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using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
public class HDUnlitSubShader : IUnlitSubShader
{
Pass m_PassDepthOnly = new Pass()
{
Name = "Depth prepass",
LightMode = "DepthForwardOnly",
TemplateName = "HDUnlitPassForward.template",
ShaderPassName = "SHADERPASS_DEPTH_ONLY",
ZWriteOverride = "ZWrite On",
Includes = new List<string>()
{
"#include \"HDRP/ShaderPass/ShaderPassDepthOnly.hlsl\"",
},
PixelShaderSlots = new List<int>()
{
UnlitMasterNode.AlphaSlotId,
UnlitMasterNode.AlphaThresholdSlotId
},
VertexShaderSlots = new List<int>()
{
PBRMasterNode.PositionSlotId
}
};
Pass m_PassForward = new Pass()
{
Name = "Forward Unlit",
LightMode = "ForwardOnly",
TemplateName = "HDUnlitPassForward.template",
ShaderPassName = "SHADERPASS_FORWARD_UNLIT",
ExtraDefines = new List<string>()
{
"#pragma multi_compile _ DEBUG_DISPLAY"
},
Includes = new List<string>()
{
"#include \"HDRP/ShaderPass/ShaderPassForwardUnlit.hlsl\"",
},
PixelShaderSlots = new List<int>()
{
UnlitMasterNode.ColorSlotId,
UnlitMasterNode.AlphaSlotId,
UnlitMasterNode.AlphaThresholdSlotId
},
VertexShaderSlots = new List<int>()
{
PBRMasterNode.PositionSlotId
}
};
Pass m_PassMETA = new Pass()
{
Name = "META",
LightMode = "Meta",
TemplateName = "HDUnlitPassForward.template",
ShaderPassName = "SHADERPASS_LIGHT_TRANSPORT",
CullOverride = "Cull Off",
Includes = new List<string>()
{
"#include \"HDRP/ShaderPass/ShaderPassLightTransport.hlsl\"",
},
RequiredFields = new List<string>()
{
"AttributesMesh.normalOS",
"AttributesMesh.tangentOS", // Always present as we require it also in case of anisotropic lighting
"AttributesMesh.uv0",
"AttributesMesh.uv1",
"AttributesMesh.color",
"AttributesMesh.uv2", // SHADERPASS_LIGHT_TRANSPORT always uses uv2
},
PixelShaderSlots = new List<int>()
{
UnlitMasterNode.ColorSlotId,
UnlitMasterNode.AlphaSlotId,
UnlitMasterNode.AlphaThresholdSlotId
},
VertexShaderSlots = new List<int>()
{
PBRMasterNode.PositionSlotId
}
};
Pass m_PassDistortion = new Pass()
{
Name = "Distortion",
LightMode = "DistortionVectors",
TemplateName = "HDUnlitPassForward.template",
ShaderPassName = "SHADERPASS_DISTORTION",
BlendOverride = "Blend One One, One One", // [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend]
BlendOpOverride = "BlendOp Add, Add", // Add, [_DistortionBlurBlendOp]
ZTestOverride = "ZTest LEqual", // [_ZTestModeDistortion]
ZWriteOverride = "ZWrite Off",
Includes = new List<string>()
{
"#include \"HDRP/ShaderPass/ShaderPassDistortion.hlsl\"",
},
PixelShaderSlots = new List<int>()
{
PBRMasterNode.AlphaSlotId,
PBRMasterNode.AlphaThresholdSlotId
},
VertexShaderSlots = new List<int>()
{
PBRMasterNode.PositionSlotId
},
};
private static HashSet<string> GetActiveFieldsFromMasterNode(INode iMasterNode, Pass pass)
{
HashSet<string> activeFields = new HashSet<string>();
UnlitMasterNode masterNode = iMasterNode as UnlitMasterNode;
if (masterNode == null)
{
return activeFields;
}
if (masterNode.twoSided.isOn)
{
activeFields.Add("DoubleSided");
if (pass.ShaderPassName != "SHADERPASS_VELOCITY") // HACK to get around lack of a good interpolator dependency system
{ // we need to be able to build interpolators using multiple input structs
// also: should only require isFrontFace if Normals are required...
activeFields.Add("DoubleSided.Mirror"); // TODO: change this depending on what kind of normal flip you want..
activeFields.Add("FragInputs.isFrontFace"); // will need this for determining normal flip mode
}
}
float constantAlpha = 0.0f;
if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId) ||
(float.TryParse(masterNode.GetSlotValue(PBRMasterNode.AlphaThresholdSlotId, GenerationMode.ForReals), out constantAlpha) && (constantAlpha > 0.0f)))
{
activeFields.Add("AlphaTest");
}
// Keywords for transparent
// #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
if (masterNode.surfaceType != SurfaceType.Opaque)
{
// transparent-only defines
activeFields.Add("SurfaceType.Transparent");
// #pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
if (masterNode.alphaMode == AlphaMode.Alpha)
{
activeFields.Add("BlendMode.Alpha");
}
else if (masterNode.alphaMode == AlphaMode.Additive)
{
activeFields.Add("BlendMode.Add");
}
// else if (masterNode.alphaMode == PBRMasterNode.AlphaMode.PremultiplyAlpha) // TODO
// {
// defines.AddShaderChunk("#define _BLENDMODE_PRE_MULTIPLY 1", true);
// }
}
else
{
// opaque-only defines
}
// enable dithering LOD crossfade
// #pragma multi_compile _ LOD_FADE_CROSSFADE
// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ?
//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON
return activeFields;
}
private static bool GenerateShaderPassUnlit(AbstractMaterialNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions, ShaderGenerator result, List<string> sourceAssetDependencyPaths)
{
// apply master node options to active fields
HashSet<string> activeFields = GetActiveFieldsFromMasterNode(masterNode, pass);
// use standard shader pass generation
return HDSubShaderUtilities.GenerateShaderPass(masterNode, pass, mode, materialOptions, activeFields, result, sourceAssetDependencyPaths);
}
public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List<string> sourceAssetDependencyPaths = null)
{
if (sourceAssetDependencyPaths != null)
{
// HDUnlitSubShader.cs
sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("292c6a3c80161fa4cb49a9d11d35cbe9"));
// HDSubShaderUtilities.cs
sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
}
var masterNode = iMasterNode as UnlitMasterNode;
var subShader = new ShaderGenerator();
subShader.AddShaderChunk("SubShader", true);
subShader.AddShaderChunk("{", true);
subShader.Indent();
{
SurfaceMaterialOptions materialOptions = HDSubShaderUtilities.BuildMaterialOptions(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn);
// Add tags at the SubShader level
{
var tagsVisitor = new ShaderStringBuilder();
materialOptions.GetTags(tagsVisitor);
subShader.AddShaderChunk(tagsVisitor.ToString(), false);
}
// generate the necessary shader passes
// bool opaque = (masterNode.surfaceType == SurfaceType.Opaque);
// bool transparent = (masterNode.surfaceType != SurfaceType.Opaque);
bool distortionActive = false;
GenerateShaderPassUnlit(masterNode, m_PassDepthOnly, mode, materialOptions, subShader, sourceAssetDependencyPaths);
GenerateShaderPassUnlit(masterNode, m_PassForward, mode, materialOptions, subShader, sourceAssetDependencyPaths);
GenerateShaderPassUnlit(masterNode, m_PassMETA, mode, materialOptions, subShader, sourceAssetDependencyPaths);
if (distortionActive)
{
GenerateShaderPassUnlit(masterNode, m_PassDistortion, mode, materialOptions, subShader, sourceAssetDependencyPaths);
}
}
subShader.Deindent();
subShader.AddShaderChunk("}", true);
return subShader.GetShaderString(0);
}
public bool IsPipelineCompatible(RenderPipelineAsset renderPipelineAsset)
{
return renderPipelineAsset is HDRenderPipelineAsset;
}
}
}