using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.Graphing.Util; namespace UnityEditor.ShaderGraph { [Serializable] public abstract class AbstractMaterialGraph : SerializableGraph, IGenerateProperties { [NonSerialized] List m_Properties = new List(); [SerializeField] List m_SerializedProperties = new List(); [NonSerialized] List m_AddedProperties = new List(); [NonSerialized] List m_RemovedProperties = new List(); public IEnumerable properties { get { return m_Properties; } } public IEnumerable addedProperties { get { return m_AddedProperties; } } public IEnumerable removedProperties { get { return m_RemovedProperties; } } public override void ClearChanges() { base.ClearChanges(); m_AddedProperties.Clear(); m_RemovedProperties.Clear(); } public override void AddNode(INode node) { if (node is AbstractMaterialNode) { base.AddNode(node); } else { Debug.LogWarningFormat("Trying to add node {0} to Material graph, but it is not a {1}", node, typeof(AbstractMaterialNode)); } } public virtual void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode) { foreach (var prop in properties) collector.AddShaderProperty(prop); } public virtual void AddShaderProperty(IShaderProperty property) { if (property == null) return; if (m_Properties.Contains(property)) return; m_Properties.Add(property); m_AddedProperties.Add(property); } public void RemoveShaderProperty(Guid guid) { RemoveShaderPropertyNoValidate(guid); ValidateGraph(); } void RemoveShaderPropertyNoValidate(Guid guid) { var propertyNodes = GetNodes().Where(x => x.propertyGuid == guid).ToList(); foreach (var propNode in propertyNodes) ReplacePropertyNodeWithConcreteNode(propNode); if (m_Properties.RemoveAll(x => x.guid == guid) > 0) m_RemovedProperties.Add(guid); } static List s_TempEdges = new List(); public void ReplacePropertyNodeWithConcreteNode(PropertyNode propertyNode) { var property = properties.FirstOrDefault(x => x.guid == propertyNode.propertyGuid); if (property != null) { AbstractMaterialNode node = null; int slotId = -1; if (property is FloatShaderProperty) { var createdNode = new Vector1Node(); createdNode.value = ((FloatShaderProperty)property).value; slotId = Vector1Node.OutputSlotId; node = createdNode; } else if (property is Vector2ShaderProperty) { var createdNode = new Vector2Node(); createdNode.value = ((Vector2ShaderProperty)property).value; slotId = Vector2Node.OutputSlotId; node = createdNode; } else if (property is Vector3ShaderProperty) { var createdNode = new Vector3Node(); createdNode.value = ((Vector3ShaderProperty)property).value; slotId = Vector3Node.OutputSlotId; node = createdNode; } else if (property is Vector4ShaderProperty) { var createdNode = new Vector4Node(); createdNode.value = ((Vector4ShaderProperty)property).value; slotId = Vector4Node.OutputSlotId; node = createdNode; } else if (property is ColorShaderProperty) { var createdNode = new ColorNode(); createdNode.color = ((ColorShaderProperty)property).value; slotId = ColorNode.OutputSlotId; node = createdNode; } else if (property is TextureShaderProperty) { var createdNode = new Texture2DAssetNode(); createdNode.texture = ((TextureShaderProperty)property).value.texture; slotId = Texture2DAssetNode.OutputSlotId; node = createdNode; } else if (property is CubemapShaderProperty) { var createdNode = new CubemapAssetNode(); createdNode.cubemap = ((CubemapShaderProperty)property).value.cubemap; slotId = CubemapAssetNode.OutputSlotId; node = createdNode; } if (node == null) return; var slot = propertyNode.FindOutputSlot(PropertyNode.OutputSlotId); node.drawState = propertyNode.drawState; AddNodeNoValidate(node); s_TempEdges.Clear(); GetEdges(slot.slotReference, s_TempEdges); foreach (var edge in s_TempEdges) ConnectNoValidate(node.GetSlotReference(slotId), edge.inputSlot); RemoveNodeNoValidate(propertyNode); } } public override void ValidateGraph() { var propertyNodes = GetNodes().Where(n => !m_Properties.Any(p => p.guid == n.propertyGuid)).ToArray(); foreach (var pNode in propertyNodes) ReplacePropertyNodeWithConcreteNode(pNode); base.ValidateGraph(); } public override Dictionary GetLegacyTypeRemapping() { var result = base.GetLegacyTypeRemapping(); var viewNode = new SerializationHelper.TypeSerializationInfo { fullName = "UnityEngine.MaterialGraph.ViewDirectionNode" }; result[viewNode] = SerializationHelper.GetTypeSerializableAsString(typeof(ViewDirectionNode)); var normalNode = new SerializationHelper.TypeSerializationInfo { fullName = "UnityEngine.MaterialGraph.NormalNode" }; result[normalNode] = SerializationHelper.GetTypeSerializableAsString(typeof(NormalVectorNode)); var worldPosNode = new SerializationHelper.TypeSerializationInfo { fullName = "UnityEngine.MaterialGraph.WorldPosNode" }; result[worldPosNode] = SerializationHelper.GetTypeSerializableAsString(typeof(PositionNode)); return result; } public override void ReplaceWith(IGraph other) { var otherMG = other as AbstractMaterialGraph; if (otherMG != null) { using (var removedPropertiesPooledObject = ListPool.GetDisposable()) { var removedPropertyGuids = removedPropertiesPooledObject.value; foreach (var property in m_Properties) removedPropertyGuids.Add(property.guid); foreach (var propertyGuid in removedPropertyGuids) RemoveShaderPropertyNoValidate(propertyGuid); } foreach (var otherProperty in otherMG.properties) { if (!properties.Any(p => p.guid == otherProperty.guid)) AddShaderProperty(otherProperty); } } base.ReplaceWith(other); } public override void OnBeforeSerialize() { base.OnBeforeSerialize(); m_SerializedProperties = SerializationHelper.Serialize(m_Properties); } public override void OnAfterDeserialize() { // have to deserialize 'globals' before nodes m_Properties = SerializationHelper.Deserialize(m_SerializedProperties, null); base.OnAfterDeserialize(); } internal static ShaderGraphRequirements GetRequirements(List nodes) { NeededCoordinateSpace requiresNormal = nodes.OfType().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresNormal()); NeededCoordinateSpace requiresBitangent = nodes.OfType().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresBitangent()); NeededCoordinateSpace requiresTangent = nodes.OfType().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresTangent()); NeededCoordinateSpace requiresViewDir = nodes.OfType().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresViewDirection()); NeededCoordinateSpace requiresPosition = nodes.OfType().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresPosition()); bool requiresScreenPosition = nodes.OfType().Any(x => x.RequiresScreenPosition()); bool requiresVertexColor = nodes.OfType().Any(x => x.RequiresVertexColor()); var meshUV = new List(); for (int uvIndex = 0; uvIndex < ShaderGeneratorNames.UVCount; ++uvIndex) { var channel = (UVChannel)uvIndex; if (nodes.OfType().Any(x => x.RequiresMeshUV(channel))) meshUV.Add(channel); } // if anything needs tangentspace we have make // sure to have our othonormal basis! var compoundSpaces = requiresBitangent | requiresNormal | requiresPosition | requiresTangent | requiresViewDir | requiresPosition | requiresNormal; var needsTangentSpace = (compoundSpaces & NeededCoordinateSpace.Tangent) > 0; if (needsTangentSpace) { requiresBitangent |= NeededCoordinateSpace.Object; requiresNormal |= NeededCoordinateSpace.Object; requiresTangent |= NeededCoordinateSpace.Object; } var reqs = new ShaderGraphRequirements() { requiresNormal = requiresNormal, requiresBitangent = requiresBitangent, requiresTangent = requiresTangent, requiresViewDir = requiresViewDir, requiresPosition = requiresPosition, requiresScreenPosition = requiresScreenPosition, requiresVertexColor = requiresVertexColor, requiresMeshUVs = meshUV }; return reqs; } public string GetPreviewShader(AbstractMaterialNode node, out PreviewMode previewMode) { List configuredTextures; FloatShaderProperty outputIdProperty; return GetShader(node, GenerationMode.Preview, string.Format("hidden/preview/{0}", node.GetVariableNameForNode()), out configuredTextures, out previewMode, out outputIdProperty); } public string GetUberPreviewShader(Dictionary ids, out FloatShaderProperty outputIdProperty) { List configuredTextures; PreviewMode previewMode; return GetShader(null, GenerationMode.Preview, "hidden/preview", out configuredTextures, out previewMode, out outputIdProperty, ids); } internal static void GenerateSurfaceDescriptionStruct(ShaderGenerator surfaceDescriptionStruct, List slots, bool isMaster) { surfaceDescriptionStruct.AddShaderChunk("struct SurfaceDescription{", false); surfaceDescriptionStruct.Indent(); if (isMaster) { foreach (var slot in slots) surfaceDescriptionStruct.AddShaderChunk(string.Format("{0} {1};", AbstractMaterialNode.ConvertConcreteSlotValueTypeToString(AbstractMaterialNode.OutputPrecision.@float, slot.concreteValueType), AbstractMaterialNode.GetHLSLSafeName(slot.shaderOutputName)), false); surfaceDescriptionStruct.Deindent(); } else { surfaceDescriptionStruct.AddShaderChunk("float4 PreviewOutput;", false); } surfaceDescriptionStruct.Deindent(); surfaceDescriptionStruct.AddShaderChunk("};", false); } internal static void GenerateSurfaceDescription( List activeNodeList, AbstractMaterialNode masterNode, AbstractMaterialGraph graph, ShaderGenerator surfaceDescriptionFunction, ShaderGenerator shaderFunctionVisitor, PropertyCollector shaderProperties, ShaderGraphRequirements requirements, GenerationMode mode, string functionName = "PopulateSurfaceData", string surfaceDescriptionName = "SurfaceDescription", FloatShaderProperty outputIdProperty = null, Dictionary ids = null, IEnumerable slots = null) { if (graph == null) return; surfaceDescriptionFunction.AddShaderChunk(string.Format("{0} {1}(SurfaceInputs IN) {{", surfaceDescriptionName, functionName), false); surfaceDescriptionFunction.Indent(); surfaceDescriptionFunction.AddShaderChunk(string.Format("{0} surface = ({0})0;", surfaceDescriptionName), false); foreach (CoordinateSpace space in Enum.GetValues(typeof(CoordinateSpace))) { var neededCoordinateSpace = space.ToNeededCoordinateSpace(); if ((requirements.requiresNormal & neededCoordinateSpace) > 0) surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", space.ToVariableName(InterpolatorType.Normal)), false); if ((requirements.requiresTangent & neededCoordinateSpace) > 0) surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", space.ToVariableName(InterpolatorType.Tangent)), false); if ((requirements.requiresBitangent & neededCoordinateSpace) > 0) surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", space.ToVariableName(InterpolatorType.BiTangent)), false); if ((requirements.requiresViewDir & neededCoordinateSpace) > 0) surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", space.ToVariableName(InterpolatorType.ViewDirection)), false); if ((requirements.requiresPosition & neededCoordinateSpace) > 0) surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", space.ToVariableName(InterpolatorType.Position)), false); } if (requirements.requiresScreenPosition) surfaceDescriptionFunction.AddShaderChunk(string.Format("float4 {0} = IN.{0};", ShaderGeneratorNames.ScreenPosition), false); if (requirements.requiresVertexColor) surfaceDescriptionFunction.AddShaderChunk(string.Format("float4 {0} = IN.{0};", ShaderGeneratorNames.VertexColor), false); foreach (var channel in requirements.requiresMeshUVs.Distinct()) surfaceDescriptionFunction.AddShaderChunk(string.Format("half4 {0} = IN.{0};", channel.GetUVName()), false); graph.CollectShaderProperties(shaderProperties, mode); var currentId = -1; foreach (var activeNode in activeNodeList.OfType()) { if (activeNode is IGeneratesFunction) (activeNode as IGeneratesFunction).GenerateNodeFunction(shaderFunctionVisitor, mode); if (activeNode is IGeneratesBodyCode) (activeNode as IGeneratesBodyCode).GenerateNodeCode(surfaceDescriptionFunction, mode); if (masterNode == null && activeNode.hasPreview) { var outputSlot = activeNode.GetOutputSlots().FirstOrDefault(); if (outputSlot != null) { currentId++; ids[activeNode.guid] = currentId; surfaceDescriptionFunction.AddShaderChunk(string.Format("if ({0} == {1}) {{ surface.PreviewOutput = {2}; return surface; }}", outputIdProperty.referenceName, currentId, ShaderGenerator.AdaptNodeOutputForPreview(activeNode, outputSlot.id, activeNode.GetVariableNameForSlot(outputSlot.id))), false); } } activeNode.CollectShaderProperties(shaderProperties, mode); } if (masterNode != null) { if (masterNode is IMasterNode) { var usedSlots = slots ?? masterNode.GetInputSlots(); foreach (var input in usedSlots) { var foundEdges = graph.GetEdges(input.slotReference).ToArray(); if (foundEdges.Any()) { var outputRef = foundEdges[0].outputSlot; var fromNode = graph.GetNodeFromGuid(outputRef.nodeGuid); surfaceDescriptionFunction.AddShaderChunk(string.Format("surface.{0} = {1};", AbstractMaterialNode.GetHLSLSafeName(input.shaderOutputName), fromNode.GetVariableNameForSlot(outputRef.slotId)), true); } else { surfaceDescriptionFunction.AddShaderChunk(string.Format("surface.{0} = {1};", AbstractMaterialNode.GetHLSLSafeName(input.shaderOutputName), input.GetDefaultValue(mode)), true); } } } else if (masterNode.hasPreview) { foreach (var slot in masterNode.GetOutputSlots()) surfaceDescriptionFunction.AddShaderChunk(string.Format("surface.{0} = {1};", AbstractMaterialNode.GetHLSLSafeName(slot.shaderOutputName), masterNode.GetVariableNameForSlot(slot.id)), true); } } surfaceDescriptionFunction.AddShaderChunk("return surface;", false); surfaceDescriptionFunction.Deindent(); surfaceDescriptionFunction.AddShaderChunk("}", false); } static void Visit(List outputList, Dictionary unmarkedNodes, INode node) { if (!unmarkedNodes.ContainsKey(node.guid)) return; foreach (var slot in node.GetInputSlots()) { foreach (var edge in node.owner.GetEdges(slot.slotReference)) { var inputNode = node.owner.GetNodeFromGuid(edge.outputSlot.nodeGuid); Visit(outputList, unmarkedNodes, inputNode); } } unmarkedNodes.Remove(node.guid); outputList.Add(node); } public string GetShader(AbstractMaterialNode node, GenerationMode mode, string name, out List configuredTextures, out PreviewMode previewMode, out FloatShaderProperty outputIdProperty, Dictionary ids = null) { bool isUber = node == null; var vertexShader = new ShaderGenerator(); var surfaceDescriptionFunction = new ShaderGenerator(); var surfaceDescriptionStruct = new ShaderGenerator(); var shaderFunctionVisitor = new ShaderGenerator(); var surfaceInputs = 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 activeNodeList = ListPool.Get(); if (isUber) { var unmarkedNodes = GetNodes().Where(x => !(x is IMasterNode)).ToDictionary(x => x.guid); while (unmarkedNodes.Any()) { var unmarkedNode = unmarkedNodes.FirstOrDefault(); Visit(activeNodeList, unmarkedNodes, unmarkedNode.Value); } } else { NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, node); } var requirements = GetRequirements(activeNodeList); ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresNormal, InterpolatorType.Normal, surfaceInputs); ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresTangent, InterpolatorType.Tangent, surfaceInputs); ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresBitangent, InterpolatorType.BiTangent, surfaceInputs); ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresViewDir, InterpolatorType.ViewDirection, surfaceInputs); ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresPosition, InterpolatorType.Position, surfaceInputs); if (requirements.requiresVertexColor) surfaceInputs.AddShaderChunk(string.Format("float4 {0};", ShaderGeneratorNames.VertexColor), false); if (requirements.requiresScreenPosition) surfaceInputs.AddShaderChunk(string.Format("float4 {0};", ShaderGeneratorNames.ScreenPosition), false); previewMode = PreviewMode.Preview3D; if (!isUber) { foreach (var pNode in activeNodeList.OfType()) { if (pNode.previewMode == PreviewMode.Preview3D) { previewMode = PreviewMode.Preview3D; break; } } } foreach (var channel in requirements.requiresMeshUVs.Distinct()) surfaceInputs.AddShaderChunk(string.Format("half4 {0};", channel.GetUVName()), false); surfaceInputs.Deindent(); surfaceInputs.AddShaderChunk("};", false); vertexShader.AddShaderChunk("GraphVertexInput PopulateVertexData(GraphVertexInput v){", false); vertexShader.Indent(); vertexShader.AddShaderChunk("return v;", false); vertexShader.Deindent(); vertexShader.AddShaderChunk("}", false); var slots = new List(); foreach (var activeNode in isUber ? activeNodeList.Where(n => ((AbstractMaterialNode)n).hasPreview) : ((INode)node).ToEnumerable()) { if (activeNode is IMasterNode) slots.AddRange(activeNode.GetInputSlots()); else slots.AddRange(activeNode.GetOutputSlots()); } GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, !isUber); var shaderProperties = new PropertyCollector(); outputIdProperty = new FloatShaderProperty { displayName = "OutputId", generatePropertyBlock = false, value = -1 }; if (isUber) shaderProperties.AddShaderProperty(outputIdProperty); GenerateSurfaceDescription( activeNodeList, node, this, surfaceDescriptionFunction, shaderFunctionVisitor, shaderProperties, requirements, mode, outputIdProperty: outputIdProperty, ids: ids); var finalShader = new ShaderGenerator(); finalShader.AddShaderChunk(string.Format(@"Shader ""{0}""", name), false); finalShader.AddShaderChunk("{", false); finalShader.Indent(); finalShader.AddShaderChunk("Properties", false); finalShader.AddShaderChunk("{", false); finalShader.Indent(); finalShader.AddShaderChunk(shaderProperties.GetPropertiesBlock(2), false); finalShader.Deindent(); finalShader.AddShaderChunk("}", false); finalShader.AddShaderChunk("CGINCLUDE", false); finalShader.AddShaderChunk("#include \"UnityCG.cginc\"", false); finalShader.AddShaderChunk(shaderFunctionVisitor.GetShaderString(2), false); finalShader.AddShaderChunk(graphVertexInput, false); finalShader.AddShaderChunk(surfaceInputs.GetShaderString(2), false); finalShader.AddShaderChunk(surfaceDescriptionStruct.GetShaderString(2), false); finalShader.AddShaderChunk(shaderProperties.GetPropertiesDeclaration(2), false); finalShader.AddShaderChunk(vertexShader.GetShaderString(2), false); finalShader.AddShaderChunk(surfaceDescriptionFunction.GetShaderString(2), false); finalShader.AddShaderChunk("ENDCG", false); finalShader.AddShaderChunk(ShaderGenerator.GetPreviewSubShader(node, requirements), false); ListPool.Release(activeNodeList); finalShader.Deindent(); finalShader.AddShaderChunk("}", false); configuredTextures = shaderProperties.GetConfiguredTexutres(); return finalShader.GetShaderString(0); } } }