public static string GetPreviewSubShader(AbstractMaterialNode node, ShaderGraphRequirements shaderGraphRequirements)
        {
            var vertexOutputStruct = new ShaderStringBuilder(2);

            var vertexShader = new ShaderStringBuilder(2);
            var vertexShaderDescriptionInputs = new ShaderStringBuilder(2);
            var vertexShaderOutputs           = new ShaderStringBuilder(1);

            var pixelShader = new ShaderStringBuilder(2);
            var pixelShaderSurfaceInputs = new ShaderStringBuilder(2);
            var pixelShaderSurfaceRemap  = new ShaderStringBuilder(2);

            ShaderGenerator.GenerateStandardTransforms(
                0,
                16,
                vertexOutputStruct,
                vertexShader,
                vertexShaderDescriptionInputs,
                vertexShaderOutputs,
                pixelShader,
                pixelShaderSurfaceInputs,
                shaderGraphRequirements,
                shaderGraphRequirements,
                ShaderGraphRequirements.none,
                ShaderGraphRequirements.none,
                CoordinateSpace.World);

            vertexShader.AppendLines(vertexShaderDescriptionInputs.ToString());
            vertexShader.AppendLines(vertexShaderOutputs.ToString());

            if (node != null)
            {
                var outputSlot = node.GetOutputSlots <MaterialSlot>().FirstOrDefault();
                if (outputSlot != null)
                {
                    var result = string.Format("surf.{0}", node.GetVariableNameForSlot(outputSlot.id));
                    pixelShaderSurfaceRemap.AppendLine("return {0};", AdaptNodeOutputForPreview(node, outputSlot.id, result));
                }
                else
                {
                    pixelShaderSurfaceRemap.AppendLine("return 0;");
                }
            }
            else
            {
                pixelShaderSurfaceRemap.AppendLine("return surf.PreviewOutput;");
            }

            var res = subShaderTemplate.Replace("${Interpolators}", vertexOutputStruct.ToString());

            res = res.Replace("${VertexShader}", vertexShader.ToString());
            res = res.Replace("${LocalPixelShader}", pixelShader.ToString());
            res = res.Replace("${SurfaceInputs}", pixelShaderSurfaceInputs.ToString());
            res = res.Replace("${SurfaceOutputRemap}", pixelShaderSurfaceRemap.ToString());
            return(res);
        }
Beispiel #2
0
        public static string GetPreviewSubShader(AbstractMaterialNode node, ShaderGraphRequirements shaderGraphRequirements)
        {
            var interpolators = new ShaderGenerator();
            var vertexShader  = new ShaderGenerator();
            var pixelShader   = new ShaderGenerator();
            var surfaceInputs = new ShaderGenerator();

            ShaderGenerator.GenerateStandardTransforms(
                0,
                16,
                interpolators,
                vertexShader,
                pixelShader,
                surfaceInputs,
                shaderGraphRequirements,
                ShaderGraphRequirements.none,
                CoordinateSpace.World);

            var outputs = new ShaderGenerator();

            if (node != null)
            {
                var outputSlot = node.GetOutputSlots <MaterialSlot>().FirstOrDefault();
                if (outputSlot != null)
                {
                    var result = string.Format("surf.{0}", node.GetVariableNameForSlot(outputSlot.id));
                    outputs.AddShaderChunk(string.Format("return {0};", AdaptNodeOutputForPreview(node, outputSlot.id, result)), true);
                }
                else
                {
                    outputs.AddShaderChunk("return 0;", true);
                }
            }
            else
            {
                outputs.AddShaderChunk("return surf.PreviewOutput;", false);
            }

            var res = subShaderTemplate.Replace("${Interpolators}", interpolators.GetShaderString(0));

            res = res.Replace("${VertexShader}", vertexShader.GetShaderString(0));
            res = res.Replace("${LocalPixelShader}", pixelShader.GetShaderString(0));
            res = res.Replace("${SurfaceInputs}", surfaceInputs.GetShaderString(0));
            res = res.Replace("${SurfaceOutputRemap}", outputs.GetShaderString(0));
            return(res);
        }
Beispiel #3
0
        private static string GetShaderPassFromTemplate(string template, PBRMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions)
        {
            var builder = new ShaderStringBuilder();

            builder.IncreaseIndent();
            builder.IncreaseIndent();
            var vertexInputs               = new ShaderGenerator();
            var surfaceVertexShader        = new ShaderGenerator();
            var surfaceDescriptionFunction = new ShaderGenerator();
            var surfaceDescriptionStruct   = new ShaderGenerator();
            var functionRegistry           = new FunctionRegistry(builder);
            var surfaceInputs              = new ShaderGenerator();

            var shaderProperties = new PropertyCollector();

            surfaceInputs.AddShaderChunk("struct SurfaceInputs{", false);
            surfaceInputs.Indent();

            var activeNodeList = ListPool <INode> .Get();

            NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots);

            var requirements = ShaderGraphRequirements.FromNodes(activeNodeList);

            var modelRequiements = ShaderGraphRequirements.none;

            modelRequiements.requiresNormal    |= NeededCoordinateSpace.World;
            modelRequiements.requiresTangent   |= NeededCoordinateSpace.World;
            modelRequiements.requiresBitangent |= NeededCoordinateSpace.World;
            modelRequiements.requiresPosition  |= NeededCoordinateSpace.World;
            modelRequiements.requiresViewDir   |= NeededCoordinateSpace.World;
            modelRequiements.requiresMeshUVs.Add(UVChannel.UV1);

            GraphUtil.GenerateApplicationVertexInputs(requirements.Union(modelRequiements), vertexInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresNormal, InterpolatorType.Normal, surfaceInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresTangent, InterpolatorType.Tangent, surfaceInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresBitangent, InterpolatorType.BiTangent, surfaceInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresViewDir, InterpolatorType.ViewDirection, surfaceInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresPosition, InterpolatorType.Position, surfaceInputs);

            if (requirements.requiresVertexColor)
            {
                surfaceInputs.AddShaderChunk(string.Format("float4 {0};", ShaderGeneratorNames.VertexColor), false);
            }

            if (requirements.requiresScreenPosition)
            {
                surfaceInputs.AddShaderChunk(string.Format("float4 {0};", ShaderGeneratorNames.ScreenPosition), false);
            }

            foreach (var channel in requirements.requiresMeshUVs.Distinct())
            {
                surfaceInputs.AddShaderChunk(string.Format("half4 {0};", channel.GetUVName()), false);
            }

            surfaceInputs.Deindent();
            surfaceInputs.AddShaderChunk("};", false);

            surfaceVertexShader.AddShaderChunk("GraphVertexInput PopulateVertexData(GraphVertexInput v){", false);
            surfaceVertexShader.Indent();
            surfaceVertexShader.AddShaderChunk("return v;", false);
            surfaceVertexShader.Deindent();
            surfaceVertexShader.AddShaderChunk("}", false);

            var slots = new List <MaterialSlot>();

            foreach (var id in pass.PixelShaderSlots)
            {
                slots.Add(masterNode.FindSlot <MaterialSlot>(id));
            }
            GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, true);

            var usedSlots = new List <MaterialSlot>();

            foreach (var id in pass.PixelShaderSlots)
            {
                usedSlots.Add(masterNode.FindSlot <MaterialSlot>(id));
            }

            GraphUtil.GenerateSurfaceDescription(
                activeNodeList,
                masterNode,
                masterNode.owner as AbstractMaterialGraph,
                surfaceDescriptionFunction,
                functionRegistry,
                shaderProperties,
                requirements,
                mode,
                "PopulateSurfaceData",
                "SurfaceDescription",
                null,
                usedSlots);

            var graph = new ShaderGenerator();

            graph.AddShaderChunk(shaderProperties.GetPropertiesDeclaration(2), false);
            graph.AddShaderChunk(surfaceInputs.GetShaderString(2), false);
            graph.AddShaderChunk(builder.ToString(), false);
            graph.AddShaderChunk(vertexInputs.GetShaderString(2), false);
            graph.AddShaderChunk(surfaceDescriptionStruct.GetShaderString(2), false);
            graph.AddShaderChunk(surfaceVertexShader.GetShaderString(2), false);
            graph.AddShaderChunk(surfaceDescriptionFunction.GetShaderString(2), false);

            var blendingVisitor = new ShaderGenerator();
            var cullingVisitor  = new ShaderGenerator();
            var zTestVisitor    = new ShaderGenerator();
            var zWriteVisitor   = new ShaderGenerator();

            materialOptions.GetBlend(blendingVisitor);
            materialOptions.GetCull(cullingVisitor);
            materialOptions.GetDepthTest(zTestVisitor);
            materialOptions.GetDepthWrite(zWriteVisitor);

            var interpolators      = new ShaderGenerator();
            var localVertexShader  = new ShaderGenerator();
            var localPixelShader   = new ShaderGenerator();
            var localSurfaceInputs = new ShaderGenerator();
            var surfaceOutputRemap = new ShaderGenerator();

            ShaderGenerator.GenerateStandardTransforms(
                3,
                10,
                interpolators,
                localVertexShader,
                localPixelShader,
                localSurfaceInputs,
                requirements,
                modelRequiements,
                CoordinateSpace.World);

            ShaderGenerator defines = new ShaderGenerator();

            if (masterNode.IsSlotConnected(PBRMasterNode.NormalSlotId))
            {
                defines.AddShaderChunk("#define _NORMALMAP 1", true);
            }

            if (masterNode.model == PBRMasterNode.Model.Specular)
            {
                defines.AddShaderChunk("#define _SPECULAR_SETUP 1", true);
            }

            if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId))
            {
                defines.AddShaderChunk("#define _AlphaClip 1", true);
            }

            if (masterNode.surfaceType == SurfaceType.Transparent && masterNode.alphaMode == AlphaMode.Premultiply)
            {
                defines.AddShaderChunk("#define _ALPHAPREMULTIPLY_ON 1", true);
            }

            var templateLocation = ShaderGenerator.GetTemplatePath(template);

            foreach (var slot in usedSlots)
            {
                surfaceOutputRemap.AddShaderChunk(string.Format("{0} = surf.{0};", slot.shaderOutputName), true);
            }

            if (!File.Exists(templateLocation))
            {
                return(string.Empty);
            }

            var subShaderTemplate = File.ReadAllText(templateLocation);
            var resultPass        = subShaderTemplate.Replace("${Defines}", defines.GetShaderString(3));

            resultPass = resultPass.Replace("${Graph}", graph.GetShaderString(3));
            resultPass = resultPass.Replace("${Interpolators}", interpolators.GetShaderString(3));
            resultPass = resultPass.Replace("${VertexShader}", localVertexShader.GetShaderString(3));
            resultPass = resultPass.Replace("${LocalPixelShader}", localPixelShader.GetShaderString(3));
            resultPass = resultPass.Replace("${SurfaceInputs}", localSurfaceInputs.GetShaderString(3));
            resultPass = resultPass.Replace("${SurfaceOutputRemap}", surfaceOutputRemap.GetShaderString(3));

            resultPass = resultPass.Replace("${Tags}", string.Empty);
            resultPass = resultPass.Replace("${Blending}", blendingVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${Culling}", cullingVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${ZTest}", zTestVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${ZWrite}", zWriteVisitor.GetShaderString(2));
            return(resultPass);
        }
        public static string GetPreviewSubShader(AbstractMaterialNode node, ShaderGraphRequirements shaderGraphRequirements)
        {
            // Should never be called without a node
            Debug.Assert(node != null);

            var vertexOutputStruct = new ShaderStringBuilder(2);

            var vertexShader = new ShaderStringBuilder(2);
            var vertexShaderDescriptionInputs = new ShaderStringBuilder(2);
            var vertexShaderOutputs           = new ShaderStringBuilder(1);

            var pixelShader = new ShaderStringBuilder(2);
            var pixelShaderSurfaceInputs = new ShaderStringBuilder(2);
            var pixelShaderSurfaceRemap  = new ShaderStringBuilder(2);

            ShaderGenerator.GenerateStandardTransforms(
                0,
                16,
                vertexOutputStruct,
                vertexShader,
                vertexShaderDescriptionInputs,
                vertexShaderOutputs,
                pixelShader,
                pixelShaderSurfaceInputs,
                shaderGraphRequirements,
                shaderGraphRequirements,
                ShaderGraphRequirements.none,
                ShaderGraphRequirements.none,
                CoordinateSpace.World);

            vertexShader.AppendLines(vertexShaderDescriptionInputs.ToString());
            vertexShader.AppendLines(vertexShaderOutputs.ToString());

            var outputSlot = node.GetOutputSlots <MaterialSlot>().FirstOrDefault();

            // Sub Graph Output uses first input slot
            if (node is SubGraphOutputNode)
            {
                outputSlot = node.GetInputSlots <MaterialSlot>().FirstOrDefault();
            }

            if (outputSlot != null)
            {
                var result = $"surf.{NodeUtils.GetHLSLSafeName(outputSlot.shaderOutputName)}_{outputSlot.id}";
                pixelShaderSurfaceRemap.AppendLine("return all(isfinite({0})) ? {1} : {2};",
                                                   result, AdaptNodeOutputForPreview(node, outputSlot.id, result), nanOutput);
            }
            else
            {
                // No valid slots to display, so just show black.
                // It's up to each node to error or warn as appropriate.
                pixelShaderSurfaceRemap.AppendLine("return 0;");
            }

            // -------------------------------------
            // Extra pixel shader work

            var faceSign = new ShaderStringBuilder();

            if (shaderGraphRequirements.requiresFaceSign)
            {
                faceSign.AppendLine(", half FaceSign : VFACE");
            }

            var res = subShaderTemplate.Replace("${Interpolators}", vertexOutputStruct.ToString());

            res = res.Replace("${VertexShader}", vertexShader.ToString());
            res = res.Replace("${FaceSign}", faceSign.ToString());
            res = res.Replace("${LocalPixelShader}", pixelShader.ToString());
            res = res.Replace("${SurfaceInputs}", pixelShaderSurfaceInputs.ToString());
            res = res.Replace("${SurfaceOutputRemap}", pixelShaderSurfaceRemap.ToString());
            return(res);
        }