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190 行
6.5 KiB

using System;
using System.Linq;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEditor.Graphing;
using UnityEditor.Graphs;
namespace UnityEditor.ShaderGraph
{
[Title("Utility", "Sub-graph")]
public class SubGraphNode : AbstractSubGraphNode
, IGeneratesBodyCode
, IOnAssetEnabled
{
[SerializeField]
private string m_SerializedSubGraph = string.Empty;
[Serializable]
private class SubGraphHelper
{
public MaterialSubGraphAsset subGraph;
}
protected override AbstractSubGraph referencedGraph
{
get
{
if (subGraphAsset == null)
return null;
return subGraphAsset.subGraph;
}
}
#if UNITY_EDITOR
public MaterialSubGraphAsset subGraphAsset
{
get
{
if (string.IsNullOrEmpty(m_SerializedSubGraph))
return null;
var helper = new SubGraphHelper();
EditorJsonUtility.FromJsonOverwrite(m_SerializedSubGraph, helper);
return helper.subGraph;
}
set
{
if (subGraphAsset == value)
return;
var helper = new SubGraphHelper();
helper.subGraph = value;
m_SerializedSubGraph = EditorJsonUtility.ToJson(helper, true);
UpdateSlots();
if (onModified != null)
onModified(this, ModificationScope.Topological);
}
}
#else
public MaterialSubGraphAsset subGraphAsset {get; set; }
#endif
public override INode outputNode
{
get
{
if (subGraphAsset != null && subGraphAsset.subGraph != null)
return subGraphAsset.subGraph.outputNode;
return null;
}
}
public SubGraphNode()
{
name = "Sub-graph";
}
public void GenerateNodeCode(ShaderGenerator shaderBodyVisitor, GenerationMode generationMode)
{
if (referencedGraph == null)
return;
var outputString = new ShaderGenerator();
outputString.AddShaderChunk("// Subgraph for node " + GetVariableNameForNode(), false);
// Step 1...
// find out which output slots are actually used
//var validOutputSlots = NodeUtils.GetSlotsThatOutputToNodeRecurse(this, (graph as BaseMaterialGraph).masterNode);
s_TempSlots.Clear();
GetOutputSlots(s_TempSlots);
foreach (var slot in s_TempSlots)
{
var outDimension = ConvertConcreteSlotValueTypeToString(precision, slot.concreteValueType);
outputString.AddShaderChunk(string.Format("{0} {1} = 0;", outDimension, GetVariableNameForSlot(slot.id)), false);
}
// Step 2...
// Go into the subgraph
outputString.AddShaderChunk("{", false);
outputString.Indent();
// Step 3...
// For each input that is used and connects through we want to generate code.
// First we assign the input variables to the subgraph
// we do this by renaming the properties to be the names of where the variables come from
// weird, but works.
var sSubGraph = SerializationHelper.Serialize(subGraphAsset.subGraph);
var dSubGraph = SerializationHelper.Deserialize<SubGraph>(sSubGraph, null);
var subGraphInputs = dSubGraph.properties;
var propertyGen = new PropertyCollector();
dSubGraph.CollectShaderProperties(propertyGen, GenerationMode.ForReals);
foreach (var prop in subGraphInputs)
{
var inSlotId = prop.guid.GetHashCode();
var inSlot = FindInputSlot<MaterialSlot>(inSlotId);
var edges = owner.GetEdges(inSlot.slotReference).ToArray();
string varValue = inSlot.GetDefaultValue(generationMode);
if (edges.Any())
{
var fromSocketRef = edges[0].outputSlot;
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(fromSocketRef.nodeGuid);
if (fromNode != null)
{
var slot = fromNode.FindOutputSlot<MaterialSlot>(fromSocketRef.slotId);
if (slot != null)
prop.overrideReferenceName = fromNode.GetSlotValue(slot.id, generationMode);
}
}
else if (inSlot is Texture2DInputMaterialSlot)
{
prop.overrideReferenceName = ((Texture2DInputMaterialSlot)inSlot).GetDefaultValue(generationMode);
}
else
{
var varName = prop.referenceName;
outputString.AddShaderChunk(
ConvertConcreteSlotValueTypeToString(precision, inSlot.concreteValueType)
+ " "
+ varName
+ " = "
+ varValue
+ ";", false);
}
}
// Step 4...
// Using the inputs we can now generate the shader body :)
var bodyGenerator = new ShaderGenerator();
dSubGraph.GenerateNodeCode(bodyGenerator, GenerationMode.ForReals);
var subGraphOutputNode = dSubGraph.outputNode;
outputString.AddShaderChunk(bodyGenerator.GetShaderString(0), false);
// Step 5...
// Copy the outputs to the parent context name);
s_TempSlots.Clear();
GetOutputSlots(s_TempSlots);
foreach (var slot in s_TempSlots)
{
var inputValue = subGraphOutputNode.GetSlotValue(slot.id, GenerationMode.ForReals);
outputString.AddShaderChunk(
GetVariableNameForSlot(slot.id)
+ " = "
+ inputValue
+ ";", false);
}
outputString.Deindent();
outputString.AddShaderChunk("}", false);
outputString.AddShaderChunk("// Subgraph ends", false);
shaderBodyVisitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
public void OnEnable()
{
UpdateSlots();
}
}
}