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using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Serializable]
[Title("Pixel Shader Node")]
public class PixelShaderNode : AbstractMaterialNode, IGeneratesBodyCode
{
[SerializeField]
private SerializationHelper.JSONSerializedElement m_SerializedLightFunction;
[NonSerialized]
private BaseLightFunction m_LightFunction = new PBRMetalicLightFunction();
private static List<BaseLightFunction> s_LightFunctions;
public BaseLightFunction lightFunction
{
get { return m_LightFunction; }
set
{
if (m_LightFunction == value)
return;
m_LightFunction = value;
UpdateNodeAfterDeserialization();
}
}
public PixelShaderNode()
{
name = "PixelMaster";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
m_LightFunction.DoSlotsForConfiguration(this);
}
protected override bool generateDefaultInputs { get { return false; } }
// public override bool canDeleteNode { get { return false; } }
public static List<BaseLightFunction> GetLightFunctions()
{
if (s_LightFunctions == null)
{
s_LightFunctions = new List<BaseLightFunction>();
foreach (Type type in Assembly.GetAssembly(typeof(BaseLightFunction)).GetTypes())
{
if (type.IsClass && !type.IsAbstract && (type.IsSubclassOf(typeof(BaseLightFunction))))
{
var func = Activator.CreateInstance(type) as BaseLightFunction;
s_LightFunctions.Add(func);
}
}
}
return s_LightFunctions;
}
public virtual void GenerateLightFunction(ShaderGenerator visitor)
{
lightFunction.GenerateLightFunctionName(visitor);
lightFunction.GenerateLightFunctionBody(visitor);
}
public void GenerateSurfaceOutput(ShaderGenerator visitor)
{
lightFunction.GenerateSurfaceOutputStructureName(visitor);
}
public void GenerateNodeCode(ShaderGenerator shaderBody, GenerationMode generationMode)
{
var firstPassSlotId = lightFunction.GetFirstPassSlotId();
// do the normal slot first so that it can be used later in the shader :)
var firstPassSlot = FindInputSlot<MaterialSlot>(firstPassSlotId);
var nodes = ListPool<INode>.Get();
NodeUtils.DepthFirstCollectNodesFromNode(nodes, this, firstPassSlotId, NodeUtils.IncludeSelf.Exclude);
for (int index = 0; index < nodes.Count; index++)
{
var node = nodes[index];
if (node is IGeneratesBodyCode)
(node as IGeneratesBodyCode).GenerateNodeCode(shaderBody, generationMode);
}
foreach (var edge in owner.GetEdges(firstPassSlot.slotReference))
{
var outputRef = edge.outputSlot;
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid);
if (fromNode == null)
continue;
shaderBody.AddShaderChunk("o." + firstPassSlot.shaderOutputName + " = " + fromNode.GetVariableNameForSlot(outputRef.slotId) + ";", true);
}
// track the last index of nodes... they have already been processed :)
int pass2StartIndex = nodes.Count;
//Get the rest of the nodes for all the other slots
NodeUtils.DepthFirstCollectNodesFromNode(nodes, this, null, NodeUtils.IncludeSelf.Exclude);
for (var i = pass2StartIndex; i < nodes.Count; i++)
{
var node = nodes[i];
if (node is IGeneratesBodyCode)
(node as IGeneratesBodyCode).GenerateNodeCode(shaderBody, generationMode);
}
ListPool<INode>.Release(nodes);
foreach (var slot in GetInputSlots<MaterialSlot>())
{
if (slot == firstPassSlot)
continue;
foreach (var edge in owner.GetEdges(slot.slotReference))
{
var outputRef = edge.outputSlot;
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid);
if (fromNode == null)
continue;
shaderBody.AddShaderChunk("o." + slot.shaderOutputName + " = " + fromNode.GetVariableNameForSlot(outputRef.slotId) + ";", true);
}
}
}
/* public override float GetNodeUIHeight(float width)
{
return EditorGUIUtility.singleLineHeight;
}
public override GUIModificationType NodeUI(Rect drawArea)
{
var lightFunctions = GetLightFunctions();
var lightFunction = GetLightFunction();
int lightFuncIndex = 0;
if (lightFunction != null)
lightFuncIndex = lightFunctions.IndexOf(lightFunction);
EditorGUI.BeginChangeCheck();
lightFuncIndex = EditorGUI.Popup(new Rect(drawArea.x, drawArea.y, drawArea.width, EditorGUIUtility.singleLineHeight), lightFuncIndex, lightFunctions.Select(x => x.GetLightFunctionName()).ToArray(), EditorStyles.popup);
lightFunctionClassName = lightFunctions[lightFuncIndex].GetType().ToString();
if (EditorGUI.EndChangeCheck())
{
var function = GetLightFunction();
function.DoSlotsForConfiguration(this);
owner.ValidateGraph();
return GUIModificationType.ModelChanged;
}
return GUIModificationType.None;
}*/
public override IEnumerable<ISlot> GetInputsWithNoConnection()
{
return new List<ISlot>();
}
public override bool hasPreview
{
get { return true; }
}
public override void OnBeforeSerialize()
{
base.OnBeforeSerialize();
try
{
m_SerializedLightFunction = SerializationHelper.Serialize(m_LightFunction);
}
catch (Exception e)
{
Debug.LogException(e);
}
}
public override void OnAfterDeserialize()
{
try
{
m_LightFunction = SerializationHelper.Deserialize<BaseLightFunction>(m_SerializedLightFunction);
}
catch (Exception e)
{
Debug.LogException(e);
}
base.OnAfterDeserialize();
}
/*
protected override bool UpdatePreviewShader()
{
if (hasError)
return false;
var shaderName = "Hidden/PreviewShader/" + name + "_" + guid.ToString().Replace("-","_");
List<PropertyGenerator.TextureInfo> defaultTextures;
//TODO: Fix me
var resultShader = string.Empty;//ShaderGenerator.GenerateSurfaceShader(materialGraphOwner.owner, shaderName, true, out defaultTextures);
m_GeneratedShaderMode = PreviewMode.Preview3D;
hasError = !InternalUpdatePreviewShader(resultShader);
return true;
}*/
}
}