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120 行
6.1 KiB
120 行
6.1 KiB
using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.Graphing;
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namespace UnityEditor.ShaderGraph
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{
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public struct ShaderGraphRequirements
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{
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public NeededCoordinateSpace requiresNormal;
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public NeededCoordinateSpace requiresBitangent;
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public NeededCoordinateSpace requiresTangent;
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public NeededCoordinateSpace requiresViewDir;
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public NeededCoordinateSpace requiresPosition;
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public bool requiresScreenPosition;
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public bool requiresVertexColor;
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public bool requiresFaceSign;
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public List<UVChannel> requiresMeshUVs;
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public bool requiresDepthTexture;
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public bool requiresCameraOpaqueTexture;
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public static ShaderGraphRequirements none
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{
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get
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{
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return new ShaderGraphRequirements
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{
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requiresMeshUVs = new List<UVChannel>()
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};
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}
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}
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public bool NeedsTangentSpace()
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{
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var compoundSpaces = requiresBitangent | requiresNormal | requiresPosition
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| requiresTangent | requiresViewDir | requiresPosition
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| requiresNormal;
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return (compoundSpaces & NeededCoordinateSpace.Tangent) > 0;
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}
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public ShaderGraphRequirements Union(ShaderGraphRequirements other)
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{
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var newReqs = new ShaderGraphRequirements();
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newReqs.requiresNormal = other.requiresNormal | requiresNormal;
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newReqs.requiresTangent = other.requiresTangent | requiresTangent;
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newReqs.requiresBitangent = other.requiresBitangent | requiresBitangent;
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newReqs.requiresViewDir = other.requiresViewDir | requiresViewDir;
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newReqs.requiresPosition = other.requiresPosition | requiresPosition;
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newReqs.requiresScreenPosition = other.requiresScreenPosition | requiresScreenPosition;
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newReqs.requiresVertexColor = other.requiresVertexColor | requiresVertexColor;
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newReqs.requiresFaceSign = other.requiresFaceSign | requiresFaceSign;
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newReqs.requiresDepthTexture = other.requiresDepthTexture | requiresDepthTexture;
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newReqs.requiresCameraOpaqueTexture = other.requiresCameraOpaqueTexture | requiresCameraOpaqueTexture;
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newReqs.requiresMeshUVs = new List<UVChannel>();
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if (requiresMeshUVs != null)
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newReqs.requiresMeshUVs.AddRange(requiresMeshUVs);
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if (other.requiresMeshUVs != null)
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newReqs.requiresMeshUVs.AddRange(other.requiresMeshUVs);
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return newReqs;
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}
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public static ShaderGraphRequirements FromNodes<T>(List<T> nodes, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool includeIntermediateSpaces = true)
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where T : class, INode
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{
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NeededCoordinateSpace requiresNormal = nodes.OfType<IMayRequireNormal>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresNormal(stageCapability));
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NeededCoordinateSpace requiresBitangent = nodes.OfType<IMayRequireBitangent>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresBitangent(stageCapability));
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NeededCoordinateSpace requiresTangent = nodes.OfType<IMayRequireTangent>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresTangent(stageCapability));
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NeededCoordinateSpace requiresViewDir = nodes.OfType<IMayRequireViewDirection>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresViewDirection(stageCapability));
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NeededCoordinateSpace requiresPosition = nodes.OfType<IMayRequirePosition>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresPosition(stageCapability));
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bool requiresScreenPosition = nodes.OfType<IMayRequireScreenPosition>().Any(x => x.RequiresScreenPosition());
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bool requiresVertexColor = nodes.OfType<IMayRequireVertexColor>().Any(x => x.RequiresVertexColor());
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bool requiresFaceSign = nodes.OfType<IMayRequireFaceSign>().Any(x => x.RequiresFaceSign());
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bool requiresDepthTexture = nodes.OfType<IMayRequireDepthTexture>().Any(x => x.RequiresDepthTexture());
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bool requiresCameraOpaqueTexture = nodes.OfType<IMayRequireCameraOpaqueTexture>().Any(x => x.RequiresCameraOpaqueTexture());
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var meshUV = new List<UVChannel>();
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for (int uvIndex = 0; uvIndex < ShaderGeneratorNames.UVCount; ++uvIndex)
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{
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var channel = (UVChannel)uvIndex;
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if (nodes.OfType<IMayRequireMeshUV>().Any(x => x.RequiresMeshUV(channel)))
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meshUV.Add(channel);
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}
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// if anything needs tangentspace we have make
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// sure to have our othonormal basis!
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if (includeIntermediateSpaces)
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{
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var compoundSpaces = requiresBitangent | requiresNormal | requiresPosition
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| requiresTangent | requiresViewDir | requiresPosition
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| requiresNormal;
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var needsTangentSpace = (compoundSpaces & NeededCoordinateSpace.Tangent) > 0;
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if (needsTangentSpace)
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{
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requiresBitangent |= NeededCoordinateSpace.World;
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requiresNormal |= NeededCoordinateSpace.World;
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requiresTangent |= NeededCoordinateSpace.World;
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}
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}
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var reqs = new ShaderGraphRequirements()
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{
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requiresNormal = requiresNormal,
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requiresBitangent = requiresBitangent,
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requiresTangent = requiresTangent,
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requiresViewDir = requiresViewDir,
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requiresPosition = requiresPosition,
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requiresScreenPosition = requiresScreenPosition,
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requiresVertexColor = requiresVertexColor,
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requiresFaceSign = requiresFaceSign,
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requiresMeshUVs = meshUV,
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requiresDepthTexture = requiresDepthTexture,
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requiresCameraOpaqueTexture = requiresCameraOpaqueTexture
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};
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return reqs;
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}
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}
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}
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