您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
269 行
8.8 KiB
269 行
8.8 KiB
using System;
|
|
using System.Collections.Generic;
|
|
#if UNITY_EDITOR
|
|
using UnityEditor;
|
|
#endif
|
|
using UnityEngine.Graphing;
|
|
|
|
namespace UnityEngine.MaterialGraph
|
|
{
|
|
[Title("Sub-graph/Sub-graph Node")]
|
|
public class SubGraphNode : AbstractMaterialNode
|
|
, IGeneratesBodyCode
|
|
, IGeneratesFunction
|
|
, IGeneratesVertexShaderBlock
|
|
, IGeneratesVertexToFragmentBlock
|
|
, IOnAssetEnabled
|
|
{
|
|
[SerializeField]
|
|
private string m_SerializedSubGraph = string.Empty;
|
|
|
|
[Serializable]
|
|
private class SubGraphHelper
|
|
{
|
|
public MaterialSubGraphAsset 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
|
|
{
|
|
var helper = new SubGraphHelper();
|
|
helper.subGraph = value;
|
|
m_SerializedSubGraph = EditorJsonUtility.ToJson(helper, true);
|
|
OnEnable();
|
|
}
|
|
}
|
|
/*
|
|
// SAVED FOR LATER
|
|
if (serializedVersion<kCurrentSerializedVersion)
|
|
DoUpgrade();
|
|
[SerializeField]
|
|
private string m_SubGraphAssetGuid;
|
|
|
|
[SerializeField]
|
|
private int serializedVersion = 0;
|
|
const int kCurrentSerializedVersion = 1;
|
|
|
|
private void DoUpgrade()
|
|
{
|
|
var helper = new SubGraphHelper();
|
|
if (string.IsNullOrEmpty(m_SubGraphAssetGuid))
|
|
helper.subGraph = null;
|
|
|
|
var path = AssetDatabase.GUIDToAssetPath(m_SubGraphAssetGuid);
|
|
if (string.IsNullOrEmpty(path))
|
|
helper.subGraph = null;
|
|
|
|
helper.subGraph = AssetDatabase.LoadAssetAtPath<MaterialSubGraphAsset>(path);
|
|
|
|
m_SerializedSubGraph = EditorJsonUtility.ToJson(helper, true);
|
|
serializedVersion = kCurrentSerializedVersion;
|
|
m_SubGraphAssetGuid = string.Empty;
|
|
mark dirty damn
|
|
}*/
|
|
#else
|
|
public MaterialSubGraphAsset subGraphAsset {get; set; }
|
|
#endif
|
|
|
|
private SubGraph subGraph
|
|
{
|
|
get
|
|
{
|
|
if (subGraphAsset == null)
|
|
return null;
|
|
|
|
return subGraphAsset.subGraph;
|
|
}
|
|
}
|
|
|
|
public override bool hasPreview
|
|
{
|
|
get { return subGraphAsset != null; }
|
|
}
|
|
|
|
public override PreviewMode previewMode
|
|
{
|
|
get
|
|
{
|
|
if (subGraphAsset == null)
|
|
return PreviewMode.Preview2D;
|
|
|
|
return PreviewMode.Preview3D;
|
|
}
|
|
}
|
|
|
|
public SubGraphNode()
|
|
{
|
|
name = "SubGraph";
|
|
}
|
|
|
|
public void OnEnable()
|
|
{
|
|
var validNames = new List<int>();
|
|
if (subGraphAsset == null)
|
|
{
|
|
RemoveSlotsNameNotMatching(validNames);
|
|
return;
|
|
}
|
|
|
|
var subGraphInputNode = subGraphAsset.subGraph.inputNode;
|
|
foreach (var slot in subGraphInputNode.GetOutputSlots<MaterialSlot>())
|
|
{
|
|
AddSlot(new MaterialSlot(slot.id, slot.displayName, slot.shaderOutputName, SlotType.Input, slot.valueType, slot.defaultValue));
|
|
validNames.Add(slot.id);
|
|
}
|
|
|
|
var subGraphOutputNode = subGraphAsset.subGraph.outputNode;
|
|
foreach (var slot in subGraphOutputNode.GetInputSlots<MaterialSlot>())
|
|
{
|
|
AddSlot(new MaterialSlot(slot.id, slot.displayName, slot.shaderOutputName, SlotType.Output, slot.valueType, slot.defaultValue));
|
|
validNames.Add(slot.id);
|
|
}
|
|
|
|
RemoveSlotsNameNotMatching(validNames);
|
|
}
|
|
|
|
public void GenerateNodeCode(ShaderGenerator shaderBodyVisitor, GenerationMode generationMode)
|
|
{
|
|
if (subGraphAsset == null)
|
|
return;
|
|
|
|
var outputString = new ShaderGenerator();
|
|
outputString.AddShaderChunk("// Subgraph for node " + GetVariableNameForNode(), false);
|
|
|
|
// Step 1...
|
|
// find out which output slots are actually used
|
|
//TODO: Be smarter about this and only output ones that are actually USED, not just connected
|
|
//var validOutputSlots = NodeUtils.GetSlotsThatOutputToNodeRecurse(this, (graph as BaseMaterialGraph).masterNode);
|
|
foreach (var slot in GetOutputSlots<MaterialSlot>())
|
|
{
|
|
var outDimension = ConvertConcreteSlotValueTypeToString(slot.concreteValueType);
|
|
|
|
outputString.AddShaderChunk(
|
|
"float"
|
|
+ outDimension
|
|
+ " "
|
|
+ GetVariableNameForSlot(slot.id)
|
|
+ " = 0;", 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
|
|
var subGraphInputNode = subGraphAsset.subGraph.inputNode;
|
|
|
|
foreach (var slot in GetInputSlots<MaterialSlot>())
|
|
{
|
|
var varName = subGraphInputNode.GetVariableNameForSlot(slot.id);
|
|
var varValue = GetSlotValue(slot.id, GenerationMode.SurfaceShader);
|
|
|
|
var outDimension = ConvertConcreteSlotValueTypeToString(slot.concreteValueType);
|
|
outputString.AddShaderChunk(
|
|
"float"
|
|
+ outDimension
|
|
+ " "
|
|
+ varName
|
|
+ " = "
|
|
+ varValue
|
|
+ ";", false);
|
|
}
|
|
|
|
// Step 4...
|
|
// Using the inputs we can now generate the shader body :)
|
|
var bodyGenerator = new ShaderGenerator();
|
|
subGraph.GenerateNodeCode(bodyGenerator, GenerationMode.SurfaceShader);
|
|
var subGraphOutputNode = subGraphAsset.subGraph.outputNode;
|
|
outputString.AddShaderChunk(bodyGenerator.GetShaderString(0), false);
|
|
|
|
// Step 5...
|
|
// Copy the outputs to the parent context name);
|
|
foreach (var slot in GetOutputSlots<MaterialSlot>())
|
|
{
|
|
var inputValue = subGraphOutputNode.GetSlotValue(slot.id, GenerationMode.SurfaceShader);
|
|
|
|
outputString.AddShaderChunk(
|
|
GetVariableNameForSlot(slot.id)
|
|
+ " = "
|
|
+ inputValue
|
|
+ ";", false);
|
|
}
|
|
|
|
outputString.Deindent();
|
|
outputString.AddShaderChunk("}", false);
|
|
outputString.AddShaderChunk("// Subgraph ends", false);
|
|
|
|
shaderBodyVisitor.AddShaderChunk(outputString.GetShaderString(0), true);
|
|
}
|
|
|
|
public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
|
|
{
|
|
base.GeneratePropertyBlock(visitor, generationMode);
|
|
|
|
if (subGraph == null)
|
|
return;
|
|
|
|
subGraph.GeneratePropertyBlock(visitor, GenerationMode.SurfaceShader);
|
|
}
|
|
|
|
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
|
|
{
|
|
base.GeneratePropertyUsages(visitor, generationMode);
|
|
|
|
if (subGraph == null)
|
|
return;
|
|
|
|
subGraph.GeneratePropertyUsages(visitor, GenerationMode.SurfaceShader);
|
|
}
|
|
|
|
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
|
|
{
|
|
base.CollectPreviewMaterialProperties(properties);
|
|
|
|
if (subGraph == null)
|
|
return;
|
|
|
|
properties.AddRange(subGraph.GetPreviewProperties());
|
|
}
|
|
|
|
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
|
|
{
|
|
if (subGraph == null)
|
|
return;
|
|
|
|
subGraph.GenerateNodeFunction(visitor, GenerationMode.SurfaceShader);
|
|
}
|
|
|
|
public void GenerateVertexShaderBlock(ShaderGenerator visitor, GenerationMode generationMode)
|
|
{
|
|
if (subGraph == null)
|
|
return;
|
|
|
|
subGraph.GenerateVertexShaderBlock(visitor, GenerationMode.SurfaceShader);
|
|
}
|
|
|
|
public void GenerateVertexToFragmentBlock(ShaderGenerator visitor, GenerationMode generationMode)
|
|
{
|
|
if (subGraph == null)
|
|
return;
|
|
|
|
subGraph.GenerateVertexToFragmentBlock(visitor, GenerationMode.SurfaceShader);
|
|
}
|
|
}
|
|
}
|