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
413 行
18 KiB
413 行
18 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
using System.Linq;
|
|
using System.Text.RegularExpressions;
|
|
using UnityEngine.Graphing;
|
|
|
|
namespace UnityEngine.MaterialGraph
|
|
{
|
|
[Serializable]
|
|
[Title("Master/Lightweight/Unlit")]
|
|
public class LightweightUnlitMasterNode : AbstractMasterNode
|
|
{
|
|
public const string ColorSlotName = "Color";
|
|
public const string AlphaSlotName = "Alpha";
|
|
public const string VertexOffsetName = "VertexPosition";
|
|
|
|
public const int ColorSlotId = 0;
|
|
public const int AlphaSlotId = 1;
|
|
public const int VertexOffsetId = 2;
|
|
|
|
[SerializeField]
|
|
private SurfaceMaterialOptions m_MaterialOptions = new SurfaceMaterialOptions();
|
|
|
|
public SurfaceMaterialOptions options
|
|
{
|
|
get { return m_MaterialOptions; }
|
|
}
|
|
|
|
public LightweightUnlitMasterNode()
|
|
{
|
|
name = "LightweightUnlitMasterNode";
|
|
UpdateNodeAfterDeserialization();
|
|
}
|
|
|
|
public sealed override void UpdateNodeAfterDeserialization()
|
|
{
|
|
AddSlot(new MaterialSlot(VertexOffsetId, VertexOffsetName, VertexOffsetName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Vertex));
|
|
AddSlot(new MaterialSlot(ColorSlotId, ColorSlotName, ColorSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment));
|
|
AddSlot(new MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment));
|
|
|
|
// clear out slot names that do not match the slots
|
|
// we support
|
|
RemoveSlotsNameNotMatching(
|
|
new[]
|
|
{
|
|
ColorSlotId,
|
|
AlphaSlotId,
|
|
VertexOffsetId
|
|
});
|
|
}
|
|
|
|
protected int[] surfaceInputs
|
|
{
|
|
get
|
|
{
|
|
return new[]
|
|
{
|
|
ColorSlotId,
|
|
AlphaSlotId,
|
|
};
|
|
}
|
|
}
|
|
|
|
protected int[] vertexInputs
|
|
{
|
|
get
|
|
{
|
|
return new[]
|
|
{
|
|
VertexOffsetId
|
|
};
|
|
}
|
|
}
|
|
|
|
void GenerateNodeFunctionsAndPropertyUsages(
|
|
ShaderGenerator shaderBody,
|
|
ShaderGenerator propertyUsages,
|
|
ShaderGenerator nodeFunction,
|
|
GenerationMode mode,
|
|
int[] validNodeIds)
|
|
{
|
|
var activeNodeList = new List<INode>();
|
|
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this, NodeUtils.IncludeSelf.Include,
|
|
new List<int>(validNodeIds));
|
|
|
|
foreach (var node in activeNodeList.OfType<AbstractMaterialNode>())
|
|
{
|
|
if (node is IGeneratesFunction)
|
|
(node as IGeneratesFunction).GenerateNodeFunction(nodeFunction, mode);
|
|
|
|
node.GeneratePropertyUsages(propertyUsages, mode);
|
|
}
|
|
|
|
var nodes = ListPool<INode>.Get();
|
|
//Get the rest of the nodes for all the other slots
|
|
NodeUtils.DepthFirstCollectNodesFromNode(nodes, this, NodeUtils.IncludeSelf.Exclude, new List<int>(vertexInputs));
|
|
for (var i = 0; i < nodes.Count; i++)
|
|
{
|
|
var node = nodes[i];
|
|
if (node is IGeneratesBodyCode)
|
|
(node as IGeneratesBodyCode).GenerateNodeCode(shaderBody, mode);
|
|
}
|
|
ListPool<INode>.Release(nodes);
|
|
}
|
|
|
|
void GenerateVertexShaderInternal(
|
|
ShaderGenerator propertyUsages,
|
|
ShaderGenerator shaderBody,
|
|
ShaderGenerator nodeFunction,
|
|
ShaderGenerator vertexShaderBlock,
|
|
GenerationMode mode)
|
|
{
|
|
GenerateNodeFunctionsAndPropertyUsages(vertexShaderBlock, propertyUsages, nodeFunction, mode, vertexInputs);
|
|
|
|
var slot = FindInputSlot<MaterialSlot>(VertexOffsetId);
|
|
foreach (var edge in owner.GetEdges(slot.slotReference))
|
|
{
|
|
var outputRef = edge.outputSlot;
|
|
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid);
|
|
if (fromNode == null)
|
|
continue;
|
|
|
|
var remapper = fromNode as INodeGroupRemapper;
|
|
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId))
|
|
continue;
|
|
|
|
vertexShaderBlock.AddShaderChunk("v.vertex.xyz += " + fromNode.GetVariableNameForSlot(outputRef.slotId) + ";", true);
|
|
}
|
|
}
|
|
|
|
public override string GetSubShader(GenerationMode mode, PropertyGenerator shaderPropertiesVisitor)
|
|
{
|
|
var templateLocation = ShaderGenerator.GetTemplatePath("lightweightSubshaderUnlit.template");
|
|
|
|
if (!File.Exists(templateLocation))
|
|
return string.Empty;
|
|
|
|
var activeNodeList = new List<INode>();
|
|
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this);
|
|
foreach (var node in activeNodeList.OfType<AbstractMaterialNode>())
|
|
node.GeneratePropertyBlock(shaderPropertiesVisitor, mode);
|
|
|
|
var templateText = File.ReadAllText(templateLocation);
|
|
var shaderBodyVisitor = new ShaderGenerator();
|
|
var shaderFunctionVisitor = new ShaderGenerator();
|
|
var shaderPropertyUsagesVisitor = new ShaderGenerator();
|
|
var shaderInputVisitor = new ShaderGenerator();
|
|
var shaderOutputVisitor = new ShaderGenerator();
|
|
var vertexShaderBlock = new ShaderGenerator();
|
|
var definesVisitor = new ShaderGenerator();
|
|
|
|
GenerateSurfaceShaderInternal(
|
|
shaderPropertyUsagesVisitor,
|
|
shaderBodyVisitor,
|
|
shaderFunctionVisitor,
|
|
shaderInputVisitor,
|
|
shaderOutputVisitor,
|
|
vertexShaderBlock,
|
|
definesVisitor,
|
|
mode);
|
|
|
|
GenerateVertexShaderInternal(
|
|
shaderPropertyUsagesVisitor,
|
|
shaderBodyVisitor,
|
|
shaderFunctionVisitor,
|
|
vertexShaderBlock,
|
|
mode);
|
|
|
|
var tagsVisitor = new ShaderGenerator();
|
|
var blendingVisitor = new ShaderGenerator();
|
|
var cullingVisitor = new ShaderGenerator();
|
|
var zTestVisitor = new ShaderGenerator();
|
|
var zWriteVisitor = new ShaderGenerator();
|
|
|
|
m_MaterialOptions.GetTags(tagsVisitor);
|
|
m_MaterialOptions.GetBlend(blendingVisitor);
|
|
m_MaterialOptions.GetCull(cullingVisitor);
|
|
m_MaterialOptions.GetDepthTest(zTestVisitor);
|
|
m_MaterialOptions.GetDepthWrite(zWriteVisitor);
|
|
|
|
GetDefines(definesVisitor);
|
|
|
|
var resultShader = templateText.Replace("${ShaderPropertyUsages}", shaderPropertyUsagesVisitor.GetShaderString(2));
|
|
resultShader = resultShader.Replace("${ShaderFunctions}", shaderFunctionVisitor.GetShaderString(2));
|
|
resultShader = resultShader.Replace("${VertexInputs}", shaderInputVisitor.GetShaderString(3));
|
|
resultShader = resultShader.Replace("${VertexOutputs}", shaderOutputVisitor.GetShaderString(3));
|
|
resultShader = resultShader.Replace("${PixelShaderBody}", shaderBodyVisitor.GetShaderString(3));
|
|
resultShader = resultShader.Replace("${Tags}", tagsVisitor.GetShaderString(2));
|
|
resultShader = resultShader.Replace("${Blending}", blendingVisitor.GetShaderString(2));
|
|
resultShader = resultShader.Replace("${Culling}", cullingVisitor.GetShaderString(2));
|
|
resultShader = resultShader.Replace("${ZTest}", zTestVisitor.GetShaderString(2));
|
|
resultShader = resultShader.Replace("${ZWrite}", zWriteVisitor.GetShaderString(2));
|
|
resultShader = resultShader.Replace("${LOD}", "" + m_MaterialOptions.lod);
|
|
|
|
resultShader = resultShader.Replace("${Defines}", definesVisitor.GetShaderString(2));
|
|
|
|
resultShader = resultShader.Replace("${VertexShaderBody}", vertexShaderBlock.GetShaderString(3));
|
|
|
|
return resultShader;
|
|
}
|
|
|
|
public void GetDefines(ShaderGenerator visitor)
|
|
{
|
|
|
|
}
|
|
|
|
public override string GetFullShader(GenerationMode mode, string name, out List<PropertyGenerator.TextureInfo> configuredTextures)
|
|
{
|
|
var templateLocation = ShaderGenerator.GetTemplatePath("shader.template");
|
|
|
|
if (!File.Exists(templateLocation))
|
|
{
|
|
configuredTextures = new List<PropertyGenerator.TextureInfo>();
|
|
return string.Empty;
|
|
}
|
|
|
|
var templateText = File.ReadAllText(templateLocation);
|
|
|
|
var shaderPropertiesVisitor = new PropertyGenerator();
|
|
var resultShader = templateText.Replace("${ShaderName}", name);
|
|
resultShader = resultShader.Replace("${SubShader}", GetSubShader(mode, shaderPropertiesVisitor));
|
|
resultShader = resultShader.Replace("${ShaderPropertiesHeader}", shaderPropertiesVisitor.GetShaderString(2));
|
|
configuredTextures = shaderPropertiesVisitor.GetConfiguredTexutres();
|
|
|
|
Debug.Log(resultShader);
|
|
|
|
return Regex.Replace(resultShader, @"\r\n|\n\r|\n|\r", Environment.NewLine);
|
|
}
|
|
|
|
private void GenerateSurfaceShaderInternal(
|
|
ShaderGenerator propertyUsages,
|
|
ShaderGenerator shaderBody,
|
|
ShaderGenerator nodeFunction,
|
|
ShaderGenerator shaderInputVisitor,
|
|
ShaderGenerator shaderOutputVisitor,
|
|
ShaderGenerator vertexShaderBlock,
|
|
ShaderGenerator definesVisitor,
|
|
GenerationMode mode)
|
|
{
|
|
var activeNodeList = new List<INode>();
|
|
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this, NodeUtils.IncludeSelf.Include,
|
|
new List<int>(surfaceInputs));
|
|
|
|
foreach (var node in activeNodeList.OfType<AbstractMaterialNode>())
|
|
{
|
|
if (node is IGeneratesFunction)
|
|
{
|
|
((IGeneratesFunction)node).GenerateNodeFunction(nodeFunction, mode);
|
|
}
|
|
|
|
node.GeneratePropertyUsages(propertyUsages, mode);
|
|
}
|
|
|
|
int vertInputIndex = 2;
|
|
int vertOutputIndex = 5;
|
|
|
|
shaderInputVisitor.AddShaderChunk("half4 texcoord1 : TEXCOORD1;", true);
|
|
|
|
bool requiresBitangent = activeNodeList.OfType<IMayRequireBitangent>().Any(x => x.RequiresBitangent());
|
|
bool requiresTangent = activeNodeList.OfType<IMayRequireTangent>().Any(x => x.RequiresTangent());
|
|
bool requiresViewDirTangentSpace = activeNodeList.OfType<IMayRequireViewDirectionTangentSpace>().Any(x => x.RequiresViewDirectionTangentSpace());
|
|
bool requiresViewDir = activeNodeList.OfType<IMayRequireViewDirection>().Any(x => x.RequiresViewDirection());
|
|
bool requiresWorldPos = activeNodeList.OfType<IMayRequireWorldPosition>().Any(x => x.RequiresWorldPosition());
|
|
bool requiresNormal = activeNodeList.OfType<IMayRequireNormal>().Any(x => x.RequiresNormal());
|
|
bool requiresScreenPosition = activeNodeList.OfType<IMayRequireScreenPosition>().Any(x => x.RequiresScreenPosition());
|
|
bool requiresVertexColor = activeNodeList.OfType<IMayRequireVertexColor>().Any(x => x.RequiresVertexColor());
|
|
|
|
foreach (var slot in GetInputSlots<MaterialSlot>())
|
|
{
|
|
if (surfaceInputs.Contains(slot.id))
|
|
{
|
|
foreach (var edge in owner.GetEdges(slot.slotReference))
|
|
{
|
|
var outputRef = edge.outputSlot;
|
|
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid);
|
|
if (fromNode == null)
|
|
continue;
|
|
|
|
var remapper = fromNode as INodeGroupRemapper;
|
|
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId))
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int uvIndex = 0; uvIndex < ShaderGeneratorNames.UVCount; ++uvIndex)
|
|
{
|
|
var channel = (UVChannel)uvIndex;
|
|
if (activeNodeList.OfType<IMayRequireMeshUV>().Any(x => x.RequiresMeshUV(channel)))
|
|
{
|
|
if(uvIndex != 0)
|
|
{
|
|
shaderInputVisitor.AddShaderChunk(string.Format("half4 texcoord{0} : TEXCOORD{1};", uvIndex, vertInputIndex), true);
|
|
shaderOutputVisitor.AddShaderChunk(string.Format("half4 meshUV{0} : TEXCOORD{1};", uvIndex, vertOutputIndex), true);
|
|
vertexShaderBlock.AddShaderChunk(string.Format("o.meshUV{0} = v.texcoord{1};", uvIndex, uvIndex), true);
|
|
vertInputIndex++;
|
|
vertOutputIndex++;
|
|
}
|
|
shaderBody.AddShaderChunk(string.Format("half4 {0} = i.meshUV{1};", channel.GetUVName(), uvIndex), true);
|
|
}
|
|
}
|
|
|
|
if (requiresViewDir || requiresViewDirTangentSpace)
|
|
{
|
|
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceViewDirection + " = i.viewDir;", true);
|
|
}
|
|
|
|
if (requiresWorldPos)
|
|
{
|
|
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpacePosition + " = i.posWS;", true);
|
|
}
|
|
|
|
if (requiresScreenPosition)
|
|
{
|
|
shaderOutputVisitor.AddShaderChunk(string.Format("half4 screenPos : TEXCOORD{0};", vertOutputIndex), true);
|
|
vertexShaderBlock.AddShaderChunk("o.screenPos = ComputeScreenPos(v.vertex);", true);
|
|
shaderBody.AddShaderChunk("float4 " + ShaderGeneratorNames.ScreenPosition + " = i.screenPos;", true);
|
|
vertOutputIndex++;
|
|
}
|
|
|
|
if (requiresBitangent || requiresTangent || requiresViewDirTangentSpace)
|
|
{
|
|
shaderOutputVisitor.AddShaderChunk(string.Format("half3 tangent : TEXCOORD{0}; \\", vertOutputIndex), true);
|
|
vertexShaderBlock.AddShaderChunk("o.tangent = normalize(UnityObjectToWorldDir(v.tangent)); \\", true);
|
|
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceTangent + " = normalize(i.tangent.xyz);", true);
|
|
vertOutputIndex++;
|
|
}
|
|
|
|
if (requiresBitangent || requiresNormal || requiresViewDirTangentSpace)
|
|
{
|
|
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceNormal + " = normalize(i.normal);", true);
|
|
}
|
|
|
|
if (requiresBitangent || requiresViewDirTangentSpace)
|
|
{
|
|
shaderOutputVisitor.AddShaderChunk(string.Format("half3 binormal : TEXCOORD{0};", vertOutputIndex), true);
|
|
vertexShaderBlock.AddShaderChunk("o.binormal = cross(o.normal, o.tangent) * v.tangent.w;", true);
|
|
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceBitangent + " = i.binormal;", true);
|
|
vertOutputIndex++;
|
|
}
|
|
|
|
if (requiresViewDirTangentSpace)
|
|
{
|
|
shaderBody.AddShaderChunk(
|
|
"float3 " + ShaderGeneratorNames.TangentSpaceViewDirection + ";", true);
|
|
|
|
shaderBody.AddShaderChunk(
|
|
ShaderGeneratorNames.TangentSpaceViewDirection + ".x = dot(" +
|
|
ShaderGeneratorNames.WorldSpaceViewDirection + "," +
|
|
ShaderGeneratorNames.WorldSpaceTangent + ");", true);
|
|
|
|
shaderBody.AddShaderChunk(
|
|
ShaderGeneratorNames.TangentSpaceViewDirection + ".y = dot(" +
|
|
ShaderGeneratorNames.WorldSpaceViewDirection + "," +
|
|
ShaderGeneratorNames.WorldSpaceBitangent + ");", true);
|
|
|
|
shaderBody.AddShaderChunk(
|
|
ShaderGeneratorNames.TangentSpaceViewDirection + ".z = dot(" +
|
|
ShaderGeneratorNames.WorldSpaceViewDirection + "," +
|
|
ShaderGeneratorNames.WorldSpaceNormal + ");", true);
|
|
}
|
|
|
|
if (requiresVertexColor)
|
|
{
|
|
shaderOutputVisitor.AddShaderChunk(string.Format("half4 color : TEXCOORD{0};", vertOutputIndex), true);
|
|
shaderBody.AddShaderChunk("float4 " + ShaderGeneratorNames.VertexColor + " = i.color;", true);
|
|
vertInputIndex++;
|
|
vertOutputIndex++;
|
|
}
|
|
|
|
GenerateNodeCode(shaderBody, propertyUsages, mode);
|
|
}
|
|
|
|
public void GenerateNodeCode(ShaderGenerator shaderBody, ShaderGenerator propertyUsages, GenerationMode generationMode)
|
|
{
|
|
var nodes = ListPool<INode>.Get();
|
|
|
|
//Get the rest of the nodes for all the other slots
|
|
NodeUtils.DepthFirstCollectNodesFromNode(nodes, this, NodeUtils.IncludeSelf.Exclude, new List<int>(surfaceInputs));
|
|
for (var i = 0; i < nodes.Count; i++)
|
|
{
|
|
var node = nodes[i];
|
|
if (node is IGeneratesBodyCode)
|
|
(node as IGeneratesBodyCode).GenerateNodeCode(shaderBody, generationMode);
|
|
}
|
|
ListPool<INode>.Release(nodes);
|
|
|
|
foreach (var slot in GetInputSlots<MaterialSlot>())
|
|
{
|
|
if (surfaceInputs.Contains(slot.id))
|
|
{
|
|
foreach (var edge in owner.GetEdges(slot.slotReference))
|
|
{
|
|
var outputRef = edge.outputSlot;
|
|
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid);
|
|
if (fromNode == null)
|
|
continue;
|
|
|
|
var remapper = fromNode as INodeGroupRemapper;
|
|
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId))
|
|
continue;
|
|
|
|
shaderBody.AddShaderChunk("o." + slot.shaderOutputName + " = " + fromNode.GetVariableNameForSlot(outputRef.slotId) + ";", true);
|
|
|
|
if (slot.id == AlphaSlotId)
|
|
propertyUsages.AddShaderChunk("#define _ALPHAPREMULTIPLY_ON", true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|