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430 行
20 KiB
430 行
20 KiB
using System;
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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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using UnityEditor.ShaderGraph;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.LightweightPipeline;
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namespace UnityEditor.Experimental.Rendering.LightweightPipeline
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{
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[Serializable]
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[FormerName("UnityEditor.ShaderGraph.LightWeightPBRSubShader")]
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public class LightWeightPBRSubShader : IPBRSubShader
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{
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static NeededCoordinateSpace m_VertexCoordinateSpace = NeededCoordinateSpace.Object;
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static NeededCoordinateSpace m_PixelCoordinateSpace = NeededCoordinateSpace.World;
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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_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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VertexShaderSlots = new List<int>()
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{
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PBRMasterNode.PositionSlotId
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}
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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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VertexShaderSlots = new List<int>()
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{
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PBRMasterNode.PositionSlotId
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}
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};
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Pass m_DepthShadowPass = new Pass()
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{
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Name = "",
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PixelShaderSlots = new List<int>()
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{
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PBRMasterNode.AlphaSlotId,
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PBRMasterNode.AlphaThresholdSlotId
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},
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VertexShaderSlots = new List<int>()
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{
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PBRMasterNode.PositionSlotId
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}
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};
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public string GetSubshader(IMasterNode inMasterNode, GenerationMode mode, List<string> sourceAssetDependencyPaths = null)
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{
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if (sourceAssetDependencyPaths != null)
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{
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// LightWeightPBRSubShader.cs
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sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("ca91dbeb78daa054c9bbe15fef76361c"));
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}
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var templatePath = GetTemplatePath("lightweightPBRForwardPass.template");
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var extraPassesTemplatePath = GetTemplatePath("lightweightPBRExtraPasses.template");
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if (!File.Exists(templatePath) || !File.Exists(extraPassesTemplatePath))
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return string.Empty;
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if (sourceAssetDependencyPaths != null)
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{
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sourceAssetDependencyPaths.Add(templatePath);
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sourceAssetDependencyPaths.Add(extraPassesTemplatePath);
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}
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string forwardTemplate = File.ReadAllText(templatePath);
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string extraTemplate = File.ReadAllText(extraPassesTemplatePath);
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var masterNode = inMasterNode as PBRMasterNode;
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var pass = masterNode.model == PBRMasterNode.Model.Metallic ? m_ForwardPassMetallic : m_ForwardPassSpecular;
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var subShader = new ShaderStringBuilder();
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subShader.AppendLine("SubShader");
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using (subShader.BlockScope())
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{
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subShader.AppendLine("Tags{ \"RenderPipeline\" = \"LightweightPipeline\"}");
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var materialOptions = ShaderGenerator.GetMaterialOptions(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn);
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var tagsBuilder = new ShaderStringBuilder(0);
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materialOptions.GetTags(tagsBuilder);
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subShader.AppendLines(tagsBuilder.ToString());
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subShader.AppendLines(GetShaderPassFromTemplate(
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forwardTemplate,
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masterNode,
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pass,
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mode,
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materialOptions));
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subShader.AppendLines(GetShaderPassFromTemplate(
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extraTemplate,
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masterNode,
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m_DepthShadowPass,
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mode,
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materialOptions));
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}
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return subShader.ToString();
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}
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public bool IsPipelineCompatible(RenderPipelineAsset renderPipelineAsset)
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{
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return renderPipelineAsset is LightweightPipelineAsset;
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}
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static string GetTemplatePath(string templateName)
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{
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string relativeTemplatePath = Path.Combine("LWRP", Path.Combine("Editor", Path.Combine("ShaderGraph", templateName)));
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foreach (var path in LightweightIncludePaths.GetPaths())
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{
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var templatePath = Path.Combine(path, relativeTemplatePath);
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if (File.Exists(templatePath))
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return templatePath;
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}
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throw new FileNotFoundException(string.Format(@"Cannot find a template with name ""{0}"".", templateName));
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}
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static string GetShaderPassFromTemplate(string template, PBRMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions)
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{
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// ----------------------------------------------------- //
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// SETUP //
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// ----------------------------------------------------- //
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// -------------------------------------
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// String builders
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var shaderProperties = new PropertyCollector();
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var functionBuilder = new ShaderStringBuilder(1);
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var functionRegistry = new FunctionRegistry(functionBuilder);
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var defines = new ShaderStringBuilder(1);
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var graph = new ShaderStringBuilder(0);
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var vertexDescriptionInputStruct = new ShaderStringBuilder(1);
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var vertexDescriptionStruct = new ShaderStringBuilder(1);
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var vertexDescriptionFunction = new ShaderStringBuilder(1);
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var surfaceDescriptionInputStruct = new ShaderStringBuilder(1);
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var surfaceDescriptionStruct = new ShaderStringBuilder(1);
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var surfaceDescriptionFunction = new ShaderStringBuilder(1);
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var vertexInputStruct = new ShaderStringBuilder(1);
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var vertexOutputStruct = new ShaderStringBuilder(2);
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var vertexShader = new ShaderStringBuilder(2);
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var vertexShaderDescriptionInputs = new ShaderStringBuilder(2);
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var vertexShaderOutputs = new ShaderStringBuilder(2);
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var pixelShader = new ShaderStringBuilder(2);
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var pixelShaderSurfaceInputs = new ShaderStringBuilder(2);
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var pixelShaderSurfaceRemap = new ShaderStringBuilder(2);
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// -------------------------------------
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// Get Slot and Node lists per stage
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var vertexSlots = pass.VertexShaderSlots.Select(masterNode.FindSlot<MaterialSlot>).ToList();
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var vertexNodes = ListPool<INode>.Get();
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NodeUtils.DepthFirstCollectNodesFromNode(vertexNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.VertexShaderSlots);
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var pixelSlots = pass.PixelShaderSlots.Select(masterNode.FindSlot<MaterialSlot>).ToList();
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var pixelNodes = ListPool<INode>.Get();
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NodeUtils.DepthFirstCollectNodesFromNode(pixelNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots);
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// -------------------------------------
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// Get Requirements
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var vertexRequirements = ShaderGraphRequirements.FromNodes(vertexNodes, ShaderStageCapability.Vertex, false);
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var pixelRequirements = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment);
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var surfaceRequirements = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment, false);
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var modelRequiements = ShaderGraphRequirements.none;
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modelRequiements.requiresNormal |= m_PixelCoordinateSpace;
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modelRequiements.requiresTangent |= m_PixelCoordinateSpace;
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modelRequiements.requiresBitangent |= m_PixelCoordinateSpace;
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modelRequiements.requiresPosition |= m_PixelCoordinateSpace;
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modelRequiements.requiresViewDir |= m_PixelCoordinateSpace;
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modelRequiements.requiresMeshUVs.Add(UVChannel.UV1);
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// ----------------------------------------------------- //
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// START SHADER GENERATION //
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// ----------------------------------------------------- //
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// -------------------------------------
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// Calculate material options
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var blendingBuilder = new ShaderStringBuilder(1);
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var cullingBuilder = new ShaderStringBuilder(1);
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var zTestBuilder = new ShaderStringBuilder(1);
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var zWriteBuilder = new ShaderStringBuilder(1);
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materialOptions.GetBlend(blendingBuilder);
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materialOptions.GetCull(cullingBuilder);
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materialOptions.GetDepthTest(zTestBuilder);
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materialOptions.GetDepthWrite(zWriteBuilder);
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// -------------------------------------
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// Generate defines
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if (masterNode.IsSlotConnected(PBRMasterNode.NormalSlotId))
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defines.AppendLine("#define _NORMALMAP 1");
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if (masterNode.model == PBRMasterNode.Model.Specular)
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defines.AppendLine("#define _SPECULAR_SETUP 1");
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if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId))
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defines.AppendLine("#define _AlphaClip 1");
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if (masterNode.surfaceType == SurfaceType.Transparent && masterNode.alphaMode == AlphaMode.Premultiply)
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defines.AppendLine("#define _ALPHAPREMULTIPLY_ON 1");
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// ----------------------------------------------------- //
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// START VERTEX DESCRIPTION //
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// ----------------------------------------------------- //
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// -------------------------------------
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// Generate Input structure for Vertex Description function
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// TODO - Vertex Description Input requirements are needed to exclude intermediate translation spaces
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vertexDescriptionInputStruct.AppendLine("struct VertexDescriptionInputs");
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using (vertexDescriptionInputStruct.BlockSemicolonScope())
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{
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresNormal, InterpolatorType.Normal, vertexDescriptionInputStruct);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresTangent, InterpolatorType.Tangent, vertexDescriptionInputStruct);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresBitangent, InterpolatorType.BiTangent, vertexDescriptionInputStruct);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresViewDir, InterpolatorType.ViewDirection, vertexDescriptionInputStruct);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresPosition, InterpolatorType.Position, vertexDescriptionInputStruct);
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if (vertexRequirements.requiresVertexColor)
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vertexDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor);
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if (vertexRequirements.requiresScreenPosition)
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vertexDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition);
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foreach (var channel in vertexRequirements.requiresMeshUVs.Distinct())
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vertexDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
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}
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// -------------------------------------
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// Generate Output structure for Vertex Description function
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GraphUtil.GenerateVertexDescriptionStruct(vertexDescriptionStruct, vertexSlots);
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// -------------------------------------
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// Generate Vertex Description function
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GraphUtil.GenerateVertexDescriptionFunction(
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masterNode.owner as AbstractMaterialGraph,
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vertexDescriptionFunction,
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functionRegistry,
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shaderProperties,
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mode,
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vertexNodes,
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vertexSlots);
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// ----------------------------------------------------- //
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// START SURFACE DESCRIPTION //
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// ----------------------------------------------------- //
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// -------------------------------------
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// Generate Input structure for Surface Description function
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// Surface Description Input requirements are needed to exclude intermediate translation spaces
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surfaceDescriptionInputStruct.AppendLine("struct SurfaceDescriptionInputs");
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using (surfaceDescriptionInputStruct.BlockSemicolonScope())
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{
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresNormal, InterpolatorType.Normal, surfaceDescriptionInputStruct);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresTangent, InterpolatorType.Tangent, surfaceDescriptionInputStruct);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresBitangent, InterpolatorType.BiTangent, surfaceDescriptionInputStruct);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresViewDir, InterpolatorType.ViewDirection, surfaceDescriptionInputStruct);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresPosition, InterpolatorType.Position, surfaceDescriptionInputStruct);
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if (surfaceRequirements.requiresVertexColor)
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surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor);
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if (surfaceRequirements.requiresScreenPosition)
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surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition);
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if (surfaceRequirements.requiresFaceSign)
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surfaceDescriptionInputStruct.AppendLine("float {0};", ShaderGeneratorNames.FaceSign);
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foreach (var channel in surfaceRequirements.requiresMeshUVs.Distinct())
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surfaceDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
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}
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// -------------------------------------
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// Generate Output structure for Surface Description function
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GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, pixelSlots, true);
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// -------------------------------------
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// Generate Surface Description function
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GraphUtil.GenerateSurfaceDescriptionFunction(
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pixelNodes,
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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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pixelRequirements,
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mode,
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"PopulateSurfaceData",
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"SurfaceDescription",
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null,
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pixelSlots);
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// ----------------------------------------------------- //
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// GENERATE VERTEX > PIXEL PIPELINE //
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// ----------------------------------------------------- //
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// -------------------------------------
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// Generate Input structure for Vertex shader
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GraphUtil.GenerateApplicationVertexInputs(vertexRequirements.Union(pixelRequirements.Union(modelRequiements)), vertexInputStruct);
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// -------------------------------------
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// Generate standard transformations
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// This method ensures all required transform data is available in vertex and pixel stages
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ShaderGenerator.GenerateStandardTransforms(
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3,
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10,
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vertexOutputStruct,
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vertexShader,
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vertexShaderDescriptionInputs,
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vertexShaderOutputs,
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pixelShader,
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pixelShaderSurfaceInputs,
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pixelRequirements,
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surfaceRequirements,
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modelRequiements,
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vertexRequirements,
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CoordinateSpace.World);
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// -------------------------------------
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// Generate pixel shader surface remap
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foreach (var slot in pixelSlots)
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{
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pixelShaderSurfaceRemap.AppendLine("{0} = surf.{0};", slot.shaderOutputName);
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}
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// -------------------------------------
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// Extra pixel shader work
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var faceSign = new ShaderStringBuilder();
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if (pixelRequirements.requiresFaceSign)
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faceSign.AppendLine(", half FaceSign : VFACE");
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// ----------------------------------------------------- //
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// FINALIZE //
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// ----------------------------------------------------- //
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// -------------------------------------
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// Combine Graph sections
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graph.AppendLine(shaderProperties.GetPropertiesDeclaration(1));
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graph.AppendLine(vertexDescriptionInputStruct.ToString());
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graph.AppendLine(surfaceDescriptionInputStruct.ToString());
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graph.AppendLine(functionBuilder.ToString());
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graph.AppendLine(vertexDescriptionStruct.ToString());
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graph.AppendLine(vertexDescriptionFunction.ToString());
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graph.AppendLine(surfaceDescriptionStruct.ToString());
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graph.AppendLine(surfaceDescriptionFunction.ToString());
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graph.AppendLine(vertexInputStruct.ToString());
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// -------------------------------------
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// Generate final subshader
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var resultPass = template.Replace("${Tags}", string.Empty);
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resultPass = resultPass.Replace("${Blending}", blendingBuilder.ToString());
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resultPass = resultPass.Replace("${Culling}", cullingBuilder.ToString());
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resultPass = resultPass.Replace("${ZTest}", zTestBuilder.ToString());
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resultPass = resultPass.Replace("${ZWrite}", zWriteBuilder.ToString());
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resultPass = resultPass.Replace("${Defines}", defines.ToString());
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resultPass = resultPass.Replace("${Graph}", graph.ToString());
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resultPass = resultPass.Replace("${VertexOutputStruct}", vertexOutputStruct.ToString());
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resultPass = resultPass.Replace("${VertexShader}", vertexShader.ToString());
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resultPass = resultPass.Replace("${VertexShaderDescriptionInputs}", vertexShaderDescriptionInputs.ToString());
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resultPass = resultPass.Replace("${VertexShaderOutputs}", vertexShaderOutputs.ToString());
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resultPass = resultPass.Replace("${FaceSign}", faceSign.ToString());
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resultPass = resultPass.Replace("${PixelShader}", pixelShader.ToString());
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resultPass = resultPass.Replace("${PixelShaderSurfaceInputs}", pixelShaderSurfaceInputs.ToString());
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resultPass = resultPass.Replace("${PixelShaderSurfaceRemap}", pixelShaderSurfaceRemap.ToString());
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return resultPass;
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}
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}
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}
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