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.Linq;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph
{
[Serializable]
[Title("Master", "PBR")]
class PBRMasterNode : MasterNode<IPBRSubShader>, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent
{
public const string AlbedoSlotName = "Albedo";
public const string NormalSlotName = "Normal";
public const string EmissionSlotName = "Emission";
public const string MetallicSlotName = "Metallic";
public const string SpecularSlotName = "Specular";
public const string SmoothnessSlotName = "Smoothness";
public const string OcclusionSlotName = "Occlusion";
public const string AlphaSlotName = "Alpha";
public const string AlphaClipThresholdSlotName = "AlphaClipThreshold";
public const string PositionName = "Vertex Position";
public const string NormalName = "Vertex Normal";
public const string TangentName = "Vertex Tangent";
public const int AlbedoSlotId = 0;
public const int NormalSlotId = 1;
public const int MetallicSlotId = 2;
public const int SpecularSlotId = 3;
public const int EmissionSlotId = 4;
public const int SmoothnessSlotId = 5;
public const int OcclusionSlotId = 6;
public const int AlphaSlotId = 7;
public const int AlphaThresholdSlotId = 8;
public const int PositionSlotId = 9;
public const int VertNormalSlotId = 10;
public const int VertTangentSlotId = 11;
public enum Model
{
Specular,
Metallic
}
[SerializeField]
Model m_Model = Model.Metallic;
public Model model
{
get { return m_Model; }
set
{
if (m_Model == value)
return;
m_Model = value;
UpdateNodeAfterDeserialization();
Dirty(ModificationScope.Topological);
}
}
[SerializeField]
SurfaceType m_SurfaceType;
public SurfaceType surfaceType
{
get { return m_SurfaceType; }
set
{
if (m_SurfaceType == value)
return;
m_SurfaceType = value;
Dirty(ModificationScope.Graph);
}
}
[SerializeField]
AlphaMode m_AlphaMode;
public AlphaMode alphaMode
{
get { return m_AlphaMode; }
set
{
if (m_AlphaMode == value)
return;
m_AlphaMode = value;
Dirty(ModificationScope.Graph);
}
}
[SerializeField]
bool m_TwoSided;
public ToggleData twoSided
{
get { return new ToggleData(m_TwoSided); }
set
{
if (m_TwoSided == value.isOn)
return;
m_TwoSided = value.isOn;
Dirty(ModificationScope.Graph);
}
}
public PBRMasterNode()
{
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
base.UpdateNodeAfterDeserialization();
name = "PBR Master";
AddSlot(new PositionMaterialSlot(PositionSlotId, PositionName, PositionName, CoordinateSpace.Object, ShaderStageCapability.Vertex));
AddSlot(new NormalMaterialSlot(VertNormalSlotId, NormalName, NormalName, CoordinateSpace.Object, ShaderStageCapability.Vertex));
AddSlot(new TangentMaterialSlot(VertTangentSlotId, TangentName, TangentName, CoordinateSpace.Object, ShaderStageCapability.Vertex));
AddSlot(new ColorRGBMaterialSlot(AlbedoSlotId, AlbedoSlotName, AlbedoSlotName, SlotType.Input, Color.grey.gamma, ColorMode.Default, ShaderStageCapability.Fragment));
AddSlot(new NormalMaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, CoordinateSpace.Tangent, ShaderStageCapability.Fragment));
AddSlot(new ColorRGBMaterialSlot(EmissionSlotId, EmissionSlotName, EmissionSlotName, SlotType.Input, Color.black, ColorMode.Default, ShaderStageCapability.Fragment));
if (model == Model.Metallic)
AddSlot(new Vector1MaterialSlot(MetallicSlotId, MetallicSlotName, MetallicSlotName, SlotType.Input, 0, ShaderStageCapability.Fragment));
else
AddSlot(new ColorRGBMaterialSlot(SpecularSlotId, SpecularSlotName, SpecularSlotName, SlotType.Input, Color.grey, ColorMode.Default, ShaderStageCapability.Fragment));
AddSlot(new Vector1MaterialSlot(SmoothnessSlotId, SmoothnessSlotName, SmoothnessSlotName, SlotType.Input, 0.5f, ShaderStageCapability.Fragment));
AddSlot(new Vector1MaterialSlot(OcclusionSlotId, OcclusionSlotName, OcclusionSlotName, SlotType.Input, 1f, ShaderStageCapability.Fragment));
AddSlot(new Vector1MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, 1f, ShaderStageCapability.Fragment));
AddSlot(new Vector1MaterialSlot(AlphaThresholdSlotId, AlphaClipThresholdSlotName, AlphaClipThresholdSlotName, SlotType.Input, 0.5f, ShaderStageCapability.Fragment));
// clear out slot names that do not match the slots
// we support
RemoveSlotsNameNotMatching(
new[]
{
PositionSlotId,
VertNormalSlotId,
VertTangentSlotId,
AlbedoSlotId,
NormalSlotId,
EmissionSlotId,
model == Model.Metallic ? MetallicSlotId : SpecularSlotId,
SmoothnessSlotId,
OcclusionSlotId,
AlphaSlotId,
AlphaThresholdSlotId
}, true);
}
protected override VisualElement CreateCommonSettingsElement()
{
return new PBRSettingsView(this);
}
public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability)
{
List<MaterialSlot> slots = new List<MaterialSlot>();
GetSlots(slots);
List<MaterialSlot> validSlots = new List<MaterialSlot>();
for (int i = 0; i < slots.Count; i++)
{
if (slots[i].stageCapability != ShaderStageCapability.All && slots[i].stageCapability != stageCapability)
continue;
validSlots.Add(slots[i]);
}
return validSlots.OfType<IMayRequireNormal>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresNormal(stageCapability));
}
public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability)
{
List<MaterialSlot> slots = new List<MaterialSlot>();
GetSlots(slots);
List<MaterialSlot> validSlots = new List<MaterialSlot>();
for (int i = 0; i < slots.Count; i++)
{
if (slots[i].stageCapability != ShaderStageCapability.All && slots[i].stageCapability != stageCapability)
continue;
validSlots.Add(slots[i]);
}
return validSlots.OfType<IMayRequirePosition>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresPosition(stageCapability));
}
public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability)
{
List<MaterialSlot> slots = new List<MaterialSlot>();
GetSlots(slots);
List<MaterialSlot> validSlots = new List<MaterialSlot>();
for (int i = 0; i < slots.Count; i++)
{
if (slots[i].stageCapability != ShaderStageCapability.All && slots[i].stageCapability != stageCapability)
continue;
validSlots.Add(slots[i]);
}
return validSlots.OfType<IMayRequireTangent>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresTangent(stageCapability));
}
}
}