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434 行
23 KiB

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