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129 行
5.2 KiB

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