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953 行
44 KiB
953 行
44 KiB
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Text.RegularExpressions;
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using UnityEngine;
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using UnityEditor.Graphing;
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namespace UnityEditor.ShaderGraph
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{
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public class ShaderGenerator
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{
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private struct ShaderChunk
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{
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public ShaderChunk(int indentLevel, string shaderChunkString)
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{
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m_IndentLevel = indentLevel;
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m_ShaderChunkString = shaderChunkString;
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}
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private readonly int m_IndentLevel;
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private readonly string m_ShaderChunkString;
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public int chunkIndentLevel
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{
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get { return m_IndentLevel; }
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}
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public string chunkString
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{
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get { return m_ShaderChunkString; }
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}
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}
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private readonly List<ShaderChunk> m_ShaderChunks = new List<ShaderChunk>();
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private int m_IndentLevel;
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private string m_Pragma = string.Empty;
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public void AddPragmaChunk(string s)
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{
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m_Pragma += s;
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}
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public string GetPragmaString()
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{
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return m_Pragma;
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}
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public void AddShaderChunk(string s, bool unique = false)
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{
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if (string.IsNullOrEmpty(s))
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return;
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if (unique && m_ShaderChunks.Any(x => x.chunkString == s))
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return;
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m_ShaderChunks.Add(new ShaderChunk(m_IndentLevel, s));
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}
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public void AddGenerator(ShaderGenerator generator)
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{
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foreach (ShaderChunk chunk in generator.m_ShaderChunks)
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{
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m_ShaderChunks.Add(new ShaderChunk(m_IndentLevel + chunk.chunkIndentLevel, chunk.chunkString));
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}
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}
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public void Indent()
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{
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m_IndentLevel++;
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}
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public void Deindent()
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{
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m_IndentLevel = Math.Max(0, m_IndentLevel - 1);
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}
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public string GetShaderString(int baseIndentLevel, bool finalNewline = true)
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{
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bool appendedNewline = false;
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var sb = new StringBuilder();
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foreach (var shaderChunk in m_ShaderChunks)
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{
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// TODO: regex split is a slow way to handle this .. should build an iterator instead
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var lines = Regex.Split(shaderChunk.chunkString, Environment.NewLine);
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for (int index = 0; index < lines.Length; index++)
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{
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var line = lines[index];
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for (var i = 0; i < shaderChunk.chunkIndentLevel + baseIndentLevel; i++)
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{
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//sb.Append("\t");
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sb.Append(" "); // unity convention use space instead of tab...
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}
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sb.AppendLine(line);
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appendedNewline = true;
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}
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}
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if (appendedNewline && !finalNewline)
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{
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// remove last newline if we didn't want it
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sb.Length -= Environment.NewLine.Length;
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}
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return sb.ToString();
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}
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public static string GetTemplatePath(string templateName)
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{
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var path = new List<string>
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{
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DefaultShaderIncludes.GetAssetsPackagePath() ?? Path.GetFullPath("Packages/com.unity.shadergraph"),
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"Editor",
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"Templates"
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};
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string result = path[0];
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for (int i = 1; i < path.Count; i++)
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result = Path.Combine(result, path[i]);
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result = Path.Combine(result, templateName);
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if (File.Exists(result))
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return result;
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return string.Empty;
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}
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private const string kErrorString = @"ERROR!";
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public static string AdaptNodeOutput(AbstractMaterialNode node, int outputSlotId, ConcreteSlotValueType convertToType)
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{
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var outputSlot = node.FindOutputSlot<MaterialSlot>(outputSlotId);
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if (outputSlot == null)
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return kErrorString;
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var convertFromType = outputSlot.concreteValueType;
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var rawOutput = node.GetVariableNameForSlot(outputSlotId);
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if (convertFromType == convertToType)
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return rawOutput;
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switch (convertToType)
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{
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case ConcreteSlotValueType.Vector1:
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return string.Format("({0}).x", rawOutput);
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case ConcreteSlotValueType.Vector2:
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switch (convertFromType)
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{
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case ConcreteSlotValueType.Vector1:
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return string.Format("({0}.xx)", rawOutput);
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case ConcreteSlotValueType.Vector3:
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case ConcreteSlotValueType.Vector4:
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return string.Format("({0}.xy)", rawOutput);
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default:
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return kErrorString;
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}
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case ConcreteSlotValueType.Vector3:
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switch (convertFromType)
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{
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case ConcreteSlotValueType.Vector1:
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return string.Format("({0}.xxx)", rawOutput);
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case ConcreteSlotValueType.Vector2:
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return string.Format("({0}3({1}, 0.0))", node.precision, rawOutput);
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case ConcreteSlotValueType.Vector4:
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return string.Format("({0}.xyz)", rawOutput);
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default:
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return kErrorString;
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}
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case ConcreteSlotValueType.Vector4:
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switch (convertFromType)
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{
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case ConcreteSlotValueType.Vector1:
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return string.Format("({0}.xxxx)", rawOutput);
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case ConcreteSlotValueType.Vector2:
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return string.Format("({0}4({1}, 0.0, 1.0))", node.precision, rawOutput);
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case ConcreteSlotValueType.Vector3:
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return string.Format("({0}4({1}, 1.0))", node.precision, rawOutput);
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default:
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return kErrorString;
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}
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case ConcreteSlotValueType.Matrix3:
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return rawOutput;
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case ConcreteSlotValueType.Matrix2:
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return rawOutput;
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default:
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return kErrorString;
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}
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}
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public static string AdaptNodeOutputForPreview(AbstractMaterialNode node, int outputSlotId)
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{
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var rawOutput = node.GetVariableNameForSlot(outputSlotId);
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return AdaptNodeOutputForPreview(node, outputSlotId, rawOutput);
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}
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public static string AdaptNodeOutputForPreview(AbstractMaterialNode node, int slotId, string variableName)
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{
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var slot = node.FindSlot<MaterialSlot>(slotId);
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if (slot == null)
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return kErrorString;
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var convertFromType = slot.concreteValueType;
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// preview is always dimension 4
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switch (convertFromType)
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{
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case ConcreteSlotValueType.Vector1:
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return string.Format("half4({0}, {0}, {0}, 1.0)", variableName);
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case ConcreteSlotValueType.Vector2:
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return string.Format("half4({0}.x, {0}.y, 0.0, 1.0)", variableName);
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case ConcreteSlotValueType.Vector3:
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return string.Format("half4({0}.x, {0}.y, {0}.z, 1.0)", variableName);
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case ConcreteSlotValueType.Vector4:
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return string.Format("half4({0}.x, {0}.y, {0}.z, 1.0)", variableName);
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default:
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return kErrorString;
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}
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}
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public int numberOfChunks
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{
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get { return m_ShaderChunks.Count; }
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}
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public enum InputType
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{
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Position,
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Vector,
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Normal
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}
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public struct TransformDesc
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{
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public TransformDesc(string name)
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{
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this.name = name;
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transpose = false;
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}
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public TransformDesc(string name, bool transpose)
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{
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this.name = name;
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this.transpose = transpose;
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}
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public string name;
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public bool transpose;
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}
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static TransformDesc[, ][] m_transforms = null;
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static TransformDesc[] GetTransformPath(CoordinateSpace from, CoordinateSpace to)
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{
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if (m_transforms[(int)from, (int)to] != null)
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{
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return m_transforms[(int)from, (int)to];
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}
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var distance = new int[4];
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var prev = new CoordinateSpace ? [4];
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var queue = new List<CoordinateSpace>();
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foreach (var space in Enum.GetValues(typeof(CoordinateSpace)))
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{
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distance[(int)space] = int.MaxValue;
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prev[(int)space] = null;
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queue.Add((CoordinateSpace)space);
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}
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distance[(int)from] = 0;
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List<CoordinateSpace> path = null;
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while (queue.Count != 0)
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{
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queue.Sort((x, y) => distance[(int)x] - distance[(int)y]);
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var min = queue[0];
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queue.Remove(min);
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if (min == to)
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{
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path = new List<CoordinateSpace>();
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while (prev[(int)min] != null)
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{
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path.Add(min);
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min = prev[(int)min].Value;
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}
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break;
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}
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if (distance[(int)min] == int.MaxValue)
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{
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break;
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}
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foreach (var space in Enum.GetValues(typeof(CoordinateSpace)))
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{
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int index = (int)space;
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if (m_transforms[(int)min, index] != null)
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{
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var alt = distance[(int)min] + m_transforms[(int)min, index].Length;
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if (alt < distance[index])
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{
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distance[index] = alt;
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prev[index] = min;
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}
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}
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}
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}
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path.Reverse();
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var matrixList = new List<TransformDesc>();
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foreach (var node in path)
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{
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matrixList.AddRange(m_transforms[(int)from, (int)node]);
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from = node;
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}
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return matrixList.ToArray();
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}
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static void InitTransforms()
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{
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if (m_transforms == null)
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{
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m_transforms = new TransformDesc[4, 4][];
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m_transforms[(int)CoordinateSpace.Object, (int)CoordinateSpace.Object] = new TransformDesc[] {};
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m_transforms[(int)CoordinateSpace.View, (int)CoordinateSpace.View] = new TransformDesc[] {};
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m_transforms[(int)CoordinateSpace.World, (int)CoordinateSpace.World] = new TransformDesc[] {};
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m_transforms[(int)CoordinateSpace.Tangent, (int)CoordinateSpace.Tangent] = new TransformDesc[] {};
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m_transforms[(int)CoordinateSpace.Object, (int)CoordinateSpace.World]
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= new TransformDesc[] {new TransformDesc(MatrixNames.Model)};
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m_transforms[(int)CoordinateSpace.View, (int)CoordinateSpace.World]
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= new TransformDesc[] {new TransformDesc(MatrixNames.ViewInverse) };
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m_transforms[(int)CoordinateSpace.World, (int)CoordinateSpace.Object]
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= new TransformDesc[] {new TransformDesc(MatrixNames.ModelInverse)};
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m_transforms[(int)CoordinateSpace.World, (int)CoordinateSpace.View]
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= new TransformDesc[] {new TransformDesc(MatrixNames.View)};
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for (var from = CoordinateSpace.Object; from != CoordinateSpace.Tangent; from++)
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{
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for (var to = CoordinateSpace.Object; to != CoordinateSpace.Tangent; to++)
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{
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if (m_transforms[(int)from, (int)to] == null)
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{
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m_transforms[(int)from, (int)to] = GetTransformPath(from, to);
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}
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}
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}
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}
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for (var k = CoordinateSpace.Object; k != CoordinateSpace.Tangent; k++)
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{
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m_transforms[(int)CoordinateSpace.Tangent, (int)k] = null;
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m_transforms[(int)k, (int)CoordinateSpace.Tangent] = null;
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}
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}
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public static string EmitTransform(TransformDesc[] matrices, TransformDesc[] invMatrices, string variable, bool isAffine, bool noMatrixCast, bool inverseTranspose)
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{
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// Use inverse transpose for situations where
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// scale needs to be considered (normals)
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if (inverseTranspose)
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matrices = invMatrices;
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if (isAffine)
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{
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variable = string.Format("float4({0},1.0)", variable);
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}
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foreach (var m in matrices)
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{
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var matrix = m.name;
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if (!isAffine && !noMatrixCast)
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{
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matrix = "(float3x3)" + matrix;
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}
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// if the matrix is NOT a transpose type
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// invert the order of multiplication
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// it is implicit transpose.
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if (m.transpose)
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inverseTranspose = !inverseTranspose;
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variable = inverseTranspose
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? string.Format("mul({1},{0})", matrix, variable)
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: string.Format("mul({0},{1})", matrix, variable);
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}
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return variable;
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}
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public static string ConvertBetweenSpace(string variable, CoordinateSpace from, CoordinateSpace to,
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InputType inputType, CoordinateSpace tangentMatrixSpace = CoordinateSpace.Object)
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{
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if (from == to)
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{
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// nothing to do
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return variable;
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}
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// Ensure that the transform graph is initialized
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InitTransforms();
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bool isNormal = false;
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bool affine = (inputType == InputType.Position && to != CoordinateSpace.World);
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bool noMatrixCast = (inputType == InputType.Position && to == CoordinateSpace.World);
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if (inputType == InputType.Normal)
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{
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inputType = InputType.Vector;
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isNormal = true;
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}
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m_transforms[(int)CoordinateSpace.Tangent, (int)tangentMatrixSpace] =
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new[] {new TransformDesc("tangentSpaceTransform")};
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m_transforms[(int)tangentMatrixSpace, (int)CoordinateSpace.Tangent] = new[]
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{new TransformDesc("tangentSpaceTransform", true)};
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if (from == CoordinateSpace.Tangent)
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{
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// if converting from tangent space, reuse the underlying space
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from = tangentMatrixSpace;
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variable = EmitTransform(
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GetTransformPath(CoordinateSpace.Tangent, tangentMatrixSpace),
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GetTransformPath(tangentMatrixSpace, CoordinateSpace.Tangent),
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variable, affine, noMatrixCast, !isNormal);
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if (to == tangentMatrixSpace)
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{
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return variable;
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}
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}
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return EmitTransform(GetTransformPath(from, to), GetTransformPath(to, from), variable, affine, noMatrixCast, isNormal);
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}
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public static void GenerateSpaceTranslationSurfaceInputs(
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NeededCoordinateSpace neededSpaces,
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InterpolatorType interpolatorType,
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ShaderStringBuilder builder,
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string format = "float3 {0};")
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{
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if ((neededSpaces & NeededCoordinateSpace.Object) > 0)
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builder.AppendLine(format, CoordinateSpace.Object.ToVariableName(interpolatorType));
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if ((neededSpaces & NeededCoordinateSpace.World) > 0)
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builder.AppendLine(format, CoordinateSpace.World.ToVariableName(interpolatorType));
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if ((neededSpaces & NeededCoordinateSpace.View) > 0)
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builder.AppendLine(format, CoordinateSpace.View.ToVariableName(interpolatorType));
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if ((neededSpaces & NeededCoordinateSpace.Tangent) > 0)
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builder.AppendLine(format, CoordinateSpace.Tangent.ToVariableName(interpolatorType));
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}
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public static void GenerateStandardTransforms(
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int interpolatorStartIndex,
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int maxInterpolators,
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ShaderStringBuilder vertexOutputStruct,
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ShaderStringBuilder vertexShader,
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ShaderStringBuilder vertexShaderDescriptionInputs,
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ShaderStringBuilder vertexShaderOutputs,
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ShaderStringBuilder pixelShader,
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ShaderStringBuilder pixelShaderSurfaceInputs,
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ShaderGraphRequirements pixelRequirements,
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ShaderGraphRequirements surfaceRequirements,
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ShaderGraphRequirements modelRequiements,
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ShaderGraphRequirements vertexRequirements,
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CoordinateSpace preferredCoordinateSpace)
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{
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// ----------------------------------------------------- //
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// SETUP //
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// ----------------------------------------------------- //
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// -------------------------------------
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// Tangent space requires going via World space
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if (preferredCoordinateSpace == CoordinateSpace.Tangent)
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preferredCoordinateSpace = CoordinateSpace.World;
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// -------------------------------------
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// Generate combined graph requirements
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var graphModelRequirements = pixelRequirements.Union(modelRequiements);
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var combinedRequirements = vertexRequirements.Union(graphModelRequirements);
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int interpolatorIndex = interpolatorStartIndex;
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// ----------------------------------------------------- //
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// GENERATE VERTEX > PIXEL PIPELINE //
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// ----------------------------------------------------- //
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// -------------------------------------
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// If any stage requires component write into vertex stage
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// If model or pixel requires component write into interpolators and pixel stage
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// -------------------------------------
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// Position
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if (combinedRequirements.requiresPosition > 0)
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{
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var name = preferredCoordinateSpace.ToVariableName(InterpolatorType.Position);
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var preferredSpacePosition = ConvertBetweenSpace("v.vertex", CoordinateSpace.Object, preferredCoordinateSpace, InputType.Position);
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vertexShader.AppendLine("float3 {0} = {1}.xyz;", name, preferredSpacePosition);
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if (graphModelRequirements.requiresPosition > 0)
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{
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vertexOutputStruct.AppendLine("float3 {0} : TEXCOORD{1};", name, interpolatorIndex);
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vertexShaderOutputs.AppendLine("o.{0} = {0};", name);
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pixelShader.AppendLine("float3 {0} = IN.{0};", name);
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interpolatorIndex++;
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}
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}
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// -------------------------------------
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// Normal
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// Bitangent needs Normal for x product
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if (combinedRequirements.requiresNormal > 0 || combinedRequirements.requiresBitangent > 0)
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{
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var name = preferredCoordinateSpace.ToVariableName(InterpolatorType.Normal);
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vertexShader.AppendLine("float3 {0} = normalize({1});", name, ConvertBetweenSpace("v.normal", CoordinateSpace.Object, preferredCoordinateSpace, InputType.Normal));
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if (graphModelRequirements.requiresNormal > 0 || graphModelRequirements.requiresBitangent > 0)
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{
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vertexOutputStruct.AppendLine("float3 {0} : TEXCOORD{1};", name, interpolatorIndex);
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vertexShaderOutputs.AppendLine("o.{0} = {0};", name);
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pixelShader.AppendLine("float3 {0} = IN.{0};", name);
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interpolatorIndex++;
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}
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}
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// -------------------------------------
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// Tangent
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if (combinedRequirements.requiresTangent > 0 || combinedRequirements.requiresBitangent > 0)
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{
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var name = preferredCoordinateSpace.ToVariableName(InterpolatorType.Tangent);
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vertexShader.AppendLine("float3 {0} = normalize({1});", name, ConvertBetweenSpace("v.tangent.xyz", CoordinateSpace.Object, preferredCoordinateSpace, InputType.Vector));
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if (graphModelRequirements.requiresTangent > 0 || graphModelRequirements.requiresBitangent > 0)
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{
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vertexOutputStruct.AppendLine("float3 {0} : TEXCOORD{1};", name, interpolatorIndex);
|
|
vertexShaderOutputs.AppendLine("o.{0} = {0};", name);
|
|
pixelShader.AppendLine("float3 {0} = IN.{0};", name);
|
|
interpolatorIndex++;
|
|
}
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Bitangent
|
|
|
|
if (combinedRequirements.requiresBitangent > 0)
|
|
{
|
|
var name = preferredCoordinateSpace.ToVariableName(InterpolatorType.BiTangent);
|
|
vertexShader.AppendLine("float3 {0} = cross({1}, {2}.xyz) * {3};",
|
|
name,
|
|
preferredCoordinateSpace.ToVariableName(InterpolatorType.Normal),
|
|
preferredCoordinateSpace.ToVariableName(InterpolatorType.Tangent),
|
|
"v.tangent.w");
|
|
if (graphModelRequirements.requiresBitangent > 0)
|
|
{
|
|
vertexOutputStruct.AppendLine("float3 {0} : TEXCOORD{1};", name, interpolatorIndex);
|
|
vertexShaderOutputs.AppendLine("o.{0} = {0};", name);
|
|
pixelShader.AppendLine("float3 {0} = IN.{0};", name);
|
|
interpolatorIndex++;
|
|
}
|
|
}
|
|
|
|
// -------------------------------------
|
|
// View Direction
|
|
|
|
if (combinedRequirements.requiresViewDir > 0)
|
|
{
|
|
var name = preferredCoordinateSpace.ToVariableName(InterpolatorType.ViewDirection);
|
|
const string worldSpaceViewDir = "_WorldSpaceCameraPos.xyz - mul(GetObjectToWorldMatrix(), float4(v.vertex.xyz, 1.0)).xyz";
|
|
var preferredSpaceViewDir = ConvertBetweenSpace(worldSpaceViewDir, CoordinateSpace.World, preferredCoordinateSpace, InputType.Vector);
|
|
vertexShader.AppendLine("float3 {0} = {1};", name, preferredSpaceViewDir);
|
|
if (graphModelRequirements.requiresViewDir > 0)
|
|
{
|
|
vertexOutputStruct.AppendLine("float3 {0} : TEXCOORD{1};", name, interpolatorIndex);
|
|
vertexShaderOutputs.AppendLine("o.{0} = {0};", name);
|
|
pixelShader.AppendLine("float3 {0} = IN.{0};", name);
|
|
interpolatorIndex++;
|
|
}
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Tangent space transform matrix
|
|
|
|
if (combinedRequirements.NeedsTangentSpace())
|
|
{
|
|
var tangent = preferredCoordinateSpace.ToVariableName(InterpolatorType.Tangent);
|
|
var bitangent = preferredCoordinateSpace.ToVariableName(InterpolatorType.BiTangent);
|
|
var normal = preferredCoordinateSpace.ToVariableName(InterpolatorType.Normal);
|
|
if (vertexRequirements.NeedsTangentSpace())
|
|
vertexShader.AppendLine("float3x3 tangentSpaceTransform = float3x3({0},{1},{2});",
|
|
tangent, bitangent, normal);
|
|
if (graphModelRequirements.NeedsTangentSpace())
|
|
pixelShader.AppendLine("float3x3 tangentSpaceTransform = float3x3({0},{1},{2});",
|
|
tangent, bitangent, normal);
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Vertex Color
|
|
|
|
if (combinedRequirements.requiresVertexColor)
|
|
{
|
|
var vertexColor = "v.color";
|
|
vertexShader.AppendLine("float4 {0} = {1};", ShaderGeneratorNames.VertexColor, vertexColor);
|
|
if (graphModelRequirements.requiresVertexColor)
|
|
{
|
|
vertexOutputStruct.AppendLine("float4 {0} : COLOR;", ShaderGeneratorNames.VertexColor);
|
|
vertexShaderOutputs.AppendLine("o.{0} = {0};", ShaderGeneratorNames.VertexColor);
|
|
pixelShader.AppendLine("float4 {0} = IN.{0};", ShaderGeneratorNames.VertexColor);
|
|
}
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Screen Position
|
|
|
|
if (combinedRequirements.requiresScreenPosition)
|
|
{
|
|
var screenPosition = "ComputeScreenPos(mul(GetWorldToHClipMatrix(), mul(GetObjectToWorldMatrix(), v.vertex)), _ProjectionParams.x)";
|
|
vertexShader.AppendLine("float4 {0} = {1};", ShaderGeneratorNames.ScreenPosition, screenPosition);
|
|
if (graphModelRequirements.requiresScreenPosition)
|
|
{
|
|
vertexOutputStruct.AppendLine("float4 {0} : TEXCOORD{1};", ShaderGeneratorNames.ScreenPosition, interpolatorIndex);
|
|
vertexShaderOutputs.AppendLine("o.{0} = {0};", ShaderGeneratorNames.ScreenPosition);
|
|
pixelShader.AppendLine("float4 {0} = IN.{0};", ShaderGeneratorNames.ScreenPosition);
|
|
interpolatorIndex++;
|
|
}
|
|
}
|
|
|
|
// -------------------------------------
|
|
// UV
|
|
|
|
foreach (var channel in combinedRequirements.requiresMeshUVs.Distinct())
|
|
vertexShader.AppendLine("float4 {0} = v.texcoord{1};", channel.GetUVName(), (int)channel);
|
|
foreach (var channel in graphModelRequirements.requiresMeshUVs.Distinct())
|
|
{
|
|
vertexOutputStruct.AppendLine("half4 {0} : TEXCOORD{1};", channel.GetUVName(), interpolatorIndex == 0 ? "" : interpolatorIndex.ToString());
|
|
vertexShaderOutputs.AppendLine("o.{0} = {0};", channel.GetUVName());
|
|
pixelShader.AppendLine("float4 {0} = IN.{0};", channel.GetUVName());
|
|
interpolatorIndex++;
|
|
}
|
|
|
|
// ----------------------------------------------------- //
|
|
// TRANSLATE NEEDED SPACES //
|
|
// ----------------------------------------------------- //
|
|
|
|
// -------------------------------------
|
|
// Generate the space translations needed by the vertex description
|
|
|
|
GenerateSpaceTranslations(vertexRequirements.requiresNormal, InterpolatorType.Normal, preferredCoordinateSpace,
|
|
InputType.Normal, vertexShader, Dimension.Three);
|
|
GenerateSpaceTranslations(vertexRequirements.requiresTangent, InterpolatorType.Tangent, preferredCoordinateSpace,
|
|
InputType.Vector, vertexShader, Dimension.Three);
|
|
GenerateSpaceTranslations(vertexRequirements.requiresBitangent, InterpolatorType.BiTangent, preferredCoordinateSpace,
|
|
InputType.Vector, vertexShader, Dimension.Three);
|
|
GenerateSpaceTranslations(vertexRequirements.requiresViewDir, InterpolatorType.ViewDirection, preferredCoordinateSpace,
|
|
InputType.Vector, vertexShader, Dimension.Three);
|
|
GenerateSpaceTranslations(vertexRequirements.requiresPosition, InterpolatorType.Position, preferredCoordinateSpace,
|
|
InputType.Position, vertexShader, Dimension.Three);
|
|
|
|
// -------------------------------------
|
|
// Generate the space translations needed by the surface description and model
|
|
|
|
GenerateSpaceTranslations(graphModelRequirements.requiresNormal, InterpolatorType.Normal, preferredCoordinateSpace,
|
|
InputType.Normal, pixelShader, Dimension.Three);
|
|
GenerateSpaceTranslations(graphModelRequirements.requiresTangent, InterpolatorType.Tangent, preferredCoordinateSpace,
|
|
InputType.Vector, pixelShader, Dimension.Three);
|
|
GenerateSpaceTranslations(graphModelRequirements.requiresBitangent, InterpolatorType.BiTangent, preferredCoordinateSpace,
|
|
InputType.Vector, pixelShader, Dimension.Three);
|
|
GenerateSpaceTranslations(graphModelRequirements.requiresViewDir, InterpolatorType.ViewDirection, preferredCoordinateSpace,
|
|
InputType.Vector, pixelShader, Dimension.Three);
|
|
GenerateSpaceTranslations(graphModelRequirements.requiresPosition, InterpolatorType.Position, preferredCoordinateSpace,
|
|
InputType.Position, pixelShader, Dimension.Three);
|
|
|
|
// ----------------------------------------------------- //
|
|
// START SURFACE DESCRIPTION //
|
|
// ----------------------------------------------------- //
|
|
|
|
// -------------------------------------
|
|
// Copy the locally defined values into the surface description
|
|
// structure using the requirements for ONLY the shader graph pixel stage
|
|
// additional requirements have come from the lighting model
|
|
// and are not needed in the shader graph
|
|
|
|
{
|
|
var replaceString = "surfaceInput.{0} = {0};";
|
|
GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresNormal, InterpolatorType.Normal, pixelShaderSurfaceInputs, replaceString);
|
|
GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresTangent, InterpolatorType.Tangent, pixelShaderSurfaceInputs, replaceString);
|
|
GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresBitangent, InterpolatorType.BiTangent, pixelShaderSurfaceInputs, replaceString);
|
|
GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresViewDir, InterpolatorType.ViewDirection, pixelShaderSurfaceInputs, replaceString);
|
|
GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresPosition, InterpolatorType.Position, pixelShaderSurfaceInputs, replaceString);
|
|
}
|
|
|
|
if (pixelRequirements.requiresVertexColor)
|
|
pixelShaderSurfaceInputs.AppendLine("surfaceInput.{0} = {0};", ShaderGeneratorNames.VertexColor);
|
|
|
|
if (pixelRequirements.requiresScreenPosition)
|
|
pixelShaderSurfaceInputs.AppendLine("surfaceInput.{0} = {0};", ShaderGeneratorNames.ScreenPosition);
|
|
|
|
if (pixelRequirements.requiresFaceSign)
|
|
pixelShaderSurfaceInputs.AppendLine("surfaceInput.{0} = {0};", ShaderGeneratorNames.FaceSign);
|
|
|
|
foreach (var channel in pixelRequirements.requiresMeshUVs.Distinct())
|
|
pixelShaderSurfaceInputs.AppendLine("surfaceInput.{0} = {0};", ShaderGeneratorNames.GetUVName(channel));
|
|
|
|
// ----------------------------------------------------- //
|
|
// START VERTEX DESCRIPTION //
|
|
// ----------------------------------------------------- //
|
|
|
|
// -------------------------------------
|
|
// Copy the locally defined values into the vertex description
|
|
// structure using the requirements for ONLY the shader graph vertex stage
|
|
// additional requirements have come from the lighting model
|
|
// and are not needed in the shader graph
|
|
|
|
{
|
|
var replaceString = "vdi.{0} = {0};";
|
|
GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresNormal, InterpolatorType.Normal, vertexShaderDescriptionInputs, replaceString);
|
|
GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresTangent, InterpolatorType.Tangent, vertexShaderDescriptionInputs, replaceString);
|
|
GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresBitangent, InterpolatorType.BiTangent, vertexShaderDescriptionInputs, replaceString);
|
|
GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresViewDir, InterpolatorType.ViewDirection, vertexShaderDescriptionInputs, replaceString);
|
|
GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresPosition, InterpolatorType.Position, vertexShaderDescriptionInputs, replaceString);
|
|
}
|
|
|
|
if (vertexRequirements.requiresVertexColor)
|
|
vertexShaderDescriptionInputs.AppendLine("vdi.{0} = {0};", ShaderGeneratorNames.VertexColor);
|
|
|
|
if (vertexRequirements.requiresScreenPosition)
|
|
vertexShaderDescriptionInputs.AppendLine("vdi.{0} = {0};", ShaderGeneratorNames.ScreenPosition);
|
|
|
|
foreach (var channel in vertexRequirements.requiresMeshUVs.Distinct())
|
|
vertexShaderDescriptionInputs.AppendLine("vdi.{0} = {0};", channel.GetUVName(), (int)channel);
|
|
}
|
|
|
|
public enum Dimension
|
|
{
|
|
One,
|
|
Two,
|
|
Three,
|
|
Four
|
|
}
|
|
|
|
private static string DimensionToString(Dimension d)
|
|
{
|
|
switch (d)
|
|
{
|
|
case Dimension.One:
|
|
return string.Empty;
|
|
case Dimension.Two:
|
|
return "2";
|
|
case Dimension.Three:
|
|
return "3";
|
|
case Dimension.Four:
|
|
return "4";
|
|
}
|
|
return "error";
|
|
}
|
|
|
|
private static string DimensionToSwizzle(Dimension d)
|
|
{
|
|
switch (d)
|
|
{
|
|
case Dimension.One:
|
|
return "x";
|
|
case Dimension.Two:
|
|
return "xy";
|
|
case Dimension.Three:
|
|
return "xyz";
|
|
case Dimension.Four:
|
|
return "xyzw";
|
|
}
|
|
return "error";
|
|
}
|
|
|
|
public static void GenerateSpaceTranslations(
|
|
NeededCoordinateSpace neededSpaces,
|
|
InterpolatorType type,
|
|
CoordinateSpace from,
|
|
InputType inputType,
|
|
ShaderStringBuilder pixelShader,
|
|
Dimension dimension)
|
|
{
|
|
if ((neededSpaces & NeededCoordinateSpace.Object) > 0 && from != CoordinateSpace.Object)
|
|
pixelShader.AppendLine("float{0} {1} = {2}.{3};", DimensionToString(dimension),
|
|
CoordinateSpace.Object.ToVariableName(type), ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.Object, inputType, from),
|
|
DimensionToSwizzle(dimension));
|
|
|
|
if ((neededSpaces & NeededCoordinateSpace.World) > 0 && from != CoordinateSpace.World)
|
|
pixelShader.AppendLine("float{0} {1} = {2}.{3};", DimensionToString(dimension),
|
|
CoordinateSpace.World.ToVariableName(type), ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.World, inputType, from),
|
|
DimensionToSwizzle(dimension));
|
|
|
|
if ((neededSpaces & NeededCoordinateSpace.View) > 0 && from != CoordinateSpace.View)
|
|
pixelShader.AppendLine("float{0} {1} = {2}.{3};", DimensionToString(dimension),
|
|
CoordinateSpace.View.ToVariableName(type),
|
|
ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.View, inputType, from),
|
|
DimensionToSwizzle(dimension));
|
|
|
|
if ((neededSpaces & NeededCoordinateSpace.Tangent) > 0 && from != CoordinateSpace.Tangent)
|
|
pixelShader.AppendLine("float{0} {1} = {2}.{3};", DimensionToString(dimension),
|
|
CoordinateSpace.Tangent.ToVariableName(type),
|
|
ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.Tangent, inputType, from),
|
|
DimensionToSwizzle(dimension));
|
|
}
|
|
|
|
public static string GetPreviewSubShader(AbstractMaterialNode node, ShaderGraphRequirements shaderGraphRequirements)
|
|
{
|
|
var vertexOutputStruct = new ShaderStringBuilder(2);
|
|
|
|
var vertexShader = new ShaderStringBuilder(2);
|
|
var vertexShaderDescriptionInputs = new ShaderStringBuilder(2);
|
|
var vertexShaderOutputs = new ShaderStringBuilder(1);
|
|
|
|
var pixelShader = new ShaderStringBuilder(2);
|
|
var pixelShaderSurfaceInputs = new ShaderStringBuilder(2);
|
|
var pixelShaderSurfaceRemap = new ShaderStringBuilder(2);
|
|
|
|
ShaderGenerator.GenerateStandardTransforms(
|
|
0,
|
|
16,
|
|
vertexOutputStruct,
|
|
vertexShader,
|
|
vertexShaderDescriptionInputs,
|
|
vertexShaderOutputs,
|
|
pixelShader,
|
|
pixelShaderSurfaceInputs,
|
|
shaderGraphRequirements,
|
|
shaderGraphRequirements,
|
|
ShaderGraphRequirements.none,
|
|
ShaderGraphRequirements.none,
|
|
CoordinateSpace.World);
|
|
|
|
vertexShader.AppendLines(vertexShaderDescriptionInputs.ToString());
|
|
vertexShader.AppendLines(vertexShaderOutputs.ToString());
|
|
|
|
if (node != null)
|
|
{
|
|
var outputSlot = node.GetOutputSlots<MaterialSlot>().FirstOrDefault();
|
|
if (outputSlot != null)
|
|
{
|
|
var result = string.Format("surf.{0}", node.GetVariableNameForSlot(outputSlot.id));
|
|
pixelShaderSurfaceRemap.AppendLine("return {0};", AdaptNodeOutputForPreview(node, outputSlot.id, result));
|
|
}
|
|
else
|
|
pixelShaderSurfaceRemap.AppendLine("return 0;");
|
|
}
|
|
else
|
|
{
|
|
pixelShaderSurfaceRemap.AppendLine("return surf.PreviewOutput;");
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Extra pixel shader work
|
|
|
|
var faceSign = new ShaderStringBuilder();
|
|
|
|
if (shaderGraphRequirements.requiresFaceSign)
|
|
faceSign.AppendLine(", half FaceSign : VFACE");
|
|
|
|
var res = subShaderTemplate.Replace("${Interpolators}", vertexOutputStruct.ToString());
|
|
res = res.Replace("${VertexShader}", vertexShader.ToString());
|
|
res = res.Replace("${FaceSign}", faceSign.ToString());
|
|
res = res.Replace("${LocalPixelShader}", pixelShader.ToString());
|
|
res = res.Replace("${SurfaceInputs}", pixelShaderSurfaceInputs.ToString());
|
|
res = res.Replace("${SurfaceOutputRemap}", pixelShaderSurfaceRemap.ToString());
|
|
return res;
|
|
}
|
|
|
|
public static SurfaceMaterialOptions GetMaterialOptions(SurfaceType surfaceType, AlphaMode alphaMode, bool twoSided)
|
|
{
|
|
var materialOptions = new SurfaceMaterialOptions();
|
|
switch (surfaceType)
|
|
{
|
|
case SurfaceType.Opaque:
|
|
materialOptions.srcBlend = SurfaceMaterialOptions.BlendMode.One;
|
|
materialOptions.dstBlend = SurfaceMaterialOptions.BlendMode.Zero;
|
|
materialOptions.cullMode = twoSided ? SurfaceMaterialOptions.CullMode.Off : SurfaceMaterialOptions.CullMode.Back;
|
|
materialOptions.zTest = SurfaceMaterialOptions.ZTest.LEqual;
|
|
materialOptions.zWrite = SurfaceMaterialOptions.ZWrite.On;
|
|
materialOptions.renderQueue = SurfaceMaterialOptions.RenderQueue.Geometry;
|
|
materialOptions.renderType = SurfaceMaterialOptions.RenderType.Opaque;
|
|
break;
|
|
case SurfaceType.Transparent:
|
|
switch (alphaMode)
|
|
{
|
|
case AlphaMode.Alpha:
|
|
materialOptions.srcBlend = SurfaceMaterialOptions.BlendMode.SrcAlpha;
|
|
materialOptions.dstBlend = SurfaceMaterialOptions.BlendMode.OneMinusSrcAlpha;
|
|
materialOptions.cullMode = twoSided ? SurfaceMaterialOptions.CullMode.Off : SurfaceMaterialOptions.CullMode.Back;
|
|
materialOptions.zTest = SurfaceMaterialOptions.ZTest.LEqual;
|
|
materialOptions.zWrite = SurfaceMaterialOptions.ZWrite.Off;
|
|
materialOptions.renderQueue = SurfaceMaterialOptions.RenderQueue.Transparent;
|
|
materialOptions.renderType = SurfaceMaterialOptions.RenderType.Transparent;
|
|
break;
|
|
case AlphaMode.Premultiply:
|
|
materialOptions.srcBlend = SurfaceMaterialOptions.BlendMode.One;
|
|
materialOptions.dstBlend = SurfaceMaterialOptions.BlendMode.OneMinusSrcAlpha;
|
|
materialOptions.cullMode = twoSided ? SurfaceMaterialOptions.CullMode.Off : SurfaceMaterialOptions.CullMode.Back;
|
|
materialOptions.zTest = SurfaceMaterialOptions.ZTest.LEqual;
|
|
materialOptions.zWrite = SurfaceMaterialOptions.ZWrite.Off;
|
|
materialOptions.renderQueue = SurfaceMaterialOptions.RenderQueue.Transparent;
|
|
materialOptions.renderType = SurfaceMaterialOptions.RenderType.Transparent;
|
|
break;
|
|
case AlphaMode.Additive:
|
|
materialOptions.srcBlend = SurfaceMaterialOptions.BlendMode.One;
|
|
materialOptions.dstBlend = SurfaceMaterialOptions.BlendMode.One;
|
|
materialOptions.cullMode = twoSided ? SurfaceMaterialOptions.CullMode.Off : SurfaceMaterialOptions.CullMode.Back;
|
|
materialOptions.zTest = SurfaceMaterialOptions.ZTest.LEqual;
|
|
materialOptions.zWrite = SurfaceMaterialOptions.ZWrite.Off;
|
|
materialOptions.renderQueue = SurfaceMaterialOptions.RenderQueue.Transparent;
|
|
materialOptions.renderType = SurfaceMaterialOptions.RenderType.Transparent;
|
|
break;
|
|
case AlphaMode.Multiply:
|
|
materialOptions.srcBlend = SurfaceMaterialOptions.BlendMode.DstColor;
|
|
materialOptions.dstBlend = SurfaceMaterialOptions.BlendMode.Zero;
|
|
materialOptions.cullMode = twoSided ? SurfaceMaterialOptions.CullMode.Off : SurfaceMaterialOptions.CullMode.Back;
|
|
materialOptions.zTest = SurfaceMaterialOptions.ZTest.LEqual;
|
|
materialOptions.zWrite = SurfaceMaterialOptions.ZWrite.Off;
|
|
materialOptions.renderQueue = SurfaceMaterialOptions.RenderQueue.Transparent;
|
|
materialOptions.renderType = SurfaceMaterialOptions.RenderType.Transparent;
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
|
|
return materialOptions;
|
|
}
|
|
|
|
private const string subShaderTemplate = @"
|
|
SubShader
|
|
{
|
|
Tags { ""RenderType""=""Opaque"" }
|
|
LOD 100
|
|
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
struct GraphVertexOutput
|
|
{
|
|
float4 position : POSITION;
|
|
${Interpolators}
|
|
};
|
|
|
|
GraphVertexOutput vert (GraphVertexInput v)
|
|
{
|
|
v = PopulateVertexData(v);
|
|
|
|
GraphVertexOutput o;
|
|
float3 positionWS = TransformObjectToWorld(v.vertex);
|
|
o.position = TransformWorldToHClip(positionWS);
|
|
${VertexShader}
|
|
return o;
|
|
}
|
|
|
|
float4 frag (GraphVertexOutput IN ${FaceSign}) : SV_Target
|
|
{
|
|
${LocalPixelShader}
|
|
SurfaceDescriptionInputs surfaceInput = (SurfaceDescriptionInputs)0;;
|
|
${SurfaceInputs}
|
|
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
|
|
${SurfaceOutputRemap}
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}";
|
|
}
|
|
}
|