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using System.Collections.Generic;
using UnityEditor;
using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Sub-graph/Sub-graph Node")]
public class SubGraphNode : AbstractMaterialNode
, IGeneratesBodyCode
, IGeneratesFunction
, IGeneratesVertexShaderBlock
, IGeneratesVertexToFragmentBlock
, IOnAssetEnabled
{
[SerializeField]
private string m_SubGraphAssetGuid;
#if UNITY_EDITOR
public MaterialSubGraphAsset subGraphAsset
{
get
{
if (string.IsNullOrEmpty(m_SubGraphAssetGuid))
return null;
var path = AssetDatabase.GUIDToAssetPath(m_SubGraphAssetGuid);
if (string.IsNullOrEmpty(path))
return null;
return AssetDatabase.LoadAssetAtPath<MaterialSubGraphAsset>(path);
}
set
{
var assetPath = AssetDatabase.GetAssetPath(value);
if (string.IsNullOrEmpty(assetPath))
return;
m_SubGraphAssetGuid = AssetDatabase.AssetPathToGUID(assetPath);
OnEnable();
}
}
#else
public MaterialSubGraphAsset subGraphAsset
{
get
{
return null;
}
set
{}
}
#endif
private SubGraph subGraph
{
get
{
if (subGraphAsset == null)
return null;
return subGraphAsset.subGraph;
}
}
public override bool hasPreview
{
get { return subGraphAsset != null; }
}
public override PreviewMode previewMode
{
get
{
if (subGraphAsset == null)
return PreviewMode.Preview2D;
return PreviewMode.Preview3D;
}
}
public SubGraphNode()
{
name = "SubGraph";
}
public void OnEnable()
{
var validNames = new List<int>();
if (subGraphAsset == null)
{
RemoveSlotsNameNotMatching(validNames);
return;
}
var subGraphInputNode = subGraphAsset.subGraph.inputNode;
foreach (var slot in subGraphInputNode.GetOutputSlots<MaterialSlot>())
{
AddSlot(new MaterialSlot(slot.id, slot.displayName, slot.shaderOutputName, SlotType.Input, slot.valueType, slot.defaultValue));
validNames.Add(slot.id);
}
var subGraphOutputNode = subGraphAsset.subGraph.outputNode;
foreach (var slot in subGraphOutputNode.GetInputSlots<MaterialSlot>())
{
AddSlot(new MaterialSlot(slot.id, slot.displayName, slot.shaderOutputName, SlotType.Output, slot.valueType, slot.defaultValue));
validNames.Add(slot.id);
}
RemoveSlotsNameNotMatching(validNames);
}
public void GenerateNodeCode(ShaderGenerator shaderBodyVisitor, GenerationMode generationMode)
{
if (subGraphAsset == null)
return;
var outputString = new ShaderGenerator();
outputString.AddShaderChunk("// Subgraph for node " + GetVariableNameForNode(), false);
// Step 1...
// find out which output slots are actually used
//TODO: Be smarter about this and only output ones that are actually USED, not just connected
//var validOutputSlots = NodeUtils.GetSlotsThatOutputToNodeRecurse(this, (graph as BaseMaterialGraph).masterNode);
foreach (var slot in GetOutputSlots<MaterialSlot>())
{
var outDimension = ConvertConcreteSlotValueTypeToString(slot.concreteValueType);
outputString.AddShaderChunk(
"float"
+ outDimension
+ " "
+ GetVariableNameForSlot(slot.id)
+ " = 0;", false);
}
// Step 2...
// Go into the subgraph
outputString.AddShaderChunk("{", false);
outputString.Indent();
// Step 3...
// For each input that is used and connects through we want to generate code.
// First we assign the input variables to the subgraph
var subGraphInputNode = subGraphAsset.subGraph.inputNode;
foreach (var slot in GetInputSlots<MaterialSlot>())
{
var varName = subGraphInputNode.GetVariableNameForSlot(slot.id);
var varValue = GetSlotValue(slot.id, GenerationMode.SurfaceShader);
var outDimension = ConvertConcreteSlotValueTypeToString(slot.concreteValueType);
outputString.AddShaderChunk(
"float"
+ outDimension
+ " "
+ varName
+ " = "
+ varValue
+ ";", false);
}
// Step 4...
// Using the inputs we can now generate the shader body :)
var bodyGenerator = new ShaderGenerator();
subGraph.GenerateNodeCode(bodyGenerator, GenerationMode.SurfaceShader);
var subGraphOutputNode = subGraphAsset.subGraph.outputNode;
outputString.AddShaderChunk(bodyGenerator.GetShaderString(0), false);
// Step 5...
// Copy the outputs to the parent context name);
foreach (var slot in GetOutputSlots<MaterialSlot>())
{
var inputValue = subGraphOutputNode.GetSlotValue(slot.id, GenerationMode.SurfaceShader);
outputString.AddShaderChunk(
GetVariableNameForSlot(slot.id)
+ " = "
+ inputValue
+ ";", false);
}
outputString.Deindent();
outputString.AddShaderChunk("}", false);
outputString.AddShaderChunk("// Subgraph ends", false);
shaderBodyVisitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
{
base.GeneratePropertyBlock(visitor, generationMode);
if (subGraph == null)
return;
subGraph.GeneratePropertyBlock(visitor, GenerationMode.SurfaceShader);
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
{
base.GeneratePropertyUsages(visitor, generationMode);
if (subGraph == null)
return;
subGraph.GeneratePropertyUsages(visitor, GenerationMode.SurfaceShader);
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
base.CollectPreviewMaterialProperties(properties);
if (subGraph == null)
return;
properties.AddRange(subGraph.GetPreviewProperties());
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
if (subGraph == null)
return;
subGraph.GenerateNodeFunction(visitor, GenerationMode.SurfaceShader);
}
public void GenerateVertexShaderBlock(ShaderGenerator visitor, GenerationMode generationMode)
{
if (subGraph == null)
return;
subGraph.GenerateVertexShaderBlock(visitor, GenerationMode.SurfaceShader);
}
public void GenerateVertexToFragmentBlock(ShaderGenerator visitor, GenerationMode generationMode)
{
if (subGraph == null)
return;
subGraph.GenerateVertexToFragmentBlock(visitor, GenerationMode.SurfaceShader);
}
}
}