static void bakeShaderLayerSubAssets(ShaderLayer shaderLayer, TextureRecipe recipe, List <string> subAssetPaths)
        {
            var shader = ShaderGenerator.bakeShader(shaderLayer, recipe);

            if (null == shader)
            {
                UnityEngine.Debug.LogError("Failed to load shader " + shaderLayer.name);
                return;
            }
            subAssetPaths.Add(shader.name);

            foreach (var node in shaderLayer.nodes)
            {
                if (!node.assetsDirty)
                {
                    continue;
                }

                var nodeAssetGenerator = GeneratorFactory.getAssetGenerator(node);
                if (null != nodeAssetGenerator)
                {
                    var newAssetPaths = nodeAssetGenerator.generateAssets(node);
                    if (newAssetPaths.Count > 0)
                    {
                        subAssetPaths.AddRange(newAssetPaths);
                    }
                    node.assetsDirty = false;
                }
            }
        }
Beispiel #2
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        public void renderRecipeInternal()
        {
            foreach (var obj in renderObjectList)
            {
                obj.SetActive(true);
            }

            foreach (var layer in recipe.layerList)
            {
                //TODO: layer abstraction
                if (layer is ShaderLayer)
                {
                    ShaderLayer shaderLayer = (ShaderLayer)layer;
                    shaderLayer.root.setParameters(renderMaterials[shaderLayer]);
                }
                else if (layer is TextLayer)
                {
                    TextLayer textLayer = (TextLayer)layer;
                    textLayer.preRender(textObjects[textLayer]);
                }
            }

            RenderTexture.active = renderTexture;

            renderCamera.targetTexture = renderTexture;
            renderCamera.Render();
            renderCamera.targetTexture = null;

            foreach (var obj in renderObjectList)
            {
                obj.SetActive(false);
            }
        }
Beispiel #3
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        private static string getCalls(ShaderLayer shaderLayer)
        {
            Dictionary <string, string> outputVariableNames = new Dictionary <string, string>();

            string nodeCalls = "";
            var    rootInput = shaderLayer.getRoot().inputs[0];

            if (rootInput.inputNode != null)
            {
                nodeCalls += GeneratorFactory.getShaderGenerator(rootInput.inputNode).getCallStr(rootInput, outputVariableNames);

                nodeCalls += "col = out" + rootInput.inputNode.GetType().Name + rootInput.inputNode.getNodeID() + "_" + rootInput.outputIndex + ";";
            }

            return(nodeCalls);
        }
Beispiel #4
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        private static List <string> getNodeStrings(ShaderLayer shaderLayer, NodeGenDelegate genDelegate)
        {
            List <string> nodeInputs = new List <string>();
            var           rootInputs = shaderLayer.getRoot().inputs;

            if ((rootInputs.Count == 0) || (rootInputs[0].inputNode == null))
            {
                return(nodeInputs);
            }

            List <BaseNode.NodeInput>  nodeList  = new List <BaseNode.NodeInput>();
            Queue <BaseNode.NodeInput> nodeStack = new Queue <BaseNode.NodeInput>();

            nodeStack.Enqueue(shaderLayer.getRoot().inputs[0]);
            while (nodeStack.Count > 0)
            {
                BaseNode.NodeInput node = nodeStack.Dequeue();

                if (!nodeList.Contains(node))
                {
                    nodeList.Add(node);

                    int numInputs = node.inputNode.inputs.Count;
                    for (int i = 0; i < numInputs; i++)
                    {
                        var nodeInput = node.inputNode.inputs[i];
                        if (nodeInput.inputNode != null)
                        {
                            nodeStack.Enqueue(nodeInput);
                        }
                    }

                    nodeInputs.Add(genDelegate(node));
                }
            }
            return(nodeInputs);
        }
Beispiel #5
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 public static string getShaderName(TextureRecipe recipe, ShaderLayer shaderLayer)
 {
     return(recipe.unique_id + "-" + recipe.name + "-" + shaderLayer.layerName);
 }
Beispiel #6
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 public static string getShaderPath(TextureRecipe recipe, ShaderLayer shaderLayer)
 {
     return("TextureKit/" + getShaderName(recipe, shaderLayer));
 }
Beispiel #7
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 private static List <string> getInputs(ShaderLayer shaderLayer)
 {
     return(getNodeStrings(shaderLayer, getNodeInputStr));
 }
Beispiel #8
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 private static List <string> getProperties(ShaderLayer shaderLayer)
 {
     return(getNodeStrings(shaderLayer, getNodePropertyStr));
 }
Beispiel #9
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 private static List <string> getFunctions(ShaderLayer shaderLayer)
 {
     return(getNodeStrings(shaderLayer, getNodeFunctionStr));
 }
Beispiel #10
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        public static Shader bakeShader(ShaderLayer shaderLayer, TextureRecipe recipe)
        {
            TextAsset shaderBaseText = (TextAsset)Resources.Load("template.shader");

            if (shaderBaseText == null)
            {
                Debug.LogError("Failed to template shader");
                return(null);
            }

            string        shaderName = ShaderLayer.getShaderName(recipe, shaderLayer);
            string        shaderPath = ShaderLayer.getShaderPath(recipe, shaderLayer);
            string        shaderText = shaderBaseText.text;
            List <string> lines      = shaderText.Split('\n').ToList <string>();

            int numLines = lines.Count;

            for (int i = 0; i < numLines; i++)
            {
                string line = lines[i];
                if (line.Contains("$$"))
                {
                    if (line.Contains("$$ASSETNAME"))
                    {
                        line     = line.Replace("$$ASSETNAME", shaderPath);
                        lines[i] = line;
                    }
                    else if (line.Contains("$$STARTFUNCS"))
                    {
                        var funcs = getFunctions(shaderLayer);
                        lines.InsertRange(i + 1, funcs);
                        i       += funcs.Count;
                        numLines = lines.Count;
                    }
                    else if (line.Contains("$$STARTPROPS"))
                    {
                        var props = getProperties(shaderLayer);
                        lines.InsertRange(i + 1, props);
                        i       += props.Count;
                        numLines = lines.Count;
                    }
                    else if (line.Contains("$$STARTINPUTS"))
                    {
                        var inputs = getInputs(shaderLayer);
                        lines.InsertRange(i + 1, inputs);
                        i       += inputs.Count;
                        numLines = lines.Count;
                    }
                    else if (line.Contains("$$STARTSHADER"))
                    {
                        lines.Insert(i + 1, getCalls(shaderLayer));
                        numLines = lines.Count;
                        i++;
                    }
                }
            }

            string baseAssetPath   = "Assets/TextureRecipes/Resources/";
            string shaderAssetPath = baseAssetPath + shaderName + ".shader";

            //Can't do this because we want to overwrite an existing asset! shaderPath = AssetDatabase.GenerateUniqueAssetPath(shaderPath);

            //Generating the text for the shader is a very fast operation. Rather than trying to figure out which changes
            //would have altered the shader, we simply generate the shader as a byproduct of every change, and then see
            //if it has changed since the last time we output it. The really expensive part is outputting the shader and
            //triggering the Unity shader post-process and compilation steps (we're talking >1.5s vs 3ms).
            string[] existingLines = null;
            existingShaderLines.TryGetValue(shaderPath, out existingLines);

            string[] newLines = lines.ToArray();
            if (existingLines != null)
            {
                if (existingLines.Length == newLines.Length)
                {
                    bool allMatch = true;
                    for (int i = 0; allMatch && (i < newLines.Length); i++)
                    {
                        if (existingLines[i] != newLines[i])
                        {
                            allMatch = false;
                        }
                    }

                    if (allMatch)
                    {
                        return(Shader.Find(shaderPath));
                    }
                }
            }

            //File.WriteAllLines(shaderAssetPath, newLines);
            using (StreamWriter writer = new StreamWriter(shaderAssetPath, false))
            {
                writer.NewLine = "\n";
                foreach (string str in newLines)
                {
                    writer.WriteLine(str);
                }
            }

            existingShaderLines[shaderPath] = newLines;

            AssetDatabase.Refresh();
            return(Shader.Find(shaderPath));
        }
Beispiel #11
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        public void renderSetup(Texture2D textureTarget = null)
        {
            renderMaterials.Clear();
            textObjects.Clear();

            renderOffsetX      += 10.0f;
            renderTextureTarget = textureTarget;
            if (textureTarget != null)
            {
                renderTexture = new RenderTexture(textureTarget.width, textureTarget.height, 0);
            }
            else
            {
                renderTexture = new RenderTexture(recipe.TextureWidth, recipe.TextureHeight, 0);
            }


            GameObject renderCameraObject = new GameObject();

            renderCamera = renderCameraObject.AddComponent <Camera>();
            renderCamera.backgroundColor         = Color.black;
            renderCamera.orthographic            = true;
            renderCamera.orthographicSize        = 5;
            renderCamera.transform.localPosition = new Vector3(renderOffsetX, 0, 0);
            renderCamera.transform.localRotation = Quaternion.Euler(new Vector3(90.0f, 0.0f, 0.0f));
            renderCamera.cullingMask             = 1 << recipe.RenderLayer;

            renderCameraObject.layer = recipe.RenderLayer;
            renderObjectList.Add(renderCameraObject);

            foreach (var layer in recipe.layerList)
            {
                //TODO: layer abstraction
                if (layer is ShaderLayer)
                {
                    ShaderLayer shaderLayer = (ShaderLayer)layer;

                    GameObject renderPlane = GameObject.CreatePrimitive(PrimitiveType.Plane);
                    renderPlane.transform.localPosition = new Vector3(renderOffsetX, -10, 0);
                    renderPlane.transform.localRotation = Quaternion.Euler(new Vector3(0, 180, 0));
                    renderPlane.layer = recipe.RenderLayer;
                    renderObjectList.Add(renderPlane);

                    string shaderPath  = ShaderLayer.getShaderPath(recipe, shaderLayer);
                    Shader shaderAsset = Shader.Find(shaderPath);
                    if (null == shaderAsset)
                    {
                        Debug.LogError("Failed to get shader at " + shaderPath);
                        continue;
                    }
                    Material layerMaterial = new Material(shaderAsset);
                    renderMaterials[shaderLayer] = layerMaterial;
                    renderPlane.GetComponent <MeshRenderer>().material = layerMaterial;
                }
                else if (layer is TextLayer)
                {
                    var        textLayer = (TextLayer)layer;
                    GameObject txtObject = new GameObject();
                    txtObject.transform.localPosition = new Vector3(textLayer.position.x + renderOffsetX, -5, textLayer.position.y);
                    txtObject.transform.localRotation = Quaternion.Euler(new Vector3(90, 0, 0));
                    txtObject.layer = recipe.RenderLayer;
                    renderObjectList.Add(txtObject);

                    var textMesh = txtObject.AddComponent <TextMesh>();

                    textMesh.font          = textLayer.font;
                    textMesh.text          = textLayer.text;
                    textMesh.color         = textLayer.textColor;
                    textMesh.fontSize      = textLayer.fontSize;
                    textMesh.characterSize = textLayer.characterSize;
                    textMesh.anchor        = textLayer.anchor;

                    textObjects[textLayer] = txtObject;

                    //If the material isn't set the text won't appear
                    MeshRenderer rend = txtObject.GetComponentInChildren <MeshRenderer>();
                    rend.material = textMesh.font.material;
                }
            }
        }