浏览代码
- Add LitSharePass.template to clarify code
- Add LitSharePass.template to clarify code
- Isolate material graph integration from HDRenderloop to HDRenderloopMaterialGraph/scriptablerenderloop-materialgraph
Paul Demeulenaere
8 年前
当前提交
0621ae04
共有 5 个文件被更改,包括 634 次插入 和 607 次删除
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607Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
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521Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderloopMaterialGraph.cs
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12Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderloopMaterialGraph.cs.meta
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93Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSharePass.template
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8Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSharePass.template.meta
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using UnityEngine.Rendering; |
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using UnityEngine.Experimental.Rendering; |
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using System.Collections.Generic; |
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using System; |
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using System.Linq; |
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using System.Text.RegularExpressions; |
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using UnityEngine.MaterialGraph; |
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using UnityEngine.Graphing; |
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|
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namespace UnityEngine.Experimental.ScriptableRenderLoop |
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{ |
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public class DefaultAmbientOcclusion : AbstractMaterialNode |
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{ |
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public const int kOutputSlotId = 0; |
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public const string kOutputSlotName = "DefaultAmbientOcclusion"; |
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public DefaultAmbientOcclusion() |
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{ |
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name = "Default Ambient Occlusion"; |
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UpdateNodeAfterDeserialization(); |
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} |
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public sealed override void UpdateNodeAfterDeserialization() |
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{ |
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AddSlot(new MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector1, Vector4.one)); |
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RemoveSlotsNameNotMatching(new[] { kOutputSlotId }); |
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} |
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public override string GetVariableNameForSlot(int slotId) |
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{ |
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return "1.0f"; |
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} |
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} |
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[Serializable] |
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public abstract class AbstractHDRenderLoopMasterNode : AbstractMasterNode |
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{ |
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public AbstractHDRenderLoopMasterNode() |
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{ |
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name = GetName(); |
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UpdateNodeAfterDeserialization(); |
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} |
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protected abstract Type GetSurfaceType(); |
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protected abstract string GetName(); |
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protected abstract int GetMatchingMaterialID(); |
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public sealed override void UpdateNodeAfterDeserialization() |
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{ |
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var surfaceType = GetSurfaceType(); |
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if (surfaceType != null) |
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{ |
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var fieldsBuiltIn = typeof(Builtin.BuiltinData).GetFields(); |
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var fieldsSurface = surfaceType.GetFields(); |
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var slots = fieldsSurface.Concat(fieldsBuiltIn).Select((field, index) => |
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{ |
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var attributes = (SurfaceDataAttributes[])field.GetCustomAttributes(typeof(SurfaceDataAttributes), false); |
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var attribute = attributes.Length > 0 ? attributes[0] : new SurfaceDataAttributes(); |
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var valueType = SlotValueType.Dynamic; |
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var fieldType = field.FieldType; |
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if (fieldType == typeof(float)) |
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{ |
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valueType = SlotValueType.Vector1; |
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} |
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else if (fieldType == typeof(Vector2)) |
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{ |
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valueType = SlotValueType.Vector2; |
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} |
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else if (fieldType == typeof(Vector3)) |
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{ |
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valueType = SlotValueType.Vector3; |
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} |
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else if (fieldType == typeof(Vector2)) |
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{ |
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valueType = SlotValueType.Vector4; |
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} |
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return new |
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{ |
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index = index, |
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priority = attribute.priority, |
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displayName = attribute.displayName, |
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materialID = attribute.filter, |
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shaderOutputName = field.Name, |
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valueType = valueType |
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}; |
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}) |
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.Where(o => (o.materialID == null || o.materialID.Contains(GetMatchingMaterialID())) && o.valueType != SlotValueType.Dynamic) |
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.OrderBy(o => o.priority) |
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.ThenBy(o => o.displayName) |
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.ToArray(); |
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foreach (var slot in slots) |
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{ |
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if (slot.displayName == "Normal") |
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{ |
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AddSlot(new MaterialSlotDefaultInput(slot.index, slot.displayName, slot.shaderOutputName, Graphing.SlotType.Input, slot.valueType, new WorldSpaceNormalNode(), WorldSpaceNormalNode.kOutputSlotId)); |
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} |
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else if (slot.displayName == "Tangent") |
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{ |
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AddSlot(new MaterialSlotDefaultInput(slot.index, slot.displayName, slot.shaderOutputName, Graphing.SlotType.Input, slot.valueType, new WorldSpaceTangentNode(), WorldSpaceTangentNode.kOutputSlotId)); |
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} |
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else if (slot.displayName == "Ambient Occlusion") |
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{ |
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AddSlot(new MaterialSlotDefaultInput(slot.index, slot.displayName, slot.shaderOutputName, Graphing.SlotType.Input, slot.valueType, new DefaultAmbientOcclusion(), DefaultAmbientOcclusion.kOutputSlotId)); |
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} |
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else |
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{ |
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AddSlot(new MaterialSlot(slot.index, slot.displayName, slot.shaderOutputName, Graphing.SlotType.Input, slot.valueType, Vector4.zero)); |
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} |
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} |
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} |
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} |
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private static void CollectFromNodesFromNodes(List<INode> nodeList, INode node, List<int> slotId) |
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{ |
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// no where to start
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if (node == null) |
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return; |
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// allready added this node
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if (nodeList.Contains(node)) |
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return; |
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// if we have a slot passed in but can not find it on the node abort
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if (slotId != null && node.GetInputSlots<ISlot>().All(x => !slotId.Contains(x.id))) |
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return; |
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var validSlots = ListPool<int>.Get(); |
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if (slotId != null) |
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slotId.ForEach(x => validSlots.Add(x)); |
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else |
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validSlots.AddRange(node.GetInputSlots<ISlot>().Select(x => x.id)); |
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foreach (var slot in validSlots) |
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{ |
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foreach (var edge in node.owner.GetEdges(node.GetSlotReference(slot))) |
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{ |
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var outputNode = node.owner.GetNodeFromGuid(edge.outputSlot.nodeGuid); |
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CollectFromNodesFromNodes(nodeList, outputNode, null); |
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} |
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} |
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nodeList.Add(node); |
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ListPool<int>.Release(validSlots); |
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} |
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private class Vayring |
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{ |
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public string attributeName; |
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public string semantic; |
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public SlotValueType semanticType; |
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public string vayringName; |
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public SlotValueType type; |
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public string vertexCode; |
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public string pixelCode; |
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public string fragInputTarget; |
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}; |
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private string GenerateLitDataTemplate(GenerationMode mode, string useSurfaceDataInput, string useSurfaceFragInput, PropertyGenerator propertyGenerator, ShaderGenerator propertyUsagesVisitor, ShaderGenerator shaderFunctionVisitor, string litShareTemplate) |
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{ |
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var activeNodeList = new List<INode>(); |
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var useDataInputRegex = new Regex(useSurfaceDataInput); |
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var needFragInputRegex = new Regex(useSurfaceFragInput); |
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var slotIDList = GetInputSlots<MaterialSlot>().Where(s => useDataInputRegex.IsMatch(s.shaderOutputName)).Select(s => s.id).ToList(); |
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CollectFromNodesFromNodes(activeNodeList, this, slotIDList); |
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var vayrings = new List<Vayring>(); |
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for (int iTexCoord = 0; iTexCoord < 4; ++iTexCoord) |
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{ |
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if (needFragInputRegex.IsMatch("texCoord" + iTexCoord) || (iTexCoord == 0 && activeNodeList.OfType<IMayRequireMeshUV>().Any(x => x.RequiresMeshUV()))) |
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{ |
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vayrings.Add(new Vayring() |
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{ |
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attributeName = "texCoord" + iTexCoord, |
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semantic = "TEXCOORD" + iTexCoord, |
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vayringName = "texCoord" + iTexCoord, |
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type = SlotValueType.Vector2, |
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vertexCode = string.Format("output.texCoord{0} = input.texCoord{0};", iTexCoord), |
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pixelCode = string.Format("float4 {0} = float4(fragInput.texCoord{1}, 0, 0);", ShaderGeneratorNames.UV0.Replace("0", iTexCoord.ToString()), iTexCoord) |
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}); |
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} |
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} |
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bool needBitangent = needFragInputRegex.IsMatch("bitangentWS"); |
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if (needBitangent || needFragInputRegex.IsMatch("tangentWS") || activeNodeList.OfType<IMayRequireTangent>().Any(x => x.RequiresTangent())) |
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{ |
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vayrings.Add(new Vayring() |
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{ |
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attributeName = "tangentOS", |
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semantic = "TANGENT", |
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semanticType = SlotValueType.Vector4, |
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vayringName = "tangentWS", |
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type = SlotValueType.Vector3, |
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vertexCode = "output.tangentWS = TransformObjectToWorldDir(input.tangentOS.xyz);", |
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fragInputTarget = "tangentToWorld[0]", |
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pixelCode = string.Format("float3 {0} = normalize(fragInput.tangentToWorld[0]);", ShaderGeneratorNames.WorldSpaceTangent) |
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}); |
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} |
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if (needBitangent || needFragInputRegex.IsMatch("normalWS") || activeNodeList.OfType<IMayRequireNormal>().Any(x => x.RequiresNormal())) |
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{ |
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vayrings.Add(new Vayring() |
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{ |
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attributeName = "normalOS", |
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semantic = "NORMAL", |
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vayringName = "normalWS", |
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type = SlotValueType.Vector3, |
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vertexCode = "output.normalWS = TransformObjectToWorldNormal(input.normalOS);", |
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fragInputTarget = "tangentToWorld[2]", |
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pixelCode = string.Format("float3 {0} = normalize(fragInput.tangentToWorld[2]);", ShaderGeneratorNames.WorldSpaceNormal) |
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}); |
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} |
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if (needBitangent) |
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{ |
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vayrings.Add(new Vayring() |
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{ |
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vayringName = "bitangentWS", |
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type = SlotValueType.Vector3, |
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vertexCode = "output.bitangentWS = CreateBitangent(output.normalWS, output.tangentWS, input.tangentOS.w);", |
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fragInputTarget = "tangentToWorld[1]", |
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pixelCode = string.Format("float3 {0} = normalize(fragInput.tangentToWorld[1]);", "worldSpaceBitangent") |
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}); |
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} |
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bool requireViewDirection = needFragInputRegex.IsMatch("viewDirectionWS") || activeNodeList.OfType<IMayRequireViewDirection>().Any(x => x.RequiresViewDirection()); |
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if (requireViewDirection || needFragInputRegex.IsMatch("positionWS") || activeNodeList.OfType<IMayRequireWorldPosition>().Any(x => x.RequiresWorldPosition())) |
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{ |
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vayrings.Add(new Vayring() |
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{ |
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vayringName = "positionWS", |
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type = SlotValueType.Vector3, |
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vertexCode = "output.positionWS = TransformObjectToWorld(input.positionOS);", |
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pixelCode = string.Format("float3 {0} = fragInput.positionWS;", ShaderGeneratorNames.WorldSpacePosition) |
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}); |
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} |
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if (requireViewDirection) |
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{ |
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vayrings.Add(new Vayring() |
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{ |
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pixelCode = string.Format("float3 {0} = GetWorldSpaceNormalizeViewDir(fragInput.positionWS);", ShaderGeneratorNames.WorldSpaceViewDirection) |
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}); |
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} |
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if (needFragInputRegex.IsMatch("vertexColor")) |
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{ |
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vayrings.Add(new Vayring() |
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{ |
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attributeName = "vertexColor", |
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semantic = "COLOR", |
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vayringName = "vertexColor", |
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type = SlotValueType.Vector4, |
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vertexCode = "output.vertexColor = input.vertexColor;", |
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pixelCode = string.Format("float4 {0} = fragInput.vertexColor;", "vertexColor") |
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}); |
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} |
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Func<SlotValueType, int> _fnTypeToSize = o => |
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{ |
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switch (o) |
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{ |
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case SlotValueType.Vector1: return 1; |
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case SlotValueType.Vector2: return 2; |
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case SlotValueType.Vector3: return 3; |
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case SlotValueType.Vector4: return 4; |
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} |
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return 0; |
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}; |
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var packedVarying = new ShaderGenerator(); |
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int totalSize = vayrings.Sum(x => _fnTypeToSize(x.type)); |
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if (totalSize > 0) |
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{ |
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var interpolatorCount = Mathf.Ceil((float)totalSize / 4.0f); |
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packedVarying.AddShaderChunk(string.Format("float4 interpolators[{0}] : TEXCOORD0;", (int)interpolatorCount), false); |
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} |
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var vayringVisitor = new ShaderGenerator(); |
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var pixelShaderInitVisitor = new ShaderGenerator(); |
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var vertexAttributeVisitor = new ShaderGenerator(); |
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var vertexShaderBodyVisitor = new ShaderGenerator(); |
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var packInterpolatorVisitor = new ShaderGenerator(); |
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var unpackInterpolatorVisitor = new ShaderGenerator(); |
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int currentIndex = 0; |
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int currentChannel = 0; |
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foreach (var vayring in vayrings) |
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{ |
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vertexShaderBodyVisitor.AddShaderChunk(vayring.vertexCode, false); |
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pixelShaderInitVisitor.AddShaderChunk(vayring.pixelCode, false); |
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if (vayring.type != SlotValueType.Dynamic) |
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{ |
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var typeSize = _fnTypeToSize(vayring.type); |
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if (!string.IsNullOrEmpty(vayring.attributeName)) |
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{ |
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var semanticType = vayring.semanticType != SlotValueType.Dynamic ? vayring.semanticType : vayring.type; |
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var semanticSize = _fnTypeToSize(semanticType); |
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vertexAttributeVisitor.AddShaderChunk(string.Format("float{0} {1} : {2};", semanticSize, vayring.attributeName, vayring.semantic), true); |
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} |
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vayringVisitor.AddShaderChunk(string.Format("float{0} {1};", typeSize, vayring.vayringName), false); |
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for (int channel = 0; channel < typeSize; ++channel) |
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{ |
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var packed = string.Format("interpolators[{0}][{1}]", currentIndex, currentChannel); |
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var source = string.Format("{0}[{1}]", vayring.vayringName, channel); |
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var target = string.Format("{0}[{1}]", string.IsNullOrEmpty(vayring.fragInputTarget) ? vayring.vayringName : vayring.fragInputTarget, channel); |
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packInterpolatorVisitor.AddShaderChunk(string.Format("output.{0} = input.{1};", packed, source), false); |
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unpackInterpolatorVisitor.AddShaderChunk(string.Format("output.{0} = input.{1};", target, packed), false); |
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if (currentChannel == 3) |
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{ |
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currentChannel = 0; |
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currentIndex++; |
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} |
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else |
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{ |
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currentChannel++; |
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} |
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} |
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} |
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} |
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foreach (var node in activeNodeList.OfType<AbstractMaterialNode>()) |
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{ |
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if (node is IGeneratesFunction) (node as IGeneratesFunction).GenerateNodeFunction(shaderFunctionVisitor, mode); |
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if (node is IGenerateProperties) |
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{ |
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(node as IGenerateProperties).GeneratePropertyBlock(propertyGenerator, mode); |
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(node as IGenerateProperties).GeneratePropertyUsages(propertyUsagesVisitor, mode); |
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} |
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} |
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var pixelShaderBodyVisitor = new ShaderGenerator(); |
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foreach (var node in activeNodeList) |
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{ |
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if (node is IGeneratesBodyCode) |
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(node as IGeneratesBodyCode).GenerateNodeCode(pixelShaderBodyVisitor, mode); |
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} |
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foreach (var slot in GetInputSlots<MaterialSlot>()) |
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{ |
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if (!slotIDList.Contains(slot.id)) |
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continue; |
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foreach (var edge in owner.GetEdges(slot.slotReference)) |
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{ |
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var outputRef = edge.outputSlot; |
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var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid); |
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if (fromNode == null) |
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continue; |
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var slotOutputName = slot.shaderOutputName; |
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var inputStruct = typeof(Lit.SurfaceData).GetFields().Any(o => o.Name == slotOutputName) ? "surfaceData" : "builtinData"; |
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pixelShaderBodyVisitor.AddShaderChunk(inputStruct + "." + slot.shaderOutputName + " = " + fromNode.GetVariableNameForSlot(outputRef.slotId) + ";", true); |
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} |
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} |
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var resultShader = litShareTemplate.Replace("${VaryingAttributes}", vayringVisitor.GetShaderString(1)); |
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resultShader = resultShader.Replace("${PixelShaderInitialize}", pixelShaderInitVisitor.GetShaderString(1)); |
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resultShader = resultShader.Replace("${PixelShaderBody}", pixelShaderBodyVisitor.GetShaderString(1)); |
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resultShader = resultShader.Replace("${VertexAttributes}", vertexAttributeVisitor.GetShaderString(1)); |
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resultShader = resultShader.Replace("${PackedVaryingAttributes}", packedVarying.GetShaderString(1)); |
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resultShader = resultShader.Replace("${PackingVaryingCode}", packInterpolatorVisitor.GetShaderString(1)); |
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resultShader = resultShader.Replace("${UnpackVaryingCode}", unpackInterpolatorVisitor.GetShaderString(1)); |
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resultShader = resultShader.Replace("${VertexShaderBody}", vertexShaderBodyVisitor.GetShaderString(1)); |
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return resultShader; |
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} |
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|
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public override string GetShader(MaterialOptions options, GenerationMode mode, out List<PropertyGenerator.TextureInfo> configuredTextures) |
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{ |
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configuredTextures = new List<PropertyGenerator.TextureInfo>(); |
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|
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var templatePath = "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.template"; |
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if (!System.IO.File.Exists(templatePath)) |
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return ""; |
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|
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var templatePathPass = "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSharePass.template"; |
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if (!System.IO.File.Exists(templatePathPass)) |
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return ""; |
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|
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var templateText = System.IO.File.ReadAllText(templatePath); |
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var templatePassText = System.IO.File.ReadAllText(templatePathPass); |
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|
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var shaderPropertiesVisitor = new PropertyGenerator(); |
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var propertyUsagesVisitor = new ShaderGenerator(); |
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var shaderFunctionVisitor = new ShaderGenerator(); |
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var templateToShader = new Dictionary<string, string>(); |
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|
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var findLitShareTemplate = new System.Text.RegularExpressions.Regex("#{LitTemplate.*}"); |
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var findUseDataInput = new System.Text.RegularExpressions.Regex("useSurfaceData:{(.*?)}"); |
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var findNeedFragInput = new System.Text.RegularExpressions.Regex("useFragInput:{(.*?)}"); |
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foreach (System.Text.RegularExpressions.Match match in findLitShareTemplate.Matches(templateText)) |
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{ |
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if (match.Captures.Count > 0) |
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{ |
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var capture = match.Captures[0].Value; |
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|
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if (!templateToShader.ContainsKey(capture)) |
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{ |
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var useUseDataInputRegex = ""; |
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if (findUseDataInput.IsMatch(capture)) |
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{ |
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var useInputMatch = findUseDataInput.Match(capture); |
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useUseDataInputRegex = useInputMatch.Groups.Count > 1 ? useInputMatch.Groups[1].Value : ""; |
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} |
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|
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var needFragInputRegex = ""; |
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if (findNeedFragInput.IsMatch(capture)) |
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{ |
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var useInputMatch = findNeedFragInput.Match(capture); |
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needFragInputRegex = useInputMatch.Groups.Count > 1 ? useInputMatch.Groups[1].Value : ""; |
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} |
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|
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var generatedShader = GenerateLitDataTemplate(mode, useUseDataInputRegex, needFragInputRegex, shaderPropertiesVisitor, propertyUsagesVisitor, shaderFunctionVisitor, templatePassText); |
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templateToShader.Add(capture, generatedShader); |
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} |
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} |
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} |
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|
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var resultShader = templateText.Replace("${ShaderName}", GetType() + guid.ToString()); |
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resultShader = resultShader.Replace("${ShaderPropertiesHeader}", shaderPropertiesVisitor.GetShaderString(2)); |
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resultShader = resultShader.Replace("${ShaderPropertyUsages}", propertyUsagesVisitor.GetShaderString(1)); |
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resultShader = resultShader.Replace("${ShaderFunctions}", shaderFunctionVisitor.GetShaderString(1)); |
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foreach (var entry in templateToShader) |
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{ |
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resultShader = resultShader.Replace(entry.Key, entry.Value); |
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} |
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|
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configuredTextures = shaderPropertiesVisitor.GetConfiguredTexutres(); |
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resultShader = Regex.Replace(resultShader, @"\t", " "); |
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|
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return Regex.Replace(resultShader, @"\r\n|\n\r|\n|\r", Environment.NewLine); |
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} |
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} |
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|
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[Serializable] |
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[Title("HDRenderLoop/StandardLit")] |
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public class StandardtLit : AbstractHDRenderLoopMasterNode |
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{ |
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protected override string GetName() |
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{ |
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return "MasterNodeStandardLit"; |
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} |
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|
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protected override Type GetSurfaceType() |
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{ |
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return typeof(Lit.SurfaceData); |
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} |
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|
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protected override int GetMatchingMaterialID() |
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{ |
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return (int)Lit.MaterialId.LitStandard; |
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} |
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} |
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|
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[Serializable] |
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[Title("HDRenderLoop/SubsurfaceScatteringLit")] |
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public class SubsurfaceScatteringLit : AbstractHDRenderLoopMasterNode |
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{ |
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protected override string GetName() |
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{ |
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return "MasterNodeSubsurfaceScatteringLit"; |
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} |
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|
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protected override Type GetSurfaceType() |
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{ |
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return typeof(Lit.SurfaceData); |
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} |
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|
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protected override int GetMatchingMaterialID() |
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{ |
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return (int)Lit.MaterialId.LitSSS; |
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} |
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} |
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|
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[Serializable] |
|||
[Title("HDRenderLoop/SubsurfaceClearCoatLit")] |
|||
public class SubsurfaceClearCoatLit : AbstractHDRenderLoopMasterNode |
|||
{ |
|||
protected override string GetName() |
|||
{ |
|||
return "MasterNodeSubsurfaceClearCoatLit"; |
|||
} |
|||
|
|||
protected override Type GetSurfaceType() |
|||
{ |
|||
return typeof(Lit.SurfaceData); |
|||
} |
|||
|
|||
protected override int GetMatchingMaterialID() |
|||
{ |
|||
return (int)Lit.MaterialId.LitClearCoat; |
|||
} |
|||
} |
|||
|
|||
[Serializable] |
|||
[Title("HDRenderLoop/SpecularColorLit")] |
|||
public class SpecularColorLit : AbstractHDRenderLoopMasterNode |
|||
{ |
|||
protected override string GetName() |
|||
{ |
|||
return "MasterNodeSpecularColorLit"; |
|||
} |
|||
|
|||
protected override Type GetSurfaceType() |
|||
{ |
|||
return typeof(Lit.SurfaceData); |
|||
} |
|||
|
|||
protected override int GetMatchingMaterialID() |
|||
{ |
|||
return (int)Lit.MaterialId.LitSpecular; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: f65c9c0fe500c6649b8275098688dd76 |
|||
timeCreated: 1480090275 |
|||
licenseType: Pro |
|||
MonoImporter: |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#if SHADERPASS == SHADERPASS_LIGHT_TRANSPORT |
|||
CBUFFER_START(UnityMetaPass) |
|||
// x = use uv1 as raster position |
|||
// y = use uv2 as raster position |
|||
bool4 unity_MetaVertexControl; |
|||
|
|||
// x = return albedo |
|||
// y = return normal |
|||
bool4 unity_MetaFragmentControl; |
|||
CBUFFER_END |
|||
// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency |
|||
float unity_OneOverOutputBoost; |
|||
float unity_MaxOutputValue; |
|||
#endif |
|||
|
|||
void GetSurfaceAndBuiltinData(FragInput fragInput, out SurfaceData surfaceData, out BuiltinData builtinData) |
|||
{ |
|||
ZERO_INITIALIZE(SurfaceData, surfaceData); |
|||
ZERO_INITIALIZE(BuiltinData, builtinData); |
|||
${PixelShaderInitialize} |
|||
${PixelShaderBody} |
|||
|
|||
/* this clip could be integrated earlier for optimisation */ |
|||
#ifdef _ALPHATEST_ON |
|||
clip(builtinData.opacity - _AlphaCutoff); |
|||
#endif |
|||
|
|||
/* HotFix to keep the PreIntegratedFGD shared texture sampler (TODO : workaround until we support independant sampler declaration)*/ |
|||
surfaceData.specularOcclusion = max(surfaceData.specularOcclusion, 10e-5f); |
|||
} |
|||
|
|||
struct Attributes |
|||
{ |
|||
float3 positionOS : POSITION; |
|||
${VertexAttributes} |
|||
}; |
|||
|
|||
struct Varyings |
|||
{ |
|||
float4 positionHS; |
|||
${VaryingAttributes} |
|||
}; |
|||
|
|||
struct PackedVaryings |
|||
{ |
|||
float4 positionHS : SV_Position; |
|||
${PackedVaryingAttributes} |
|||
}; |
|||
|
|||
PackedVaryings PackVaryings(Varyings input) |
|||
{ |
|||
PackedVaryings output; |
|||
output.positionHS = input.positionHS; |
|||
${PackingVaryingCode} |
|||
return output; |
|||
} |
|||
|
|||
FragInput UnpackVaryings(PackedVaryings input) |
|||
{ |
|||
FragInput output; |
|||
ZERO_INITIALIZE(FragInput, output); |
|||
|
|||
output.unPositionSS = input.positionHS; |
|||
${UnpackVaryingCode} |
|||
return output; |
|||
} |
|||
|
|||
PackedVaryings VertDefault(Attributes input) |
|||
{ |
|||
Varyings output; |
|||
|
|||
#if SHADERPASS == SHADERPASS_LIGHT_TRANSPORT |
|||
// Output UV coordinate in vertex shader |
|||
if (unity_MetaVertexControl.x) |
|||
{ |
|||
input.positionOS.xy = input.texCoord1 * unity_LightmapST.xy + unity_LightmapST.zw; |
|||
// OpenGL right now needs to actually use incoming vertex position, |
|||
// so use it in a very dummy way |
|||
//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f; |
|||
} |
|||
if (unity_MetaVertexControl.y) |
|||
{ |
|||
input.positionOS.xy = input.texCoord2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; |
|||
// OpenGL right now needs to actually use incoming vertex position, |
|||
// so use it in a very dummy way |
|||
//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f; |
|||
} |
|||
#endif |
|||
|
|||
output.positionHS = TransformWorldToHClip(TransformObjectToWorld(input.positionOS)); |
|||
${VertexShaderBody} |
|||
return PackVaryings(output); |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: a8aafe97ed785bd428b604dd610dfd64 |
|||
timeCreated: 1480089914 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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