using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Text.RegularExpressions; using UnityEngine; using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { public class ShaderGenerator { private struct ShaderChunk { public ShaderChunk(int indentLevel, string shaderChunkString) { m_IndentLevel = indentLevel; m_ShaderChunkString = shaderChunkString; } private readonly int m_IndentLevel; private readonly string m_ShaderChunkString; public int chunkIndentLevel { get { return m_IndentLevel; } } public string chunkString { get { return m_ShaderChunkString; } } } private readonly List m_ShaderChunks = new List(); private int m_IndentLevel; private string m_Pragma = string.Empty; public void AddPragmaChunk(string s) { m_Pragma += s; } public string GetPragmaString() { return m_Pragma; } public void AddShaderChunk(string s, bool unique = false) { if (string.IsNullOrEmpty(s)) return; if (unique && m_ShaderChunks.Any(x => x.chunkString == s)) return; m_ShaderChunks.Add(new ShaderChunk(m_IndentLevel, s)); } public void AddGenerator(ShaderGenerator generator) { foreach (ShaderChunk chunk in generator.m_ShaderChunks) { m_ShaderChunks.Add(new ShaderChunk(m_IndentLevel + chunk.chunkIndentLevel, chunk.chunkString)); } } public void Indent() { m_IndentLevel++; } public void Deindent() { m_IndentLevel = Math.Max(0, m_IndentLevel - 1); } public string GetShaderString(int baseIndentLevel, bool finalNewline = true) { bool appendedNewline = false; var sb = new StringBuilder(); foreach (var shaderChunk in m_ShaderChunks) { // TODO: regex split is a slow way to handle this .. should build an iterator instead var lines = Regex.Split(shaderChunk.chunkString, Environment.NewLine); for (int index = 0; index < lines.Length; index++) { var line = lines[index]; for (var i = 0; i < shaderChunk.chunkIndentLevel + baseIndentLevel; i++) sb.Append("\t"); sb.AppendLine(line); appendedNewline = true; } } if (appendedNewline && !finalNewline) { // remove last newline if we didn't want it sb.Length -= Environment.NewLine.Length; } return sb.ToString(); } public static string GetTemplatePath(string templateName) { var path = new List { DefaultShaderIncludes.GetAssetsPackagePath() ?? Path.GetFullPath("Packages/com.unity.shadergraph"), "Editor", "Templates" }; string result = path[0]; for (int i = 1; i < path.Count; i++) result = Path.Combine(result, path[i]); result = Path.Combine(result, templateName); if (File.Exists(result)) return result; return string.Empty; } private const string kErrorString = @"ERROR!"; public static string AdaptNodeOutput(AbstractMaterialNode node, int outputSlotId, ConcreteSlotValueType convertToType) { var outputSlot = node.FindOutputSlot(outputSlotId); if (outputSlot == null) return kErrorString; var convertFromType = outputSlot.concreteValueType; var rawOutput = node.GetVariableNameForSlot(outputSlotId); if (convertFromType == convertToType) return rawOutput; switch (convertToType) { case ConcreteSlotValueType.Vector1: return string.Format("({0}).x", rawOutput); case ConcreteSlotValueType.Vector2: switch (convertFromType) { case ConcreteSlotValueType.Vector1: return string.Format("({0}.xx)", rawOutput); case ConcreteSlotValueType.Vector3: case ConcreteSlotValueType.Vector4: return string.Format("({0}.xy)", rawOutput); default: return kErrorString; } case ConcreteSlotValueType.Vector3: switch (convertFromType) { case ConcreteSlotValueType.Vector1: return string.Format("({0}.xxx)", rawOutput); case ConcreteSlotValueType.Vector2: return string.Format("({0}3({1}, 0.0))", node.precision, rawOutput); case ConcreteSlotValueType.Vector4: return string.Format("({0}.xyz)", rawOutput); default: return kErrorString; } case ConcreteSlotValueType.Vector4: switch (convertFromType) { case ConcreteSlotValueType.Vector1: return string.Format("({0}.xxxx)", rawOutput); case ConcreteSlotValueType.Vector2: return string.Format("({0}4({1}, 0.0, 1.0))", node.precision, rawOutput); case ConcreteSlotValueType.Vector3: return string.Format("({0}4({1}, 1.0))", node.precision, rawOutput); default: return kErrorString; } case ConcreteSlotValueType.Matrix3: return rawOutput; case ConcreteSlotValueType.Matrix2: return rawOutput; default: return kErrorString; } } public static string AdaptNodeOutputForPreview(AbstractMaterialNode node, int outputSlotId) { var rawOutput = node.GetVariableNameForSlot(outputSlotId); return AdaptNodeOutputForPreview(node, outputSlotId, rawOutput); } public static string AdaptNodeOutputForPreview(AbstractMaterialNode node, int slotId, string variableName) { var slot = node.FindSlot(slotId); if (slot == null) return kErrorString; var convertFromType = slot.concreteValueType; // preview is always dimension 4 switch (convertFromType) { case ConcreteSlotValueType.Vector1: return string.Format("half4({0}, {0}, {0}, 1.0)", variableName); case ConcreteSlotValueType.Vector2: return string.Format("half4({0}.x, {0}.y, 0.0, 1.0)", variableName); case ConcreteSlotValueType.Vector3: return string.Format("half4({0}.x, {0}.y, {0}.z, 1.0)", variableName); case ConcreteSlotValueType.Vector4: return string.Format("half4({0}.x, {0}.y, {0}.z, 1.0)", variableName); default: return kErrorString; } } public int numberOfChunks { get { return m_ShaderChunks.Count; } } public enum InputType { Position, Vector, Normal } public struct TransformDesc { public TransformDesc(string name) { this.name = name; transpose = false; } public TransformDesc(string name, bool transpose) { this.name = name; this.transpose = transpose; } public string name; public bool transpose; } static TransformDesc[, ][] m_transforms = null; static TransformDesc[] GetTransformPath(CoordinateSpace from, CoordinateSpace to) { if (m_transforms[(int)from, (int)to] != null) { return m_transforms[(int)from, (int)to]; } var distance = new int[4]; var prev = new CoordinateSpace ? [4]; var queue = new List(); foreach (var space in Enum.GetValues(typeof(CoordinateSpace))) { distance[(int)space] = int.MaxValue; prev[(int)space] = null; queue.Add((CoordinateSpace)space); } distance[(int)from] = 0; List path = null; while (queue.Count != 0) { queue.Sort((x, y) => distance[(int)x] - distance[(int)y]); var min = queue[0]; queue.Remove(min); if (min == to) { path = new List(); while (prev[(int)min] != null) { path.Add(min); min = prev[(int)min].Value; } break; } if (distance[(int)min] == int.MaxValue) { break; } foreach (var space in Enum.GetValues(typeof(CoordinateSpace))) { int index = (int)space; if (m_transforms[(int)min, index] != null) { var alt = distance[(int)min] + m_transforms[(int)min, index].Length; if (alt < distance[index]) { distance[index] = alt; prev[index] = min; } } } } path.Reverse(); var matrixList = new List(); foreach (var node in path) { matrixList.AddRange(m_transforms[(int)from, (int)node]); from = node; } return matrixList.ToArray(); } static void InitTransforms() { if (m_transforms == null) { m_transforms = new TransformDesc[4, 4][]; m_transforms[(int)CoordinateSpace.Object, (int)CoordinateSpace.Object] = new TransformDesc[] {}; m_transforms[(int)CoordinateSpace.View, (int)CoordinateSpace.View] = new TransformDesc[] {}; m_transforms[(int)CoordinateSpace.World, (int)CoordinateSpace.World] = new TransformDesc[] {}; m_transforms[(int)CoordinateSpace.Tangent, (int)CoordinateSpace.Tangent] = new TransformDesc[] {}; m_transforms[(int)CoordinateSpace.Object, (int)CoordinateSpace.World] = new TransformDesc[] {new TransformDesc(MatrixNames.Model)}; m_transforms[(int)CoordinateSpace.View, (int)CoordinateSpace.World] = new TransformDesc[] {new TransformDesc(MatrixNames.ViewInverse) }; m_transforms[(int)CoordinateSpace.World, (int)CoordinateSpace.Object] = new TransformDesc[] {new TransformDesc(MatrixNames.ModelInverse)}; m_transforms[(int)CoordinateSpace.World, (int)CoordinateSpace.View] = new TransformDesc[] {new TransformDesc(MatrixNames.View)}; for (var from = CoordinateSpace.Object; from != CoordinateSpace.Tangent; from++) { for (var to = CoordinateSpace.Object; to != CoordinateSpace.Tangent; to++) { if (m_transforms[(int)from, (int)to] == null) { m_transforms[(int)from, (int)to] = GetTransformPath(from, to); } } } } for (var k = CoordinateSpace.Object; k != CoordinateSpace.Tangent; k++) { m_transforms[(int)CoordinateSpace.Tangent, (int)k] = null; m_transforms[(int)k, (int)CoordinateSpace.Tangent] = null; } } public static string EmitTransform(TransformDesc[] matrices, TransformDesc[] invMatrices, string variable, bool isAffine, bool noMatrixCast, bool inverseTranspose) { // Use inverse transpose for situations where // scale needs to be considered (normals) if (inverseTranspose) matrices = invMatrices; if (isAffine) { variable = string.Format("float4({0},1.0)", variable); } foreach (var m in matrices) { var matrix = m.name; if (!isAffine && !noMatrixCast) { matrix = "(float3x3)" + matrix; } // if the matrix is NOT a transpose type // invert the order of multiplication // it is implicit transpose. if (m.transpose) inverseTranspose = !inverseTranspose; variable = inverseTranspose ? string.Format("mul({1},{0})", matrix, variable) : string.Format("mul({0},{1})", matrix, variable); } return variable; } public static string ConvertBetweenSpace(string variable, CoordinateSpace from, CoordinateSpace to, InputType inputType, CoordinateSpace tangentMatrixSpace = CoordinateSpace.Object) { if (from == to) { // nothing to do return variable; } // Ensure that the transform graph is initialized InitTransforms(); bool isNormal = false; bool affine = (inputType == InputType.Position && to != CoordinateSpace.World); bool noMatrixCast = (inputType == InputType.Position && to == CoordinateSpace.World); if (inputType == InputType.Normal) { inputType = InputType.Vector; isNormal = true; } m_transforms[(int)CoordinateSpace.Tangent, (int)tangentMatrixSpace] = new[] {new TransformDesc("tangentSpaceTransform")}; m_transforms[(int)tangentMatrixSpace, (int)CoordinateSpace.Tangent] = new[] {new TransformDesc("tangentSpaceTransform", true)}; if (from == CoordinateSpace.Tangent) { // if converting from tangent space, reuse the underlying space from = tangentMatrixSpace; variable = EmitTransform( GetTransformPath(CoordinateSpace.Tangent, tangentMatrixSpace), GetTransformPath(tangentMatrixSpace, CoordinateSpace.Tangent), variable, affine, noMatrixCast, !isNormal); if (to == tangentMatrixSpace) { return variable; } } return EmitTransform(GetTransformPath(from, to), GetTransformPath(to, from), variable, affine, noMatrixCast, isNormal); } public static void GenerateSpaceTranslationSurfaceInputs( NeededCoordinateSpace neededSpaces, InterpolatorType interpolatorType, ShaderStringBuilder builder, string format = "float3 {0};") { if ((neededSpaces & NeededCoordinateSpace.Object) > 0) builder.AppendLine(format, CoordinateSpace.Object.ToVariableName(interpolatorType)); if ((neededSpaces & NeededCoordinateSpace.World) > 0) builder.AppendLine(format, CoordinateSpace.World.ToVariableName(interpolatorType)); if ((neededSpaces & NeededCoordinateSpace.View) > 0) builder.AppendLine(format, CoordinateSpace.View.ToVariableName(interpolatorType)); if ((neededSpaces & NeededCoordinateSpace.Tangent) > 0) builder.AppendLine(format, CoordinateSpace.Tangent.ToVariableName(interpolatorType)); } public static void GenerateStandardTransforms( int interpolatorStartIndex, int maxInterpolators, ShaderStringBuilder vertexOutputStruct, ShaderStringBuilder vertexShader, ShaderStringBuilder vertexShaderDescriptionInputs, ShaderStringBuilder vertexShaderOutputs, ShaderStringBuilder pixelShader, ShaderStringBuilder pixelShaderSurfaceInputs, ShaderGraphRequirements pixelRequirements, ShaderGraphRequirements surfaceRequirements, ShaderGraphRequirements modelRequiements, ShaderGraphRequirements vertexRequirements, CoordinateSpace preferredCoordinateSpace) { // ----------------------------------------------------- // // SETUP // // ----------------------------------------------------- // // ------------------------------------- // Tangent space requires going via World space if (preferredCoordinateSpace == CoordinateSpace.Tangent) preferredCoordinateSpace = CoordinateSpace.World; // ------------------------------------- // Generate combined graph requirements var graphModelRequirements = pixelRequirements.Union(modelRequiements); var combinedRequirements = vertexRequirements.Union(graphModelRequirements); int interpolatorIndex = interpolatorStartIndex; // ----------------------------------------------------- // // GENERATE VERTEX > PIXEL PIPELINE // // ----------------------------------------------------- // // ------------------------------------- // If any stage requires component write into vertex stage // If model or pixel requires component write into interpolators and pixel stage // ------------------------------------- // Position if (combinedRequirements.requiresPosition > 0) { var name = preferredCoordinateSpace.ToVariableName(InterpolatorType.Position); var preferredSpacePosition = ConvertBetweenSpace("v.vertex", CoordinateSpace.Object, preferredCoordinateSpace, InputType.Position); vertexShader.AppendLine("float3 {0} = {1};", name, preferredSpacePosition); if (graphModelRequirements.requiresPosition > 0) { vertexOutputStruct.AppendLine("float3 {0} : TEXCOORD{1};", name, interpolatorIndex); vertexShaderOutputs.AppendLine("o.{0} = {0};", name); pixelShader.AppendLine("float3 {0} = IN.{0};", name); interpolatorIndex++; } } // ------------------------------------- // Normal // Bitangent needs Normal for x product if (combinedRequirements.requiresNormal > 0 || combinedRequirements.requiresBitangent > 0) { var name = preferredCoordinateSpace.ToVariableName(InterpolatorType.Normal); vertexShader.AppendLine("float3 {0} = {1};", name, ConvertBetweenSpace("v.normal", CoordinateSpace.Object, preferredCoordinateSpace, InputType.Normal)); if (graphModelRequirements.requiresNormal > 0 || graphModelRequirements.requiresBitangent > 0) { vertexOutputStruct.AppendLine("float3 {0} : TEXCOORD{1};", name, interpolatorIndex); vertexShaderOutputs.AppendLine("o.{0} = {0};", name); pixelShader.AppendLine("float3 {0} = normalize(IN.{0});", name); interpolatorIndex++; } } // ------------------------------------- // Tangent if (combinedRequirements.requiresTangent > 0 || combinedRequirements.requiresBitangent > 0) { var name = preferredCoordinateSpace.ToVariableName(InterpolatorType.Tangent); vertexShader.AppendLine("float3 {0} = {1};", name, ConvertBetweenSpace("v.tangent.xyz", CoordinateSpace.Object, preferredCoordinateSpace, InputType.Vector)); if (graphModelRequirements.requiresTangent > 0 || graphModelRequirements.requiresBitangent > 0) { vertexOutputStruct.AppendLine("float3 {0} : TEXCOORD{1};", name, interpolatorIndex); vertexShaderOutputs.AppendLine("o.{0} = {0};", name); pixelShader.AppendLine("float3 {0} = IN.{0};", name); interpolatorIndex++; } } // ------------------------------------- // Bitangent if (combinedRequirements.requiresBitangent > 0) { var name = preferredCoordinateSpace.ToVariableName(InterpolatorType.BiTangent); vertexShader.AppendLine("float3 {0} = normalize(cross({1}, {2}.xyz) * {3});", name, preferredCoordinateSpace.ToVariableName(InterpolatorType.Normal), preferredCoordinateSpace.ToVariableName(InterpolatorType.Tangent), "v.tangent.w"); if (graphModelRequirements.requiresBitangent > 0) { vertexOutputStruct.AppendLine("float3 {0} : TEXCOORD{1};", name, interpolatorIndex); vertexShaderOutputs.AppendLine("o.{0} = {0};", name); pixelShader.AppendLine("float3 {0} = IN.{0};", name); interpolatorIndex++; } } // ------------------------------------- // View Direction if (combinedRequirements.requiresViewDir > 0) { var name = preferredCoordinateSpace.ToVariableName(InterpolatorType.ViewDirection); const string worldSpaceViewDir = "SafeNormalize(_WorldSpaceCameraPos.xyz - mul(GetObjectToWorldMatrix(), float4(v.vertex.xyz, 1.0)).xyz)"; var preferredSpaceViewDir = ConvertBetweenSpace(worldSpaceViewDir, CoordinateSpace.World, preferredCoordinateSpace, InputType.Vector); vertexShader.AppendLine("float3 {0} = {1};", name, preferredSpaceViewDir); if (graphModelRequirements.requiresViewDir > 0) { vertexOutputStruct.AppendLine("float3 {0} : TEXCOORD{1};", name, interpolatorIndex); vertexShaderOutputs.AppendLine("o.{0} = {0};", name); pixelShader.AppendLine("float3 {0} = normalize(IN.{0});", name); interpolatorIndex++; } } // ------------------------------------- // Tangent space transform matrix if (combinedRequirements.NeedsTangentSpace()) { var tangent = preferredCoordinateSpace.ToVariableName(InterpolatorType.Tangent); var bitangent = preferredCoordinateSpace.ToVariableName(InterpolatorType.BiTangent); var normal = preferredCoordinateSpace.ToVariableName(InterpolatorType.Normal); if (vertexRequirements.NeedsTangentSpace()) vertexShader.AppendLine("float3x3 tangentSpaceTransform = float3x3({0},{1},{2});", tangent, bitangent, normal); if (graphModelRequirements.NeedsTangentSpace()) pixelShader.AppendLine("float3x3 tangentSpaceTransform = float3x3({0},{1},{2});", tangent, bitangent, normal); } // ------------------------------------- // Vertex Color if (combinedRequirements.requiresVertexColor) { var vertexColor = "v.color"; vertexShader.AppendLine("float4 {0} = {1};", ShaderGeneratorNames.VertexColor, vertexColor); if (graphModelRequirements.requiresVertexColor) { vertexOutputStruct.AppendLine("float4 {0} : COLOR;", ShaderGeneratorNames.VertexColor); vertexShaderOutputs.AppendLine("o.{0} = {0};", ShaderGeneratorNames.VertexColor); pixelShader.AppendLine("float4 {0} = IN.{0};", ShaderGeneratorNames.VertexColor); } } // ------------------------------------- // Screen Position if (combinedRequirements.requiresScreenPosition) { var screenPosition = "ComputeScreenPos(mul(GetWorldToHClipMatrix(), mul(GetObjectToWorldMatrix(), v.vertex.xyz)), _ProjectionParams.x)"; vertexShader.AppendLine("float4 {0} = {1};", ShaderGeneratorNames.ScreenPosition, screenPosition); if (graphModelRequirements.requiresScreenPosition) { vertexOutputStruct.AppendLine("float4 {0} : TEXCOORD{1};", ShaderGeneratorNames.ScreenPosition, interpolatorIndex); vertexShaderOutputs.AppendLine("o.{0} = {0};", ShaderGeneratorNames.ScreenPosition); pixelShader.AppendLine("float4 {0} = IN.{0};", ShaderGeneratorNames.ScreenPosition); interpolatorIndex++; } } // ------------------------------------- // UV foreach (var channel in combinedRequirements.requiresMeshUVs.Distinct()) vertexShader.AppendLine("float4 {0} = v.texcoord{1};", channel.GetUVName(), (int)channel); foreach (var channel in graphModelRequirements.requiresMeshUVs.Distinct()) { vertexOutputStruct.AppendLine("half4 {0} : TEXCOORD{1};", channel.GetUVName(), interpolatorIndex == 0 ? "" : interpolatorIndex.ToString()); vertexShaderOutputs.AppendLine("o.{0} = {0};", channel.GetUVName()); pixelShader.AppendLine("float4 {0} = IN.{0};", channel.GetUVName()); interpolatorIndex++; } // ----------------------------------------------------- // // TRANSLATE NEEDED SPACES // // ----------------------------------------------------- // // ------------------------------------- // Generate the space translations needed by the vertex description GenerateSpaceTranslations(vertexRequirements.requiresNormal, InterpolatorType.Normal, preferredCoordinateSpace, InputType.Normal, vertexShader, Dimension.Three); GenerateSpaceTranslations(vertexRequirements.requiresTangent, InterpolatorType.Tangent, preferredCoordinateSpace, InputType.Vector, vertexShader, Dimension.Three); GenerateSpaceTranslations(vertexRequirements.requiresBitangent, InterpolatorType.BiTangent, preferredCoordinateSpace, InputType.Vector, vertexShader, Dimension.Three); GenerateSpaceTranslations(vertexRequirements.requiresViewDir, InterpolatorType.ViewDirection, preferredCoordinateSpace, InputType.Vector, vertexShader, Dimension.Three); GenerateSpaceTranslations(vertexRequirements.requiresPosition, InterpolatorType.Position, preferredCoordinateSpace, InputType.Position, vertexShader, Dimension.Three); // ------------------------------------- // Generate the space translations needed by the surface description and model GenerateSpaceTranslations(graphModelRequirements.requiresNormal, InterpolatorType.Normal, preferredCoordinateSpace, InputType.Normal, pixelShader, Dimension.Three); GenerateSpaceTranslations(graphModelRequirements.requiresTangent, InterpolatorType.Tangent, preferredCoordinateSpace, InputType.Vector, pixelShader, Dimension.Three); GenerateSpaceTranslations(graphModelRequirements.requiresBitangent, InterpolatorType.BiTangent, preferredCoordinateSpace, InputType.Vector, pixelShader, Dimension.Three); GenerateSpaceTranslations(graphModelRequirements.requiresViewDir, InterpolatorType.ViewDirection, preferredCoordinateSpace, InputType.Vector, pixelShader, Dimension.Three); GenerateSpaceTranslations(graphModelRequirements.requiresPosition, InterpolatorType.Position, preferredCoordinateSpace, InputType.Position, pixelShader, Dimension.Three); // ----------------------------------------------------- // // START SURFACE DESCRIPTION // // ----------------------------------------------------- // // ------------------------------------- // Copy the locally defined values into the surface description // structure using the requirements for ONLY the shader graph pixel stage // additional requirements have come from the lighting model // and are not needed in the shader graph { var replaceString = "surfaceInput.{0} = {0};"; GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresNormal, InterpolatorType.Normal, pixelShaderSurfaceInputs, replaceString); GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresTangent, InterpolatorType.Tangent, pixelShaderSurfaceInputs, replaceString); GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresBitangent, InterpolatorType.BiTangent, pixelShaderSurfaceInputs, replaceString); GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresViewDir, InterpolatorType.ViewDirection, pixelShaderSurfaceInputs, replaceString); GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresPosition, InterpolatorType.Position, pixelShaderSurfaceInputs, replaceString); } if (pixelRequirements.requiresVertexColor) pixelShaderSurfaceInputs.AppendLine("surfaceInput.{0} = {0};", ShaderGeneratorNames.VertexColor); if (pixelRequirements.requiresScreenPosition) pixelShaderSurfaceInputs.AppendLine("surfaceInput.{0} = {0};", ShaderGeneratorNames.ScreenPosition); foreach (var channel in pixelRequirements.requiresMeshUVs.Distinct()) pixelShaderSurfaceInputs.AppendLine("surfaceInput.{0} = {0};", ShaderGeneratorNames.GetUVName(channel)); // ----------------------------------------------------- // // START VERTEX DESCRIPTION // // ----------------------------------------------------- // // ------------------------------------- // Copy the locally defined values into the vertex description // structure using the requirements for ONLY the shader graph vertex stage // additional requirements have come from the lighting model // and are not needed in the shader graph { var replaceString = "vdi.{0} = {0};"; GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresNormal, InterpolatorType.Normal, vertexShaderDescriptionInputs, replaceString); GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresTangent, InterpolatorType.Tangent, vertexShaderDescriptionInputs, replaceString); GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresBitangent, InterpolatorType.BiTangent, vertexShaderDescriptionInputs, replaceString); GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresViewDir, InterpolatorType.ViewDirection, vertexShaderDescriptionInputs, replaceString); GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresPosition, InterpolatorType.Position, vertexShaderDescriptionInputs, replaceString); } if (vertexRequirements.requiresVertexColor) vertexShaderDescriptionInputs.AppendLine("vdi.{0} = {0};", ShaderGeneratorNames.VertexColor); if (vertexRequirements.requiresScreenPosition) vertexShaderDescriptionInputs.AppendLine("vdi.{0} = {0};", ShaderGeneratorNames.ScreenPosition); foreach (var channel in vertexRequirements.requiresMeshUVs.Distinct()) vertexShaderDescriptionInputs.AppendLine("vdi.{0} = {0};", channel.GetUVName(), (int)channel); } public enum Dimension { One, Two, Three, Four } private static string DimensionToString(Dimension d) { switch (d) { case Dimension.One: return string.Empty; case Dimension.Two: return "2"; case Dimension.Three: return "3"; case Dimension.Four: return "4"; } return "error"; } public static void GenerateSpaceTranslations( NeededCoordinateSpace neededSpaces, InterpolatorType type, CoordinateSpace from, InputType inputType, ShaderStringBuilder pixelShader, Dimension dimension) { if ((neededSpaces & NeededCoordinateSpace.Object) > 0 && from != CoordinateSpace.Object) pixelShader.AppendLine("float{0} {1} = {2};", DimensionToString(dimension), CoordinateSpace.Object.ToVariableName(type), ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.Object, inputType, from)); if ((neededSpaces & NeededCoordinateSpace.World) > 0 && from != CoordinateSpace.World) pixelShader.AppendLine("float{0} {1} = {2};", DimensionToString(dimension), CoordinateSpace.World.ToVariableName(type), ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.World, inputType, from)); if ((neededSpaces & NeededCoordinateSpace.View) > 0 && from != CoordinateSpace.View) pixelShader.AppendLine("float{0} {1} = {2};", DimensionToString(dimension), CoordinateSpace.View.ToVariableName(type), ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.View, inputType, from)); if ((neededSpaces & NeededCoordinateSpace.Tangent) > 0 && from != CoordinateSpace.Tangent) pixelShader.AppendLine("float{0} {1} = {2};", DimensionToString(dimension), CoordinateSpace.Tangent.ToVariableName(type), ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.Tangent, inputType, from)); } public static string GetPreviewSubShader(AbstractMaterialNode node, ShaderGraphRequirements shaderGraphRequirements) { var vertexOutputStruct = new ShaderStringBuilder(2); var vertexShader = new ShaderStringBuilder(2); var vertexShaderDescriptionInputs = new ShaderStringBuilder(2); var vertexShaderOutputs = new ShaderStringBuilder(1); var pixelShader = new ShaderStringBuilder(2); var pixelShaderSurfaceInputs = new ShaderStringBuilder(2); var pixelShaderSurfaceRemap = new ShaderStringBuilder(2); ShaderGenerator.GenerateStandardTransforms( 0, 16, vertexOutputStruct, vertexShader, vertexShaderDescriptionInputs, vertexShaderOutputs, pixelShader, pixelShaderSurfaceInputs, shaderGraphRequirements, shaderGraphRequirements, ShaderGraphRequirements.none, ShaderGraphRequirements.none, CoordinateSpace.World); vertexShader.AppendLines(vertexShaderDescriptionInputs.ToString()); vertexShader.AppendLines(vertexShaderOutputs.ToString()); if (node != null) { var outputSlot = node.GetOutputSlots().FirstOrDefault(); if (outputSlot != null) { var result = string.Format("surf.{0}", node.GetVariableNameForSlot(outputSlot.id)); pixelShaderSurfaceRemap.AppendLine("return {0};", AdaptNodeOutputForPreview(node, outputSlot.id, result)); } else pixelShaderSurfaceRemap.AppendLine("return 0;"); } else { pixelShaderSurfaceRemap.AppendLine("return surf.PreviewOutput;"); } var res = subShaderTemplate.Replace("${Interpolators}", vertexOutputStruct.ToString()); res = res.Replace("${VertexShader}", vertexShader.ToString()); res = res.Replace("${LocalPixelShader}", pixelShader.ToString()); res = res.Replace("${SurfaceInputs}", pixelShaderSurfaceInputs.ToString()); res = res.Replace("${SurfaceOutputRemap}", pixelShaderSurfaceRemap.ToString()); return res; } public static SurfaceMaterialOptions GetMaterialOptions(SurfaceType surfaceType, AlphaMode alphaMode, bool twoSided) { var materialOptions = new SurfaceMaterialOptions(); switch (surfaceType) { case SurfaceType.Opaque: materialOptions.srcBlend = SurfaceMaterialOptions.BlendMode.One; materialOptions.dstBlend = SurfaceMaterialOptions.BlendMode.Zero; materialOptions.cullMode = twoSided ? SurfaceMaterialOptions.CullMode.Off : SurfaceMaterialOptions.CullMode.Back; materialOptions.zTest = SurfaceMaterialOptions.ZTest.LEqual; materialOptions.zWrite = SurfaceMaterialOptions.ZWrite.On; materialOptions.renderQueue = SurfaceMaterialOptions.RenderQueue.Geometry; materialOptions.renderType = SurfaceMaterialOptions.RenderType.Opaque; break; case SurfaceType.Transparent: switch (alphaMode) { case AlphaMode.Alpha: materialOptions.srcBlend = SurfaceMaterialOptions.BlendMode.SrcAlpha; materialOptions.dstBlend = SurfaceMaterialOptions.BlendMode.OneMinusSrcAlpha; materialOptions.cullMode = twoSided ? SurfaceMaterialOptions.CullMode.Off : SurfaceMaterialOptions.CullMode.Back; materialOptions.zTest = SurfaceMaterialOptions.ZTest.LEqual; materialOptions.zWrite = SurfaceMaterialOptions.ZWrite.Off; materialOptions.renderQueue = SurfaceMaterialOptions.RenderQueue.Transparent; materialOptions.renderType = SurfaceMaterialOptions.RenderType.Transparent; break; case AlphaMode.Premultiply: materialOptions.srcBlend = SurfaceMaterialOptions.BlendMode.One; materialOptions.dstBlend = SurfaceMaterialOptions.BlendMode.OneMinusSrcAlpha; materialOptions.cullMode = twoSided ? SurfaceMaterialOptions.CullMode.Off : SurfaceMaterialOptions.CullMode.Back; materialOptions.zTest = SurfaceMaterialOptions.ZTest.LEqual; materialOptions.zWrite = SurfaceMaterialOptions.ZWrite.Off; materialOptions.renderQueue = SurfaceMaterialOptions.RenderQueue.Transparent; materialOptions.renderType = SurfaceMaterialOptions.RenderType.Transparent; break; case AlphaMode.Additive: materialOptions.srcBlend = SurfaceMaterialOptions.BlendMode.One; materialOptions.dstBlend = SurfaceMaterialOptions.BlendMode.One; materialOptions.cullMode = twoSided ? SurfaceMaterialOptions.CullMode.Off : SurfaceMaterialOptions.CullMode.Back; materialOptions.zTest = SurfaceMaterialOptions.ZTest.LEqual; materialOptions.zWrite = SurfaceMaterialOptions.ZWrite.Off; materialOptions.renderQueue = SurfaceMaterialOptions.RenderQueue.Transparent; materialOptions.renderType = SurfaceMaterialOptions.RenderType.Transparent; break; case AlphaMode.Multiply: materialOptions.srcBlend = SurfaceMaterialOptions.BlendMode.DstColor; materialOptions.dstBlend = SurfaceMaterialOptions.BlendMode.Zero; materialOptions.cullMode = twoSided ? SurfaceMaterialOptions.CullMode.Off : SurfaceMaterialOptions.CullMode.Back; materialOptions.zTest = SurfaceMaterialOptions.ZTest.LEqual; materialOptions.zWrite = SurfaceMaterialOptions.ZWrite.Off; materialOptions.renderQueue = SurfaceMaterialOptions.RenderQueue.Transparent; materialOptions.renderType = SurfaceMaterialOptions.RenderType.Transparent; break; } break; } return materialOptions; } private const string subShaderTemplate = @" SubShader { Tags { ""RenderType""=""Opaque"" } LOD 100 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag struct GraphVertexOutput { float4 position : POSITION; ${Interpolators} }; GraphVertexOutput vert (GraphVertexInput v) { v = PopulateVertexData(v); GraphVertexOutput o; float3 positionWS = TransformObjectToWorld(v.vertex); o.position = TransformWorldToHClip(positionWS); ${VertexShader} return o; } float4 frag (GraphVertexOutput IN) : SV_Target { ${LocalPixelShader} SurfaceDescriptionInputs surfaceInput = (SurfaceDescriptionInputs)0;; ${SurfaceInputs} SurfaceDescription surf = PopulateSurfaceData(surfaceInput); ${SurfaceOutputRemap} } ENDHLSL } }"; } }