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233 行
11 KiB
233 行
11 KiB
using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEditor.Graphing;
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namespace UnityEditor.ShaderGraph
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{
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public class LightWeightPBRSubShader
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{
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Pass m_ForwardPassMetallic = new Pass()
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{
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Name = "LightweightForward",
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PixelShaderSlots = new List<int>()
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{
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PBRMasterNode.AlbedoSlotId,
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PBRMasterNode.NormalSlotId,
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PBRMasterNode.EmissionSlotId,
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PBRMasterNode.MetallicSlotId,
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PBRMasterNode.SmoothnessSlotId,
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PBRMasterNode.OcclusionSlotId,
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PBRMasterNode.AlphaSlotId,
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PBRMasterNode.AlphaThresholdSlotId
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}
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};
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struct Pass
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{
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public string Name;
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public List<int> VertexShaderSlots;
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public List<int> PixelShaderSlots;
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}
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Pass m_ForwardPassSpecular = new Pass()
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{
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Name = "LightweightForward",
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PixelShaderSlots = new List<int>()
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{
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PBRMasterNode.AlbedoSlotId,
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PBRMasterNode.NormalSlotId,
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PBRMasterNode.EmissionSlotId,
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PBRMasterNode.SpecularSlotId,
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PBRMasterNode.SmoothnessSlotId,
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PBRMasterNode.OcclusionSlotId,
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PBRMasterNode.AlphaSlotId,
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PBRMasterNode.AlphaThresholdSlotId
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}
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};
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private static string GetShaderPassFromTemplate(string template, PBRMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions)
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{
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var builder = new ShaderStringBuilder();
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builder.IncreaseIndent();
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builder.IncreaseIndent();
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var vertexInputs = new ShaderGenerator();
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var surfaceVertexShader = new ShaderGenerator();
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var surfaceDescriptionFunction = new ShaderGenerator();
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var surfaceDescriptionStruct = new ShaderGenerator();
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var functionRegistry = new FunctionRegistry(builder);
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var surfaceInputs = new ShaderGenerator();
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var shaderProperties = new PropertyCollector();
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surfaceInputs.AddShaderChunk("struct SurfaceInputs{", false);
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surfaceInputs.Indent();
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var activeNodeList = ListPool<INode>.Get();
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NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots);
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var requirements = ShaderGraphRequirements.FromNodes(activeNodeList);
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var modelRequiements = ShaderGraphRequirements.none;
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modelRequiements.requiresNormal |= NeededCoordinateSpace.World;
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modelRequiements.requiresTangent |= NeededCoordinateSpace.World;
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modelRequiements.requiresBitangent |= NeededCoordinateSpace.World;
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modelRequiements.requiresPosition |= NeededCoordinateSpace.World;
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modelRequiements.requiresViewDir |= NeededCoordinateSpace.World;
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modelRequiements.requiresMeshUVs.Add(UVChannel.UV1);
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GraphUtil.GenerateApplicationVertexInputs(requirements.Union(modelRequiements), vertexInputs);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresNormal, InterpolatorType.Normal, surfaceInputs);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresTangent, InterpolatorType.Tangent, surfaceInputs);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresBitangent, InterpolatorType.BiTangent, surfaceInputs);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresViewDir, InterpolatorType.ViewDirection, surfaceInputs);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresPosition, InterpolatorType.Position, surfaceInputs);
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if (requirements.requiresVertexColor)
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surfaceInputs.AddShaderChunk(string.Format("float4 {0};", ShaderGeneratorNames.VertexColor), false);
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if (requirements.requiresScreenPosition)
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surfaceInputs.AddShaderChunk(string.Format("float4 {0};", ShaderGeneratorNames.ScreenPosition), false);
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foreach (var channel in requirements.requiresMeshUVs.Distinct())
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surfaceInputs.AddShaderChunk(string.Format("half4 {0};", channel.GetUVName()), false);
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surfaceInputs.Deindent();
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surfaceInputs.AddShaderChunk("};", false);
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surfaceVertexShader.AddShaderChunk("GraphVertexInput PopulateVertexData(GraphVertexInput v){", false);
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surfaceVertexShader.Indent();
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surfaceVertexShader.AddShaderChunk("return v;", false);
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surfaceVertexShader.Deindent();
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surfaceVertexShader.AddShaderChunk("}", false);
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var slots = new List<MaterialSlot>();
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foreach (var id in pass.PixelShaderSlots)
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slots.Add(masterNode.FindSlot<MaterialSlot>(id));
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GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, true);
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var usedSlots = new List<MaterialSlot>();
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foreach (var id in pass.PixelShaderSlots)
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usedSlots.Add(masterNode.FindSlot<MaterialSlot>(id));
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GraphUtil.GenerateSurfaceDescription(
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activeNodeList,
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masterNode,
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masterNode.owner as AbstractMaterialGraph,
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surfaceDescriptionFunction,
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functionRegistry,
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shaderProperties,
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requirements,
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mode,
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"PopulateSurfaceData",
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"SurfaceDescription",
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null,
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usedSlots);
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var graph = new ShaderGenerator();
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graph.AddShaderChunk(shaderProperties.GetPropertiesDeclaration(2), false);
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graph.AddShaderChunk(surfaceInputs.GetShaderString(2), false);
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graph.AddShaderChunk(builder.ToString(), false);
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graph.AddShaderChunk(vertexInputs.GetShaderString(2), false);
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graph.AddShaderChunk(surfaceDescriptionStruct.GetShaderString(2), false);
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graph.AddShaderChunk(surfaceVertexShader.GetShaderString(2), false);
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graph.AddShaderChunk(surfaceDescriptionFunction.GetShaderString(2), false);
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var blendingVisitor = new ShaderGenerator();
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var cullingVisitor = new ShaderGenerator();
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var zTestVisitor = new ShaderGenerator();
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var zWriteVisitor = new ShaderGenerator();
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materialOptions.GetBlend(blendingVisitor);
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materialOptions.GetCull(cullingVisitor);
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materialOptions.GetDepthTest(zTestVisitor);
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materialOptions.GetDepthWrite(zWriteVisitor);
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var interpolators = new ShaderGenerator();
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var localVertexShader = new ShaderGenerator();
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var localPixelShader = new ShaderGenerator();
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var localSurfaceInputs = new ShaderGenerator();
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var surfaceOutputRemap = new ShaderGenerator();
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ShaderGenerator.GenerateStandardTransforms(
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3,
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10,
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interpolators,
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localVertexShader,
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localPixelShader,
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localSurfaceInputs,
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requirements,
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modelRequiements,
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CoordinateSpace.World);
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ShaderGenerator defines = new ShaderGenerator();
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if (masterNode.IsSlotConnected(PBRMasterNode.NormalSlotId))
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defines.AddShaderChunk("#define _NORMALMAP 1", true);
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if (masterNode.model == PBRMasterNode.Model.Specular)
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defines.AddShaderChunk("#define _SPECULAR_SETUP 1", true);
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if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId))
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defines.AddShaderChunk("#define _AlphaClip 1", true);
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var templateLocation = ShaderGenerator.GetTemplatePath(template);
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foreach (var slot in usedSlots)
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{
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surfaceOutputRemap.AddShaderChunk(string.Format("{0} = surf.{0};", slot.shaderOutputName), true);
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}
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if (!File.Exists(templateLocation))
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return string.Empty;
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var subShaderTemplate = File.ReadAllText(templateLocation);
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var resultPass = subShaderTemplate.Replace("${Defines}", defines.GetShaderString(3));
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resultPass = resultPass.Replace("${Graph}", graph.GetShaderString(3));
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resultPass = resultPass.Replace("${Interpolators}", interpolators.GetShaderString(3));
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resultPass = resultPass.Replace("${VertexShader}", localVertexShader.GetShaderString(3));
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resultPass = resultPass.Replace("${LocalPixelShader}", localPixelShader.GetShaderString(3));
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resultPass = resultPass.Replace("${SurfaceInputs}", localSurfaceInputs.GetShaderString(3));
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resultPass = resultPass.Replace("${SurfaceOutputRemap}", surfaceOutputRemap.GetShaderString(3));
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resultPass = resultPass.Replace("${Tags}", string.Empty);
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resultPass = resultPass.Replace("${Blending}", blendingVisitor.GetShaderString(2));
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resultPass = resultPass.Replace("${Culling}", cullingVisitor.GetShaderString(2));
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resultPass = resultPass.Replace("${ZTest}", zTestVisitor.GetShaderString(2));
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resultPass = resultPass.Replace("${ZWrite}", zWriteVisitor.GetShaderString(2));
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return resultPass;
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}
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public IEnumerable<string> GetSubshader(PBRMasterNode masterNode, GenerationMode mode)
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{
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var subShader = new ShaderGenerator();
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subShader.AddShaderChunk("SubShader", true);
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subShader.AddShaderChunk("{", true);
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subShader.Indent();
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subShader.AddShaderChunk("Tags{ \"RenderPipeline\" = \"LightweightPipeline\"}", true);
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var materialOptions = MasterNode.GetMaterialOptionsFromAlphaMode(masterNode.alphaMode);
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var tagsVisitor = new ShaderGenerator();
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materialOptions.GetTags(tagsVisitor);
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subShader.AddShaderChunk(tagsVisitor.GetShaderString(0), true);
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subShader.AddShaderChunk(
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GetShaderPassFromTemplate(
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"lightweightPBRForwardPass.template",
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masterNode,
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masterNode.model == PBRMasterNode.Model.Metallic ? m_ForwardPassMetallic : m_ForwardPassSpecular,
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mode,
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materialOptions),
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true);
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var extraPassesTemplateLocation = ShaderGenerator.GetTemplatePath("lightweightPBRExtraPasses.template");
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if (File.Exists(extraPassesTemplateLocation))
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subShader.AddShaderChunk(File.ReadAllText(extraPassesTemplateLocation), true);
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subShader.Deindent();
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subShader.AddShaderChunk("}", true);
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return new[] { subShader.GetShaderString(0) };
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}
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}
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}
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