using System; using System.Collections.Generic; using System.IO; using System.Linq; using UnityEditor.Graphing; using UnityEngine.Experimental.UIElements; namespace UnityEditor.ShaderGraph { [Serializable] public class HDUnlitSubShader { static NeededCoordinateSpace m_VertexCoordinateSpace = NeededCoordinateSpace.Object; static NeededCoordinateSpace m_PixelCoordinateSpace = NeededCoordinateSpace.World; struct Pass { public string Name; public string ShaderPassName; public string ShaderPassInclude; public List VertexShaderSlots; public List PixelShaderSlots; } Pass m_UnlitPassForwardOnly = new Pass() { Name = "ForwardOnly", ShaderPassName = "SHADERPASS_FORWARD_UNLIT", ShaderPassInclude = "ShaderPassForwardUnlit", PixelShaderSlots = new List() { UnlitMasterNode.ColorSlotId, UnlitMasterNode.AlphaSlotId, UnlitMasterNode.AlphaThresholdSlotId } }; Pass m_UnlitPassForwardDepthOnly = new Pass() { Name = "DepthForwardOnly", ShaderPassName = "SHADERPASS_DEPTH_ONLY", ShaderPassInclude = "ShaderPassDepthOnly", PixelShaderSlots = new List() { UnlitMasterNode.ColorSlotId, UnlitMasterNode.AlphaSlotId, UnlitMasterNode.AlphaThresholdSlotId } }; public string GetSubshader(IMasterNode inMasterNode, GenerationMode mode) { var templatePath = GetTemplatePath("HDUnlitPassForward.template"); if (!File.Exists(templatePath)) return string.Empty; string passTemplate = File.ReadAllText(templatePath); var masterNode = inMasterNode as UnlitMasterNode; var subShader = new ShaderStringBuilder(); subShader.AppendLine("SubShader"); using(subShader.BlockScope()) { subShader.AppendLine("Tags{ \"RenderPipeline\" = \"HDRenderPipeline\"}"); subShader.AppendLine("Tags{ \"RenderType\" = \"Opaque\" }"); subShader.AppendLines( GetShaderPassFromTemplate( passTemplate, masterNode, m_UnlitPassForwardDepthOnly, mode)); subShader.AppendLines( GetShaderPassFromTemplate( passTemplate, masterNode, m_UnlitPassForwardOnly, mode)); } return subShader.ToString(); } static string GetTemplatePath(string templateName) { var templatePath = ShaderGenerator.GetTemplatePath(templateName); if (File.Exists(templatePath)) return templatePath; throw new FileNotFoundException(string.Format(@"Cannot find a template with name ""{0}"".", templateName)); } private static string GetShaderPassFromTemplate(string template, UnlitMasterNode masterNode, Pass pass, GenerationMode mode) { // ----------------------------------------------------- // // SETUP // // ----------------------------------------------------- // // ------------------------------------- // String builders var shaderProperties = new PropertyCollector(); var functionBuilder = new ShaderStringBuilder(1); var functionRegistry = new FunctionRegistry(functionBuilder); var defines = new ShaderStringBuilder(1); var graph = new ShaderStringBuilder(0); var surfaceDescriptionInputStruct = new ShaderStringBuilder(1); var surfaceDescriptionFunction = new ShaderStringBuilder(1); var surfaceDescriptionStruct = new ShaderStringBuilder(1); var pixelShader = new ShaderStringBuilder(2); var pixelShaderSurfaceInputs = new ShaderStringBuilder(2); var pixelShaderSurfaceRemap = new ShaderStringBuilder(2); // ------------------------------------- // Get Slot and Node lists per stage var pixelSlots = pass.PixelShaderSlots.Select(masterNode.FindSlot).ToList(); var pixelNodes = ListPool.Get(); NodeUtils.DepthFirstCollectNodesFromNode(pixelNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots); // ------------------------------------- // Get Requirements var pixelRequirements = ShaderGraphRequirements.FromNodes(pixelNodes); // ----------------------------------------------------- // // START SHADER GENERATION // // ----------------------------------------------------- // // ------------------------------------- // Calculate material options var tagsBuilder = new ShaderStringBuilder(1); var blendingBuilder = new ShaderStringBuilder(1); var cullingBuilder = new ShaderStringBuilder(1); var zTestBuilder = new ShaderStringBuilder(1); var zWriteBuilder = new ShaderStringBuilder(1); var materialOptions = new SurfaceMaterialOptions(); materialOptions.GetTags(tagsBuilder); materialOptions.GetBlend(blendingBuilder); materialOptions.GetCull(cullingBuilder); materialOptions.GetDepthTest(zTestBuilder); materialOptions.GetDepthWrite(zWriteBuilder); // ------------------------------------- // Generate defines defines.AppendLine("#define SHADERPASS {0}", pass.ShaderPassName); foreach (var channel in pixelRequirements.requiresMeshUVs.Distinct()) { defines.AppendLine("#define ATTRIBUTES_NEED_TEXCOORD{0}", (int)channel); defines.AppendLine("#define VARYINGS_NEED_TEXCOORD{0}", (int)channel); } if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId)) defines.AppendLine("#define _ALPHATEST_ON"); // ----------------------------------------------------- // // START SURFACE DESCRIPTION // // ----------------------------------------------------- // // ------------------------------------- // Generate Input structure for Surface Description function // Surface Description Input requirements are needed to exclude intermediate translation spaces surfaceDescriptionInputStruct.AppendLine("struct SurfaceDescriptionInputs", false); using(surfaceDescriptionInputStruct.BlockSemicolonScope()) { ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(pixelRequirements.requiresNormal, InterpolatorType.Normal, surfaceDescriptionInputStruct); ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(pixelRequirements.requiresTangent, InterpolatorType.Tangent, surfaceDescriptionInputStruct); ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(pixelRequirements.requiresBitangent, InterpolatorType.BiTangent, surfaceDescriptionInputStruct); ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(pixelRequirements.requiresViewDir, InterpolatorType.ViewDirection, surfaceDescriptionInputStruct); ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(pixelRequirements.requiresPosition, InterpolatorType.Position, surfaceDescriptionInputStruct); if (pixelRequirements.requiresVertexColor) surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor); if (pixelRequirements.requiresScreenPosition) surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition); foreach (var channel in pixelRequirements.requiresMeshUVs.Distinct()) { surfaceDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName()); } } // ------------------------------------- // Generate Output structure for Surface Description function GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, pixelSlots, true); // ------------------------------------- // Generate Surface Description function GraphUtil.GenerateSurfaceDescriptionFunction( pixelNodes, masterNode, masterNode.owner as AbstractMaterialGraph, surfaceDescriptionFunction, functionRegistry, shaderProperties, pixelRequirements, mode, "PopulateSurfaceData", "SurfaceDescription", null, pixelSlots); // ----------------------------------------------------- // // GENERATE VERTEX > PIXEL PIPELINE // // ----------------------------------------------------- // // ------------------------------------- // TODO - Why is this not a full generation? // Generate standard transformations foreach (var channel in pixelRequirements.requiresMeshUVs.Distinct()) pixelShaderSurfaceInputs.AppendLine("surfaceInput.{0} = {1};", channel.GetUVName(), string.Format("half4(input.texCoord{0}, 0, 0)", (int)channel)); // ------------------------------------- // Generate pixel shader surface remap foreach (var slot in pixelSlots) { pixelShaderSurfaceRemap.AppendLine("{0} = surf.{0};", slot.shaderOutputName); } // ----------------------------------------------------- // // FINALIZE // // ----------------------------------------------------- // // ------------------------------------- // Combine Graph sections graph.AppendLine(shaderProperties.GetPropertiesDeclaration(1)); graph.AppendLine(functionBuilder.ToString()); graph.AppendLine(surfaceDescriptionInputStruct.ToString()); graph.AppendLine(surfaceDescriptionStruct.ToString()); graph.AppendLine(surfaceDescriptionFunction.ToString()); // ------------------------------------- // Generate final subshader var resultPass = template.Replace("${Tags}", tagsBuilder.ToString()); resultPass = resultPass.Replace("${Blending}", blendingBuilder.ToString()); resultPass = resultPass.Replace("${Culling}", cullingBuilder.ToString()); resultPass = resultPass.Replace("${ZTest}", zTestBuilder.ToString()); resultPass = resultPass.Replace("${ZWrite}", zWriteBuilder.ToString()); resultPass = resultPass.Replace("${Defines}", defines.ToString()); resultPass = resultPass.Replace("${LOD}", "" + materialOptions.lod); resultPass = resultPass.Replace("${LightMode}", pass.Name); resultPass = resultPass.Replace("${ShaderPassInclude}", pass.ShaderPassInclude); resultPass = resultPass.Replace("${Graph}", graph.ToString()); resultPass = resultPass.Replace("${PixelShader}", pixelShader.ToString()); resultPass = resultPass.Replace("${PixelShaderSurfaceInputs}", pixelShaderSurfaceInputs.ToString()); resultPass = resultPass.Replace("${PixelShaderSurfaceRemap}", pixelShaderSurfaceRemap.ToString()); return resultPass; } } }