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715 行
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
public class ShaderGenerator
{
private struct ShaderChunk
{
public ShaderChunk(int indentLevel, string shaderChunkString)
{
m_IndentLevel = indentLevel;
m_ShaderChunkString = shaderChunkString;
}
private readonly int m_IndentLevel;
private readonly string m_ShaderChunkString;
public int chunkIndentLevel
{
get { return m_IndentLevel; }
}
public string chunkString
{
get { return m_ShaderChunkString; }
}
}
private readonly List<ShaderChunk> m_ShaderChunks = new List<ShaderChunk>();
private int m_IndentLevel;
private string m_Pragma = string.Empty;
public void AddPragmaChunk(string s)
{
m_Pragma += s;
}
public string GetPragmaString()
{
return m_Pragma;
}
public void AddShaderChunk(string s, bool unique)
{
if (string.IsNullOrEmpty(s))
return;
if (unique && m_ShaderChunks.Any(x => x.chunkString == s))
return;
m_ShaderChunks.Add(new ShaderChunk(m_IndentLevel, s));
}
public void Indent()
{
m_IndentLevel++;
}
public void Deindent()
{
m_IndentLevel = Math.Max(0, m_IndentLevel - 1);
}
public string GetShaderString(int baseIndentLevel)
{
var sb = new StringBuilder();
foreach (var shaderChunk in m_ShaderChunks)
{
var lines = Regex.Split(shaderChunk.chunkString, Environment.NewLine);
for (int index = 0; index < lines.Length; index++)
{
var line = lines[index];
for (var i = 0; i < shaderChunk.chunkIndentLevel + baseIndentLevel; i++)
sb.Append("\t");
sb.AppendLine(line);
}
}
return sb.ToString();
}
internal static string GetTemplatePath(string templateName)
{
var path = new List<string>
{
Application.dataPath,
"UnityShaderEditor",
"Editor",
"Templates"
};
string result = path[0];
for (int i = 1; i < path.Count; i++)
result = Path.Combine(result, path[i]);
result = Path.Combine(result, templateName);
if (File.Exists(result))
return result;
//todo: fix this up... quick hack for working
// in a package
var path2 = new List<string>
{
"Packages",
"com.unity.shadergraph",
"Editor",
"Templates"
};
string result2 = path2[0];
for (int i = 1; i < path2.Count; i++)
result2 = Path.Combine(result2, path2[i]);
result2 = Path.Combine(result2, templateName);
result2 = Path.GetFullPath(result2);
if (File.Exists(result2))
return result2;
return string.Empty;
}
private const string kErrorString = @"ERROR!";
public static string AdaptNodeOutput(AbstractMaterialNode node, int outputSlotId, ConcreteSlotValueType convertToType, bool textureSampleUVHack = false)
{
var outputSlot = node.FindOutputSlot<MaterialSlot>(outputSlotId);
if (outputSlot == null)
return kErrorString;
var convertFromType = outputSlot.concreteValueType;
var rawOutput = node.GetVariableNameForSlot(outputSlotId);
if (convertFromType == convertToType)
return rawOutput;
switch (convertToType)
{
case ConcreteSlotValueType.Vector1:
return string.Format("({0}).x", rawOutput);
case ConcreteSlotValueType.Vector2:
switch (convertFromType)
{
case ConcreteSlotValueType.Vector1:
return string.Format("({0}.xx)", rawOutput);
case ConcreteSlotValueType.Vector3:
case ConcreteSlotValueType.Vector4:
return string.Format("({0}.xy)", rawOutput);
default:
return kErrorString;
}
case ConcreteSlotValueType.Vector3:
switch (convertFromType)
{
case ConcreteSlotValueType.Vector1:
return string.Format("({0}.xxx)", rawOutput);
case ConcreteSlotValueType.Vector2:
return string.Format("({0}3({1}.x, {1}.y, 0.0))", node.precision, rawOutput);
case ConcreteSlotValueType.Vector4:
return string.Format("({0}.xyz)", rawOutput);
default:
return kErrorString;
}
case ConcreteSlotValueType.Vector4:
switch (convertFromType)
{
case ConcreteSlotValueType.Vector1:
return string.Format("({0}.xxxx)", rawOutput);
case ConcreteSlotValueType.Vector2:
return string.Format("({0}4({1}.x, {1}.y, 0.0, 1.0))", node.precision, rawOutput);
case ConcreteSlotValueType.Vector3:
return string.Format("({0}4({1}.x, {1}.y, {1}.z, 1.0))", node.precision, rawOutput);
default:
return kErrorString;
}
default:
return kErrorString;
}
}
public static string AdaptNodeOutputForPreview(AbstractMaterialNode node, int outputSlotId)
{
var rawOutput = node.GetVariableNameForSlot(outputSlotId);
return AdaptNodeOutputForPreview(node, outputSlotId, rawOutput);
}
public static string AdaptNodeOutputForPreview(AbstractMaterialNode node, int slotId, string variableName)
{
var slot = node.FindSlot<MaterialSlot>(slotId);
if (slot == null)
return kErrorString;
var convertFromType = slot.concreteValueType;
// preview is always dimension 4
switch (convertFromType)
{
case ConcreteSlotValueType.Vector1:
return string.Format("half4({0}, {0}, {0}, 1.0)", variableName);
case ConcreteSlotValueType.Vector2:
return string.Format("half4({0}.x, {0}.y, 0.0, 1.0)", variableName);
case ConcreteSlotValueType.Vector3:
return string.Format("half4({0}.x, {0}.y, {0}.z, 1.0)", variableName);
case ConcreteSlotValueType.Vector4:
return string.Format("half4({0}.x, {0}.y, {0}.z, 1.0)", variableName);
default:
return kErrorString;
}
}
public int numberOfChunks
{
get { return m_ShaderChunks.Count; }
}
public enum InputType
{
Position,
Vector,
Normal
}
public struct TransformDesc
{
public TransformDesc(string name)
{
this.name = name;
transpose = false;
}
public TransformDesc(string name, bool transpose)
{
this.name = name;
this.transpose = transpose;
}
public string name;
public bool transpose;
}
static TransformDesc[, ][] m_transforms = null;
static TransformDesc[] GetTransformPath(CoordinateSpace from, CoordinateSpace to)
{
if (m_transforms[(int)from, (int)to] != null)
{
return m_transforms[(int)from, (int)to];
}
var distance = new int[4];
var prev = new CoordinateSpace ? [4];
var queue = new List<CoordinateSpace>();
foreach (var space in Enum.GetValues(typeof(CoordinateSpace)))
{
distance[(int)space] = int.MaxValue;
prev[(int)space] = null;
queue.Add((CoordinateSpace)space);
}
distance[(int)from] = 0;
List<CoordinateSpace> path = null;
while (queue.Count != 0)
{
queue.Sort((x, y) => distance[(int)x] - distance[(int)y]);
var min = queue[0];
queue.Remove(min);
if (min == to)
{
path = new List<CoordinateSpace>();
while (prev[(int)min] != null)
{
path.Add(min);
min = prev[(int)min].Value;
}
break;
}
if (distance[(int)min] == int.MaxValue)
{
break;
}
foreach (var space in Enum.GetValues(typeof(CoordinateSpace)))
{
int index = (int)space;
if (m_transforms[(int)min, index] != null)
{
var alt = distance[(int)min] + m_transforms[(int)min, index].Length;
if (alt < distance[index])
{
distance[index] = alt;
prev[index] = min;
}
}
}
}
path.Reverse();
var matrixList = new List<TransformDesc>();
foreach (var node in path)
{
matrixList.AddRange(m_transforms[(int)from, (int)node]);
from = node;
}
return matrixList.ToArray();
}
static void InitTransforms()
{
if (m_transforms == null)
{
m_transforms = new TransformDesc[4, 4][];
m_transforms[(int)CoordinateSpace.Object, (int)CoordinateSpace.Object] = new TransformDesc[] {};
m_transforms[(int)CoordinateSpace.View, (int)CoordinateSpace.View] = new TransformDesc[] {};
m_transforms[(int)CoordinateSpace.World, (int)CoordinateSpace.World] = new TransformDesc[] {};
m_transforms[(int)CoordinateSpace.Tangent, (int)CoordinateSpace.Tangent] = new TransformDesc[] {};
m_transforms[(int)CoordinateSpace.Object, (int)CoordinateSpace.World]
= new TransformDesc[] {new TransformDesc(MatrixNames.Model)};
m_transforms[(int)CoordinateSpace.View, (int)CoordinateSpace.World]
= new TransformDesc[] {new TransformDesc(MatrixNames.ViewInverse) };
m_transforms[(int)CoordinateSpace.World, (int)CoordinateSpace.Object]
= new TransformDesc[] {new TransformDesc(MatrixNames.ModelInverse)};
m_transforms[(int)CoordinateSpace.World, (int)CoordinateSpace.View]
= new TransformDesc[] {new TransformDesc(MatrixNames.View)};
for (var from = CoordinateSpace.Object; from != CoordinateSpace.Tangent; from++)
{
for (var to = CoordinateSpace.Object; to != CoordinateSpace.Tangent; to++)
{
if (m_transforms[(int)from, (int)to] == null)
{
m_transforms[(int)from, (int)to] = GetTransformPath(from, to);
}
}
}
}
for (var k = CoordinateSpace.Object; k != CoordinateSpace.Tangent; k++)
{
m_transforms[(int)CoordinateSpace.Tangent, (int)k] = null;
m_transforms[(int)k, (int)CoordinateSpace.Tangent] = null;
}
}
public static string EmitTransform(TransformDesc[] matrices, TransformDesc[] invMatrices, string variable, bool isAffine, bool noMatrixCast, bool inverseTranspose)
{
// Use inverse transpose for situations where
// scale needs to be considered (normals)
if (inverseTranspose)
matrices = invMatrices;
if (isAffine)
{
variable = string.Format("float4({0},1.0)", variable);
}
foreach (var m in matrices)
{
var matrix = m.name;
if (!isAffine && !noMatrixCast)
{
matrix = "(float3x3)" + matrix;
}
// if the matrix is NOT a transpose type
// invert the order of multiplication
// it is implicit transpose.
if (m.transpose)
inverseTranspose = !inverseTranspose;
variable = inverseTranspose
? string.Format("mul({1},{0})", matrix, variable)
: string.Format("mul({0},{1})", matrix, variable);
}
return variable;
}
public static string ConvertBetweenSpace(string variable, CoordinateSpace from, CoordinateSpace to,
InputType inputType, CoordinateSpace tangentMatrixSpace = CoordinateSpace.Object)
{
if (from == to)
{
// nothing to do
return variable;
}
// Ensure that the transform graph is initialized
InitTransforms();
bool isNormal = false;
bool affine = (inputType == InputType.Position && to != CoordinateSpace.World);
bool noMatrixCast = (inputType == InputType.Position && to == CoordinateSpace.World);
if (inputType == InputType.Normal)
{
inputType = InputType.Vector;
isNormal = true;
}
m_transforms[(int)CoordinateSpace.Tangent, (int)tangentMatrixSpace] =
new[] {new TransformDesc("tangentSpaceTransform")};
m_transforms[(int)tangentMatrixSpace, (int)CoordinateSpace.Tangent] = new[]
{new TransformDesc("tangentSpaceTransform", true)};
if (from == CoordinateSpace.Tangent)
{
// if converting from tangent space, reuse the underlying space
from = tangentMatrixSpace;
variable = EmitTransform(
GetTransformPath(CoordinateSpace.Tangent, tangentMatrixSpace),
GetTransformPath(tangentMatrixSpace, CoordinateSpace.Tangent),
variable, affine, noMatrixCast, !isNormal);
if (to == tangentMatrixSpace)
{
return variable;
}
}
return EmitTransform(GetTransformPath(from, to), GetTransformPath(to, from), variable, affine, noMatrixCast, isNormal);
}
public static void GenerateSpaceTranslationSurfaceInputs(
NeededCoordinateSpace neededSpaces,
InterpolatorType interpolatorType,
ShaderGenerator surfaceInputs,
string toReplace = "float3 {0};")
{
if ((neededSpaces & NeededCoordinateSpace.Object) > 0)
surfaceInputs.AddShaderChunk(string.Format(toReplace, CoordinateSpace.Object.ToVariableName(interpolatorType)), false);
if ((neededSpaces & NeededCoordinateSpace.World) > 0)
surfaceInputs.AddShaderChunk(string.Format(toReplace, CoordinateSpace.World.ToVariableName(interpolatorType)), false);
if ((neededSpaces & NeededCoordinateSpace.View) > 0)
surfaceInputs.AddShaderChunk(string.Format(toReplace, CoordinateSpace.View.ToVariableName(interpolatorType)), false);
if ((neededSpaces & NeededCoordinateSpace.Tangent) > 0)
surfaceInputs.AddShaderChunk(string.Format(toReplace, CoordinateSpace.Tangent.ToVariableName(interpolatorType)), false);
}
public static void GenerateStandardTransforms(
int interpolatorStartIndex,
int maxInterpolators,
ShaderGenerator interpolators,
ShaderGenerator vertexShader,
ShaderGenerator pixelShader,
ShaderGenerator surfaceInputs,
ShaderGraphRequirements graphRequiements,
ShaderGraphRequirements modelRequiements,
CoordinateSpace preferedCoordinateSpace)
{
if (preferedCoordinateSpace == CoordinateSpace.Tangent)
preferedCoordinateSpace = CoordinateSpace.World;
// step 1:
// *generate needed interpolators
// *generate output from the vertex shader that writes into these interpolators
// *generate the pixel shader code that declares needed variables in the local scope
var combinedRequierments = graphRequiements.Union(modelRequiements);
int interpolatorIndex = interpolatorStartIndex;
// bitangent needs normal for x product
if (combinedRequierments.requiresNormal > 0 || combinedRequierments.requiresBitangent > 0)
{
var name = preferedCoordinateSpace.ToVariableName(InterpolatorType.Normal);
interpolators.AddShaderChunk(string.Format("float3 {0} : TEXCOORD{1};", name, interpolatorIndex), false);
vertexShader.AddShaderChunk(string.Format("o.{0} = {1};", name, ConvertBetweenSpace("v.normal", CoordinateSpace.Object, preferedCoordinateSpace, InputType.Normal)), false);
pixelShader.AddShaderChunk(string.Format("float3 {0} = normalize(IN.{0});", name), false);
interpolatorIndex++;
}
if (combinedRequierments.requiresTangent > 0 || combinedRequierments.requiresBitangent > 0)
{
var name = preferedCoordinateSpace.ToVariableName(InterpolatorType.Tangent);
interpolators.AddShaderChunk(string.Format("float3 {0} : TEXCOORD{1};", name, interpolatorIndex), false);
vertexShader.AddShaderChunk(string.Format("o.{0} = {1};", name, ConvertBetweenSpace("v.tangent", CoordinateSpace.Object, preferedCoordinateSpace, InputType.Vector)), false);
pixelShader.AddShaderChunk(string.Format("float3 {0} = IN.{0};", name), false);
interpolatorIndex++;
}
if (combinedRequierments.requiresBitangent > 0)
{
var name = preferedCoordinateSpace.ToVariableName(InterpolatorType.BiTangent);
interpolators.AddShaderChunk(string.Format("float3 {0} : TEXCOORD{1};", name, interpolatorIndex), false);
vertexShader.AddShaderChunk(string.Format("o.{0} = normalize(cross(o.{1}, o.{2}.xyz) * {3});",
name,
preferedCoordinateSpace.ToVariableName(InterpolatorType.Normal),
preferedCoordinateSpace.ToVariableName(InterpolatorType.Tangent),
"v.tangent.w"), false);
pixelShader.AddShaderChunk(string.Format("float3 {0} = IN.{0};", name), false);
interpolatorIndex++;
}
if (combinedRequierments.requiresViewDir > 0)
{
var name = preferedCoordinateSpace.ToVariableName(InterpolatorType.ViewDirection);
interpolators.AddShaderChunk(string.Format("float3 {0} : TEXCOORD{1};", name, interpolatorIndex), false);
var worldSpaceViewDir = "SafeNormalize(_WorldSpaceCameraPos.xyz - mul(GetObjectToWorldMatrix(), float4(v.vertex.xyz, 1.0)).xyz)";
vertexShader.AddShaderChunk(string.Format("o.{0} = {1};", name, ConvertBetweenSpace(worldSpaceViewDir, CoordinateSpace.World, preferedCoordinateSpace, InputType.Vector)), false);
pixelShader.AddShaderChunk(string.Format("float3 {0} = normalize(IN.{0});", name), false);
interpolatorIndex++;
}
if (combinedRequierments.requiresPosition > 0)
{
var name = preferedCoordinateSpace.ToVariableName(InterpolatorType.Position);
interpolators.AddShaderChunk(string.Format("float3 {0} : TEXCOORD{1};", name, interpolatorIndex), false);
vertexShader.AddShaderChunk(string.Format("o.{0} = {1};", name, ConvertBetweenSpace("v.vertex", CoordinateSpace.Object, preferedCoordinateSpace, InputType.Position)), false);
pixelShader.AddShaderChunk(string.Format("float3 {0} = IN.{0};", name), false);
interpolatorIndex++;
}
if (combinedRequierments.NeedsTangentSpace())
{
pixelShader.AddShaderChunk(string.Format("float3x3 tangentSpaceTransform = float3x3({0},{1},{2});",
preferedCoordinateSpace.ToVariableName(InterpolatorType.Tangent), preferedCoordinateSpace.ToVariableName(InterpolatorType.BiTangent), preferedCoordinateSpace.ToVariableName(InterpolatorType.Normal)), false);
}
ShaderGenerator.GenerateSpaceTranslationPixelShader(combinedRequierments.requiresNormal, InterpolatorType.Normal, preferedCoordinateSpace,
InputType.Normal, pixelShader, Dimension.Three);
ShaderGenerator.GenerateSpaceTranslationPixelShader(combinedRequierments.requiresTangent, InterpolatorType.Tangent, preferedCoordinateSpace,
InputType.Vector, pixelShader, Dimension.Three);
ShaderGenerator.GenerateSpaceTranslationPixelShader(combinedRequierments.requiresBitangent, InterpolatorType.BiTangent, preferedCoordinateSpace,
InputType.Vector, pixelShader, Dimension.Three);
ShaderGenerator.GenerateSpaceTranslationPixelShader(combinedRequierments.requiresViewDir, InterpolatorType.ViewDirection, preferedCoordinateSpace,
InputType.Vector, pixelShader, Dimension.Three);
ShaderGenerator.GenerateSpaceTranslationPixelShader(combinedRequierments.requiresPosition, InterpolatorType.Position, preferedCoordinateSpace,
InputType.Position, pixelShader, Dimension.Three);
if (combinedRequierments.requiresVertexColor)
{
interpolators.AddShaderChunk(string.Format("float4 {0} : COLOR;", ShaderGeneratorNames.VertexColor), false);
vertexShader.AddShaderChunk(string.Format("o.{0} = v.color;", ShaderGeneratorNames.VertexColor), false);
pixelShader.AddShaderChunk(string.Format("float4 {0} = IN.{0};", ShaderGeneratorNames.VertexColor), false);
}
if (combinedRequierments.requiresScreenPosition)
{
interpolators.AddShaderChunk(string.Format("float4 {0} : TEXCOORD{1};", ShaderGeneratorNames.ScreenPosition, interpolatorIndex), false);
vertexShader.AddShaderChunk(string.Format("o.{0} = ComputeScreenPos(UnityObjectToClipPos(v.vertex));", ShaderGeneratorNames.ScreenPosition), false);
pixelShader.AddShaderChunk(string.Format("float4 {0} = IN.{0};", ShaderGeneratorNames.ScreenPosition), false);
interpolatorIndex++;
}
foreach (var channel in combinedRequierments.requiresMeshUVs.Distinct())
{
interpolators.AddShaderChunk(string.Format("half4 {0} : TEXCOORD{1};", channel.GetUVName(), interpolatorIndex == 0 ? "" : interpolatorIndex.ToString()), false);
vertexShader.AddShaderChunk(string.Format("o.{0} = v.texcoord{1};", channel.GetUVName(), (int)channel), false);
pixelShader.AddShaderChunk(string.Format("float4 {0} = IN.{0};", channel.GetUVName()), false);
interpolatorIndex++;
}
// step 2
// copy the locally defined values into the surface description
// structure using the requirements for ONLY the shader graph
// additional requirements have come from the lighting model
// and are not needed in the shader graph
var replaceString = "surfaceInput.{0} = {0};";
GenerateSpaceTranslationSurfaceInputs(graphRequiements.requiresNormal, InterpolatorType.Normal, surfaceInputs, replaceString);
GenerateSpaceTranslationSurfaceInputs(graphRequiements.requiresTangent, InterpolatorType.Tangent, surfaceInputs, replaceString);
GenerateSpaceTranslationSurfaceInputs(graphRequiements.requiresBitangent, InterpolatorType.BiTangent, surfaceInputs, replaceString);
GenerateSpaceTranslationSurfaceInputs(graphRequiements.requiresViewDir, InterpolatorType.ViewDirection, surfaceInputs, replaceString);
GenerateSpaceTranslationSurfaceInputs(graphRequiements.requiresPosition, InterpolatorType.Position, surfaceInputs, replaceString);
if (graphRequiements.requiresVertexColor)
surfaceInputs.AddShaderChunk(string.Format("surfaceInput.{0} = {0};", ShaderGeneratorNames.VertexColor), false);
if (graphRequiements.requiresScreenPosition)
surfaceInputs.AddShaderChunk(string.Format("surfaceInput.{0} = {0};", ShaderGeneratorNames.ScreenPosition), false);
foreach (var channel in graphRequiements.requiresMeshUVs.Distinct())
surfaceInputs.AddShaderChunk(string.Format("surfaceInput.{0} = {0};", channel.GetUVName()), false);
}
public enum Dimension
{
One,
Two,
Three,
Four
}
private static string DimensionToString(Dimension d)
{
switch (d)
{
case Dimension.One:
return string.Empty;
case Dimension.Two:
return "2";
case Dimension.Three:
return "3";
case Dimension.Four:
return "4";
}
return "error";
}
public static void GenerateSpaceTranslationPixelShader(
NeededCoordinateSpace neededSpaces,
InterpolatorType type,
CoordinateSpace from,
InputType inputType,
ShaderGenerator pixelShader,
Dimension dimension)
{
if ((neededSpaces & NeededCoordinateSpace.Object) > 0 && from != CoordinateSpace.Object)
pixelShader.AddShaderChunk(
string.Format("float{0} {1} = {2};", DimensionToString(dimension),
CoordinateSpace.Object.ToVariableName(type), ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.Object, inputType, from)), false);
if ((neededSpaces & NeededCoordinateSpace.World) > 0 && from != CoordinateSpace.World)
pixelShader.AddShaderChunk(
string.Format("float{0} {1} = {2};", DimensionToString(dimension),
CoordinateSpace.World.ToVariableName(type), ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.World, inputType, from)), false);
if ((neededSpaces & NeededCoordinateSpace.View) > 0 && from != CoordinateSpace.View)
pixelShader.AddShaderChunk(
string.Format("float{0} {1} = {2};", DimensionToString(dimension),
CoordinateSpace.View.ToVariableName(type),
ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.View, inputType, from)), false);
if ((neededSpaces & NeededCoordinateSpace.Tangent) > 0 && from != CoordinateSpace.Tangent)
pixelShader.AddShaderChunk(
string.Format("float{0} {1} = {2};", DimensionToString(dimension),
CoordinateSpace.Tangent.ToVariableName(type),
ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.Tangent, inputType, from)), false);
}
public static string GetPreviewSubShader(AbstractMaterialNode node, ShaderGraphRequirements shaderGraphRequirements)
{
var interpolators = new ShaderGenerator();
var vertexShader = new ShaderGenerator();
var pixelShader = new ShaderGenerator();
var surfaceInputs = new ShaderGenerator();
ShaderGenerator.GenerateStandardTransforms(
0,
16,
interpolators,
vertexShader,
pixelShader,
surfaceInputs,
shaderGraphRequirements,
ShaderGraphRequirements.none,
CoordinateSpace.World);
var outputs = new ShaderGenerator();
if (node != null)
{
var outputSlot = node.GetOutputSlots<MaterialSlot>().FirstOrDefault();
if (outputSlot != null)
{
var result = string.Format("surf.{0}", node.GetVariableNameForSlot(outputSlot.id));
outputs.AddShaderChunk(string.Format("return {0};", AdaptNodeOutputForPreview(node, outputSlot.id, result)), true);
}
else
outputs.AddShaderChunk("return 0;", true);
}
else
{
outputs.AddShaderChunk("return surf.PreviewOutput;", false);
}
var res = subShaderTemplate.Replace("${Interpolators}", interpolators.GetShaderString(0));
res = res.Replace("${VertexShader}", vertexShader.GetShaderString(0));
res = res.Replace("${LocalPixelShader}", pixelShader.GetShaderString(0));
res = res.Replace("${SurfaceInputs}", surfaceInputs.GetShaderString(0));
res = res.Replace("${SurfaceOutputRemap}", outputs.GetShaderString(0));
return res;
}
private const string subShaderTemplate = @"
SubShader
{
Tags { ""RenderType""=""Opaque"" }
LOD 100
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
struct GraphVertexOutput
{
float4 position : POSITION;
${Interpolators}
};
GraphVertexOutput vert (GraphVertexInput v)
{
v = PopulateVertexData(v);
GraphVertexOutput o;
float3 positionWS = TransformObjectToWorld(v.vertex);
o.position = TransformWorldToHClip(positionWS);
${VertexShader}
return o;
}
float4 frag (GraphVertexOutput IN) : SV_Target
{
${LocalPixelShader}
SurfaceInputs surfaceInput = (SurfaceInputs)0;;
${SurfaceInputs}
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
${SurfaceOutputRemap}
}
ENDHLSL
}
}";
}
}