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using System;
using System.Text;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using UnityEditor.Graphing;
using UnityEditor.Graphing.Util;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
public static class GraphUtil
{
internal static string ConvertCamelCase(string text, bool preserveAcronyms)
{
if (string.IsNullOrEmpty(text))
return string.Empty;
StringBuilder newText = new StringBuilder(text.Length * 2);
newText.Append(text[0]);
for (int i = 1; i < text.Length; i++)
{
if (char.IsUpper(text[i]))
if ((text[i - 1] != ' ' && !char.IsUpper(text[i - 1])) ||
(preserveAcronyms && char.IsUpper(text[i - 1]) &&
i < text.Length - 1 && !char.IsUpper(text[i + 1])))
newText.Append(' ');
newText.Append(text[i]);
}
return newText.ToString();
}
public static void GenerateApplicationVertexInputs(ShaderGraphRequirements graphRequiements, ShaderStringBuilder vertexInputs)
{
vertexInputs.AppendLine("struct GraphVertexInput");
using (vertexInputs.BlockSemicolonScope())
{
vertexInputs.AppendLine("float4 vertex : POSITION;");
vertexInputs.AppendLine("float3 normal : NORMAL;");
vertexInputs.AppendLine("float4 tangent : TANGENT;");
if (graphRequiements.requiresVertexColor)
{
vertexInputs.AppendLine("float4 color : COLOR;");
}
foreach (var channel in graphRequiements.requiresMeshUVs.Distinct())
vertexInputs.AppendLine("float4 texcoord{0} : TEXCOORD{0};", (int)channel);
vertexInputs.AppendLine("UNITY_VERTEX_INPUT_INSTANCE_ID");
}
}
static void Visit(List<INode> outputList, Dictionary<Guid, INode> unmarkedNodes, INode node)
{
if (!unmarkedNodes.ContainsKey(node.guid))
return;
foreach (var slot in node.GetInputSlots<ISlot>())
{
foreach (var edge in node.owner.GetEdges(slot.slotReference))
{
var inputNode = node.owner.GetNodeFromGuid(edge.outputSlot.nodeGuid);
Visit(outputList, unmarkedNodes, inputNode);
}
}
unmarkedNodes.Remove(node.guid);
outputList.Add(node);
}
public static GenerationResults GetShader(this AbstractMaterialGraph graph, AbstractMaterialNode node, GenerationMode mode, string name)
{
// ----------------------------------------------------- //
// SETUP //
// ----------------------------------------------------- //
// -------------------------------------
// String builders
var finalShader = new ShaderStringBuilder();
var results = new GenerationResults();
bool isUber = node == null;
var shaderProperties = new PropertyCollector();
var functionBuilder = new ShaderStringBuilder();
var functionRegistry = new FunctionRegistry(functionBuilder);
var vertexDescriptionFunction = new ShaderStringBuilder(0);
var surfaceDescriptionInputStruct = new ShaderStringBuilder(0);
var surfaceDescriptionStruct = new ShaderStringBuilder(0);
var surfaceDescriptionFunction = new ShaderStringBuilder(0);
var vertexInputs = new ShaderStringBuilder(0);
// -------------------------------------
// Get Slot and Node lists
var activeNodeList = ListPool<INode>.Get();
if (isUber)
{
var unmarkedNodes = graph.GetNodes<INode>().Where(x => !(x is IMasterNode)).ToDictionary(x => x.guid);
while (unmarkedNodes.Any())
{
var unmarkedNode = unmarkedNodes.FirstOrDefault();
Visit(activeNodeList, unmarkedNodes, unmarkedNode.Value);
}
}
else
{
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, node);
}
var slots = new List<MaterialSlot>();
foreach (var activeNode in isUber ? activeNodeList.Where(n => ((AbstractMaterialNode)n).hasPreview) : ((INode)node).ToEnumerable())
{
if (activeNode is IMasterNode || activeNode is SubGraphOutputNode)
slots.AddRange(activeNode.GetInputSlots<MaterialSlot>());
else
slots.AddRange(activeNode.GetOutputSlots<MaterialSlot>());
}
// -------------------------------------
// Get Requirements
var requirements = ShaderGraphRequirements.FromNodes(activeNodeList, ShaderStageCapability.Fragment);
// -------------------------------------
// Add preview shader output property
results.outputIdProperty = new Vector1ShaderProperty
{
displayName = "OutputId",
generatePropertyBlock = false,
value = -1
};
if (isUber)
shaderProperties.AddShaderProperty(results.outputIdProperty);
// ----------------------------------------------------- //
// START VERTEX DESCRIPTION //
// ----------------------------------------------------- //
// -------------------------------------
// Generate Vertex Description function
vertexDescriptionFunction.AppendLine("GraphVertexInput PopulateVertexData(GraphVertexInput v)");
using(vertexDescriptionFunction.BlockScope())
{
vertexDescriptionFunction.AppendLine("return v;");
}
// ----------------------------------------------------- //
// 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(requirements.requiresNormal, InterpolatorType.Normal, surfaceDescriptionInputStruct);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresTangent, InterpolatorType.Tangent, surfaceDescriptionInputStruct);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresBitangent, InterpolatorType.BiTangent, surfaceDescriptionInputStruct);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresViewDir, InterpolatorType.ViewDirection, surfaceDescriptionInputStruct);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresPosition, InterpolatorType.Position, surfaceDescriptionInputStruct);
if (requirements.requiresVertexColor)
surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor);
if (requirements.requiresScreenPosition)
surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition);
results.previewMode = PreviewMode.Preview3D;
if (!isUber)
{
foreach (var pNode in activeNodeList.OfType<AbstractMaterialNode>())
{
if (pNode.previewMode == PreviewMode.Preview3D)
{
results.previewMode = PreviewMode.Preview3D;
break;
}
}
}
foreach (var channel in requirements.requiresMeshUVs.Distinct())
surfaceDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
}
// -------------------------------------
// Generate Output structure for Surface Description function
GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, !isUber);
// -------------------------------------
// Generate Surface Description function
GenerateSurfaceDescriptionFunction(
activeNodeList,
node,
graph,
surfaceDescriptionFunction,
functionRegistry,
shaderProperties,
requirements,
mode,
outputIdProperty: results.outputIdProperty);
// ----------------------------------------------------- //
// GENERATE VERTEX > PIXEL PIPELINE //
// ----------------------------------------------------- //
// -------------------------------------
// Generate Input structure for Vertex shader
GenerateApplicationVertexInputs(requirements, vertexInputs);
// ----------------------------------------------------- //
// FINALIZE //
// ----------------------------------------------------- //
// -------------------------------------
// Build final shader
finalShader.AppendLine(@"Shader ""{0}""", name);
using (finalShader.BlockScope())
{
finalShader.AppendLine("Properties");
using (finalShader.BlockScope())
{
finalShader.AppendLines(shaderProperties.GetPropertiesBlock(0));
}
finalShader.AppendNewLine();
finalShader.AppendLine(@"HLSLINCLUDE");
finalShader.AppendLine("#define USE_LEGACY_UNITY_MATRIX_VARIABLES");
finalShader.AppendLine(@"#include ""CoreRP/ShaderLibrary/Common.hlsl""");
finalShader.AppendLine(@"#include ""CoreRP/ShaderLibrary/Packing.hlsl""");
finalShader.AppendLine(@"#include ""CoreRP/ShaderLibrary/Color.hlsl""");
finalShader.AppendLine(@"#include ""CoreRP/ShaderLibrary/UnityInstancing.hlsl""");
finalShader.AppendLine(@"#include ""CoreRP/ShaderLibrary/EntityLighting.hlsl""");
finalShader.AppendLine(@"#include ""ShaderGraphLibrary/ShaderVariables.hlsl""");
finalShader.AppendLine(@"#include ""ShaderGraphLibrary/ShaderVariablesFunctions.hlsl""");
finalShader.AppendLine(@"#include ""ShaderGraphLibrary/Functions.hlsl""");
finalShader.AppendNewLine();
finalShader.AppendLines(shaderProperties.GetPropertiesDeclaration(0));
finalShader.AppendLines(surfaceDescriptionInputStruct.ToString());
finalShader.AppendNewLine();
finalShader.Concat(functionBuilder);
finalShader.AppendNewLine();
finalShader.AppendLines(surfaceDescriptionStruct.ToString());
finalShader.AppendNewLine();
finalShader.AppendLines(surfaceDescriptionFunction.ToString());
finalShader.AppendNewLine();
finalShader.AppendLines(vertexInputs.ToString());
finalShader.AppendNewLine();
finalShader.AppendLines(vertexDescriptionFunction.ToString());
finalShader.AppendNewLine();
finalShader.AppendLine(@"ENDHLSL");
finalShader.AppendLines(ShaderGenerator.GetPreviewSubShader(node, requirements));
ListPool<INode>.Release(activeNodeList);
}
// -------------------------------------
// Finalize
results.configuredTextures = shaderProperties.GetConfiguredTexutres();
ShaderSourceMap sourceMap;
results.shader = finalShader.ToString(out sourceMap);
results.sourceMap = sourceMap;
return results;
}
public static void GenerateSurfaceDescriptionStruct(ShaderStringBuilder surfaceDescriptionStruct, List<MaterialSlot> slots, bool isMaster)
{
surfaceDescriptionStruct.AppendLine("struct SurfaceDescription");
using(surfaceDescriptionStruct.BlockSemicolonScope())
{
if (isMaster)
{
foreach (var slot in slots)
surfaceDescriptionStruct.AppendLine("{0} {1};",
NodeUtils.ConvertConcreteSlotValueTypeToString(AbstractMaterialNode.OutputPrecision.@float, slot.concreteValueType),
NodeUtils.GetHLSLSafeName(slot.shaderOutputName));
//surfaceDescriptionStruct.Deindent();
}
else
{
surfaceDescriptionStruct.AppendLine("float4 PreviewOutput;");
}
}
}
public static void GenerateSurfaceDescriptionFunction(
List<INode> activeNodeList,
AbstractMaterialNode masterNode,
AbstractMaterialGraph graph,
ShaderStringBuilder surfaceDescriptionFunction,
FunctionRegistry functionRegistry,
PropertyCollector shaderProperties,
ShaderGraphRequirements requirements,
GenerationMode mode,
string functionName = "PopulateSurfaceData",
string surfaceDescriptionName = "SurfaceDescription",
Vector1ShaderProperty outputIdProperty = null,
IEnumerable<MaterialSlot> slots = null)
{
if (graph == null)
return;
graph.CollectShaderProperties(shaderProperties, mode);
surfaceDescriptionFunction.AppendLine(String.Format("{0} {1}(SurfaceDescriptionInputs IN)", surfaceDescriptionName, functionName), false);
using(surfaceDescriptionFunction.BlockScope())
{
ShaderGenerator sg = new ShaderGenerator();
surfaceDescriptionFunction.AppendLine("{0} surface = ({0})0;", surfaceDescriptionName);
foreach (var activeNode in activeNodeList.OfType<AbstractMaterialNode>())
{
if (activeNode is IGeneratesFunction)
{
functionRegistry.builder.currentNode = activeNode;
(activeNode as IGeneratesFunction).GenerateNodeFunction(functionRegistry, mode);
}
if (activeNode is IGeneratesBodyCode)
(activeNode as IGeneratesBodyCode).GenerateNodeCode(sg, mode);
if (masterNode == null && activeNode.hasPreview)
{
var outputSlot = activeNode.GetOutputSlots<MaterialSlot>().FirstOrDefault();
if (outputSlot != null)
sg.AddShaderChunk(String.Format("if ({0} == {1}) {{ surface.PreviewOutput = {2}; return surface; }}", outputIdProperty.referenceName, activeNode.tempId.index, ShaderGenerator.AdaptNodeOutputForPreview(activeNode, outputSlot.id, activeNode.GetVariableNameForSlot(outputSlot.id))), false);
}
// In case of the subgraph output node, the preview is generated
// from the first input to the node.
if (activeNode is SubGraphOutputNode)
{
var inputSlot = activeNode.GetInputSlots<MaterialSlot>().FirstOrDefault();
if (inputSlot != null)
{
var foundEdges = graph.GetEdges(inputSlot.slotReference).ToArray();
string slotValue = foundEdges.Any() ? activeNode.GetSlotValue(inputSlot.id, mode) : inputSlot.GetDefaultValue(mode);
sg.AddShaderChunk(String.Format("if ({0} == {1}) {{ surface.PreviewOutput = {2}; return surface; }}", outputIdProperty.referenceName, activeNode.tempId.index, slotValue), false);
}
}
activeNode.CollectShaderProperties(shaderProperties, mode);
}
surfaceDescriptionFunction.AppendLines(sg.GetShaderString(0));
functionRegistry.builder.currentNode = null;
if (masterNode != null)
{
if (masterNode is IMasterNode)
{
var usedSlots = slots ?? masterNode.GetInputSlots<MaterialSlot>();
foreach (var input in usedSlots)
{
var foundEdges = graph.GetEdges(input.slotReference).ToArray();
if (foundEdges.Any())
{
surfaceDescriptionFunction.AppendLine("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(input.shaderOutputName), masterNode.GetSlotValue(input.id, mode));
}
else
{
surfaceDescriptionFunction.AppendLine("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(input.shaderOutputName), input.GetDefaultValue(mode));
}
}
}
else if (masterNode.hasPreview)
{
foreach (var slot in masterNode.GetOutputSlots<MaterialSlot>())
surfaceDescriptionFunction.AppendLine("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(slot.shaderOutputName), masterNode.GetSlotValue(slot.id, mode));
}
}
surfaceDescriptionFunction.AppendLine("return surface;");
}
}
const string k_VertexDescriptionStructName = "VertexDescription";
public static void GenerateVertexDescriptionStruct(ShaderStringBuilder builder, List<MaterialSlot> slots)
{
builder.AppendLine("struct {0}", k_VertexDescriptionStructName);
using (builder.BlockSemicolonScope())
{
foreach (var slot in slots)
builder.AppendLine("{0} {1};", NodeUtils.ConvertConcreteSlotValueTypeToString(AbstractMaterialNode.OutputPrecision.@float, slot.concreteValueType), NodeUtils.GetHLSLSafeName(slot.shaderOutputName));
}
}
public static void GenerateVertexDescriptionFunction(
AbstractMaterialGraph graph,
ShaderStringBuilder builder,
FunctionRegistry functionRegistry,
PropertyCollector shaderProperties,
GenerationMode mode,
List<AbstractMaterialNode> nodes,
List<MaterialSlot> slots)
{
if (graph == null)
return;
graph.CollectShaderProperties(shaderProperties, mode);
builder.AppendLine("{0} PopulateVertexData(VertexDescriptionInputs IN)", k_VertexDescriptionStructName);
using (builder.BlockScope())
{
ShaderGenerator sg = new ShaderGenerator();
builder.AppendLine("{0} description = ({0})0;", k_VertexDescriptionStructName);
foreach (var node in nodes)
{
var generatesFunction = node as IGeneratesFunction;
if (generatesFunction != null)
{
functionRegistry.builder.currentNode = node;
generatesFunction.GenerateNodeFunction(functionRegistry, mode);
}
var generatesBodyCode = node as IGeneratesBodyCode;
if (generatesBodyCode != null)
{
generatesBodyCode.GenerateNodeCode(sg, mode);
}
node.CollectShaderProperties(shaderProperties, mode);
}
builder.AppendLines(sg.GetShaderString(0));
foreach (var slot in slots)
{
var isSlotConnected = slot.owner.owner.GetEdges(slot.slotReference).Any();
var slotName = NodeUtils.GetHLSLSafeName(slot.shaderOutputName);
var slotValue = isSlotConnected ? ((AbstractMaterialNode)slot.owner).GetSlotValue(slot.id, mode) : slot.GetDefaultValue(mode);
builder.AppendLine("description.{0} = {1};", slotName, slotValue);
}
builder.AppendLine("return description;");
}
}
public static GenerationResults GetPreviewShader(this AbstractMaterialGraph graph, AbstractMaterialNode node)
{
return graph.GetShader(node, GenerationMode.Preview, String.Format("hidden/preview/{0}", node.GetVariableNameForNode()));
}
public static GenerationResults GetUberColorShader(this AbstractMaterialGraph graph)
{
return graph.GetShader(null, GenerationMode.Preview, "hidden/preview");
}
static Dictionary<SerializationHelper.TypeSerializationInfo, SerializationHelper.TypeSerializationInfo> s_LegacyTypeRemapping;
public static Dictionary<SerializationHelper.TypeSerializationInfo, SerializationHelper.TypeSerializationInfo> GetLegacyTypeRemapping()
{
if (s_LegacyTypeRemapping == null)
{
s_LegacyTypeRemapping = new Dictionary<SerializationHelper.TypeSerializationInfo, SerializationHelper.TypeSerializationInfo>();
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
{
foreach (var type in assembly.GetTypesOrNothing())
{
if (type.IsAbstract)
continue;
foreach (var attribute in type.GetCustomAttributes(typeof(FormerNameAttribute), false))
{
var legacyAttribute = (FormerNameAttribute)attribute;
var serializationInfo = new SerializationHelper.TypeSerializationInfo { fullName = legacyAttribute.fullName };
s_LegacyTypeRemapping[serializationInfo] = SerializationHelper.GetTypeSerializableAsString(type);
}
}
}
}
return s_LegacyTypeRemapping;
}
/// <summary>
/// Sanitizes a supplied string such that it does not collide
/// with any other name in a collection.
/// </summary>
/// <param name="existingNames">
/// A collection of names that the new name should not collide with.
/// </param>
/// <param name="duplicateFormat">
/// The format applied to the name if a duplicate exists.
/// This must be a format string that contains `{0}` and `{1}`
/// once each. An example could be `{0} ({1})`, which will append ` (n)`
/// to the name for the n`th duplicate.
/// </param>
/// <param name="name">
/// The name to be sanitized.
/// </param>
/// <returns>
/// A name that is distinct form any name in `existingNames`.
/// </returns>
internal static string SanitizeName(IEnumerable<string> existingNames, string duplicateFormat, string name)
{
if (!existingNames.Contains(name))
return name;
string escapedDuplicateFormat = Regex.Escape(duplicateFormat);
// Escaped format will escape string interpolation, so the escape caracters must be removed for these.
escapedDuplicateFormat = escapedDuplicateFormat.Replace(@"\{0}", @"{0}");
escapedDuplicateFormat = escapedDuplicateFormat.Replace(@"\{1}", @"{1}");
var baseRegex = new Regex(string.Format(escapedDuplicateFormat, @"^(.*)", @"(\d+)"));
var baseMatch = baseRegex.Match(name);
if (baseMatch.Success)
name = baseMatch.Groups[1].Value;
string baseNameExpression= string.Format(@"^{0}", Regex.Escape(name));
var regex = new Regex(string.Format(escapedDuplicateFormat, baseNameExpression, @"(\d+)") + "$");
var existingDuplicateNumbers = existingNames.Select(existingName => regex.Match(existingName)).Where(m => m.Success).Select(m => int.Parse(m.Groups[1].Value)).Where(n => n > 0).Distinct().ToList();
var duplicateNumber = 1;
existingDuplicateNumbers.Sort();
if (existingDuplicateNumbers.Any() && existingDuplicateNumbers.First() == 1)
{
duplicateNumber = existingDuplicateNumbers.Last() + 1;
for (var i = 1; i < existingDuplicateNumbers.Count; i++)
{
if (existingDuplicateNumbers[i - 1] != existingDuplicateNumbers[i] - 1)
{
duplicateNumber = existingDuplicateNumbers[i - 1] + 1;
break;
}
}
}
return string.Format(duplicateFormat, name, duplicateNumber);
}
}
}