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129 行
5.2 KiB
129 行
5.2 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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[Title("Master/PBR")]
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public class PBRMasterNode : MasterNode
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{
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public const string AlbedoSlotName = "Albedo";
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public const string NormalSlotName = "Normal";
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public const string EmissionSlotName = "Emission";
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public const string MetallicSlotName = "Metallic";
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public const string SpecularSlotName = "Specular";
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public const string SmoothnessSlotName = "Smoothness";
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public const string OcclusionSlotName = "Occlusion";
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public const string AlphaSlotName = "Alpha";
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public const string VertexOffsetName = "VertexPosition";
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public const int AlbedoSlotId = 0;
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public const int NormalSlotId = 1;
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public const int MetallicSlotId = 2;
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public const int SpecularSlotId = 3;
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public const int EmissionSlotId = 4;
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public const int SmoothnessSlotId = 5;
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public const int OcclusionSlotId = 6;
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public const int AlphaSlotId = 7;
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public enum Model
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{
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Specular,
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Metallic
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}
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[SerializeField]
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private Model m_Model;
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[EnumControl("")]
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public Model model
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{
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get { return m_Model; }
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set
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{
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if (m_Model == value)
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return;
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m_Model = value;
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UpdateNodeAfterDeserialization();
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if (onModified != null)
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{
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onModified(this, ModificationScope.Topological);
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}
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}
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}
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public PBRMasterNode()
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{
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UpdateNodeAfterDeserialization();
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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name = "PBR Master";
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AddSlot(new Vector3MaterialSlot(AlbedoSlotId, AlbedoSlotName, AlbedoSlotName, SlotType.Input, new Vector4(0.5f, 0.5f, 0.5f), ShaderStage.Fragment));
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AddSlot(new Vector3MaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, SlotType.Input, new Vector3(0, 0, 1), ShaderStage.Fragment));
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AddSlot(new Vector3MaterialSlot(EmissionSlotId, EmissionSlotName, EmissionSlotName, SlotType.Input, Vector3.zero, ShaderStage.Fragment));
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AddSlot(new Vector1MaterialSlot(MetallicSlotId, MetallicSlotName, MetallicSlotName, SlotType.Input, 0, ShaderStage.Fragment));
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AddSlot(new Vector3MaterialSlot(SpecularSlotId, SpecularSlotName, SpecularSlotName, SlotType.Input, Vector3.zero, ShaderStage.Fragment));
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AddSlot(new Vector1MaterialSlot(SmoothnessSlotId, SmoothnessSlotName, SmoothnessSlotName, SlotType.Input, 0.5f, ShaderStage.Fragment));
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AddSlot(new Vector1MaterialSlot(OcclusionSlotId, OcclusionSlotName, OcclusionSlotName, SlotType.Input, 1f, ShaderStage.Fragment));
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AddSlot(new Vector1MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, 0, ShaderStage.Fragment));
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// clear out slot names that do not match the slots
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// we support
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RemoveSlotsNameNotMatching(
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new[]
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{
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AlbedoSlotId,
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NormalSlotId,
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EmissionSlotId,
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model == Model.Metallic ? MetallicSlotId : SpecularSlotId,
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SmoothnessSlotId,
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OcclusionSlotId,
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AlphaSlotId
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});
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}
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public override string GetShader(GenerationMode mode, out List<PropertyCollector.TextureInfo> configuredTextures)
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{
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var activeNodeList = ListPool<INode>.Get();
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NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this);
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var shaderProperties = new PropertyCollector();
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var abstractMaterialGraph = owner as AbstractMaterialGraph;
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if (abstractMaterialGraph != null)
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abstractMaterialGraph.CollectShaderProperties(shaderProperties, GenerationMode.ForReals);
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foreach (var activeNode in activeNodeList.OfType<AbstractMaterialNode>())
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activeNode.CollectShaderProperties(shaderProperties, GenerationMode.ForReals);
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var finalShader = new ShaderGenerator();
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finalShader.AddShaderChunk(string.Format(@"Shader ""{0}""", name), false);
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finalShader.AddShaderChunk("{", false);
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finalShader.Indent();
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finalShader.AddShaderChunk("Properties", false);
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finalShader.AddShaderChunk("{", false);
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finalShader.Indent();
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finalShader.AddShaderChunk(shaderProperties.GetPropertiesBlock(2), false);
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finalShader.Deindent();
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finalShader.AddShaderChunk("}", false);
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var lwSub = new LightWeightPBRSubShader();
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foreach (var subshader in lwSub.GetSubshader(this, GenerationMode.ForReals))
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finalShader.AddShaderChunk(subshader, true);
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finalShader.Deindent();
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finalShader.AddShaderChunk("}", false);
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configuredTextures = shaderProperties.GetConfiguredTexutres();
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return finalShader.GetShaderString(0);
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}
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}
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}
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