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using System.Collections.Generic;
using System.Collections;
using System.IO;
using System.Linq;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
public class HDPBRSubShader : IPBRSubShader
{
Pass m_PassGBuffer = new Pass()
{
Name = "GBuffer",
LightMode = "GBuffer",
TemplateName = "HDPBRPass.template",
ShaderPassName = "SHADERPASS_GBUFFER",
StencilOverride = new List<string>()
{
"// 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<string>()
{
"#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<string>()
{
"#include \"HDRP/ShaderPass/ShaderPassGBuffer.hlsl\"",
},
RequiredFields = new List<string>()
{
"FragInputs.worldToTangent",
"FragInputs.positionWS",
},
PixelShaderSlots = new List<int>()
{
PBRMasterNode.AlbedoSlotId,
PBRMasterNode.NormalSlotId,
PBRMasterNode.MetallicSlotId,
PBRMasterNode.SpecularSlotId,
PBRMasterNode.EmissionSlotId,
PBRMasterNode.SmoothnessSlotId,
PBRMasterNode.OcclusionSlotId,
PBRMasterNode.AlphaSlotId,
PBRMasterNode.AlphaThresholdSlotId
},
};
Pass m_PassGBufferWithPrepass = new Pass()
{
Name = "GBufferWithPrepass",
LightMode = "GBufferWithPrepass",
TemplateName = "HDPBRPass.template",
ShaderPassName = "SHADERPASS_GBUFFER",
StencilOverride = new List<string>()
{
"// 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<string>()
{
"#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<string>()
{
"#include \"HDRP/ShaderPass/ShaderPassGBuffer.hlsl\"",
},
RequiredFields = new List<string>()
{
// "FragInputs.worldToTangent",
// "FragInputs.positionWS",
},
PixelShaderSlots = new List<int>()
{
PBRMasterNode.AlbedoSlotId,
PBRMasterNode.NormalSlotId,
PBRMasterNode.MetallicSlotId,
PBRMasterNode.SpecularSlotId,
PBRMasterNode.EmissionSlotId,
PBRMasterNode.SmoothnessSlotId,
PBRMasterNode.OcclusionSlotId,
PBRMasterNode.AlphaSlotId,
PBRMasterNode.AlphaThresholdSlotId
},
};
Pass m_PassMETA = new Pass()
{
Name = "META",
LightMode = "Meta",
TemplateName = "HDPBRPass.template",
ShaderPassName = "SHADERPASS_LIGHT_TRANSPORT",
CullOverride = "Cull Off",
Includes = new List<string>()
{
"#include \"HDRP/ShaderPass/ShaderPassLightTransport.hlsl\"",
},
RequiredFields = new List<string>()
{
"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
// "FragInputs.worldToTangent",
// "FragInputs.positionWS",
},
PixelShaderSlots = new List<int>()
{
PBRMasterNode.AlbedoSlotId,
PBRMasterNode.NormalSlotId,
PBRMasterNode.MetallicSlotId,
PBRMasterNode.SpecularSlotId,
PBRMasterNode.EmissionSlotId,
PBRMasterNode.SmoothnessSlotId,
PBRMasterNode.OcclusionSlotId,
PBRMasterNode.AlphaSlotId,
PBRMasterNode.AlphaThresholdSlotId
}
};
Pass m_PassShadowCaster = new Pass()
{
Name = "ShadowCaster",
LightMode = "ShadowCaster",
TemplateName = "HDPBRPass.template",
ShaderPassName = "SHADERPASS_SHADOWS",
ColorMaskOverride = "ColorMask 0",
ExtraDefines = new List<string>()
{
"#define USE_LEGACY_UNITY_MATRIX_VARIABLES",
},
Includes = new List<string>()
{
"#include \"HDRP/ShaderPass/ShaderPassDepthOnly.hlsl\"",
},
RequiredFields = new List<string>()
{
// "FragInputs.worldToTangent",
// "FragInputs.positionWS",
},
PixelShaderSlots = new List<int>()
{
PBRMasterNode.AlphaSlotId,
PBRMasterNode.AlphaThresholdSlotId
}
};
Pass m_PassDepthOnly = new Pass()
{
Name = "DepthOnly",
LightMode = "DepthOnly",
TemplateName = "HDPBRPass.template",
ShaderPassName = "SHADERPASS_DEPTH_ONLY",
ColorMaskOverride = "ColorMask 0",
Includes = new List<string>()
{
"#include \"HDRP/ShaderPass/ShaderPassDepthOnly.hlsl\"",
},
RequiredFields = new List<string>()
{
// "FragInputs.worldToTangent",
// "FragInputs.positionWS",
},
PixelShaderSlots = new List<int>()
{
PBRMasterNode.AlphaSlotId,
PBRMasterNode.AlphaThresholdSlotId
}
};
Pass m_PassMotionVectors = new Pass()
{
Name = "Motion Vectors",
LightMode = "MotionVectors",
TemplateName = "HDPBRPass.template",
ShaderPassName = "SHADERPASS_VELOCITY",
Includes = new List<string>()
{
"#include \"HDRP/ShaderPass/ShaderPassVelocity.hlsl\"",
},
RequiredFields = new List<string>()
{
"FragInputs.positionWS",
},
PixelShaderSlots = new List<int>()
{
PBRMasterNode.AlphaSlotId,
PBRMasterNode.AlphaThresholdSlotId
},
StencilOverride = new List<string>()
{
"// 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",
"}"
}
};
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<string>()
{
"#include \"HDRP/ShaderPass/ShaderPassDistortion.hlsl\"",
},
RequiredFields = new List<string>()
{
// "FragInputs.worldToTangent",
// "FragInputs.positionWS",
},
PixelShaderSlots = new List<int>()
{
PBRMasterNode.AlphaSlotId,
PBRMasterNode.AlphaThresholdSlotId
}
};
Pass m_PassTransparentDepthPrepass = new Pass()
{
Name = "TransparentDepthPrepass",
LightMode = "TransparentDepthPrepass",
TemplateName = "HDPBRPass.template",
ShaderPassName = "SHADERPASS_DEPTH_ONLY",
ColorMaskOverride = "ColorMask 0",
ExtraDefines = new List<string>()
{
"#define CUTOFF_TRANSPARENT_DEPTH_PREPASS",
},
Includes = new List<string>()
{
"#include \"HDRP/ShaderPass/ShaderPassDepthOnly.hlsl\"",
},
RequiredFields = new List<string>()
{
// "FragInputs.worldToTangent",
// "FragInputs.positionWS",
},
PixelShaderSlots = new List<int>()
{
PBRMasterNode.AlphaSlotId,
PBRMasterNode.AlphaThresholdSlotId
}
};
Pass m_PassTransparentBackface = new Pass()
{
Name = "TransparentBackface",
LightMode = "TransparentBackface",
TemplateName = "HDPBRPass.template",
ShaderPassName = "SHADERPASS_FORWARD",
CullOverride = "Cull Front",
ExtraDefines = new List<string>()
{
"#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<string>()
{
"#include \"HDRP/ShaderPass/ShaderPassForward.hlsl\"",
},
RequiredFields = new List<string>()
{
// "FragInputs.worldToTangent",
// "FragInputs.positionWS",
},
PixelShaderSlots = new List<int>()
{
PBRMasterNode.AlbedoSlotId,
PBRMasterNode.NormalSlotId,
PBRMasterNode.MetallicSlotId,
PBRMasterNode.SpecularSlotId,
PBRMasterNode.EmissionSlotId,
PBRMasterNode.SmoothnessSlotId,
PBRMasterNode.OcclusionSlotId,
PBRMasterNode.AlphaSlotId,
PBRMasterNode.AlphaThresholdSlotId
}
};
Pass m_PassForward = new Pass()
{
Name = "Forward",
LightMode = "Forward",
TemplateName = "HDPBRPass.template",
ShaderPassName = "SHADERPASS_FORWARD",
ExtraDefines = new List<string>()
{
"#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<string>()
{
"// 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<string>()
{
"#include \"HDRP/ShaderPass/ShaderPassForward.hlsl\"",
},
RequiredFields = new List<string>()
{
"FragInputs.worldToTangent",
// "FragInputs.positionWS",
},
PixelShaderSlots = new List<int>()
{
PBRMasterNode.AlbedoSlotId,
PBRMasterNode.NormalSlotId,
PBRMasterNode.MetallicSlotId,
PBRMasterNode.SpecularSlotId,
PBRMasterNode.EmissionSlotId,
PBRMasterNode.SmoothnessSlotId,
PBRMasterNode.OcclusionSlotId,
PBRMasterNode.AlphaSlotId,
PBRMasterNode.AlphaThresholdSlotId
}
};
Pass m_PassTransparentDepthPostpass = new Pass()
{
Name = "TransparentDepthPostpass",
LightMode = "TransparentDepthPostpass",
TemplateName = "HDPBRPass.template",
ShaderPassName = "SHADERPASS_DEPTH_ONLY",
ColorMaskOverride = "ColorMask 0",
ExtraDefines = new List<string>()
{
"#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS",
},
Includes = new List<string>()
{
"#include \"HDRP/ShaderPass/ShaderPassDepthOnly.hlsl\"",
},
RequiredFields = new List<string>()
{
// "FragInputs.worldToTangent",
// "FragInputs.positionWS",
},
PixelShaderSlots = new List<int>()
{
PBRMasterNode.AlphaSlotId,
PBRMasterNode.AlphaThresholdSlotId
}
};
private static string GetVariantDefines(PBRMasterNode masterNode)
{
ShaderGenerator defines = new ShaderGenerator();
// TODO:
// _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
// _MATERIAL_FEATURE_TRANSMISSION
// _MATERIAL_FEATURE_ANISOTROPY
// _MATERIAL_FEATURE_CLEAR_COAT
// _MATERIAL_FEATURE_IRIDESCENCE
switch (masterNode.model)
{
case PBRMasterNode.Model.Metallic:
break;
case PBRMasterNode.Model.Specular:
defines.AddShaderChunk("#define _MATERIAL_FEATURE_SPECULAR_COLOR 1", true);
break;
default:
// TODO: error!
break;
}
// #pragma shader_feature _ALPHATEST_ON
float constantAlpha = 0.0f;
if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId) ||
(float.TryParse(masterNode.GetSlotValue(PBRMasterNode.AlphaThresholdSlotId, GenerationMode.ForReals), out constantAlpha) && (constantAlpha > 0.0f)))
{
defines.AddShaderChunk("#define _ALPHATEST_ON 1", true);
}
// if (kTesselationMode != TessellationMode.None)
// {
// defines.AddShaderChunk("#define _TESSELLATION_PHONG 1", true);
// }
// #pragma shader_feature _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT
// switch (kDisplacementMode)
// {
// case DisplacementMode.None:
// break;
// case DisplacementMode.Vertex:
// defines.AddShaderChunk("#define _VERTEX_DISPLACEMENT 1", true);
// break;
// case DisplacementMode.Pixel:
// defines.AddShaderChunk("#define _PIXEL_DISPLACEMENT 1", true);
// Depth offset is only enabled if per pixel displacement is
// if (kDepthOffsetEnable)
// {
// // #pragma shader_feature _DEPTHOFFSET_ON
// defines.AddShaderChunk("#define _DEPTHOFFSET_ON 1", true);
// }
// break;
// case DisplacementMode.Tessellation:
// if (kTessellationEnabled)
// {
// defines.AddShaderChunk("#define _TESSELLATION_DISPLACEMENT 1", true);
// }
// break;
// }
// #pragma shader_feature _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE
// #pragma shader_feature _DISPLACEMENT_LOCK_TILING_SCALE
// #pragma shader_feature _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
// #pragma shader_feature _VERTEX_WIND
// #pragma shader_feature _ _REFRACTION_PLANE _REFRACTION_SPHERE
//
// #pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR // MOVE to a node
// #pragma shader_feature _NORMALMAP_TANGENT_SPACE
// #pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3
//
// #pragma shader_feature _NORMALMAP
if (masterNode.IsSlotConnected(PBRMasterNode.NormalSlotId))
{
defines.AddShaderChunk("#define _NORMALMAP 1", true);
}
// #pragma shader_feature _MASKMAP
// #pragma shader_feature _BENTNORMALMAP
// #pragma shader_feature _EMISSIVE_COLOR_MAP
// #pragma shader_feature _ENABLESPECULAROCCLUSION
// #pragma shader_feature _HEIGHTMAP
// #pragma shader_feature _TANGENTMAP
// #pragma shader_feature _ANISOTROPYMAP
// #pragma shader_feature _DETAIL_MAP // MOVE to a node
// #pragma shader_feature _SUBSURFACE_RADIUS_MAP
// #pragma shader_feature _THICKNESSMAP
// #pragma shader_feature _SPECULARCOLORMAP
// #pragma shader_feature _TRANSMITTANCECOLORMAP
// Keywords for transparent
// #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
if (masterNode.surfaceType != SurfaceType.Opaque)
{
// transparent-only defines
defines.AddShaderChunk("#define _SURFACE_TYPE_TRANSPARENT 1", true);
// #pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
if (masterNode.alphaMode == AlphaMode.Alpha)
{
defines.AddShaderChunk("#define _BLENDMODE_ALPHA 1", true);
}
else if (masterNode.alphaMode == AlphaMode.Additive)
{
defines.AddShaderChunk("#define _BLENDMODE_ADD 1", true);
}
// else if (masterNode.alphaMode == PBRMasterNode.AlphaMode.PremultiplyAlpha) // TODO
// {
// defines.AddShaderChunk("#define _BLENDMODE_PRE_MULTIPLY 1", true);
// }
// #pragma shader_feature _BLENDMODE_PRESERVE_SPECULAR_LIGHTING
// if (kEnableBlendModePreserveSpecularLighting)
// {
// defines.AddShaderChunk("#define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1", true);
// }
// #pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT
// if (kEnableFogOnTransparent)
// {
// defines.AddShaderChunk("#define _ENABLE_FOG_ON_TRANSPARENT 1", true);
// }
}
else
{
// opaque-only defines
}
// MaterialId are used as shader feature to allow compiler to optimize properly
// Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD
// #pragma shader_feature _ _MATID_SSS _MATID_ANISO _MATID_SPECULAR _MATID_CLEARCOAT
// 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 defines.GetShaderString(2);
}
private static bool GenerateShaderPass(PBRMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions, ShaderGenerator result)
{
var templateLocation = Path.Combine(Path.Combine(Path.Combine(HDEditorUtils.GetHDRenderPipelinePath(), "Editor"), "ShaderGraph"), pass.TemplateName);
if (!File.Exists(templateLocation))
{
// TODO: produce error here
return false;
}
// grab all of the active nodes
var activeNodeList = ListPool<INode>.Get();
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots);
// graph requirements describe what the graph itself requires
var graphRequirements = ShaderGraphRequirements.FromNodes(activeNodeList, ShaderStageCapability.Fragment);
ShaderStringBuilder graphNodeFunctions = new ShaderStringBuilder();
graphNodeFunctions.IncreaseIndent();
var functionRegistry = new FunctionRegistry(graphNodeFunctions);
// Build the list of active slots based on what the pass requires
// TODO: this can be a shared function -- From here through GraphUtil.GenerateSurfaceDescription(..)
var activeSlots = new List<MaterialSlot>();
foreach (var id in pass.PixelShaderSlots)
{
MaterialSlot slot = masterNode.FindSlot<MaterialSlot>(id);
if (slot != null)
{
activeSlots.Add(slot);
}
}
// build the graph outputs structure to hold the results of each active slots (and fill out activeFields to indicate they are active)
string graphInputStructName = "SurfaceDescriptionInputs";
string graphOutputStructName = "SurfaceDescription";
string graphEvalFunctionName = "SurfaceDescriptionFunction";
ShaderStringBuilder graphEvalFunction = new ShaderStringBuilder();
ShaderStringBuilder graphOutputs = new ShaderStringBuilder();
PropertyCollector graphProperties = new PropertyCollector();
// build the graph outputs structure, and populate activeFields with the fields of that structure
HashSet<string> activeFields = new HashSet<string>();
GraphUtil.GenerateSurfaceDescriptionStruct(graphOutputs, activeSlots, true);
//GraphUtil.GenerateSurfaceDescriptionStruct(graphOutputs, activeSlots, true, graphOutputStructName, activeFields);
// Build the graph evaluation code, to evaluate the specified slots
GraphUtil.GenerateSurfaceDescriptionFunction(
activeNodeList,
masterNode,
masterNode.owner as AbstractMaterialGraph,
graphEvalFunction,
functionRegistry,
graphProperties,
graphRequirements, // TODO : REMOVE UNUSED
mode,
graphEvalFunctionName,
graphOutputStructName,
null,
activeSlots,
graphInputStructName);
var blendCode = new ShaderStringBuilder();
var cullCode = new ShaderStringBuilder();
var zTestCode = new ShaderStringBuilder();
var zWriteCode = new ShaderStringBuilder();
var stencilCode = new ShaderStringBuilder();
var colorMaskCode = new ShaderStringBuilder();
HDSubShaderUtilities.BuildRenderStatesFromPassAndMaterialOptions(pass, materialOptions, blendCode, cullCode, zTestCode, zWriteCode, stencilCode, colorMaskCode);
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
}
}
if (pass.PixelShaderSlots != null)
{
foreach (var slotId in pass.PixelShaderSlots)
{
var slot = masterNode.FindSlot<MaterialSlot>(slotId);
if (slot != null)
{
var rawSlotName = slot.RawDisplayName().ToString();
var descriptionVar = string.Format("{0}.{1}", graphOutputStructName, rawSlotName);
activeFields.Add(descriptionVar);
}
}
}
var packedInterpolatorCode = new ShaderGenerator();
var graphInputs = new ShaderGenerator();
HDRPShaderStructs.Generate(
packedInterpolatorCode,
graphInputs,
graphRequirements,
pass.RequiredFields,
CoordinateSpace.World,
activeFields);
// debug output all active fields
var interpolatorDefines = new ShaderGenerator();
{
interpolatorDefines.AddShaderChunk("// ACTIVE FIELDS:");
foreach (string f in activeFields)
{
interpolatorDefines.AddShaderChunk("// " + f);
}
}
ShaderGenerator defines = new ShaderGenerator();
{
defines.AddShaderChunk(string.Format("#define SHADERPASS {0}", pass.ShaderPassName), true);
if (pass.ExtraDefines != null)
{
foreach (var define in pass.ExtraDefines)
defines.AddShaderChunk(define);
}
defines.AddGenerator(interpolatorDefines);
}
var shaderPassIncludes = new ShaderGenerator();
if (pass.Includes != null)
{
foreach (var include in pass.Includes)
shaderPassIncludes.AddShaderChunk(include);
}
// build graph code
var graph = new ShaderGenerator();
graph.AddShaderChunk("// Graph Inputs");
graph.Indent();
graph.AddGenerator(graphInputs);
graph.Deindent();
graph.AddShaderChunk("// Graph Outputs");
graph.Indent();
graph.AddShaderChunk(graphOutputs.ToString());
//graph.AddGenerator(graphOutputs);
graph.Deindent();
graph.AddShaderChunk("// Graph Properties (uniform inputs)");
graph.AddShaderChunk(graphProperties.GetPropertiesDeclaration(1));
graph.AddShaderChunk("// Graph Node Functions");
graph.AddShaderChunk(graphNodeFunctions.ToString());
graph.AddShaderChunk("// Graph Evaluation");
graph.Indent();
graph.AddShaderChunk(graphEvalFunction.ToString());
//graph.AddGenerator(graphEvalFunction);
graph.Deindent();
// build the hash table of all named fragments TODO: could make this Dictionary<string, ShaderGenerator / string> ?
Dictionary<string, string> namedFragments = new Dictionary<string, string>();
namedFragments.Add("${Defines}", defines.GetShaderString(2, false));
namedFragments.Add("${Graph}", graph.GetShaderString(2, false));
namedFragments.Add("${LightMode}", pass.LightMode);
namedFragments.Add("${PassName}", pass.Name);
namedFragments.Add("${Includes}", shaderPassIncludes.GetShaderString(2, false));
namedFragments.Add("${InterpolatorPacking}", packedInterpolatorCode.GetShaderString(2, false));
namedFragments.Add("${Blending}", blendCode.ToString());
namedFragments.Add("${Culling}", cullCode.ToString());
namedFragments.Add("${ZTest}", zTestCode.ToString());
namedFragments.Add("${ZWrite}", zWriteCode.ToString());
namedFragments.Add("${Stencil}", stencilCode.ToString());
namedFragments.Add("${ColorMask}", colorMaskCode.ToString());
namedFragments.Add("${LOD}", materialOptions.lod.ToString());
namedFragments.Add("${VariantDefines}", GetVariantDefines(masterNode));
// process the template to generate the shader code for this pass TODO: could make this a shared function
string[] templateLines = File.ReadAllLines(templateLocation);
System.Text.StringBuilder builder = new System.Text.StringBuilder();
foreach (string line in templateLines)
{
ShaderSpliceUtil.PreprocessShaderCode(line, activeFields, namedFragments, builder);
builder.AppendLine();
}
result.AddShaderChunk(builder.ToString(), false);
return true;
}
public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode)
{
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)
{
GenerateShaderPass(masterNode, m_PassGBuffer, mode, materialOptions, subShader);
GenerateShaderPass(masterNode, m_PassGBufferWithPrepass, mode, materialOptions, subShader);
}
GenerateShaderPass(masterNode, m_PassMETA, mode, materialOptions, subShader);
GenerateShaderPass(masterNode, m_PassShadowCaster, mode, materialOptions, subShader);
if (opaque)
{
GenerateShaderPass(masterNode, m_PassDepthOnly, mode, materialOptions, subShader);
GenerateShaderPass(masterNode, m_PassMotionVectors, mode, materialOptions, subShader);
}
if (distortionActive)
{
GenerateShaderPass(masterNode, m_PassDistortion, mode, materialOptions, subShader);
}
if (transparentDepthPrepassActive)
{
GenerateShaderPass(masterNode, m_PassTransparentDepthPrepass, mode, materialOptions, subShader);
}
if (transparentBackfaceActive)
{
GenerateShaderPass(masterNode, m_PassTransparentBackface, mode, materialOptions, subShader);
}
GenerateShaderPass(masterNode, m_PassForward, mode, materialOptions, subShader);
if (transparentDepthPostpassActive)
{
GenerateShaderPass(masterNode, m_PassTransparentDepthPostpass, mode, materialOptions, subShader);
}
}
subShader.Deindent();
subShader.AddShaderChunk("}", true);
return subShader.GetShaderString(0);
}
}
}