(type, message, "file"),
163
+ Line = ReflectionValue(type, message, "line"),
164
+ Platform = ReflectionValue(type, message, "platform")
165
+ });
166
+ }
167
+ return items;
168
+ }
169
+
170
+ private static object ShaderDataObject(Shader shader)
171
+ {
172
+ var shaderUtil = Type.GetType("UnityEditor.ShaderUtil,UnityEditor");
173
+ if (shaderUtil == null) return null;
174
+ foreach (var method in shaderUtil.GetMethods(BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic))
175
+ {
176
+ if (method.Name != "GetShaderData") continue;
177
+ var parameters = method.GetParameters();
178
+ if (parameters.Length == 1 && parameters[0].ParameterType == typeof(Shader))
179
+ {
180
+ return method.Invoke(null, new object[] { shader });
181
+ }
182
+ }
183
+ return null;
184
+ }
185
+
186
+ private static MethodInfo ShaderMessagesMethod()
187
+ {
188
+ var shaderUtil = Type.GetType("UnityEditor.ShaderUtil,UnityEditor");
189
+ if (shaderUtil == null) return null;
190
+ foreach (var method in shaderUtil.GetMethods(BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic))
191
+ {
192
+ if (method.Name != "GetShaderMessages") continue;
193
+ var parameters = method.GetParameters();
194
+ if (parameters.Length == 1 && parameters[0].ParameterType == typeof(Shader)) return method;
195
+ }
196
+ return null;
197
+ }
198
+
199
+ private static object ReflectionInvoke(object target, string name, int index)
200
+ {
201
+ if (target == null) return null;
202
+ var method = target.GetType().GetMethod(name, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
203
+ return method == null ? null : method.Invoke(target, new object[] { index });
204
+ }
205
+
206
+ private static int ReflectionInt(object target, string name)
207
+ {
208
+ if (target == null) return 0;
209
+ var type = target.GetType();
210
+ var property = type.GetProperty(name, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
211
+ if (property != null)
212
+ {
213
+ var value = property.GetValue(target, null);
214
+ if (value is int) return (int)value;
215
+ }
216
+ var field = type.GetField(name, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
217
+ if (field != null)
218
+ {
219
+ var value = field.GetValue(target);
220
+ if (value is int) return (int)value;
221
+ }
222
+ return 0;
223
+ }
224
+
225
+ private static string ReflectionValue(Type type, object target, string name)
226
+ {
227
+ var field = type.GetField(name, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
228
+ if (field != null)
229
+ {
230
+ var value = field.GetValue(target);
231
+ return value == null ? null : value.ToString();
232
+ }
233
+ var property = type.GetProperty(name, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
234
+ if (property != null)
235
+ {
236
+ var value = property.GetValue(target, null);
237
+ return value == null ? null : value.ToString();
238
+ }
239
+ return null;
240
+ }
241
+
242
+ /// <summary>生成默认的简单 unlit Shader 内容。</summary>
243
+ public static string DefaultShaderContent(string rawName, string path)
244
+ {
245
+ var name = string.IsNullOrEmpty(rawName) ? Path.GetFileNameWithoutExtension(path) : rawName;
246
+ return "Shader \"UnityCli/" + EscapeShaderName(name) + "\" {\n Properties {\n _Color (\"Color\", Color) = (1,1,1,1)\n }\n SubShader {\n Tags { \"RenderType\"=\"Opaque\" }\n Pass {\n CGPROGRAM\n #include \"UnityCG.cginc\"\n #pragma vertex vert\n #pragma fragment frag\n struct appdata { float4 vertex : POSITION; };\n struct v2f { float4 vertex : SV_POSITION; };\n fixed4 _Color;\n v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; }\n fixed4 frag (v2f i) : SV_Target { return _Color; }\n ENDCG\n }\n }\n}\n";
247
+ }
248
+
249
+ private static string EscapeShaderName(string name)
250
+ {
251
+ return (name ?? "Shader").Replace("\\", "/").Replace("\"", "");
252
+ }
253
+ }
254
+
255
+ // ─── shader 域共享 DTO ────────────────────────────────────────────────
256
+
257
+ public sealed class ShaderInfo
258
+ {
259
+ public string Path { get; set; }
260
+ public string Guid { get; set; }
261
+ public string Name { get; set; }
262
+ public string AssetType { get; set; }
263
+ public bool IsShaderGraph { get; set; }
264
+ public bool Exists { get; set; }
265
+ public long SizeBytes { get; set; }
266
+ public string Encoding { get; set; }
267
+ public ShaderDiagnostics Diagnostics { get; set; }
268
+ }
269
+
270
+ public sealed class ShaderDiagnostics
271
+ {
272
+ public bool? Supported { get; set; }
273
+ public long MessageCount { get; set; }
274
+ public List<ShaderMessage> Messages { get; set; }
275
+ }
276
+
277
+ public sealed class ShaderMessage
278
+ {
279
+ public string Severity { get; set; }
280
+ public string Message { get; set; }
281
+ public string File { get; set; }
282
+ public string Line { get; set; }
283
+ public string Platform { get; set; }
284
+ }
285
+
286
+ public sealed class ShaderProperty
287
+ {
288
+ public string Name { get; set; }
289
+ public string Description { get; set; }
290
+ public string Type { get; set; }
291
+ public string Flags { get; set; }
292
+ public long NameId { get; set; }
293
+ public ShaderPropertyRange Range { get; set; }
294
+ public string DefaultTextureName { get; set; }
295
+ public List<string> Attributes { get; set; }
296
+ }
297
+
298
+ public sealed class ShaderPropertyRange
299
+ {
300
+ public double Min { get; set; }
301
+ public double Max { get; set; }
302
+ }
303
+
304
+ public sealed class ShaderSubshader
305
+ {
306
+ public long Index { get; set; }
307
+ public long PassCount { get; set; }
308
+ public List<ShaderPass> Passes { get; set; }
309
+ }
310
+
311
+ public sealed class ShaderPass
312
+ {
313
+ public long Index { get; set; }
314
+ public string Name { get; set; }
315
+ public string SourceCode { get; set; }
316
+ }
317
+
318
+ /// <summary>计划副作用项,shader 域 mutation 工具 Result 共享。</summary>
319
+ public sealed class ShaderPlannedEffect
320
+ {
321
+ public string Type { get; set; }
322
+ public string Path { get; set; }
323
+ public bool Refresh { get; set; }
324
+ }
325
+ }
326
+ #endif
@@ -0,0 +1,82 @@
1
+ #if UNITY_EDITOR
2
+ using System;
3
+ using System.Collections.Generic;
4
+ using System.IO;
5
+ using UnityEditor;
6
+ using UnityEngine;
7
+
8
+ namespace UnityCli
9
+ {
10
+ /// <summary>
11
+ /// shader.create — 创建 Shader 资产(.shader/.shadergraph)。拒绝覆盖(除非 overwrite)。
12
+ /// </summary>
13
+ public class ShaderCreateTool : IUnityCliTool<ShaderCreateTool.Request, ShaderCreateTool.Result>
14
+ {
15
+ public sealed class Request
16
+ {
17
+ public string Path { get; set; }
18
+ public string Content { get; set; }
19
+ public string Name { get; set; }
20
+ public bool? Overwrite { get; set; }
21
+ }
22
+
23
+ public sealed class Result
24
+ {
25
+ public ShaderInfo Shader { get; set; }
26
+ public List<ShaderPlannedEffect> PlannedEffects { get; set; }
27
+ }
28
+
29
+ public ToolDescriptor Describe() => new()
30
+ {
31
+ Name = "shader.create",
32
+ Summary = "Create a new Assets/*.shader (or .shadergraph) asset from source content or a default unlit template.",
33
+ Description = "Create a new Shader asset at an Assets/*.shader path. With no content, a default unlit UnityCli/ shader is generated. For .shadergraph, content is required (pass a ShaderGraph JSON payload). Refuses to overwrite an existing shader unless overwrite=true. Creating a shader triggers recompilation.",
34
+ Group = "shader",
35
+ DestructiveHint = true,
36
+ SideEffects = new[] { "asset-write", "shader-recompile" },
37
+ Target = "editor",
38
+ PlayModeSupport = "editor-only",
39
+ DefaultTimeoutMs = 30000,
40
+ MaxTimeoutMs = 600000,
41
+ Examples = new[]
42
+ {
43
+ new ToolExample { Description = "Create a default shader", Input = new Request { Path = "Assets/Shaders/New.shader" } }
44
+ }
45
+ };
46
+
47
+ public System.Threading.Tasks.ValueTask<Result> ExecuteAsync(Request request, UnityCliProjectToolContext ctx, System.Threading.CancellationToken ct = default)
48
+ {
49
+ ShaderToolSupport.EnsureEditorNotBusy("shader.create");
50
+ var path = ShaderToolSupport.RequireShaderPath(request.Path);
51
+ var overwrite = request.Overwrite ?? false;
52
+ if (AssetToolSupport.AssetExists(path) && !overwrite)
53
+ {
54
+ throw new UnityCliBridge.BridgeCommandException("E_SHADER_OUTPUT_EXISTS", "Shader output already exists: " + path, "Pass --overwrite or choose a different Assets/*.shader path.");
55
+ }
56
+
57
+ var content = request.Content;
58
+ if (string.IsNullOrEmpty(content))
59
+ {
60
+ if (path.EndsWith(".shadergraph", StringComparison.OrdinalIgnoreCase))
61
+ {
62
+ throw new UnityCliBridge.BridgeCommandException("E_SHADER_CONTENT_REQUIRED", "ShaderGraph creation requires content or content-file.", "Pass a ShaderGraph JSON payload via --content-file.");
63
+ }
64
+ content = ShaderToolSupport.DefaultShaderContent(request.Name, path);
65
+ }
66
+
67
+ ctx.CommitEffect();
68
+ AssetToolSupport.WriteTextAsset(path, content, overwrite);
69
+ AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
70
+ AssetDatabase.SaveAssets();
71
+ AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
72
+ if (!File.Exists(AssetToolSupport.AssetFullPath(path)) || File.ReadAllText(AssetToolSupport.AssetFullPath(path)) != content)
73
+ throw new UnityCliBridge.BridgeCommandException("E_SHADER_CREATE_STATE_MISMATCH", "Fresh shader bytes did not match the requested content: " + path, "Check file permissions and retry.");
74
+ return new System.Threading.Tasks.ValueTask<Result>(new Result
75
+ {
76
+ Shader = ShaderToolSupport.BuildShaderInfo(path, AssetDatabase.LoadAssetAtPath<Shader>(path), false),
77
+ PlannedEffects = new List<ShaderPlannedEffect> { new ShaderPlannedEffect { Type = "shader.create", Path = path, Refresh = true } }
78
+ });
79
+ }
80
+ }
81
+ }
82
+ #endif
@@ -0,0 +1,90 @@
1
+ #if UNITY_EDITOR
2
+ using System;
3
+ using System.Collections.Generic;
4
+ using System.IO;
5
+ using UnityEditor;
6
+ using UnityEngine;
7
+
8
+ namespace UnityCli
9
+ {
10
+ /// <summary>
11
+ /// shader.delete — 删除 Shader 资产。destructive,支持 dryRun。
12
+ /// </summary>
13
+ public class ShaderDeleteTool : IUnityCliTool<ShaderDeleteTool.Request, ShaderDeleteTool.Result>
14
+ {
15
+ public sealed class Request
16
+ {
17
+ public string Path { get; set; }
18
+ public string Target { get; set; }
19
+ }
20
+
21
+ public sealed class Result
22
+ {
23
+ public bool? DryRun { get; set; }
24
+ public ShaderInfo Shader { get; set; }
25
+ public List<ShaderPlannedEffect> PlannedEffects { get; set; }
26
+ }
27
+
28
+ public ToolDescriptor Describe() => new()
29
+ {
30
+ Name = "shader.delete",
31
+ Summary = "Delete an Assets/*.shader or *.shadergraph asset; destructive, supports --dry-run preview.",
32
+ Description = "Delete an Assets/*.shader or *.shadergraph asset through AssetDatabase. Destructive: removes a persisted shader and may break materials referencing it. Supports --dry-run to preview the planned deletion without removing anything.",
33
+ Group = "shader",
34
+ DestructiveHint = true,
35
+ SupportsDryRun = true,
36
+ SideEffects = new[] { "asset-delete" },
37
+ Target = "editor",
38
+ PlayModeSupport = "editor-only",
39
+ DefaultTimeoutMs = 30000,
40
+ MaxTimeoutMs = 600000,
41
+ Examples = new[]
42
+ {
43
+ new ToolExample { Description = "Preview deleting a shader", Input = new Request { Path = "Assets/Shaders/Old.shader" }, Execution = new ToolExampleExecution { DryRun = true } }
44
+ }
45
+ };
46
+
47
+ public async System.Threading.Tasks.ValueTask<Result> ExecuteAsync(Request request, UnityCliProjectToolContext ctx, System.Threading.CancellationToken ct = default)
48
+ {
49
+ ShaderToolSupport.EnsureEditorNotBusy("shader.delete");
50
+ var path = ShaderToolSupport.ResolveShaderPath(request.Path ?? request.Target);
51
+ if (ctx.DryRun)
52
+ {
53
+ return new Result
54
+ {
55
+ DryRun = true,
56
+ Shader = ShaderToolSupport.BuildShaderInfo(path, AssetDatabase.LoadAssetAtPath<Shader>(path), false),
57
+ PlannedEffects = new List<ShaderPlannedEffect> { new ShaderPlannedEffect { Type = "shader.delete", Path = path } }
58
+ };
59
+ }
60
+ ctx.CommitEffect();
61
+ if (!AssetDatabase.DeleteAsset(path))
62
+ {
63
+ throw new UnityCliBridge.BridgeCommandException("E_SHADER_DELETE_FAILED", "Failed to delete shader asset: " + path, "Check Unity Console and file permissions.");
64
+ }
65
+ AssetDatabase.Refresh();
66
+ var fullPath = AssetToolSupport.AssetFullPath(path);
67
+ var deleted = await ctx.Wait.Until(
68
+ () => !File.Exists(fullPath)
69
+ && !Directory.Exists(fullPath)
70
+ && !AssetDatabase.IsValidFolder(path)
71
+ && AssetDatabase.LoadMainAssetAtPath(path) == null,
72
+ TimeSpan.FromMilliseconds(Math.Max(1, ctx.TimeoutMs)),
73
+ ct);
74
+ var observedExists = File.Exists(fullPath)
75
+ || Directory.Exists(fullPath)
76
+ || AssetDatabase.IsValidFolder(path)
77
+ || AssetDatabase.LoadMainAssetAtPath(path) != null;
78
+ if (!deleted || observedExists)
79
+ {
80
+ throw new UnityCliBridge.BridgeCommandException("E_SHADER_DELETE_PROOF_MISSING", "Shader deletion was not observed in the file system and AssetDatabase: " + path, "Inspect Unity Console and file permissions before retrying.");
81
+ }
82
+ return new Result
83
+ {
84
+ Shader = new ShaderInfo { Path = path, Exists = observedExists },
85
+ PlannedEffects = new List<ShaderPlannedEffect> { new ShaderPlannedEffect { Type = "shader.delete", Path = path } }
86
+ };
87
+ }
88
+ }
89
+ }
90
+ #endif
@@ -0,0 +1,125 @@
1
+ #if UNITY_EDITOR
2
+ using System;
3
+ using System.Collections.Generic;
4
+ using UnityEditor;
5
+ using UnityEngine;
6
+ using UnityEngine.Rendering;
7
+
8
+ namespace UnityCli
9
+ {
10
+ /// <summary>
11
+ /// shader.get-data — 读取 Shader 属性/subshaders/passes/编译消息。可按 path 或 name(Shader.Find)解析。
12
+ /// </summary>
13
+ public class ShaderGetDataTool : IUnityCliTool<ShaderGetDataTool.Request, ShaderGetDataTool.Result>
14
+ {
15
+ public sealed class Request
16
+ {
17
+ public string Path { get; set; }
18
+ public string AssetPath { get; set; }
19
+ public string Name { get; set; }
20
+ public bool? IncludeMessages { get; set; }
21
+ public bool? IncludeProperties { get; set; }
22
+ public bool? IncludeSubshaders { get; set; }
23
+ public bool? IncludeSourceCode { get; set; }
24
+ public int? MaxSubshaders { get; set; }
25
+ public int? MaxPasses { get; set; }
26
+ }
27
+
28
+ public sealed class Result
29
+ {
30
+ public long RenderQueue { get; set; }
31
+ public bool IsSupported { get; set; }
32
+ public long PassCount { get; set; }
33
+ public long PropertyCount { get; set; }
34
+ public ShaderDiagnostics Diagnostics { get; set; }
35
+ public List<ShaderProperty> Properties { get; set; }
36
+ public bool SubshaderDataAvailable { get; set; }
37
+ public List<ShaderSubshader> Subshaders { get; set; }
38
+ }
39
+
40
+ public ToolDescriptor Describe() => new()
41
+ {
42
+ Name = "shader.get-data",
43
+ Summary = "Read shader properties, subshaders/passes and compile diagnostics; resolve by path or Shader.Find name.",
44
+ Description = "Read structured shader data: render queue, supported flag, pass count, properties (with type/flags/range/attributes), subshader/pass structure via ShaderUtil reflection, and compile diagnostics. Resolve by path/assetPath or by name (Shader.Find). includeSourceCode is opt-in (default false). Keep maxSubshaders/maxPasses bounded.",
45
+ Group = "shader",
46
+ DestructiveHint = false,
47
+ Target = "editor",
48
+ PlayModeSupport = "supported",
49
+ DefaultTimeoutMs = 30000,
50
+ MaxTimeoutMs = 600000,
51
+ Examples = new[]
52
+ {
53
+ new ToolExample { Description = "Read shader properties", Input = new Request { Path = "Assets/Shaders/Example.shader", IncludeProperties = true } }
54
+ }
55
+ };
56
+
57
+ public System.Threading.Tasks.ValueTask<Result> ExecuteAsync(Request request, UnityCliProjectToolContext ctx, System.Threading.CancellationToken ct = default)
58
+ {
59
+ var path = request.Path ?? request.AssetPath;
60
+ Shader shader;
61
+ if (!string.IsNullOrEmpty(path))
62
+ {
63
+ shader = AssetDatabase.LoadMainAssetAtPath(path) as Shader;
64
+ }
65
+ else
66
+ {
67
+ shader = Shader.Find(request.Name);
68
+ }
69
+ if (shader == null)
70
+ {
71
+ throw new UnityCliBridge.BridgeCommandException("E_SHADER_NOT_FOUND", "Shader not found.", "Run tools run shader.list --input '{\"keyword\":\"<keyword>\"}' to discover shader paths.");
72
+ }
73
+ var includeMessages = request.IncludeMessages ?? true;
74
+ var includeProperties = request.IncludeProperties ?? true;
75
+ var includeSubshaders = (request.IncludeSubshaders ?? true) || (request.IncludeSourceCode ?? false);
76
+ var includeSourceCode = request.IncludeSourceCode ?? false;
77
+ var maxSubshaders = Math.Max(0, Math.Min(request.MaxSubshaders ?? 8, 64));
78
+ var maxPasses = Math.Max(0, Math.Min(request.MaxPasses ?? 16, 128));
79
+
80
+ var properties = new List<ShaderProperty>();
81
+ if (includeProperties)
82
+ {
83
+ for (var i = 0; i < shader.GetPropertyCount(); i++)
84
+ {
85
+ var propType = shader.GetPropertyType(i);
86
+ var prop = new ShaderProperty
87
+ {
88
+ Name = shader.GetPropertyName(i),
89
+ Description = shader.GetPropertyDescription(i),
90
+ Type = propType.ToString(),
91
+ Flags = shader.GetPropertyFlags(i).ToString(),
92
+ NameId = shader.GetPropertyNameId(i),
93
+ DefaultTextureName = propType == UnityEngine.Rendering.ShaderPropertyType.Texture ? shader.GetPropertyTextureDefaultName(i) : null,
94
+ Attributes = new List<string>(shader.GetPropertyAttributes(i))
95
+ };
96
+ if (propType == UnityEngine.Rendering.ShaderPropertyType.Range)
97
+ {
98
+ var range = shader.GetPropertyRangeLimits(i);
99
+ prop.Range = new ShaderPropertyRange { Min = range.x, Max = range.y };
100
+ }
101
+ properties.Add(prop);
102
+ }
103
+ }
104
+
105
+ var subshaders = includeSubshaders
106
+ ? ShaderToolSupport.BuildSubshaders(shader, includeSourceCode, maxSubshaders, maxPasses)
107
+ : new List<ShaderSubshader>();
108
+
109
+ return new System.Threading.Tasks.ValueTask<Result>(new Result
110
+ {
111
+ RenderQueue = shader.renderQueue,
112
+ IsSupported = shader.isSupported,
113
+ PassCount = shader.passCount,
114
+ PropertyCount = shader.GetPropertyCount(),
115
+ Diagnostics = includeMessages
116
+ ? ShaderToolSupport.BuildDiagnostics(shader)
117
+ : ShaderToolSupport.BuildDiagnosticsSummary(shader),
118
+ Properties = properties,
119
+ SubshaderDataAvailable = ShaderToolSupport.SubshaderDataAvailable(shader),
120
+ Subshaders = subshaders
121
+ });
122
+ }
123
+ }
124
+ }
125
+ #endif
@@ -0,0 +1,48 @@
1
+ #if UNITY_EDITOR
2
+ using UnityEditor;
3
+ using UnityEngine;
4
+
5
+ namespace UnityCli
6
+ {
7
+ /// <summary>
8
+ /// shader.info — 读取 Shader 资产摘要(含编译诊断)。
9
+ /// </summary>
10
+ public class ShaderInfoTool : IUnityCliTool<ShaderInfoTool.Request, ShaderInfoTool.Result>
11
+ {
12
+ public sealed class Request
13
+ {
14
+ public string Path { get; set; }
15
+ public string Target { get; set; }
16
+ }
17
+
18
+ public sealed class Result
19
+ {
20
+ public ShaderInfo Shader { get; set; }
21
+ }
22
+
23
+ public ToolDescriptor Describe() => new()
24
+ {
25
+ Name = "shader.info",
26
+ Summary = "Return path, guid, name, asset type, size and compile diagnostics for an Assets/*.shader or *.shadergraph.",
27
+ Description = "Return path, guid, name, asset type, ShaderGraph flag, byte size and compile diagnostics for an Assets/*.shader or *.shadergraph. Read-only; use shader.read for source text and shader.get-data for properties/subshader structure.",
28
+ Group = "shader",
29
+ DestructiveHint = false,
30
+ Target = "editor",
31
+ PlayModeSupport = "supported",
32
+ DefaultTimeoutMs = 30000,
33
+ MaxTimeoutMs = 600000,
34
+ Examples = new[]
35
+ {
36
+ new ToolExample { Description = "Inspect a shader", Input = new Request { Path = "Assets/Shaders/Example.shader" } }
37
+ }
38
+ };
39
+
40
+ public System.Threading.Tasks.ValueTask<Result> ExecuteAsync(Request request, UnityCliProjectToolContext ctx, System.Threading.CancellationToken ct = default)
41
+ {
42
+ var path = ShaderToolSupport.ResolveShaderPath(request.Path ?? request.Target);
43
+ var shader = ShaderToolSupport.LoadShaderLikeAsset(path) as Shader;
44
+ return new System.Threading.Tasks.ValueTask<Result>(new Result { Shader = ShaderToolSupport.BuildShaderInfo(path, shader, false) });
45
+ }
46
+ }
47
+ }
48
+ #endif