您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
542 行
26 KiB
542 行
26 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
using System.Linq;
|
|
using UnityEditor.Graphing;
|
|
using UnityEditor.ShaderGraph;
|
|
|
|
namespace UnityEditor.Experimental.Rendering.LightweightPipeline
|
|
{
|
|
[Serializable]
|
|
[FormerName("UnityEditor.ShaderGraph.LightWeightPBRSubShader")]
|
|
public class LightWeightPBRSubShader : IPBRSubShader
|
|
{
|
|
static NeededCoordinateSpace m_VertexCoordinateSpace = NeededCoordinateSpace.Object;
|
|
static NeededCoordinateSpace m_PixelCoordinateSpace = NeededCoordinateSpace.World;
|
|
|
|
struct Pass
|
|
{
|
|
public string Name;
|
|
public List<int> VertexShaderSlots;
|
|
public List<int> PixelShaderSlots;
|
|
}
|
|
|
|
Pass m_ForwardPassMetallic = new Pass
|
|
{
|
|
Name = "LightweightForward",
|
|
PixelShaderSlots = new List<int>
|
|
{
|
|
PBRMasterNode.AlbedoSlotId,
|
|
PBRMasterNode.NormalSlotId,
|
|
PBRMasterNode.EmissionSlotId,
|
|
PBRMasterNode.MetallicSlotId,
|
|
PBRMasterNode.SmoothnessSlotId,
|
|
PBRMasterNode.OcclusionSlotId,
|
|
PBRMasterNode.AlphaSlotId,
|
|
PBRMasterNode.AlphaThresholdSlotId
|
|
},
|
|
VertexShaderSlots = new List<int>()
|
|
{
|
|
PBRMasterNode.PositionSlotId
|
|
}
|
|
};
|
|
|
|
Pass m_ForwardPassSpecular = new Pass()
|
|
{
|
|
Name = "LightweightForward",
|
|
PixelShaderSlots = new List<int>()
|
|
{
|
|
PBRMasterNode.AlbedoSlotId,
|
|
PBRMasterNode.NormalSlotId,
|
|
PBRMasterNode.EmissionSlotId,
|
|
PBRMasterNode.SpecularSlotId,
|
|
PBRMasterNode.SmoothnessSlotId,
|
|
PBRMasterNode.OcclusionSlotId,
|
|
PBRMasterNode.AlphaSlotId,
|
|
PBRMasterNode.AlphaThresholdSlotId
|
|
},
|
|
VertexShaderSlots = new List<int>()
|
|
{
|
|
PBRMasterNode.PositionSlotId
|
|
}
|
|
};
|
|
|
|
public string GetSubshader(IMasterNode inMasterNode, GenerationMode mode)
|
|
{
|
|
var templatePath = GetTemplatePath("lightweightPBRForwardPass.template");
|
|
var extraPassesTemplatePath = GetTemplatePath("lightweightPBRExtraPasses.template");
|
|
if (!File.Exists(templatePath) || !File.Exists(extraPassesTemplatePath))
|
|
return string.Empty;
|
|
|
|
string forwardTemplate = File.ReadAllText(templatePath);
|
|
string extraTemplate = File.ReadAllText(extraPassesTemplatePath);
|
|
|
|
var masterNode = inMasterNode as PBRMasterNode;
|
|
var pass = masterNode.model == PBRMasterNode.Model.Metallic ? m_ForwardPassMetallic : m_ForwardPassSpecular;
|
|
var subShader = new ShaderStringBuilder();
|
|
subShader.AppendLine("SubShader");
|
|
using (subShader.BlockScope())
|
|
{
|
|
subShader.AppendLine("Tags{ \"RenderPipeline\" = \"LightweightPipeline\"}");
|
|
|
|
var materialOptions = ShaderGenerator.GetMaterialOptions(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn);
|
|
var tagsBuilder = new ShaderStringBuilder(0);
|
|
materialOptions.GetTags(tagsBuilder);
|
|
subShader.AppendLines(tagsBuilder.ToString());
|
|
|
|
subShader.AppendLines(GetShaderPassFromTemplate(
|
|
forwardTemplate,
|
|
masterNode,
|
|
pass,
|
|
mode,
|
|
materialOptions));
|
|
|
|
subShader.AppendLines(GetExtraPassesFromTemplate(extraTemplate, masterNode, pass, mode, materialOptions));
|
|
}
|
|
|
|
return subShader.ToString();
|
|
}
|
|
|
|
static string GetTemplatePath(string templateName)
|
|
{
|
|
string relativeTemplatePath = Path.Combine("LWRP", Path.Combine("Editor", Path.Combine("ShaderGraph", templateName)));
|
|
foreach (var path in LightweightIncludePaths.GetPaths())
|
|
{
|
|
var templatePath = Path.Combine(path, relativeTemplatePath);
|
|
if (File.Exists(templatePath))
|
|
return templatePath;
|
|
}
|
|
throw new FileNotFoundException(string.Format(@"Cannot find a template with name ""{0}"".", templateName));
|
|
}
|
|
|
|
static string GetShaderPassFromTemplate(string template, PBRMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions)
|
|
{
|
|
// ----------------------------------------------------- //
|
|
// 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 vertexDescriptionInputStruct = new ShaderStringBuilder(1);
|
|
var vertexDescriptionStruct = new ShaderStringBuilder(1);
|
|
var vertexDescriptionFunction = new ShaderStringBuilder(1);
|
|
|
|
var surfaceDescriptionInputStruct = new ShaderStringBuilder(1);
|
|
var surfaceDescriptionStruct = new ShaderStringBuilder(1);
|
|
var surfaceDescriptionFunction = new ShaderStringBuilder(1);
|
|
|
|
var vertexInputStruct = new ShaderStringBuilder(1);
|
|
var vertexOutputStruct = new ShaderStringBuilder(2);
|
|
|
|
var vertexShader = new ShaderStringBuilder(2);
|
|
var vertexShaderDescriptionInputs = new ShaderStringBuilder(2);
|
|
var vertexShaderOutputs = new ShaderStringBuilder(2);
|
|
|
|
var pixelShader = new ShaderStringBuilder(2);
|
|
var pixelShaderSurfaceInputs = new ShaderStringBuilder(2);
|
|
var pixelShaderSurfaceRemap = new ShaderStringBuilder(2);
|
|
|
|
// -------------------------------------
|
|
// Get Slot and Node lists per stage
|
|
|
|
var vertexSlots = pass.VertexShaderSlots.Select(masterNode.FindSlot<MaterialSlot>).ToList();
|
|
var vertexNodes = ListPool<AbstractMaterialNode>.Get();
|
|
NodeUtils.DepthFirstCollectNodesFromNode(vertexNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.VertexShaderSlots);
|
|
|
|
var pixelSlots = pass.PixelShaderSlots.Select(masterNode.FindSlot<MaterialSlot>).ToList();
|
|
var pixelNodes = ListPool<INode>.Get();
|
|
NodeUtils.DepthFirstCollectNodesFromNode(pixelNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots);
|
|
|
|
// -------------------------------------
|
|
// Get Requirements
|
|
|
|
var vertexRequirements = ShaderGraphRequirements.FromNodes(vertexNodes, ShaderStageCapability.Vertex, false);
|
|
var pixelRequirements = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment);
|
|
var surfaceRequirements = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment, false);
|
|
|
|
var modelRequiements = ShaderGraphRequirements.none;
|
|
modelRequiements.requiresNormal |= m_PixelCoordinateSpace;
|
|
modelRequiements.requiresTangent |= m_PixelCoordinateSpace;
|
|
modelRequiements.requiresBitangent |= m_PixelCoordinateSpace;
|
|
modelRequiements.requiresPosition |= m_PixelCoordinateSpace;
|
|
modelRequiements.requiresViewDir |= m_PixelCoordinateSpace;
|
|
modelRequiements.requiresMeshUVs.Add(UVChannel.UV1);
|
|
|
|
// ----------------------------------------------------- //
|
|
// START SHADER GENERATION //
|
|
// ----------------------------------------------------- //
|
|
|
|
// -------------------------------------
|
|
// Calculate material options
|
|
|
|
var blendingBuilder = new ShaderStringBuilder(1);
|
|
var cullingBuilder = new ShaderStringBuilder(1);
|
|
var zTestBuilder = new ShaderStringBuilder(1);
|
|
var zWriteBuilder = new ShaderStringBuilder(1);
|
|
|
|
materialOptions.GetBlend(blendingBuilder);
|
|
materialOptions.GetCull(cullingBuilder);
|
|
materialOptions.GetDepthTest(zTestBuilder);
|
|
materialOptions.GetDepthWrite(zWriteBuilder);
|
|
|
|
// -------------------------------------
|
|
// Generate defines
|
|
|
|
if (masterNode.IsSlotConnected(PBRMasterNode.NormalSlotId))
|
|
defines.AppendLine("#define _NORMALMAP 1");
|
|
|
|
if (masterNode.model == PBRMasterNode.Model.Specular)
|
|
defines.AppendLine("#define _SPECULAR_SETUP 1");
|
|
|
|
if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId))
|
|
defines.AppendLine("#define _AlphaClip 1");
|
|
|
|
if (masterNode.surfaceType == SurfaceType.Transparent && masterNode.alphaMode == AlphaMode.Premultiply)
|
|
defines.AppendLine("#define _ALPHAPREMULTIPLY_ON 1");
|
|
|
|
// ----------------------------------------------------- //
|
|
// START VERTEX DESCRIPTION //
|
|
// ----------------------------------------------------- //
|
|
|
|
// -------------------------------------
|
|
// Generate Input structure for Vertex Description function
|
|
// TODO - Vertex Description Input requirements are needed to exclude intermediate translation spaces
|
|
|
|
vertexDescriptionInputStruct.AppendLine("struct VertexDescriptionInputs");
|
|
using (vertexDescriptionInputStruct.BlockSemicolonScope())
|
|
{
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresNormal, InterpolatorType.Normal, vertexDescriptionInputStruct);
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresTangent, InterpolatorType.Tangent, vertexDescriptionInputStruct);
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresBitangent, InterpolatorType.BiTangent, vertexDescriptionInputStruct);
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresViewDir, InterpolatorType.ViewDirection, vertexDescriptionInputStruct);
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresPosition, InterpolatorType.Position, vertexDescriptionInputStruct);
|
|
|
|
if (vertexRequirements.requiresVertexColor)
|
|
vertexDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor);
|
|
|
|
if (vertexRequirements.requiresScreenPosition)
|
|
vertexDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition);
|
|
|
|
foreach (var channel in vertexRequirements.requiresMeshUVs.Distinct())
|
|
vertexDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Generate Output structure for Vertex Description function
|
|
|
|
GraphUtil.GenerateVertexDescriptionStruct(vertexDescriptionStruct, vertexSlots);
|
|
|
|
// -------------------------------------
|
|
// Generate Vertex Description function
|
|
|
|
GraphUtil.GenerateVertexDescriptionFunction(
|
|
masterNode.owner as AbstractMaterialGraph,
|
|
vertexDescriptionFunction,
|
|
functionRegistry,
|
|
shaderProperties,
|
|
mode,
|
|
vertexNodes,
|
|
vertexSlots);
|
|
|
|
// ----------------------------------------------------- //
|
|
// 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");
|
|
using (surfaceDescriptionInputStruct.BlockSemicolonScope())
|
|
{
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresNormal, InterpolatorType.Normal, surfaceDescriptionInputStruct);
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresTangent, InterpolatorType.Tangent, surfaceDescriptionInputStruct);
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresBitangent, InterpolatorType.BiTangent, surfaceDescriptionInputStruct);
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresViewDir, InterpolatorType.ViewDirection, surfaceDescriptionInputStruct);
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresPosition, InterpolatorType.Position, surfaceDescriptionInputStruct);
|
|
|
|
if (surfaceRequirements.requiresVertexColor)
|
|
surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor);
|
|
|
|
if (surfaceRequirements.requiresScreenPosition)
|
|
surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition);
|
|
|
|
foreach (var channel in surfaceRequirements.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 //
|
|
// ----------------------------------------------------- //
|
|
|
|
// -------------------------------------
|
|
// Generate Input structure for Vertex shader
|
|
|
|
GraphUtil.GenerateApplicationVertexInputs(vertexRequirements.Union(pixelRequirements.Union(modelRequiements)), vertexInputStruct);
|
|
|
|
// -------------------------------------
|
|
// Generate standard transformations
|
|
// This method ensures all required transform data is available in vertex and pixel stages
|
|
|
|
ShaderGenerator.GenerateStandardTransforms(
|
|
3,
|
|
10,
|
|
vertexOutputStruct,
|
|
vertexShader,
|
|
vertexShaderDescriptionInputs,
|
|
vertexShaderOutputs,
|
|
pixelShader,
|
|
pixelShaderSurfaceInputs,
|
|
pixelRequirements,
|
|
surfaceRequirements,
|
|
modelRequiements,
|
|
vertexRequirements,
|
|
CoordinateSpace.World);
|
|
|
|
// -------------------------------------
|
|
// 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(vertexDescriptionInputStruct.ToString());
|
|
graph.AppendLine(surfaceDescriptionInputStruct.ToString());
|
|
|
|
graph.AppendLine(functionBuilder.ToString());
|
|
|
|
graph.AppendLine(vertexDescriptionStruct.ToString());
|
|
graph.AppendLine(vertexDescriptionFunction.ToString());
|
|
|
|
graph.AppendLine(surfaceDescriptionStruct.ToString());
|
|
graph.AppendLine(surfaceDescriptionFunction.ToString());
|
|
|
|
graph.AppendLine(vertexInputStruct.ToString());
|
|
|
|
// -------------------------------------
|
|
// Generate final subshader
|
|
|
|
var resultPass = template.Replace("${Tags}", string.Empty);
|
|
resultPass = resultPass.Replace("${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("${Graph}", graph.ToString());
|
|
resultPass = resultPass.Replace("${VertexOutputStruct}", vertexOutputStruct.ToString());
|
|
|
|
resultPass = resultPass.Replace("${VertexShader}", vertexShader.ToString());
|
|
resultPass = resultPass.Replace("${VertexShaderDescriptionInputs}", vertexShaderDescriptionInputs.ToString());
|
|
resultPass = resultPass.Replace("${VertexShaderOutputs}", vertexShaderOutputs.ToString());
|
|
|
|
resultPass = resultPass.Replace("${PixelShader}", pixelShader.ToString());
|
|
resultPass = resultPass.Replace("${PixelShaderSurfaceInputs}", pixelShaderSurfaceInputs.ToString());
|
|
resultPass = resultPass.Replace("${PixelShaderSurfaceRemap}", pixelShaderSurfaceRemap.ToString());
|
|
|
|
return resultPass;
|
|
}
|
|
|
|
static string GetExtraPassesFromTemplate(string template, PBRMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions)
|
|
{
|
|
// ----------------------------------------------------- //
|
|
// SETUP //
|
|
// ----------------------------------------------------- //
|
|
|
|
// -------------------------------------
|
|
// String builders
|
|
|
|
var dummyBuilder = new ShaderStringBuilder(0);
|
|
var shaderProperties = new PropertyCollector();
|
|
var functionBuilder = new ShaderStringBuilder(1);
|
|
var functionRegistry = new FunctionRegistry(functionBuilder);
|
|
|
|
var defines = new ShaderStringBuilder(2);
|
|
var graph = new ShaderStringBuilder(0);
|
|
|
|
var vertexDescriptionInputStruct = new ShaderStringBuilder(1);
|
|
var vertexDescriptionStruct = new ShaderStringBuilder(1);
|
|
var vertexDescriptionFunction = new ShaderStringBuilder(1);
|
|
|
|
var vertexInputStruct = new ShaderStringBuilder(1);
|
|
|
|
var vertexShader = new ShaderStringBuilder(2);
|
|
var vertexDescriptionInputs = new ShaderStringBuilder(2);
|
|
|
|
// -------------------------------------
|
|
// Get Slot and Node lists per stage
|
|
|
|
var vertexSlots = pass.VertexShaderSlots.Select(masterNode.FindSlot<MaterialSlot>).ToList();
|
|
var vertexNodes = ListPool<AbstractMaterialNode>.Get();
|
|
NodeUtils.DepthFirstCollectNodesFromNode(vertexNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.VertexShaderSlots);
|
|
|
|
// -------------------------------------
|
|
// Get requirements
|
|
|
|
var vertexRequirements = ShaderGraphRequirements.FromNodes(vertexNodes, ShaderStageCapability.Vertex, false);
|
|
|
|
var modelRequiements = ShaderGraphRequirements.none;
|
|
modelRequiements.requiresNormal |= m_VertexCoordinateSpace;
|
|
modelRequiements.requiresPosition |= m_VertexCoordinateSpace;
|
|
modelRequiements.requiresMeshUVs.Add(UVChannel.UV1);
|
|
|
|
// ----------------------------------------------------- //
|
|
// START SHADER GENERATION //
|
|
// ----------------------------------------------------- //
|
|
|
|
// -------------------------------------
|
|
// Calculate material options
|
|
|
|
var cullingBuilder = new ShaderStringBuilder(1);
|
|
|
|
materialOptions.GetCull(cullingBuilder);
|
|
|
|
// -------------------------------------
|
|
// Generate defines
|
|
|
|
if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId))
|
|
defines.AppendLine("#define _AlphaClip 1");
|
|
|
|
// ----------------------------------------------------- //
|
|
// START VERTEX DESCRIPTION //
|
|
// ----------------------------------------------------- //
|
|
|
|
// -------------------------------------
|
|
// Generate Input structure for Vertex Description function
|
|
// TODO - Vertex Description Input requirements are needed to exclude intermediate translation spaces
|
|
|
|
vertexDescriptionInputStruct.AppendLine("struct VertexDescriptionInputs");
|
|
using (vertexDescriptionInputStruct.BlockSemicolonScope())
|
|
{
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresNormal, InterpolatorType.Normal, vertexDescriptionInputStruct);
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresTangent, InterpolatorType.Tangent, vertexDescriptionInputStruct);
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresBitangent, InterpolatorType.BiTangent, vertexDescriptionInputStruct);
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresViewDir, InterpolatorType.ViewDirection, vertexDescriptionInputStruct);
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresPosition, InterpolatorType.Position, vertexDescriptionInputStruct);
|
|
|
|
if (vertexRequirements.requiresVertexColor)
|
|
vertexDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor);
|
|
|
|
if (vertexRequirements.requiresScreenPosition)
|
|
vertexDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition);
|
|
|
|
foreach (var channel in vertexRequirements.requiresMeshUVs.Distinct())
|
|
vertexDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Generate Output structure for Vertex Description function
|
|
|
|
GraphUtil.GenerateVertexDescriptionStruct(vertexDescriptionStruct, vertexSlots);
|
|
|
|
// -------------------------------------
|
|
// Generate Vertex Description function
|
|
|
|
GraphUtil.GenerateVertexDescriptionFunction(
|
|
masterNode.owner as AbstractMaterialGraph,
|
|
vertexDescriptionFunction,
|
|
functionRegistry,
|
|
shaderProperties,
|
|
mode,
|
|
vertexNodes,
|
|
vertexSlots);
|
|
|
|
// ----------------------------------------------------- //
|
|
// GENERATE VERTEX > PIXEL PIPELINE //
|
|
// ----------------------------------------------------- //
|
|
|
|
// -------------------------------------
|
|
// Generate Input structure for Vertex shader
|
|
|
|
GraphUtil.GenerateApplicationVertexInputs(vertexRequirements.Union(modelRequiements), vertexInputStruct);
|
|
|
|
// -------------------------------------
|
|
// Generate standard transformations
|
|
// This method ensures all required transform data is available in vertex and pixel stages
|
|
|
|
ShaderGenerator.GenerateStandardTransforms(
|
|
3,
|
|
10,
|
|
dummyBuilder,
|
|
vertexShader,
|
|
vertexDescriptionInputs,
|
|
dummyBuilder,
|
|
dummyBuilder,
|
|
dummyBuilder,
|
|
ShaderGraphRequirements.none,
|
|
ShaderGraphRequirements.none,
|
|
modelRequiements,
|
|
vertexRequirements,
|
|
CoordinateSpace.World);
|
|
|
|
// ----------------------------------------------------- //
|
|
// FINALIZE //
|
|
// ----------------------------------------------------- //
|
|
|
|
// -------------------------------------
|
|
// Combine Graph sections
|
|
|
|
graph.AppendLine(shaderProperties.GetPropertiesDeclaration(1));
|
|
|
|
graph.AppendLine(vertexDescriptionInputStruct.ToString());
|
|
|
|
graph.AppendLine(functionBuilder.ToString());
|
|
|
|
graph.AppendLine(vertexDescriptionStruct.ToString());
|
|
graph.AppendLine(vertexDescriptionFunction.ToString());
|
|
|
|
graph.AppendLine(vertexInputStruct.ToString());
|
|
|
|
// -------------------------------------
|
|
// Generate final subshader
|
|
|
|
var resultPass = template.Replace("${Culling}", cullingBuilder.ToString());
|
|
resultPass = resultPass.Replace("${Defines}", defines.ToString());
|
|
resultPass = resultPass.Replace("${Graph}", graph.ToString());
|
|
resultPass = resultPass.Replace("${VertexShader}", vertexShader.ToString());
|
|
resultPass = resultPass.Replace("${VertexShaderDescriptionInputs}", vertexDescriptionInputs.ToString());
|
|
|
|
return resultPass;
|
|
}
|
|
}
|
|
}
|