Beispiel #1
0
 private bool IsCorrect()
 {
     // Validity check
     return
         (_shaderSettings.GetProperties()
          .Cast <ShaderProperty>()
          .All(property => property.Name != null && Regex.IsMatch(property.Name, @"^[_a-zA-Z][_a-zA-Z0-9]*$")));
 }
        public static string Generate(ShaderSettings shader, string tabString)
        {
            var writer = new IndentedTextWriter(new StringWriter(), tabString);

            // Shader name
            writer.WriteLine("Shader \"{0}\" {{", shader.Name);
            writer.Indent++;

            // Shader properties
            if (shader.GetProperties().Count != 0)
            {
                writer.WriteLine("Properties {");
                writer.Indent++;

                foreach (ShaderProperty property in shader.GetProperties())
                {
                    switch (property.PropertyType)
                    {
                    case PropertyType.Range:
                        var range = (RangeProperty)property;
                        writer.WriteLine("{0} (\"{1}\", Range ({2}, {3})) = {4}", range.Name, range.DisplayName,
                                         range.MinValue, range.MaxValue, range.DefaultValue);
                        break;

                    case PropertyType.Color:
                        var color = (ColorProperty)property;
                        writer.WriteLine("{0} (\"{1}\", Color) = ({2},{3},{4},{5})", color.Name, color.DisplayName,
                                         color.DefaultValue.r, color.DefaultValue.g, color.DefaultValue.b, color.DefaultValue.a);
                        break;

                    case PropertyType.Texture:
                        // todo texgen, textype
                        var tex = (TextureProperty)property;
                        writer.WriteLine("{0} (\"{1}\", {2}) = \"{3}\" {{{4}}}", tex.Name, tex.DisplayName,
                                         tex.TextureType.ToString().Replace("Two", "2"), tex.DefaultValue.ToString().ToLower(),
                                         tex.TexGenMode == TexGenMode.None ? "" : "TexGen " + tex.TexGenMode);
                        break;

                    case PropertyType.Float:
                        var num = (FloatProperty)property;
                        writer.WriteLine("{0} (\"{1}\", Float) = {2}", num.Name, num.DisplayName, num.DefaultValue);
                        break;

                    case PropertyType.Vector:
                        var vector = (VectorProperty)property;
                        writer.WriteLine("{0} (\"{1}\", Vector) = ({2},{3},{4},{5})", vector.Name,
                                         vector.DisplayName, vector.DefaultValue.x, vector.DefaultValue.y, vector.DefaultValue.z,
                                         vector.DefaultValue.w);
                        break;

                    default:
                        throw new ArgumentOutOfRangeException();
                    }
                }

                writer.Indent--;
                writer.WriteLine("}");
                writer.WriteLine();
            }

            // Subshaders
            foreach (Subshader subshader in shader.GetSubshaders())
            {
                writer.WriteLine("Subshader {");
                writer.Indent++;

                // Tags
                if (subshader.RenderPosition != RenderPosition.Geometry || subshader.ForceNoShadowCasting ||
                    subshader.IgnoreProjector)
                {
                    writer.Write("Tags { ");
                    if (subshader.RenderPosition != RenderPosition.Geometry)
                    {
                        writer.Write("\"Queue\" = \"{0}\" ", subshader.RenderPosition);
                    }
                    if (subshader.ForceNoShadowCasting)
                    {
                        writer.Write("\"ForceNoShadowCasting\" = \"True\" ");
                    }
                    if (subshader.IgnoreProjector)
                    {
                        writer.Write("\"IgnoreProjector\" = \"True\" ");
                    }
                    writer.WriteLine("}");
                    writer.WriteLine();
                }

                // Surface shader
                if (subshader.SubshaderType == SubshaderType.Surface)
                {
                    var surface = (SurfaceShader)subshader;

                    // HLSL begin
                    writer.WriteLine("CGPROGRAM");

                    // Pragmas
                    writer.Write("#pragma ");
                    writer.Write("surface {0} ", "surf");

                    if (surface.UseBuiltinLighting)
                    {
                        writer.Write(surface.LightingModel + " ");
                    }
                    else
                    {
                        writer.Write("Lighting{0} ", "Custom");
                    }

                    if (surface.UseVertexModifier)
                    {
                        writer.Write("vertex:{0} ", "vert");
                    }
                    if (surface.UseFinalColorModifier)
                    {
                        writer.Write("finalcolor:{0} ", "color");
                    }
                    if (surface.UseTessellation)
                    {
                        writer.Write("tessellate:{0} ", "tess");
                    }
                    if (surface.AlphaBlended)
                    {
                        writer.Write("alpha ");
                    }
                    if (surface.AddShadowPasses)
                    {
                        writer.Write("addshadow ");
                    }
                    if (surface.DualForward)
                    {
                        writer.Write("dualforward ");
                    }
                    if (surface.SupportAllShadowTypes)
                    {
                        writer.Write("fullforwardshadows ");
                    }
                    if (surface.DisableWhenSoftVegIsOff)
                    {
                        writer.Write("softvegetation ");
                    }
                    if (!surface.ApplyAmbient)
                    {
                        writer.Write("noambient ");
                    }
                    if (!surface.ApplyVertexLights)
                    {
                        writer.Write("novertexlights ");
                    }
                    if (!surface.SupportLightmaps)
                    {
                        writer.Write("nolightmap ");
                    }
                    if (!surface.SupportDirectionalLightmaps)
                    {
                        writer.Write("nodirlightmap ");
                    }
                    if (!surface.EnableAdditivePass)
                    {
                        writer.Write("noforwardadd ");
                    }
                    if (surface.ViewDirPerVert)
                    {
                        writer.Write("approxview ");
                    }
                    if (surface.PassHalfDirInLighting)
                    {
                        writer.Write("halfasview ");
                    }
                    writer.WriteLine();

                    // #pragma debug on separate line
                    if (surface.CommentFinal)
                    {
                        writer.WriteLine("#pragma debug");
                    }

                    // Includes
                    if (surface.CgincTerrainEngine)
                    {
                        writer.WriteLine("#include {0}", "\"TerrainEngine.cginc\"");
                    }
                    if (surface.CgincTessellation)
                    {
                        writer.WriteLine("#include {0}", "\"Tessellation.cginc\"");
                    }
                    writer.WriteLine();

                    if (shader.CommentShader)
                    {
                        writer.WriteLine(
                            "// If you want to access a property, declare it here with the same name and a matching type.");
                        writer.WriteLine();
                    }

                    // Input
                    if (shader.CommentShader)
                    {
                        writer.WriteLine("// To use a uv set, declare uv<TextureName> inside Input.");
                        writer.WriteLine("// To use second uv set, declare uv2<TextureName> inside Input.");
                    }
                    writer.WriteLine("struct Input {");
                    writer.Indent++;

                    if (surface.ViewDirInInput)
                    {
                        writer.WriteLine("float3 viewDir;");
                    }
                    if (surface.VertColorInInput)
                    {
                        writer.WriteLine("float4 vertColor : COLOR;");
                    }
                    if (surface.SsPositionInInput)
                    {
                        writer.WriteLine("float4 screenPos;");
                    }
                    if (surface.WsPositionInInput)
                    {
                        writer.WriteLine("float3 worldPos;");
                    }
                    if (surface.WorldReflectionVectorInInput)
                    {
                        writer.WriteLine("float3 worldRefl;");
                    }
                    if (surface.WorldNormalInInput)
                    {
                        writer.WriteLine("float3 worldNormal;");
                    }
                    if (surface.OutNormalSpecified &&
                        (surface.WorldReflectionVectorInInput || surface.WorldNormalInInput))
                    {
                        writer.WriteLine("INTERNAL_DATA");
                    }
                    if (shader.CommentShader && surface.CustomDataPerVertex)
                    {
                        writer.WriteLine();
                        writer.WriteLine("// Declare custom input members here. Name cannot begin with 'uv'.");
                    }
                    writer.Indent--;
                    writer.WriteLine("};");
                    writer.WriteLine();

                    // Vertex function
                    if (surface.UseVertexModifier)
                    {
                        writer.Write("void {0} (inout {1} v", "vert", "appdata_full"); // Always takes appdata_full!
                        writer.WriteLine(surface.CustomDataPerVertex ? ", out Input o) {" : ") {");
                        writer.Indent++;
                        if (surface.CustomDataPerVertex)
                        {
                            writer.WriteLine("UNITY_INITIALIZE_OUTPUT(Input,o);");
                        }
                        writer.WriteLine(shader.CommentShader ? "// Modify vertices here" : "");
                        if (surface.CustomDataPerVertex && shader.CommentShader)
                        {
                            writer.WriteLine("// To pass custom data to surface function, write to o.");
                        }
                        if (shader.CommentShader)
                        {
                            writer.WriteLine("// Help: http://docs.unity3d.com/Manual/SL-SurfaceShaderExamples.html");
                        }
                        writer.Indent--;
                        writer.WriteLine("}");
                        writer.WriteLine();
                    }

                    // Color function
                    if (surface.UseFinalColorModifier)
                    {
                        writer.WriteLine("void {0} (Input IN, SurfaceOutput o, inout fixed4 color) {{", "color");
                        writer.Indent++;
                        writer.WriteLine(shader.CommentShader ? "// Modify final color here." : "");
                        if (shader.CommentShader)
                        {
                            writer.WriteLine("// Help: http://docs.unity3d.com/Manual/SL-SurfaceShaderExamples.html");
                        }
                        writer.Indent--;
                        writer.WriteLine("}");
                        writer.WriteLine();
                    }

                    // Tessellation function
                    if (surface.UseTessellation)
                    {
                        writer.WriteLine("float4 {0} (appdata v0, appdata v1, appdata v2) {{", "tess");
                        writer.Indent++;
                        if (shader.CommentShader)
                        {
                            writer.WriteLine("// Implement tessellation here.");
                        }
                        writer.WriteLine(shader.CommentShader
                            ? "// Help: http://docs.unity3d.com/Manual/SL-SurfaceShaderTessellation.html"
                            : "");
                        writer.Indent--;
                        writer.WriteLine("}");
                        writer.WriteLine();
                    }

                    // Custom lighting
                    if (!surface.UseBuiltinLighting)
                    {
                        writer.Write("half4 Lighting{0} (SurfaceOutput s, half3 lightDir, ", "Custom");
                        writer.WriteLine(surface.ViewDirInLighting ? "half3 viewDir, half atten) {" : "half atten) {");
                        writer.Indent++;
                        if (shader.CommentShader)
                        {
                            writer.WriteLine("// Implement custom lighting here.");
                        }
                        writer.WriteLine(shader.CommentShader
                            ? "// Help: http://docs.unity3d.com/Manual/SL-SurfaceShaderLighting.html"
                            : "");
                        writer.Indent--;
                        writer.WriteLine("}");
                        writer.WriteLine();

                        if (surface.UsePrePass)
                        {
                            writer.WriteLine("half4 Lighting{0}_PrePass (SurfaceOutput s, half4 light) {{", "Custom");
                            writer.Indent++;
                            if (shader.CommentShader)
                            {
                                writer.WriteLine("// Implement prepass function for deferred lighting here");
                            }
                            writer.WriteLine(shader.CommentShader
                                ? "// Help: http://docs.unity3d.com/Manual/SL-SurfaceShaderLighting.html"
                                : "");
                            writer.Indent--;
                            writer.WriteLine("}");
                            writer.WriteLine();
                        }
                    }

                    // Lightmap decoder
                    // Single
                    if (surface.UseSingleLightMap)
                    {
                        writer.Write("half4 Lighting{0}_SingleLightmap (SurfaceOutput s, fixed4 color", "Custom");
                        writer.WriteLine(surface.ViewDirInSingle ? ", half3 viewDir) {" : ") {");
                        writer.Indent++;
                        if (shader.CommentShader)
                        {
                            writer.WriteLine("// Implement single lightmap decoder here.");
                        }
                        writer.WriteLine(shader.CommentShader
                            ? "// Help: http://docs.unity3d.com/Manual/SL-SurfaceShaderLighting.html"
                            : "");
                        writer.Indent--;
                        writer.WriteLine("}");
                        writer.WriteLine();
                    }

                    // Dual
                    if (surface.UseDualLightMap)
                    {
                        writer.Write(
                            "half4 Lighting{0}_DualLightmap (SurfaceOutput s, fixed4 totalColor, fixed4 indirectOnlyColor, half indirectFade",
                            "Custom");
                        writer.WriteLine(surface.ViewDirInDual ? ", half3 viewDir) {" : ") {");
                        writer.Indent++;
                        if (shader.CommentShader)
                        {
                            writer.WriteLine("// Implement dual lightmap decoder here.");
                        }
                        writer.WriteLine(shader.CommentShader
                            ? "// Help: http://docs.unity3d.com/Manual/SL-SurfaceShaderLighting.html"
                            : "");
                        writer.Indent--;
                        writer.WriteLine("}");
                        writer.WriteLine();
                    }

                    // Directional
                    if (surface.UseDirectionalLightMap)
                    {
                        writer.Write("half4 Lighting{0}_DirLightmap (SurfaceOutput s, fixed4 color, fixed4 scale",
                                     "Custom");
                        writer.WriteLine(surface.ViewDirInDirectional
                            ? ", half3 viewDir, bool surfFuncWritesNormal, out half3 specColor) {"
                            : ", bool surfFuncWritesNormal) {");
                        writer.Indent++;
                        if (shader.CommentShader)
                        {
                            writer.WriteLine("// Implement directional lightmap decoder here.");
                        }
                        writer.WriteLine(shader.CommentShader
                            ? "// Help: http://docs.unity3d.com/Manual/SL-SurfaceShaderLighting.html"
                            : "");
                        writer.Indent--;
                        writer.WriteLine("}");
                        writer.WriteLine();
                    }

                    // Surface function
                    writer.WriteLine("void surf (Input IN, inout SurfaceOutput o) {");
                    writer.Indent++;
                    writer.WriteLine(shader.CommentShader ? "// To complete the shader, fill in the fields in o." : "");
                    if (shader.CommentShader)
                    {
                        writer.WriteLine("// Help: http://docs.unity3d.com/Manual/SL-SurfaceShaderExamples.html");
                    }
                    writer.Indent--;
                    writer.WriteLine("}");
                    writer.WriteLine("ENDCG");
                }
                else
                {
                    var custom = (CustomShader)subshader;

                    foreach (Pass pass in custom.GetPasses())
                    {
                        if (pass.PassType == PassType.VertFrag)
                        {
                            var vfPass = (VertFragPass)pass;

                            writer.WriteLine("Pass {");
                            writer.Indent++;

                            // Name
                            if (vfPass.AllowExternalReference)
                            {
                                writer.WriteLine("Name \"{0}\"", vfPass.name);
                            }

                            // Tags
                            if (vfPass.LightMode != LightMode.Always || vfPass.RequireSoftVegatation)
                            {
                                writer.Write("Tags { ");
                                if (vfPass.LightMode != LightMode.Always)
                                {
                                    writer.Write("\"LightMode\" = \"{0}\" ", vfPass.LightMode);
                                }
                                if (vfPass.RequireSoftVegatation)
                                {
                                    writer.Write("\"RequireOptions\" = \"SoftVegetation\" ");
                                    writer.WriteLine("}");
                                }
                            }

                            // Cull
                            if (vfPass.FaceCullMode != CullMode.Back)
                            {
                                writer.WriteLine("Cull {0}", vfPass.FaceCullMode);
                            }

                            // ZTest
                            if (vfPass.ZTestFunc != CompareFunction.LessEqual)
                            {
                                writer.WriteLine("ZTest {0}", vfPass.ZTestFunc);
                            }

                            // ZWrite
                            if (!vfPass.WriteToDepthBuffer)
                            {
                                writer.WriteLine("ZWrite Off");
                            }

                            // Fog
                            if (!vfPass.ApplyFog)
                            {
                                writer.WriteLine("Fog { Mode Off }");
                            }

                            // AlphaTest (to be moved to fixed function)
//                            if (vfPass.UseAlphaTest) {
//                                writer.WriteLine("AlphaTest {0} {1}", vfPass.AlphaTestFunc, vfPass.AlphaTestValue);
//                            }

                            // Blend
                            if (vfPass.ApplyBlending)
                            {
                                writer.Write("Blend {0} {1}", vfPass.SourceBlendFactor, vfPass.DestBlendFactor);
                                if (vfPass.BlendAlphaSeparately)
                                {
                                    writer.WriteLine(", {0} {1}", vfPass.AlphaSourceBlendFactor, vfPass.AlphaDestBlendFactor);
                                }
                                else
                                {
                                    writer.WriteLine();
                                }
                            }

                            // BlendOp
                            if (vfPass.BlendOp != BlendOp.Add)
                            {
                                writer.WriteLine("BlendOp {0}", vfPass.BlendOp);
                            }

                            // Offset
                            if (vfPass.UseDepthOffset)
                            {
                                writer.WriteLine("Offset {0} {1}", vfPass.DepthFactor, vfPass.DepthUnit);
                            }

                            writer.WriteLine("CGPROGRAM");
                            writer.WriteLine();

                            writer.WriteLine("#pragma vertex {0}", "vertex");
                            writer.WriteLine("#pragma fragment {0}", "fragment");

                            if (vfPass.UseGeometryShader)
                            {
                                writer.WriteLine("#pragma geometry {0}", "geometry");
                            }

                            switch (vfPass.ShaderTarget)
                            {
                            case ShaderTarget.ShaderModel2:
                                writer.WriteLine("#pragma target 2.0");
                                break;

                            case ShaderTarget.ShaderModel3:
                                writer.WriteLine("#pragma target 3.0");
                                break;

                            case ShaderTarget.ShaderModel4:
                                writer.WriteLine("#pragma target 4.0");
                                break;

                            case ShaderTarget.ShaderModel5:
                                writer.WriteLine("#pragma target 5.0");
                                break;

                            default:
                                throw new ArgumentOutOfRangeException();
                            }

                            if (vfPass.CompileToGlsl)
                            {
                                writer.WriteLine("#pragma glsl");
                            }
                            if (!vfPass.AutoNormalizeVectors)
                            {
                                writer.WriteLine("#pragma glsl_no_auto_normalization");
                            }
                            if (vfPass.GenerateDebugInfo)
                            {
                                writer.WriteLine("#pragma enable_d3d11_debug_symbols");
                            }
                            writer.WriteLine();

                            if (vfPass.CgincUnityCg)
                            {
                                writer.WriteLine("#include \"UnityCG.cginc\"");
                            }
                            if (vfPass.CgincTerrainEngine)
                            {
                                writer.WriteLine("#include \"TerrainEngine.cginc\"");
                            }
                            if (vfPass.CgincTessellation)
                            {
                                writer.WriteLine("#include \"Tessellation.cginc\"");
                            }
                            if (vfPass.CgincAutoLight)
                            {
                                writer.WriteLine("#include \"AutoLight.cginc\"");
                            }
                            if (vfPass.CgincLighting)
                            {
                                writer.WriteLine("#include \"Lighting.cginc\"");
                            }
                            if (vfPass.CgincUnityCg || vfPass.CgincTerrainEngine || vfPass.CgincTessellation || vfPass.CgincAutoLight || vfPass.CgincLighting)
                            {
                                writer.WriteLine();
                            }

                            //Input
                            if (!vfPass.UsePresetInput)
                            {
                                writer.WriteLine("struct {0} {{", "appdata");
                                writer.Indent++;

                                if (vfPass.UsePosition)
                                {
                                    writer.WriteLine("float4 vertex : POSITION;");
                                }
                                if (vfPass.UseNormal)
                                {
                                    writer.WriteLine("float3 normal : NORMAL;");
                                }
                                if (vfPass.UseTexcoord)
                                {
                                    writer.WriteLine("float4 texcoord0 : TEXCOORD0;");
                                }
                                if (vfPass.UseTexcoord1)
                                {
                                    writer.WriteLine("float4 texcoord1 : TEXCOORD1;");
                                }
                                if (vfPass.UseTangent)
                                {
                                    writer.WriteLine("float4 tangent : TANGENT;");
                                }
                                if (vfPass.UseColor)
                                {
                                    writer.WriteLine("float4 color : COLOR;");
                                }

                                writer.Indent--;
                                writer.WriteLine("};");
                                writer.WriteLine();
                            }

                            if (shader.CommentShader)
                            {
                                writer.WriteLine(
                                    "// If you want to access a property, declare it here with the same name and a matching type.");
                                writer.WriteLine();
                            }

                            // Vert out
                            writer.WriteLine("struct {0} {{", vfPass.UseGeometryShader ? "v2g" : "v2f");
                            writer.Indent++;
                            if (shader.CommentShader)
                            {
                                writer.Write("// Define vertex output struct here.");
                            }
                            writer.WriteLine();
                            writer.Indent--;
                            writer.WriteLine("};");
                            writer.WriteLine();

                            // Geo out
                            if (vfPass.UseGeometryShader)
                            {
                                writer.WriteLine("struct {0} {{", "g2f");
                                writer.Indent++;
                                if (shader.CommentShader)
                                {
                                    writer.Write("// Define geometry output struct here.");
                                }
                                writer.WriteLine();
                                writer.Indent--;
                                writer.WriteLine("};");
                                writer.WriteLine();
                            }

                            // Vertex shader
                            string vertInput;
                            if (vfPass.UsePresetInput)
                            {
                                switch (vfPass.InputPreset)
                                {
                                case VertexInputPreset.AppdataBase:
                                    vertInput = "appdata_base";
                                    break;

                                case VertexInputPreset.AppdataTan:
                                    vertInput = "appdata_tan";
                                    break;

                                case VertexInputPreset.AppdataFull:
                                    vertInput = "appdata_full";
                                    break;

                                default:
                                    throw new ArgumentOutOfRangeException();
                                }
                            }
                            else
                            {
                                vertInput = "appdata";
                            }
                            writer.WriteLine("{0} {1} ({2} v) {{", vfPass.UseGeometryShader ? "v2g" : "v2f", "vertex", vertInput);
                            writer.Indent++;
                            if (shader.CommentShader)
                            {
                                writer.Write("// Implement vertex shader here.");
                            }
                            writer.WriteLine();
                            writer.Indent--;
                            writer.WriteLine("}");
                            writer.WriteLine();

                            // Geometry shader
                            if (vfPass.UseGeometryShader)
                            {
                                writer.WriteLine("[maxvertexcount({0})]", vfPass.MaxVertCount);
                                writer.WriteLine("void {0} ({1} {2} input[{3}], inout {4}<{5}> output) {{", "geometry", vfPass.InputTopology.ToString().ToLower(), "v2g", (int)vfPass.InputTopology, vfPass.OutputTopology, "g2f");
                                writer.Indent++;
                                if (shader.CommentShader)
                                {
                                    writer.Write("// Implement geometry shader here.");
                                }
                                writer.WriteLine();
                                writer.Indent--;
                                writer.WriteLine("}");
                                writer.WriteLine();
                            }

                            // Fragment shader
                            writer.WriteLine("half4 {0} ({1} i) : COLOR {{", "fragment", vfPass.UseGeometryShader ? "g2f" : "v2f");
                            writer.Indent++;
                            if (shader.CommentShader)
                            {
                                writer.Write("// Implement fragment shader here.");
                            }
                            writer.WriteLine();
                            writer.Indent--;
                            writer.WriteLine("}");
                            writer.WriteLine();

                            writer.WriteLine("ENDCG");

                            writer.Indent--;
                            writer.WriteLine("}");
                            writer.WriteLine();
                        }
                        else
                        {
                            // TODO fixed function pass
                        }
                    }
                }
                writer.Indent--;
                writer.WriteLine("}");
                writer.WriteLine();
            }

            // Fallback shader
            if (shader.UseFallback)
            {
                writer.WriteLine("Fallback \"{0}\"", shader.Fallback);
            }
            else
            {
                writer.WriteLine("Fallback Off");
            }

            writer.Indent--;
            writer.Write("}");
            return(writer.InnerWriter.ToString());
        }