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80 行
4.7 KiB

using Unity.UIWidgets.editor;
using UnityEngine;
using UnityEngine.Rendering;
namespace Unity.UIWidgets.ui {
static partial class CanvasShader {
const bool enableDebugLog = false;
public static bool supportComputeBuffer;
static void DebugAssert(bool condition, string logMsg) {
if (enableDebugLog && !condition) {
Debug.Log(logMsg);
}
}
static bool IsShaderSupported() {
return SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12;
}
static void InitShaders() {
supportComputeBuffer = !WindowConfig.disableComputeBuffer && SystemInfo.supportsComputeShaders && IsShaderSupported();
if (!supportComputeBuffer) {
DebugAssert(false, "init default shaders");
var convexFillShader = GetShader("UIWidgets/canvas_convexFill");
var fill0Shader = GetShader("UIWidgets/canvas_fill0");
var fill1Shader = GetShader("UIWidgets/canvas_fill1");
var stroke0Shader = GetShader("UIWidgets/canvas_stroke0");
var stroke1Shader = GetShader("UIWidgets/canvas_stroke1");
var texShader = GetShader("UIWidgets/canvas_tex");
var stencilShader = GetShader("UIWidgets/canvas_stencil");
var filterShader = GetShader("UIWidgets/canvas_filter");
var shadowBoxShader = GetShader("UIWidgets/ShadowBox");
var shadowRBoxShader = GetShader("UIWidgets/ShadowRBox");
var strokeAlphaShader = GetShader("UIWidgets/canvas_strokeAlpha");
_convexFillMat = new MaterialByBlendModeStencilComp(convexFillShader);
_fill0Mat = new MaterialByStencilComp(fill0Shader);
_fill1Mat = new MaterialByBlendMode(fill1Shader);
_stroke0Mat = new MaterialByBlendModeStencilComp(stroke0Shader);
_stroke1Mat = new Material(stroke1Shader) {hideFlags = HideFlags.HideAndDontSave};
_strokeAlphaMat = new MaterialByBlendModeStencilComp(strokeAlphaShader);
_texMat = new MaterialByBlendModeStencilComp(texShader);
_stencilMat = new Material(stencilShader) {hideFlags = HideFlags.HideAndDontSave};
_filterMat = new Material(filterShader) {hideFlags = HideFlags.HideAndDontSave};
_shadowBox = new Material(shadowBoxShader) {hideFlags = HideFlags.HideAndDontSave};
_shadowRBox = new Material(shadowRBoxShader) {hideFlags = HideFlags.HideAndDontSave};
}
else {
DebugAssert(false, "init computebuffer shaders");
var convexFillShaderCompute = GetShader("UIWidgets/canvas_convexFill_cb");
var fill0ShaderCompute = GetShader("UIWidgets/canvas_fill0_cb");
var fill1ShaderCompute = GetShader("UIWidgets/canvas_fill1_cb");
var stroke0ShaderCompute = GetShader("UIWidgets/canvas_stroke0_cb");
var stroke1ShaderCompute = GetShader("UIWidgets/canvas_stroke1_cb");
var texShaderCompute = GetShader("UIWidgets/canvas_tex_cb");
var stencilShaderCompute = GetShader("UIWidgets/canvas_stencil_cb");
var filterShaderCompute = GetShader("UIWidgets/canvas_filter_cb");
var shadowBoxShaderCompute = GetShader("UIWidgets/ShadowBox_cb");
var shadowRBoxShaderCompute = GetShader("UIWidgets/ShadowRBox_cb");
var strokeAlphaShaderCompute = GetShader("UIWidgets/canvas_strokeAlpha_cb");
_convexFillMat = new MaterialByBlendModeStencilComp(convexFillShaderCompute);
_fill0Mat = new MaterialByStencilComp(fill0ShaderCompute);
_fill1Mat = new MaterialByBlendMode(fill1ShaderCompute);
_stroke0Mat = new MaterialByBlendModeStencilComp(stroke0ShaderCompute);
_stroke1Mat = new Material(stroke1ShaderCompute) {hideFlags = HideFlags.HideAndDontSave};
_strokeAlphaMat = new MaterialByBlendModeStencilComp(strokeAlphaShaderCompute);
_texMat = new MaterialByBlendModeStencilComp(texShaderCompute);
_stencilMat = new Material(stencilShaderCompute) {hideFlags = HideFlags.HideAndDontSave};
_filterMat = new Material(filterShaderCompute) {hideFlags = HideFlags.HideAndDontSave};
_shadowBox = new Material(shadowBoxShaderCompute) {hideFlags = HideFlags.HideAndDontSave};
_shadowRBox = new Material(shadowRBoxShaderCompute) {hideFlags = HideFlags.HideAndDontSave};
}
}
}
}