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432 行
20 KiB
432 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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namespace UnityEditor.ShaderGraph
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{
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// [Serializable] ??
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public class HDUnlitSubShader : IUnlitSubShader
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{
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Pass m_PassDepthOnly = new Pass()
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{
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Name = "Depth prepass",
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LightMode = "DepthForwardOnly",
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TemplateName = "HDUnlitPassForward.template",
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ShaderPassName = "SHADERPASS_DEPTH_ONLY",
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ZWriteOverride = "ZWrite On",
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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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PixelShaderSlots = new List<int>()
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{
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UnlitMasterNode.AlphaSlotId,
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UnlitMasterNode.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 Unlit",
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LightMode = "ForwardOnly",
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TemplateName = "HDUnlitPassForward.template",
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ShaderPassName = "SHADERPASS_FORWARD_UNLIT",
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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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},
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Includes = new List<string>()
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{
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"#include \"HDRP/ShaderPass/ShaderPassForwardUnlit.hlsl\"",
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},
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PixelShaderSlots = new List<int>()
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{
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UnlitMasterNode.ColorSlotId,
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UnlitMasterNode.AlphaSlotId,
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UnlitMasterNode.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 = "HDUnlitPassForward.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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},
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PixelShaderSlots = new List<int>()
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{
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UnlitMasterNode.ColorSlotId,
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UnlitMasterNode.AlphaSlotId,
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UnlitMasterNode.AlphaThresholdSlotId
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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 = "HDUnlitPassForward.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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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(UnlitMasterNode masterNode)
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{
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ShaderGenerator defines = new ShaderGenerator();
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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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// #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);
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}
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else if (masterNode.alphaMode == AlphaMode.Additive)
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{
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defines.AddShaderChunk("#define _BLENDMODE_ADD 1", true);
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}
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// else if (masterNode.alphaMode == PBRMasterNode.AlphaMode.PremultiplyAlpha) // TODO
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// {
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// defines.AddShaderChunk("#define _BLENDMODE_PRE_MULTIPLY 1", true);
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// }
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// #pragma shader_feature _BLENDMODE_PRESERVE_SPECULAR_LIGHTING
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// if (kEnableBlendModePreserveSpecularLighting)
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// {
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// defines.AddShaderChunk("#define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1", true);
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// }
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// #pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT
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// if (kEnableFogOnTransparent)
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// {
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// defines.AddShaderChunk("#define _ENABLE_FOG_ON_TRANSPARENT 1", true);
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// }
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}
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else
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{
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// opaque-only defines
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}
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// enable dithering LOD crossfade
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// #pragma multi_compile _ LOD_FADE_CROSSFADE
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// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ?
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//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON
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return defines.GetShaderString(2);
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}
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private static bool GenerateShaderPass(UnlitMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions, ShaderGenerator result)
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{
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var templateLocation = ShaderGenerator.GetTemplatePath(pass.TemplateName);
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if (!File.Exists(templateLocation))
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{
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// TODO: produce error here
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return false;
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}
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// grab all of the active nodes
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var activeNodeList = ListPool<INode>.Get();
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NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots);
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// graph requirements describe what the graph itself requires
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var graphRequirements = ShaderGraphRequirements.FromNodes(activeNodeList, ShaderStageCapability.All, true, true);
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ShaderStringBuilder graphNodeFunctions = new ShaderStringBuilder();
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graphNodeFunctions.IncreaseIndent();
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var functionRegistry = new FunctionRegistry(graphNodeFunctions);
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// Build the list of active slots based on what the pass requires
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// TODO: this can be a shared function -- From here through GraphUtil.GenerateSurfaceDescription(..)
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var activeSlots = new List<MaterialSlot>();
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foreach (var id in pass.PixelShaderSlots)
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{
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MaterialSlot slot = masterNode.FindSlot<MaterialSlot>(id);
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if (slot != null)
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{
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activeSlots.Add(slot);
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}
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}
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// build the graph outputs structure to hold the results of each active slots (and fill out activeFields to indicate they are active)
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string graphInputStructName = "SurfaceDescriptionInputs";
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string graphOutputStructName = "SurfaceDescription";
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string graphEvalFunctionName = "SurfaceDescriptionFunction";
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var graphEvalFunction = new ShaderStringBuilder();
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var graphOutputs = new ShaderStringBuilder();
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PropertyCollector graphProperties = new PropertyCollector();
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// build the graph outputs structure, and populate activeFields with the fields of that structure
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HashSet<string> activeFields = new HashSet<string>();
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GraphUtil.GenerateSurfaceDescriptionStruct(graphOutputs, activeSlots, true);
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// Build the graph evaluation code, to evaluate the specified slots
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GraphUtil.GenerateSurfaceDescriptionFunction(
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activeNodeList,
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masterNode,
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masterNode.owner as AbstractMaterialGraph,
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graphEvalFunction,
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functionRegistry,
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graphProperties,
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graphRequirements, // TODO : REMOVE UNUSED
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mode,
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graphEvalFunctionName,
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graphOutputStructName,
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null,
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activeSlots,
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graphInputStructName);
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var blendCode = new ShaderStringBuilder();
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var cullCode = new ShaderStringBuilder();
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var zTestCode = new ShaderStringBuilder();
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var zWriteCode = new ShaderStringBuilder();
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var stencilCode = new ShaderStringBuilder();
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var colorMaskCode = new ShaderStringBuilder();
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HDSubShaderUtilities.BuildRenderStatesFromPassAndMaterialOptions(pass, materialOptions, blendCode, cullCode, zTestCode, zWriteCode, stencilCode, colorMaskCode);
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if (masterNode.twoSided.isOn)
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{
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activeFields.Add("DoubleSided");
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if (pass.ShaderPassName != "SHADERPASS_VELOCITY") // HACK to get around lack of a good interpolator dependency system
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{ // we need to be able to build interpolators using multiple input structs
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// also: should only require isFrontFace if Normals are required...
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activeFields.Add("DoubleSided.Mirror"); // TODO: change this depending on what kind of normal flip you want..
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activeFields.Add("FragInputs.isFrontFace"); // will need this for determining normal flip mode
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}
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}
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if (pass.PixelShaderSlots != null)
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{
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foreach (var slotId in pass.PixelShaderSlots)
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{
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var slot = masterNode.FindSlot<MaterialSlot>(slotId);
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if(slot != null)
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{
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var rawSlotName = slot.RawDisplayName().ToString();
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var descriptionVar = string.Format("{0}.{1}", graphOutputStructName, rawSlotName);
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activeFields.Add(descriptionVar);
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}
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}
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}
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var packedInterpolatorCode = new ShaderGenerator();
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var graphInputs = new ShaderGenerator();
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HDRPShaderStructs.Generate(
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packedInterpolatorCode,
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graphInputs,
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graphRequirements,
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pass.RequiredFields,
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CoordinateSpace.World,
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activeFields);
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// debug output all active fields
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var interpolatorDefines = new ShaderGenerator();
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{
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interpolatorDefines.AddShaderChunk("// ACTIVE FIELDS:");
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foreach (string f in activeFields)
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{
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interpolatorDefines.AddShaderChunk("// " + f);
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}
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}
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ShaderGenerator defines = new ShaderGenerator();
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{
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defines.AddShaderChunk(string.Format("#define SHADERPASS {0}", pass.ShaderPassName), true);
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if (pass.ExtraDefines != null)
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{
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foreach (var define in pass.ExtraDefines)
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defines.AddShaderChunk(define);
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}
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defines.AddGenerator(interpolatorDefines);
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}
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var shaderPassIncludes = new ShaderGenerator();
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if (pass.Includes != null)
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{
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foreach (var include in pass.Includes)
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shaderPassIncludes.AddShaderChunk(include);
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}
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// build graph code
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var graph = new ShaderGenerator();
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graph.AddShaderChunk("// Graph Inputs");
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graph.Indent();
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graph.AddGenerator(graphInputs);
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graph.Deindent();
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graph.AddShaderChunk("// Graph Outputs");
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graph.Indent();
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graph.AddShaderChunk(graphOutputs.ToString());
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//graph.AddGenerator(graphOutputs);
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graph.Deindent();
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graph.AddShaderChunk("// Graph Properties (uniform inputs)");
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graph.AddShaderChunk(graphProperties.GetPropertiesDeclaration(1));
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graph.AddShaderChunk("// Graph Node Functions");
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graph.AddShaderChunk(graphNodeFunctions.ToString());
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graph.AddShaderChunk("// Graph Evaluation");
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graph.Indent();
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graph.AddShaderChunk(graphEvalFunction.ToString());
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//graph.AddGenerator(graphEvalFunction);
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graph.Deindent();
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// build the hash table of all named fragments TODO: could make this Dictionary<string, ShaderGenerator / string> ?
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Dictionary<string, string> namedFragments = new Dictionary<string, string>();
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namedFragments.Add("${Defines}", defines.GetShaderString(2, false));
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namedFragments.Add("${Graph}", graph.GetShaderString(2, false));
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namedFragments.Add("${LightMode}", pass.LightMode);
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namedFragments.Add("${PassName}", pass.Name);
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namedFragments.Add("${Includes}", shaderPassIncludes.GetShaderString(2, false));
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namedFragments.Add("${InterpolatorPacking}", packedInterpolatorCode.GetShaderString(2, false));
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namedFragments.Add("${Blending}", blendCode.ToString());
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namedFragments.Add("${Culling}", cullCode.ToString());
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namedFragments.Add("${ZTest}", zTestCode.ToString());
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namedFragments.Add("${ZWrite}", zWriteCode.ToString());
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namedFragments.Add("${Stencil}", stencilCode.ToString());
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namedFragments.Add("${ColorMask}", colorMaskCode.ToString());
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namedFragments.Add("${LOD}", materialOptions.lod.ToString());
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namedFragments.Add("${VariantDefines}", GetVariantDefines(masterNode));
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// process the template to generate the shader code for this pass TODO: could make this a shared function
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string[] templateLines = File.ReadAllLines(templateLocation);
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System.Text.StringBuilder builder = new System.Text.StringBuilder();
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foreach (string line in templateLines)
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{
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ShaderSpliceUtil.PreprocessShaderCode(line, activeFields, namedFragments, builder);
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builder.AppendLine();
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}
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result.AddShaderChunk(builder.ToString(), false);
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return true;
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}
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public string GetSubshader(IMasterNode inMasterNode, GenerationMode mode)
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{
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var masterNode = inMasterNode as UnlitMasterNode;
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var subShader = new ShaderGenerator();
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subShader.AddShaderChunk("SubShader", true);
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subShader.AddShaderChunk("{", true);
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subShader.Indent();
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{
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SurfaceMaterialOptions materialOptions = HDSubShaderUtilities.BuildMaterialOptions(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn);
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// Add tags at the SubShader level
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{
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var tagsVisitor = new ShaderStringBuilder();
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materialOptions.GetTags(tagsVisitor);
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subShader.AddShaderChunk(tagsVisitor.ToString(), false);
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}
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// generate the necessary shader passes
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// bool opaque = (masterNode.surfaceType == SurfaceType.Opaque);
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// bool transparent = (masterNode.surfaceType != SurfaceType.Opaque);
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bool distortionActive = false;
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GenerateShaderPass(masterNode, m_PassDepthOnly, mode, materialOptions, subShader);
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GenerateShaderPass(masterNode, m_PassForward, mode, materialOptions, subShader);
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GenerateShaderPass(masterNode, m_PassMETA, mode, materialOptions, subShader);
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if (distortionActive)
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{
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GenerateShaderPass(masterNode, m_PassDistortion, mode, materialOptions, subShader);
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}
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}
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subShader.Deindent();
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subShader.AddShaderChunk("}", true);
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return subShader.GetShaderString(0);
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}
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}
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}
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