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588 行
27 KiB
588 行
27 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.Graphing.Util;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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public abstract class AbstractMaterialGraph : SerializableGraph, IGenerateProperties
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{
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[NonSerialized]
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List<IShaderProperty> m_Properties = new List<IShaderProperty>();
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[SerializeField]
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List<SerializationHelper.JSONSerializedElement> m_SerializedProperties = new List<SerializationHelper.JSONSerializedElement>();
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[NonSerialized]
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List<IShaderProperty> m_AddedProperties = new List<IShaderProperty>();
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[NonSerialized]
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List<Guid> m_RemovedProperties = new List<Guid>();
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public IEnumerable<IShaderProperty> properties
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{
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get { return m_Properties; }
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}
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public IEnumerable<IShaderProperty> addedProperties
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{
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get { return m_AddedProperties; }
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}
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public IEnumerable<Guid> removedProperties
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{
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get { return m_RemovedProperties; }
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}
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public override void ClearChanges()
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{
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base.ClearChanges();
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m_AddedProperties.Clear();
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m_RemovedProperties.Clear();
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}
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public override void AddNode(INode node)
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{
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if (node is AbstractMaterialNode)
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{
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base.AddNode(node);
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}
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else
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{
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Debug.LogWarningFormat("Trying to add node {0} to Material graph, but it is not a {1}", node, typeof(AbstractMaterialNode));
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}
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}
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public virtual void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode)
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{
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foreach (var prop in properties)
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collector.AddShaderProperty(prop);
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}
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public virtual void AddShaderProperty(IShaderProperty property)
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{
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if (property == null)
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return;
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if (m_Properties.Contains(property))
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return;
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m_Properties.Add(property);
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m_AddedProperties.Add(property);
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}
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public void RemoveShaderProperty(Guid guid)
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{
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RemoveShaderPropertyNoValidate(guid);
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ValidateGraph();
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}
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void RemoveShaderPropertyNoValidate(Guid guid)
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{
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if (m_Properties.RemoveAll(x => x.guid == guid) > 0)
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m_RemovedProperties.Add(guid);
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}
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public void ReplacePropertyNodeWithConcreteNode(PropertyNode propertyNode)
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{
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var property = properties.FirstOrDefault(x => x.guid == propertyNode.propertyGuid);
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if (property != null)
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{
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AbstractMaterialNode node = null;
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int slotId = -1;
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if (property is FloatShaderProperty)
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{
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var createdNode = new Vector1Node();
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createdNode.value = ((FloatShaderProperty) property).value;
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slotId = Vector1Node.OutputSlotId;
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node = createdNode;
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}
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else if (property is Vector2ShaderProperty)
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{
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var createdNode = new Vector2Node();
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createdNode.value = ((Vector2ShaderProperty) property).value;
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slotId = Vector2Node.OutputSlotId;
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node = createdNode;
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}
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else if (property is Vector3ShaderProperty)
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{
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var createdNode = new Vector3Node();
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createdNode.value = ((Vector3ShaderProperty) property).value;
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slotId = Vector3Node.OutputSlotId;
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node = createdNode;
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}
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else if (property is Vector4ShaderProperty)
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{
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var createdNode = new Vector4Node();
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createdNode.value = ((Vector4ShaderProperty) property).value;
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slotId = Vector4Node.OutputSlotId;
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node = createdNode;
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}
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else if (property is ColorShaderProperty)
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{
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var createdNode = new ColorNode();
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createdNode.color = ((ColorShaderProperty) property).value;
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slotId = ColorNode.OutputSlotId;
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node = createdNode;
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}
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if (node == null)
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return;
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var slot = propertyNode.FindOutputSlot<MaterialSlot>(PropertyNode.OutputSlotId);
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node.drawState = propertyNode.drawState;
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AddNodeNoValidate(node);
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foreach (var edge in GetEdges(slot.slotReference).ToArray())
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ConnectNoValidate(node.GetSlotReference(slotId), edge.inputSlot);
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RemoveNodeNoValidate(propertyNode);
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}
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}
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public override void ValidateGraph()
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{
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var propertyNodes = GetNodes<PropertyNode>().Where(n => !m_Properties.Any(p => p.guid == n.propertyGuid)).ToArray();
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foreach (var pNode in propertyNodes)
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ReplacePropertyNodeWithConcreteNode(pNode);
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base.ValidateGraph();
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}
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public override Dictionary<SerializationHelper.TypeSerializationInfo, SerializationHelper.TypeSerializationInfo> GetLegacyTypeRemapping()
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{
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var result = base.GetLegacyTypeRemapping();
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var viewNode = new SerializationHelper.TypeSerializationInfo
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{
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fullName = "UnityEngine.MaterialGraph.ViewDirectionNode"
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};
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result[viewNode] = SerializationHelper.GetTypeSerializableAsString(typeof(ViewDirectionNode));
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var normalNode = new SerializationHelper.TypeSerializationInfo
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{
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fullName = "UnityEngine.MaterialGraph.NormalNode"
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};
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result[normalNode] = SerializationHelper.GetTypeSerializableAsString(typeof(NormalVectorNode));
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var worldPosNode = new SerializationHelper.TypeSerializationInfo
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{
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fullName = "UnityEngine.MaterialGraph.WorldPosNode"
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};
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result[worldPosNode] = SerializationHelper.GetTypeSerializableAsString(typeof(PositionNode));
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return result;
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}
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public override void ReplaceWith(IGraph other)
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{
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var otherMG = other as AbstractMaterialGraph;
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if (otherMG != null)
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{
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using (var removedPropertiesPooledObject = ListPool<Guid>.GetDisposable())
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{
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var removedPropertyGuids = removedPropertiesPooledObject.value;
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foreach (var property in m_Properties)
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removedPropertyGuids.Add(property.guid);
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foreach (var propertyGuid in removedPropertyGuids)
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RemoveShaderPropertyNoValidate(propertyGuid);
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}
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foreach (var otherProperty in otherMG.properties)
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{
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if (!properties.Any(p => p.guid == otherProperty.guid))
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AddShaderProperty(otherProperty);
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}
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}
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base.ReplaceWith(other);
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}
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public override void OnBeforeSerialize()
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{
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base.OnBeforeSerialize();
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m_SerializedProperties = SerializationHelper.Serialize<IShaderProperty>(m_Properties);
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}
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public override void OnAfterDeserialize()
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{
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// have to deserialize 'globals' before nodes
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m_Properties = SerializationHelper.Deserialize<IShaderProperty>(m_SerializedProperties, null);
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base.OnAfterDeserialize();
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}
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protected static ShaderGraphRequirements GetRequirements(List<INode> nodes)
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{
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NeededCoordinateSpace requiresNormal = nodes.OfType<IMayRequireNormal>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresNormal());
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NeededCoordinateSpace requiresBitangent = nodes.OfType<IMayRequireBitangent>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresBitangent());
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NeededCoordinateSpace requiresTangent = nodes.OfType<IMayRequireTangent>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresTangent());
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NeededCoordinateSpace requiresViewDir = nodes.OfType<IMayRequireViewDirection>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresViewDirection());
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NeededCoordinateSpace requiresPosition = nodes.OfType<IMayRequirePosition>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresPosition());
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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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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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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.Object;
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requiresNormal |= NeededCoordinateSpace.Object;
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requiresTangent |= NeededCoordinateSpace.Object;
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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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requiresMeshUVs = meshUV
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};
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return reqs;
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}
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public string GetPreviewShader(AbstractMaterialNode node, out PreviewMode previewMode)
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{
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List<PropertyCollector.TextureInfo> configuredTextures;
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FloatShaderProperty outputIdProperty;
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return GetShader(node, GenerationMode.Preview, string.Format("hidden/preview/{0}", node.GetVariableNameForNode()), out configuredTextures, out previewMode, out outputIdProperty);
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}
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public string GetUberPreviewShader(Dictionary<Guid, int> ids, out FloatShaderProperty outputIdProperty)
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{
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List<PropertyCollector.TextureInfo> configuredTextures;
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PreviewMode previewMode;
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return GetShader(null, GenerationMode.Preview, "hidden/preview", out configuredTextures, out previewMode, out outputIdProperty, ids);
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}
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protected static void GenerateSurfaceDescriptionStruct(ShaderGenerator surfaceDescriptionStruct, List<MaterialSlot> slots, bool isMaster)
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{
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surfaceDescriptionStruct.AddShaderChunk("struct SurfaceDescription{", false);
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surfaceDescriptionStruct.Indent();
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if (isMaster)
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{
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foreach (var slot in slots)
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{
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if (slot.isInputSlot)
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surfaceDescriptionStruct.AddShaderChunk(string.Format("{0} {1};", AbstractMaterialNode.ConvertConcreteSlotValueTypeToString(AbstractMaterialNode.OutputPrecision.@float, slot.concreteValueType), slot.shaderOutputName), false);
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else
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surfaceDescriptionStruct.AddShaderChunk(string.Format("{0} {1};", AbstractMaterialNode.ConvertConcreteSlotValueTypeToString(AbstractMaterialNode.OutputPrecision.@float, slot.concreteValueType), ((AbstractMaterialNode) slot.owner).GetVariableNameForSlot(slot.id)), false);
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}
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surfaceDescriptionStruct.Deindent();
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surfaceDescriptionStruct.AddShaderChunk("};", false);
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surfaceDescriptionStruct.AddShaderChunk("void ScaleSurfaceDescription(inout SurfaceDescription surface, float scale){", false);
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surfaceDescriptionStruct.Indent();
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foreach (var slot in slots)
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{
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if (slot.isInputSlot)
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surfaceDescriptionStruct.AddShaderChunk(string.Format("surface.{0} = scale * surface.{0};", slot.shaderOutputName), false);
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else
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surfaceDescriptionStruct.AddShaderChunk(string.Format("surface.{0} = scale * surface.{0};", ((AbstractMaterialNode) slot.owner).GetVariableNameForSlot(slot.id)), false);
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}
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surfaceDescriptionStruct.Deindent();
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surfaceDescriptionStruct.AddShaderChunk("};", false);
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surfaceDescriptionStruct.AddShaderChunk("void AddSurfaceDescription(inout SurfaceDescription base, in SurfaceDescription add){", false);
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surfaceDescriptionStruct.Indent();
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foreach (var slot in slots)
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{
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if (slot.isInputSlot)
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surfaceDescriptionStruct.AddShaderChunk(string.Format("base.{0} = base.{0} + add.{0};", slot.shaderOutputName), false);
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else
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surfaceDescriptionStruct.AddShaderChunk(string.Format("base.{0} = base.{0} + add.{0};", ((AbstractMaterialNode) slot.owner).GetVariableNameForSlot(slot.id)), false);
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}
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}
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else
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{
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surfaceDescriptionStruct.AddShaderChunk("float4 PreviewOutput;", false);
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}
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surfaceDescriptionStruct.Deindent();
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surfaceDescriptionStruct.AddShaderChunk("};", false);
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}
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protected static void GenerateSurfaceDescription(
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List<INode> activeNodeList,
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AbstractMaterialNode masterNode,
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AbstractMaterialGraph graph,
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ShaderGenerator surfaceDescriptionFunction,
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ShaderGenerator shaderFunctionVisitor,
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PropertyCollector shaderProperties,
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ShaderGraphRequirements requirements,
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GenerationMode mode,
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string functionName = "PopulateSurfaceData",
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string surfaceDescriptionName = "SurfaceDescription",
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FloatShaderProperty outputIdProperty = null,
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Dictionary<Guid, int> ids = null)
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{
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if (graph == null)
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return;
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surfaceDescriptionFunction.AddShaderChunk(string.Format("{0} {1}(SurfaceInputs IN) {{", surfaceDescriptionName, functionName), false);
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surfaceDescriptionFunction.Indent();
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surfaceDescriptionFunction.AddShaderChunk(string.Format("{0} surface = ({0})0;", surfaceDescriptionName), false);
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foreach (CoordinateSpace space in Enum.GetValues(typeof(CoordinateSpace)))
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{
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var neededCoordinateSpace = space.ToNeededCoordinateSpace();
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if ((requirements.requiresNormal & neededCoordinateSpace) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", space.ToVariableName(InterpolatorType.Normal)), false);
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if ((requirements.requiresTangent & neededCoordinateSpace) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", space.ToVariableName(InterpolatorType.Tangent)), false);
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if ((requirements.requiresBitangent & neededCoordinateSpace) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", space.ToVariableName(InterpolatorType.BiTangent)), false);
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if ((requirements.requiresViewDir & neededCoordinateSpace) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", space.ToVariableName(InterpolatorType.ViewDirection)), false);
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if ((requirements.requiresPosition & neededCoordinateSpace) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", space.ToVariableName(InterpolatorType.Position)), false);
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}
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if (requirements.requiresScreenPosition)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float4 {0} = IN.{0};", ShaderGeneratorNames.ScreenPosition), false);
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if (requirements.requiresVertexColor)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float4 {0} = IN.{0};", ShaderGeneratorNames.VertexColor), false);
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foreach (var channel in requirements.requiresMeshUVs.Distinct())
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surfaceDescriptionFunction.AddShaderChunk(string.Format("half4 {0} = IN.{0};", channel.GetUVName()), false);
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graph.CollectShaderProperties(shaderProperties, mode);
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var currentId = -1;
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foreach (var activeNode in activeNodeList.OfType<AbstractMaterialNode>())
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{
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if (activeNode is IGeneratesFunction)
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(activeNode as IGeneratesFunction).GenerateNodeFunction(shaderFunctionVisitor, mode);
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if (activeNode is IGeneratesBodyCode)
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(activeNode as IGeneratesBodyCode).GenerateNodeCode(surfaceDescriptionFunction, mode);
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if (masterNode == null && activeNode.hasPreview)
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{
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var outputSlot = activeNode.GetOutputSlots<MaterialSlot>().FirstOrDefault();
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if (outputSlot != null)
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{
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currentId++;
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ids[activeNode.guid] = currentId;
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surfaceDescriptionFunction.AddShaderChunk(string.Format("if ({0} == {1}) {{ surface.PreviewOutput = {2}; return surface; }}", outputIdProperty.referenceName, currentId, ShaderGenerator.AdaptNodeOutputForPreview(activeNode, outputSlot.id, activeNode.GetVariableNameForSlot(outputSlot.id))), false);
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}
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}
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activeNode.CollectShaderProperties(shaderProperties, mode);
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}
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if (masterNode != null)
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{
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if (masterNode is IMasterNode)
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{
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foreach (var input in masterNode.GetInputSlots<MaterialSlot>())
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{
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var foundEdges = graph.GetEdges(input.slotReference).ToArray();
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if (foundEdges.Any())
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{
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var outputRef = foundEdges[0].outputSlot;
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var fromNode = graph.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid);
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surfaceDescriptionFunction.AddShaderChunk(string.Format("surface.{0} = {1};", input.shaderOutputName, fromNode.GetVariableNameForSlot(outputRef.slotId)), true);
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}
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else
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{
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surfaceDescriptionFunction.AddShaderChunk(string.Format("surface.{0} = {1};", input.shaderOutputName, input.GetDefaultValue(mode)), true);
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}
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}
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}
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else if (masterNode.hasPreview)
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{
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foreach (var slot in masterNode.GetOutputSlots<MaterialSlot>())
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surfaceDescriptionFunction.AddShaderChunk(string.Format("surface.{0} = {0};", masterNode.GetVariableNameForSlot(slot.id)), true);
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}
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}
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surfaceDescriptionFunction.AddShaderChunk("return surface;", false);
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surfaceDescriptionFunction.Deindent();
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surfaceDescriptionFunction.AddShaderChunk("}", false);
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}
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static void Visit(List<INode> outputList, Dictionary<Guid, INode> unmarkedNodes, INode node)
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{
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if (!unmarkedNodes.ContainsKey(node.guid))
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return;
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foreach (var slot in node.GetInputSlots<ISlot>())
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{
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foreach (var edge in node.owner.GetEdges(slot.slotReference))
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{
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var inputNode = node.owner.GetNodeFromGuid(edge.outputSlot.nodeGuid);
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Visit(outputList, unmarkedNodes, inputNode);
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}
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}
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unmarkedNodes.Remove(node.guid);
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outputList.Add(node);
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}
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public string GetShader(AbstractMaterialNode node, GenerationMode mode, string name, out List<PropertyCollector.TextureInfo> configuredTextures, out PreviewMode previewMode, out FloatShaderProperty outputIdProperty, Dictionary<Guid, int> ids = null)
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{
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bool isUber = node == null;
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var vertexShader = new ShaderGenerator();
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var surfaceDescriptionFunction = new ShaderGenerator();
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var surfaceDescriptionStruct = new ShaderGenerator();
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var shaderFunctionVisitor = new ShaderGenerator();
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var surfaceInputs = new ShaderGenerator();
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var graphVertexInput = @"
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struct GraphVertexInput
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR;
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float4 texcoord0 : TEXCOORD0;
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float4 lightmapUV : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};";
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surfaceInputs.AddShaderChunk("struct SurfaceInputs{", false);
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surfaceInputs.Indent();
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var activeNodeList = ListPool<INode>.Get();
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if (isUber)
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{
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var unmarkedNodes = GetNodes<INode>().Where(x => !(x is IMasterNode)).ToDictionary(x => x.guid);
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while (unmarkedNodes.Any())
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{
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var unmarkedNode = unmarkedNodes.FirstOrDefault();
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Visit(activeNodeList, unmarkedNodes, unmarkedNode.Value);
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}
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}
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else
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{
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NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, node);
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}
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var requirements = GetRequirements(activeNodeList);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresNormal, InterpolatorType.Normal, surfaceInputs);
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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);
|
|
|
|
if (requirements.requiresVertexColor)
|
|
surfaceInputs.AddShaderChunk(string.Format("float4 {0};", ShaderGeneratorNames.VertexColor), false);
|
|
|
|
if (requirements.requiresScreenPosition)
|
|
surfaceInputs.AddShaderChunk(string.Format("float4 {0};", ShaderGeneratorNames.ScreenPosition), false);
|
|
|
|
previewMode = PreviewMode.Preview3D;
|
|
if (!isUber)
|
|
{
|
|
foreach (var pNode in activeNodeList.OfType<AbstractMaterialNode>())
|
|
{
|
|
if (pNode.previewMode == PreviewMode.Preview3D)
|
|
{
|
|
previewMode = PreviewMode.Preview3D;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (var channel in requirements.requiresMeshUVs.Distinct())
|
|
surfaceInputs.AddShaderChunk(string.Format("half4 {0};", channel.GetUVName()), false);
|
|
|
|
surfaceInputs.Deindent();
|
|
surfaceInputs.AddShaderChunk("};", false);
|
|
|
|
vertexShader.AddShaderChunk("GraphVertexInput PopulateVertexData(GraphVertexInput v){", false);
|
|
vertexShader.Indent();
|
|
vertexShader.AddShaderChunk("return v;", false);
|
|
vertexShader.Deindent();
|
|
vertexShader.AddShaderChunk("}", false);
|
|
|
|
var slots = new List<MaterialSlot>();
|
|
foreach (var activeNode in isUber ? activeNodeList.Where(n => ((AbstractMaterialNode)n).hasPreview) : ((INode)node).ToEnumerable())
|
|
{
|
|
if (activeNode is IMasterNode)
|
|
slots.AddRange(activeNode.GetInputSlots<MaterialSlot>());
|
|
else
|
|
slots.AddRange(activeNode.GetOutputSlots<MaterialSlot>());
|
|
}
|
|
GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, !isUber);
|
|
|
|
var shaderProperties = new PropertyCollector();
|
|
outputIdProperty = new FloatShaderProperty
|
|
{
|
|
displayName = "OutputId",
|
|
generatePropertyBlock = false,
|
|
value = -1
|
|
};
|
|
if (isUber)
|
|
shaderProperties.AddShaderProperty(outputIdProperty);
|
|
GenerateSurfaceDescription(
|
|
activeNodeList,
|
|
node,
|
|
this,
|
|
surfaceDescriptionFunction,
|
|
shaderFunctionVisitor,
|
|
shaderProperties,
|
|
requirements,
|
|
mode,
|
|
outputIdProperty: outputIdProperty,
|
|
ids: ids);
|
|
|
|
var finalShader = new ShaderGenerator();
|
|
finalShader.AddShaderChunk(string.Format(@"Shader ""{0}""", name), false);
|
|
finalShader.AddShaderChunk("{", false);
|
|
finalShader.Indent();
|
|
|
|
finalShader.AddShaderChunk("Properties", false);
|
|
finalShader.AddShaderChunk("{", false);
|
|
finalShader.Indent();
|
|
finalShader.AddShaderChunk(shaderProperties.GetPropertiesBlock(2), false);
|
|
finalShader.Deindent();
|
|
finalShader.AddShaderChunk("}", false);
|
|
|
|
finalShader.AddShaderChunk("CGINCLUDE", false);
|
|
finalShader.AddShaderChunk("#include \"UnityCG.cginc\"", false);
|
|
finalShader.AddShaderChunk(shaderFunctionVisitor.GetShaderString(2), false);
|
|
finalShader.AddShaderChunk(graphVertexInput, false);
|
|
finalShader.AddShaderChunk(surfaceInputs.GetShaderString(2), false);
|
|
finalShader.AddShaderChunk(surfaceDescriptionStruct.GetShaderString(2), false);
|
|
finalShader.AddShaderChunk(shaderProperties.GetPropertiesDeclaration(2), false);
|
|
finalShader.AddShaderChunk(vertexShader.GetShaderString(2), false);
|
|
finalShader.AddShaderChunk(surfaceDescriptionFunction.GetShaderString(2), false);
|
|
finalShader.AddShaderChunk("ENDCG", false);
|
|
|
|
var masterNode = node as IMasterNode;
|
|
if (node != null && masterNode != null)
|
|
{
|
|
var subShaders = masterNode.GetSubshader(requirements, null);
|
|
foreach (var ss in subShaders)
|
|
finalShader.AddShaderChunk(ss, false);
|
|
}
|
|
else
|
|
{
|
|
finalShader.AddShaderChunk(ShaderGenerator.GetPreviewSubShader(node, requirements), false);
|
|
}
|
|
ListPool<INode>.Release(activeNodeList);
|
|
|
|
finalShader.Deindent();
|
|
finalShader.AddShaderChunk("}", false);
|
|
configuredTextures = shaderProperties.GetConfiguredTexutres();
|
|
return finalShader.GetShaderString(0);
|
|
}
|
|
}
|
|
}
|