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434 行
23 KiB
434 行
23 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine.Graphing;
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namespace UnityEngine.MaterialGraph
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{
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[Serializable]
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public abstract class AbstractMaterialGraph : SerializableGraph, IGenerateProperties
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{
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[NonSerialized]
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List<IShaderProperty> m_Properties = new List<IShaderProperty>();
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[SerializeField]
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List<SerializationHelper.JSONSerializedElement> m_SerializedProperties = new List<SerializationHelper.JSONSerializedElement>();
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public IEnumerable<IShaderProperty> properties
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{
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get { return m_Properties; }
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}
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public override void AddNode(INode node)
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{
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if (node is AbstractMaterialNode)
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{
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base.AddNode(node);
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}
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else
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{
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Debug.LogWarningFormat("Trying to add node {0} to Material graph, but it is not a {1}", node, typeof(AbstractMaterialNode));
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}
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}
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public virtual void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode)
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{
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foreach (var prop in properties)
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collector.AddShaderProperty(prop);
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}
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public virtual void AddShaderProperty(IShaderProperty property)
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{
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if (property == null)
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return;
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if (m_Properties.Contains(property))
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return;
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m_Properties.Add(property);
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NotifyChange(new ShaderPropertyAdded(property));
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}
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public void RemoveShaderProperty(Guid guid)
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{
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if (m_Properties.RemoveAll(x => x.guid == guid) > 0)
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NotifyChange(new ShaderPropertyRemoved(guid));
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}
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public override Dictionary<SerializationHelper.TypeSerializationInfo, SerializationHelper.TypeSerializationInfo> GetLegacyTypeRemapping()
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{
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var result = base.GetLegacyTypeRemapping();
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var viewNode = new SerializationHelper.TypeSerializationInfo
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{
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fullName = "UnityEngine.MaterialGraph.ViewDirectionNode",
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assemblyName = "Assembly-CSharp"
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};
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result[viewNode] = SerializationHelper.GetTypeSerializableAsString(typeof(ViewDirectionNode));
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var normalNode = new SerializationHelper.TypeSerializationInfo
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{
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fullName = "UnityEngine.MaterialGraph.NormalNode",
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assemblyName = "Assembly-CSharp"
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};
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result[normalNode] = SerializationHelper.GetTypeSerializableAsString(typeof(NormalNode));
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var worldPosNode = new SerializationHelper.TypeSerializationInfo
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{
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fullName = "UnityEngine.MaterialGraph.WorldPosNode",
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assemblyName = "Assembly-CSharp"
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};
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result[worldPosNode] = SerializationHelper.GetTypeSerializableAsString(typeof(WorldSpacePositionNode));
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return result;
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}
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class IndexedProperty
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{
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public int index;
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public IShaderProperty property;
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}
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public override void ReplaceWith(IGraph other)
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{
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var otherMG = other as AbstractMaterialGraph;
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if (otherMG != null)
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{
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using (var removedPropertiesPooledObject = ListPool<Guid>.GetDisposable())
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{
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var removedPropertyGuids = removedPropertiesPooledObject.value;
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foreach (var property in m_Properties)
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removedPropertyGuids.Add(property.guid);
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foreach (var propertyGuid in removedPropertyGuids)
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RemoveShaderProperty(propertyGuid);
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}
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foreach (var otherProperty in otherMG.properties)
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{
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if (!properties.Any(p => p.guid == otherProperty.guid))
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AddShaderProperty(otherProperty);
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}
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}
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base.ReplaceWith(other);
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}
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public override void OnBeforeSerialize()
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{
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base.OnBeforeSerialize();
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m_SerializedProperties = SerializationHelper.Serialize<IShaderProperty>(m_Properties);
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}
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public override void OnAfterDeserialize()
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{
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// have to deserialize 'globals' before nodes
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m_Properties = SerializationHelper.Deserialize<IShaderProperty>(m_SerializedProperties, null);
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base.OnAfterDeserialize();
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}
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static ShaderGraphRequirements GetRequierments(AbstractMaterialNode nodeForRequirements)
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{
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var activeNodeList = ListPool<INode>.Get();
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NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, nodeForRequirements);
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NeededCoordinateSpace requiresNormal = activeNodeList.OfType<IMayRequireNormal>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresNormal());
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NeededCoordinateSpace requiresBitangent = activeNodeList.OfType<IMayRequireBitangent>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresBitangent());
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NeededCoordinateSpace requiresTangent = activeNodeList.OfType<IMayRequireTangent>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresTangent());
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NeededCoordinateSpace requiresViewDir = activeNodeList.OfType<IMayRequireViewDirection>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresViewDirection());
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NeededCoordinateSpace requiresPosition = activeNodeList.OfType<IMayRequirePosition>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresPosition());
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bool requiresScreenPosition = activeNodeList.OfType<IMayRequireScreenPosition>().Any(x => x.RequiresScreenPosition());
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bool requiresVertexColor = activeNodeList.OfType<IMayRequireVertexColor>().Any(x => x.RequiresVertexColor());
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var meshUV = new List<UVChannel>();
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for (int uvIndex = 0; uvIndex < ShaderGeneratorNames.UVCount; ++uvIndex)
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{
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var channel = (UVChannel)uvIndex;
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if (activeNodeList.OfType<IMayRequireMeshUV>().Any(x => x.RequiresMeshUV(channel)))
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meshUV.Add(channel);
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}
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// if anything needs tangentspace we have make
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// sure to have our othonormal basis!
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var compoundSpaces = requiresBitangent | requiresNormal | requiresPosition
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| requiresTangent | requiresViewDir | requiresPosition
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| requiresNormal;
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var needsTangentSpace = (compoundSpaces & NeededCoordinateSpace.Tangent) > 0;
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if (needsTangentSpace)
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{
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requiresBitangent |= NeededCoordinateSpace.Object;
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requiresNormal |= NeededCoordinateSpace.Object;
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requiresTangent |= NeededCoordinateSpace.Object;
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}
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var reqs = new ShaderGraphRequirements()
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{
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requiresNormal = requiresNormal,
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requiresBitangent = requiresBitangent,
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requiresTangent = requiresTangent,
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requiresViewDir = requiresViewDir,
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requiresPosition = requiresPosition,
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requiresScreenPosition = requiresScreenPosition,
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requiresVertexColor = requiresVertexColor,
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requiresMeshUVs = meshUV
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};
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ListPool<INode>.Release(activeNodeList);
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return reqs;
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}
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static void GenerateSpaceTranslationSurfaceInputs(
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NeededCoordinateSpace neededSpaces,
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ShaderGenerator surfaceInputs,
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string objectSpaceName,
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string viewSpaceName,
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string worldSpaceName,
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string tangentSpaceName)
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{
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if ((neededSpaces & NeededCoordinateSpace.Object) > 0)
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surfaceInputs.AddShaderChunk(string.Format("float3 {0};", objectSpaceName), false);
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if ((neededSpaces & NeededCoordinateSpace.World) > 0)
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surfaceInputs.AddShaderChunk(string.Format("float3 {0};", worldSpaceName), false);
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if ((neededSpaces & NeededCoordinateSpace.View) > 0)
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surfaceInputs.AddShaderChunk(string.Format("float3 {0};", viewSpaceName), false);
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if ((neededSpaces & NeededCoordinateSpace.Tangent) > 0)
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surfaceInputs.AddShaderChunk(string.Format("float3 {0};", tangentSpaceName), false);
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}
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public string GetPreviewShader(AbstractMaterialNode node, out PreviewMode previewMode)
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{
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List<PropertyCollector.TextureInfo> configuredTextures;
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return GetShader(node, GenerationMode.Preview, string.Format("hidden/preview/{0}", node.GetVariableNameForNode()), out configuredTextures, out previewMode);
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}
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public string GetShader(AbstractMaterialNode node, GenerationMode mode, string name, out List<PropertyCollector.TextureInfo> configuredTextures, out PreviewMode previewMode)
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{
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if (node == null)
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throw new ArgumentNullException("node");
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var vertexShader = new ShaderGenerator();
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var surfaceDescriptionFunction = new ShaderGenerator();
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var surfaceDescriptionStruct = new ShaderGenerator();
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var shaderFunctionVisitor = new ShaderGenerator();
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var surfaceInputs = new ShaderGenerator();
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var graphVertexInput = @"
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struct GraphVertexInput
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 texcoord0 : TEXCOORD0;
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float4 lightmapUV : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};";
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surfaceInputs.AddShaderChunk("struct SurfaceInputs{", false);
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surfaceInputs.Indent();
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var requirements = GetRequierments(node);
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GenerateSpaceTranslationSurfaceInputs(requirements.requiresNormal, surfaceInputs,
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ShaderGeneratorNames.ObjectSpaceNormal, ShaderGeneratorNames.ViewSpaceNormal,
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ShaderGeneratorNames.WorldSpaceNormal, ShaderGeneratorNames.TangentSpaceNormal);
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GenerateSpaceTranslationSurfaceInputs(requirements.requiresTangent, surfaceInputs,
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ShaderGeneratorNames.ObjectSpaceTangent, ShaderGeneratorNames.ViewSpaceTangent,
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ShaderGeneratorNames.WorldSpaceTangent, ShaderGeneratorNames.TangentSpaceTangent);
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GenerateSpaceTranslationSurfaceInputs(requirements.requiresBitangent, surfaceInputs,
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ShaderGeneratorNames.ObjectSpaceBiTangent, ShaderGeneratorNames.ViewSpaceBiTangent,
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ShaderGeneratorNames.WorldSpaceBiTangent, ShaderGeneratorNames.TangentSpaceBiTangent);
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GenerateSpaceTranslationSurfaceInputs(requirements.requiresViewDir, surfaceInputs,
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ShaderGeneratorNames.ObjectSpaceViewDirection, ShaderGeneratorNames.ViewSpaceViewDirection,
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ShaderGeneratorNames.WorldSpaceViewDirection, ShaderGeneratorNames.TangentSpaceViewDirection);
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GenerateSpaceTranslationSurfaceInputs(requirements.requiresPosition, surfaceInputs,
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ShaderGeneratorNames.ObjectSpacePosition, ShaderGeneratorNames.ViewSpacePosition,
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ShaderGeneratorNames.WorldSpacePosition, ShaderGeneratorNames.TangentSpacePosition);
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if (requirements.requiresVertexColor)
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surfaceInputs.AddShaderChunk(string.Format("float4 {0};", ShaderGeneratorNames.VertexColor), false);
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if (requirements.requiresScreenPosition)
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surfaceInputs.AddShaderChunk(string.Format("float4 {0};", ShaderGeneratorNames.ScreenPosition), false);
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var activeNodeList = ListPool<INode>.Get();
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NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, node);
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previewMode = PreviewMode.Preview2D;
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foreach (var pNode in activeNodeList.OfType<AbstractMaterialNode>())
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{
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if (pNode.previewMode == PreviewMode.Preview3D)
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{
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previewMode = PreviewMode.Preview3D;
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break;
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}
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}
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foreach (var channel in requirements.requiresMeshUVs.Distinct())
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surfaceInputs.AddShaderChunk(string.Format("half4 {0};", channel.GetUVName()), false);
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surfaceInputs.Deindent();
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surfaceInputs.AddShaderChunk("};", false);
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vertexShader.AddShaderChunk("GraphVertexInput PopulateVertexData(GraphVertexInput v){", false);
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vertexShader.Indent();
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vertexShader.AddShaderChunk("return v;", false);
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vertexShader.Deindent();
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vertexShader.AddShaderChunk("}", false);
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surfaceDescriptionStruct.AddShaderChunk("struct SurfaceDescription{", false);
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surfaceDescriptionStruct.Indent();
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if (node is IMasterNode)
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{
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foreach (var slot in node.GetInputSlots<MaterialSlot>())
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surfaceDescriptionStruct.AddShaderChunk(AbstractMaterialNode.ConvertConcreteSlotValueTypeToString(AbstractMaterialNode.OutputPrecision.@float, slot.concreteValueType) + " " + slot.shaderOutputName + ";", false);
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}
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else
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{
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foreach (var slot in node.GetOutputSlots<MaterialSlot>())
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surfaceDescriptionStruct.AddShaderChunk(AbstractMaterialNode.ConvertConcreteSlotValueTypeToString(AbstractMaterialNode.OutputPrecision.@float, slot.concreteValueType) + " " + node.GetVariableNameForSlot(slot.id) + ";", false);
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}
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surfaceDescriptionStruct.Deindent();
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surfaceDescriptionStruct.AddShaderChunk("};", false);
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surfaceDescriptionFunction.AddShaderChunk("SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) {", false);
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surfaceDescriptionFunction.Indent();
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if ((requirements.requiresNormal & NeededCoordinateSpace.Object) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.ObjectSpaceNormal), false);
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if ((requirements.requiresNormal & NeededCoordinateSpace.View) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.ViewSpaceNormal), false);
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if ((requirements.requiresNormal & NeededCoordinateSpace.World) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.WorldSpaceNormal), false);
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if ((requirements.requiresNormal & NeededCoordinateSpace.Tangent) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.TangentSpaceNormal), false);
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if ((requirements.requiresTangent & NeededCoordinateSpace.Object) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.ObjectSpaceTangent), false);
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if ((requirements.requiresTangent & NeededCoordinateSpace.View) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.ViewSpaceTangent), false);
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if ((requirements.requiresTangent & NeededCoordinateSpace.World) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.WorldSpaceTangent), false);
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if ((requirements.requiresTangent & NeededCoordinateSpace.Tangent) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.TangentSpaceTangent), false);
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if ((requirements.requiresBitangent & NeededCoordinateSpace.Object) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.ObjectSpaceBiTangent), false);
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if ((requirements.requiresBitangent & NeededCoordinateSpace.View) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.ViewSpaceBiTangent), false);
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if ((requirements.requiresBitangent & NeededCoordinateSpace.World) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.WorldSpaceBiTangent), false);
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if ((requirements.requiresBitangent & NeededCoordinateSpace.Tangent) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.TangentSpaceBiTangent), false);
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if ((requirements.requiresViewDir & NeededCoordinateSpace.Object) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.ObjectSpaceViewDirection), false);
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if ((requirements.requiresViewDir & NeededCoordinateSpace.View) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.ViewSpaceViewDirection), false);
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if ((requirements.requiresViewDir & NeededCoordinateSpace.World) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.WorldSpaceViewDirection), false);
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if ((requirements.requiresViewDir & NeededCoordinateSpace.Tangent) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.TangentSpaceViewDirection), false);
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if ((requirements.requiresPosition & NeededCoordinateSpace.Object) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.ObjectSpacePosition), false);
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if ((requirements.requiresPosition & NeededCoordinateSpace.View) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.ViewSpacePosition), false);
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if ((requirements.requiresPosition & NeededCoordinateSpace.World) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.WorldSpacePosition), false);
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if ((requirements.requiresPosition & NeededCoordinateSpace.Tangent) > 0)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float3 {0} = IN.{0};", ShaderGeneratorNames.TangentSpacePosition), false);
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if (requirements.requiresScreenPosition)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float4 {0} = IN.{0};", ShaderGeneratorNames.ScreenPosition), false);
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if (requirements.requiresVertexColor)
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surfaceDescriptionFunction.AddShaderChunk(string.Format("float4 {0} = IN.{0};", ShaderGeneratorNames.VertexColor), false);
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foreach (var channel in requirements.requiresMeshUVs.Distinct())
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surfaceDescriptionFunction.AddShaderChunk(string.Format("half4 {0} = IN.{0};", channel.GetUVName()), false);
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var shaderProperties = new PropertyCollector();
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CollectShaderProperties(shaderProperties, mode);
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foreach (var activeNode in activeNodeList.OfType<AbstractMaterialNode>())
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{
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if (activeNode is IGeneratesFunction)
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(activeNode as IGeneratesFunction).GenerateNodeFunction(shaderFunctionVisitor, mode);
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if (activeNode is IGeneratesBodyCode)
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(activeNode as IGeneratesBodyCode).GenerateNodeCode(surfaceDescriptionFunction, mode);
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activeNode.CollectShaderProperties(shaderProperties, mode);
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}
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surfaceDescriptionFunction.AddShaderChunk("SurfaceDescription surface = (SurfaceDescription)0;", false);
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if (node is IMasterNode)
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{
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foreach (var input in node.GetInputSlots<MaterialSlot>())
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{
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var foundEdges = GetEdges(input.slotReference).ToArray();
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if (foundEdges.Any())
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{
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var outputRef = foundEdges[0].outputSlot;
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var fromNode = GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid);
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surfaceDescriptionFunction.AddShaderChunk(string.Format("surface.{0} = {1};", input.shaderOutputName, fromNode.GetVariableNameForSlot(outputRef.slotId)), true);
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}
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else
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{
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surfaceDescriptionFunction.AddShaderChunk(string.Format("surface.{0} = {1};", input.shaderOutputName, input.GetDefaultValue(mode)), true);
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}
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}
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}
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else
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{
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foreach (var slot in node.GetOutputSlots<MaterialSlot>())
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surfaceDescriptionFunction.AddShaderChunk(string.Format("surface.{0} = {0};", node.GetVariableNameForSlot(slot.id)), true);
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}
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surfaceDescriptionFunction.AddShaderChunk("return surface;", false);
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surfaceDescriptionFunction.Deindent();
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surfaceDescriptionFunction.AddShaderChunk("}", false);
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ListPool<INode>.Release(activeNodeList);
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var finalShader = new ShaderGenerator();
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finalShader.AddShaderChunk(string.Format(@"Shader ""{0}""", name), false);
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finalShader.AddShaderChunk("{", false);
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finalShader.Indent();
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finalShader.AddShaderChunk("Properties", false);
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finalShader.AddShaderChunk("{", false);
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finalShader.Indent();
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finalShader.AddShaderChunk(shaderProperties.GetPropertiesBlock(2), false);
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finalShader.Deindent();
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finalShader.AddShaderChunk("}", false);
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finalShader.AddShaderChunk("CGINCLUDE", false);
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finalShader.AddShaderChunk("#include \"UnityCG.cginc\"", false);
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finalShader.AddShaderChunk(shaderFunctionVisitor.GetShaderString(2), false);
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finalShader.AddShaderChunk(graphVertexInput, false);
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finalShader.AddShaderChunk(surfaceInputs.GetShaderString(2), false);
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finalShader.AddShaderChunk(surfaceDescriptionStruct.GetShaderString(2), false);
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finalShader.AddShaderChunk(shaderProperties.GetPropertiesDeclaration(2), false);
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finalShader.AddShaderChunk(vertexShader.GetShaderString(2), false);
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finalShader.AddShaderChunk(surfaceDescriptionFunction.GetShaderString(2), false);
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finalShader.AddShaderChunk("ENDCG", false);
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var masterNode = node as IMasterNode;
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if (masterNode != null)
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{
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var subShaders = masterNode.GetSubshader(requirements, null);
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foreach (var ss in subShaders)
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finalShader.AddShaderChunk(ss, false);
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}
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else
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{
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finalShader.AddShaderChunk(ShaderGenerator.GetPreviewSubShader(node, requirements), false);
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}
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finalShader.Deindent();
|
|
finalShader.AddShaderChunk("}", false);
|
|
configuredTextures = shaderProperties.GetConfiguredTexutres();
|
|
return finalShader.GetShaderString(0);
|
|
}
|
|
}
|
|
}
|