Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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21 KiB

using System;
namespace UnityEditor.ShaderGraph
{
/* [Serializable]
[Title("Master", "Universal", "Fast Blinn")]
class UniversalFastBlinnMasterNode : AbstractMasterNode
{
public const string AlbedoSlotName = "Diffuse";
public const string SpecularSlotName = "Specular";
public const string ShininessSlotName = "Shininess";
public const string GlossinessSlotName = "Glossiness";
public const string NormalSlotName = "Normal";
public const string EmissionSlotName = "Emission";
public const string AlphaSlotName = "Alpha";
public const string VertexOffsetName = "VertexPosition";
public const int AlbedoSlotId = 0;
public const int SpecularSlotId = 1;
public const int ShininessSlotId = 3;
public const int GlossinessSlotId = 4;
public const int NormalSlotId = 5;
public const int EmissionSlotId = 6;
public const int AlphaSlotId = 7;
public const int VertexOffsetId = 8;
[SerializeField]
private SurfaceMaterialOptions m_MaterialOptions = new SurfaceMaterialOptions();
public SurfaceMaterialOptions options
{
get { return m_MaterialOptions; }
}
public UniversalFastBlinnMasterNode()
{
name = "UniversalFastBlinnMasterNode";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(VertexOffsetId, VertexOffsetName, VertexOffsetName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Vertex));
AddSlot(new MaterialSlot(AlbedoSlotId, AlbedoSlotName, AlbedoSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment));
AddSlot(new MaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment));
AddSlot(new MaterialSlot(SpecularSlotId, SpecularSlotName, SpecularSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment));
AddSlot(new MaterialSlot(ShininessSlotId, ShininessSlotName, ShininessSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment));
AddSlot(new MaterialSlot(GlossinessSlotId, GlossinessSlotName, GlossinessSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment));
AddSlot(new MaterialSlot(EmissionSlotId, EmissionSlotName, EmissionSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment));
AddSlot(new MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment));
// clear out slot names that do not match the slots
// we support
RemoveSlotsNameNotMatching(
new[]
{
AlbedoSlotId,
NormalSlotId,
EmissionSlotId,
SpecularSlotId,
ShininessSlotId,
GlossinessSlotId,
AlphaSlotId,
VertexOffsetId
});
}
protected int[] surfaceInputs
{
get
{
return new[]
{
AlbedoSlotId,
NormalSlotId,
EmissionSlotId,
SpecularSlotId,
ShininessSlotId,
GlossinessSlotId,
AlphaSlotId,
};
}
}
protected int[] vertexInputs
{
get
{
return new[]
{
VertexOffsetId
};
}
}
void GenerateNodeFunctionsAndPropertyUsages(
ShaderGenerator shaderBody,
ShaderGenerator propertyUsages,
ShaderGenerator nodeFunction,
GenerationMode mode,
int[] validNodeIds)
{
var activeNodeList = new List<AbstractMaterialNode>();
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this, NodeUtils.IncludeSelf.Include,
new List<int>(validNodeIds));
foreach (var node in activeNodeList.OfType<AbstractMaterialNode>())
{
if (node is IGeneratesFunction)
(node as IGeneratesFunction).GenerateNodeFunction(nodeFunction, mode);
node.GeneratePropertyUsages(propertyUsages, mode);
}
var nodes = ListPool<AbstractMaterialNode>.Get();
//Get the rest of the nodes for all the other slots
NodeUtils.DepthFirstCollectNodesFromNode(nodes, this, NodeUtils.IncludeSelf.Exclude, new List<int>(vertexInputs));
for (var i = 0; i < nodes.Count; i++)
{
var node = nodes[i];
if (node is IGeneratesBodyCode)
(node as IGeneratesBodyCode).GenerateNodeCode(shaderBody, mode);
}
ListPool<AbstractMaterialNode>.Release(nodes);
}
void GenerateVertexShaderInternal(
ShaderGenerator propertyUsages,
ShaderGenerator shaderBody,
ShaderGenerator nodeFunction,
ShaderGenerator vertexShaderBlock,
GenerationMode mode)
{
GenerateNodeFunctionsAndPropertyUsages(vertexShaderBlock, propertyUsages, nodeFunction, mode, vertexInputs);
var slot = FindInputSlot<MaterialSlot>(VertexOffsetId);
foreach (var edge in owner.GetEdges(slot.slotReference))
{
var outputRef = edge.outputSlot;
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid);
if (fromNode == null)
continue;
var remapper = fromNode as AbstractMaterialNodeGroupRemapper;
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId))
continue;
vertexShaderBlock.AddShaderChunk("v.vertex.xyz += " + fromNode.GetVariableNameForSlot(outputRef.slotId) + ";", true);
}
}
public override string GetSubShader(GenerationMode mode, PropertyGenerator shaderPropertiesVisitor)
{
var templateLocation = ShaderGenerator.GetTemplatePath("universalSubshaderFastBlinn.template");
if (!File.Exists(templateLocation))
return string.Empty;
var activeNodeList = new List<AbstractMaterialNode>();
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this);
foreach (var node in activeNodeList.OfType<AbstractMaterialNode>())
node.GeneratePropertyBlock(shaderPropertiesVisitor, mode);
var templateText = File.ReadAllText(templateLocation);
var shaderBodyVisitor = new ShaderGenerator();
var shaderFunctionVisitor = new ShaderGenerator();
var shaderPropertyUsagesVisitor = new ShaderGenerator();
var shaderInputVisitor = new ShaderGenerator();
var shaderOutputVisitor = new ShaderGenerator();
var vertexShaderBlock = new ShaderGenerator();
var definesVisitor = new ShaderGenerator();
GenerateSurfaceShaderInternal(
shaderPropertyUsagesVisitor,
shaderBodyVisitor,
shaderFunctionVisitor,
shaderInputVisitor,
shaderOutputVisitor,
vertexShaderBlock,
definesVisitor,
mode);
GenerateVertexShaderInternal(
shaderPropertyUsagesVisitor,
shaderBodyVisitor,
shaderFunctionVisitor,
vertexShaderBlock,
mode);
var tagsVisitor = new ShaderGenerator();
var blendingVisitor = new ShaderGenerator();
var cullingVisitor = new ShaderGenerator();
var zTestVisitor = new ShaderGenerator();
var zWriteVisitor = new ShaderGenerator();
m_MaterialOptions.GetTags(tagsVisitor);
m_MaterialOptions.GetBlend(blendingVisitor);
m_MaterialOptions.GetCull(cullingVisitor);
m_MaterialOptions.GetDepthTest(zTestVisitor);
m_MaterialOptions.GetDepthWrite(zWriteVisitor);
GetDefines(definesVisitor);
var resultShader = templateText.Replace("${ShaderPropertyUsages}", shaderPropertyUsagesVisitor.GetShaderString(2));
resultShader = resultShader.Replace("${ShaderFunctions}", shaderFunctionVisitor.GetShaderString(2));
resultShader = resultShader.Replace("${VertexInputs}", shaderInputVisitor.GetShaderString(3));
resultShader = resultShader.Replace("${VertexOutputs}", shaderOutputVisitor.GetShaderString(3));
resultShader = resultShader.Replace("${PixelShaderBody}", shaderBodyVisitor.GetShaderString(3));
resultShader = resultShader.Replace("${Tags}", tagsVisitor.GetShaderString(2));
resultShader = resultShader.Replace("${Blending}", blendingVisitor.GetShaderString(2));
resultShader = resultShader.Replace("${Culling}", cullingVisitor.GetShaderString(2));
resultShader = resultShader.Replace("${ZTest}", zTestVisitor.GetShaderString(2));
resultShader = resultShader.Replace("${ZWrite}", zWriteVisitor.GetShaderString(2));
resultShader = resultShader.Replace("${LOD}", "" + m_MaterialOptions.lod);
resultShader = resultShader.Replace("${Defines}", definesVisitor.GetShaderString(2));
resultShader = resultShader.Replace("${VertexShaderBody}", vertexShaderBlock.GetShaderString(3));
return resultShader;
}
public void GetDefines(ShaderGenerator visitor)
{
visitor.AddShaderChunk("#define _GLOSSYREFLECTIONS_ON", true);
visitor.AddShaderChunk("#define _SPECULARHIGHLIGHTS_ON", true);
}
public override string GetFullShader(GenerationMode mode, string name, out List<PropertyGenerator.TextureInfo> configuredTextures)
{
var templateLocation = ShaderGenerator.GetTemplatePath("shader.template");
if (!File.Exists(templateLocation))
{
configuredTextures = new List<PropertyGenerator.TextureInfo>();
return string.Empty;
}
var templateText = File.ReadAllText(templateLocation);
var shaderPropertiesVisitor = new PropertyGenerator();
var resultShader = templateText.Replace("${ShaderName}", name);
resultShader = resultShader.Replace("${SubShader}", GetSubShader(mode, shaderPropertiesVisitor));
resultShader = resultShader.Replace("${ShaderPropertiesHeader}", shaderPropertiesVisitor.GetShaderString(2));
configuredTextures = shaderPropertiesVisitor.GetConfiguredTexutres();
Debug.Log(resultShader);
return Regex.Replace(resultShader, @"\r\n|\n\r|\n|\r", Environment.NewLine);
}
private void GenerateSurfaceShaderInternal(
ShaderGenerator propertyUsages,
ShaderGenerator shaderBody,
ShaderGenerator nodeFunction,
ShaderGenerator shaderInputVisitor,
ShaderGenerator shaderOutputVisitor,
ShaderGenerator vertexShaderBlock,
ShaderGenerator definesVisitor,
GenerationMode mode)
{
var activeNodeList = new List<AbstractMaterialNode>();
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this, NodeUtils.IncludeSelf.Include,
new List<int>(surfaceInputs));
foreach (var node in activeNodeList.OfType<AbstractMaterialNode>())
{
if (node is IGeneratesFunction)
{
((IGeneratesFunction)node).GenerateNodeFunction(nodeFunction, mode);
}
node.GeneratePropertyUsages(propertyUsages, mode);
}
int vertInputIndex = 2;
int vertOutputIndex = 5;
shaderInputVisitor.AddShaderChunk("half4 texcoord1 : TEXCOORD1;", true);
bool requiresBitangent = activeNodeList.OfType<IMayRequireBitangent>().Any(x => x.RequiresBitangent());
bool requiresTangent = activeNodeList.OfType<IMayRequireTangent>().Any(x => x.RequiresTangent());
bool requiresViewDirTangentSpace = activeNodeList.OfType<IMayRequireViewDirectionTangentSpace>().Any(x => x.RequiresViewDirectionTangentSpace());
bool requiresViewDir = activeNodeList.OfType<IMayRequireViewDirection>().Any(x => x.RequiresViewDirection());
bool requiresWorldPos = activeNodeList.OfType<IMayRequireWorldPosition>().Any(x => x.RequiresWorldPosition());
bool requiresNormal = activeNodeList.OfType<IMayRequireNormal>().Any(x => x.RequiresNormal());
bool requiresScreenPosition = activeNodeList.OfType<IMayRequireScreenPosition>().Any(x => x.RequiresScreenPosition());
bool requiresVertexColor = activeNodeList.OfType<IMayRequireVertexColor>().Any(x => x.RequiresVertexColor());
foreach (var slot in GetInputSlots<MaterialSlot>())
{
if (surfaceInputs.Contains(slot.id))
{
foreach (var edge in owner.GetEdges(slot.slotReference))
{
var outputRef = edge.outputSlot;
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid);
if (fromNode == null)
continue;
var remapper = fromNode as AbstractMaterialNodeGroupRemapper;
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId))
continue;
if (slot.id == NormalSlotId)
{
requiresBitangent = true;
requiresTangent = true;
definesVisitor.AddShaderChunk("#define _NORMALMAP 1", true);
}
}
}
}
for (int uvIndex = 0; uvIndex < ShaderGeneratorNames.UVCount; ++uvIndex)
{
var channel = (UVChannel)uvIndex;
if (activeNodeList.OfType<IMayRequireMeshUV>().Any(x => x.RequiresMeshUV(channel)))
{
if(uvIndex != 0)
{
shaderInputVisitor.AddShaderChunk(string.Format("half4 texcoord{0} : TEXCOORD{1};", uvIndex, vertInputIndex), true);
shaderOutputVisitor.AddShaderChunk(string.Format("half4 meshUV{0} : TEXCOORD{1};", uvIndex, vertOutputIndex), true);
vertexShaderBlock.AddShaderChunk(string.Format("o.meshUV{0} = v.texcoord{1};", uvIndex, uvIndex), true);
vertInputIndex++;
vertOutputIndex++;
}
shaderBody.AddShaderChunk(string.Format("half4 {0} = i.meshUV{1};", channel.GetUVName(), uvIndex), true);
}
}
if (requiresViewDir || requiresViewDirTangentSpace)
{
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceViewDirection + " = i.viewDir;", true);
}
if (requiresWorldPos)
{
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpacePosition + " = i.posWS;", true);
}
if (requiresScreenPosition)
{
shaderOutputVisitor.AddShaderChunk(string.Format("half4 screenPos : TEXCOORD{0};", vertOutputIndex), true);
vertexShaderBlock.AddShaderChunk("o.screenPos = ComputeScreenPos(v.vertex);", true);
shaderBody.AddShaderChunk("float4 " + ShaderGeneratorNames.ScreenPosition + " = i.screenPos;", true);
vertOutputIndex++;
}
if (requiresBitangent || requiresTangent || requiresViewDirTangentSpace)
{
shaderOutputVisitor.AddShaderChunk(string.Format("half3 tangent : TEXCOORD{0}; \\", vertOutputIndex), true);
vertexShaderBlock.AddShaderChunk("o.tangent = normalize(UnityObjectToWorldDir(v.tangent)); \\", true);
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceTangent + " = normalize(i.tangent.xyz);", true);
vertOutputIndex++;
}
if (requiresBitangent || requiresNormal || requiresViewDirTangentSpace)
{
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceNormal + " = normalize(i.normal);", true);
}
if (requiresBitangent || requiresViewDirTangentSpace)
{
shaderOutputVisitor.AddShaderChunk(string.Format("half3 binormal : TEXCOORD{0};", vertOutputIndex), true);
vertexShaderBlock.AddShaderChunk("o.binormal = cross(o.normal, o.tangent) * v.tangent.w;", true);
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceBitangent + " = i.binormal;", true);
vertOutputIndex++;
}
if (requiresViewDirTangentSpace)
{
shaderBody.AddShaderChunk(
"float3 " + ShaderGeneratorNames.TangentSpaceViewDirection + ";", true);
shaderBody.AddShaderChunk(
ShaderGeneratorNames.TangentSpaceViewDirection + ".x = dot(" +
ShaderGeneratorNames.WorldSpaceViewDirection + "," +
ShaderGeneratorNames.WorldSpaceTangent + ");", true);
shaderBody.AddShaderChunk(
ShaderGeneratorNames.TangentSpaceViewDirection + ".y = dot(" +
ShaderGeneratorNames.WorldSpaceViewDirection + "," +
ShaderGeneratorNames.WorldSpaceBitangent + ");", true);
shaderBody.AddShaderChunk(
ShaderGeneratorNames.TangentSpaceViewDirection + ".z = dot(" +
ShaderGeneratorNames.WorldSpaceViewDirection + "," +
ShaderGeneratorNames.WorldSpaceNormal + ");", true);
}
if (requiresVertexColor)
{
shaderOutputVisitor.AddShaderChunk(string.Format("half4 color : TEXCOORD{0};", vertOutputIndex), true);
shaderBody.AddShaderChunk("float4 " + ShaderGeneratorNames.VertexColor + " = i.color;", true);
vertInputIndex++;
vertOutputIndex++;
}
GenerateNodeCode(shaderBody, propertyUsages, mode);
}
public void GenerateNodeCode(ShaderGenerator shaderBody, ShaderGenerator propertyUsages, GenerationMode generationMode)
{
var nodes = ListPool<AbstractMaterialNode>.Get();
//Get the rest of the nodes for all the other slots
NodeUtils.DepthFirstCollectNodesFromNode(nodes, this, NodeUtils.IncludeSelf.Exclude, new List<int>(surfaceInputs));
for (var i = 0; i < nodes.Count; i++)
{
var node = nodes[i];
if (node is IGeneratesBodyCode)
(node as IGeneratesBodyCode).GenerateNodeCode(shaderBody, generationMode);
}
ListPool<AbstractMaterialNode>.Release(nodes);
foreach (var slot in GetInputSlots<MaterialSlot>())
{
if (surfaceInputs.Contains(slot.id))
{
foreach (var edge in owner.GetEdges(slot.slotReference))
{
var outputRef = edge.outputSlot;
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid);
if (fromNode == null)
continue;
var remapper = fromNode as AbstractMaterialNodeGroupRemapper;
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId))
continue;
shaderBody.AddShaderChunk("o." + slot.shaderOutputName + " = " + fromNode.GetVariableNameForSlot(outputRef.slotId) + ";", true);
if (slot.id == NormalSlotId)
shaderBody.AddShaderChunk("o." + slot.shaderOutputName + " += 1e-6;", true);
if (slot.id == AlphaSlotId)
propertyUsages.AddShaderChunk("#define _ALPHAPREMULTIPLY_ON", true);
}
}
}
}
}*/
}