Ejemplo n.º 1
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 public override string GetVariableNameForNode()
 {
     string ss = NodeUtils.GetHLSLSafeName(name) + "_"
         + Enum.GetName(typeof(TextureSamplerState.FilterMode), filter) + "_"
         + Enum.GetName(typeof(TextureSamplerState.WrapMode), wrap) + "_sampler";
     return ss;
 }
Ejemplo n.º 2
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        public int AddSlot(ConcreteSlotValueType concreteValueType)
        {
            var index = this.GetInputSlots <MaterialSlot>().Count() + 1;
            var name  = NodeUtils.GetDuplicateSafeNameForSlot(this, index, "Out_" + concreteValueType.ToString());

            AddSlot(MaterialSlot.CreateMaterialSlot(concreteValueType.ToSlotValueType(), index, name,
                                                    NodeUtils.GetHLSLSafeName(name), SlotType.Input, Vector4.zero));
            return(index);
        }
Ejemplo n.º 3
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        public virtual string GetVariableNameForSlot(int slotId)
        {
            var slot = FindSlot <MaterialSlot>(slotId);

            if (slot == null)
            {
                throw new ArgumentException(string.Format("Attempting to use MaterialSlot({0}) on node of type {1} where this slot can not be found", slotId, this), "slotId");
            }
            return(string.Format("_{0}_{1}", GetVariableNameForNode(), NodeUtils.GetHLSLSafeName(slot.shaderOutputName)));
        }
Ejemplo n.º 4
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        public static void GenerateVertexDescriptionFunction(
            GraphData graph,
            ShaderStringBuilder builder,
            FunctionRegistry functionRegistry,
            PropertyCollector shaderProperties,
            KeywordCollector shaderKeywords,
            GenerationMode mode,
            AbstractMaterialNode rootNode,
            List <AbstractMaterialNode> nodes,
            List <int>[] keywordPermutationsPerNode,
            List <MaterialSlot> slots,
            string graphInputStructName  = "VertexDescriptionInputs",
            string functionName          = "PopulateVertexData",
            string graphOutputStructName = k_VertexDescriptionStructName)
        {
            if (graph == null)
            {
                return;
            }

            graph.CollectShaderProperties(shaderProperties, mode);

            builder.AppendLine("{0} {1}({2} IN)", graphOutputStructName, functionName, graphInputStructName);
            using (builder.BlockScope())
            {
                builder.AppendLine("{0} description = ({0})0;", graphOutputStructName);
                for (int i = 0; i < nodes.Count; i++)
                {
                    GenerateDescriptionForNode(nodes[i], keywordPermutationsPerNode[i], functionRegistry, builder,
                                               shaderProperties, shaderKeywords,
                                               graph, mode);
                }

                functionRegistry.builder.currentNode = null;
                builder.currentNode = null;

                if (slots.Count != 0)
                {
                    foreach (var slot in slots)
                    {
                        var isSlotConnected = slot.owner.owner.GetEdges(slot.slotReference).Any();
                        var slotName        = NodeUtils.GetHLSLSafeName(slot.shaderOutputName);
                        var slotValue       = isSlotConnected ?
                                              ((AbstractMaterialNode)slot.owner).GetSlotValue(slot.id, mode, slot.owner.concretePrecision) : slot.GetDefaultValue(mode, slot.owner.concretePrecision);
                        builder.AppendLine("description.{0} = {1};", slotName, slotValue);
                    }
                }

                builder.AppendLine("return description;");
            }
        }
        public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
        {
            properties.AddShaderProperty(new SamplerStateShaderProperty()
            {
                overrideReferenceName = string.Format("{0}_{1}_{2}", NodeUtils.GetHLSLSafeName(name), m_filter, m_wrap),
                generatePropertyBlock = false,

                value = new TextureSamplerState()
                {
                    filter = m_filter,
                    wrap   = m_wrap
                }
            });
        }
Ejemplo n.º 6
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        public static void GenerateVertexDescriptionFunction(
            AbstractMaterialGraph graph,
            ShaderStringBuilder builder,
            FunctionRegistry functionRegistry,
            PropertyCollector shaderProperties,
            GenerationMode mode,
            List <AbstractMaterialNode> nodes,
            List <MaterialSlot> slots,
            string graphInputStructName = "VertexDescriptionInputs")
        {
            if (graph == null)
            {
                return;
            }

            GraphContext graphContext = new GraphContext(graphInputStructName);

            graph.CollectShaderProperties(shaderProperties, mode);

            builder.AppendLine("{0} PopulateVertexData(VertexDescriptionInputs IN)", k_VertexDescriptionStructName);
            using (builder.BlockScope())
            {
                ShaderGenerator sg = new ShaderGenerator();
                builder.AppendLine("{0} description = ({0})0;", k_VertexDescriptionStructName);
                foreach (var node in nodes)
                {
                    var generatesFunction = node as IGeneratesFunction;
                    if (generatesFunction != null)
                    {
                        functionRegistry.builder.currentNode = node;
                        generatesFunction.GenerateNodeFunction(functionRegistry, graphContext, mode);
                    }
                    var generatesBodyCode = node as IGeneratesBodyCode;
                    if (generatesBodyCode != null)
                    {
                        generatesBodyCode.GenerateNodeCode(sg, mode);
                    }
                    node.CollectShaderProperties(shaderProperties, mode);
                }
                builder.AppendLines(sg.GetShaderString(0));
                foreach (var slot in slots)
                {
                    var isSlotConnected = slot.owner.owner.GetEdges(slot.slotReference).Any();
                    var slotName        = NodeUtils.GetHLSLSafeName(slot.shaderOutputName);
                    var slotValue       = isSlotConnected ? ((AbstractMaterialNode)slot.owner).GetSlotValue(slot.id, mode) : slot.GetDefaultValue(mode);
                    builder.AppendLine("description.{0} = {1};", slotName, slotValue);
                }
                builder.AppendLine("return description;");
            }
        }
Ejemplo n.º 7
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        public static void GenerateVertexDescriptionStruct(ShaderStringBuilder builder, List <MaterialSlot> slots, string structName = k_VertexDescriptionStructName, IActiveFieldsSet activeFields = null)
        {
            builder.AppendLine("struct {0}", structName);
            using (builder.BlockSemicolonScope())
            {
                foreach (var slot in slots)
                {
                    string hlslName = NodeUtils.GetHLSLSafeName(slot.shaderOutputName);
                    builder.AppendLine("{0} {1};", slot.concreteValueType.ToShaderString(slot.owner.concretePrecision), hlslName);

                    if (activeFields != null)
                    {
                        activeFields.AddAll(structName + "." + hlslName);
                    }
                }
            }
        }
Ejemplo n.º 8
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 static void GenerateSurfaceDescriptionRemap(
     GraphData graph,
     AbstractMaterialNode rootNode,
     IEnumerable <MaterialSlot> slots,
     ShaderStringBuilder surfaceDescriptionFunction,
     GenerationMode mode)
 {
     if (rootNode is IMasterNode || rootNode is SubGraphOutputNode)
     {
         var usedSlots = slots ?? rootNode.GetInputSlots <MaterialSlot>();
         foreach (var input in usedSlots)
         {
             if (input != null)
             {
                 var foundEdges = graph.GetEdges(input.slotReference).ToArray();
                 var hlslName   = NodeUtils.GetHLSLSafeName(input.shaderOutputName);
                 if (rootNode is SubGraphOutputNode)
                 {
                     hlslName = $"{hlslName}_{input.id}";
                 }
                 if (foundEdges.Any())
                 {
                     surfaceDescriptionFunction.AppendLine("surface.{0} = {1};",
                                                           hlslName,
                                                           rootNode.GetSlotValue(input.id, mode, rootNode.concretePrecision));
                 }
                 else
                 {
                     surfaceDescriptionFunction.AppendLine("surface.{0} = {1};",
                                                           hlslName, input.GetDefaultValue(mode, rootNode.concretePrecision));
                 }
             }
         }
     }
     else if (rootNode.hasPreview)
     {
         var slot = rootNode.GetOutputSlots <MaterialSlot>().FirstOrDefault();
         if (slot != null)
         {
             var hlslSafeName = $"{NodeUtils.GetHLSLSafeName(slot.shaderOutputName)}_{slot.id}";
             surfaceDescriptionFunction.AppendLine("surface.{0} = {1};",
                                                   hlslSafeName, rootNode.GetSlotValue(slot.id, mode, rootNode.concretePrecision));
         }
     }
 }
Ejemplo n.º 9
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 public static void GenerateSurfaceDescriptionStruct(ShaderStringBuilder surfaceDescriptionStruct, List <MaterialSlot> slots, bool isMaster)
 {
     surfaceDescriptionStruct.AppendLine("struct SurfaceDescription");
     using (surfaceDescriptionStruct.BlockSemicolonScope())
     {
         if (isMaster)
         {
             foreach (var slot in slots)
             {
                 surfaceDescriptionStruct.AppendLine("{0} {1};",
                                                     NodeUtils.ConvertConcreteSlotValueTypeToString(AbstractMaterialNode.OutputPrecision.@float, slot.concreteValueType),
                                                     NodeUtils.GetHLSLSafeName(slot.shaderOutputName));
             }
             //surfaceDescriptionStruct.Deindent();
         }
         else
         {
             surfaceDescriptionStruct.AppendLine("float4 PreviewOutput;");
         }
     }
 }
Ejemplo n.º 10
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        public static void GenerateSurfaceDescriptionStruct(ShaderStringBuilder surfaceDescriptionStruct, List <MaterialSlot> slots, string structName = "SurfaceDescription", IActiveFieldsSet activeFields = null, bool useIdsInNames = false)
        {
            surfaceDescriptionStruct.AppendLine("struct {0}", structName);
            using (surfaceDescriptionStruct.BlockSemicolonScope())
            {
                foreach (var slot in slots)
                {
                    string hlslName = NodeUtils.GetHLSLSafeName(slot.shaderOutputName);
                    if (useIdsInNames)
                    {
                        hlslName = $"{hlslName}_{slot.id}";
                    }

                    surfaceDescriptionStruct.AppendLine("{0} {1};", slot.concreteValueType.ToShaderString(slot.owner.concretePrecision), hlslName);

                    if (activeFields != null)
                    {
                        activeFields.AddAll(structName + "." + hlslName);
                    }
                }
            }
        }
Ejemplo n.º 11
0
        static void ProcessSubGraph(SubGraphAsset asset, GraphData graph)
        {
            var graphIncludes = new IncludeCollection();
            var registry      = new FunctionRegistry(new ShaderStringBuilder(), graphIncludes, true);

            asset.functions.Clear();
            asset.isValid = true;

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

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

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

            var outputNode = graph.outputNode;

            var outputSlots = PooledList <MaterialSlot> .Get();

            outputNode.GetInputSlots(outputSlots);

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

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);

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

            asset.vtFeedbackVariables = VirtualTexturingFeedbackUtils.GetFeedbackVariables(outputNode as SubGraphOutputNode);
            asset.requirements        = ShaderGraphRequirements.FromNodes(nodes, asset.effectiveShaderStage, false);

            // output precision is whatever the output node has as a graph precision, falling back to the graph default
            asset.outputGraphPrecision = outputNode.graphPrecision.GraphFallback(graph.graphDefaultPrecision);

            // this saves the graph precision, which indicates whether this subgraph is switchable or not
            asset.subGraphGraphPrecision = graph.graphDefaultPrecision;

            asset.previewMode = graph.previewMode;

            asset.includes = graphIncludes;

            GatherDescendentsFromGraph(new GUID(asset.assetGuid), out var containsCircularDependency, out var descendents);
            asset.descendents.AddRange(descendents.Select(g => g.ToString()));
            asset.descendents.Sort();   // ensure deterministic order

            var childrenSet = new HashSet <string>();
            var anyErrors   = false;

            foreach (var node in nodes)
            {
                if (node is SubGraphNode subGraphNode)
                {
                    var subGraphGuid = subGraphNode.subGraphGuid;
                    childrenSet.Add(subGraphGuid);
                }

                if (node.hasError)
                {
                    anyErrors = true;
                }
                asset.children = childrenSet.ToList();
                asset.children.Sort(); // ensure deterministic order
            }

            if (!anyErrors && containsCircularDependency)
            {
                Debug.LogError($"Error in Graph at {assetPath}: Sub Graph contains a circular dependency.", asset);
                anyErrors = true;
            }

            if (anyErrors)
            {
                asset.isValid = false;
                registry.ProvideFunction(asset.functionName, sb => {});
                return;
            }

            foreach (var node in nodes)
            {
                if (node is IGeneratesFunction generatesFunction)
                {
                    registry.builder.currentNode = node;
                    generatesFunction.GenerateNodeFunction(registry, GenerationMode.ForReals);
                }
            }

            // provide top level subgraph function
            // NOTE: actual concrete precision here shouldn't matter, it's irrelevant when building the subgraph asset
            registry.ProvideFunction(asset.functionName, asset.subGraphGraphPrecision, ConcretePrecision.Single, sb =>
            {
                GenerationUtils.GenerateSurfaceInputStruct(sb, asset.requirements, asset.inputStructName);
                sb.AppendNewLine();

                // Generate the arguments... first INPUTS
                var arguments = new List <string>();
                foreach (var prop in graph.properties)
                {
                    // apply fallback to the graph default precision (but don't convert to concrete)
                    // this means "graph switchable" properties will use the precision token
                    GraphPrecision propGraphPrecision = prop.precision.ToGraphPrecision(graph.graphDefaultPrecision);
                    string precisionString            = propGraphPrecision.ToGenericString();
                    arguments.Add(prop.GetPropertyAsArgumentString(precisionString));
                    if (prop.isConnectionTestable)
                    {
                        arguments.Add($"bool {prop.GetConnectionStateHLSLVariableName()}");
                    }
                }

                {
                    var dropdowns = graph.dropdowns;
                    foreach (var dropdown in dropdowns)
                    {
                        arguments.Add($"int {dropdown.referenceName}");
                    }
                }

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

                // Now generate output arguments
                foreach (MaterialSlot output in outputSlots)
                {
                    arguments.Add($"out {output.concreteValueType.ToShaderString(asset.outputGraphPrecision.ToGenericString())} {output.shaderOutputName}_{output.id}");
                }

                // Vt Feedback output arguments (always full float4)
                foreach (var output in asset.vtFeedbackVariables)
                {
                    arguments.Add($"out {ConcreteSlotValueType.Vector4.ToShaderString(ConcretePrecision.Single)} {output}_out");
                }

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

                // now generate the function
                using (sb.BlockScope())
                {
                    // Just grab the body from the active nodes
                    foreach (var node in nodes)
                    {
                        if (node is IGeneratesBodyCode generatesBodyCode)
                        {
                            sb.currentNode = node;
                            generatesBodyCode.GenerateNodeCode(sb, GenerationMode.ForReals);

                            if (node.graphPrecision == GraphPrecision.Graph)
                            {
                                // code generated by nodes that use graph precision stays in generic form with embedded tokens
                                // those tokens are replaced when this subgraph function is pulled into a graph that defines the precision
                            }
                            else
                            {
                                sb.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
                            }
                        }
                    }

                    foreach (var slot in outputSlots)
                    {
                        sb.AppendLine($"{slot.shaderOutputName}_{slot.id} = {outputNode.GetSlotValue(slot.id, GenerationMode.ForReals)};");
                    }

                    foreach (var slot in asset.vtFeedbackVariables)
                    {
                        sb.AppendLine($"{slot}_out = {slot};");
                    }
                }
            });

            // save all of the node-declared functions to the subgraph asset
            foreach (var name in registry.names)
            {
                var source = registry.sources[name];
                var func   = new FunctionPair(name, source.code, source.graphPrecisionFlags);
                asset.functions.Add(func);
            }

            var collector = new PropertyCollector();

            foreach (var node in nodes)
            {
                int previousPropertyCount = Math.Max(0, collector.propertyCount - 1);

                node.CollectShaderProperties(collector, GenerationMode.ForReals);

                // This is a stop-gap to prevent the autogenerated values from JsonObject and ShaderInput from
                // resulting in non-deterministic import data. While we should move to local ids in the future,
                // this will prevent cascading shader recompilations.
                for (int i = previousPropertyCount; i < collector.propertyCount; ++i)
                {
                    var prop        = collector.GetProperty(i);
                    var namespaceId = node.objectId;
                    var nameId      = prop.referenceName;

                    prop.OverrideObjectId(namespaceId, nameId + "_ObjectId_" + i);
                    prop.OverrideGuid(namespaceId, nameId + "_Guid_" + i);
                }
            }
            asset.WriteData(graph.properties, graph.keywords, graph.dropdowns, collector.properties, outputSlots, graph.unsupportedTargets);
            outputSlots.Dispose();
        }
        static void ProcessSubGraph(SubGraphAsset asset, GraphData graph)
        {
            var registry = new FunctionRegistry(new ShaderStringBuilder(), true);

            registry.names.Clear();
            asset.functions.Clear();
            asset.nodeProperties.Clear();
            asset.isValid = true;

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

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

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

            var outputNode = (SubGraphOutputNode)graph.outputNode;

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

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

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);

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

            asset.requirements    = ShaderGraphRequirements.FromNodes(nodes, asset.effectiveShaderStage, false);
            asset.inputs          = graph.properties.ToList();
            asset.graphPrecision  = graph.concretePrecision;
            asset.outputPrecision = outputNode.concretePrecision;

            GatherFromGraph(assetPath, out var containsCircularDependency, out var descendents);
            asset.descendents.AddRange(descendents);

            var childrenSet = new HashSet <string>();
            var anyErrors   = false;

            foreach (var node in nodes)
            {
                if (node is SubGraphNode subGraphNode)
                {
                    var subGraphGuid = subGraphNode.subGraphGuid;
                    if (childrenSet.Add(subGraphGuid))
                    {
                        asset.children.Add(subGraphGuid);
                    }
                }

                if (node.hasError)
                {
                    anyErrors = true;
                }
            }

            if (!anyErrors && containsCircularDependency)
            {
                Debug.LogError($"Error in Graph at {assetPath}: Sub Graph contains a circular dependency.", asset);
                anyErrors = true;
            }

            if (anyErrors)
            {
                asset.isValid = false;
                registry.ProvideFunction(asset.functionName, sb => { });
                return;
            }

            foreach (var node in nodes)
            {
                if (node is IGeneratesFunction generatesFunction)
                {
                    registry.builder.currentNode = node;
                    generatesFunction.GenerateNodeFunction(registry, new GraphContext(asset.inputStructName), GenerationMode.ForReals);
                    registry.builder.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
                }
            }

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

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

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

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

                // Now generate outputs
                foreach (var output in asset.outputs)
                {
                    arguments.Add($"out {output.concreteValueType.ToShaderString(asset.outputPrecision)} {output.shaderOutputName}_{output.id}");
                }

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

                // now generate the function
                using (sb.BlockScope())
                {
                    // Just grab the body from the active nodes
                    foreach (var node in nodes)
                    {
                        if (node is IGeneratesBodyCode generatesBodyCode)
                        {
                            sb.currentNode = node;
                            generatesBodyCode.GenerateNodeCode(sb, graphContext, GenerationMode.ForReals);
                            sb.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
                        }
                    }

                    foreach (var slot in asset.outputs)
                    {
                        sb.AppendLine($"{slot.shaderOutputName}_{slot.id} = {outputNode.GetSlotValue(slot.id, GenerationMode.ForReals, asset.outputPrecision)};");
                    }
                }
            });

            asset.functions.AddRange(registry.names.Select(x => new FunctionPair(x, registry.sources[x])));

            var collector = new PropertyCollector();

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

            asset.OnBeforeSerialize();
        }
Ejemplo n.º 13
0
        static ShaderGraphVfxAsset GenerateVfxShaderGraphAsset(VfxMasterNode masterNode)
        {
            var nl     = Environment.NewLine;
            var indent = new string(' ', 4);
            var asset  = ScriptableObject.CreateInstance <ShaderGraphVfxAsset>();
            var result = asset.compilationResult = new GraphCompilationResult();
            var mode   = GenerationMode.ForReals;
            var graph  = masterNode.owner;

            asset.lit = masterNode.lit.isOn;

            var assetGuid = masterNode.owner.assetGuid;
            var assetPath = AssetDatabase.GUIDToAssetPath(assetGuid);
            var hlslName  = NodeUtils.GetHLSLSafeName(Path.GetFileNameWithoutExtension(assetPath));

            var ports = new List <MaterialSlot>();

            masterNode.GetInputSlots(ports);

            var nodes = new List <AbstractMaterialNode>();

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, masterNode);

            var bodySb   = new ShaderStringBuilder(1);
            var registry = new FunctionRegistry(new ShaderStringBuilder(), true);

            foreach (var properties in graph.properties)
            {
                properties.ValidateConcretePrecision(graph.concretePrecision);
            }

            foreach (var node in nodes)
            {
                if (node is IGeneratesBodyCode bodyGenerator)
                {
                    bodySb.currentNode = node;
                    bodyGenerator.GenerateNodeCode(bodySb, mode);
                    bodySb.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
                }

                if (node is IGeneratesFunction generatesFunction)
                {
                    registry.builder.currentNode = node;
                    generatesFunction.GenerateNodeFunction(registry, mode);
                }
            }
            bodySb.currentNode = null;

            var portNodeSets = new HashSet <AbstractMaterialNode> [ports.Count];

            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                var port    = ports[portIndex];
                var nodeSet = new HashSet <AbstractMaterialNode>();
                NodeUtils.CollectNodeSet(nodeSet, port);
                portNodeSets[portIndex] = nodeSet;
            }

            var portPropertySets = new HashSet <Guid> [ports.Count];

            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                portPropertySets[portIndex] = new HashSet <Guid>();
            }

            foreach (var node in nodes)
            {
                if (!(node is PropertyNode propertyNode))
                {
                    continue;
                }

                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    var portNodeSet = portNodeSets[portIndex];
                    if (portNodeSet.Contains(node))
                    {
                        portPropertySets[portIndex].Add(propertyNode.propertyGuid);
                    }
                }
            }

            var shaderProperties = new PropertyCollector();

            foreach (var node in nodes)
            {
                node.CollectShaderProperties(shaderProperties, GenerationMode.ForReals);
            }

            asset.SetTextureInfos(shaderProperties.GetConfiguredTexutres());

            var codeSnippets      = new List <string>();
            var portCodeIndices   = new List <int> [ports.Count];
            var sharedCodeIndices = new List <int>();

            for (var i = 0; i < portCodeIndices.Length; i++)
            {
                portCodeIndices[i] = new List <int>();
            }

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"#include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"{nl}");

            for (var registryIndex = 0; registryIndex < registry.names.Count; registryIndex++)
            {
                var name      = registry.names[registryIndex];
                var source    = registry.sources[name];
                var precision = source.nodes.First().concretePrecision;

                var hasPrecisionMismatch = false;
                var nodeNames            = new HashSet <string>();
                foreach (var node in source.nodes)
                {
                    nodeNames.Add(node.name);
                    if (node.concretePrecision != precision)
                    {
                        hasPrecisionMismatch = true;
                        break;
                    }
                }

                if (hasPrecisionMismatch)
                {
                    var message = new StringBuilder($"Precision mismatch for function {name}:");
                    foreach (var node in source.nodes)
                    {
                        message.AppendLine($"{node.name} ({node.guid}): {node.concretePrecision}");
                    }
                    throw new InvalidOperationException(message.ToString());
                }

                var code = source.code.Replace(PrecisionUtil.Token, precision.ToShaderString());
                code = $"// Node: {string.Join(", ", nodeNames)}{nl}{code}";
                var codeIndex = codeSnippets.Count;
                codeSnippets.Add(code + nl);
                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    var portNodeSet = portNodeSets[portIndex];
                    foreach (var node in source.nodes)
                    {
                        if (portNodeSet.Contains(node))
                        {
                            portCodeIndices[portIndex].Add(codeIndex);
                            break;
                        }
                    }
                }
            }

            foreach (var property in graph.properties)
            {
                if (property.isExposable && property.generatePropertyBlock)
                {
                    continue;
                }

                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    var portPropertySet = portPropertySets[portIndex];
                    if (portPropertySet.Contains(property.guid))
                    {
                        portCodeIndices[portIndex].Add(codeSnippets.Count);
                    }
                }

                codeSnippets.Add($"// Property: {property.displayName}{nl}{property.GetPropertyDeclarationString()}{nl}{nl}");
            }



            var inputStructName        = $"SG_Input_{assetGuid}";
            var outputStructName       = $"SG_Output_{assetGuid}";
            var evaluationFunctionName = $"SG_Evaluate_{assetGuid}";

            #region Input Struct

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"struct {inputStructName}{nl}{{{nl}");

            #region Requirements

            var portRequirements = new ShaderGraphRequirements[ports.Count];
            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                portRequirements[portIndex] = ShaderGraphRequirements.FromNodes(portNodeSets[portIndex].ToList(), ports[portIndex].stageCapability);
            }

            var portIndices = new List <int>();
            portIndices.Capacity = ports.Count;

            void AddRequirementsSnippet(Func <ShaderGraphRequirements, bool> predicate, string snippet)
            {
                portIndices.Clear();
                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    if (predicate(portRequirements[portIndex]))
                    {
                        portIndices.Add(portIndex);
                    }
                }

                if (portIndices.Count > 0)
                {
                    foreach (var portIndex in portIndices)
                    {
                        portCodeIndices[portIndex].Add(codeSnippets.Count);
                    }

                    codeSnippets.Add($"{indent}{snippet};{nl}");
                }
            }

            void AddCoordinateSpaceSnippets(InterpolatorType interpolatorType, Func <ShaderGraphRequirements, NeededCoordinateSpace> selector)
            {
                foreach (var space in EnumInfo <CoordinateSpace> .values)
                {
                    var neededSpace = space.ToNeededCoordinateSpace();
                    AddRequirementsSnippet(r => (selector(r) & neededSpace) > 0, $"float3 {space.ToVariableName(interpolatorType)}");
                }
            }

            // TODO: Rework requirements system to make this better
            AddCoordinateSpaceSnippets(InterpolatorType.Normal, r => r.requiresNormal);
            AddCoordinateSpaceSnippets(InterpolatorType.Tangent, r => r.requiresTangent);
            AddCoordinateSpaceSnippets(InterpolatorType.BiTangent, r => r.requiresBitangent);
            AddCoordinateSpaceSnippets(InterpolatorType.ViewDirection, r => r.requiresViewDir);
            AddCoordinateSpaceSnippets(InterpolatorType.Position, r => r.requiresPosition);

            AddRequirementsSnippet(r => r.requiresVertexColor, $"float4 {ShaderGeneratorNames.VertexColor}");
            AddRequirementsSnippet(r => r.requiresScreenPosition, $"float4 {ShaderGeneratorNames.ScreenPosition}");
            AddRequirementsSnippet(r => r.requiresFaceSign, $"float4 {ShaderGeneratorNames.FaceSign}");

            foreach (var uvChannel in EnumInfo <UVChannel> .values)
            {
                AddRequirementsSnippet(r => r.requiresMeshUVs.Contains(uvChannel), $"half4 {uvChannel.GetUVName()}");
            }

            AddRequirementsSnippet(r => r.requiresTime, $"float3 {ShaderGeneratorNames.TimeParameters}");

            #endregion

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"}};{nl}{nl}");

            #endregion

            #region Output Struct

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"struct {outputStructName}{nl}{{");

            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                var port = ports[portIndex];
                portCodeIndices[portIndex].Add(codeSnippets.Count);
                codeSnippets.Add($"{nl}{indent}{port.concreteValueType.ToShaderString(graph.concretePrecision)} {port.shaderOutputName}_{port.id};");
            }

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"{nl}}};{nl}{nl}");

            #endregion

            #region Graph Function

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"{outputStructName} {evaluationFunctionName}({nl}{indent}{inputStructName} IN");

            var inputProperties     = new List <AbstractShaderProperty>();
            var portPropertyIndices = new List <int> [ports.Count];
            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                portPropertyIndices[portIndex] = new List <int>();
            }

            foreach (var property in graph.properties)
            {
                if (!property.isExposable || !property.generatePropertyBlock)
                {
                    continue;
                }

                var propertyIndex = inputProperties.Count;
                var codeIndex     = codeSnippets.Count;

                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    var portPropertySet = portPropertySets[portIndex];
                    if (portPropertySet.Contains(property.guid))
                    {
                        portCodeIndices[portIndex].Add(codeIndex);
                        portPropertyIndices[portIndex].Add(propertyIndex);
                    }
                }

                inputProperties.Add(property);
                codeSnippets.Add($",{nl}{indent}/* Property: {property.displayName} */ {property.GetPropertyAsArgumentString()}");
            }

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"){nl}{{");

            #region Node Code

            for (var mappingIndex = 0; mappingIndex < bodySb.mappings.Count; mappingIndex++)
            {
                var mapping = bodySb.mappings[mappingIndex];
                var code    = bodySb.ToString(mapping.startIndex, mapping.count);
                if (string.IsNullOrWhiteSpace(code))
                {
                    continue;
                }

                code = $"{nl}{indent}// Node: {mapping.node.name}{nl}{code}";
                var codeIndex = codeSnippets.Count;
                codeSnippets.Add(code);
                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    var portNodeSet = portNodeSets[portIndex];
                    if (portNodeSet.Contains(mapping.node))
                    {
                        portCodeIndices[portIndex].Add(codeIndex);
                    }
                }
            }

            #endregion

            #region Output Mapping

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"{nl}{indent}// {masterNode.name}{nl}{indent}{outputStructName} OUT;{nl}");

            // Output mapping
            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                var port = ports[portIndex];
                portCodeIndices[portIndex].Add(codeSnippets.Count);
                codeSnippets.Add($"{indent}OUT.{port.shaderOutputName}_{port.id} = {masterNode.GetSlotValue(port.id, GenerationMode.ForReals, graph.concretePrecision)};{nl}");
            }

            #endregion

            // Function end
            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"{indent}return OUT;{nl}}}{nl}");

            #endregion

            result.codeSnippets      = codeSnippets.ToArray();
            result.sharedCodeIndices = sharedCodeIndices.ToArray();
            result.outputCodeIndices = new IntArray[ports.Count];
            for (var i = 0; i < ports.Count; i++)
            {
                result.outputCodeIndices[i] = portCodeIndices[i].ToArray();
            }

            asset.SetOutputs(ports.Select((t, i) => new OutputMetadata(i, t.shaderOutputName, t.id)).ToArray());

            asset.evaluationFunctionName = evaluationFunctionName;
            asset.inputStructName        = inputStructName;
            asset.outputStructName       = outputStructName;
            asset.portRequirements       = portRequirements;
            asset.concretePrecision      = graph.concretePrecision;
            asset.SetProperties(inputProperties);
            asset.outputPropertyIndices = new IntArray[ports.Count];
            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                asset.outputPropertyIndices[portIndex] = portPropertyIndices[portIndex].ToArray();
            }

            return(asset);
        }
Ejemplo n.º 14
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();
        }
        private void AddCallbacks()
        {
            m_ReorderableList.drawHeaderCallback = (Rect rect) =>
            {
                var labelRect = new Rect(rect.x, rect.y, rect.width - 10, rect.height);
                EditorGUI.LabelField(labelRect, label);
            };

            // Draw Element
            m_ReorderableList.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) =>
            {
                rect.y += 2;

                // Slot is guaranteed to exist in this UI state
                MaterialSlot oldSlot = m_Node.FindSlot <MaterialSlot>((int)m_ReorderableList.list[index]);

                EditorGUI.BeginChangeCheck();

                var displayName       = EditorGUI.DelayedTextField(new Rect(rect.x, rect.y, labelWidth, EditorGUIUtility.singleLineHeight), oldSlot.RawDisplayName(), labelStyle);
                var shaderOutputName  = NodeUtils.GetHLSLSafeName(displayName);
                var concreteValueType = (ConcreteSlotValueType)EditorGUI.EnumPopup(new Rect(rect.x + labelWidth, rect.y, rect.width - labelWidth, EditorGUIUtility.singleLineHeight), oldSlot.concreteValueType);

                if (displayName != oldSlot.RawDisplayName())
                {
                    displayName = NodeUtils.GetDuplicateSafeNameForSlot(m_Node, displayName);
                }

                if (EditorGUI.EndChangeCheck())
                {
                    // Cant modify existing slots so need to create new and copy values
                    var newSlot = MaterialSlot.CreateMaterialSlot(concreteValueType.ToSlotValueType(), oldSlot.id, displayName, shaderOutputName, m_SlotType, Vector4.zero);
                    newSlot.CopyValuesFrom(oldSlot);
                    m_Node.AddSlot(newSlot);

                    // Need to get all current slots as everything after the edited slot in the list must be added again
                    List <MaterialSlot> slots = new List <MaterialSlot>();
                    if (m_SlotType == SlotType.Input)
                    {
                        m_Node.GetInputSlots <MaterialSlot>(slots);
                    }
                    else
                    {
                        m_Node.GetOutputSlots <MaterialSlot>(slots);
                    }

                    // Iterate all the slots
                    foreach (MaterialSlot slot in slots)
                    {
                        // Because the list doesnt match the slot IDs (reordering)
                        // Need to get the index in the list of every slot
                        int listIndex = 0;
                        for (int i = 0; i < m_ReorderableList.list.Count; i++)
                        {
                            if ((int)m_ReorderableList.list[i] == slot.id)
                            {
                                listIndex = i;
                            }
                        }

                        // Then for everything after the edited slot
                        if (listIndex <= index)
                        {
                            continue;
                        }

                        // Remove and re-add
                        m_Node.AddSlot(slot);
                    }

                    RecreateList();
                    m_Node.ValidateNode();
                }
            };

            // Element height
            m_ReorderableList.elementHeightCallback = (int indexer) =>
            {
                return(m_ReorderableList.elementHeight);
            };

            // Add callback delegates
            m_ReorderableList.onSelectCallback  += SelectEntry;
            m_ReorderableList.onAddCallback     += AddEntry;
            m_ReorderableList.onRemoveCallback  += RemoveEntry;
            m_ReorderableList.onReorderCallback += ReorderEntries;
        }
        public static string GetPreviewSubShader(AbstractMaterialNode node, ShaderGraphRequirements shaderGraphRequirements)
        {
            // Should never be called without a node
            Debug.Assert(node != null);

            var vertexOutputStruct = new ShaderStringBuilder(2);

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

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

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

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

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

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

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

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

            var faceSign = new ShaderStringBuilder();

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

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

            res = res.Replace("${VertexShader}", vertexShader.ToString());
            res = res.Replace("${FaceSign}", faceSign.ToString());
            res = res.Replace("${LocalPixelShader}", pixelShader.ToString());
            res = res.Replace("${SurfaceInputs}", pixelShaderSurfaceInputs.ToString());
            res = res.Replace("${SurfaceOutputRemap}", pixelShaderSurfaceRemap.ToString());
            return(res);
        }
Ejemplo n.º 17
0
        static void ProcessSubGraph(SubGraphAsset asset, GraphData graph)
        {
            var registry = new FunctionRegistry(new ShaderStringBuilder(), true);

            registry.names.Clear();
            asset.functions.Clear();
            asset.isValid = true;

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

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

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

            var outputNode = graph.outputNode;

            var outputSlots = PooledList <MaterialSlot> .Get();

            outputNode.GetInputSlots(outputSlots);

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

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);

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

            asset.vtFeedbackVariables = VirtualTexturingFeedbackUtils.GetFeedbackVariables(outputNode as SubGraphOutputNode);
            asset.requirements        = ShaderGraphRequirements.FromNodes(nodes, asset.effectiveShaderStage, false);
            asset.graphPrecision      = graph.concretePrecision;
            asset.outputPrecision     = outputNode.concretePrecision;
            asset.previewMode         = graph.previewMode;

            GatherDescendentsFromGraph(new GUID(asset.assetGuid), out var containsCircularDependency, out var descendents);
            asset.descendents.AddRange(descendents.Select(g => g.ToString()));
            asset.descendents.Sort();   // ensure deterministic order

            var childrenSet = new HashSet <string>();
            var anyErrors   = false;

            foreach (var node in nodes)
            {
                if (node is SubGraphNode subGraphNode)
                {
                    var subGraphGuid = subGraphNode.subGraphGuid;
                    childrenSet.Add(subGraphGuid);
                }

                if (node.hasError)
                {
                    anyErrors = true;
                }
                asset.children = childrenSet.ToList();
                asset.children.Sort(); // ensure deterministic order
            }

            if (!anyErrors && containsCircularDependency)
            {
                Debug.LogError($"Error in Graph at {assetPath}: Sub Graph contains a circular dependency.", asset);
                anyErrors = true;
            }

            if (anyErrors)
            {
                asset.isValid = false;
                registry.ProvideFunction(asset.functionName, sb => { });
                return;
            }

            foreach (var node in nodes)
            {
                if (node is IGeneratesFunction generatesFunction)
                {
                    registry.builder.currentNode = node;
                    generatesFunction.GenerateNodeFunction(registry, GenerationMode.ForReals);
                    registry.builder.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
                }
            }

            // provide top level subgraph function
            registry.ProvideFunction(asset.functionName, sb =>
            {
                GenerationUtils.GenerateSurfaceInputStruct(sb, asset.requirements, asset.inputStructName);
                sb.AppendNewLine();

                // Generate arguments... first INPUTS
                var arguments = new List <string>();
                foreach (var prop in graph.properties)
                {
                    prop.ValidateConcretePrecision(asset.graphPrecision);
                    arguments.Add(prop.GetPropertyAsArgumentString());
                }

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

                // Now generate outputs
                foreach (MaterialSlot output in outputSlots)
                {
                    arguments.Add($"out {output.concreteValueType.ToShaderString(asset.outputPrecision)} {output.shaderOutputName}_{output.id}");
                }

                // Vt Feedback arguments
                foreach (var output in asset.vtFeedbackVariables)
                {
                    arguments.Add($"out {ConcreteSlotValueType.Vector4.ToShaderString(ConcretePrecision.Single)} {output}_out");
                }

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

                // now generate the function
                using (sb.BlockScope())
                {
                    // Just grab the body from the active nodes
                    foreach (var node in nodes)
                    {
                        if (node is IGeneratesBodyCode generatesBodyCode)
                        {
                            sb.currentNode = node;
                            generatesBodyCode.GenerateNodeCode(sb, GenerationMode.ForReals);
                            sb.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
                        }
                    }

                    foreach (var slot in outputSlots)
                    {
                        sb.AppendLine($"{slot.shaderOutputName}_{slot.id} = {outputNode.GetSlotValue(slot.id, GenerationMode.ForReals, asset.outputPrecision)};");
                    }

                    foreach (var slot in asset.vtFeedbackVariables)
                    {
                        sb.AppendLine($"{slot}_out = {slot};");
                    }
                }
            });

            asset.functions.AddRange(registry.names.Select(x => new FunctionPair(x, registry.sources[x].code)));

            var collector = new PropertyCollector();

            foreach (var node in nodes)
            {
                int previousPropertyCount = Math.Max(0, collector.properties.Count - 1);

                node.CollectShaderProperties(collector, GenerationMode.ForReals);

                // This is a stop-gap to prevent the autogenerated values from JsonObject and ShaderInput from
                // resulting in non-deterministic import data. While we should move to local ids in the future,
                // this will prevent cascading shader recompilations.
                for (int i = previousPropertyCount; i < collector.properties.Count; ++i)
                {
                    var prop        = collector.properties[i];
                    var namespaceId = node.objectId;
                    var nameId      = prop.referenceName;

                    prop.OverrideObjectId(namespaceId, nameId + "_ObjectId_" + i);
                    prop.OverrideGuid(namespaceId, nameId + "_Guid_" + i);
                }
            }
            asset.WriteData(graph.properties, graph.keywords, collector.properties, outputSlots, graph.unsupportedTargets);
            outputSlots.Dispose();
        }
Ejemplo n.º 18
0
 internal static void GenerateSurfaceDescriptionStruct(ShaderGenerator surfaceDescriptionStruct, List <MaterialSlot> slots, bool isMaster)
 {
     surfaceDescriptionStruct.AddShaderChunk("struct SurfaceDescription{", false);
     surfaceDescriptionStruct.Indent();
     if (isMaster)
     {
         foreach (var slot in slots)
         {
             surfaceDescriptionStruct.AddShaderChunk(String.Format("{0} {1};", NodeUtils.ConvertConcreteSlotValueTypeToString(AbstractMaterialNode.OutputPrecision.@float, slot.concreteValueType), NodeUtils.GetHLSLSafeName(slot.shaderOutputName)), false);
         }
         surfaceDescriptionStruct.Deindent();
     }
     else
     {
         surfaceDescriptionStruct.AddShaderChunk("float4 PreviewOutput;", false);
     }
     surfaceDescriptionStruct.Deindent();
     surfaceDescriptionStruct.AddShaderChunk("};", false);
 }
Ejemplo n.º 19
0
        public override void UpdateNodeAfterDeserialization()
        {
            base.UpdateNodeAfterDeserialization();

            name = "Visual Effect Master";

            HashSet <int> usedSlots = new HashSet <int>();

            if (lit.isOn)
            {
                AddSlot(new ColorRGBMaterialSlot(ShaderGraphVfxAsset.BaseColorSlotId, BaseColorSlotName, NodeUtils.GetHLSLSafeName(BaseColorSlotName), SlotType.Input, Color.grey.gamma, ColorMode.Default, ShaderStageCapability.Fragment));
                usedSlots.Add(ShaderGraphVfxAsset.BaseColorSlotId);

                AddSlot(new Vector1MaterialSlot(ShaderGraphVfxAsset.MetallicSlotId, MetallicSlotName, MetallicSlotName, SlotType.Input, 0.5f, ShaderStageCapability.Fragment));
                usedSlots.Add(ShaderGraphVfxAsset.MetallicSlotId);

                AddSlot(new Vector1MaterialSlot(ShaderGraphVfxAsset.SmoothnessSlotId, SmoothnessSlotName, SmoothnessSlotName, SlotType.Input, 0.5f, ShaderStageCapability.Fragment));
                usedSlots.Add(ShaderGraphVfxAsset.SmoothnessSlotId);

                AddSlot(new Vector3MaterialSlot(ShaderGraphVfxAsset.NormalSlotId, NormalSlotName, NormalSlotName, SlotType.Input, new Vector3(0, 0, 1), ShaderStageCapability.Fragment));
                usedSlots.Add(ShaderGraphVfxAsset.NormalSlotId);

                AddSlot(new ColorRGBMaterialSlot(ShaderGraphVfxAsset.EmissiveSlotId, EmissiveSlotName, NodeUtils.GetHLSLSafeName(EmissiveSlotName), SlotType.Input, Color.black, ColorMode.HDR, ShaderStageCapability.Fragment));
                usedSlots.Add(ShaderGraphVfxAsset.EmissiveSlotId);
            }
            else
            {
                AddSlot(new ColorRGBMaterialSlot(ShaderGraphVfxAsset.ColorSlotId, ColorSlotName, NodeUtils.GetHLSLSafeName(ColorSlotName), SlotType.Input, Color.grey.gamma, ColorMode.HDR, ShaderStageCapability.Fragment));
                usedSlots.Add(ShaderGraphVfxAsset.ColorSlotId);
            }

            AddSlot(new Vector1MaterialSlot(ShaderGraphVfxAsset.AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, 1, ShaderStageCapability.Fragment));
            usedSlots.Add(ShaderGraphVfxAsset.AlphaSlotId);

            if (alphaTest.isOn)
            {
                AddSlot(new Vector1MaterialSlot(ShaderGraphVfxAsset.AlphaThresholdSlotId, AlphaThresholdSlotName, AlphaThresholdSlotName, SlotType.Input, 1, ShaderStageCapability.Fragment));
                usedSlots.Add(ShaderGraphVfxAsset.AlphaThresholdSlotId);
            }

            RemoveSlotsNameNotMatching(usedSlots);
        }
 public override string GetVariableNameForNode()
 {
     return(string.Format(@"{0}_{1}_{2}", NodeUtils.GetHLSLSafeName(name),
                          Enum.GetName(typeof(TextureSamplerState.FilterMode), filter),
                          Enum.GetName(typeof(TextureSamplerState.WrapMode), wrap)));
 }
Ejemplo n.º 21
0
        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;");
            }
        }
Ejemplo n.º 22
0
        private string SubGraphFunctionName()
        {
            var functionName = subGraphAsset != null?NodeUtils.GetHLSLSafeName(subGraphAsset.name) : "ERROR";

            return(string.Format("sg_{0}_{1}", functionName, GuidEncoder.Encode(referencedGraph.guid)));
        }
Ejemplo n.º 23
0
        internal static void GenerateSurfaceDescription(
            List <INode> activeNodeList,
            AbstractMaterialNode masterNode,
            AbstractMaterialGraph graph,
            ShaderGenerator surfaceDescriptionFunction,
            FunctionRegistry functionRegistry,
            PropertyCollector shaderProperties,
            ShaderGraphRequirements requirements,
            GenerationMode mode,
            string functionName                    = "PopulateSurfaceData",
            string surfaceDescriptionName          = "SurfaceDescription",
            Vector1ShaderProperty outputIdProperty = null,
            IEnumerable <MaterialSlot> slots       = null)
        {
            if (graph == null)
            {
                return;
            }

            surfaceDescriptionFunction.AddShaderChunk(String.Format("{0} {1}(SurfaceInputs IN) {{", surfaceDescriptionName, functionName), false);
            surfaceDescriptionFunction.Indent();
            surfaceDescriptionFunction.AddShaderChunk(String.Format("{0} surface = ({0})0;", surfaceDescriptionName), false);

            graph.CollectShaderProperties(shaderProperties, mode);

            foreach (var activeNode in activeNodeList.OfType <AbstractMaterialNode>())
            {
                if (activeNode is IGeneratesFunction)
                {
                    functionRegistry.builder.currentNode = activeNode;
                    (activeNode as IGeneratesFunction).GenerateNodeFunction(functionRegistry, mode);
                }
                if (activeNode is IGeneratesBodyCode)
                {
                    (activeNode as IGeneratesBodyCode).GenerateNodeCode(surfaceDescriptionFunction, mode);
                }
                if (masterNode == null && activeNode.hasPreview)
                {
                    var outputSlot = activeNode.GetOutputSlots <MaterialSlot>().FirstOrDefault();
                    if (outputSlot != null)
                    {
                        surfaceDescriptionFunction.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);
                    }
                }

                activeNode.CollectShaderProperties(shaderProperties, mode);
            }
            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.AddShaderChunk(string.Format("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(input.shaderOutputName), masterNode.GetSlotValue(input.id, mode)), true);
                        }
                        else
                        {
                            surfaceDescriptionFunction.AddShaderChunk(string.Format("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(input.shaderOutputName), input.GetDefaultValue(mode)), true);
                        }
                    }
                }
                else if (masterNode.hasPreview)
                {
                    foreach (var slot in masterNode.GetOutputSlots <MaterialSlot>())
                    {
                        surfaceDescriptionFunction.AddShaderChunk(string.Format("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(slot.shaderOutputName), masterNode.GetSlotValue(slot.id, mode)), true);
                    }
                }
            }

            surfaceDescriptionFunction.AddShaderChunk("return surface;", false);
            surfaceDescriptionFunction.Deindent();
            surfaceDescriptionFunction.AddShaderChunk("}", false);
        }
Ejemplo n.º 24
0
        // TODO: Fix this
        static ShaderGraphVfxAsset GenerateVfxShaderGraphAsset(GraphData graph)
        {
            var target = graph.activeTargets.FirstOrDefault(x => x is VFXTarget) as VFXTarget;

            if (target == null)
            {
                return(null);
            }

            var nl     = Environment.NewLine;
            var indent = new string(' ', 4);
            var asset  = ScriptableObject.CreateInstance <ShaderGraphVfxAsset>();
            var result = asset.compilationResult = new GraphCompilationResult();
            var mode   = GenerationMode.ForReals;

            asset.lit           = target.lit;
            asset.alphaClipping = target.alphaTest;

            var assetGuid = graph.assetGuid;
            var assetPath = AssetDatabase.GUIDToAssetPath(assetGuid);
            var hlslName  = NodeUtils.GetHLSLSafeName(Path.GetFileNameWithoutExtension(assetPath));

            var ports = new List <MaterialSlot>();
            var nodes = new List <AbstractMaterialNode>();

            foreach (var vertexBlock in graph.vertexContext.blocks)
            {
                vertexBlock.value.GetInputSlots(ports);
                NodeUtils.DepthFirstCollectNodesFromNode(nodes, vertexBlock);
            }

            foreach (var fragmentBlock in graph.fragmentContext.blocks)
            {
                fragmentBlock.value.GetInputSlots(ports);
                NodeUtils.DepthFirstCollectNodesFromNode(nodes, fragmentBlock);
            }

            //Remove inactive blocks from generation
            {
                var tmpCtx = new TargetActiveBlockContext(new List <BlockFieldDescriptor>(), null);
                target.GetActiveBlocks(ref tmpCtx);
                ports.RemoveAll(materialSlot =>
                {
                    return(!tmpCtx.activeBlocks.Any(o => materialSlot.RawDisplayName() == o.displayName));
                });
            }

            var bodySb   = new ShaderStringBuilder(1);
            var registry = new FunctionRegistry(new ShaderStringBuilder(), true);

            foreach (var properties in graph.properties)
            {
                properties.ValidateConcretePrecision(graph.concretePrecision);
            }

            foreach (var node in nodes)
            {
                if (node is IGeneratesBodyCode bodyGenerator)
                {
                    bodySb.currentNode = node;
                    bodyGenerator.GenerateNodeCode(bodySb, mode);
                    bodySb.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
                }

                if (node is IGeneratesFunction generatesFunction)
                {
                    registry.builder.currentNode = node;
                    generatesFunction.GenerateNodeFunction(registry, mode);
                }
            }
            bodySb.currentNode = null;

            var portNodeSets = new HashSet <AbstractMaterialNode> [ports.Count];

            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                var port    = ports[portIndex];
                var nodeSet = new HashSet <AbstractMaterialNode>();
                NodeUtils.CollectNodeSet(nodeSet, port);
                portNodeSets[portIndex] = nodeSet;
            }

            var portPropertySets = new HashSet <string> [ports.Count];

            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                portPropertySets[portIndex] = new HashSet <string>();
            }

            foreach (var node in nodes)
            {
                if (!(node is PropertyNode propertyNode))
                {
                    continue;
                }

                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    var portNodeSet = portNodeSets[portIndex];
                    if (portNodeSet.Contains(node))
                    {
                        portPropertySets[portIndex].Add(propertyNode.property.objectId);
                    }
                }
            }

            var shaderProperties = new PropertyCollector();

            foreach (var node in nodes)
            {
                node.CollectShaderProperties(shaderProperties, GenerationMode.ForReals);
            }

            asset.SetTextureInfos(shaderProperties.GetConfiguredTexutres());

            var codeSnippets      = new List <string>();
            var portCodeIndices   = new List <int> [ports.Count];
            var sharedCodeIndices = new List <int>();

            for (var i = 0; i < portCodeIndices.Length; i++)
            {
                portCodeIndices[i] = new List <int>();
            }

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"#include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"{nl}");

            for (var registryIndex = 0; registryIndex < registry.names.Count; registryIndex++)
            {
                var name      = registry.names[registryIndex];
                var source    = registry.sources[name];
                var precision = source.nodes.First().concretePrecision;

                var hasPrecisionMismatch = false;
                var nodeNames            = new HashSet <string>();
                foreach (var node in source.nodes)
                {
                    nodeNames.Add(node.name);
                    if (node.concretePrecision != precision)
                    {
                        hasPrecisionMismatch = true;
                        break;
                    }
                }

                if (hasPrecisionMismatch)
                {
                    var message = new StringBuilder($"Precision mismatch for function {name}:");
                    foreach (var node in source.nodes)
                    {
                        message.AppendLine($"{node.name} ({node.objectId}): {node.concretePrecision}");
                    }
                    throw new InvalidOperationException(message.ToString());
                }

                var code = source.code.Replace(PrecisionUtil.Token, precision.ToShaderString());
                code = $"// Node: {string.Join(", ", nodeNames)}{nl}{code}";
                var codeIndex = codeSnippets.Count;
                codeSnippets.Add(code + nl);
                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    var portNodeSet = portNodeSets[portIndex];
                    foreach (var node in source.nodes)
                    {
                        if (portNodeSet.Contains(node))
                        {
                            portCodeIndices[portIndex].Add(codeIndex);
                            break;
                        }
                    }
                }
            }

            foreach (var property in graph.properties)
            {
                if (property.isExposable && property.generatePropertyBlock)
                {
                    continue;
                }

                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    var portPropertySet = portPropertySets[portIndex];
                    if (portPropertySet.Contains(property.objectId))
                    {
                        portCodeIndices[portIndex].Add(codeSnippets.Count);
                    }
                }

                ShaderStringBuilder builder = new ShaderStringBuilder();
                property.ForeachHLSLProperty(h => h.AppendTo(builder));

                codeSnippets.Add($"// Property: {property.displayName}{nl}{builder.ToCodeBlock()}{nl}{nl}");
            }


            var inputStructName        = $"SG_Input_{assetGuid}";
            var outputStructName       = $"SG_Output_{assetGuid}";
            var evaluationFunctionName = $"SG_Evaluate_{assetGuid}";

            #region Input Struct

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"struct {inputStructName}{nl}{{{nl}");

            #region Requirements

            var portRequirements = new ShaderGraphRequirements[ports.Count];
            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                var requirementsNodes = portNodeSets[portIndex].ToList();
                requirementsNodes.Add(ports[portIndex].owner);
                portRequirements[portIndex] = ShaderGraphRequirements.FromNodes(requirementsNodes, ports[portIndex].stageCapability);
            }

            var portIndices = new List <int>();
            portIndices.Capacity = ports.Count;

            void AddRequirementsSnippet(Func <ShaderGraphRequirements, bool> predicate, string snippet)
            {
                portIndices.Clear();
                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    if (predicate(portRequirements[portIndex]))
                    {
                        portIndices.Add(portIndex);
                    }
                }

                if (portIndices.Count > 0)
                {
                    foreach (var portIndex in portIndices)
                    {
                        portCodeIndices[portIndex].Add(codeSnippets.Count);
                    }

                    codeSnippets.Add($"{indent}{snippet};{nl}");
                }
            }

            void AddCoordinateSpaceSnippets(InterpolatorType interpolatorType, Func <ShaderGraphRequirements, NeededCoordinateSpace> selector)
            {
                foreach (var space in EnumInfo <CoordinateSpace> .values)
                {
                    var neededSpace = space.ToNeededCoordinateSpace();
                    AddRequirementsSnippet(r => (selector(r) & neededSpace) > 0, $"float3 {space.ToVariableName(interpolatorType)}");
                }
            }

            // TODO: Rework requirements system to make this better
            AddCoordinateSpaceSnippets(InterpolatorType.Normal, r => r.requiresNormal);
            AddCoordinateSpaceSnippets(InterpolatorType.Tangent, r => r.requiresTangent);
            AddCoordinateSpaceSnippets(InterpolatorType.BiTangent, r => r.requiresBitangent);
            AddCoordinateSpaceSnippets(InterpolatorType.ViewDirection, r => r.requiresViewDir);
            AddCoordinateSpaceSnippets(InterpolatorType.Position, r => r.requiresPosition);

            AddRequirementsSnippet(r => r.requiresVertexColor, $"float4 {ShaderGeneratorNames.VertexColor}");
            AddRequirementsSnippet(r => r.requiresScreenPosition, $"float4 {ShaderGeneratorNames.ScreenPosition}");
            AddRequirementsSnippet(r => r.requiresFaceSign, $"float4 {ShaderGeneratorNames.FaceSign}");

            foreach (var uvChannel in EnumInfo <UVChannel> .values)
            {
                AddRequirementsSnippet(r => r.requiresMeshUVs.Contains(uvChannel), $"half4 {uvChannel.GetUVName()}");
            }

            AddRequirementsSnippet(r => r.requiresTime, $"float3 {ShaderGeneratorNames.TimeParameters}");

            #endregion

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"}};{nl}{nl}");

            #endregion

            // VFX Code heavily relies on the slotId from the original MasterNodes
            // Since we keep these around for upgrades anyway, for now it is simpler to use them
            // Therefore we remap the output blocks back to the original Ids here
            var originialPortIds = new int[ports.Count];
            for (int i = 0; i < originialPortIds.Length; i++)
            {
                if (!VFXTarget.s_BlockMap.TryGetValue((ports[i].owner as BlockNode).descriptor, out var originalId))
                {
                    continue;
                }

                // In Master Nodes we had a different BaseColor/Color slot id between Unlit/Lit
                // In the stack we use BaseColor for both cases. Catch this here.
                if (asset.lit && originalId == ShaderGraphVfxAsset.ColorSlotId)
                {
                    originalId = ShaderGraphVfxAsset.BaseColorSlotId;
                }

                originialPortIds[i] = originalId;
            }

            #region Output Struct

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"struct {outputStructName}{nl}{{");

            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                var port = ports[portIndex];
                portCodeIndices[portIndex].Add(codeSnippets.Count);
                codeSnippets.Add($"{nl}{indent}{port.concreteValueType.ToShaderString(graph.concretePrecision)} {port.shaderOutputName}_{originialPortIds[portIndex]};");
            }

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"{nl}}};{nl}{nl}");

            #endregion

            #region Graph Function

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"{outputStructName} {evaluationFunctionName}({nl}{indent}{inputStructName} IN");

            var inputProperties     = new List <AbstractShaderProperty>();
            var portPropertyIndices = new List <int> [ports.Count];
            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                portPropertyIndices[portIndex] = new List <int>();
            }

            foreach (var property in graph.properties)
            {
                if (!property.isExposable || !property.generatePropertyBlock)
                {
                    continue;
                }

                var propertyIndex = inputProperties.Count;
                var codeIndex     = codeSnippets.Count;

                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    var portPropertySet = portPropertySets[portIndex];
                    if (portPropertySet.Contains(property.objectId))
                    {
                        portCodeIndices[portIndex].Add(codeIndex);
                        portPropertyIndices[portIndex].Add(propertyIndex);
                    }
                }

                inputProperties.Add(property);
                codeSnippets.Add($",{nl}{indent}/* Property: {property.displayName} */ {property.GetPropertyAsArgumentString()}");
            }

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"){nl}{{");

            #region Node Code

            for (var mappingIndex = 0; mappingIndex < bodySb.mappings.Count; mappingIndex++)
            {
                var mapping = bodySb.mappings[mappingIndex];
                var code    = bodySb.ToString(mapping.startIndex, mapping.count);
                if (string.IsNullOrWhiteSpace(code))
                {
                    continue;
                }

                code = $"{nl}{indent}// Node: {mapping.node.name}{nl}{code}";
                var codeIndex = codeSnippets.Count;
                codeSnippets.Add(code);
                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    var portNodeSet = portNodeSets[portIndex];
                    if (portNodeSet.Contains(mapping.node))
                    {
                        portCodeIndices[portIndex].Add(codeIndex);
                    }
                }
            }

            #endregion

            #region Output Mapping

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"{nl}{indent}// VFXMasterNode{nl}{indent}{outputStructName} OUT;{nl}");

            // Output mapping
            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                var port = ports[portIndex];
                portCodeIndices[portIndex].Add(codeSnippets.Count);
                codeSnippets.Add($"{indent}OUT.{port.shaderOutputName}_{originialPortIds[portIndex]} = {port.owner.GetSlotValue(port.id, GenerationMode.ForReals, graph.concretePrecision)};{nl}");
            }

            #endregion

            // Function end
            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"{indent}return OUT;{nl}}}{nl}");

            #endregion

            result.codeSnippets      = codeSnippets.ToArray();
            result.sharedCodeIndices = sharedCodeIndices.ToArray();
            result.outputCodeIndices = new IntArray[ports.Count];
            for (var i = 0; i < ports.Count; i++)
            {
                result.outputCodeIndices[i] = portCodeIndices[i].ToArray();
            }

            var outputMetadatas = new OutputMetadata[ports.Count];
            for (int portIndex = 0; portIndex < outputMetadatas.Length; portIndex++)
            {
                outputMetadatas[portIndex] = new OutputMetadata(portIndex, ports[portIndex].shaderOutputName, originialPortIds[portIndex]);
            }

            asset.SetOutputs(outputMetadatas);

            asset.evaluationFunctionName = evaluationFunctionName;
            asset.inputStructName        = inputStructName;
            asset.outputStructName       = outputStructName;
            asset.portRequirements       = portRequirements;
            asset.concretePrecision      = graph.concretePrecision;
            asset.SetProperties(inputProperties);
            asset.outputPropertyIndices = new IntArray[ports.Count];
            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                asset.outputPropertyIndices[portIndex] = portPropertyIndices[portIndex].ToArray();
            }

            return(asset);
        }
        private void AddEntry(ReorderableList list)
        {
            // Need to get all current slots to get the next valid ID
            List <MaterialSlot> slots = new List <MaterialSlot>();

            m_Node.GetSlots(slots);
            int[] slotIDs   = slots.Select(s => s.id).OrderByDescending(s => s).ToArray();
            int   newSlotID = slotIDs.Length > 0 ? slotIDs[0] + 1 : 0;

            string name = NodeUtils.GetDuplicateSafeNameForSlot(m_Node, "New");

            // Create a new slot and add it
            var newSlot = MaterialSlot.CreateMaterialSlot(SlotValueType.Vector1, newSlotID, name, NodeUtils.GetHLSLSafeName(name), m_SlotType, Vector4.zero);

            m_Node.AddSlot(newSlot);

            // Select the new slot, then validate the node
            m_SelectedIndex = list.list.Count - 1;
            m_Node.owner.owner.RegisterCompleteObjectUndo("Adding Slot");
            m_Node.ValidateNode();
        }
Ejemplo n.º 26
0
 private string SubGraphFunctionName(GraphContext graphContext)
 {
     var functionName = subGraphAsset != null ? NodeUtils.GetHLSLSafeName(subGraphAsset.name) : "ERROR";
     return string.Format("sg_{0}_{1}_{2}", functionName, graphContext.graphInputStructName, GuidEncoder.Encode(referencedGraph.guid));
 }
Ejemplo n.º 27
0
 public static void GenerateVertexDescriptionStruct(ShaderStringBuilder builder, List <MaterialSlot> slots)
 {
     builder.AppendLine("struct {0}", k_VertexDescriptionStructName);
     using (builder.BlockSemicolonScope())
     {
         foreach (var slot in slots)
         {
             builder.AppendLine("{0} {1};", NodeUtils.ConvertConcreteSlotValueTypeToString(AbstractMaterialNode.OutputPrecision.@float, slot.concreteValueType), NodeUtils.GetHLSLSafeName(slot.shaderOutputName));
         }
     }
 }