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
204 行
9.0 KiB
204 行
9.0 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
using System.Linq;
|
|
using UnityEditor.Graphing;
|
|
|
|
namespace UnityEditor.ShaderGraph
|
|
{
|
|
[Serializable]
|
|
public class HDUnlitSubShader
|
|
{
|
|
struct Pass
|
|
{
|
|
public string Name;
|
|
public string ShaderPassName;
|
|
public string ShaderPassInclude;
|
|
public List<int> VertexShaderSlots;
|
|
public List<int> PixelShaderSlots;
|
|
}
|
|
|
|
Pass m_UnlitPassForwardOnly = new Pass()
|
|
{
|
|
Name = "ForwardOnly",
|
|
ShaderPassName = "SHADERPASS_FORWARD_UNLIT",
|
|
ShaderPassInclude = "ShaderPassForwardUnlit",
|
|
PixelShaderSlots = new List<int>()
|
|
{
|
|
UnlitMasterNode.ColorSlotId,
|
|
UnlitMasterNode.AlphaSlotId
|
|
}
|
|
};
|
|
|
|
Pass m_UnlitPassForwardDepthOnly = new Pass()
|
|
{
|
|
Name = "DepthForwardOnly",
|
|
ShaderPassName = "SHADERPASS_DEPTH_ONLY",
|
|
ShaderPassInclude = "ShaderPassDepthOnly",
|
|
PixelShaderSlots = new List<int>()
|
|
{
|
|
UnlitMasterNode.ColorSlotId,
|
|
UnlitMasterNode.AlphaSlotId
|
|
}
|
|
};
|
|
|
|
private static string GetShaderPassFromTemplate(UnlitMasterNode masterNode, Pass pass, GenerationMode mode)
|
|
{
|
|
var builder = new ShaderStringBuilder();
|
|
builder.IncreaseIndent();
|
|
builder.IncreaseIndent();
|
|
|
|
var surfaceDescriptionFunction = new ShaderGenerator();
|
|
var surfaceDescriptionStruct = new ShaderGenerator();
|
|
var surfaceInputs = new ShaderGenerator();
|
|
var functionRegistry = new FunctionRegistry(builder);
|
|
|
|
var shaderProperties = new PropertyCollector();
|
|
|
|
surfaceInputs.AddShaderChunk("struct SurfaceInputs{", false);
|
|
surfaceInputs.Indent();
|
|
|
|
var activeNodeList = ListPool<INode>.Get();
|
|
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots);
|
|
|
|
var requirements = ShaderGraphRequirements.FromNodes(activeNodeList);
|
|
|
|
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);
|
|
|
|
ShaderGenerator defines = new ShaderGenerator();
|
|
defines.AddShaderChunk(string.Format("#define SHADERPASS {0}", pass.ShaderPassName), true);
|
|
|
|
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);
|
|
defines.AddShaderChunk(string.Format("#define ATTRIBUTES_NEED_TEXCOORD{0}", (int)channel), true);
|
|
defines.AddShaderChunk(string.Format("#define VARYINGS_NEED_TEXCOORD{0}", (int)channel), true);
|
|
}
|
|
|
|
surfaceInputs.Deindent();
|
|
surfaceInputs.AddShaderChunk("};", false);
|
|
|
|
var slots = new List<MaterialSlot>();
|
|
foreach (var id in pass.PixelShaderSlots)
|
|
{
|
|
var slot = masterNode.FindSlot<MaterialSlot>(id);
|
|
if (slot != null)
|
|
slots.Add(slot);
|
|
}
|
|
GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, true);
|
|
|
|
var usedSlots = new List<MaterialSlot>();
|
|
foreach (var id in pass.PixelShaderSlots)
|
|
usedSlots.Add(masterNode.FindSlot<MaterialSlot>(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(surfaceDescriptionStruct.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 localPixelShader = new ShaderGenerator();
|
|
var localSurfaceInputs = new ShaderGenerator();
|
|
var surfaceOutputRemap = new ShaderGenerator();
|
|
|
|
foreach (var channel in requirements.requiresMeshUVs.Distinct())
|
|
localSurfaceInputs.AddShaderChunk(string.Format("surfaceInput.{0} = {1};", channel.GetUVName(), string.Format("half4(input.texCoord{0}, 0, 0)", (int)channel)), false);
|
|
|
|
var templateLocation = ShaderGenerator.GetTemplatePath("HDUnlitPassForward.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("${LocalPixelShader}", localPixelShader.GetShaderString(3));
|
|
resultPass = resultPass.Replace("${SurfaceInputs}", localSurfaceInputs.GetShaderString(3));
|
|
resultPass = resultPass.Replace("${SurfaceOutputRemap}", surfaceOutputRemap.GetShaderString(3));
|
|
resultPass = resultPass.Replace("${LightMode}", pass.Name);
|
|
resultPass = resultPass.Replace("${ShaderPassInclude}", pass.ShaderPassInclude);
|
|
|
|
resultPass = resultPass.Replace("${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(IMasterNode inMasterNode, GenerationMode mode)
|
|
{
|
|
var masterNode = inMasterNode as UnlitMasterNode;
|
|
var subShader = new ShaderGenerator();
|
|
subShader.AddShaderChunk("SubShader", true);
|
|
subShader.AddShaderChunk("{", true);
|
|
subShader.Indent();
|
|
subShader.AddShaderChunk("Tags{ \"RenderType\" = \"Opaque\" }", true);
|
|
|
|
subShader.AddShaderChunk(
|
|
GetShaderPassFromTemplate(
|
|
masterNode,
|
|
m_UnlitPassForwardDepthOnly,
|
|
mode),
|
|
true);
|
|
|
|
subShader.AddShaderChunk(
|
|
GetShaderPassFromTemplate(
|
|
masterNode,
|
|
m_UnlitPassForwardOnly,
|
|
mode),
|
|
true);
|
|
|
|
subShader.Deindent();
|
|
subShader.AddShaderChunk("}", true);
|
|
|
|
return subShader.GetShaderString(0);
|
|
}
|
|
}
|
|
}
|