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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6.5 KiB

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Graphing;
using UnityEditor.Graphing.Util;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph
{
abstract class MasterNode : AbstractMaterialNode, IMasterNode, IHasSettings
{
public override bool hasPreview
{
get { return false; }
}
public override bool allowedInSubGraph
{
get { return false; }
}
public override PreviewMode previewMode
{
get { return PreviewMode.Preview3D; }
}
public abstract string GetShader(GenerationMode mode, string outputName, out List<PropertyCollector.TextureInfo> configuredTextures, List<string> sourceAssetDependencyPaths = null);
public abstract bool IsPipelineCompatible(RenderPipelineAsset renderPipelineAsset);
public abstract int GetPreviewPassIndex();
public VisualElement CreateSettingsElement()
{
var container = new VisualElement();
var commonSettingsElement = CreateCommonSettingsElement();
if (commonSettingsElement != null)
container.Add(commonSettingsElement);
return container;
}
protected virtual VisualElement CreateCommonSettingsElement()
{
return null;
}
public virtual void ProcessPreviewMaterial(Material Material) {}
}
[Serializable]
abstract class MasterNode<T> : MasterNode
where T : class, ISubShader
{
[NonSerialized]
List<T> m_SubShaders = new List<T>();
[SerializeField]
List<SerializationHelper.JSONSerializedElement> m_SerializableSubShaders = new List<SerializationHelper.JSONSerializedElement>();
public IEnumerable<T> subShaders => m_SubShaders;
public void AddSubShader(T subshader)
{
if (m_SubShaders.Contains(subshader))
return;
m_SubShaders.Add(subshader);
Dirty(ModificationScope.Graph);
}
public void RemoveSubShader(T subshader)
{
m_SubShaders.RemoveAll(x => x == subshader);
Dirty(ModificationScope.Graph);
}
public ISubShader GetActiveSubShader()
{
foreach (var subShader in m_SubShaders)
{
if (subShader.IsPipelineCompatible(GraphicsSettings.renderPipelineAsset))
return subShader;
}
return null;
}
public sealed override string GetShader(GenerationMode mode, string outputName, out List<PropertyCollector.TextureInfo> configuredTextures, List<string> sourceAssetDependencyPaths = null)
{
var activeNodeList = ListPool<AbstractMaterialNode>.Get();
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this);
var shaderProperties = new PropertyCollector();
var shaderKeywords = new KeywordCollector();
if (owner != null)
{
owner.CollectShaderProperties(shaderProperties, mode);
owner.CollectShaderKeywords(shaderKeywords, mode);
}
if(owner.GetKeywordPermutationCount() > ShaderGraphPreferences.variantLimit)
{
owner.AddValidationError(tempId, ShaderKeyword.kVariantLimitWarning, Rendering.ShaderCompilerMessageSeverity.Error);
configuredTextures = shaderProperties.GetConfiguredTexutres();
return ShaderGraphImporter.k_ErrorShader;
}
foreach (var activeNode in activeNodeList.OfType<AbstractMaterialNode>())
activeNode.CollectShaderProperties(shaderProperties, mode);
var finalShader = new ShaderStringBuilder();
finalShader.AppendLine(@"Shader ""{0}""", outputName);
using (finalShader.BlockScope())
{
SubShaderGenerator.GeneratePropertiesBlock(finalShader, shaderProperties, shaderKeywords, mode);
foreach (var subShader in m_SubShaders)
{
if (mode != GenerationMode.Preview || subShader.IsPipelineCompatible(GraphicsSettings.renderPipelineAsset))
finalShader.AppendLines(subShader.GetSubshader(this, mode, sourceAssetDependencyPaths));
}
finalShader.AppendLine(@"FallBack ""Hidden/InternalErrorShader""");
}
configuredTextures = shaderProperties.GetConfiguredTexutres();
return finalShader.ToString();
}
public sealed override bool IsPipelineCompatible(RenderPipelineAsset renderPipelineAsset)
{
foreach (var subShader in m_SubShaders)
{
if (subShader.IsPipelineCompatible(GraphicsSettings.renderPipelineAsset))
return true;
}
return false;
}
public sealed override int GetPreviewPassIndex()
{
return GetActiveSubShader()?.GetPreviewPassIndex() ?? 0;
}
public override void OnBeforeSerialize()
{
base.OnBeforeSerialize();
m_SerializableSubShaders = SerializationHelper.Serialize<T>(m_SubShaders);
}
public override void OnAfterDeserialize()
{
m_SubShaders = SerializationHelper.Deserialize<T>(m_SerializableSubShaders, GraphUtil.GetLegacyTypeRemapping());
m_SubShaders.RemoveAll(x => x == null);
m_SerializableSubShaders = null;
base.OnAfterDeserialize();
}
public override void UpdateNodeAfterDeserialization()
{
base.UpdateNodeAfterDeserialization();
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
{
foreach (var type in assembly.GetTypesOrNothing())
{
var isValid = !type.IsAbstract && !type.IsGenericType && type.IsClass && typeof(T).IsAssignableFrom(type);
if (isValid && !subShaders.Any(s => s.GetType() == type))
{
try
{
var subShader = (T)Activator.CreateInstance(type);
AddSubShader(subShader);
}
catch (Exception e)
{
Debug.LogException(e);
}
}
}
}
}
}
}