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790 行
34 KiB
790 行
34 KiB
using System.Collections.Generic;
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using System.Collections;
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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 HDPBRSubShader : IPBRSubShader
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{
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Pass m_PassGBuffer = new Pass()
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{
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Name = "GBuffer",
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LightMode = "GBuffer",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_GBUFFER",
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StencilOverride = new List<string>()
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{
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"// Stencil setup for gbuffer",
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"Stencil",
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"{",
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" WriteMask 7", // [_StencilWriteMask] // default: StencilMask.Lighting (fixed at compile time)
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" Ref 2", // [_StencilRef] // default: StencilLightingUsage.RegularLighting (fixed at compile time)
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" Comp Always",
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" Pass Replace",
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"}"
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},
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ExtraDefines = new List<string>()
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{
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"#pragma multi_compile _ DEBUG_DISPLAY",
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"#pragma multi_compile _ LIGHTMAP_ON",
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"#pragma multi_compile _ DIRLIGHTMAP_COMBINED",
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"#pragma multi_compile _ DYNAMICLIGHTMAP_ON",
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"#pragma multi_compile _ SHADOWS_SHADOWMASK",
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},
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassGBuffer.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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"FragInputs.worldToTangent",
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"FragInputs.positionWS",
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},
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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.MetallicSlotId,
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PBRMasterNode.SpecularSlotId,
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PBRMasterNode.EmissionSlotId,
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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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Pass m_PassGBufferWithPrepass = new Pass()
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{
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Name = "GBufferWithPrepass",
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LightMode = "GBufferWithPrepass",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_GBUFFER",
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StencilOverride = new List<string>()
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{
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"// Stencil setup for GBufferWithPrepass",
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"Stencil",
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"{",
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" WriteMask 7", // _StencilWriteMask // StencilMask.Lighting (fixed at compile time)
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" Ref 2", // _StencilRef // StencilLightingUsage.RegularLighting (fixed at compile time)
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" Comp Always",
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" Pass Replace",
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"}"
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},
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ExtraDefines = new List<string>()
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{
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"#pragma multi_compile _ DEBUG_DISPLAY",
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"#pragma multi_compile _ LIGHTMAP_ON",
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"#pragma multi_compile _ DIRLIGHTMAP_COMBINED",
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"#pragma multi_compile _ DYNAMICLIGHTMAP_ON",
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"#pragma multi_compile _ SHADOWS_SHADOWMASK",
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"#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST",
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},
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassGBuffer.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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// "FragInputs.worldToTangent",
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// "FragInputs.positionWS",
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},
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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.MetallicSlotId,
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PBRMasterNode.SpecularSlotId,
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PBRMasterNode.EmissionSlotId,
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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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Pass m_PassMETA = new Pass()
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{
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Name = "META",
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LightMode = "Meta",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_LIGHT_TRANSPORT",
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CullOverride = "Cull Off",
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassLightTransport.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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"AttributesMesh.normalOS",
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"AttributesMesh.tangentOS", // Always present as we require it also in case of anisotropic lighting
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"AttributesMesh.uv0",
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"AttributesMesh.uv1",
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"AttributesMesh.color",
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"AttributesMesh.uv2", // SHADERPASS_LIGHT_TRANSPORT always uses uv2
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// "FragInputs.worldToTangent",
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// "FragInputs.positionWS",
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},
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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.MetallicSlotId,
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PBRMasterNode.SpecularSlotId,
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PBRMasterNode.EmissionSlotId,
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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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Pass m_PassShadowCaster = new Pass()
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{
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Name = "ShadowCaster",
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LightMode = "ShadowCaster",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_SHADOWS",
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ColorMaskOverride = "ColorMask 0",
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ExtraDefines = new List<string>()
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{
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"#define USE_LEGACY_UNITY_MATRIX_VARIABLES",
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},
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassDepthOnly.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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// "FragInputs.worldToTangent",
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// "FragInputs.positionWS",
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},
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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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};
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Pass m_PassDepthOnly = new Pass()
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{
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Name = "DepthOnly",
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LightMode = "DepthOnly",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_DEPTH_ONLY",
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ColorMaskOverride = "ColorMask 0",
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassDepthOnly.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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// "FragInputs.worldToTangent",
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// "FragInputs.positionWS",
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},
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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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};
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Pass m_PassMotionVectors = new Pass()
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{
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Name = "Motion Vectors",
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LightMode = "MotionVectors",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_VELOCITY",
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassVelocity.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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"FragInputs.positionWS",
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},
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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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StencilOverride = new List<string>()
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{
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"// If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity",
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"Stencil",
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"{",
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" WriteMask 128", // [_StencilWriteMaskMV] (int) HDRenderPipeline.StencilBitMask.ObjectVelocity // this requires us to pull in the HD Pipeline assembly...
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" Ref 128", // [_StencilRefMV]
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" Comp Always",
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" Pass Replace",
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"}"
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}
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};
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Pass m_PassDistortion = new Pass()
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{
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Name = "Distortion",
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LightMode = "DistortionVectors",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_DISTORTION",
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BlendOverride = "Blend One One, One One", // [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend]
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BlendOpOverride = "BlendOp Add, Add", // Add, [_DistortionBlurBlendOp]
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ZTestOverride = "ZTest LEqual", // [_ZTestModeDistortion]
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ZWriteOverride = "ZWrite Off",
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassDistortion.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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// "FragInputs.worldToTangent",
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// "FragInputs.positionWS",
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},
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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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};
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Pass m_PassTransparentDepthPrepass = new Pass()
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{
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Name = "TransparentDepthPrepass",
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LightMode = "TransparentDepthPrepass",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_DEPTH_ONLY",
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ColorMaskOverride = "ColorMask 0",
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ExtraDefines = new List<string>()
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{
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"#define CUTOFF_TRANSPARENT_DEPTH_PREPASS",
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},
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassDepthOnly.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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// "FragInputs.worldToTangent",
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// "FragInputs.positionWS",
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},
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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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};
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Pass m_PassTransparentBackface = new Pass()
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{
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Name = "TransparentBackface",
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LightMode = "TransparentBackface",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_FORWARD",
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CullOverride = "Cull Front",
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ExtraDefines = new List<string>()
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{
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"#pragma multi_compile _ DEBUG_DISPLAY",
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"#pragma multi_compile _ LIGHTMAP_ON",
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"#pragma multi_compile _ DIRLIGHTMAP_COMBINED",
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"#pragma multi_compile _ DYNAMICLIGHTMAP_ON",
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"#pragma multi_compile _ SHADOWS_SHADOWMASK",
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"#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS",
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"#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST",
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},
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassForward.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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// "FragInputs.worldToTangent",
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// "FragInputs.positionWS",
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},
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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.MetallicSlotId,
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PBRMasterNode.SpecularSlotId,
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PBRMasterNode.EmissionSlotId,
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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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Pass m_PassForward = new Pass()
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{
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Name = "Forward",
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LightMode = "Forward",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_FORWARD",
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ExtraDefines = new List<string>()
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{
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"#pragma multi_compile _ DEBUG_DISPLAY",
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"#pragma multi_compile _ LIGHTMAP_ON",
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"#pragma multi_compile _ DIRLIGHTMAP_COMBINED",
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"#pragma multi_compile _ DYNAMICLIGHTMAP_ON",
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"#pragma multi_compile _ SHADOWS_SHADOWMASK",
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"#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS",
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"#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST"
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},
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StencilOverride = new List<string>()
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{
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"// Stencil setup for forward",
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"Stencil",
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"{",
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" WriteMask 7", // [_StencilWriteMask] // default: StencilMask.Lighting (fixed at compile time)
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" Ref 2", // [_StencilRef] // default: StencilLightingUsage.RegularLighting (fixed at compile time)
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" Comp Always",
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" Pass Replace",
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"}"
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},
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassForward.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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"FragInputs.worldToTangent",
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// "FragInputs.positionWS",
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},
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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.MetallicSlotId,
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PBRMasterNode.SpecularSlotId,
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PBRMasterNode.EmissionSlotId,
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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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Pass m_PassTransparentDepthPostpass = new Pass()
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{
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Name = "TransparentDepthPostpass",
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LightMode = "TransparentDepthPostpass",
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TemplateName = "HDPBRPass.template",
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ShaderPassName = "SHADERPASS_DEPTH_ONLY",
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ColorMaskOverride = "ColorMask 0",
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ExtraDefines = new List<string>()
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{
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"#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS",
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},
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassDepthOnly.hlsl\"",
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},
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RequiredFields = new List<string>()
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{
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// "FragInputs.worldToTangent",
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// "FragInputs.positionWS",
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},
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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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};
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private static string GetVariantDefines(PBRMasterNode masterNode)
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{
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ShaderGenerator defines = new ShaderGenerator();
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// TODO:
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// _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
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// _MATERIAL_FEATURE_TRANSMISSION
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// _MATERIAL_FEATURE_ANISOTROPY
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// _MATERIAL_FEATURE_CLEAR_COAT
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// _MATERIAL_FEATURE_IRIDESCENCE
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switch (masterNode.model)
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{
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case PBRMasterNode.Model.Metallic:
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break;
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case PBRMasterNode.Model.Specular:
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defines.AddShaderChunk("#define _MATERIAL_FEATURE_SPECULAR_COLOR 1", true);
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break;
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default:
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// TODO: error!
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break;
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}
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// #pragma shader_feature _ALPHATEST_ON
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float constantAlpha = 0.0f;
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if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId) ||
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(float.TryParse(masterNode.GetSlotValue(PBRMasterNode.AlphaThresholdSlotId, GenerationMode.ForReals), out constantAlpha) && (constantAlpha > 0.0f)))
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{
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defines.AddShaderChunk("#define _ALPHATEST_ON 1", true);
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}
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// if (kTesselationMode != TessellationMode.None)
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// {
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// defines.AddShaderChunk("#define _TESSELLATION_PHONG 1", true);
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// }
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// #pragma shader_feature _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT
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// switch (kDisplacementMode)
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// {
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// case DisplacementMode.None:
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// break;
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// case DisplacementMode.Vertex:
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// defines.AddShaderChunk("#define _VERTEX_DISPLACEMENT 1", true);
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// break;
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// case DisplacementMode.Pixel:
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// defines.AddShaderChunk("#define _PIXEL_DISPLACEMENT 1", true);
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// Depth offset is only enabled if per pixel displacement is
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// if (kDepthOffsetEnable)
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// {
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// // #pragma shader_feature _DEPTHOFFSET_ON
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// defines.AddShaderChunk("#define _DEPTHOFFSET_ON 1", true);
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// }
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// break;
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// case DisplacementMode.Tessellation:
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// if (kTessellationEnabled)
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// {
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// defines.AddShaderChunk("#define _TESSELLATION_DISPLACEMENT 1", true);
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// }
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// break;
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// }
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// #pragma shader_feature _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE
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// #pragma shader_feature _DISPLACEMENT_LOCK_TILING_SCALE
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// #pragma shader_feature _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
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// #pragma shader_feature _VERTEX_WIND
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// #pragma shader_feature _ _REFRACTION_PLANE _REFRACTION_SPHERE
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//
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// #pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR // MOVE to a node
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// #pragma shader_feature _NORMALMAP_TANGENT_SPACE
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// #pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3
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//
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// #pragma shader_feature _NORMALMAP
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if (masterNode.IsSlotConnected(PBRMasterNode.NormalSlotId))
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{
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defines.AddShaderChunk("#define _NORMALMAP 1", true);
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}
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// #pragma shader_feature _MASKMAP
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// #pragma shader_feature _BENTNORMALMAP
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// #pragma shader_feature _EMISSIVE_COLOR_MAP
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// #pragma shader_feature _ENABLESPECULAROCCLUSION
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// #pragma shader_feature _HEIGHTMAP
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// #pragma shader_feature _TANGENTMAP
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// #pragma shader_feature _ANISOTROPYMAP
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// #pragma shader_feature _DETAIL_MAP // MOVE to a node
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// #pragma shader_feature _SUBSURFACE_RADIUS_MAP
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// #pragma shader_feature _THICKNESSMAP
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// #pragma shader_feature _SPECULARCOLORMAP
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// #pragma shader_feature _TRANSMITTANCECOLORMAP
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// Keywords for transparent
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// #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
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if (masterNode.surfaceType != SurfaceType.Opaque)
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{
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// transparent-only defines
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defines.AddShaderChunk("#define _SURFACE_TYPE_TRANSPARENT 1", true);
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// #pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
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if (masterNode.alphaMode == AlphaMode.Alpha)
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{
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defines.AddShaderChunk("#define _BLENDMODE_ALPHA 1", true);
|
|
}
|
|
else if (masterNode.alphaMode == AlphaMode.Additive)
|
|
{
|
|
defines.AddShaderChunk("#define _BLENDMODE_ADD 1", true);
|
|
}
|
|
// else if (masterNode.alphaMode == PBRMasterNode.AlphaMode.PremultiplyAlpha) // TODO
|
|
// {
|
|
// defines.AddShaderChunk("#define _BLENDMODE_PRE_MULTIPLY 1", true);
|
|
// }
|
|
|
|
// #pragma shader_feature _BLENDMODE_PRESERVE_SPECULAR_LIGHTING
|
|
// if (kEnableBlendModePreserveSpecularLighting)
|
|
// {
|
|
// defines.AddShaderChunk("#define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1", true);
|
|
// }
|
|
|
|
// #pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT
|
|
// if (kEnableFogOnTransparent)
|
|
// {
|
|
// defines.AddShaderChunk("#define _ENABLE_FOG_ON_TRANSPARENT 1", true);
|
|
// }
|
|
}
|
|
else
|
|
{
|
|
// opaque-only defines
|
|
}
|
|
|
|
// MaterialId are used as shader feature to allow compiler to optimize properly
|
|
// Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD
|
|
// #pragma shader_feature _ _MATID_SSS _MATID_ANISO _MATID_SPECULAR _MATID_CLEARCOAT
|
|
|
|
// 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 defines.GetShaderString(2);
|
|
}
|
|
|
|
private static bool GenerateShaderPass(PBRMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions, ShaderGenerator result)
|
|
{
|
|
var templateLocation = ShaderGenerator.GetTemplatePath(pass.TemplateName);
|
|
if (!File.Exists(templateLocation))
|
|
{
|
|
// TODO: produce error here
|
|
return false;
|
|
}
|
|
|
|
// grab all of the active nodes
|
|
var activeNodeList = ListPool<INode>.Get();
|
|
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots);
|
|
|
|
// graph requirements describe what the graph itself requires
|
|
var graphRequirements = ShaderGraphRequirements.FromNodes(activeNodeList, ShaderStageCapability.Fragment);
|
|
|
|
ShaderStringBuilder graphNodeFunctions = new ShaderStringBuilder();
|
|
graphNodeFunctions.IncreaseIndent();
|
|
var functionRegistry = new FunctionRegistry(graphNodeFunctions);
|
|
|
|
// Build the list of active slots based on what the pass requires
|
|
// TODO: this can be a shared function -- From here through GraphUtil.GenerateSurfaceDescription(..)
|
|
var activeSlots = new List<MaterialSlot>();
|
|
foreach (var id in pass.PixelShaderSlots)
|
|
{
|
|
MaterialSlot slot = masterNode.FindSlot<MaterialSlot>(id);
|
|
if (slot != null)
|
|
{
|
|
activeSlots.Add(slot);
|
|
}
|
|
}
|
|
|
|
// build the graph outputs structure to hold the results of each active slots (and fill out activeFields to indicate they are active)
|
|
string graphInputStructName = "SurfaceDescriptionInputs";
|
|
string graphOutputStructName = "SurfaceDescription";
|
|
string graphEvalFunctionName = "SurfaceDescriptionFunction";
|
|
ShaderStringBuilder graphEvalFunction = new ShaderStringBuilder();
|
|
ShaderStringBuilder graphOutputs = new ShaderStringBuilder();
|
|
PropertyCollector graphProperties = new PropertyCollector();
|
|
|
|
// build the graph outputs structure, and populate activeFields with the fields of that structure
|
|
HashSet<string> activeFields = new HashSet<string>();
|
|
GraphUtil.GenerateSurfaceDescriptionStruct(graphOutputs, activeSlots, true);
|
|
//GraphUtil.GenerateSurfaceDescriptionStruct(graphOutputs, activeSlots, true, graphOutputStructName, activeFields);
|
|
|
|
// Build the graph evaluation code, to evaluate the specified slots
|
|
GraphUtil.GenerateSurfaceDescriptionFunction(
|
|
activeNodeList,
|
|
masterNode,
|
|
masterNode.owner as AbstractMaterialGraph,
|
|
graphEvalFunction,
|
|
functionRegistry,
|
|
graphProperties,
|
|
graphRequirements, // TODO : REMOVE UNUSED
|
|
mode,
|
|
graphEvalFunctionName,
|
|
graphOutputStructName,
|
|
null,
|
|
activeSlots,
|
|
graphInputStructName);
|
|
|
|
var blendCode = new ShaderStringBuilder();
|
|
var cullCode = new ShaderStringBuilder();
|
|
var zTestCode = new ShaderStringBuilder();
|
|
var zWriteCode = new ShaderStringBuilder();
|
|
var stencilCode = new ShaderStringBuilder();
|
|
var colorMaskCode = new ShaderStringBuilder();
|
|
HDSubShaderUtilities.BuildRenderStatesFromPassAndMaterialOptions(pass, materialOptions, blendCode, cullCode, zTestCode, zWriteCode, stencilCode, colorMaskCode);
|
|
|
|
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
|
|
}
|
|
}
|
|
|
|
if (pass.PixelShaderSlots != null)
|
|
{
|
|
foreach (var slotId in pass.PixelShaderSlots)
|
|
{
|
|
var slot = masterNode.FindSlot<MaterialSlot>(slotId);
|
|
if(slot != null)
|
|
{
|
|
var rawSlotName = slot.RawDisplayName().ToString();
|
|
var descriptionVar = string.Format("{0}.{1}", graphOutputStructName, rawSlotName);
|
|
activeFields.Add(descriptionVar);
|
|
}
|
|
}
|
|
}
|
|
|
|
var packedInterpolatorCode = new ShaderGenerator();
|
|
var graphInputs = new ShaderGenerator();
|
|
HDRPShaderStructs.Generate(
|
|
packedInterpolatorCode,
|
|
graphInputs,
|
|
graphRequirements,
|
|
pass.RequiredFields,
|
|
CoordinateSpace.World,
|
|
activeFields);
|
|
|
|
// debug output all active fields
|
|
var interpolatorDefines = new ShaderGenerator();
|
|
{
|
|
interpolatorDefines.AddShaderChunk("// ACTIVE FIELDS:");
|
|
foreach (string f in activeFields)
|
|
{
|
|
interpolatorDefines.AddShaderChunk("// " + f);
|
|
}
|
|
}
|
|
|
|
ShaderGenerator defines = new ShaderGenerator();
|
|
{
|
|
defines.AddShaderChunk(string.Format("#define SHADERPASS {0}", pass.ShaderPassName), true);
|
|
if (pass.ExtraDefines != null)
|
|
{
|
|
foreach (var define in pass.ExtraDefines)
|
|
defines.AddShaderChunk(define);
|
|
}
|
|
defines.AddGenerator(interpolatorDefines);
|
|
}
|
|
|
|
var shaderPassIncludes = new ShaderGenerator();
|
|
if (pass.Includes != null)
|
|
{
|
|
foreach (var include in pass.Includes)
|
|
shaderPassIncludes.AddShaderChunk(include);
|
|
}
|
|
|
|
|
|
// build graph code
|
|
var graph = new ShaderGenerator();
|
|
graph.AddShaderChunk("// Graph Inputs");
|
|
graph.Indent();
|
|
graph.AddGenerator(graphInputs);
|
|
graph.Deindent();
|
|
graph.AddShaderChunk("// Graph Outputs");
|
|
graph.Indent();
|
|
graph.AddShaderChunk(graphOutputs.ToString());
|
|
//graph.AddGenerator(graphOutputs);
|
|
graph.Deindent();
|
|
graph.AddShaderChunk("// Graph Properties (uniform inputs)");
|
|
graph.AddShaderChunk(graphProperties.GetPropertiesDeclaration(1));
|
|
graph.AddShaderChunk("// Graph Node Functions");
|
|
graph.AddShaderChunk(graphNodeFunctions.ToString());
|
|
graph.AddShaderChunk("// Graph Evaluation");
|
|
graph.Indent();
|
|
graph.AddShaderChunk(graphEvalFunction.ToString());
|
|
//graph.AddGenerator(graphEvalFunction);
|
|
graph.Deindent();
|
|
|
|
// build the hash table of all named fragments TODO: could make this Dictionary<string, ShaderGenerator / string> ?
|
|
Dictionary<string, string> namedFragments = new Dictionary<string, string>();
|
|
namedFragments.Add("${Defines}", defines.GetShaderString(2, false));
|
|
namedFragments.Add("${Graph}", graph.GetShaderString(2, false));
|
|
namedFragments.Add("${LightMode}", pass.LightMode);
|
|
namedFragments.Add("${PassName}", pass.Name);
|
|
namedFragments.Add("${Includes}", shaderPassIncludes.GetShaderString(2, false));
|
|
namedFragments.Add("${InterpolatorPacking}", packedInterpolatorCode.GetShaderString(2, false));
|
|
namedFragments.Add("${Blending}", blendCode.ToString());
|
|
namedFragments.Add("${Culling}", cullCode.ToString());
|
|
namedFragments.Add("${ZTest}", zTestCode.ToString());
|
|
namedFragments.Add("${ZWrite}", zWriteCode.ToString());
|
|
namedFragments.Add("${Stencil}", stencilCode.ToString());
|
|
namedFragments.Add("${ColorMask}", colorMaskCode.ToString());
|
|
namedFragments.Add("${LOD}", materialOptions.lod.ToString());
|
|
namedFragments.Add("${VariantDefines}", GetVariantDefines(masterNode));
|
|
|
|
// process the template to generate the shader code for this pass TODO: could make this a shared function
|
|
string[] templateLines = File.ReadAllLines(templateLocation);
|
|
System.Text.StringBuilder builder = new System.Text.StringBuilder();
|
|
foreach (string line in templateLines)
|
|
{
|
|
ShaderSpliceUtil.PreprocessShaderCode(line, activeFields, namedFragments, builder);
|
|
builder.AppendLine();
|
|
}
|
|
|
|
result.AddShaderChunk(builder.ToString(), false);
|
|
|
|
return true;
|
|
}
|
|
|
|
public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode)
|
|
{
|
|
var masterNode = iMasterNode as PBRMasterNode;
|
|
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;
|
|
bool transparentDepthPrepassActive = transparent && false;
|
|
bool transparentBackfaceActive = transparent && false;
|
|
bool transparentDepthPostpassActive = transparent && false;
|
|
|
|
if (opaque)
|
|
{
|
|
GenerateShaderPass(masterNode, m_PassGBuffer, mode, materialOptions, subShader);
|
|
GenerateShaderPass(masterNode, m_PassGBufferWithPrepass, mode, materialOptions, subShader);
|
|
}
|
|
|
|
GenerateShaderPass(masterNode, m_PassMETA, mode, materialOptions, subShader);
|
|
GenerateShaderPass(masterNode, m_PassShadowCaster, mode, materialOptions, subShader);
|
|
|
|
if (opaque)
|
|
{
|
|
GenerateShaderPass(masterNode, m_PassDepthOnly, mode, materialOptions, subShader);
|
|
GenerateShaderPass(masterNode, m_PassMotionVectors, mode, materialOptions, subShader);
|
|
}
|
|
|
|
if (distortionActive)
|
|
{
|
|
GenerateShaderPass(masterNode, m_PassDistortion, mode, materialOptions, subShader);
|
|
}
|
|
|
|
if (transparentDepthPrepassActive)
|
|
{
|
|
GenerateShaderPass(masterNode, m_PassTransparentDepthPrepass, mode, materialOptions, subShader);
|
|
}
|
|
|
|
if (transparentBackfaceActive)
|
|
{
|
|
GenerateShaderPass(masterNode, m_PassTransparentBackface, mode, materialOptions, subShader);
|
|
}
|
|
|
|
GenerateShaderPass(masterNode, m_PassForward, mode, materialOptions, subShader);
|
|
|
|
if (transparentDepthPostpassActive)
|
|
{
|
|
GenerateShaderPass(masterNode, m_PassTransparentDepthPostpass, mode, materialOptions, subShader);
|
|
}
|
|
}
|
|
subShader.Deindent();
|
|
subShader.AddShaderChunk("}", true);
|
|
|
|
return subShader.GetShaderString(0);
|
|
}
|
|
}
|
|
}
|