Beispiel #1
0
        public void GenerateNodeCode(ShaderGenerator visitor, GraphContext graphContext, GenerationMode generationMode)
        {
            var sb = new ShaderStringBuilder();

            var inputValue  = GetSlotValue(InputSlotId, generationMode);
            var outputValue = GetSlotValue(OutputSlotId, generationMode);

            sb.AppendLine("{0} {1};", FindOutputSlot <MaterialSlot>(OutputSlotId).concreteValueType.ToString(precision), GetVariableNameForSlot(OutputSlotId));

            if (!generationMode.IsPreview())
            {
                sb.AppendLine("{0} _{1}_Flip = {0} ({2}",
                              FindOutputSlot <MaterialSlot>(OutputSlotId).concreteValueType.ToString(precision),
                              GetVariableNameForNode(),
                              Convert.ToInt32(m_RedChannel));
                if (channelCount > 1)
                {
                    sb.Append(", {0}", Convert.ToInt32(m_GreenChannel));
                }
                if (channelCount > 2)
                {
                    sb.Append(", {0}", Convert.ToInt32(m_BlueChannel));
                }
                if (channelCount > 3)
                {
                    sb.Append(", {0}", Convert.ToInt32(m_AlphaChannel));
                }
                sb.Append(");");
            }

            sb.AppendLine("{0}({1}, _{2}_Flip, {3});", GetFunctionName(), inputValue, GetVariableNameForNode(), outputValue);

            visitor.AddShaderChunk(sb.ToString(), false);
        }
        public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
        {
            var inputValue  = GetSlotValue(InputSlotId, generationMode);
            var outputValue = GetSlotValue(OutputSlotId, generationMode);

            sb.AppendLine("{0} {1};", FindOutputSlot <MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId));

            if (!generationMode.IsPreview())
            {
                sb.AppendLine("{0} _{1}_InvertColors = {0} ({2}",
                              FindOutputSlot <MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString(),
                              GetVariableNameForNode(),
                              Convert.ToInt32(m_RedChannel));
                if (channelCount > 1)
                {
                    sb.Append(", {0}", Convert.ToInt32(m_GreenChannel));
                }
                if (channelCount > 2)
                {
                    sb.Append(", {0}", Convert.ToInt32(m_BlueChannel));
                }
                if (channelCount > 3)
                {
                    sb.Append(", {0}", Convert.ToInt32(m_AlphaChannel));
                }
                sb.Append(");");
            }

            sb.AppendLine("{0}({1}, _{2}_InvertColors, {3});", GetFunctionName(), inputValue, GetVariableNameForNode(), outputValue);
        }
        internal override void AppendBatchablePropertyDeclarations(ShaderStringBuilder builder, string delimiter = ";")
        {
            int numLayers = value.layers.Count;

            if (numLayers > 0)
            {
                builder.Append("DECLARE_STACK_CB(");
                builder.Append(referenceName);
                builder.Append(")");
                builder.AppendLine(delimiter);
            }
        }
 public override void AppendHLSLParameterDeclaration(ShaderStringBuilder sb, string paramName)
 {
     if (m_BareResource)
     {
         sb.Append("TEXTURE2D(");
         sb.Append(paramName);
         sb.Append(")");
     }
     else
     {
         base.AppendHLSLParameterDeclaration(sb, paramName);
     }
 }
        internal override void AppendNonBatchablePropertyDeclarations(ShaderStringBuilder builder, string delimiter = ";")
        {
            int numLayers = value.layers.Count;

            if (numLayers > 0)
            {
                // declare regular texture properties (for fallback case)
                for (int i = 0; i < value.layers.Count; i++)
                {
                    string layerRefName = value.layers[i].layerRefName;
                    builder.AppendLine(
                        $"TEXTURE2D({layerRefName}); SAMPLER(sampler{layerRefName}); {concretePrecision.ToShaderString()}4 {layerRefName}_TexelSize;");
                }
                // declare texture stack
                builder.Append("DECLARE_STACK");
                builder.Append((numLayers <= 1) ? "" : numLayers.ToString());
                builder.Append("(");
                builder.Append(referenceName);
                builder.Append(",");
                for (int i = 0; i < value.layers.Count; i++)
                {
                    if (i != 0)
                    {
                        builder.Append(",");
                    }
                    builder.Append(value.layers[i].layerRefName);
                }
                builder.Append(")");
                builder.AppendLine(delimiter);      // TODO: don't like delimiter, pretty sure it's not necessary if we invert the defaults on GEtPropertyDeclaration / GetPropertyArgument string

                // declare the actual virtual texture property "variable" as a macro define to the BuildVTProperties function
                builder.AppendLine("#define " + referenceName + " BuildVTProperties_" + referenceName + "()");
            }
        }
 public override void AppendHLSLParameterDeclaration(ShaderStringBuilder sb, string paramName)
 {
     if (m_BareResource)
     {
         // we have to use our modified macro declaration here, to ensure that something is declared for GLES2 platforms
         // (the standard SAMPLER macro doesn't declare anything, so the commas will be messed up in the parameter list)
         sb.Append("UNITY_BARE_SAMPLER(");
         sb.Append(paramName);
         sb.Append(")");
     }
     else
     {
         base.AppendHLSLParameterDeclaration(sb, paramName);
     }
 }
Beispiel #7
0
        internal override string GetPropertyDeclarationString(string delimiter = ";")
        {
            ShaderStringBuilder s = new ShaderStringBuilder();

            s.AppendLine("Gradient {0}_Definition()", referenceName);
            using (s.BlockScope())
            {
                string[] colors = new string[8];
                for (int i = 0; i < colors.Length; i++)
                {
                    colors[i] = string.Format("g.colors[{0}] = {1}4(0, 0, 0, 0);", i, concretePrecision.ToShaderString());
                }
                for (int i = 0; i < value.colorKeys.Length; i++)
                {
                    colors[i] = string.Format("g.colors[{0}] = {1}4({2}, {3}, {4}, {5});"
                                              , i
                                              , concretePrecision.ToShaderString()
                                              , NodeUtils.FloatToShaderValue(value.colorKeys[i].color.r)
                                              , NodeUtils.FloatToShaderValue(value.colorKeys[i].color.g)
                                              , NodeUtils.FloatToShaderValue(value.colorKeys[i].color.b)
                                              , NodeUtils.FloatToShaderValue(value.colorKeys[i].time));
                }

                string[] alphas = new string[8];
                for (int i = 0; i < alphas.Length; i++)
                {
                    alphas[i] = string.Format("g.alphas[{0}] = {1}2(0, 0);", i, concretePrecision.ToShaderString());
                }
                for (int i = 0; i < value.alphaKeys.Length; i++)
                {
                    alphas[i] = string.Format("g.alphas[{0}] = {1}2({2}, {3});"
                                              , i
                                              , concretePrecision.ToShaderString()
                                              , NodeUtils.FloatToShaderValue(value.alphaKeys[i].alpha)
                                              , NodeUtils.FloatToShaderValue(value.alphaKeys[i].time));
                }

                s.AppendLine("Gradient g;");
                s.AppendLine("g.type = {0};",
                             (int)value.mode);
                s.AppendLine("g.colorsLength = {0};",
                             value.colorKeys.Length);
                s.AppendLine("g.alphasLength = {0};",
                             value.alphaKeys.Length);

                for (int i = 0; i < colors.Length; i++)
                {
                    s.AppendLine(colors[i]);
                }

                for (int i = 0; i < alphas.Length; i++)
                {
                    s.AppendLine(alphas[i]);
                }
                s.AppendLine("return g;", true);
            }
            s.AppendIndentation();
            s.Append("#define {0} {0}_Definition()", referenceName);
            return(s.ToString());
        }
Beispiel #8
0
        public string GetDotsInstancingPropertiesDeclaration(GenerationMode mode)
        {
            // Hybrid V1 needs to declare a special macro to that is injected into
            // builtin instancing variables.
            // Hybrid V2 does not need it.
            #if !ENABLE_HYBRID_RENDERER_V2
            var builder  = new ShaderStringBuilder();
            var batchAll = mode == GenerationMode.Preview;

            int instancedCount = GetDotsInstancingPropertiesCount(mode);

            if (instancedCount > 0)
            {
                builder.AppendLine("#if defined(UNITY_HYBRID_V1_INSTANCING_ENABLED)");
                builder.Append("#define HYBRID_V1_CUSTOM_ADDITIONAL_MATERIAL_VARS\t");

                int count = 0;
                foreach (var prop in properties.Where(n => batchAll || (n.generatePropertyBlock && n.isBatchable)))
                {
                    if (prop.gpuInstanced)
                    {
                        string varName = $"{prop.referenceName}_Array";
                        string sType   = prop.concreteShaderValueType.ToShaderString(prop.concretePrecision);
                        builder.Append("UNITY_DEFINE_INSTANCED_PROP({0}, {1})", sType, varName);
                        if (count < instancedCount - 1)
                        {
                            builder.Append("\\");
                        }
                        builder.AppendLine("");
                        count++;
                    }
                }
                foreach (var prop in properties.Where(n => batchAll || (n.generatePropertyBlock && n.isBatchable)))
                {
                    if (prop.gpuInstanced)
                    {
                        string varName = $"{prop.referenceName}_Array";
                        builder.AppendLine("#define {0} UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, {1})", prop.referenceName, varName);
                    }
                }
            }
            builder.AppendLine("#endif");
            return(builder.ToString());
            #else
            return("");
            #endif
        }
Beispiel #9
0
        public string GetDotsInstancingPropertiesDeclaration(GenerationMode mode)
        {
            // Hybrid V1 needs to declare a special macro to that is injected into
            // builtin instancing variables.
            // Hybrid V2 does not need it.
            #if !ENABLE_HYBRID_RENDERER_V2
            var builder  = new ShaderStringBuilder();
            var batchAll = mode == GenerationMode.Preview;

            var dotsInstancingProperties = DotsInstancingProperties(mode);

            if (dotsInstancingProperties.Any())
            {
                builder.AppendLine("#if defined(UNITY_HYBRID_V1_INSTANCING_ENABLED)");
                builder.Append("#define HYBRID_V1_CUSTOM_ADDITIONAL_MATERIAL_VARS\t");

                int count          = 0;
                int instancedCount = dotsInstancingProperties.Count();
                foreach (var prop in dotsInstancingProperties)
                {
                    string varName = $"{prop.referenceName}_Array";
                    string sType   = prop.concreteShaderValueType.ToShaderString(prop.concretePrecision);
                    builder.Append("UNITY_DEFINE_INSTANCED_PROP({0}, {1})", sType, varName);
                    // Combine the UNITY_DEFINE_INSTANCED_PROP lines with \ so the generated
                    // macro expands into multiple definitions if there are more than one.
                    if (count < instancedCount - 1)
                    {
                        builder.Append("\\");
                    }
                    builder.AppendLine("");
                    count++;
                }
                foreach (var prop in dotsInstancingProperties)
                {
                    string varName = $"{prop.referenceName}_Array";
                    builder.AppendLine("#define {0} UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, {1})", prop.referenceName, varName);
                }
            }
            builder.AppendLine("#endif");
            return(builder.ToString());
            #else
            return("");
            #endif
        }
Beispiel #10
0
        public string GetDotsInstancingPropertiesDeclaration(GenerationMode mode)
        {
            var builder  = new ShaderStringBuilder();
            var batchAll = mode == GenerationMode.Preview;

            int instancedCount = GetDotsInstancingPropertiesCount(mode);

            if (instancedCount > 0)
            {
                builder.AppendLine("#if defined(UNITY_DOTS_INSTANCING_ENABLED)");
                builder.AppendLine("#define SHADER_GRAPH_GENERATED");
                builder.Append("#define DOTS_CUSTOM_ADDITIONAL_MATERIAL_VARS\t");

                int count = 0;
                foreach (var prop in properties.Where(n => batchAll || (n.generatePropertyBlock && n.isBatchable)))
                {
                    if (prop.gpuInstanced)
                    {
                        string varName = $"{prop.referenceName}_Array";
                        string sType   = prop.concreteShaderValueType.ToShaderString(prop.concretePrecision);
                        builder.Append("UNITY_DEFINE_INSTANCED_PROP({0}, {1})", sType, varName);
                        if (count < instancedCount - 1)
                        {
                            builder.Append("\\");
                        }
                        builder.AppendLine("");
                        count++;
                    }
                }
                foreach (var prop in properties.Where(n => batchAll || (n.generatePropertyBlock && n.isBatchable)))
                {
                    if (prop.gpuInstanced)
                    {
                        string varName = $"{prop.referenceName}_Array";
                        builder.AppendLine("#define {0} UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, {1})", prop.referenceName, varName);
                    }
                }
            }
            builder.AppendLine("#endif");
            return(builder.ToString());
        }
Beispiel #11
0
        public string GetDotsInstancingPropertiesDeclaration(GenerationMode mode)
        {
            // Hybrid V1 needs to declare a special macro to that is injected into
            // builtin instancing variables.
            // Hybrid V2 does not need it.
#if !ENABLE_HYBRID_RENDERER_V2
            var builder  = new ShaderStringBuilder();
            var batchAll = (mode == GenerationMode.Preview);

            // build a list of all HLSL properties
            var hybridHLSLProps = new List <HLSLProperty>();
            properties.ForEach(p => p.ForeachHLSLProperty(h =>
            {
                if (h.declaration == HLSLDeclaration.HybridPerInstance)
                {
                    hybridHLSLProps.Add(h);
                }
            }));

            if (hybridHLSLProps.Any())
            {
                builder.AppendLine("#if defined(UNITY_HYBRID_V1_INSTANCING_ENABLED)");
                builder.AppendLine("#define HYBRID_V1_CUSTOM_ADDITIONAL_MATERIAL_VARS \\");

                int count = 0;
                foreach (var prop in hybridHLSLProps)
                {
                    // Combine multiple UNITY_DEFINE_INSTANCED_PROP lines with \ so the generated
                    // macro expands into multiple definitions if there are more than one.
                    if (count > 0)
                    {
                        builder.Append("\\");
                        builder.AppendNewLine();
                    }
                    builder.Append("UNITY_DEFINE_INSTANCED_PROP(");
                    builder.Append(prop.GetValueTypeString());
                    builder.Append(", ");
                    builder.Append(prop.name);
                    builder.Append("_Array)");
                    count++;
                }
                builder.AppendNewLine();

                foreach (var prop in hybridHLSLProps)
                {
                    string varName = $"{prop.name}_Array";
                    builder.AppendLine("#define {0} UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, {1})", prop.name, varName);
                }
            }
            builder.AppendLine("#endif");
            return(builder.ToString());
#else
            return("");
#endif
        }
Beispiel #12
0
        public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
        {
            if (asset == null || hasError)
            {
                var outputSlots = new List <MaterialSlot>();
                GetOutputSlots(outputSlots);
                var outputPrecision = asset != null ? asset.outputPrecision : ConcretePrecision.Single;
                foreach (var slot in outputSlots)
                {
                    sb.AppendLine($"{slot.concreteValueType.ToShaderString(outputPrecision)} {GetVariableNameForSlot(slot.id)} = {slot.GetDefaultValue(GenerationMode.ForReals)};");
                }

                return;
            }

            var inputVariableName = $"_{GetVariableNameForNode()}";

            GenerationUtils.GenerateSurfaceInputTransferCode(sb, asset.requirements, asset.inputStructName, inputVariableName);

            foreach (var outSlot in asset.outputs)
            {
                sb.AppendLine("{0} {1};", outSlot.concreteValueType.ToShaderString(asset.outputPrecision), GetVariableNameForSlot(outSlot.id));
            }

            var arguments = new List <string>();

            foreach (var prop in asset.inputs)
            {
                prop.ValidateConcretePrecision(asset.graphPrecision);
                var inSlotId = m_PropertyIds[m_PropertyGuids.IndexOf(prop.guid.ToString())];

                arguments.Add(GetSlotValue(inSlotId, generationMode, prop.concretePrecision));
            }

            // pass surface inputs through
            arguments.Add(inputVariableName);

            foreach (var outSlot in asset.outputs)
            {
                arguments.Add(GetVariableNameForSlot(outSlot.id));
            }

            foreach (var feedbackSlot in asset.vtFeedbackVariables)
            {
                string feedbackVar = GetVariableNameForNode() + "_" + feedbackSlot;
                sb.AppendLine("{0} {1};", ConcreteSlotValueType.Vector4.ToShaderString(ConcretePrecision.Single), feedbackVar);
                arguments.Add(feedbackVar);
            }

            sb.AppendIndentation();
            sb.Append(asset.functionName);
            sb.Append("(");
            bool firstArg = true;

            foreach (var arg in arguments)
            {
                if (!firstArg)
                {
                    sb.Append(", ");
                }
                firstArg = false;
                sb.Append(arg);
            }
            sb.Append(");");
            sb.AppendNewLine();
        }
Beispiel #13
0
 public virtual void AppendHLSLParameterDeclaration(ShaderStringBuilder sb, string paramName)
 {
     sb.Append(concreteValueType.ToShaderString());
     sb.Append(" ");
     sb.Append(paramName);
 }
Beispiel #14
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);


            var instanceCount = propertyCollector.GetDotsInstancingPropertiesCount(mode);

            using (var instancingOptions = new ShaderStringBuilder())
            {
                instancingOptions.AppendLine("#pragma multi_compile_instancing");

                if (masterNode is MasterNode node && node.dotsInstancing.isOn)
                {
                    instancingOptions.AppendLine("#define UNITY_DOTS_SHADER");
                    instancingOptions.AppendLine("#pragma instancing_options nolightprobe");
                    instancingOptions.AppendLine("#pragma instancing_options nolodfade");
                }

                if (instanceCount > 0)
                {
                    instancingOptions.AppendLine("#if SHADER_TARGET >= 35 && (defined(SHADER_API_D3D11) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL))");
                    instancingOptions.AppendLine("#define UNITY_SUPPORT_INSTANCING");
                    instancingOptions.AppendLine("#endif");
                    instancingOptions.AppendLine("#if defined(UNITY_SUPPORT_INSTANCING) && defined(INSTANCING_ON)");
                    instancingOptions.AppendLine("#define UNITY_DOTS_INSTANCING_ENABLED");
                    instancingOptions.AppendLine("#endif");
                }
                spliceCommands.Add("PassInstancing", instancingOptions.ToCodeBlack());
            }

            using (var dotsInstancingCode = new ShaderStringBuilder())
            {
                if (instanceCount > 0)
                {
                    dotsInstancingCode.AppendLine("//-------------------------------------------------------------------------------------");
                    dotsInstancingCode.AppendLine("// Dots Instancing vars");
                    dotsInstancingCode.AppendLine("//-------------------------------------------------------------------------------------");
                    dotsInstancingCode.AppendLine("");

                    dotsInstancingCode.Append(propertyCollector.GetDotsInstancingPropertiesDeclaration(mode));
                }
                spliceCommands.Add("DotsInstancingVars", dotsInstancingCode.ToCodeBlack());
            }

            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);
        }
Beispiel #15
0
        public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
        {
            bool success = false;

            if (IsSlotConnected(VirtualTextureInputId))
            {
                var vtProperty = GetSlotProperty(VirtualTextureInputId) as VirtualTextureShaderProperty;
                if (vtProperty != null)
                {
                    var layerOutputVariables = new List <string>();
                    int layerCount           = vtProperty.value.layers.Count;
                    for (int i = 0; i < layerCount; i++)
                    {
                        if (IsSlotConnected(OutputSlotIds[i]))
                        {
                            // declare output variables up front
                            string layerOutputVariable = GetVariableNameForSlot(OutputSlotIds[i]);
                            sb.AppendLine("$precision4 " + layerOutputVariable + ";");
                            layerOutputVariables.Add(layerOutputVariable);
                        }
                    }

                    if (layerOutputVariables.Count > 0)
                    {
                        // assign feedback variable
                        sb.AppendIndentation();
                        if (!noFeedback)
                        {
                            sb.Append("float4 ");
                            sb.Append(GetFeedbackVariableName());
                            sb.Append(" = ");
                        }
                        sb.Append(GetFunctionName(out var unused));
                        sb.Append("(");
                        sb.Append(GetSlotValue(UVInputId, generationMode));
                        switch (lodCalculation)
                        {
                        case LodCalculation.VtLevel_Lod:
                        case LodCalculation.VtLevel_Bias:
                            sb.Append(", ");
                            sb.Append((lodCalculation == LodCalculation.VtLevel_Lod) ? GetSlotValue(LODInputId, generationMode) : GetSlotValue(BiasInputId, generationMode));
                            break;

                        case LodCalculation.VtLevel_Derivatives:
                            sb.Append(", ");
                            sb.Append(GetSlotValue(DxInputId, generationMode));
                            sb.Append(", ");
                            sb.Append(GetSlotValue(DyInputId, generationMode));
                            break;
                        }
                        sb.Append(", ");
                        sb.Append(vtProperty.referenceName);
                        foreach (string layerOutputVariable in layerOutputVariables)
                        {
                            sb.Append(", ");
                            sb.Append(layerOutputVariable);
                        }
                        sb.Append(");");
                        sb.AppendNewLine();
                        success = true;
                    }
                }
            }


            if (!success)
            {
                // set all outputs to zero
                for (int i = 0; i < kMaxLayers; i++)
                {
                    if (IsSlotConnected(OutputSlotIds[i]))
                    {
                        // declare output variables up front
                        string layerOutputVariable = GetVariableNameForSlot(OutputSlotIds[i]);
                        sb.AppendLine("$precision4 " + layerOutputVariable + " = 0;");
                    }
                }
                // TODO: should really just disable feedback in this case (need different feedback interface to do this)
                sb.AppendLine("$precision4 " + GetFeedbackVariableName() + " = 1;");
            }
        }
Beispiel #16
0
 void AppendVtSample(ShaderStringBuilder sb, string propertiesName, string vtInputVariable, string infoVariable, int layerIndex, string outputVariableName)
 {
     sb.AppendIndentation();
     sb.Append(outputVariableName); sb.Append(" = ");
     sb.Append("SampleVTLayerWithTextureType(");
     sb.Append(propertiesName);          sb.Append(", ");
     sb.Append(vtInputVariable);         sb.Append(", ");
     sb.Append(infoVariable);            sb.Append(", ");
     sb.Append(layerIndex.ToString());   sb.Append(");");
     sb.AppendNewLine();
 }
Beispiel #17
0
        public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
        {
            var outputGraphPrecision = asset?.outputGraphPrecision ?? GraphPrecision.Single;
            var outputPrecision      = outputGraphPrecision.ToConcrete(concretePrecision);

            if (asset == null || hasError)
            {
                var outputSlots = new List <MaterialSlot>();
                GetOutputSlots(outputSlots);

                foreach (var slot in outputSlots)
                {
                    sb.AppendLine($"{slot.concreteValueType.ToShaderString(outputPrecision)} {GetVariableNameForSlot(slot.id)} = {slot.GetDefaultValue(GenerationMode.ForReals)};");
                }

                return;
            }

            var inputVariableName = $"_{GetVariableNameForNode()}";

            GenerationUtils.GenerateSurfaceInputTransferCode(sb, asset.requirements, asset.inputStructName, inputVariableName);

            // declare output variables
            foreach (var outSlot in asset.outputs)
            {
                sb.AppendLine("{0} {1};", outSlot.concreteValueType.ToShaderString(outputPrecision), GetVariableNameForSlot(outSlot.id));
            }

            var arguments = new List <string>();

            foreach (AbstractShaderProperty prop in asset.inputs)
            {
                // setup the property concrete precision (fallback to node concrete precision when it's switchable)
                prop.SetupConcretePrecision(this.concretePrecision);
                var inSlotId = m_PropertyIds[m_PropertyGuids.IndexOf(prop.guid.ToString())];
                arguments.Add(GetSlotValue(inSlotId, generationMode, prop.concretePrecision));

                if (prop.isConnectionTestable)
                {
                    arguments.Add(IsSlotConnected(inSlotId) ? "true" : "false");
                }
            }

            var dropdowns = asset.dropdowns;

            foreach (var dropdown in dropdowns)
            {
                var name = GetDropdownEntryName(dropdown.referenceName);
                if (dropdown.ContainsEntry(name))
                {
                    arguments.Add(dropdown.IndexOfName(name).ToString());
                }
                else
                {
                    arguments.Add(dropdown.value.ToString());
                }
            }

            // pass surface inputs through
            arguments.Add(inputVariableName);

            foreach (var outSlot in asset.outputs)
            {
                arguments.Add(GetVariableNameForSlot(outSlot.id));
            }

            foreach (var feedbackSlot in asset.vtFeedbackVariables)
            {
                string feedbackVar = GetVariableNameForNode() + "_" + feedbackSlot;
                sb.AppendLine("{0} {1};", ConcreteSlotValueType.Vector4.ToShaderString(ConcretePrecision.Single), feedbackVar);
                arguments.Add(feedbackVar);
            }

            sb.AppendIndentation();
            sb.Append(asset.functionName);
            sb.Append("(");
            bool firstArg = true;

            foreach (var arg in arguments)
            {
                if (!firstArg)
                {
                    sb.Append(", ");
                }
                firstArg = false;
                sb.Append(arg);
            }
            sb.Append(");");
            sb.AppendNewLine();
        }
Beispiel #18
0
        internal override void AppendNonBatchablePropertyDeclarations(ShaderStringBuilder builder, string delimiter = ";")
        {
            int numLayers = value.layers.Count;

            if (numLayers > 0)
            {
                if (!value.procedural)
                {
                    // declare regular texture properties (for fallback case)
                    for (int i = 0; i < value.layers.Count; i++)
                    {
                        string layerRefName = value.layers[i].layerRefName;
                        builder.AppendLine(
                            $"TEXTURE2D({layerRefName}); SAMPLER(sampler{layerRefName}); {concretePrecision.ToShaderString()}4 {layerRefName}_TexelSize;");
                    }
                }

                // declare texture stack
                builder.AppendIndentation();
                builder.Append("DECLARE_STACK");
                builder.Append((numLayers <= 1) ? "" : numLayers.ToString());
                builder.Append("(");
                builder.Append(referenceName);
                builder.Append(",");
                for (int i = 0; i < value.layers.Count; i++)
                {
                    if (i != 0)
                    {
                        builder.Append(",");
                    }
                    builder.Append(value.layers[i].layerRefName);
                }
                builder.Append(")");
                builder.Append(delimiter);
                builder.AppendNewLine();

                // declare the actual virtual texture property "variable" as a macro define to the BuildVTProperties function
                builder.AppendIndentation();
                builder.Append("#define ");
                builder.Append(referenceName);
                builder.Append(" AddTextureType(BuildVTProperties_");
                builder.Append(referenceName);
                builder.Append("()");
                for (int i = 0; i < value.layers.Count; i++)
                {
                    builder.Append(",");
                    builder.Append("TEXTURETYPE_");
                    builder.Append(value.layers[i].layerTextureType.ToString().ToUpper());
                }
                builder.Append(")");
                builder.AppendNewLine();
            }
        }
Beispiel #19
0
        public static void GetKeywordPermutationDeclarations(ShaderStringBuilder sb, List <List <KeyValuePair <ShaderKeyword, int> > > permutations)
        {
            if (permutations.Count == 0)
            {
                return;
            }

            for (int p = 0; p < permutations.Count; p++)
            {
                // ShaderStringBuilder.Append doesnt apply indentation
                sb.AppendIndentation();

                // Append correct if
                bool isLast = false;
                if (p == 0)
                {
                    sb.Append("#if ");
                }
                else if (p == permutations.Count - 1)
                {
                    sb.Append("#else");
                    isLast = true;
                }
                else
                {
                    sb.Append("#elif ");
                }

                // Last permutation is always #else
                if (!isLast)
                {
                    // Track whether && is required
                    bool appendAnd = false;

                    // Iterate all keywords that are part of the permutation
                    for (int i = 0; i < permutations[p].Count; i++)
                    {
                        // When previous keyword was inserted subsequent requires &&
                        string and = appendAnd ? " && " : string.Empty;

                        switch (permutations[p][i].Key.keywordType)
                        {
                        case KeywordType.Enum:
                        {
                            sb.Append($"{and}defined({permutations[p][i].Key.referenceName}_{permutations[p][i].Key.entries[permutations[p][i].Value].referenceName})");
                            appendAnd = true;
                            break;
                        }

                        case KeywordType.Boolean:
                        {
                            // HLSL does not support a !value predicate
                            if (permutations[p][i].Value != 0)
                            {
                                continue;
                            }

                            sb.Append($"{and}defined({permutations[p][i].Key.referenceName})");
                            appendAnd = true;
                            break;
                        }

                        default:
                            throw new ArgumentOutOfRangeException();
                        }
                    }
                }
                sb.AppendNewLine();

                // Define the matching permutation keyword
                sb.IncreaseIndent();
                sb.AppendLine($"#define KEYWORD_PERMUTATION_{p}");
                sb.DecreaseIndent();
            }

            // End statement
            sb.AppendLine("#endif");
        }
            private bool ProcessSpliceCommand(Token spliceCommand, int lineEnd, ref int cur)
            {
                if (!Expect(spliceCommand.s, spliceCommand.end, '('))
                {
                    return(false);
                }
                else
                {
                    Token param = ParseUntil(spliceCommand.s, spliceCommand.end + 1, lineEnd, ')');
                    if (!param.IsValid())
                    {
                        Error("ERROR: splice command is missing a ')'", spliceCommand.s, spliceCommand.start);
                        return(false);
                    }
                    else
                    {
                        // append everything before the beginning of the escape sequence
                        AppendSubstring(spliceCommand.s, cur, true, spliceCommand.start - 1, false);

                        // find the named fragment
                        string name = param.GetString();     // unfortunately this allocates a new string
                        string fragment;
                        if ((namedFragments != null) && namedFragments.TryGetValue(name, out fragment))
                        {
                            // splice the fragment
                            result.Append(fragment);
                        }
                        else
                        {
                            // no named fragment found
                            result.Append("/* WARNING: $splice Could not find named fragment '{0}' */", name);
                        }

                        // advance to just after the ')' and continue parsing
                        cur = param.end + 1;
                    }
                }
                return(true);
            }