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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using System;
using System.Collections.Generic;
using UnityEditor.ShaderGraph;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEditor.Rendering.Universal;
using Data.Util;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.Experimental.Rendering.Universal
{
[Serializable]
[FormerName("UnityEditor.Experimental.Rendering.LWRP.LightWeightSpriteUnlitSubShader")]
class UniversalSpriteUnlitSubShader : ISpriteUnlitSubShader
{
#region Passes
ShaderPass m_UnlitPass = new ShaderPass
{
// Definition
referenceName = "SHADERPASS_SPRITEUNLIT",
passInclude = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SpriteUnlitPass.hlsl",
varyingsInclude = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl",
useInPreview = true,
// Port mask
vertexPorts = new List<int>()
{
SpriteUnlitMasterNode.PositionSlotId,
SpriteUnlitMasterNode.VertNormalSlotId,
SpriteUnlitMasterNode.VertTangentSlotId
},
pixelPorts = new List<int>
{
SpriteUnlitMasterNode.ColorSlotId,
},
// Required fields
requiredAttributes = new List<string>()
{
"Attributes.color",
"Attributes.uv0",
},
requiredVaryings = new List<string>()
{
"Varyings.color",
"Varyings.texCoord0",
},
// Pass setup
includes = new List<string>()
{
"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl",
"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl",
"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl",
"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl",
},
pragmas = new List<string>()
{
"prefer_hlslcc gles",
"exclude_renderers d3d11_9x",
"target 2.0",
},
keywords = new KeywordDescriptor[]
{
s_ETCExternalAlphaKeyword,
},
};
#endregion
#region Keywords
static KeywordDescriptor s_ETCExternalAlphaKeyword = new KeywordDescriptor()
{
displayName = "ETC External Alpha",
referenceName = "ETC1_EXTERNAL_ALPHA",
type = KeywordType.Boolean,
definition = KeywordDefinition.MultiCompile,
scope = KeywordScope.Global,
};
#endregion
public int GetPreviewPassIndex() { return 0; }
private static ActiveFields GetActiveFieldsFromMasterNode(SpriteUnlitMasterNode masterNode, ShaderPass pass)
{
var activeFields = new ActiveFields();
var baseActiveFields = activeFields.baseInstance;
// Graph Vertex
if(masterNode.IsSlotConnected(SpriteUnlitMasterNode.PositionSlotId) ||
masterNode.IsSlotConnected(SpriteUnlitMasterNode.VertNormalSlotId) ||
masterNode.IsSlotConnected(SpriteUnlitMasterNode.VertTangentSlotId))
{
baseActiveFields.Add("features.graphVertex");
}
// Graph Pixel (always enabled)
baseActiveFields.Add("features.graphPixel");
baseActiveFields.Add("SurfaceType.Transparent");
baseActiveFields.Add("BlendMode.Alpha");
return activeFields;
}
private static bool GenerateShaderPass(SpriteUnlitMasterNode masterNode, ShaderPass pass, GenerationMode mode, ShaderGenerator result, List<string> sourceAssetDependencyPaths)
{
UniversalShaderGraphUtilities.SetRenderState(SurfaceType.Transparent, AlphaMode.Alpha, true, ref pass);
// apply master node options to active fields
var activeFields = GetActiveFieldsFromMasterNode(masterNode, pass);
// use standard shader pass generation
return ShaderGraph.GenerationUtils.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths,
UniversalShaderGraphResources.s_Dependencies, UniversalShaderGraphResources.s_ResourceClassName, UniversalShaderGraphResources.s_AssemblyName);
}
public string GetSubshader(IMasterNode masterNode, GenerationMode mode, List<string> sourceAssetDependencyPaths = null)
{
if (sourceAssetDependencyPaths != null)
{
// LightWeightSpriteUnlitSubShader.cs
sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("f2df349d00ec920488971bb77440b7bc"));
}
// Master Node data
var unlitMasterNode = masterNode as SpriteUnlitMasterNode;
var subShader = new ShaderGenerator();
subShader.AddShaderChunk("SubShader", true);
subShader.AddShaderChunk("{", true);
subShader.Indent();
{
var surfaceTags = ShaderGenerator.BuildMaterialTags(SurfaceType.Transparent);
var tagsBuilder = new ShaderStringBuilder(0);
surfaceTags.GetTags(tagsBuilder, "UniversalPipeline");
subShader.AddShaderChunk(tagsBuilder.ToString());
GenerateShaderPass(unlitMasterNode, m_UnlitPass, mode, subShader, sourceAssetDependencyPaths);
}
subShader.Deindent();
subShader.AddShaderChunk("}", true);
return subShader.GetShaderString(0);
}
public bool IsPipelineCompatible(RenderPipelineAsset renderPipelineAsset)
{
return renderPipelineAsset is UniversalRenderPipelineAsset;
}
public UniversalSpriteUnlitSubShader() { }
}
}