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401 行
19 KiB

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
[Serializable]
[FormerName("UnityEditor.ShaderGraph.LightWeightUnlitSubShader")]
public class LightWeightUnlitSubShader : IUnlitSubShader
{
static NeededCoordinateSpace m_PixelCoordinateSpace = NeededCoordinateSpace.World;
struct Pass
{
public string Name;
public List<int> VertexShaderSlots;
public List<int> PixelShaderSlots;
}
Pass m_UnlitPass = new Pass
{
Name = "Pass",
PixelShaderSlots = new List<int>
{
UnlitMasterNode.ColorSlotId,
UnlitMasterNode.AlphaSlotId,
UnlitMasterNode.AlphaThresholdSlotId
},
VertexShaderSlots = new List<int>()
{
UnlitMasterNode.PositionSlotId
}
};
Pass m_DepthShadowPass = new Pass()
{
Name = "",
PixelShaderSlots = new List<int>()
{
PBRMasterNode.AlphaSlotId,
PBRMasterNode.AlphaThresholdSlotId
},
VertexShaderSlots = new List<int>()
{
PBRMasterNode.PositionSlotId
}
};
public string GetSubshader(IMasterNode inMasterNode, GenerationMode mode, List<string> sourceAssetDependencyPaths = null)
{
if (sourceAssetDependencyPaths != null)
{
// LightWeightUnlitSubShader.cs
sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("3ef30c5c1d5fc412f88511ef5818b654"));
}
var templatePath = GetTemplatePath("lightweightUnlitPass.template");
var extraPassesTemplatePath = GetTemplatePath("lightweightUnlitExtraPasses.template");
if (!File.Exists(templatePath) || !File.Exists(extraPassesTemplatePath))
return string.Empty;
if (sourceAssetDependencyPaths != null)
{
sourceAssetDependencyPaths.Add(templatePath);
sourceAssetDependencyPaths.Add(extraPassesTemplatePath);
}
string forwardTemplate = File.ReadAllText(templatePath);
string extraTemplate = File.ReadAllText(extraPassesTemplatePath);
var masterNode = inMasterNode as UnlitMasterNode;
var pass = m_UnlitPass;
var subShader = new ShaderStringBuilder();
subShader.AppendLine("SubShader");
using (subShader.BlockScope())
{
subShader.AppendLine("Tags{ \"RenderPipeline\" = \"LightweightPipeline\"}");
var materialOptions = ShaderGenerator.GetMaterialOptions(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn);
var tagsBuilder = new ShaderStringBuilder(0);
materialOptions.GetTags(tagsBuilder);
subShader.AppendLines(tagsBuilder.ToString());
subShader.AppendLines(GetShaderPassFromTemplate(
forwardTemplate,
masterNode,
pass,
mode,
materialOptions));
subShader.AppendLines(GetShaderPassFromTemplate(
extraTemplate,
masterNode,
m_DepthShadowPass,
mode,
materialOptions));
}
return subShader.ToString();
}
public bool IsPipelineCompatible(RenderPipelineAsset renderPipelineAsset)
{
return renderPipelineAsset is LightweightPipelineAsset;
}
static string GetTemplatePath(string templateName)
{
var pathSegments = new[] { "Packages", "com.unity.render-pipelines.lightweight", "LWRP", "Editor", "ShaderGraph", templateName };
var path = pathSegments.Aggregate("", Path.Combine);
if (!File.Exists(path))
throw new FileNotFoundException(string.Format(@"Cannot find a template with name ""{0}"".", templateName));
return path;
}
static string GetShaderPassFromTemplate(string template, UnlitMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions)
{
// ----------------------------------------------------- //
// SETUP //
// ----------------------------------------------------- //
// -------------------------------------
// String builders
var shaderProperties = new PropertyCollector();
var functionBuilder = new ShaderStringBuilder(1);
var functionRegistry = new FunctionRegistry(functionBuilder);
var defines = new ShaderStringBuilder(1);
var graph = new ShaderStringBuilder(0);
var vertexDescriptionInputStruct = new ShaderStringBuilder(1);
var vertexDescriptionStruct = new ShaderStringBuilder(1);
var vertexDescriptionFunction = new ShaderStringBuilder(1);
var surfaceDescriptionInputStruct = new ShaderStringBuilder(1);
var surfaceDescriptionStruct = new ShaderStringBuilder(1);
var surfaceDescriptionFunction = new ShaderStringBuilder(1);
var vertexInputStruct = new ShaderStringBuilder(1);
var vertexOutputStruct = new ShaderStringBuilder(2);
var vertexShader = new ShaderStringBuilder(2);
var vertexShaderDescriptionInputs = new ShaderStringBuilder(2);
var vertexShaderOutputs = new ShaderStringBuilder(2);
var pixelShader = new ShaderStringBuilder(2);
var pixelShaderSurfaceInputs = new ShaderStringBuilder(2);
var pixelShaderSurfaceRemap = new ShaderStringBuilder(2);
// -------------------------------------
// Get Slot and Node lists per stage
var vertexSlots = pass.VertexShaderSlots.Select(masterNode.FindSlot<MaterialSlot>).ToList();
var vertexNodes = ListPool<INode>.Get();
NodeUtils.DepthFirstCollectNodesFromNode(vertexNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.VertexShaderSlots);
var pixelSlots = pass.PixelShaderSlots.Select(masterNode.FindSlot<MaterialSlot>).ToList();
var pixelNodes = ListPool<INode>.Get();
NodeUtils.DepthFirstCollectNodesFromNode(pixelNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots);
// -------------------------------------
// Get Requirements
var vertexRequirements = ShaderGraphRequirements.FromNodes(vertexNodes, ShaderStageCapability.Vertex, false);
var pixelRequirements = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment);
var graphRequirements = pixelRequirements.Union(vertexRequirements);
var surfaceRequirements = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment, false);
var modelRequiements = ShaderGraphRequirements.none;
modelRequiements.requiresNormal |= m_PixelCoordinateSpace;
modelRequiements.requiresTangent |= m_PixelCoordinateSpace;
modelRequiements.requiresBitangent |= m_PixelCoordinateSpace;
modelRequiements.requiresPosition |= m_PixelCoordinateSpace;
modelRequiements.requiresViewDir |= m_PixelCoordinateSpace;
modelRequiements.requiresMeshUVs.Add(UVChannel.UV1);
// ----------------------------------------------------- //
// START SHADER GENERATION //
// ----------------------------------------------------- //
// -------------------------------------
// Calculate material options
var blendingBuilder = new ShaderStringBuilder(1);
var cullingBuilder = new ShaderStringBuilder(1);
var zTestBuilder = new ShaderStringBuilder(1);
var zWriteBuilder = new ShaderStringBuilder(1);
materialOptions.GetBlend(blendingBuilder);
materialOptions.GetCull(cullingBuilder);
materialOptions.GetDepthTest(zTestBuilder);
materialOptions.GetDepthWrite(zWriteBuilder);
// -------------------------------------
// Generate defines
if (masterNode.IsSlotConnected(UnlitMasterNode.AlphaThresholdSlotId))
defines.AppendLine("#define _AlphaClip 1");
if (masterNode.surfaceType == SurfaceType.Transparent && masterNode.alphaMode == AlphaMode.Premultiply)
defines.AppendLine("#define _ALPHAPREMULTIPLY_ON 1");
if (graphRequirements.requiresDepthTexture)
defines.AppendLine("#define REQUIRE_DEPTH_TEXTURE");
if (graphRequirements.requiresCameraOpaqueTexture)
defines.AppendLine("#define REQUIRE_OPAQUE_TEXTURE");
// ----------------------------------------------------- //
// START VERTEX DESCRIPTION //
// ----------------------------------------------------- //
// -------------------------------------
// Generate Input structure for Vertex Description function
// TODO - Vertex Description Input requirements are needed to exclude intermediate translation spaces
vertexDescriptionInputStruct.AppendLine("struct VertexDescriptionInputs");
using (vertexDescriptionInputStruct.BlockSemicolonScope())
{
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresNormal, InterpolatorType.Normal, vertexDescriptionInputStruct);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresTangent, InterpolatorType.Tangent, vertexDescriptionInputStruct);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresBitangent, InterpolatorType.BiTangent, vertexDescriptionInputStruct);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresViewDir, InterpolatorType.ViewDirection, vertexDescriptionInputStruct);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresPosition, InterpolatorType.Position, vertexDescriptionInputStruct);
if (vertexRequirements.requiresVertexColor)
vertexDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor);
if (vertexRequirements.requiresScreenPosition)
vertexDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition);
foreach (var channel in vertexRequirements.requiresMeshUVs.Distinct())
vertexDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
}
// -------------------------------------
// Generate Output structure for Vertex Description function
GraphUtil.GenerateVertexDescriptionStruct(vertexDescriptionStruct, vertexSlots);
// -------------------------------------
// Generate Vertex Description function
GraphUtil.GenerateVertexDescriptionFunction(
masterNode.owner as AbstractMaterialGraph,
vertexDescriptionFunction,
functionRegistry,
shaderProperties,
mode,
vertexNodes,
vertexSlots);
// ----------------------------------------------------- //
// START SURFACE DESCRIPTION //
// ----------------------------------------------------- //
// -------------------------------------
// Generate Input structure for Surface Description function
// Surface Description Input requirements are needed to exclude intermediate translation spaces
surfaceDescriptionInputStruct.AppendLine("struct SurfaceDescriptionInputs");
using (surfaceDescriptionInputStruct.BlockSemicolonScope())
{
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresNormal, InterpolatorType.Normal, surfaceDescriptionInputStruct);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresTangent, InterpolatorType.Tangent, surfaceDescriptionInputStruct);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresBitangent, InterpolatorType.BiTangent, surfaceDescriptionInputStruct);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresViewDir, InterpolatorType.ViewDirection, surfaceDescriptionInputStruct);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresPosition, InterpolatorType.Position, surfaceDescriptionInputStruct);
if (surfaceRequirements.requiresVertexColor)
surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor);
if (surfaceRequirements.requiresScreenPosition)
surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition);
if (surfaceRequirements.requiresFaceSign)
surfaceDescriptionInputStruct.AppendLine("float {0};", ShaderGeneratorNames.FaceSign);
foreach (var channel in surfaceRequirements.requiresMeshUVs.Distinct())
surfaceDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
}
// -------------------------------------
// Generate Output structure for Surface Description function
GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, pixelSlots, true);
// -------------------------------------
// Generate Surface Description function
GraphUtil.GenerateSurfaceDescriptionFunction(
pixelNodes,
masterNode,
masterNode.owner as AbstractMaterialGraph,
surfaceDescriptionFunction,
functionRegistry,
shaderProperties,
pixelRequirements,
mode,
"PopulateSurfaceData",
"SurfaceDescription",
null,
pixelSlots);
// ----------------------------------------------------- //
// GENERATE VERTEX > PIXEL PIPELINE //
// ----------------------------------------------------- //
// -------------------------------------
// Generate Input structure for Vertex shader
GraphUtil.GenerateApplicationVertexInputs(vertexRequirements.Union(pixelRequirements.Union(modelRequiements)), vertexInputStruct);
// -------------------------------------
// Generate standard transformations
// This method ensures all required transform data is available in vertex and pixel stages
ShaderGenerator.GenerateStandardTransforms(
3,
10,
vertexOutputStruct,
vertexShader,
vertexShaderDescriptionInputs,
vertexShaderOutputs,
pixelShader,
pixelShaderSurfaceInputs,
pixelRequirements,
surfaceRequirements,
modelRequiements,
vertexRequirements,
CoordinateSpace.World);
// -------------------------------------
// Generate pixel shader surface remap
foreach (var slot in pixelSlots)
{
pixelShaderSurfaceRemap.AppendLine("{0} = surf.{0};", slot.shaderOutputName);
}
// -------------------------------------
// Extra pixel shader work
var faceSign = new ShaderStringBuilder();
if (pixelRequirements.requiresFaceSign)
faceSign.AppendLine(", half FaceSign : VFACE");
// ----------------------------------------------------- //
// FINALIZE //
// ----------------------------------------------------- //
// -------------------------------------
// Combine Graph sections
graph.AppendLine(shaderProperties.GetPropertiesDeclaration(1));
graph.AppendLine(vertexDescriptionInputStruct.ToString());
graph.AppendLine(surfaceDescriptionInputStruct.ToString());
graph.AppendLine(functionBuilder.ToString());
graph.AppendLine(vertexDescriptionStruct.ToString());
graph.AppendLine(vertexDescriptionFunction.ToString());
graph.AppendLine(surfaceDescriptionStruct.ToString());
graph.AppendLine(surfaceDescriptionFunction.ToString());
graph.AppendLine(vertexInputStruct.ToString());
// -------------------------------------
// Generate final subshader
var resultPass = template.Replace("${Tags}", string.Empty);
resultPass = resultPass.Replace("${Blending}", blendingBuilder.ToString());
resultPass = resultPass.Replace("${Culling}", cullingBuilder.ToString());
resultPass = resultPass.Replace("${ZTest}", zTestBuilder.ToString());
resultPass = resultPass.Replace("${ZWrite}", zWriteBuilder.ToString());
resultPass = resultPass.Replace("${Defines}", defines.ToString());
resultPass = resultPass.Replace("${Graph}", graph.ToString());
resultPass = resultPass.Replace("${VertexOutputStruct}", vertexOutputStruct.ToString());
resultPass = resultPass.Replace("${VertexShader}", vertexShader.ToString());
resultPass = resultPass.Replace("${VertexShaderDescriptionInputs}", vertexShaderDescriptionInputs.ToString());
resultPass = resultPass.Replace("${VertexShaderOutputs}", vertexShaderOutputs.ToString());
resultPass = resultPass.Replace("${FaceSign}", faceSign.ToString());
resultPass = resultPass.Replace("${PixelShader}", pixelShader.ToString());
resultPass = resultPass.Replace("${PixelShaderSurfaceInputs}", pixelShaderSurfaceInputs.ToString());
resultPass = resultPass.Replace("${PixelShaderSurfaceRemap}", pixelShaderSurfaceRemap.ToString());
return resultPass;
}
}
}