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REPO FIX

/main
Andre McGrail 7 年前
当前提交
c99dc5e2
共有 18 个文件被更改,包括 814 次插入24 次删除
  1. 8
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Runtime/Implementation/NodeUtils.cs
  2. 4
      MaterialGraphProject/Assets/GraphView/Editor.meta
  3. 32
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/Vector1NodePresenter.cs
  4. 54
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/Vector/Vector1Node.cs
  5. 110
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/SurfaceModel/AbstractSurfaceMasterNode.cs
  6. 35
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/SurfaceModel/MetallicMasterNode.cs
  7. 30
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/SurfaceModel/SpecularMasterNode.cs
  8. 10
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Util/FloatPropertyChunk.cs
  9. 1
      MaterialGraphProject/Assets/Andre/Shaders/StandardOpaqueShader.ShaderGraph
  10. 9
      MaterialGraphProject/Assets/Andre/Shaders/StandardOpaqueShader.ShaderGraph.meta
  11. 1
      MaterialGraphProject/Assets/Andre/Shaders/TestingGraph.ShaderGraph
  12. 9
      MaterialGraphProject/Assets/Andre/Shaders/TestingGraph.ShaderGraph.meta
  13. 79
      MaterialGraphProject/Assets/Eduardo/EduardoTestMat.mat
  14. 9
      MaterialGraphProject/Assets/Eduardo/EduardoTestMat.mat.meta
  15. 64
      MaterialGraphProject/Assets/Eduardo/VertexPositionNode.cs
  16. 12
      MaterialGraphProject/Assets/Eduardo/VertexPositionNode.cs.meta
  17. 363
      MaterialGraphProject/Assets/Eduardo/eduardoScene.unity
  18. 8
      MaterialGraphProject/Assets/Eduardo/eduardoScene.unity.meta

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)))
{

4
MaterialGraphProject/Assets/GraphView/Editor.meta


fileFormatVersion: 2
guid: 9635695807dafd94992e8eb6a9346b63
guid: 7a91bd168256a4fecb2d532dc2f38d8a
timeCreated: 1485805545
timeCreated: 1495668355
licenseType: Pro
DefaultImporter:
userData:

32
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/Vector1NodePresenter.cs


using RMGUI.GraphView;
using UnityEditor.Graphing.Drawing;
using UnityEngine.MaterialGraph;
using UnityEngine;
[SerializeField]
private int dynamicHeight;
public override void OnGUIHandler()
{
base.OnGUIHandler();

return;
tNode.value = EditorGUILayout.FloatField("Value:", tNode.value);
tNode.floatType = (FloatPropertyChunk.FloatType)EditorGUILayout.EnumPopup ("Float", tNode.floatType);
switch(tNode.floatType){
case FloatPropertyChunk.FloatType.Float:
dynamicHeight = 8;
tNode.value = EditorGUILayout.FloatField ("Value:", tNode.value);
break;
case FloatPropertyChunk.FloatType.Range:
dynamicHeight = 16;
Vector3 ranges = tNode.rangeValues;
tNode.value = EditorGUILayout.Slider (tNode.value, tNode.rangeValues.x, tNode.rangeValues.y);
EditorGUILayout.BeginHorizontal ();
ranges.x = EditorGUILayout.FloatField (ranges.x);
//very dirty...
for (int i = 0; i < 20; i++) {
EditorGUILayout.Space ();
}
ranges.y = EditorGUILayout.FloatField (ranges.y);
EditorGUILayout.EndHorizontal ();
tNode.rangeValues = ranges;
break;
}
return (EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing) + EditorGUIUtility.standardVerticalSpacing;
return (EditorGUIUtility.singleLineHeight + dynamicHeight * EditorGUIUtility.standardVerticalSpacing) + EditorGUIUtility.standardVerticalSpacing;
}
}

54
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/Vector/Vector1Node.cs


[SerializeField]
private float m_Value;
[SerializeField]
private FloatPropertyChunk.FloatType m_floatType;
[SerializeField]
private Vector3 m_rangeValues = new Vector3(0f, 1f, 2f);
public const int OutputSlotId = 0;
private const string kOutputSlotName = "Value";

}
}
public FloatPropertyChunk.FloatType floatType
{
get { return m_floatType; }
set
{
if (m_floatType == value)
return;
m_floatType = value;
if (onModified != null)
onModified(this, ModificationScope.Node);
}
}
public Vector3 rangeValues
{
get { return m_rangeValues; }
set
{
if (m_rangeValues == value)
return;
m_rangeValues = value;
if (onModified != null)
onModified(this, ModificationScope.Node);
}
}
if (exposedState == ExposedState.Exposed)
visitor.AddShaderProperty(new FloatPropertyChunk(propertyName, description, m_Value, PropertyChunk.HideState.Visible));
if (exposedState == ExposedState.Exposed) {
switch(m_floatType){
case FloatPropertyChunk.FloatType.Float:
visitor.AddShaderProperty (new FloatPropertyChunk (propertyName, description, m_Value, PropertyChunk.HideState.Visible));
break;
case FloatPropertyChunk.FloatType.Toggle:
visitor.AddShaderProperty (new FloatPropertyChunk (propertyName, description, m_Value, m_floatType, PropertyChunk.HideState.Visible));
break;
case FloatPropertyChunk.FloatType.Range:
visitor.AddShaderProperty (new FloatPropertyChunk (propertyName, description, m_Value, m_floatType, m_rangeValues, PropertyChunk.HideState.Visible));
break;
case FloatPropertyChunk.FloatType.PowerSlider:
visitor.AddShaderProperty (new FloatPropertyChunk (propertyName, description, m_Value, m_floatType, m_rangeValues, PropertyChunk.HideState.Visible));
break;
}
}
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)

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));

10
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Util/FloatPropertyChunk.cs


private readonly float m_DefaultValue;
private readonly FloatType m_FloatType;
private readonly Vector3 m_rangeValues = new Vector3(0f, 1f, 2f);
private readonly Vector3 m_rangeValues;
public FloatPropertyChunk(string propertyName, string propertyDescription, float defaultValue, HideState hideState)
: base(propertyName, propertyDescription, hideState)

: base(propertyName, propertyDescription, hideState)
{
m_FloatType = floatType;
m_DefaultValue = defaultValue;
}
public FloatPropertyChunk(string propertyName, string propertyDescription, float defaultValue, FloatType floatType, Vector3 rangeValues, HideState hideState)
: base(propertyName, propertyDescription, hideState)
{
m_FloatType = floatType;
m_rangeValues = rangeValues;
m_DefaultValue = defaultValue;
}

1
MaterialGraphProject/Assets/Andre/Shaders/StandardOpaqueShader.ShaderGraph
文件差异内容过多而无法显示
查看文件

9
MaterialGraphProject/Assets/Andre/Shaders/StandardOpaqueShader.ShaderGraph.meta


fileFormatVersion: 2
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userData:
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1
MaterialGraphProject/Assets/Andre/Shaders/TestingGraph.ShaderGraph
文件差异内容过多而无法显示
查看文件

9
MaterialGraphProject/Assets/Andre/Shaders/TestingGraph.ShaderGraph.meta


fileFormatVersion: 2
guid: e1a3554230a1a400ea481f2db95e273e
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79
MaterialGraphProject/Assets/Eduardo/EduardoTestMat.mat


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Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: EduardoTestMat
m_Shader: {fileID: 4800000, guid: 9ab5e16c2083a4fe689209a8c1ae425e, type: 3}
m_ShaderKeywords:
m_LightmapFlags: 0
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- _BumpScale: 1
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}

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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363
MaterialGraphProject/Assets/Eduardo/eduardoScene.unity


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