using System.Collections.Generic; using UnityEditor.Graphing; using UnityEditor.ShaderGraph; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.HDPipeline; namespace UnityEditor.Experimental.Rendering.HDPipeline { [FormerName("UnityEditor.ShaderGraph.HDPBRSubShader")] public class HDPBRSubShader : IPBRSubShader { Pass m_PassGBuffer = new Pass() { Name = "GBuffer", LightMode = "GBuffer", TemplateName = "HDPBRPass.template", ShaderPassName = "SHADERPASS_GBUFFER", StencilOverride = new List() { "// Stencil setup for gbuffer", "Stencil", "{", " WriteMask 7", // [_StencilWriteMask] // default: StencilMask.Lighting (fixed at compile time) " Ref 2", // [_StencilRef] // default: StencilLightingUsage.RegularLighting (fixed at compile time) " Comp Always", " Pass Replace", "}" }, ExtraDefines = new List() { "#pragma multi_compile _ DEBUG_DISPLAY", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", "#pragma multi_compile _ DYNAMICLIGHTMAP_ON", "#pragma multi_compile _ SHADOWS_SHADOWMASK", }, Includes = new List() { "#include \"HDRP/ShaderPass/ShaderPassGBuffer.hlsl\"", }, RequiredFields = new List() { "FragInputs.worldToTangent", "FragInputs.positionRWS", "FragInputs.texCoord1", "FragInputs.texCoord2" }, PixelShaderSlots = new List() { PBRMasterNode.AlbedoSlotId, PBRMasterNode.NormalSlotId, PBRMasterNode.MetallicSlotId, PBRMasterNode.SpecularSlotId, PBRMasterNode.EmissionSlotId, PBRMasterNode.SmoothnessSlotId, PBRMasterNode.OcclusionSlotId, PBRMasterNode.AlphaSlotId, PBRMasterNode.AlphaThresholdSlotId }, VertexShaderSlots = new List() { PBRMasterNode.PositionSlotId } }; Pass m_PassGBufferWithPrepass = new Pass() { Name = "GBufferWithPrepass", LightMode = "GBufferWithPrepass", TemplateName = "HDPBRPass.template", ShaderPassName = "SHADERPASS_GBUFFER", StencilOverride = new List() { "// Stencil setup for GBufferWithPrepass", "Stencil", "{", " WriteMask 7", // _StencilWriteMask // StencilMask.Lighting (fixed at compile time) " Ref 2", // _StencilRef // StencilLightingUsage.RegularLighting (fixed at compile time) " Comp Always", " Pass Replace", "}" }, ExtraDefines = new List() { "#pragma multi_compile _ DEBUG_DISPLAY", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", "#pragma multi_compile _ DYNAMICLIGHTMAP_ON", "#pragma multi_compile _ SHADOWS_SHADOWMASK", "#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST", }, Includes = new List() { "#include \"HDRP/ShaderPass/ShaderPassGBuffer.hlsl\"", }, RequiredFields = new List() { // "FragInputs.worldToTangent", // "FragInputs.positionRWS", }, PixelShaderSlots = new List() { PBRMasterNode.AlbedoSlotId, PBRMasterNode.NormalSlotId, PBRMasterNode.MetallicSlotId, PBRMasterNode.SpecularSlotId, PBRMasterNode.EmissionSlotId, PBRMasterNode.SmoothnessSlotId, PBRMasterNode.OcclusionSlotId, PBRMasterNode.AlphaSlotId, PBRMasterNode.AlphaThresholdSlotId }, VertexShaderSlots = new List() { PBRMasterNode.PositionSlotId } }; Pass m_PassMETA = new Pass() { Name = "META", LightMode = "Meta", TemplateName = "HDPBRPass.template", ShaderPassName = "SHADERPASS_LIGHT_TRANSPORT", CullOverride = "Cull Off", Includes = new List() { "#include \"HDRP/ShaderPass/ShaderPassLightTransport.hlsl\"", }, RequiredFields = new List() { "AttributesMesh.normalOS", "AttributesMesh.tangentOS", // Always present as we require it also in case of anisotropic lighting "AttributesMesh.uv0", "AttributesMesh.uv1", "AttributesMesh.color", "AttributesMesh.uv2", // SHADERPASS_LIGHT_TRANSPORT always uses uv2 }, PixelShaderSlots = new List() { PBRMasterNode.AlbedoSlotId, PBRMasterNode.NormalSlotId, PBRMasterNode.MetallicSlotId, PBRMasterNode.SpecularSlotId, PBRMasterNode.EmissionSlotId, PBRMasterNode.SmoothnessSlotId, PBRMasterNode.OcclusionSlotId, PBRMasterNode.AlphaSlotId, PBRMasterNode.AlphaThresholdSlotId }, // VertexShaderSlots = new List() // { // PBRMasterNode.PositionSlotId // } }; Pass m_PassShadowCaster = new Pass() { Name = "ShadowCaster", LightMode = "ShadowCaster", TemplateName = "HDPBRPass.template", ShaderPassName = "SHADERPASS_SHADOWS", ColorMaskOverride = "ColorMask 0", ExtraDefines = new List() { "#define USE_LEGACY_UNITY_MATRIX_VARIABLES", }, Includes = new List() { "#include \"HDRP/ShaderPass/ShaderPassDepthOnly.hlsl\"", }, RequiredFields = new List() { // "FragInputs.worldToTangent", // "FragInputs.positionRWS", }, PixelShaderSlots = new List() { PBRMasterNode.AlphaSlotId, PBRMasterNode.AlphaThresholdSlotId }, VertexShaderSlots = new List() { PBRMasterNode.PositionSlotId } }; Pass m_PassDepthOnly = new Pass() { Name = "DepthOnly", LightMode = "DepthOnly", TemplateName = "HDPBRPass.template", ShaderPassName = "SHADERPASS_DEPTH_ONLY", ColorMaskOverride = "ColorMask 0", Includes = new List() { "#include \"HDRP/ShaderPass/ShaderPassDepthOnly.hlsl\"", }, RequiredFields = new List() { // "FragInputs.worldToTangent", // "FragInputs.positionRWS", }, PixelShaderSlots = new List() { PBRMasterNode.AlphaSlotId, PBRMasterNode.AlphaThresholdSlotId }, VertexShaderSlots = new List() { PBRMasterNode.PositionSlotId } }; Pass m_PassMotionVectors = new Pass() { Name = "Motion Vectors", LightMode = "MotionVectors", TemplateName = "HDPBRPass.template", ShaderPassName = "SHADERPASS_VELOCITY", Includes = new List() { "#include \"HDRP/ShaderPass/ShaderPassVelocity.hlsl\"", }, RequiredFields = new List() { "FragInputs.positionRWS", }, StencilOverride = new List() { "// If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity", "Stencil", "{", " WriteMask 128", // [_StencilWriteMaskMV] (int) HDRenderPipeline.StencilBitMask.ObjectVelocity // this requires us to pull in the HD Pipeline assembly... " Ref 128", // [_StencilRefMV] " Comp Always", " Pass Replace", "}" }, PixelShaderSlots = new List() { PBRMasterNode.AlphaSlotId, PBRMasterNode.AlphaThresholdSlotId }, VertexShaderSlots = new List() { PBRMasterNode.PositionSlotId }, }; Pass m_PassDistortion = new Pass() { Name = "Distortion", LightMode = "DistortionVectors", TemplateName = "HDPBRPass.template", ShaderPassName = "SHADERPASS_DISTORTION", BlendOverride = "Blend One One, One One", // [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend] BlendOpOverride = "BlendOp Add, Add", // Add, [_DistortionBlurBlendOp] ZTestOverride = "ZTest LEqual", // [_ZTestModeDistortion] ZWriteOverride = "ZWrite Off", Includes = new List() { "#include \"HDRP/ShaderPass/ShaderPassDistortion.hlsl\"", }, RequiredFields = new List() { // "FragInputs.worldToTangent", // "FragInputs.positionRWS", }, PixelShaderSlots = new List() { PBRMasterNode.AlphaSlotId, PBRMasterNode.AlphaThresholdSlotId }, VertexShaderSlots = new List() { PBRMasterNode.PositionSlotId }, }; Pass m_PassTransparentDepthPrepass = new Pass() { Name = "TransparentDepthPrepass", LightMode = "TransparentDepthPrepass", TemplateName = "HDPBRPass.template", ShaderPassName = "SHADERPASS_DEPTH_ONLY", ColorMaskOverride = "ColorMask 0", ExtraDefines = new List() { "#define CUTOFF_TRANSPARENT_DEPTH_PREPASS", }, Includes = new List() { "#include \"HDRP/ShaderPass/ShaderPassDepthOnly.hlsl\"", }, RequiredFields = new List() { // "FragInputs.worldToTangent", // "FragInputs.positionRWS", }, PixelShaderSlots = new List() { PBRMasterNode.AlphaSlotId, PBRMasterNode.AlphaThresholdSlotId }, VertexShaderSlots = new List() { PBRMasterNode.PositionSlotId }, }; Pass m_PassTransparentBackface = new Pass() { Name = "TransparentBackface", LightMode = "TransparentBackface", TemplateName = "HDPBRPass.template", ShaderPassName = "SHADERPASS_FORWARD", CullOverride = "Cull Front", ExtraDefines = new List() { "#pragma multi_compile _ DEBUG_DISPLAY", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", "#pragma multi_compile _ DYNAMICLIGHTMAP_ON", "#pragma multi_compile _ SHADOWS_SHADOWMASK", "#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS", "#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST", }, Includes = new List() { "#include \"HDRP/ShaderPass/ShaderPassForward.hlsl\"", }, RequiredFields = new List() { // "FragInputs.worldToTangent", // "FragInputs.positionRWS", }, PixelShaderSlots = new List() { PBRMasterNode.AlbedoSlotId, PBRMasterNode.NormalSlotId, PBRMasterNode.MetallicSlotId, PBRMasterNode.SpecularSlotId, PBRMasterNode.EmissionSlotId, PBRMasterNode.SmoothnessSlotId, PBRMasterNode.OcclusionSlotId, PBRMasterNode.AlphaSlotId, PBRMasterNode.AlphaThresholdSlotId }, VertexShaderSlots = new List() { PBRMasterNode.PositionSlotId }, }; Pass m_PassForward = new Pass() { Name = "Forward", LightMode = "Forward", TemplateName = "HDPBRPass.template", ShaderPassName = "SHADERPASS_FORWARD", ExtraDefines = new List() { "#pragma multi_compile _ DEBUG_DISPLAY", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", "#pragma multi_compile _ DYNAMICLIGHTMAP_ON", "#pragma multi_compile _ SHADOWS_SHADOWMASK", "#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS", "#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST" }, StencilOverride = new List() { "// Stencil setup for forward", "Stencil", "{", " WriteMask 7", // [_StencilWriteMask] // default: StencilMask.Lighting (fixed at compile time) " Ref 2", // [_StencilRef] // default: StencilLightingUsage.RegularLighting (fixed at compile time) " Comp Always", " Pass Replace", "}" }, Includes = new List() { "#include \"HDRP/ShaderPass/ShaderPassForward.hlsl\"", }, RequiredFields = new List() { "FragInputs.worldToTangent", // "FragInputs.positionRWS", }, PixelShaderSlots = new List() { PBRMasterNode.AlbedoSlotId, PBRMasterNode.NormalSlotId, PBRMasterNode.MetallicSlotId, PBRMasterNode.SpecularSlotId, PBRMasterNode.EmissionSlotId, PBRMasterNode.SmoothnessSlotId, PBRMasterNode.OcclusionSlotId, PBRMasterNode.AlphaSlotId, PBRMasterNode.AlphaThresholdSlotId }, VertexShaderSlots = new List() { PBRMasterNode.PositionSlotId }, }; Pass m_PassTransparentDepthPostpass = new Pass() { Name = "TransparentDepthPostpass", LightMode = "TransparentDepthPostpass", TemplateName = "HDPBRPass.template", ShaderPassName = "SHADERPASS_DEPTH_ONLY", ColorMaskOverride = "ColorMask 0", ExtraDefines = new List() { "#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS", }, Includes = new List() { "#include \"HDRP/ShaderPass/ShaderPassDepthOnly.hlsl\"", }, RequiredFields = new List() { // "FragInputs.worldToTangent", // "FragInputs.positionRWS", }, PixelShaderSlots = new List() { PBRMasterNode.AlphaSlotId, PBRMasterNode.AlphaThresholdSlotId }, VertexShaderSlots = new List() { PBRMasterNode.PositionSlotId }, }; private static HashSet GetActiveFieldsFromMasterNode(INode iMasterNode, Pass pass) { HashSet activeFields = new HashSet(); PBRMasterNode masterNode = iMasterNode as PBRMasterNode; if (masterNode == null) { return activeFields; } if (masterNode.twoSided.isOn) { activeFields.Add("DoubleSided"); if (pass.ShaderPassName != "SHADERPASS_VELOCITY") // HACK to get around lack of a good interpolator dependency system { // we need to be able to build interpolators using multiple input structs // also: should only require isFrontFace if Normals are required... activeFields.Add("DoubleSided.Mirror"); // TODO: change this depending on what kind of normal flip you want.. activeFields.Add("FragInputs.isFrontFace"); // will need this for determining normal flip mode } } switch (masterNode.model) { case PBRMasterNode.Model.Metallic: break; case PBRMasterNode.Model.Specular: activeFields.Add("Material.SpecularColor"); break; default: // TODO: error! break; } float constantAlpha = 0.0f; if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId) || (float.TryParse(masterNode.GetSlotValue(PBRMasterNode.AlphaThresholdSlotId, GenerationMode.ForReals), out constantAlpha) && (constantAlpha > 0.0f))) { activeFields.Add("AlphaTest"); } // Keywords for transparent // #pragma shader_feature _SURFACE_TYPE_TRANSPARENT if (masterNode.surfaceType != SurfaceType.Opaque) { // transparent-only defines activeFields.Add("SurfaceType.Transparent"); // #pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY if (masterNode.alphaMode == AlphaMode.Alpha) { activeFields.Add("BlendMode.Alpha"); } else if (masterNode.alphaMode == AlphaMode.Additive) { activeFields.Add("BlendMode.Add"); } // else if (masterNode.alphaMode == PBRMasterNode.AlphaMode.PremultiplyAlpha) // TODO // { // defines.AddShaderChunk("#define _BLENDMODE_PRE_MULTIPLY 1", true); // } } else { // opaque-only defines } // enable dithering LOD crossfade // #pragma multi_compile _ LOD_FADE_CROSSFADE // TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ? //#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON return activeFields; } private static bool GenerateShaderPassLit(AbstractMaterialNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions, ShaderGenerator result, List sourceAssetDependencyPaths) { // apply master node options to active fields HashSet activeFields = GetActiveFieldsFromMasterNode(masterNode, pass); // use standard shader pass generation return HDSubShaderUtilities.GenerateShaderPass(masterNode, pass, mode, materialOptions, activeFields, result, sourceAssetDependencyPaths); } public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List sourceAssetDependencyPaths = null) { if (sourceAssetDependencyPaths != null) { // HDPBRSubShader.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("c4e8610eb7ce19747bb637c68acc55cd")); // HDSubShaderUtilities.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b")); } var masterNode = iMasterNode as PBRMasterNode; var subShader = new ShaderGenerator(); subShader.AddShaderChunk("SubShader", true); subShader.AddShaderChunk("{", true); subShader.Indent(); { SurfaceMaterialOptions materialOptions = HDSubShaderUtilities.BuildMaterialOptions(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn); // Add tags at the SubShader level { var tagsVisitor = new ShaderStringBuilder(); materialOptions.GetTags(tagsVisitor); subShader.AddShaderChunk(tagsVisitor.ToString(), false); } // generate the necessary shader passes bool opaque = (masterNode.surfaceType == SurfaceType.Opaque); bool transparent = (masterNode.surfaceType != SurfaceType.Opaque); bool distortionActive = false; bool transparentDepthPrepassActive = transparent && false; bool transparentBackfaceActive = transparent && false; bool transparentDepthPostpassActive = transparent && false; if (opaque) { GenerateShaderPassLit(masterNode, m_PassGBuffer, mode, materialOptions, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_PassGBufferWithPrepass, mode, materialOptions, subShader, sourceAssetDependencyPaths); } GenerateShaderPassLit(masterNode, m_PassMETA, mode, materialOptions, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, materialOptions, subShader, sourceAssetDependencyPaths); if (opaque) { GenerateShaderPassLit(masterNode, m_PassDepthOnly, mode, materialOptions, subShader, sourceAssetDependencyPaths); GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, materialOptions, subShader, sourceAssetDependencyPaths); } if (distortionActive) { GenerateShaderPassLit(masterNode, m_PassDistortion, mode, materialOptions, subShader, sourceAssetDependencyPaths); } if (transparentDepthPrepassActive) { GenerateShaderPassLit(masterNode, m_PassTransparentDepthPrepass, mode, materialOptions, subShader, sourceAssetDependencyPaths); } if (transparentBackfaceActive) { GenerateShaderPassLit(masterNode, m_PassTransparentBackface, mode, materialOptions, subShader, sourceAssetDependencyPaths); } GenerateShaderPassLit(masterNode, m_PassForward, mode, materialOptions, subShader, sourceAssetDependencyPaths); if (transparentDepthPostpassActive) { GenerateShaderPassLit(masterNode, m_PassTransparentDepthPostpass, mode, materialOptions, subShader, sourceAssetDependencyPaths); } } subShader.Deindent(); subShader.AddShaderChunk("}", true); return subShader.GetShaderString(0); } public bool IsPipelineCompatible(RenderPipelineAsset renderPipelineAsset) { return renderPipelineAsset is HDRenderPipelineAsset; } } }