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Add Vertex Input generator

- Fixes Issue #103
- Removed vertex color input when not required
/main
Matt Dean 7 年前
当前提交
f716bede
共有 3 个文件被更改,包括 64 次插入39 次删除
  1. 43
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/AbstractMaterialGraph.cs
  2. 44
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/LightWeightPBRSubShader.cs
  3. 16
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/LightWeightUnlitSubShader.cs

43
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/AbstractMaterialGraph.cs


surfaceDescriptionStruct.AddShaderChunk("};", false);
}
internal static void GenerateApplicationVertexInputs(ShaderGraphRequirements graphRequiements, ShaderGenerator vertexInputs, int vertexInputStartIndex, int maxVertexInputs)
{
int vertexInputIndex = vertexInputStartIndex;
vertexInputs.AddShaderChunk("struct GraphVertexInput", false);
vertexInputs.AddShaderChunk("{", false);
vertexInputs.Indent();
vertexInputs.AddShaderChunk("float4 vertex : POSITION;", false);
vertexInputs.AddShaderChunk("float3 normal : NORMAL;", false);
vertexInputs.AddShaderChunk("float4 tangent : TANGENT;", false);
if (graphRequiements.requiresVertexColor)
{
vertexInputs.AddShaderChunk("float4 color : COLOR;", false);
}
foreach (var channel in graphRequiements.requiresMeshUVs.Distinct())
{
vertexInputs.AddShaderChunk(string.Format("float4 texcoord{0} : TEXCOORD{1};", ((int)channel).ToString(), vertexInputIndex.ToString()), false);
vertexInputIndex++;
}
vertexInputs.AddShaderChunk("UNITY_VERTEX_INPUT_INSTANCE_ID", false);
vertexInputs.Deindent();
vertexInputs.AddShaderChunk("};", false);
}
internal static void GenerateSurfaceDescription(
List<INode> activeNodeList,
AbstractMaterialNode masterNode,

{
bool isUber = node == null;
var vertexInputs = new ShaderGenerator();
var vertexShader = new ShaderGenerator();
var surfaceDescriptionFunction = new ShaderGenerator();
var surfaceDescriptionStruct = new ShaderGenerator();

var graphVertexInput = @"
struct GraphVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR;
float4 texcoord0 : TEXCOORD0;
float4 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};";
surfaceInputs.AddShaderChunk("struct SurfaceInputs{", false);
surfaceInputs.Indent();

}
var requirements = GetRequirements(activeNodeList);
GenerateApplicationVertexInputs(requirements, vertexInputs, 0, 8);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresNormal, InterpolatorType.Normal, surfaceInputs);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresTangent, InterpolatorType.Tangent, surfaceInputs);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresBitangent, InterpolatorType.BiTangent, surfaceInputs);

finalShader.AddShaderChunk("CGINCLUDE", false);
finalShader.AddShaderChunk("#include \"UnityCG.cginc\"", false);
finalShader.AddShaderChunk(shaderFunctionVisitor.GetShaderString(2), false);
finalShader.AddShaderChunk(graphVertexInput, false);
finalShader.AddShaderChunk(vertexInputs.GetShaderString(2), false);
finalShader.AddShaderChunk(surfaceInputs.GetShaderString(2), false);
finalShader.AddShaderChunk(surfaceDescriptionStruct.GetShaderString(2), false);
finalShader.AddShaderChunk(shaderProperties.GetPropertiesDeclaration(2), false);

44
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/LightWeightPBRSubShader.cs


}
};
private static void GenerateApplicationVertexInputs(ShaderGraphRequirements graphRequiements, ShaderGenerator vertexInputs, int vertexInputStartIndex, int maxVertexInputs)
{
int vertexInputIndex = vertexInputStartIndex;
vertexInputs.AddShaderChunk("struct GraphVertexInput", false);
vertexInputs.AddShaderChunk("{", false);
vertexInputs.Indent();
vertexInputs.AddShaderChunk("float4 vertex : POSITION;", false);
vertexInputs.AddShaderChunk("float3 normal : NORMAL;", false);
vertexInputs.AddShaderChunk("float4 tangent : TANGENT;", false);
vertexInputs.AddShaderChunk("float4 lightmapUV : TEXCOORD0;", false);
if (graphRequiements.requiresVertexColor)
{
vertexInputs.AddShaderChunk("float4 color : COLOR;", false);
}
foreach (var channel in graphRequiements.requiresMeshUVs.Distinct())
{
vertexInputs.AddShaderChunk(string.Format("float4 texcoord{0} : TEXCOORD{1};", ((int)channel).ToString(), vertexInputIndex.ToString()), false);
vertexInputIndex++;
}
vertexInputs.AddShaderChunk("UNITY_VERTEX_INPUT_INSTANCE_ID", false);
vertexInputs.Deindent();
vertexInputs.AddShaderChunk("};", false);
}
var vertexInputs = new ShaderGenerator();
var surfaceVertexShader = new ShaderGenerator();
var surfaceDescriptionFunction = new ShaderGenerator();
var surfaceDescriptionStruct = new ShaderGenerator();

var shaderProperties = new PropertyCollector();
var graphVertexInput = @"
struct GraphVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR;
float4 texcoord0 : TEXCOORD0;
float4 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};";
surfaceInputs.AddShaderChunk("struct SurfaceInputs{", false);
surfaceInputs.Indent();

var requirements = AbstractMaterialGraph.GetRequirements(activeNodeList);
GenerateApplicationVertexInputs(requirements, vertexInputs, 1, 8);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresNormal, InterpolatorType.Normal, surfaceInputs);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresTangent, InterpolatorType.Tangent, surfaceInputs);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresBitangent, InterpolatorType.BiTangent, surfaceInputs);

var graph = new ShaderGenerator();
graph.AddShaderChunk(shaderFunctionVisitor.GetShaderString(2), false);
graph.AddShaderChunk(graphVertexInput, false);
graph.AddShaderChunk(vertexInputs.GetShaderString(2), false);
graph.AddShaderChunk(surfaceInputs.GetShaderString(2), false);
graph.AddShaderChunk(surfaceDescriptionStruct.GetShaderString(2), false);
graph.AddShaderChunk(shaderProperties.GetPropertiesDeclaration(2), false);

16
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/LightWeightUnlitSubShader.cs


private static string GetShaderPassFromTemplate(string template, UnlitMasterNode masterNode, Pass pass, GenerationMode mode)
{
var vertexInputs = new ShaderGenerator();
var surfaceVertexShader = new ShaderGenerator();
var surfaceDescriptionFunction = new ShaderGenerator();
var surfaceDescriptionStruct = new ShaderGenerator();

var shaderProperties = new PropertyCollector();
var graphVertexInput = @"
struct GraphVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR;
float4 texcoord0 : TEXCOORD0;
float4 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};";
surfaceInputs.AddShaderChunk("struct SurfaceInputs{", false);
surfaceInputs.Indent();

var requirements = AbstractMaterialGraph.GetRequirements(activeNodeList);
AbstractMaterialGraph.GenerateApplicationVertexInputs(requirements, vertexInputs, 0, 8);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresNormal, InterpolatorType.Normal, surfaceInputs);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresTangent, InterpolatorType.Tangent, surfaceInputs);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresBitangent, InterpolatorType.BiTangent, surfaceInputs);

var graph = new ShaderGenerator();
graph.AddShaderChunk(shaderFunctionVisitor.GetShaderString(2), false);
graph.AddShaderChunk(graphVertexInput, false);
graph.AddShaderChunk(vertexInputs.GetShaderString(2), false);
graph.AddShaderChunk(surfaceInputs.GetShaderString(2), false);
graph.AddShaderChunk(surfaceDescriptionStruct.GetShaderString(2), false);
graph.AddShaderChunk(shaderProperties.GetPropertiesDeclaration(2), false);

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