public virtual void GenerateNodeFunction(FunctionRegistry registry, GraphContext graphContext, GenerationMode generationMode)
        {
            if (subGraphAsset == null || referencedGraph == null)
            {
                return;
            }

            List <AbstractMaterialNode> nodes = new List <AbstractMaterialNode>();

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, referencedGraph.outputNode);

            foreach (var node in nodes.OfType <AbstractMaterialNode>())
            {
                node.ValidateNode();
                if (node is IGeneratesFunction)
                {
                    (node as IGeneratesFunction).GenerateNodeFunction(registry, graphContext, generationMode);
                }
            }

            string functionName          = SubGraphFunctionName(graphContext);
            ShaderGraphRequirements reqs = ShaderGraphRequirements.FromNodes(new List <AbstractMaterialNode> {
                this
            });

            registry.ProvideFunction(functionName, s =>
            {
                s.AppendLine("// Subgraph function");

                // Generate arguments... first INPUTS
                var arguments = new List <string>();
                foreach (var prop in referencedGraph.properties)
                {
                    arguments.Add(string.Format("{0}", prop.GetPropertyAsArgumentString()));
                }

                // now pass surface inputs
                arguments.Add(string.Format("{0} IN", graphContext.graphInputStructName));

                // Now generate outputs
                foreach (var slot in outputNode.graphOutputs)
                {
                    arguments.Add(string.Format("out {0} {1}", slot.concreteValueType.ToString(referencedGraph.outputNode.precision), slot.shaderOutputName));
                }

                // Create the function protoype from the arguments
                s.AppendLine("void {0}({1})"
                             , functionName
                             , arguments.Aggregate((current, next) => string.Format("{0}, {1}", current, next)));

                // now generate the function
                using (s.BlockScope())
                {
                    // Just grab the body from the active nodes
                    var bodyGenerator = new ShaderGenerator();
                    foreach (var node in nodes.OfType <AbstractMaterialNode>())
                    {
                        if (node is IGeneratesBodyCode)
                        {
                            (node as IGeneratesBodyCode).GenerateNodeCode(bodyGenerator, graphContext, generationMode);
                        }
                    }

                    outputNode.RemapOutputs(bodyGenerator, generationMode);

                    s.Append(bodyGenerator.GetShaderString(1));
                }
            });
        }
Beispiel #2
0
        public static void BuildType(System.Type t, ActiveFields activeFields, ShaderGenerator result, bool isDebug)
        {
            result.AddShaderChunk("struct " + t.Name);
            result.AddShaderChunk("{");
            result.Indent();

            foreach (FieldInfo field in t.GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public))
            {
                if (field.MemberType == MemberTypes.Field)
                {
                    bool isOptional = false;

                    var fieldIsActive = false;
                    var keywordIfdefs = string.Empty;

                    if (activeFields.permutationCount > 0)
                    {
                        // Evaluate all activeFields instance
                        var instances = activeFields
                                        .allPermutations.instances
                                        .Where(i => ShouldSpliceField(t, field, i, out isOptional))
                                        .ToList();

                        fieldIsActive = instances.Count > 0;
                        if (fieldIsActive)
                        {
                            keywordIfdefs = KeywordUtil.GetKeywordPermutationSetConditional(instances
                                                                                            .Select(i => i.permutationIndex).ToList());
                        }
                    }
                    else
                    {
                        fieldIsActive = ShouldSpliceField(t, field, activeFields.baseInstance, out isOptional);
                    }


                    if (fieldIsActive)
                    {
                        // The field is used, so generate it
                        var semanticString = GetFieldSemantic(field);
                        int componentCount;
                        var fieldType   = GetFieldType(field, out componentCount);
                        var conditional = GetFieldConditional(field);

                        if (conditional != null)
                        {
                            result.AddShaderChunk("#if " + conditional);
                        }
                        if (!string.IsNullOrEmpty(keywordIfdefs))
                        {
                            result.AddShaderChunk(keywordIfdefs);
                        }

                        var fieldDecl = fieldType + " " + field.Name + semanticString + ";" + (isOptional & isDebug ? " // optional" : string.Empty);
                        result.AddShaderChunk(fieldDecl);

                        if (!string.IsNullOrEmpty(keywordIfdefs))
                        {
                            result.AddShaderChunk("#endif" + (isDebug ? " // Shader Graph Keywords" : string.Empty));
                        }
                        if (conditional != null)
                        {
                            result.AddShaderChunk("#endif" + (isDebug ? $" // {conditional}" : string.Empty));
                        }
                    }
                }
            }
            result.Deindent();
            result.AddShaderChunk("};");

            object[] packAttributes = t.GetCustomAttributes(typeof(InterpolatorPack), false);
            if (packAttributes.Length > 0)
            {
                result.AddNewLine();

                if (activeFields.permutationCount > 0)
                {
                    var generatedPackedTypes = new Dictionary <string, (ShaderGenerator, List <int>)>();
                    foreach (var instance in activeFields.allPermutations.instances)
                    {
                        var instanceGenerator = new ShaderGenerator();
                        BuildPackedType(t, instance, instanceGenerator, isDebug);
                        var key = instanceGenerator.GetShaderString(0);
                        if (generatedPackedTypes.TryGetValue(key, out var value))
                        {
                            value.Item2.Add(instance.permutationIndex);
                        }
                        else
                        {
                            generatedPackedTypes.Add(key, (instanceGenerator, new List <int> {
                                instance.permutationIndex
                            }));
Beispiel #3
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        public static GenerationResults GetShader(this AbstractMaterialGraph graph, AbstractMaterialNode node, GenerationMode mode, string name)
        {
            var  results = new GenerationResults();
            bool isUber  = node == null;

            var vertexInputs = new ShaderGenerator();
            var vertexShader = new ShaderGenerator();
            var surfaceDescriptionFunction = new ShaderGenerator();
            var surfaceDescriptionStruct   = new ShaderGenerator();
            var functionBuilder            = new ShaderStringBuilder();
            var functionRegistry           = new FunctionRegistry(functionBuilder);
            var surfaceInputs = new ShaderGenerator();

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

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

            if (isUber)
            {
                var unmarkedNodes = graph.GetNodes <INode>().Where(x => !(x is IMasterNode)).ToDictionary(x => x.guid);
                while (unmarkedNodes.Any())
                {
                    var unmarkedNode = unmarkedNodes.FirstOrDefault();
                    Visit(activeNodeList, unmarkedNodes, unmarkedNode.Value);
                }
            }
            else
            {
                NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, node);
            }

            var requirements = ShaderGraphRequirements.FromNodes(activeNodeList);

            GenerateApplicationVertexInputs(requirements, 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);
            }

            results.previewMode = PreviewMode.Preview3D;
            if (!isUber)
            {
                foreach (var pNode in activeNodeList.OfType <AbstractMaterialNode>())
                {
                    if (pNode.previewMode == PreviewMode.Preview3D)
                    {
                        results.previewMode = PreviewMode.Preview3D;
                        break;
                    }
                }
            }

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

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

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

            var slots = new List <MaterialSlot>();

            foreach (var activeNode in isUber ? activeNodeList.Where(n => ((AbstractMaterialNode)n).hasPreview) : ((INode)node).ToEnumerable())
            {
                if (activeNode is IMasterNode || activeNode is SubGraphOutputNode)
                {
                    slots.AddRange(activeNode.GetInputSlots <MaterialSlot>());
                }
                else
                {
                    slots.AddRange(activeNode.GetOutputSlots <MaterialSlot>());
                }
            }
            GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, !isUber);

            var shaderProperties = new PropertyCollector();

            results.outputIdProperty = new Vector1ShaderProperty
            {
                displayName           = "OutputId",
                generatePropertyBlock = false,
                value = -1
            };
            if (isUber)
            {
                shaderProperties.AddShaderProperty(results.outputIdProperty);
            }

            GenerateSurfaceDescription(
                activeNodeList,
                node,
                graph,
                surfaceDescriptionFunction,
                functionRegistry,
                shaderProperties,
                requirements,
                mode,
                outputIdProperty: results.outputIdProperty);

            var finalBuilder = new ShaderStringBuilder();

            finalBuilder.AppendLine(@"Shader ""{0}""", name);
            using (finalBuilder.BlockScope())
            {
                finalBuilder.AppendLine("Properties");
                using (finalBuilder.BlockScope())
                {
                    finalBuilder.AppendLines(shaderProperties.GetPropertiesBlock(0));
                }

                finalBuilder.AppendLine(@"HLSLINCLUDE");
                finalBuilder.AppendLine("#define USE_LEGACY_UNITY_MATRIX_VARIABLES");
                finalBuilder.AppendLine(@"#include ""CoreRP/ShaderLibrary/Common.hlsl""");
                finalBuilder.AppendLine(@"#include ""CoreRP/ShaderLibrary/Packing.hlsl""");
                finalBuilder.AppendLine(@"#include ""CoreRP/ShaderLibrary/Color.hlsl""");
                finalBuilder.AppendLine(@"#include ""CoreRP/ShaderLibrary/UnityInstancing.hlsl""");
                finalBuilder.AppendLine(@"#include ""CoreRP/ShaderLibrary/EntityLighting.hlsl""");
                finalBuilder.AppendLine(@"#include ""ShaderGraphLibrary/ShaderVariables.hlsl""");
                finalBuilder.AppendLine(@"#include ""ShaderGraphLibrary/ShaderVariablesFunctions.hlsl""");
                finalBuilder.AppendLine(@"#include ""ShaderGraphLibrary/Functions.hlsl""");

                finalBuilder.AppendLines(shaderProperties.GetPropertiesDeclaration(0));
                finalBuilder.AppendLines(surfaceInputs.GetShaderString(0));
                finalBuilder.Concat(functionBuilder);
                finalBuilder.AppendLines(vertexInputs.GetShaderString(0));
                finalBuilder.AppendLines(surfaceDescriptionStruct.GetShaderString(0));
                finalBuilder.AppendLines(vertexShader.GetShaderString(0));
                finalBuilder.AppendLines(surfaceDescriptionFunction.GetShaderString(0));
                finalBuilder.AppendLine(@"ENDHLSL");

                finalBuilder.AppendLines(ShaderGenerator.GetPreviewSubShader(node, requirements));
                ListPool <INode> .Release(activeNodeList);
            }

            results.configuredTextures = shaderProperties.GetConfiguredTexutres();
            ShaderSourceMap sourceMap;

            results.shader    = finalBuilder.ToString(out sourceMap);
            results.sourceMap = sourceMap;
            return(results);
        }
        public static void GenerateSurfaceDescriptionFunction(
            List <INode> activeNodeList,
            AbstractMaterialNode masterNode,
            AbstractMaterialGraph graph,
            ShaderStringBuilder surfaceDescriptionFunction,
            FunctionRegistry functionRegistry,
            PropertyCollector shaderProperties,
            ShaderGraphRequirements requirements,
            GenerationMode mode,
            string functionName                    = "PopulateSurfaceData",
            string surfaceDescriptionName          = "SurfaceDescription",
            Vector1ShaderProperty outputIdProperty = null,
            IEnumerable <MaterialSlot> slots       = null,
            string graphInputStructName            = "SurfaceDescriptionInputs")
        {
            if (graph == null)
            {
                return;
            }

            GraphContext graphContext = new GraphContext(graphInputStructName);

            graph.CollectShaderProperties(shaderProperties, mode);

            surfaceDescriptionFunction.AppendLine(String.Format("{0} {1}(SurfaceDescriptionInputs IN)", surfaceDescriptionName, functionName), false);
            using (surfaceDescriptionFunction.BlockScope())
            {
                ShaderGenerator sg = new ShaderGenerator();
                surfaceDescriptionFunction.AppendLine("{0} surface = ({0})0;", surfaceDescriptionName);
                foreach (var activeNode in activeNodeList.OfType <AbstractMaterialNode>())
                {
                    if (activeNode is IGeneratesFunction)
                    {
                        functionRegistry.builder.currentNode = activeNode;
                        (activeNode as IGeneratesFunction).GenerateNodeFunction(functionRegistry, graphContext, mode);
                    }
                    if (activeNode is IGeneratesBodyCode)
                    {
                        (activeNode as IGeneratesBodyCode).GenerateNodeCode(sg, mode);
                    }
                    if (masterNode == null && activeNode.hasPreview)
                    {
                        var outputSlot = activeNode.GetOutputSlots <MaterialSlot>().FirstOrDefault();
                        if (outputSlot != null)
                        {
                            sg.AddShaderChunk(String.Format("if ({0} == {1}) {{ surface.PreviewOutput = {2}; return surface; }}", outputIdProperty.referenceName, activeNode.tempId.index, ShaderGenerator.AdaptNodeOutputForPreview(activeNode, outputSlot.id, activeNode.GetVariableNameForSlot(outputSlot.id))), false);
                        }
                    }

                    // In case of the subgraph output node, the preview is generated
                    // from the first input to the node.
                    if (activeNode is SubGraphOutputNode)
                    {
                        var inputSlot = activeNode.GetInputSlots <MaterialSlot>().FirstOrDefault();
                        if (inputSlot != null)
                        {
                            var    foundEdges = graph.GetEdges(inputSlot.slotReference).ToArray();
                            string slotValue  = foundEdges.Any() ? activeNode.GetSlotValue(inputSlot.id, mode) : inputSlot.GetDefaultValue(mode);
                            sg.AddShaderChunk(String.Format("if ({0} == {1}) {{ surface.PreviewOutput = {2}; return surface; }}", outputIdProperty.referenceName, activeNode.tempId.index, slotValue), false);
                        }
                    }

                    activeNode.CollectShaderProperties(shaderProperties, mode);
                }
                surfaceDescriptionFunction.AppendLines(sg.GetShaderString(0));
                functionRegistry.builder.currentNode = null;

                if (masterNode != null)
                {
                    if (masterNode is IMasterNode)
                    {
                        var usedSlots = slots ?? masterNode.GetInputSlots <MaterialSlot>();
                        foreach (var input in usedSlots)
                        {
                            var foundEdges = graph.GetEdges(input.slotReference).ToArray();
                            if (foundEdges.Any())
                            {
                                surfaceDescriptionFunction.AppendLine("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(input.shaderOutputName), masterNode.GetSlotValue(input.id, mode));
                            }
                            else
                            {
                                surfaceDescriptionFunction.AppendLine("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(input.shaderOutputName), input.GetDefaultValue(mode));
                            }
                        }
                    }
                    else if (masterNode.hasPreview)
                    {
                        foreach (var slot in masterNode.GetOutputSlots <MaterialSlot>())
                        {
                            surfaceDescriptionFunction.AppendLine("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(slot.shaderOutputName), masterNode.GetSlotValue(slot.id, mode));
                        }
                    }
                }

                surfaceDescriptionFunction.AppendLine("return surface;");
            }
        }
Beispiel #5
0
        static void ProcessSubGraph(Dictionary <string, SubGraphData> subGraphMap, FunctionRegistry registry, SubGraphData subGraphData, GraphData graph)
        {
            registry.names.Clear();
            subGraphData.functionNames.Clear();
            subGraphData.nodeProperties.Clear();
            subGraphData.isValid = true;

            graph.OnEnable();
            graph.messageManager.ClearAll();
            graph.ValidateGraph();

            var assetPath = AssetDatabase.GUIDToAssetPath(subGraphData.assetGuid);

            subGraphData.hlslName        = NodeUtils.GetHLSLSafeName(Path.GetFileNameWithoutExtension(assetPath));
            subGraphData.inputStructName = $"Bindings_{subGraphData.hlslName}_{subGraphData.assetGuid}";
            subGraphData.functionName    = $"SG_{subGraphData.hlslName}_{subGraphData.assetGuid}";
            subGraphData.path            = graph.path;

            var outputNode = (SubGraphOutputNode)graph.outputNode;

            subGraphData.outputs.Clear();
            outputNode.GetInputSlots(subGraphData.outputs);

            List <AbstractMaterialNode> nodes = new List <AbstractMaterialNode>();

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);

            subGraphData.effectiveShaderStage = ShaderStageCapability.All;
            foreach (var slot in subGraphData.outputs)
            {
                var stage = NodeUtils.GetEffectiveShaderStageCapability(slot, true);
                if (stage != ShaderStageCapability.All)
                {
                    subGraphData.effectiveShaderStage = stage;
                    break;
                }
            }

            subGraphData.requirements = ShaderGraphRequirements.FromNodes(nodes, subGraphData.effectiveShaderStage, false);
            subGraphData.inputs       = graph.properties.ToList();

            foreach (var node in nodes)
            {
                if (node.hasError)
                {
                    subGraphData.isValid = false;
                    registry.ProvideFunction(subGraphData.functionName, sb => { });
                    return;
                }
            }

            foreach (var node in nodes)
            {
                if (node is SubGraphNode subGraphNode)
                {
                    var nestedData = subGraphMap[subGraphNode.subGraphGuid];

                    foreach (var functionName in nestedData.functionNames)
                    {
                        registry.names.Add(functionName);
                    }
                }
                else if (node is IGeneratesFunction generatesFunction)
                {
                    generatesFunction.GenerateNodeFunction(registry, new GraphContext(subGraphData.inputStructName), GenerationMode.ForReals);
                }
            }

            registry.ProvideFunction(subGraphData.functionName, sb =>
            {
                var graphContext = new GraphContext(subGraphData.inputStructName);

                GraphUtil.GenerateSurfaceInputStruct(sb, subGraphData.requirements, subGraphData.inputStructName);
                sb.AppendNewLine();

                // Generate arguments... first INPUTS
                var arguments = new List <string>();
                foreach (var prop in subGraphData.inputs)
                {
                    arguments.Add(string.Format("{0}", prop.GetPropertyAsArgumentString()));
                }

                // now pass surface inputs
                arguments.Add(string.Format("{0} IN", subGraphData.inputStructName));

                // Now generate outputs
                foreach (var output in subGraphData.outputs)
                {
                    arguments.Add($"out {output.concreteValueType.ToString(outputNode.precision)} {output.shaderOutputName}_{output.id}");
                }

                // Create the function prototype from the arguments
                sb.AppendLine("void {0}({1})"
                              , subGraphData.functionName
                              , arguments.Aggregate((current, next) => $"{current}, {next}"));

                // now generate the function
                using (sb.BlockScope())
                {
                    // Just grab the body from the active nodes
                    var bodyGenerator = new ShaderGenerator();
                    foreach (var node in nodes)
                    {
                        if (node is IGeneratesBodyCode)
                        {
                            (node as IGeneratesBodyCode).GenerateNodeCode(bodyGenerator, graphContext, GenerationMode.ForReals);
                        }
                    }

                    foreach (var slot in subGraphData.outputs)
                    {
                        bodyGenerator.AddShaderChunk($"{slot.shaderOutputName}_{slot.id} = {outputNode.GetSlotValue(slot.id, GenerationMode.ForReals)};");
                    }

                    sb.Append(bodyGenerator.GetShaderString(1));
                }
            });

            subGraphData.functionNames.AddRange(registry.names.Distinct());

            var collector = new PropertyCollector();

            subGraphData.nodeProperties = collector.properties;
            foreach (var node in nodes)
            {
                node.CollectShaderProperties(collector, GenerationMode.ForReals);
            }

            subGraphData.OnBeforeSerialize();
        }
Beispiel #6
0
        private static string GetShaderPassFromTemplate(UnlitMasterNode masterNode, Pass pass, GenerationMode mode)
        {
            var builder = new ShaderStringBuilder();

            builder.IncreaseIndent();
            builder.IncreaseIndent();

            var surfaceDescriptionFunction = new ShaderGenerator();
            var surfaceDescriptionStruct   = new ShaderGenerator();
            var surfaceInputs    = new ShaderGenerator();
            var functionRegistry = new FunctionRegistry(builder);

            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);

            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);

            ShaderGenerator defines = new ShaderGenerator();

            defines.AddShaderChunk(string.Format("#define SHADERPASS {0}", pass.ShaderPassName), true);

            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);
                defines.AddShaderChunk(string.Format("#define ATTRIBUTES_NEED_TEXCOORD{0}", (int)channel), true);
                defines.AddShaderChunk(string.Format("#define VARYINGS_NEED_TEXCOORD{0}", (int)channel), true);
            }

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

            var slots = new List <MaterialSlot>();

            foreach (var id in pass.PixelShaderSlots)
            {
                var slot = masterNode.FindSlot <MaterialSlot>(id);
                if (slot != null)
                {
                    slots.Add(slot);
                }
            }
            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(surfaceDescriptionStruct.GetShaderString(2), false);
            graph.AddShaderChunk(surfaceDescriptionFunction.GetShaderString(2), false);

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

            var materialOptions = new SurfaceMaterialOptions();

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

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

            foreach (var channel in requirements.requiresMeshUVs.Distinct())
            {
                localSurfaceInputs.AddShaderChunk(string.Format("surfaceInput.{0} = {1};", channel.GetUVName(), string.Format("half4(input.texCoord{0}, 0, 0)", (int)channel)), false);
            }

            var templateLocation = ShaderGenerator.GetTemplatePath("HDUnlitPassForward.template");

            foreach (var slot in usedSlots)
            {
                surfaceOutputRemap.AddShaderChunk(slot.shaderOutputName
                                                  + " = surf."
                                                  + 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("${Graph}", graph.GetShaderString(3));
            resultPass = resultPass.Replace("${LocalPixelShader}", localPixelShader.GetShaderString(3));
            resultPass = resultPass.Replace("${SurfaceInputs}", localSurfaceInputs.GetShaderString(3));
            resultPass = resultPass.Replace("${SurfaceOutputRemap}", surfaceOutputRemap.GetShaderString(3));
            resultPass = resultPass.Replace("${LightMode}", pass.Name);
            resultPass = resultPass.Replace("${ShaderPassInclude}", pass.ShaderPassInclude);

            resultPass = resultPass.Replace("${Tags}", tagsVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${Blending}", blendingVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${Culling}", cullingVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${ZTest}", zTestVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${ZWrite}", zWriteVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${LOD}", "" + materialOptions.lod);
            return(resultPass);
        }
Beispiel #7
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);

            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);
            }

            switch (masterNode.alphaMode)
            {
            case PBRMasterNode.AlphaMode.AlphaBlend:
            case PBRMasterNode.AlphaMode.AdditiveBlend:
                defines.AddShaderChunk("#define _AlphaOut 1", true);
                break;
            }

            if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId))
            {
                defines.AddShaderChunk("#define _AlphaClip 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);
        }
Beispiel #8
0
        public IEnumerable <string> GetSubshader(PBRMasterNode masterNode, GenerationMode mode)
        {
            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            subShader.AddShaderChunk("Tags{ \"RenderPipeline\" = \"LightweightPipeline\"}", true);

            var materialOptions = new SurfaceMaterialOptions();

            switch (masterNode.alphaMode)
            {
            case PBRMasterNode.AlphaMode.Opaque:
                materialOptions.srcBlend    = SurfaceMaterialOptions.BlendMode.One;
                materialOptions.dstBlend    = SurfaceMaterialOptions.BlendMode.Zero;
                materialOptions.cullMode    = SurfaceMaterialOptions.CullMode.Back;
                materialOptions.zTest       = SurfaceMaterialOptions.ZTest.LEqual;
                materialOptions.zWrite      = SurfaceMaterialOptions.ZWrite.On;
                materialOptions.renderQueue = SurfaceMaterialOptions.RenderQueue.Geometry;
                materialOptions.renderType  = SurfaceMaterialOptions.RenderType.Opaque;
                break;

            case PBRMasterNode.AlphaMode.AlphaBlend:
                materialOptions.srcBlend    = SurfaceMaterialOptions.BlendMode.SrcAlpha;
                materialOptions.dstBlend    = SurfaceMaterialOptions.BlendMode.OneMinusSrcAlpha;
                materialOptions.cullMode    = SurfaceMaterialOptions.CullMode.Back;
                materialOptions.zTest       = SurfaceMaterialOptions.ZTest.LEqual;
                materialOptions.zWrite      = SurfaceMaterialOptions.ZWrite.Off;
                materialOptions.renderQueue = SurfaceMaterialOptions.RenderQueue.Transparent;
                materialOptions.renderType  = SurfaceMaterialOptions.RenderType.Transparent;
                break;

            case PBRMasterNode.AlphaMode.AdditiveBlend:
                materialOptions.srcBlend    = SurfaceMaterialOptions.BlendMode.One;
                materialOptions.dstBlend    = SurfaceMaterialOptions.BlendMode.One;
                materialOptions.cullMode    = SurfaceMaterialOptions.CullMode.Back;
                materialOptions.zTest       = SurfaceMaterialOptions.ZTest.LEqual;
                materialOptions.zWrite      = SurfaceMaterialOptions.ZWrite.Off;
                materialOptions.renderQueue = SurfaceMaterialOptions.RenderQueue.Transparent;
                materialOptions.renderType  = SurfaceMaterialOptions.RenderType.Transparent;
                break;
            }

            var tagsVisitor = new ShaderGenerator();

            materialOptions.GetTags(tagsVisitor);
            subShader.AddShaderChunk(tagsVisitor.GetShaderString(0), true);

            subShader.AddShaderChunk(
                GetShaderPassFromTemplate(
                    "lightweightPBRForwardPass.template",
                    masterNode,
                    masterNode.model == PBRMasterNode.Model.Metallic ? m_ForwardPassMetallic : m_ForwardPassSpecular,
                    mode,
                    materialOptions),
                true);

            var extraPassesTemplateLocation = ShaderGenerator.GetTemplatePath("lightweightPBRExtraPasses.template");

            if (File.Exists(extraPassesTemplateLocation))
            {
                subShader.AddShaderChunk(File.ReadAllText(extraPassesTemplateLocation), true);
            }

            subShader.Deindent();
            subShader.AddShaderChunk("}", true);

            return(new[] { subShader.GetShaderString(0) });
        }
Beispiel #9
0
        public static bool GenerateShaderPass(AbstractMaterialNode masterNode, ShaderPass pass, GenerationMode mode,
                                              ActiveFields activeFields, ShaderGenerator result, List <string> sourceAssetDependencyPaths,
                                              List <Dependency[]> dependencies, string resourceClassName, string assemblyName)
        {
            // --------------------------------------------------
            // Debug

            // Get scripting symbols
            BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
            string           defines          = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup);

            bool isDebug = defines.Contains(kDebugSymbol);

            // --------------------------------------------------
            // Setup

            // Initiailize Collectors
            var propertyCollector = new PropertyCollector();
            var keywordCollector  = new KeywordCollector();

            masterNode.owner.CollectShaderKeywords(keywordCollector, mode);

            // Get upstream nodes from ShaderPass port mask
            List <AbstractMaterialNode> vertexNodes;
            List <AbstractMaterialNode> pixelNodes;

            GetUpstreamNodesForShaderPass(masterNode, pass, out vertexNodes, out pixelNodes);

            // Track permutation indices for all nodes
            List <int>[] vertexNodePermutations = new List <int> [vertexNodes.Count];
            List <int>[] pixelNodePermutations  = new List <int> [pixelNodes.Count];

            // Get active fields from upstream Node requirements
            ShaderGraphRequirementsPerKeyword graphRequirements;

            GetActiveFieldsAndPermutationsForNodes(masterNode, pass, keywordCollector, vertexNodes, pixelNodes,
                                                   vertexNodePermutations, pixelNodePermutations, activeFields, out graphRequirements);

            // GET CUSTOM ACTIVE FIELDS HERE!

            // Get active fields from ShaderPass
            AddRequiredFields(pass.requiredAttributes, activeFields.baseInstance);
            AddRequiredFields(pass.requiredVaryings, activeFields.baseInstance);

            // Get Port references from ShaderPass
            var pixelSlots  = FindMaterialSlotsOnNode(pass.pixelPorts, masterNode);
            var vertexSlots = FindMaterialSlotsOnNode(pass.vertexPorts, masterNode);

            // Function Registry
            var functionBuilder  = new ShaderStringBuilder();
            var functionRegistry = new FunctionRegistry(functionBuilder);

            // Hash table of named $splice(name) commands
            // Key: splice token
            // Value: string to splice
            Dictionary <string, string> spliceCommands = new Dictionary <string, string>();

            // --------------------------------------------------
            // Dependencies

            // Propagate active field requirements using dependencies
            // Must be executed before types are built
            foreach (var instance in activeFields.all.instances)
            {
                ShaderSpliceUtil.ApplyDependencies(instance, dependencies);
            }

            // --------------------------------------------------
            // Pass Setup

            // Name
            if (!string.IsNullOrEmpty(pass.displayName))
            {
                spliceCommands.Add("PassName", $"Name \"{pass.displayName}\"");
            }
            else
            {
                spliceCommands.Add("PassName", "// Name: <None>");
            }

            // Tags
            if (!string.IsNullOrEmpty(pass.lightMode))
            {
                spliceCommands.Add("LightMode", $"\"LightMode\" = \"{pass.lightMode}\"");
            }
            else
            {
                spliceCommands.Add("LightMode", "// LightMode: <None>");
            }

            // Render state
            BuildRenderStatesFromPass(pass, ref spliceCommands);

            // --------------------------------------------------
            // Pass Code

            // Pragmas
            using (var passPragmaBuilder = new ShaderStringBuilder())
            {
                if (pass.pragmas != null)
                {
                    foreach (string pragma in pass.pragmas)
                    {
                        passPragmaBuilder.AppendLine($"#pragma {pragma}");
                    }
                }
                if (passPragmaBuilder.length == 0)
                {
                    passPragmaBuilder.AppendLine("// PassPragmas: <None>");
                }
                spliceCommands.Add("PassPragmas", passPragmaBuilder.ToCodeBlack());
            }

            // Includes
            using (var passIncludeBuilder = new ShaderStringBuilder())
            {
                if (pass.includes != null)
                {
                    foreach (string include in pass.includes)
                    {
                        passIncludeBuilder.AppendLine($"#include \"{include}\"");
                    }
                }
                if (passIncludeBuilder.length == 0)
                {
                    passIncludeBuilder.AppendLine("// PassIncludes: <None>");
                }
                spliceCommands.Add("PassIncludes", passIncludeBuilder.ToCodeBlack());
            }

            // Keywords
            using (var passKeywordBuilder = new ShaderStringBuilder())
            {
                if (pass.keywords != null)
                {
                    foreach (KeywordDescriptor keyword in pass.keywords)
                    {
                        passKeywordBuilder.AppendLine(keyword.ToDeclarationString());
                    }
                }
                if (passKeywordBuilder.length == 0)
                {
                    passKeywordBuilder.AppendLine("// PassKeywords: <None>");
                }
                spliceCommands.Add("PassKeywords", passKeywordBuilder.ToCodeBlack());
            }

            // --------------------------------------------------
            // Graph Vertex

            var vertexBuilder = new ShaderStringBuilder();

            // If vertex modification enabled
            if (activeFields.baseInstance.Contains("features.graphVertex"))
            {
                // Setup
                string vertexGraphInputName       = "VertexDescriptionInputs";
                string vertexGraphOutputName      = "VertexDescription";
                string vertexGraphFunctionName    = "VertexDescriptionFunction";
                var    vertexGraphInputGenerator  = new ShaderGenerator();
                var    vertexGraphFunctionBuilder = new ShaderStringBuilder();
                var    vertexGraphOutputBuilder   = new ShaderStringBuilder();

                // Build vertex graph inputs
                ShaderSpliceUtil.BuildType(GetTypeForStruct("VertexDescriptionInputs", resourceClassName, assemblyName), activeFields, vertexGraphInputGenerator, isDebug);

                // Build vertex graph outputs
                // Add struct fields to active fields
                SubShaderGenerator.GenerateVertexDescriptionStruct(vertexGraphOutputBuilder, vertexSlots, vertexGraphOutputName, activeFields.baseInstance);

                // Build vertex graph functions from ShaderPass vertex port mask
                SubShaderGenerator.GenerateVertexDescriptionFunction(
                    masterNode.owner as GraphData,
                    vertexGraphFunctionBuilder,
                    functionRegistry,
                    propertyCollector,
                    keywordCollector,
                    mode,
                    masterNode,
                    vertexNodes,
                    vertexNodePermutations,
                    vertexSlots,
                    vertexGraphInputName,
                    vertexGraphFunctionName,
                    vertexGraphOutputName);

                // Generate final shader strings
                vertexBuilder.AppendLines(vertexGraphInputGenerator.GetShaderString(0, false));
                vertexBuilder.AppendNewLine();
                vertexBuilder.AppendLines(vertexGraphOutputBuilder.ToString());
                vertexBuilder.AppendNewLine();
                vertexBuilder.AppendLines(vertexGraphFunctionBuilder.ToString());
            }

            // Add to splice commands
            if (vertexBuilder.length == 0)
            {
                vertexBuilder.AppendLine("// GraphVertex: <None>");
            }
            spliceCommands.Add("GraphVertex", vertexBuilder.ToCodeBlack());

            // --------------------------------------------------
            // Graph Pixel

            // Setup
            string pixelGraphInputName       = "SurfaceDescriptionInputs";
            string pixelGraphOutputName      = "SurfaceDescription";
            string pixelGraphFunctionName    = "SurfaceDescriptionFunction";
            var    pixelGraphInputGenerator  = new ShaderGenerator();
            var    pixelGraphOutputBuilder   = new ShaderStringBuilder();
            var    pixelGraphFunctionBuilder = new ShaderStringBuilder();

            // Build pixel graph inputs
            ShaderSpliceUtil.BuildType(GetTypeForStruct("SurfaceDescriptionInputs", resourceClassName, assemblyName), activeFields, pixelGraphInputGenerator, isDebug);

            // Build pixel graph outputs
            // Add struct fields to active fields
            SubShaderGenerator.GenerateSurfaceDescriptionStruct(pixelGraphOutputBuilder, pixelSlots, pixelGraphOutputName, activeFields.baseInstance);

            // Build pixel graph functions from ShaderPass pixel port mask
            SubShaderGenerator.GenerateSurfaceDescriptionFunction(
                pixelNodes,
                pixelNodePermutations,
                masterNode,
                masterNode.owner as GraphData,
                pixelGraphFunctionBuilder,
                functionRegistry,
                propertyCollector,
                keywordCollector,
                mode,
                pixelGraphFunctionName,
                pixelGraphOutputName,
                null,
                pixelSlots,
                pixelGraphInputName);

            using (var pixelBuilder = new ShaderStringBuilder())
            {
                // Generate final shader strings
                pixelBuilder.AppendLines(pixelGraphInputGenerator.GetShaderString(0, false));
                pixelBuilder.AppendNewLine();
                pixelBuilder.AppendLines(pixelGraphOutputBuilder.ToString());
                pixelBuilder.AppendNewLine();
                pixelBuilder.AppendLines(pixelGraphFunctionBuilder.ToString());

                // Add to splice commands
                if (pixelBuilder.length == 0)
                {
                    pixelBuilder.AppendLine("// GraphPixel: <None>");
                }
                spliceCommands.Add("GraphPixel", pixelBuilder.ToCodeBlack());
            }

            // --------------------------------------------------
            // Graph Functions

            if (functionBuilder.length == 0)
            {
                functionBuilder.AppendLine("// GraphFunctions: <None>");
            }
            spliceCommands.Add("GraphFunctions", functionBuilder.ToCodeBlack());

            // --------------------------------------------------
            // Graph Keywords

            using (var keywordBuilder = new ShaderStringBuilder())
            {
                keywordCollector.GetKeywordsDeclaration(keywordBuilder, mode);
                if (keywordBuilder.length == 0)
                {
                    keywordBuilder.AppendLine("// GraphKeywords: <None>");
                }
                spliceCommands.Add("GraphKeywords", keywordBuilder.ToCodeBlack());
            }

            // --------------------------------------------------
            // Graph Properties

            using (var propertyBuilder = new ShaderStringBuilder())
            {
                propertyCollector.GetPropertiesDeclaration(propertyBuilder, mode, masterNode.owner.concretePrecision);
                if (propertyBuilder.length == 0)
                {
                    propertyBuilder.AppendLine("// GraphProperties: <None>");
                }
                spliceCommands.Add("GraphProperties", propertyBuilder.ToCodeBlack());
            }

            // --------------------------------------------------
            // Graph Defines

            using (var graphDefines = new ShaderStringBuilder())
            {
                graphDefines.AppendLine("#define {0}", pass.referenceName);

                if (graphRequirements.permutationCount > 0)
                {
                    List <int> activePermutationIndices;

                    // Depth Texture
                    activePermutationIndices = graphRequirements.allPermutations.instances
                                               .Where(p => p.requirements.requiresDepthTexture)
                                               .Select(p => p.permutationIndex)
                                               .ToList();
                    if (activePermutationIndices.Count > 0)
                    {
                        graphDefines.AppendLine(KeywordUtil.GetKeywordPermutationSetConditional(activePermutationIndices));
                        graphDefines.AppendLine("#define REQUIRE_DEPTH_TEXTURE");
                        graphDefines.AppendLine("#endif");
                    }

                    // Opaque Texture
                    activePermutationIndices = graphRequirements.allPermutations.instances
                                               .Where(p => p.requirements.requiresCameraOpaqueTexture)
                                               .Select(p => p.permutationIndex)
                                               .ToList();
                    if (activePermutationIndices.Count > 0)
                    {
                        graphDefines.AppendLine(KeywordUtil.GetKeywordPermutationSetConditional(activePermutationIndices));
                        graphDefines.AppendLine("#define REQUIRE_OPAQUE_TEXTURE");
                        graphDefines.AppendLine("#endif");
                    }
                }
                else
                {
                    // Depth Texture
                    if (graphRequirements.baseInstance.requirements.requiresDepthTexture)
                    {
                        graphDefines.AppendLine("#define REQUIRE_DEPTH_TEXTURE");
                    }

                    // Opaque Texture
                    if (graphRequirements.baseInstance.requirements.requiresCameraOpaqueTexture)
                    {
                        graphDefines.AppendLine("#define REQUIRE_OPAQUE_TEXTURE");
                    }
                }

                // Add to splice commands
                spliceCommands.Add("GraphDefines", graphDefines.ToCodeBlack());
            }

            // --------------------------------------------------
            // Main

            // Main include is expected to contain vert/frag definitions for the pass
            // This must be defined after all graph code
            using (var mainBuilder = new ShaderStringBuilder())
            {
                mainBuilder.AppendLine($"#include \"{pass.varyingsInclude}\"");
                mainBuilder.AppendLine($"#include \"{pass.passInclude}\"");

                // Add to splice commands
                spliceCommands.Add("MainInclude", mainBuilder.ToCodeBlack());
            }

            // --------------------------------------------------
            // Debug

            // Debug output all active fields

            using (var debugBuilder = new ShaderStringBuilder())
            {
                if (isDebug)
                {
                    // Active fields
                    debugBuilder.AppendLine("// ACTIVE FIELDS:");
                    foreach (string field in activeFields.baseInstance.fields)
                    {
                        debugBuilder.AppendLine("// " + field);
                    }
                }
                if (debugBuilder.length == 0)
                {
                    debugBuilder.AppendLine("// <None>");
                }

                // Add to splice commands
                spliceCommands.Add("Debug", debugBuilder.ToCodeBlack());
            }

            // --------------------------------------------------
            // Finalize

            // Get Template
            string templateLocation = GetTemplatePath("PassMesh.template");

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

            // Get Template preprocessor
            string templatePath         = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Templates";
            var    templatePreprocessor = new ShaderSpliceUtil.TemplatePreprocessor(activeFields, spliceCommands,
                                                                                    isDebug, templatePath, sourceAssetDependencyPaths, assemblyName, resourceClassName);

            // Process Template
            templatePreprocessor.ProcessTemplateFile(templateLocation);
            result.AddShaderChunk(templatePreprocessor.GetShaderCode().ToString(), false);
            return(true);
        }