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Adding Vertex position to master node and vertex position input node

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Eduardo Chaves 8 年前
当前提交
c3b50c34
共有 11 个文件被更改,包括 702 次插入18 次删除
  1. 2
      MaterialGraphProject/Assets/Eduardo/EduardoTestGraph.ShaderGraph
  2. 8
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Runtime/Implementation/NodeUtils.cs
  3. 110
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/SurfaceModel/AbstractSurfaceMasterNode.cs
  4. 35
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/SurfaceModel/MetallicMasterNode.cs
  5. 30
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/SurfaceModel/SpecularMasterNode.cs
  6. 79
      MaterialGraphProject/Assets/Eduardo/EduardoTestMat.mat
  7. 9
      MaterialGraphProject/Assets/Eduardo/EduardoTestMat.mat.meta
  8. 64
      MaterialGraphProject/Assets/Eduardo/VertexPositionNode.cs
  9. 12
      MaterialGraphProject/Assets/Eduardo/VertexPositionNode.cs.meta
  10. 363
      MaterialGraphProject/Assets/Eduardo/eduardoScene.unity
  11. 8
      MaterialGraphProject/Assets/Eduardo/eduardoScene.unity.meta

2
MaterialGraphProject/Assets/Eduardo/EduardoTestGraph.ShaderGraph
文件差异内容过多而无法显示
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8
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Runtime/Implementation/NodeUtils.cs


Exclude
}
public static void DepthFirstCollectNodesFromNode(List<INode> nodeList, INode node, IncludeSelf includeSelf = IncludeSelf.Include)
public static void DepthFirstCollectNodesFromNode(List<INode> nodeList, INode node, IncludeSelf includeSelf = IncludeSelf.Include, List<int>slotIds = null)
{
// no where to start
if (node == null)

remapper.DepthFirstCollectNodesFromNodeSlotList(nodeList, includeSelf);
return;
}
var ids = node.GetInputSlots<ISlot>().Select(x => x.id);
if (slotIds != null)
ids = node.GetInputSlots<ISlot>().Where(x => slotIds.Contains(x.id)).Select(x => x.id);
foreach (var slot in node.GetInputSlots<ISlot>().Select(x => x.id))
foreach (var slot in ids)
{
foreach (var edge in node.owner.GetEdges(node.GetSlotReference(slot)))
{

110
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/SurfaceModel/AbstractSurfaceMasterNode.cs


public const string SmoothnessSlotName = "Smoothness";
public const string OcclusionSlotName = "Occlusion";
public const string AlphaSlotName = "Alpha";
public const string VertexOffsetName = "VertexPosition";
public const int AlbedoSlotId = 0;
public const int NormalSlotId = 1;

public const int AlphaSlotId = 6;
public const int VertexOffsetId = 7;
[SerializeField]
private SurfaceMaterialOptions m_MaterialOptions = new SurfaceMaterialOptions();

public abstract string GetSurfaceOutputName();
public abstract string GetLightFunction();
void GenerateNodeFunctionsAndPropertyUsages(
ShaderGenerator shaderBody,
ShaderGenerator propertyUsages,
ShaderGenerator nodeFunction,
GenerationMode mode,
int[] validNodeIds)
{
var activeNodeList = new List<INode>();
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this, NodeUtils.IncludeSelf.Include,
new List<int>(validNodeIds));
foreach (var node in activeNodeList.OfType<AbstractMaterialNode>())
{
if (node is IGeneratesFunction)
(node as IGeneratesFunction).GenerateNodeFunction(nodeFunction, mode);
node.GeneratePropertyUsages(propertyUsages, mode);
}
var nodes = ListPool<INode>.Get();
//Get the rest of the nodes for all the other slots
NodeUtils.DepthFirstCollectNodesFromNode(nodes, this, NodeUtils.IncludeSelf.Exclude, new List<int>(vertexInputs));
for (var i = 0; i < nodes.Count; i++)
{
var node = nodes[i];
if (node is IGeneratesBodyCode)
(node as IGeneratesBodyCode).GenerateNodeCode(shaderBody, mode);
}
ListPool<INode>.Release(nodes);
}
void GenerateVertexShaderInternal(
ShaderGenerator propertyUsages,
ShaderGenerator shaderBody,
ShaderGenerator nodeFunction,
ShaderGenerator vertexShaderBlock,
GenerationMode mode)
{
GenerateNodeFunctionsAndPropertyUsages(vertexShaderBlock, propertyUsages, nodeFunction, mode, vertexInputs);
var slot = FindInputSlot<MaterialSlot>(VertexOffsetId);
foreach (var edge in owner.GetEdges(slot.slotReference))
{
var outputRef = edge.outputSlot;
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid);
if (fromNode == null)
continue;
var remapper = fromNode as INodeGroupRemapper;
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId))
continue;
vertexShaderBlock.AddShaderChunk("v.vertex.xyz = " + fromNode.GetVariableNameForSlot(outputRef.slotId) + ";", true);
}
}
public override string GetSubShader(GenerationMode mode, PropertyGenerator shaderPropertiesVisitor)
{
var templateLocation = ShaderGenerator.GetTemplatePath("subshader.template");

shaderBodyVisitor,
shaderFunctionVisitor,
shaderInputVisitor,
vertexShaderBlock,
mode);
GenerateVertexShaderInternal(
shaderPropertyUsagesVisitor,
shaderBodyVisitor,
shaderFunctionVisitor,
vertexShaderBlock,
mode);

return Regex.Replace(resultShader, @"\r\n|\n\r|\n|\r", Environment.NewLine);
}
protected abstract int[] surfaceInputs
{
get;
}
protected abstract int[] vertexInputs
{
get;
}
private void GenerateSurfaceShaderInternal(
ShaderGenerator propertyUsages,
ShaderGenerator shaderBody,

GenerationMode mode)
{
var activeNodeList = new List<INode>();
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this);
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this, NodeUtils.IncludeSelf.Include,
new List<int>(surfaceInputs));
foreach (var node in activeNodeList.OfType<AbstractMaterialNode>())
{

var nodes = ListPool<INode>.Get();
//Get the rest of the nodes for all the other slots
NodeUtils.DepthFirstCollectNodesFromNode(nodes, this, NodeUtils.IncludeSelf.Exclude);
NodeUtils.DepthFirstCollectNodesFromNode(nodes, this, NodeUtils.IncludeSelf.Exclude, new List<int>(surfaceInputs));
for (var i = 0; i < nodes.Count; i++)
{
var node = nodes[i];

foreach (var slot in GetInputSlots<MaterialSlot>())
{
foreach (var edge in owner.GetEdges(slot.slotReference))
if (surfaceInputs.Contains(slot.id))
var outputRef = edge.outputSlot;
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid);
if (fromNode == null)
continue;
foreach (var edge in owner.GetEdges(slot.slotReference))
{
var outputRef = edge.outputSlot;
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid);
if (fromNode == null)
continue;
var remapper = fromNode as INodeGroupRemapper;
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId))
continue;
var remapper = fromNode as INodeGroupRemapper;
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId))
continue;
shaderBody.AddShaderChunk("o." + slot.shaderOutputName + " = " + fromNode.GetVariableNameForSlot(outputRef.slotId) + ";", true);
shaderBody.AddShaderChunk("o." + slot.shaderOutputName + " = " + fromNode.GetVariableNameForSlot(outputRef.slotId) + ";", true);
if (slot.id == NormalSlotId)
shaderBody.AddShaderChunk("o." + slot.shaderOutputName + " += 1e-6;", true);
if (slot.id == NormalSlotId)
shaderBody.AddShaderChunk("o." + slot.shaderOutputName + " += 1e-6;", true);
}
}
}
}

35
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/SurfaceModel/MetallicMasterNode.cs


public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(VertexOffsetId, VertexOffsetName, VertexOffsetName, SlotType.Input, SlotValueType.Vector3, Vector4.zero));
AddSlot(new MaterialSlot(AlbedoSlotId, AlbedoSlotName, AlbedoSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero));
AddSlot(new MaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero));
AddSlot(new MaterialSlot(EmissionSlotId, EmissionSlotName, EmissionSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero));

MetallicSlotId,
SmoothnessSlotId,
OcclusionSlotId,
AlphaSlotId
AlphaSlotId,
VertexOffsetId
protected override int[] surfaceInputs
{
get
{
return new[]
{
AlbedoSlotId,
NormalSlotId,
EmissionSlotId,
MetallicSlotId,
SmoothnessSlotId,
OcclusionSlotId,
AlphaSlotId,
};
}
}
protected override int[] vertexInputs
{
get
{
return new[]
{
VertexOffsetId
};
}
}
public override string GetSurfaceOutputName()
{
return SurfaceOutputStructureName;

30
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/SurfaceModel/SpecularMasterNode.cs


UpdateNodeAfterDeserialization();
}
protected override int[] surfaceInputs
{
get
{
return new[]
{
AlbedoSlotId,
NormalSlotId,
EmissionSlotId,
SmoothnessSlotId,
OcclusionSlotId,
AlphaSlotId,
SpecularSlotId
};
}
}
protected override int[] vertexInputs
{
get
{
return new[]
{
VertexOffsetId
};
}
}
AddSlot(new MaterialSlot(VertexOffsetId, VertexOffsetName, VertexOffsetName, SlotType.Input, SlotValueType.Vector3, Vector4.zero));
AddSlot(new MaterialSlot(AlbedoSlotId, AlbedoSlotName, AlbedoSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero));
AddSlot(new MaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero));
AddSlot(new MaterialSlot(EmissionSlotId, EmissionSlotName, EmissionSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero));

79
MaterialGraphProject/Assets/Eduardo/EduardoTestMat.mat


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9
MaterialGraphProject/Assets/Eduardo/EduardoTestMat.mat.meta


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64
MaterialGraphProject/Assets/Eduardo/VertexPositionNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Geometry/Vertex Position")]
public class VertexPositionNode : AbstractMaterialNode
{
private const string kOutputSlotName = "XYZW";
private const string kOutputSlotNameXYZ = "XYZ";
private const string kOutputSlotNameX = "X";
private const string kOutputSlotNameY = "Y";
private const string kOutputSlotNameZ = "Z";
private const string kOutputSlotNameW = "W";
public const int OutputSlotId = 0;
public const int OutputSlotIdXYZ = 1;
public const int OutputSlotIdX = 2;
public const int OutputSlotIdY = 3;
public const int OutputSlotIdZ = 4;
public const int OutputSlotIdW = 5;
public VertexPositionNode()
{
name = "VertexPostion";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector4, Vector4.zero));
AddSlot(new MaterialSlot(OutputSlotIdXYZ, kOutputSlotNameXYZ, kOutputSlotNameXYZ, SlotType.Output, SlotValueType.Vector3, Vector4.zero));
AddSlot(new MaterialSlot(OutputSlotIdX, kOutputSlotNameX, kOutputSlotNameX, SlotType.Output, SlotValueType.Vector1, Vector4.zero));
AddSlot(new MaterialSlot(OutputSlotIdY, kOutputSlotNameY, kOutputSlotNameY, SlotType.Output, SlotValueType.Vector1, Vector4.zero));
AddSlot(new MaterialSlot(OutputSlotIdZ, kOutputSlotNameZ, kOutputSlotNameZ, SlotType.Output, SlotValueType.Vector1, Vector4.zero));
AddSlot(new MaterialSlot(OutputSlotIdW, kOutputSlotNameW, kOutputSlotNameW, SlotType.Output, SlotValueType.Vector1, Vector4.zero));
RemoveSlotsNameNotMatching(validSlots);
}
protected int[] validSlots
{
get { return new[] { OutputSlotId, OutputSlotIdXYZ ,OutputSlotIdX, OutputSlotIdY, OutputSlotIdZ, OutputSlotIdW }; }
}
public override string GetVariableNameForSlot(int slotId)
{
switch (slotId)
{
case OutputSlotIdXYZ:
return "v.vertex.xyz";
case OutputSlotIdX:
return "v.vertex.x";
case OutputSlotIdY:
return "v.vertex.y";
case OutputSlotIdZ:
return "v.vertex.z";
case OutputSlotIdW:
return "v.vertex.w";
default:
return "v.vertex";
}
}
}
}

12
MaterialGraphProject/Assets/Eduardo/VertexPositionNode.cs.meta


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MaterialGraphProject/Assets/Eduardo/eduardoScene.unity


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MaterialGraphProject/Assets/Eduardo/eduardoScene.unity.meta


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