您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
715 行
31 KiB
715 行
31 KiB
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
|
|
}
|
|
}";
|
|
}
|
|
}
|