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 static class ShaderGeneratorNames { private static string[] UV = {"uv0", "uv1", "uv2", "uv3"}; public static int UVCount = 4; public const string ScreenPosition = "screenPosition"; public const string VertexColor = "vertexColor"; public static string GetUVName(this UVChannel channel) { return UV[(int)channel]; } } public enum UVChannel { uv0 = 0, uv1 = 1, uv2 = 2, uv3 = 3, } 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) { 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 Indent() { m_IndentLevel++; } public void Deindent() { m_IndentLevel = Math.Max(0, m_IndentLevel - 1); } public string GetShaderString(int baseIndentLevel) { var sb = new StringBuilder(); foreach (var shaderChunk in m_ShaderChunks) { var lines = shaderChunk.chunkString.Split(Environment.NewLine.ToCharArray(), StringSplitOptions.RemoveEmptyEntries); 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); } } return sb.ToString(); } internal static string GetTemplatePath(string templateName) { var path = new List { Application.dataPath, "UnityShaderEditor", "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; //todo: fix this up... quick hack for working // in a package var path2 = new List { "Packages", "com.unity.shadergraph", "Editor", "Templates" }; string result2 = path2[0]; for (int i = 1; i < path2.Count; i++) result2 = Path.Combine(result2, path2[i]); result2 = Path.Combine(result2, templateName); result2 = Path.GetFullPath(result2); if (File.Exists(result2)) return result2; return string.Empty; } private const string kErrorString = @"ERROR!"; public static string AdaptNodeOutput(AbstractMaterialNode node, int outputSlotId, ConcreteSlotValueType convertToType, bool textureSampleUVHack = false) { 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}{1})", rawOutput, ".xx"); 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}{1})", rawOutput, ".xxx"); case ConcreteSlotValueType.Vector4: return string.Format("({0}.xyz)", rawOutput); default: return kErrorString; } case ConcreteSlotValueType.Vector4: switch (convertFromType) { case ConcreteSlotValueType.Vector1: return string.Format("({0}{1})", rawOutput, ".xxxx"); default: return kErrorString; } 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, and we always ignore alpha 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("unity_ObjectToWorld")}; m_transforms[(int)CoordinateSpace.View, (int)CoordinateSpace.World] = new TransformDesc[] {new TransformDesc("UNITY_MATRIX_I_V")}; m_transforms[(int)CoordinateSpace.World, (int)CoordinateSpace.Object] = new TransformDesc[] {new TransformDesc("unity_WorldToObject")}; m_transforms[(int)CoordinateSpace.World, (int)CoordinateSpace.View] = new TransformDesc[] {new TransformDesc("UNITY_MATRIX_V")}; 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 inverseTranspose) { 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) { matrix = "(float3x3)" + matrix; } 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); 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, !isNormal); if (to == tangentMatrixSpace) { return variable; } } return EmitTransform(GetTransformPath(from, to), GetTransformPath(to, from), variable, affine, isNormal); } public static void GenerateSpaceTranslationSurfaceInputs( NeededCoordinateSpace neededSpaces, InterpolatorType interpolatorType, ShaderGenerator surfaceInputs, string toReplace = "float3 {0};") { if ((neededSpaces & NeededCoordinateSpace.Object) > 0) surfaceInputs.AddShaderChunk(string.Format(toReplace, CoordinateSpace.Object.ToVariableName(interpolatorType)), false); if ((neededSpaces & NeededCoordinateSpace.World) > 0) surfaceInputs.AddShaderChunk(string.Format(toReplace, CoordinateSpace.World.ToVariableName(interpolatorType)), false); if ((neededSpaces & NeededCoordinateSpace.View) > 0) surfaceInputs.AddShaderChunk(string.Format(toReplace, CoordinateSpace.View.ToVariableName(interpolatorType)), false); if ((neededSpaces & NeededCoordinateSpace.Tangent) > 0) surfaceInputs.AddShaderChunk(string.Format(toReplace, CoordinateSpace.Tangent.ToVariableName(interpolatorType)), false); } public static void GenerateStandardTransforms( int interpolatorStartIndex, int maxInterpolators, ShaderGenerator interpolators, ShaderGenerator vertexShader, ShaderGenerator pixelShader, ShaderGenerator surfaceInputs, ShaderGraphRequirements graphRequiements, ShaderGraphRequirements modelRequiements, CoordinateSpace preferedCoordinateSpace) { if (preferedCoordinateSpace == CoordinateSpace.Tangent) preferedCoordinateSpace = CoordinateSpace.World; // step 1: // *generate needed interpolators // *generate output from the vertex shader that writes into these interpolators // *generate the pixel shader code that declares needed variables in the local scope var combinedRequierments = graphRequiements.Union(modelRequiements); int interpolatorIndex = interpolatorStartIndex; // bitangent needs normal for x product if (combinedRequierments.requiresNormal > 0 || combinedRequierments.requiresBitangent > 0) { var name = preferedCoordinateSpace.ToVariableName(InterpolatorType.Normal); interpolators.AddShaderChunk(string.Format("float3 {0} : TEXCOORD{1};", name, interpolatorIndex), false); vertexShader.AddShaderChunk(string.Format("o.{0} = {1};", name, ConvertBetweenSpace("v.normal", CoordinateSpace.Object, preferedCoordinateSpace, InputType.Normal)), false); pixelShader.AddShaderChunk(string.Format("float3 {0} = normalize(IN.{0});", name), false); interpolatorIndex++; } if (combinedRequierments.requiresTangent > 0 || combinedRequierments.requiresBitangent > 0) { var name = preferedCoordinateSpace.ToVariableName(InterpolatorType.Tangent); interpolators.AddShaderChunk(string.Format("float3 {0} : TEXCOORD{1};", name, interpolatorIndex), false); vertexShader.AddShaderChunk(string.Format("o.{0} = {1};", name, ConvertBetweenSpace("v.tangent", CoordinateSpace.Object, preferedCoordinateSpace, InputType.Vector)), false); pixelShader.AddShaderChunk(string.Format("float3 {0} = IN.{0};", name), false); interpolatorIndex++; } if (combinedRequierments.requiresBitangent > 0) { var name = preferedCoordinateSpace.ToVariableName(InterpolatorType.BiTangent); interpolators.AddShaderChunk(string.Format("float3 {0} : TEXCOORD{1};", name, interpolatorIndex), false); vertexShader.AddShaderChunk(string.Format("o.{0} = normalize(cross(o.{1}, o.{2}.xyz) * {3});", name, preferedCoordinateSpace.ToVariableName(InterpolatorType.Normal), preferedCoordinateSpace.ToVariableName(InterpolatorType.Tangent), "v.tangent.w"), false); pixelShader.AddShaderChunk(string.Format("float3 {0} = IN.{0};", name), false); interpolatorIndex++; } if (combinedRequierments.requiresViewDir > 0) { var name = preferedCoordinateSpace.ToVariableName(InterpolatorType.ViewDirection); interpolators.AddShaderChunk(string.Format("float3 {0} : TEXCOORD{1};", name, interpolatorIndex), false); vertexShader.AddShaderChunk(string.Format("o.{0} = {1};", name, ConvertBetweenSpace("ObjSpaceViewDir(v.vertex)", CoordinateSpace.Object, preferedCoordinateSpace, InputType.Vector)), false); pixelShader.AddShaderChunk(string.Format("float3 {0} = normalize(IN.{0});", name), false); interpolatorIndex++; } if (combinedRequierments.requiresPosition > 0) { var name = preferedCoordinateSpace.ToVariableName(InterpolatorType.Position); interpolators.AddShaderChunk(string.Format("float3 {0} : TEXCOORD{1};", name, interpolatorIndex), false); vertexShader.AddShaderChunk(string.Format("o.{0} = {1};", name, ConvertBetweenSpace("v.vertex", CoordinateSpace.Object, preferedCoordinateSpace, InputType.Vector)), false); pixelShader.AddShaderChunk(string.Format("float3 {0} = IN.{0};", name), false); interpolatorIndex++; } if (combinedRequierments.NeedsTangentSpace()) { pixelShader.AddShaderChunk(string.Format("float3x3 tangentSpaceTransform = float3x3({0},{1},{2});", preferedCoordinateSpace.ToVariableName(InterpolatorType.Tangent), preferedCoordinateSpace.ToVariableName(InterpolatorType.BiTangent), preferedCoordinateSpace.ToVariableName(InterpolatorType.Normal)), false); } ShaderGenerator.GenerateSpaceTranslationPixelShader(combinedRequierments.requiresNormal, InterpolatorType.Normal, preferedCoordinateSpace, InputType.Normal, pixelShader, Dimension.Three); ShaderGenerator.GenerateSpaceTranslationPixelShader(combinedRequierments.requiresTangent, InterpolatorType.Tangent, preferedCoordinateSpace, InputType.Vector, pixelShader, Dimension.Three); ShaderGenerator.GenerateSpaceTranslationPixelShader(combinedRequierments.requiresBitangent, InterpolatorType.BiTangent, preferedCoordinateSpace, InputType.Vector, pixelShader, Dimension.Three); ShaderGenerator.GenerateSpaceTranslationPixelShader(combinedRequierments.requiresViewDir, InterpolatorType.ViewDirection, preferedCoordinateSpace, InputType.Vector, pixelShader, Dimension.Three); ShaderGenerator.GenerateSpaceTranslationPixelShader(combinedRequierments.requiresPosition, InterpolatorType.Position, preferedCoordinateSpace, InputType.Position, pixelShader, Dimension.Three); if (combinedRequierments.requiresVertexColor) { interpolators.AddShaderChunk(string.Format("float4 {0} : COLOR;", ShaderGeneratorNames.VertexColor), false); vertexShader.AddShaderChunk(string.Format("o.{0} = v.color;", ShaderGeneratorNames.VertexColor), false); pixelShader.AddShaderChunk(string.Format("float4 {0} = IN.{0};", ShaderGeneratorNames.VertexColor), false); } if (combinedRequierments.requiresScreenPosition) { interpolators.AddShaderChunk(string.Format("float4 {0} : TEXCOORD{1};", ShaderGeneratorNames.ScreenPosition, interpolatorIndex), false); vertexShader.AddShaderChunk(string.Format("o.{0} = ComputeScreenPos(UnityObjectToClipPos(v.vertex));", ShaderGeneratorNames.ScreenPosition), false); pixelShader.AddShaderChunk(string.Format("float4 {0} = IN.{0};", ShaderGeneratorNames.ScreenPosition), false); interpolatorIndex++; } foreach (var channel in combinedRequierments.requiresMeshUVs.Distinct()) { interpolators.AddShaderChunk(string.Format("half4 {0} : TEXCOORD{1};", channel.GetUVName(), interpolatorIndex == 0 ? "" : interpolatorIndex.ToString()), false); vertexShader.AddShaderChunk(string.Format("o.{0} = v.texcoord{1};", channel.GetUVName(), (int)channel), false); pixelShader.AddShaderChunk(string.Format("float4 {0} = IN.{0};", channel.GetUVName()), false); interpolatorIndex++; } // step 2 // copy the locally defined values into the surface description // structure using the requirements for ONLY the shader graph // additional requirements have come from the lighting model // and are not needed in the shader graph var replaceString = "surfaceInput.{0} = {0};"; GenerateSpaceTranslationSurfaceInputs(graphRequiements.requiresNormal, InterpolatorType.Normal, surfaceInputs, replaceString); GenerateSpaceTranslationSurfaceInputs(graphRequiements.requiresTangent, InterpolatorType.Tangent, surfaceInputs, replaceString); GenerateSpaceTranslationSurfaceInputs(graphRequiements.requiresBitangent, InterpolatorType.BiTangent, surfaceInputs, replaceString); GenerateSpaceTranslationSurfaceInputs(graphRequiements.requiresViewDir, InterpolatorType.ViewDirection, surfaceInputs, replaceString); GenerateSpaceTranslationSurfaceInputs(graphRequiements.requiresPosition, InterpolatorType.Position, surfaceInputs, replaceString); if (graphRequiements.requiresVertexColor) surfaceInputs.AddShaderChunk(string.Format("surfaceInput.{0} = {0};", ShaderGeneratorNames.VertexColor), false); if (graphRequiements.requiresScreenPosition) surfaceInputs.AddShaderChunk(string.Format("surfaceInput.{0} = {0};", ShaderGeneratorNames.ScreenPosition), false); foreach (var channel in combinedRequierments.requiresMeshUVs.Distinct()) surfaceInputs.AddShaderChunk(string.Format("surfaceInput.{0} ={0};", channel.GetUVName()), false); } 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 GenerateSpaceTranslationPixelShader( NeededCoordinateSpace neededSpaces, InterpolatorType type, CoordinateSpace from, InputType inputType, ShaderGenerator pixelShader, Dimension dimension) { if ((neededSpaces & NeededCoordinateSpace.Object) > 0 && from != CoordinateSpace.Object) pixelShader.AddShaderChunk( string.Format("float{0} {1} = {2};", DimensionToString(dimension), CoordinateSpace.Object.ToVariableName(type), ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.Object, inputType, from)), false); if ((neededSpaces & NeededCoordinateSpace.World) > 0 && from != CoordinateSpace.World) pixelShader.AddShaderChunk( string.Format("float{0} {1} = {2};", DimensionToString(dimension), CoordinateSpace.World.ToVariableName(type), ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.World, inputType, from)), false); if ((neededSpaces & NeededCoordinateSpace.View) > 0 && from != CoordinateSpace.View) pixelShader.AddShaderChunk( string.Format("float{0} {1} = {2};", DimensionToString(dimension), CoordinateSpace.View.ToVariableName(type), ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.View, inputType, from)), false); if ((neededSpaces & NeededCoordinateSpace.Tangent) > 0 && from != CoordinateSpace.Tangent) pixelShader.AddShaderChunk( string.Format("float{0} {1} = {2};", DimensionToString(dimension), CoordinateSpace.Tangent.ToVariableName(type), ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.Tangent, inputType, from)), false); } public static string GetPreviewSubShader(AbstractMaterialNode node, ShaderGraphRequirements shaderGraphRequirements) { var interpolators = new ShaderGenerator(); var vertexShader = new ShaderGenerator(); var pixelShader = new ShaderGenerator(); var surfaceInputs = new ShaderGenerator(); ShaderGenerator.GenerateStandardTransforms( 0, 16, interpolators, vertexShader, pixelShader, surfaceInputs, shaderGraphRequirements, ShaderGraphRequirements.none, CoordinateSpace.World); var outputs = new ShaderGenerator(); if (node != null) { var outputSlot = node.GetOutputSlots().FirstOrDefault(); if (outputSlot != null) { var result = string.Format("surf.{0}", node.GetVariableNameForSlot(outputSlot.id)); outputs.AddShaderChunk(string.Format("return {0};", AdaptNodeOutputForPreview(node, outputSlot.id, result)), true); } else outputs.AddShaderChunk("return 0;", true); } else { outputs.AddShaderChunk("return surf.PreviewOutput;", false); } var res = subShaderTemplate.Replace("${Interpolators}", interpolators.GetShaderString(0)); res = res.Replace("${VertexShader}", vertexShader.GetShaderString(0)); res = res.Replace("${LocalPixelShader}", pixelShader.GetShaderString(0)); res = res.Replace("${SurfaceInputs}", surfaceInputs.GetShaderString(0)); res = res.Replace("${SurfaceOutputRemap}", outputs.GetShaderString(0)); return res; } private const string subShaderTemplate = @" SubShader { Tags { ""RenderType""=""Opaque"" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include ""UnityCG.cginc"" struct GraphVertexOutput { float4 position : POSITION; ${Interpolators} }; GraphVertexOutput vert (GraphVertexInput v) { v = PopulateVertexData(v); GraphVertexOutput o; o.position = UnityObjectToClipPos(v.vertex); ${VertexShader} return o; } fixed4 frag (GraphVertexOutput IN) : SV_Target { ${LocalPixelShader} SurfaceInputs surfaceInput = (SurfaceInputs)0;; ${SurfaceInputs} SurfaceDescription surf = PopulateSurfaceData(surfaceInput); ${SurfaceOutputRemap} } ENDCG } }"; } }