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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UnityEditor.ShaderGraph.Internal
{
[Serializable]
public struct ShaderGraphRequirements
{
[SerializeField] NeededCoordinateSpace m_RequiresNormal;
[SerializeField] NeededCoordinateSpace m_RequiresBitangent;
[SerializeField] NeededCoordinateSpace m_RequiresTangent;
[SerializeField] NeededCoordinateSpace m_RequiresViewDir;
[SerializeField] NeededCoordinateSpace m_RequiresPosition;
[SerializeField] bool m_RequiresScreenPosition;
[SerializeField] bool m_RequiresVertexColor;
[SerializeField] bool m_RequiresFaceSign;
[SerializeField] List<UVChannel> m_RequiresMeshUVs;
[SerializeField] bool m_RequiresDepthTexture;
[SerializeField] bool m_RequiresCameraOpaqueTexture;
[SerializeField] bool m_RequiresTime;
internal static ShaderGraphRequirements none
{
get
{
return new ShaderGraphRequirements
{
m_RequiresMeshUVs = new List<UVChannel>()
};
}
}
public NeededCoordinateSpace requiresNormal
{
get { return m_RequiresNormal; }
internal set { m_RequiresNormal = value; }
}
public NeededCoordinateSpace requiresBitangent
{
get { return m_RequiresBitangent; }
internal set { m_RequiresBitangent = value; }
}
public NeededCoordinateSpace requiresTangent
{
get { return m_RequiresTangent; }
internal set { m_RequiresTangent = value; }
}
public NeededCoordinateSpace requiresViewDir
{
get { return m_RequiresViewDir; }
internal set { m_RequiresViewDir = value; }
}
public NeededCoordinateSpace requiresPosition
{
get { return m_RequiresPosition; }
internal set { m_RequiresPosition = value; }
}
public bool requiresScreenPosition
{
get { return m_RequiresScreenPosition; }
internal set { m_RequiresScreenPosition = value; }
}
public bool requiresVertexColor
{
get { return m_RequiresVertexColor; }
internal set { m_RequiresVertexColor = value; }
}
public bool requiresFaceSign
{
get { return m_RequiresFaceSign; }
internal set { m_RequiresFaceSign = value; }
}
public List<UVChannel> requiresMeshUVs
{
get { return m_RequiresMeshUVs; }
internal set { m_RequiresMeshUVs = value; }
}
public bool requiresDepthTexture
{
get { return m_RequiresDepthTexture; }
internal set { m_RequiresDepthTexture = value; }
}
public bool requiresCameraOpaqueTexture
{
get { return m_RequiresCameraOpaqueTexture; }
internal set { m_RequiresCameraOpaqueTexture = value; }
}
public bool requiresTime
{
get { return m_RequiresTime; }
internal set { m_RequiresTime = value; }
}
internal bool NeedsTangentSpace()
{
var compoundSpaces = m_RequiresBitangent | m_RequiresNormal | m_RequiresPosition
| m_RequiresTangent | m_RequiresViewDir | m_RequiresPosition
| m_RequiresNormal;
return (compoundSpaces & NeededCoordinateSpace.Tangent) > 0;
}
internal ShaderGraphRequirements Union(ShaderGraphRequirements other)
{
var newReqs = new ShaderGraphRequirements();
newReqs.m_RequiresNormal = other.m_RequiresNormal | m_RequiresNormal;
newReqs.m_RequiresTangent = other.m_RequiresTangent | m_RequiresTangent;
newReqs.m_RequiresBitangent = other.m_RequiresBitangent | m_RequiresBitangent;
newReqs.m_RequiresViewDir = other.m_RequiresViewDir | m_RequiresViewDir;
newReqs.m_RequiresPosition = other.m_RequiresPosition | m_RequiresPosition;
newReqs.m_RequiresScreenPosition = other.m_RequiresScreenPosition | m_RequiresScreenPosition;
newReqs.m_RequiresVertexColor = other.m_RequiresVertexColor | m_RequiresVertexColor;
newReqs.m_RequiresFaceSign = other.m_RequiresFaceSign | m_RequiresFaceSign;
newReqs.m_RequiresDepthTexture = other.m_RequiresDepthTexture | m_RequiresDepthTexture;
newReqs.m_RequiresCameraOpaqueTexture = other.m_RequiresCameraOpaqueTexture | m_RequiresCameraOpaqueTexture;
newReqs.m_RequiresTime = other.m_RequiresTime | m_RequiresTime;
newReqs.m_RequiresMeshUVs = new List<UVChannel>();
if (m_RequiresMeshUVs != null)
newReqs.m_RequiresMeshUVs.AddRange(m_RequiresMeshUVs);
if (other.m_RequiresMeshUVs != null)
newReqs.m_RequiresMeshUVs.AddRange(other.m_RequiresMeshUVs);
return newReqs;
}
internal static ShaderGraphRequirements FromNodes<T>(List<T> nodes, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool includeIntermediateSpaces = true)
where T : AbstractMaterialNode
{
NeededCoordinateSpace requiresNormal = nodes.OfType<IMayRequireNormal>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresNormal(stageCapability));
NeededCoordinateSpace requiresBitangent = nodes.OfType<IMayRequireBitangent>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresBitangent(stageCapability));
NeededCoordinateSpace requiresTangent = nodes.OfType<IMayRequireTangent>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresTangent(stageCapability));
NeededCoordinateSpace requiresViewDir = nodes.OfType<IMayRequireViewDirection>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresViewDirection(stageCapability));
NeededCoordinateSpace requiresPosition = nodes.OfType<IMayRequirePosition>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresPosition(stageCapability));
bool requiresScreenPosition = nodes.OfType<IMayRequireScreenPosition>().Any(x => x.RequiresScreenPosition());
bool requiresVertexColor = nodes.OfType<IMayRequireVertexColor>().Any(x => x.RequiresVertexColor());
bool requiresFaceSign = nodes.OfType<IMayRequireFaceSign>().Any(x => x.RequiresFaceSign());
bool requiresDepthTexture = nodes.OfType<IMayRequireDepthTexture>().Any(x => x.RequiresDepthTexture());
bool requiresCameraOpaqueTexture = nodes.OfType<IMayRequireCameraOpaqueTexture>().Any(x => x.RequiresCameraOpaqueTexture());
bool requiresTime = nodes.Any(x => x.RequiresTime());
var meshUV = new List<UVChannel>();
for (int uvIndex = 0; uvIndex < ShaderGeneratorNames.UVCount; ++uvIndex)
{
var channel = (UVChannel)uvIndex;
if (nodes.OfType<IMayRequireMeshUV>().Any(x => x.RequiresMeshUV(channel)))
meshUV.Add(channel);
}
// if anything needs tangentspace we have make
// sure to have our othonormal basis!
if (includeIntermediateSpaces)
{
var compoundSpaces = requiresBitangent | requiresNormal | requiresPosition
| requiresTangent | requiresViewDir | requiresPosition
| requiresNormal;
var needsTangentSpace = (compoundSpaces & NeededCoordinateSpace.Tangent) > 0;
if (needsTangentSpace)
{
requiresBitangent |= NeededCoordinateSpace.World;
requiresNormal |= NeededCoordinateSpace.World;
requiresTangent |= NeededCoordinateSpace.World;
}
}
var reqs = new ShaderGraphRequirements()
{
m_RequiresNormal = requiresNormal,
m_RequiresBitangent = requiresBitangent,
m_RequiresTangent = requiresTangent,
m_RequiresViewDir = requiresViewDir,
m_RequiresPosition = requiresPosition,
m_RequiresScreenPosition = requiresScreenPosition,
m_RequiresVertexColor = requiresVertexColor,
m_RequiresFaceSign = requiresFaceSign,
m_RequiresMeshUVs = meshUV,
m_RequiresDepthTexture = requiresDepthTexture,
m_RequiresCameraOpaqueTexture = requiresCameraOpaqueTexture,
m_RequiresTime = requiresTime
};
return reqs;
}
}
}