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346 行
11 KiB
346 行
11 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine.Graphing;
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namespace UnityEngine.MaterialGraph
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{
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[Title("Sub-graph/Sub-graph Node")]
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public class SubGraphNode : AbstractMaterialNode
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, IGeneratesBodyCode
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, IGeneratesFunction
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, IOnAssetEnabled
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, IMayRequireNormal
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, IMayRequireTangent
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, IMayRequireBitangent
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, IMayRequireMeshUV
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, IMayRequireScreenPosition
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, IMayRequireViewDirection
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, IMayRequireWorldPosition
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, IMayRequireVertexColor
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{
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[SerializeField]
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private string m_SerializedSubGraph = string.Empty;
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[Serializable]
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private class SubGraphHelper
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{
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public MaterialSubGraphAsset subGraph;
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}
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#if UNITY_EDITOR
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public MaterialSubGraphAsset subGraphAsset
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{
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get
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{
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if (string.IsNullOrEmpty(m_SerializedSubGraph))
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return null;
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var helper = new SubGraphHelper();
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EditorJsonUtility.FromJsonOverwrite(m_SerializedSubGraph, helper);
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return helper.subGraph;
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}
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set
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{
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if (subGraphAsset == value)
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return;
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var helper = new SubGraphHelper();
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helper.subGraph = value;
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m_SerializedSubGraph = EditorJsonUtility.ToJson(helper, true);
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OnEnable();
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if (onModified != null)
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onModified(this, ModificationScope.Graph);
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}
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}
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/*
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// SAVED FOR LATER
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if (serializedVersion<kCurrentSerializedVersion)
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DoUpgrade();
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[SerializeField]
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private string m_SubGraphAssetGuid;
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[SerializeField]
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private int serializedVersion = 0;
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const int kCurrentSerializedVersion = 1;
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private void DoUpgrade()
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{
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var helper = new SubGraphHelper();
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if (string.IsNullOrEmpty(m_SubGraphAssetGuid))
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helper.subGraph = null;
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var path = AssetDatabase.GUIDToAssetPath(m_SubGraphAssetGuid);
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if (string.IsNullOrEmpty(path))
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helper.subGraph = null;
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helper.subGraph = AssetDatabase.LoadAssetAtPath<MaterialSubGraphAsset>(path);
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m_SerializedSubGraph = EditorJsonUtility.ToJson(helper, true);
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serializedVersion = kCurrentSerializedVersion;
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m_SubGraphAssetGuid = string.Empty;
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mark dirty damn
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}*/
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#else
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public MaterialSubGraphAsset subGraphAsset {get; set; }
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#endif
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private SubGraph subGraph
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{
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get
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{
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if (subGraphAsset == null)
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return null;
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return subGraphAsset.subGraph;
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}
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}
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public override bool hasPreview
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{
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get { return subGraphAsset != null; }
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}
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public override PreviewMode previewMode
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{
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get
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{
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if (subGraphAsset == null)
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return PreviewMode.Preview2D;
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return PreviewMode.Preview3D;
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}
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}
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public SubGraphNode()
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{
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name = "SubGraph";
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}
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public void OnEnable()
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{
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var validNames = new List<int>();
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if (subGraphAsset == null)
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{
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RemoveSlotsNameNotMatching(validNames);
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return;
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}
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var subGraphInputNode = subGraphAsset.subGraph.inputNode;
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foreach (var slot in subGraphInputNode.GetOutputSlots<MaterialSlot>())
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{
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AddSlot(new MaterialSlot(slot.id, slot.displayName, slot.shaderOutputName, SlotType.Input, slot.valueType, slot.defaultValue));
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validNames.Add(slot.id);
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}
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var subGraphOutputNode = subGraphAsset.subGraph.outputNode;
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foreach (var slot in subGraphOutputNode.GetInputSlots<MaterialSlot>())
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{
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AddSlot(new MaterialSlot(slot.id, slot.displayName, slot.shaderOutputName, SlotType.Output, slot.valueType, slot.defaultValue));
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validNames.Add(slot.id);
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}
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RemoveSlotsNameNotMatching(validNames);
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}
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public void GenerateNodeCode(ShaderGenerator shaderBodyVisitor, GenerationMode generationMode)
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{
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if (subGraphAsset == null)
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return;
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var outputString = new ShaderGenerator();
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outputString.AddShaderChunk("// Subgraph for node " + GetVariableNameForNode(), false);
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// Step 1...
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// find out which output slots are actually used
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//TODO: Be smarter about this and only output ones that are actually USED, not just connected
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//var validOutputSlots = NodeUtils.GetSlotsThatOutputToNodeRecurse(this, (graph as BaseMaterialGraph).masterNode);
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foreach (var slot in GetOutputSlots<MaterialSlot>())
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{
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var outDimension = ConvertConcreteSlotValueTypeToString(slot.concreteValueType);
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outputString.AddShaderChunk(
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"float"
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+ outDimension
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+ " "
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+ GetVariableNameForSlot(slot.id)
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+ " = 0;", false);
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}
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// Step 2...
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// Go into the subgraph
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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// Step 3...
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// For each input that is used and connects through we want to generate code.
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// First we assign the input variables to the subgraph
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var subGraphInputNode = subGraphAsset.subGraph.inputNode;
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foreach (var slot in GetInputSlots<MaterialSlot>())
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{
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var varName = subGraphInputNode.GetVariableNameForSlot(slot.id);
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var varValue = GetSlotValue(slot.id, GenerationMode.ForReals);
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var outDimension = ConvertConcreteSlotValueTypeToString(slot.concreteValueType);
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outputString.AddShaderChunk(
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"float"
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+ outDimension
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+ " "
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+ varName
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+ " = "
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+ varValue
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+ ";", false);
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}
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// Step 4...
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// Using the inputs we can now generate the shader body :)
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var bodyGenerator = new ShaderGenerator();
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subGraph.GenerateNodeCode(bodyGenerator, GenerationMode.ForReals);
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var subGraphOutputNode = subGraphAsset.subGraph.outputNode;
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outputString.AddShaderChunk(bodyGenerator.GetShaderString(0), false);
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// Step 5...
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// Copy the outputs to the parent context name);
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foreach (var slot in GetOutputSlots<MaterialSlot>())
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{
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var inputValue = subGraphOutputNode.GetSlotValue(slot.id, GenerationMode.ForReals);
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outputString.AddShaderChunk(
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GetVariableNameForSlot(slot.id)
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+ " = "
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+ inputValue
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+ ";", false);
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}
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outputString.Deindent();
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outputString.AddShaderChunk("}", false);
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outputString.AddShaderChunk("// Subgraph ends", false);
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shaderBodyVisitor.AddShaderChunk(outputString.GetShaderString(0), true);
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}
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public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
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{
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base.GeneratePropertyBlock(visitor, generationMode);
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if (subGraph == null)
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return;
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subGraph.GeneratePropertyBlock(visitor, GenerationMode.ForReals);
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}
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public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
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{
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base.GeneratePropertyUsages(visitor, generationMode);
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if (subGraph == null)
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return;
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subGraph.GeneratePropertyUsages(visitor, GenerationMode.ForReals);
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}
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public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
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{
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base.CollectPreviewMaterialProperties(properties);
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if (subGraph == null)
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return;
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properties.AddRange(subGraph.GetPreviewProperties());
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}
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public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
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{
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if (subGraph == null)
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return;
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subGraph.GenerateNodeFunction(visitor, GenerationMode.ForReals);
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}
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public void GenerateVertexShaderBlock(ShaderGenerator visitor, GenerationMode generationMode)
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{
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if (subGraph == null)
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return;
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subGraph.GenerateVertexShaderBlock(visitor, GenerationMode.ForReals);
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}
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public void GenerateVertexToFragmentBlock(ShaderGenerator visitor, GenerationMode generationMode)
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{
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if (subGraph == null)
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return;
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subGraph.GenerateVertexToFragmentBlock(visitor, GenerationMode.ForReals);
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}
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public bool RequiresNormal()
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{
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if (subGraph == null)
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return false;
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return subGraph.activeNodes.OfType<IMayRequireNormal>().Any(x => x.RequiresNormal());
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}
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public bool RequiresMeshUV(int index)
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{
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if (subGraph == null)
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return false;
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return subGraph.activeNodes.OfType<IMayRequireMeshUV>().Any(x => x.RequiresMeshUV(index));
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}
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public bool RequiresScreenPosition()
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{
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if (subGraph == null)
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return false;
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return subGraph.activeNodes.OfType<IMayRequireScreenPosition>().Any(x => x.RequiresScreenPosition());
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}
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public bool RequiresViewDirection()
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{
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if (subGraph == null)
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return false;
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return subGraph.activeNodes.OfType<IMayRequireViewDirection>().Any(x => x.RequiresViewDirection());
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}
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public bool RequiresWorldPosition()
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{
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if (subGraph == null)
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return false;
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return subGraph.activeNodes.OfType<IMayRequireWorldPosition>().Any(x => x.RequiresWorldPosition());
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}
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public bool RequiresTangent()
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{
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if (subGraph == null)
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return false;
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return subGraph.activeNodes.OfType<IMayRequireTangent>().Any(x => x.RequiresTangent());
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}
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public bool RequiresBitangent()
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{
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if (subGraph == null)
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return false;
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return subGraph.activeNodes.OfType<IMayRequireBitangent>().Any(x => x.RequiresBitangent());
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}
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public bool RequiresVertexColor()
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{
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if (subGraph == null)
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return false;
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return subGraph.activeNodes.OfType<IMayRequireVertexColor>().Any(x => x.RequiresVertexColor());
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}
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}
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}
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