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.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
class PropertyCollector
{
public struct TextureInfo
{
public string name;
public int textureId;
public bool modifiable;
}
public readonly List<AbstractShaderProperty> properties = new List<AbstractShaderProperty>();
public void AddShaderProperty(AbstractShaderProperty chunk)
{
if (properties.Any(x => x.referenceName == chunk.referenceName))
return;
properties.Add(chunk);
}
public void GetPropertiesDeclaration(ShaderStringBuilder builder, GenerationMode mode, ConcretePrecision inheritedPrecision)
{
foreach (var prop in properties)
{
prop.ValidateConcretePrecision(inheritedPrecision);
}
var batchAll = mode == GenerationMode.Preview;
builder.AppendLine("CBUFFER_START(UnityPerMaterial)");
int instancedCount = 0;
foreach (var prop in properties.Where(n => batchAll || (n.generatePropertyBlock && n.isBatchable)))
{
if (!prop.gpuInstanced)
builder.AppendLine(prop.GetPropertyDeclarationString());
else
instancedCount++;
}
if (instancedCount > 0)
{
builder.AppendLine("#ifndef UNITY_DOTS_INSTANCING_ENABLED");
foreach (var prop in properties.Where(n => batchAll || (n.generatePropertyBlock && n.isBatchable)))
{
if (prop.gpuInstanced)
builder.AppendLine(prop.GetPropertyDeclarationString());
}
builder.AppendLine("#endif");
}
builder.AppendLine("CBUFFER_END");
if (batchAll)
return;
foreach (var prop in properties.Where(n => !n.isBatchable || !n.generatePropertyBlock))
{
builder.AppendLine(prop.GetPropertyDeclarationString());
}
}
public int GetDotsInstancingPropertiesCount(GenerationMode mode)
{
var batchAll = mode == GenerationMode.Preview;
return properties.Where(n => (batchAll || (n.generatePropertyBlock && n.isBatchable)) && n.gpuInstanced).Count();
}
public string GetDotsInstancingPropertiesDeclaration(GenerationMode mode)
{
var builder = new ShaderStringBuilder();
var batchAll = mode == GenerationMode.Preview;
int instancedCount = GetDotsInstancingPropertiesCount(mode);
if (instancedCount > 0)
{
builder.AppendLine("#if defined(UNITY_DOTS_INSTANCING_ENABLED)");
builder.AppendLine("#define SHADER_GRAPH_GENERATED");
builder.Append("#define DOTS_CUSTOM_ADDITIONAL_MATERIAL_VARS\t");
int count = 0;
foreach (var prop in properties.Where(n => batchAll || (n.generatePropertyBlock && n.isBatchable)))
{
if (prop.gpuInstanced)
{
string varName = $"{prop.referenceName}_Array";
string sType = prop.concreteShaderValueType.ToShaderString(prop.concretePrecision);
builder.Append("UNITY_DEFINE_INSTANCED_PROP({0}, {1})", sType, varName);
if (count < instancedCount - 1)
builder.Append("\\");
builder.AppendLine("");
count++;
}
}
foreach (var prop in properties.Where(n => batchAll || (n.generatePropertyBlock && n.isBatchable)))
{
if (prop.gpuInstanced)
{
string varName = $"{prop.referenceName}_Array";
builder.AppendLine("#define {0} UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, {1})", prop.referenceName, varName);
}
}
}
builder.AppendLine("#endif");
return builder.ToString();
}
public List<TextureInfo> GetConfiguredTexutres()
{
var result = new List<TextureInfo>();
foreach (var prop in properties.OfType<Texture2DShaderProperty>())
{
if (prop.referenceName != null)
{
var textureInfo = new TextureInfo
{
name = prop.referenceName,
textureId = prop.value.texture != null ? prop.value.texture.GetInstanceID() : 0,
modifiable = prop.modifiable
};
result.Add(textureInfo);
}
}
foreach (var prop in properties.OfType<Texture2DArrayShaderProperty>())
{
if (prop.referenceName != null)
{
var textureInfo = new TextureInfo
{
name = prop.referenceName,
textureId = prop.value.textureArray != null ? prop.value.textureArray.GetInstanceID() : 0,
modifiable = prop.modifiable
};
result.Add(textureInfo);
}
}
foreach (var prop in properties.OfType<Texture3DShaderProperty>())
{
if (prop.referenceName != null)
{
var textureInfo = new TextureInfo
{
name = prop.referenceName,
textureId = prop.value.texture != null ? prop.value.texture.GetInstanceID() : 0,
modifiable = prop.modifiable
};
result.Add(textureInfo);
}
}
foreach (var prop in properties.OfType<CubemapShaderProperty>())
{
if (prop.referenceName != null)
{
var textureInfo = new TextureInfo
{
name = prop.referenceName,
textureId = prop.value.cubemap != null ? prop.value.cubemap.GetInstanceID() : 0,
modifiable = prop.modifiable
};
result.Add(textureInfo);
}
}
return result;
}
}
}