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242 行
12 KiB
242 行
12 KiB
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text.RegularExpressions;
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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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[Title("Master/Export Texture")]
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public class ExportTextureMasterNode : AbstractMasterNode
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{
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public const string ColorSlotName = "Color";
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public const int ColorSlotId = 0;
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[SerializeField]
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private SurfaceMaterialOptions m_MaterialOptions = new SurfaceMaterialOptions();
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public SurfaceMaterialOptions options
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{
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get { return m_MaterialOptions; }
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}
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public ExportTextureMasterNode()
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{
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name = "ExportTextureMasterNode";
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UpdateNodeAfterDeserialization();
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new MaterialSlot(ColorSlotId, ColorSlotName, ColorSlotName, SlotType.Input, SlotValueType.Vector4, Vector4.zero));
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// clear out slot names that do not match the slots we support
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RemoveSlotsNameNotMatching(new[] { ColorSlotId });
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}
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public override PreviewMode previewMode
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{
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get
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{
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return PreviewMode.Preview2D;
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}
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}
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public override string GetSubShader(GenerationMode mode, PropertyGenerator shaderPropertiesVisitor)
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{
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return "";
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}
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public override bool has3DPreview()
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{
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return false;
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}
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public override string GetFullShader(GenerationMode mode, out List<PropertyGenerator.TextureInfo> configuredTextures)
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{
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/*
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// figure out what kind of preview we want!
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var activeNodeList = ListPool<INode>.Get();
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NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this);
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string templateLocation = ShaderGenerator.GetTemplatePath("2DPreview.template");
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if (!File.Exists(templateLocation))
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{
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configuredTextures = new List<PropertyGenerator.TextureInfo>();
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return string.Empty;
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}
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string template = File.ReadAllText(templateLocation);
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var shaderBodyVisitor = new ShaderGenerator();
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var shaderFunctionVisitor = new ShaderGenerator();
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var shaderPropertiesVisitor = new PropertyGenerator();
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var shaderPropertyUsagesVisitor = new ShaderGenerator();
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var shaderName = "Hidden/PreviewShader/" + GetType() + guid.ToString();
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//var shaderName = "Hidden/PreviewShader/" + this.GetVariableNameForSlot(this.GetOutputSlots<MaterialSlot>().First().id);
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var shaderInputVisitor = new ShaderGenerator();
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var vertexShaderBlock = new ShaderGenerator();
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// always add color because why not.
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shaderInputVisitor.AddShaderChunk("float4 color : COLOR;", true);
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vertexShaderBlock.AddShaderChunk("float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;", true);
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vertexShaderBlock.AddShaderChunk("float3 viewDir = UnityWorldSpaceViewDir(worldPos);", true);
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vertexShaderBlock.AddShaderChunk("float4 screenPos = ComputeScreenPos(UnityObjectToClipPos(v.vertex));", true);
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vertexShaderBlock.AddShaderChunk("float3 worldNormal = UnityObjectToWorldNormal(v.normal);", true);
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bool needBitangent = activeNodeList.OfType<IMayRequireBitangent>().Any(x => x.RequiresBitangent());
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bool needsWorldPos = activeNodeList.OfType<IMayRequireViewDirection>().Any(x => x.RequiresViewDirection());
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if (needsWorldPos || activeNodeList.OfType<IMayRequireWorldPosition>().Any(x => x.RequiresWorldPosition()))
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{
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shaderInputVisitor.AddShaderChunk("float3 worldPos : TEXCOORD0;", true);
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vertexShaderBlock.AddShaderChunk("o.worldPos = worldPos;", true);
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shaderBodyVisitor.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpacePosition + " = IN.worldPos;", true);
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}
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if (needBitangent || activeNodeList.OfType<IMayRequireNormal>().Any(x => x.RequiresNormal()))
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{
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shaderInputVisitor.AddShaderChunk("float3 worldNormal : TEXCOORD1;", true);
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vertexShaderBlock.AddShaderChunk("o.worldNormal = worldNormal;", true);
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shaderBodyVisitor.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceNormal + " = normalize(IN.worldNormal);", true);
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}
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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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{
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shaderInputVisitor.AddShaderChunk(string.Format("half4 meshUV{0} : TEXCOORD{1};", uvIndex, (uvIndex + 5)), true);
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vertexShaderBlock.AddShaderChunk(string.Format("o.meshUV{0} = v.texcoord{1};", uvIndex, uvIndex == 0 ? "" : uvIndex.ToString()), true);
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shaderBodyVisitor.AddShaderChunk(string.Format("half4 {0} = IN.meshUV{1};", channel.GetUVName(), uvIndex), true);
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}
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}
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if (activeNodeList.OfType<IMayRequireViewDirection>().Any(x => x.RequiresViewDirection()))
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{
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shaderBodyVisitor.AddShaderChunk(
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"float3 "
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+ ShaderGeneratorNames.WorldSpaceViewDirection
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+ " = normalize(UnityWorldSpaceViewDir("
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+ ShaderGeneratorNames.WorldSpacePosition
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+ "));", true);
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}
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if (activeNodeList.OfType<IMayRequireScreenPosition>().Any(x => x.RequiresScreenPosition()))
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{
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shaderInputVisitor.AddShaderChunk("float4 screenPos : TEXCOORD3;", true);
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vertexShaderBlock.AddShaderChunk("o.screenPos = screenPos;", true);
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shaderBodyVisitor.AddShaderChunk("half4 " + ShaderGeneratorNames.ScreenPosition + " = IN.screenPos;", true);
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}
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if (needBitangent || activeNodeList.OfType<IMayRequireTangent>().Any(x => x.RequiresTangent()))
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{
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shaderInputVisitor.AddShaderChunk("float4 worldTangent : TEXCOORD4;", true);
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vertexShaderBlock.AddShaderChunk("o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);", true);
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shaderBodyVisitor.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceTangent + " = normalize(IN.worldTangent.xyz);", true);
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}
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if (needBitangent)
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{
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shaderBodyVisitor.AddShaderChunk(string.Format("float3 {0} = cross({1}, {2}) * IN.worldTangent.w;", ShaderGeneratorNames.WorldSpaceBitangent, ShaderGeneratorNames.WorldSpaceNormal, ShaderGeneratorNames.WorldSpaceTangent), true);
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}
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if (activeNodeList.OfType<IMayRequireVertexColor>().Any(x => x.RequiresVertexColor()))
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{
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vertexShaderBlock.AddShaderChunk("o.color = v.color;", true);
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shaderBodyVisitor.AddShaderChunk("float4 " + ShaderGeneratorNames.VertexColor + " = IN.color;", true);
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}
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var generationMode = GenerationMode.Preview;
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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, generationMode);
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if (activeNode is IGeneratesBodyCode)
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(activeNode as IGeneratesBodyCode).GenerateNodeCode(shaderBodyVisitor, generationMode);
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activeNode.GeneratePropertyBlock(shaderPropertiesVisitor, generationMode);
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activeNode.GeneratePropertyUsages(shaderPropertyUsagesVisitor, generationMode);
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}
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//shaderBodyVisitor.AddShaderChunk("return " + ShaderGenerator.AdaptNodeOutputForPreview(this, GetOutputSlots<MaterialSlot>().First().id) + ";", true);
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//shaderBodyVisitor.AddShaderChunk("return " + AdaptNodeInputForPreview(this, ColorSlotId) + ";", true);
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shaderBodyVisitor.AddShaderChunk("return " + GetVariableNameForSlot(GetSlotReference(ColorSlotId).slotId) + ";", true);
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ListPool<INode>.Release(activeNodeList);
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template = template.Replace("${ShaderName}", shaderName);
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template = template.Replace("${ShaderPropertiesHeader}", shaderPropertiesVisitor.GetShaderString(2));
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template = template.Replace("${ShaderPropertyUsages}", shaderPropertyUsagesVisitor.GetShaderString(3));
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template = template.Replace("${ShaderInputs}", shaderInputVisitor.GetShaderString(4));
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template = template.Replace("${ShaderFunctions}", shaderFunctionVisitor.GetShaderString(3));
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template = template.Replace("${VertexShaderBody}", vertexShaderBlock.GetShaderString(4));
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template = template.Replace("${PixelShaderBody}", shaderBodyVisitor.GetShaderString(4));
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string vertexShaderBody = vertexShaderBlock.GetShaderString(4);
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if (vertexShaderBody.Length > 0)
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{
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template = template.Replace("${VertexShaderDecl}", "vertex:vert");
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template = template.Replace("${VertexShaderBody}", vertexShaderBody);
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}
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else
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{
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template = template.Replace("${VertexShaderDecl}", "");
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template = template.Replace("${VertexShaderBody}", vertexShaderBody);
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}
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configuredTextures = shaderPropertiesVisitor.GetConfiguredTexutres();
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return Regex.Replace(template, @"\r\n|\n\r|\n|\r", Environment.NewLine);
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*/
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//=============================================================================================
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string templateLocation = ShaderGenerator.GetTemplatePath("ExportTexture.template");
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if (!File.Exists(templateLocation))
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{
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configuredTextures = new List<PropertyGenerator.TextureInfo>();
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return string.Empty;
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}
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var shaderPropertiesVisitor = new PropertyGenerator();
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// figure out what kind of preview we want!
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var activeNodeList = ListPool<INode>.Get();
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NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this);
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foreach (var node in activeNodeList.OfType<AbstractMaterialNode>())
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{
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//if (node is IGeneratesFunction)
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// (node as IGeneratesFunction).GenerateNodeFunction(nodeFunction, mode);
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node.GeneratePropertyBlock(shaderPropertiesVisitor, mode);
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}
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string texName = "_ExportTexture";
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if (shaderPropertiesVisitor.GetConfiguredTexutres().Count > 0)
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texName = shaderPropertiesVisitor.GetConfiguredTexutres()[0].name;
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string template = File.ReadAllText(templateLocation);
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var shaderName = "Hidden/ExportTexture/" + this.GetVariableNameForSlot(this.GetInputSlots<MaterialSlot>().First().id);
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template = template.Replace("${ShaderName}", shaderName);
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template = template.Replace("${ShaderPropertiesHeader}", shaderPropertiesVisitor.GetShaderString(0));
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template = template.Replace("${ShaderTextureName}", texName);
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configuredTextures = shaderPropertiesVisitor.GetConfiguredTexutres();
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ListPool<INode>.Release(activeNodeList);
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return Regex.Replace(template, @"\r\n|\n\r|\n|\r", Environment.NewLine);
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}
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}
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}
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