Beispiel #1
0
        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);
            }
        }