using System.Collections.Generic; using System.IO; using System.Linq; using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { public class LightWeightUnlitSubShader : IUnlitSubShader { Pass m_UnlitPass = new Pass() { Name = "Unlit", PixelShaderSlots = new List() { UnlitMasterNode.ColorSlotId, UnlitMasterNode.AlphaSlotId } }; struct Pass { public string Name; public List VertexShaderSlots; public List PixelShaderSlots; } private static string GetShaderPassFromTemplate(string template, UnlitMasterNode masterNode, Pass pass, GenerationMode mode) { var builder = new ShaderStringBuilder(); builder.IncreaseIndent(); builder.IncreaseIndent(); var vertexInputs = new ShaderGenerator(); var surfaceVertexShader = new ShaderGenerator(); var surfaceDescriptionFunction = new ShaderGenerator(); var surfaceDescriptionStruct = new ShaderGenerator(); var functionRegistry = new FunctionRegistry(builder); var surfaceInputs = new ShaderGenerator(); var shaderProperties = new PropertyCollector(); surfaceInputs.AddShaderChunk("struct SurfaceInputs{", false); surfaceInputs.Indent(); var activeNodeList = ListPool.Get(); NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots); var requirements = ShaderGraphRequirements.FromNodes(activeNodeList); GraphUtil.GenerateApplicationVertexInputs(requirements, vertexInputs, 0, 8); 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); foreach (var channel in requirements.requiresMeshUVs.Distinct()) surfaceInputs.AddShaderChunk(string.Format("half4 {0};", channel.GetUVName()), false); surfaceInputs.Deindent(); surfaceInputs.AddShaderChunk("};", false); surfaceVertexShader.AddShaderChunk("GraphVertexInput PopulateVertexData(GraphVertexInput v){", false); surfaceVertexShader.Indent(); surfaceVertexShader.AddShaderChunk("return v;", false); surfaceVertexShader.Deindent(); surfaceVertexShader.AddShaderChunk("}", false); var slots = new List(); foreach (var id in pass.PixelShaderSlots) { var slot = masterNode.FindSlot(id); if (slot != null) slots.Add(slot); } GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, true); var usedSlots = new List(); foreach (var id in pass.PixelShaderSlots) usedSlots.Add(masterNode.FindSlot(id)); GraphUtil.GenerateSurfaceDescription( activeNodeList, masterNode, masterNode.owner as AbstractMaterialGraph, surfaceDescriptionFunction, functionRegistry, shaderProperties, requirements, mode, "PopulateSurfaceData", "SurfaceDescription", null, usedSlots); var graph = new ShaderGenerator(); graph.AddShaderChunk(shaderProperties.GetPropertiesDeclaration(2), false); graph.AddShaderChunk(surfaceInputs.GetShaderString(2), false); graph.AddShaderChunk(builder.ToString(), false); graph.AddShaderChunk(vertexInputs.GetShaderString(2), false); graph.AddShaderChunk(surfaceDescriptionStruct.GetShaderString(2), false); graph.AddShaderChunk(surfaceVertexShader.GetShaderString(2), false); graph.AddShaderChunk(surfaceDescriptionFunction.GetShaderString(2), false); var tagsVisitor = new ShaderGenerator(); var blendingVisitor = new ShaderGenerator(); var cullingVisitor = new ShaderGenerator(); var zTestVisitor = new ShaderGenerator(); var zWriteVisitor = new ShaderGenerator(); var materialOptions = new SurfaceMaterialOptions(); materialOptions.GetTags(tagsVisitor); materialOptions.GetBlend(blendingVisitor); materialOptions.GetCull(cullingVisitor); materialOptions.GetDepthTest(zTestVisitor); materialOptions.GetDepthWrite(zWriteVisitor); var interpolators = new ShaderGenerator(); var localVertexShader = new ShaderGenerator(); var localPixelShader = new ShaderGenerator(); var localSurfaceInputs = new ShaderGenerator(); var surfaceOutputRemap = new ShaderGenerator(); var reqs = ShaderGraphRequirements.none; reqs.requiresNormal |= NeededCoordinateSpace.World; reqs.requiresTangent |= NeededCoordinateSpace.World; reqs.requiresBitangent |= NeededCoordinateSpace.World; reqs.requiresPosition |= NeededCoordinateSpace.World; reqs.requiresViewDir |= NeededCoordinateSpace.World; ShaderGenerator.GenerateStandardTransforms( 3, 10, interpolators, localVertexShader, localPixelShader, localSurfaceInputs, requirements, reqs, CoordinateSpace.World); ShaderGenerator defines = new ShaderGenerator(); var templateLocation = ShaderGenerator.GetTemplatePath(template); foreach (var slot in usedSlots) { surfaceOutputRemap.AddShaderChunk(slot.shaderOutputName + " = surf." + slot.shaderOutputName + ";", true); } if (!File.Exists(templateLocation)) return string.Empty; var subShaderTemplate = File.ReadAllText(templateLocation); var resultPass = subShaderTemplate.Replace("${Defines}", defines.GetShaderString(3)); resultPass = resultPass.Replace("${Graph}", graph.GetShaderString(3)); resultPass = resultPass.Replace("${Interpolators}", interpolators.GetShaderString(3)); resultPass = resultPass.Replace("${VertexShader}", localVertexShader.GetShaderString(3)); resultPass = resultPass.Replace("${LocalPixelShader}", localPixelShader.GetShaderString(3)); resultPass = resultPass.Replace("${SurfaceInputs}", localSurfaceInputs.GetShaderString(3)); resultPass = resultPass.Replace("${SurfaceOutputRemap}", surfaceOutputRemap.GetShaderString(3)); resultPass = resultPass.Replace("${Tags}", tagsVisitor.GetShaderString(2)); resultPass = resultPass.Replace("${Blending}", blendingVisitor.GetShaderString(2)); resultPass = resultPass.Replace("${Culling}", cullingVisitor.GetShaderString(2)); resultPass = resultPass.Replace("${ZTest}", zTestVisitor.GetShaderString(2)); resultPass = resultPass.Replace("${ZWrite}", zWriteVisitor.GetShaderString(2)); resultPass = resultPass.Replace("${LOD}", "" + materialOptions.lod); return resultPass; } public string GetSubshader(UnlitMasterNode masterNode, GenerationMode mode) { var subShader = new ShaderGenerator(); subShader.AddShaderChunk("SubShader", true); subShader.AddShaderChunk("{", true); subShader.Indent(); subShader.AddShaderChunk("Tags{ \"RenderType\" = \"Opaque\" \"RenderPipeline\" = \"LightweightPipeline\"}", true); subShader.AddShaderChunk( GetShaderPassFromTemplate( "lightweightUnlitPass.template", masterNode, m_UnlitPass, mode), true); subShader.Deindent(); subShader.AddShaderChunk("}", true); return subShader.GetShaderString(0); } } }