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271 行
12 KiB
271 行
12 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 UnityEngine.Experimental.UIElements;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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public class HDUnlitSubShader
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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 string ShaderPassName;
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public string ShaderPassInclude;
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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_UnlitPassForwardOnly = new Pass()
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{
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Name = "ForwardOnly",
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ShaderPassName = "SHADERPASS_FORWARD_UNLIT",
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ShaderPassInclude = "ShaderPassForwardUnlit",
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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_UnlitPassForwardDepthOnly = new Pass()
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{
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Name = "DepthForwardOnly",
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ShaderPassName = "SHADERPASS_DEPTH_ONLY",
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ShaderPassInclude = "ShaderPassDepthOnly",
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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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public string GetSubshader(IMasterNode inMasterNode, GenerationMode mode)
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{
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var templatePath = GetTemplatePath("HDUnlitPassForward.template");
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if (!File.Exists(templatePath))
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return string.Empty;
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string passTemplate = File.ReadAllText(templatePath);
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var masterNode = inMasterNode as UnlitMasterNode;
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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\" = \"HDRenderPipeline\"}");
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subShader.AppendLine("Tags{ \"RenderType\" = \"Opaque\" }");
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subShader.AppendLines(
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GetShaderPassFromTemplate(
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passTemplate,
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masterNode,
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m_UnlitPassForwardDepthOnly,
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mode));
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subShader.AppendLines(
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GetShaderPassFromTemplate(
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passTemplate,
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masterNode,
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m_UnlitPassForwardOnly,
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mode));
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}
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return subShader.ToString();
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}
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static string GetTemplatePath(string templateName)
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{
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var templatePath = ShaderGenerator.GetTemplatePath(templateName);
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if (File.Exists(templatePath))
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return templatePath;
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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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private static string GetShaderPassFromTemplate(string template, UnlitMasterNode masterNode, Pass pass, GenerationMode mode)
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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 surfaceDescriptionInputStruct = new ShaderStringBuilder(1);
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var surfaceDescriptionFunction = new ShaderStringBuilder(1);
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var surfaceDescriptionStruct = new ShaderStringBuilder(1);
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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 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 pixelRequirements = ShaderGraphRequirements.FromNodes(pixelNodes);
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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 tagsBuilder = new ShaderStringBuilder(1);
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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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var materialOptions = new SurfaceMaterialOptions();
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materialOptions.GetTags(tagsBuilder);
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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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defines.AppendLine("#define SHADERPASS {0}", pass.ShaderPassName);
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foreach (var channel in pixelRequirements.requiresMeshUVs.Distinct())
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{
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defines.AppendLine("#define ATTRIBUTES_NEED_TEXCOORD{0}", (int)channel);
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defines.AppendLine("#define VARYINGS_NEED_TEXCOORD{0}", (int)channel);
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}
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if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId))
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defines.AppendLine("#define _ALPHATEST_ON");
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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", false);
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using(surfaceDescriptionInputStruct.BlockSemicolonScope())
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{
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(pixelRequirements.requiresNormal, InterpolatorType.Normal, surfaceDescriptionInputStruct);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(pixelRequirements.requiresTangent, InterpolatorType.Tangent, surfaceDescriptionInputStruct);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(pixelRequirements.requiresBitangent, InterpolatorType.BiTangent, surfaceDescriptionInputStruct);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(pixelRequirements.requiresViewDir, InterpolatorType.ViewDirection, surfaceDescriptionInputStruct);
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ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(pixelRequirements.requiresPosition, InterpolatorType.Position, surfaceDescriptionInputStruct);
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if (pixelRequirements.requiresVertexColor)
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surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor);
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if (pixelRequirements.requiresScreenPosition)
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surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition);
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foreach (var channel in pixelRequirements.requiresMeshUVs.Distinct())
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{
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surfaceDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
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}
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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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// TODO - Why is this not a full generation?
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// Generate standard transformations
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foreach (var channel in pixelRequirements.requiresMeshUVs.Distinct())
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pixelShaderSurfaceInputs.AppendLine("surfaceInput.{0} = {1};", channel.GetUVName(), string.Format("half4(input.texCoord{0}, 0, 0)", (int)channel));
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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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// 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(functionBuilder.ToString());
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graph.AppendLine(surfaceDescriptionInputStruct.ToString());
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graph.AppendLine(surfaceDescriptionStruct.ToString());
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graph.AppendLine(surfaceDescriptionFunction.ToString());
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// -------------------------------------
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// Generate final subshader
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var resultPass = template.Replace("${Tags}", tagsBuilder.ToString());
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resultPass = resultPass.Replace("${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("${LOD}", "" + materialOptions.lod);
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resultPass = resultPass.Replace("${LightMode}", pass.Name);
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resultPass = resultPass.Replace("${ShaderPassInclude}", pass.ShaderPassInclude);
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resultPass = resultPass.Replace("${Graph}", graph.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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