public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // HDLitSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("bac1a9627cfec924fa2ea9c65af8eeca"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as HDLitMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", false);
            subShader.AddShaderChunk("{", false);
            subShader.Indent();
            {
                //Handle data migration here as we need to have a renderingPass already set with accurate data at this point.
                if (masterNode.renderingPass == HDRenderQueue.RenderQueueType.Unknown)
                {
                    switch (masterNode.surfaceType)
                    {
                    case SurfaceType.Opaque:
                        masterNode.renderingPass = HDRenderQueue.RenderQueueType.Opaque;
                        break;

                    case SurfaceType.Transparent:
#pragma warning disable CS0618 // Type or member is obsolete
                        if (masterNode.m_DrawBeforeRefraction)
                        {
                            masterNode.m_DrawBeforeRefraction = false;
#pragma warning restore CS0618 // Type or member is obsolete
                            masterNode.renderingPass = HDRenderQueue.RenderQueueType.PreRefraction;
                        }
                        else
                        {
                            masterNode.renderingPass = HDRenderQueue.RenderQueueType.Transparent;
                        }
                        break;

                    default:
                        throw new System.ArgumentException("Unknown SurfaceType");
                    }
                }


                HDMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.renderingPass, masterNode.sortPriority, masterNode.alphaTest.isOn);

                // Add tags at the SubShader level
                {
                    var tagsVisitor = new ShaderStringBuilder();
                    materialTags.GetTags(tagsVisitor, HDRenderPipeline.k_ShaderTagName);
                    subShader.AddShaderChunk(tagsVisitor.ToString(), false);
                }

                // generate the necessary shader passes
                bool opaque      = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent = !opaque;

                bool distortionActive               = transparent && masterNode.distortion.isOn;
                bool transparentBackfaceActive      = transparent && masterNode.backThenFrontRendering.isOn;
                bool transparentDepthPrepassActive  = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPrepass.isOn;
                bool transparentDepthPostpassActive = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPostpass.isOn;

                GenerateShaderPassLit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);

                if (opaque)
                {
                    GenerateShaderPassLit(masterNode, m_PassDepthOnly, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassGBuffer, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);
                }

                if (distortionActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassDistortion, mode, subShader, sourceAssetDependencyPaths);
                }

                if (transparentBackfaceActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassTransparentBackface, mode, subShader, sourceAssetDependencyPaths);
                }

                // Assign define here based on opaque or transparent to save some variant
                m_PassForward.ExtraDefines = opaque ? HDSubShaderUtilities.s_ExtraDefinesForwardOpaque : HDSubShaderUtilities.s_ExtraDefinesForwardTransparent;
                GenerateShaderPassLit(masterNode, m_PassForward, mode, subShader, sourceAssetDependencyPaths);

                if (transparentDepthPrepassActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassTransparentDepthPrepass, mode, subShader, sourceAssetDependencyPaths);
                }

                if (transparentDepthPostpassActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassTransparentDepthPostpass, mode, subShader, sourceAssetDependencyPaths);
                }
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", false);

#if ENABLE_RAYTRACING
            if (mode == GenerationMode.ForReals)
            {
                subShader.AddShaderChunk("SubShader", false);
                subShader.AddShaderChunk("{", false);
                subShader.Indent();
                {
                    GenerateShaderPassLit(masterNode, m_PassRaytracingIndirect, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassRaytracingVisibility, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassRaytracingForward, mode, subShader, sourceAssetDependencyPaths);
                }
                subShader.Deindent();
                subShader.AddShaderChunk("}", false);
            }
#endif
            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.HDLitGUI""");

            return(subShader.GetShaderString(0));
        }
Example #2
0
 public void SetMasterNode(IMasterNode masterNode)
 {
     this.masterNode = masterNode;
 }
Example #3
0
 public bool IsValid(IMasterNode masterNode)
 {
     return(masterNode is VfxMasterNode);
 }
Example #4
0
 public SubShaderDescriptor?GetSubShaderDescriptorFromMasterNode(IMasterNode masterNode)
 {
     return(null);
 }
Example #5
0
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // HDPBRSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("c4e8610eb7ce19747bb637c68acc55cd"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as PBRMasterNode;
            var subShader  = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                SurfaceMaterialOptions materialOptions = HDSubShaderUtilities.BuildMaterialOptions(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn);

                // Add tags at the SubShader level
                {
                    var tagsVisitor = new ShaderStringBuilder();
                    materialOptions.GetTags(tagsVisitor);
                    subShader.AddShaderChunk(tagsVisitor.ToString(), false);
                }

                // generate the necessary shader passes
                bool opaque           = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent      = (masterNode.surfaceType != SurfaceType.Opaque);
                bool distortionActive = false;
                bool transparentDepthPrepassActive  = transparent && false;
                bool transparentBackfaceActive      = transparent && false;
                bool transparentDepthPostpassActive = transparent && false;

                if (opaque)
                {
                    GenerateShaderPassLit(masterNode, m_PassGBuffer, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassGBufferWithPrepass, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                }

                GenerateShaderPassLit(masterNode, m_PassMETA, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, materialOptions, subShader, sourceAssetDependencyPaths);

                if (opaque)
                {
                    GenerateShaderPassLit(masterNode, m_PassDepthOnly, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                }

                if (distortionActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassDistortion, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                }

                if (transparentDepthPrepassActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassTransparentDepthPrepass, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                }

                if (transparentBackfaceActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassTransparentBackface, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                }

                GenerateShaderPassLit(masterNode, m_PassForward, mode, materialOptions, subShader, sourceAssetDependencyPaths);

                if (transparentDepthPostpassActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassTransparentDepthPostpass, mode, materialOptions, subShader, sourceAssetDependencyPaths);
                }
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);

            return(subShader.GetShaderString(0));
        }
        string ISubShader.GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths)
        {
            // this is the format string for building the 'C# qualified assembly type names' for $buildType() commands
            // string buildTypeAssemblyNameFormat = "UnityEditor.Rendering.HighDefinition.HDRPShaderStructs+{0}, " + typeof(HDSubShaderUtilities).Assembly.FullName.ToString();

            if (sourceAssetDependencyPaths != null)
            {
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("5b2d4724a38a5485ba5e7dc2f7d86f1a")); // CustomTextureSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath(customTextureTemplateGUID));
            }

            string templateLocation = AssetDatabase.GUIDToAssetPath(customTextureTemplateGUID);
            string templateCode     = File.ReadAllText(templateLocation);

            return(GenerateGraph(iMasterNode as CustomTextureMasterNode, templateCode));

            // Get the template file
            // var templateLocation = ShaderGenerator.GetTemplatePath("CustomTextureSubshader.template");
            // if (!File.Exists(templateLocation))
            //     return string.Empty;

            // var subShaderTemplate = File.ReadAllText(templateLocation);

            // var masterNode = iMasterNode as CustomTextureMasterNode;
            // var subShader = new ShaderGenerator();

            // var builder = new ShaderStringBuilder();
            // builder.IncreaseIndent();
            // builder.IncreaseIndent();

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

            // var shaderProperties = new PropertyCollector();

            // var activeNodeList = ListPool<INode>.Get();
            // NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, masterNode, NodeUtils.IncludeSelf.Include);

            // var requirements = ShaderGraphRequirements.FromNodes(activeNodeList);

            // var slots = new List<MaterialSlot>();
            // slots.Add(masterNode.FindSlot<MaterialSlot>(0));

            // GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, true);

            // GraphUtil.GenerateSurfaceDescription(
            //     activeNodeList,
            //     masterNode,
            //     masterNode.owner as AbstractMaterialGraph,
            //     surfaceDescriptionFunction,
            //     functionRegistry,
            //     shaderProperties,
            //     requirements,
            //     mode);

            // var graph = new ShaderGenerator();
            // graph.AddShaderChunk(shaderProperties.GetPropertiesDeclaration(2), false);
            // graph.AddShaderChunk(builder.ToString(), false);
            // graph.AddShaderChunk(surfaceDescriptionStruct.GetShaderString(2), false);
            // graph.AddShaderChunk(surfaceDescriptionFunction.GetShaderString(2), false);

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

            // var materialOptions = new SurfaceMaterialOptions();
            // materialOptions.GetTags(tagsVisitor);
            // materialOptions.GetBlend(blendingVisitor);
            // materialOptions.GetCull(cullingVisitor);
            // materialOptions.GetDepthTest(zTestVisitor);
            // materialOptions.GetDepthWrite(zWriteVisitor);

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

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


            // // MY CODE

            // var properties = new ShaderGenerator();
            // properties.AddShaderChunk(shaderProperties.GetPropertiesDeclaration(2), false);

            // var thing = new ShaderGenerator();
            // thing.AddShaderChunk(surfaceDescriptionFunction.GetShaderString(2), false);


            // var subShaderOutput = subShaderTemplate;


            // subShaderOutput = subShaderOutput.Replace("${Graph}", graph.GetShaderString(3));

            // subShaderOutput = subShaderOutput.Replace("${SurfaceOutputRemap}", surfaceOutputRemap.GetShaderString(3));

            // //subShaderOutput = subShaderOutput.Replace("${ShaderPropertyUsages}", "");

            // //subShaderOutput = subShaderOutput.Replace("${ShaderFunctions}", "");
            // //subShaderOutput = subShaderOutput.Replace("${PixelShaderBody}", localPixelShader.GetShaderString(3));
            // //subShaderOutput = subShaderOutput.Replace("${PixelShaderBody}", "return float4(0,1,0,1);");

            // //EditorUtility.DisplayDialog("Shader", subShaderOutput, "Close");

            // return subShaderOutput;
        }
Example #7
0
        public string GetSubshader(IMasterNode masterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // LightWeightPBRSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("ca91dbeb78daa054c9bbe15fef76361c"));
            }

            var templatePath            = GetTemplatePath("lightweightPBRForwardPass.template");
            var extraPassesTemplatePath = GetTemplatePath("lightweightPBRExtraPasses.template");

            if (!File.Exists(templatePath) || !File.Exists(extraPassesTemplatePath))
            {
                return(string.Empty);
            }

            if (sourceAssetDependencyPaths != null)
            {
                sourceAssetDependencyPaths.Add(templatePath);
                sourceAssetDependencyPaths.Add(extraPassesTemplatePath);

                var shaderFiles = Directory.GetFiles(
                    Path.GetFullPath("Packages/com.unity.render-pipelines.lightweight/ShaderLibrary"));
                sourceAssetDependencyPaths.AddRange(shaderFiles);
            }

            string forwardTemplate = File.ReadAllText(templatePath);
            string extraTemplate   = File.ReadAllText(extraPassesTemplatePath);

            var pbrMasterNode = masterNode as PBRMasterNode;
            var pass          = pbrMasterNode.model == PBRMasterNode.Model.Metallic ? m_ForwardPassMetallic : m_ForwardPassSpecular;
            var subShader     = new ShaderStringBuilder();

            subShader.AppendLine("SubShader");
            using (subShader.BlockScope())
            {
                subShader.AppendLine("Tags{ \"RenderPipeline\" = \"LightweightPipeline\"}");

                var materialTags = ShaderGenerator.BuildMaterialTags(pbrMasterNode.surfaceType);
                var tagsBuilder  = new ShaderStringBuilder(0);
                materialTags.GetTags(tagsBuilder);
                subShader.AppendLines(tagsBuilder.ToString());

                var materialOptions = ShaderGenerator.GetMaterialOptions(pbrMasterNode.surfaceType, pbrMasterNode.alphaMode, pbrMasterNode.twoSided.isOn);
                subShader.AppendLines(GetShaderPassFromTemplate(
                                          forwardTemplate,
                                          pbrMasterNode,
                                          pass,
                                          mode,
                                          materialOptions));

                subShader.AppendLines(GetShaderPassFromTemplate(
                                          extraTemplate,
                                          pbrMasterNode,
                                          m_DepthShadowPass,
                                          mode,
                                          materialOptions));
            }
            subShader.Append("CustomEditor \"UnityEditor.ShaderGraph.PBRMasterGUI\"");

            return(subShader.ToString());
        }
Example #8
0
 public override bool IsValid(IMasterNode masterNode)
 {
     // Currently we infer the validity based on SubTarget mapping
     return(s_SubTargetMap.TryGetValue(masterNode.GetType(), out _));
 }
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // HDUnlitSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("1c44ec077faa54145a89357de68e5d26"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as HDUnlitMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                // Add tags at the SubShader level
                int queue = HDRenderQueue.ChangeType(masterNode.renderingPass, masterNode.sortPriority, masterNode.alphaTest.isOn);
                HDSubShaderUtilities.AddTags(subShader, HDRenderPipeline.k_ShaderTagName, HDRenderTypeTags.HDUnlitShader, queue);

                // For preview only we generate the passes that are enabled
                bool opaque           = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent      = !opaque;
                bool distortionActive = transparent && masterNode.distortion.isOn;

                GenerateShaderPassUnlit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassUnlit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassUnlit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);

                GenerateShaderPassUnlit(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassUnlit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);

                if (distortionActive)
                {
                    GenerateShaderPassUnlit(masterNode, m_PassDistortion, mode, subShader, sourceAssetDependencyPaths);
                }

                GenerateShaderPassUnlit(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths);
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", false);

#if ENABLE_RAYTRACING
            if (mode == GenerationMode.ForReals)
            {
                subShader.AddShaderChunk("SubShader", false);
                subShader.AddShaderChunk("{", false);
                subShader.Indent();
                {
                    GenerateShaderPassUnlit(masterNode, m_PassRaytracingIndirect, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassUnlit(masterNode, m_PassRaytracingVisibility, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassUnlit(masterNode, m_PassRaytracingForward, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassUnlit(masterNode, m_PassRaytracingGBuffer, mode, subShader, sourceAssetDependencyPaths);
                }
                subShader.Deindent();
                subShader.AddShaderChunk("}", false);
            }
#endif

            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Rendering.HighDefinition.HDUnlitGUI""");

            return(subShader.GetShaderString(0));
        }
Example #10
0
 public override bool IsValid(IMasterNode masterNode)
 {
     return(false);
 }
Example #11
0
 public abstract bool IsValid(IMasterNode masterNode);
Example #12
0
 public bool IsValid(IMasterNode masterNode)
 {
     return(false);
 }
Example #13
0
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode)
        {
            var masterNode = iMasterNode as PBRMasterNode;
            var subShader  = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                SurfaceMaterialOptions materialOptions = HDSubShaderUtilities.BuildMaterialOptions(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn);

                // Add tags at the SubShader level
                {
                    var tagsVisitor = new ShaderStringBuilder();
                    materialOptions.GetTags(tagsVisitor);
                    subShader.AddShaderChunk(tagsVisitor.ToString(), false);
                }

                // generate the necessary shader passes
                bool opaque           = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent      = (masterNode.surfaceType != SurfaceType.Opaque);
                bool distortionActive = false;
                bool transparentDepthPrepassActive  = transparent && false;
                bool transparentBackfaceActive      = transparent && false;
                bool transparentDepthPostpassActive = transparent && false;

                if (opaque)
                {
                    GenerateShaderPass(masterNode, m_PassGBuffer, mode, materialOptions, subShader);
                    GenerateShaderPass(masterNode, m_PassGBufferWithPrepass, mode, materialOptions, subShader);
                }

                GenerateShaderPass(masterNode, m_PassMETA, mode, materialOptions, subShader);
                GenerateShaderPass(masterNode, m_PassShadowCaster, mode, materialOptions, subShader);

                if (opaque)
                {
                    GenerateShaderPass(masterNode, m_PassDepthOnly, mode, materialOptions, subShader);
                    GenerateShaderPass(masterNode, m_PassMotionVectors, mode, materialOptions, subShader);
                }

                if (distortionActive)
                {
                    GenerateShaderPass(masterNode, m_PassDistortion, mode, materialOptions, subShader);
                }

                if (transparentDepthPrepassActive)
                {
                    GenerateShaderPass(masterNode, m_PassTransparentDepthPrepass, mode, materialOptions, subShader);
                }

                if (transparentBackfaceActive)
                {
                    GenerateShaderPass(masterNode, m_PassTransparentBackface, mode, materialOptions, subShader);
                }

                GenerateShaderPass(masterNode, m_PassForward, mode, materialOptions, subShader);

                if (transparentDepthPostpassActive)
                {
                    GenerateShaderPass(masterNode, m_PassTransparentDepthPostpass, mode, materialOptions, subShader);
                }
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);

            return(subShader.GetShaderString(0));
        }
        static string GetShaderPassFromTemplate(string template, IMasterNode iMasterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions)
        {
            // ----------------------------------------------------- //
            //                         SETUP                         //
            // ----------------------------------------------------- //

            AbstractMaterialNode masterNode = iMasterNode as AbstractMaterialNode;

            // -------------------------------------
            // String builders

            var shaderProperties          = new PropertyCollector();
            var shaderKeywords            = new KeywordCollector();
            var shaderPropertyUniforms    = new ShaderStringBuilder(1);
            var shaderKeywordDeclarations = new ShaderStringBuilder(1);

            var functionBuilder  = new ShaderStringBuilder(1);
            var functionRegistry = new FunctionRegistry(functionBuilder);

            var defines = new ShaderStringBuilder(1);
            var graph   = new ShaderStringBuilder(0);

            var vertexDescriptionInputStruct = new ShaderStringBuilder(1);
            var vertexDescriptionStruct      = new ShaderStringBuilder(1);
            var vertexDescriptionFunction    = new ShaderStringBuilder(1);

            var surfaceDescriptionInputStruct = new ShaderStringBuilder(1);
            var surfaceDescriptionStruct      = new ShaderStringBuilder(1);
            var surfaceDescriptionFunction    = new ShaderStringBuilder(1);

            var vertexInputStruct  = new ShaderStringBuilder(1);
            var vertexOutputStruct = new ShaderStringBuilder(2);

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

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

            // -------------------------------------
            // Get Slot and Node lists per stage

            var vertexSlots = pass.VertexShaderSlots.Select(masterNode.FindSlot <MaterialSlot>).ToList();
            var vertexNodes = ListPool <AbstractMaterialNode> .Get();

            NodeUtils.DepthFirstCollectNodesFromNode(vertexNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.VertexShaderSlots);

            var pixelSlots = pass.PixelShaderSlots.Select(masterNode.FindSlot <MaterialSlot>).ToList();
            var pixelNodes = ListPool <AbstractMaterialNode> .Get();

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

            // -------------------------------------
            // Get Requirements

            var vertexRequirements  = ShaderGraphRequirements.FromNodes(vertexNodes, ShaderStageCapability.Vertex, false);
            var pixelRequirements   = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment);
            var graphRequirements   = pixelRequirements.Union(vertexRequirements);
            var surfaceRequirements = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment, false);
            var modelRequirements   = pass.Requirements;

            // ----------------------------------------------------- //
            //                START SHADER GENERATION                //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Calculate material options

            var blendingBuilder = new ShaderStringBuilder(1);
            var cullingBuilder  = new ShaderStringBuilder(1);
            var zTestBuilder    = new ShaderStringBuilder(1);
            var zWriteBuilder   = new ShaderStringBuilder(1);

            materialOptions.GetBlend(blendingBuilder);
            materialOptions.GetCull(cullingBuilder);
            materialOptions.GetDepthTest(zTestBuilder);
            materialOptions.GetDepthWrite(zWriteBuilder);

            // -------------------------------------
            // Generate defines

            pass.OnGeneratePass(iMasterNode, graphRequirements);

            foreach (string define in pass.ExtraDefines)
            {
                defines.AppendLine(define);
            }

            // ----------------------------------------------------- //
            //                         KEYWORDS                      //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Get keyword permutations

            masterNode.owner.CollectShaderKeywords(shaderKeywords, mode);

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

            // -------------------------------------
            // Evaluate all permutations

            for (int i = 0; i < shaderKeywords.permutations.Count; i++)
            {
                // Get active nodes for this permutation
                var localVertexNodes = ListPool <AbstractMaterialNode> .Get();

                var localPixelNodes = ListPool <AbstractMaterialNode> .Get();

                NodeUtils.DepthFirstCollectNodesFromNode(localVertexNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.VertexShaderSlots, shaderKeywords.permutations[i]);
                NodeUtils.DepthFirstCollectNodesFromNode(localPixelNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots, shaderKeywords.permutations[i]);

                // Track each vertex node in this permutation
                foreach (AbstractMaterialNode vertexNode in localVertexNodes)
                {
                    int nodeIndex = vertexNodes.IndexOf(vertexNode);

                    if (keywordPermutationsPerVertexNode[nodeIndex] == null)
                    {
                        keywordPermutationsPerVertexNode[nodeIndex] = new List <int>();
                    }
                    keywordPermutationsPerVertexNode[nodeIndex].Add(i);
                }

                // Track each pixel node in this permutation
                foreach (AbstractMaterialNode pixelNode in localPixelNodes)
                {
                    int nodeIndex = pixelNodes.IndexOf(pixelNode);

                    if (keywordPermutationsPerPixelNode[nodeIndex] == null)
                    {
                        keywordPermutationsPerPixelNode[nodeIndex] = new List <int>();
                    }
                    keywordPermutationsPerPixelNode[nodeIndex].Add(i);
                }
            }

            // ----------------------------------------------------- //
            //                START VERTEX DESCRIPTION               //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Generate Input structure for Vertex Description function
            // TODO - Vertex Description Input requirements are needed to exclude intermediate translation spaces

            vertexDescriptionInputStruct.AppendLine("struct VertexDescriptionInputs");
            using (vertexDescriptionInputStruct.BlockSemicolonScope())
            {
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresNormal, InterpolatorType.Normal, vertexDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresTangent, InterpolatorType.Tangent, vertexDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresBitangent, InterpolatorType.BiTangent, vertexDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresViewDir, InterpolatorType.ViewDirection, vertexDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresPosition, InterpolatorType.Position, vertexDescriptionInputStruct);

                if (vertexRequirements.requiresVertexColor)
                {
                    vertexDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor);
                }

                if (vertexRequirements.requiresScreenPosition)
                {
                    vertexDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition);
                }

                foreach (var channel in vertexRequirements.requiresMeshUVs.Distinct())
                {
                    vertexDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
                }

                if (vertexRequirements.requiresTime)
                {
                    vertexDescriptionInputStruct.AppendLine("float3 {0};", ShaderGeneratorNames.TimeParameters);
                }
            }

            // -------------------------------------
            // Generate Output structure for Vertex Description function

            GraphUtil.GenerateVertexDescriptionStruct(vertexDescriptionStruct, vertexSlots);

            // -------------------------------------
            // Generate Vertex Description function

            GraphUtil.GenerateVertexDescriptionFunction(
                masterNode.owner as GraphData,
                vertexDescriptionFunction,
                functionRegistry,
                shaderProperties,
                shaderKeywords,
                mode,
                masterNode,
                vertexNodes,
                keywordPermutationsPerVertexNode,
                vertexSlots);

            // ----------------------------------------------------- //
            //               START SURFACE DESCRIPTION               //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Generate Input structure for Surface Description function
            // Surface Description Input requirements are needed to exclude intermediate translation spaces

            surfaceDescriptionInputStruct.AppendLine("struct SurfaceDescriptionInputs");
            using (surfaceDescriptionInputStruct.BlockSemicolonScope())
            {
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresNormal, InterpolatorType.Normal, surfaceDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresTangent, InterpolatorType.Tangent, surfaceDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresBitangent, InterpolatorType.BiTangent, surfaceDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresViewDir, InterpolatorType.ViewDirection, surfaceDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresPosition, InterpolatorType.Position, surfaceDescriptionInputStruct);

                if (surfaceRequirements.requiresVertexColor)
                {
                    surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor);
                }

                if (surfaceRequirements.requiresScreenPosition)
                {
                    surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition);
                }

                if (surfaceRequirements.requiresFaceSign)
                {
                    surfaceDescriptionInputStruct.AppendLine("float {0};", ShaderGeneratorNames.FaceSign);
                }

                foreach (var channel in surfaceRequirements.requiresMeshUVs.Distinct())
                {
                    surfaceDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
                }

                if (surfaceRequirements.requiresTime)
                {
                    surfaceDescriptionInputStruct.AppendLine("float3 {0};", ShaderGeneratorNames.TimeParameters);
                }
            }

            // -------------------------------------
            // Generate Output structure for Surface Description function

            GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, pixelSlots);

            // -------------------------------------
            // Generate Surface Description function

            GraphUtil.GenerateSurfaceDescriptionFunction(
                pixelNodes,
                keywordPermutationsPerPixelNode,
                masterNode,
                masterNode.owner as GraphData,
                surfaceDescriptionFunction,
                functionRegistry,
                shaderProperties,
                shaderKeywords,
                mode,
                "PopulateSurfaceData",
                "SurfaceDescription",
                null,
                pixelSlots);

            // ----------------------------------------------------- //
            //           GENERATE VERTEX > PIXEL PIPELINE            //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Keyword declarations

            shaderKeywords.GetKeywordsDeclaration(shaderKeywordDeclarations, mode);

            // -------------------------------------
            // Property uniforms

            shaderProperties.GetPropertiesDeclaration(shaderPropertyUniforms, mode, masterNode.owner.concretePrecision);

            // -------------------------------------
            // Generate Input structure for Vertex shader

            GraphUtil.GenerateApplicationVertexInputs(vertexRequirements.Union(pixelRequirements.Union(modelRequirements)), vertexInputStruct);

            // -------------------------------------
            // Generate standard transformations
            // This method ensures all required transform data is available in vertex and pixel stages

            ShaderGenerator.GenerateStandardTransforms(
                3,
                10,
                vertexOutputStruct,
                vertexShader,
                vertexShaderDescriptionInputs,
                vertexShaderOutputs,
                pixelShader,
                pixelShaderSurfaceInputs,
                pixelRequirements,
                surfaceRequirements,
                modelRequirements,
                vertexRequirements,
                CoordinateSpace.World);

            // -------------------------------------
            // Generate pixel shader surface remap

            foreach (var slot in pixelSlots)
            {
                pixelShaderSurfaceRemap.AppendLine("{0} = surf.{0};", slot.shaderOutputName);
            }

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

            var faceSign = new ShaderStringBuilder();

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

            // ----------------------------------------------------- //
            //                      FINALIZE                         //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Combine Graph sections

            graph.AppendLines(shaderKeywordDeclarations.ToString());
            graph.AppendLines(shaderPropertyUniforms.ToString());

            graph.AppendLine(vertexDescriptionInputStruct.ToString());
            graph.AppendLine(surfaceDescriptionInputStruct.ToString());

            graph.AppendLine(functionBuilder.ToString());

            graph.AppendLine(vertexDescriptionStruct.ToString());
            graph.AppendLine(vertexDescriptionFunction.ToString());

            graph.AppendLine(surfaceDescriptionStruct.ToString());
            graph.AppendLine(surfaceDescriptionFunction.ToString());

            graph.AppendLine(vertexInputStruct.ToString());

            // -------------------------------------
            // Generate final subshader

            var resultPass = template.Replace("${Tags}", string.Empty);

            resultPass = resultPass.Replace("${Blending}", blendingBuilder.ToString());
            resultPass = resultPass.Replace("${Culling}", cullingBuilder.ToString());
            resultPass = resultPass.Replace("${ZTest}", zTestBuilder.ToString());
            resultPass = resultPass.Replace("${ZWrite}", zWriteBuilder.ToString());
            resultPass = resultPass.Replace("${Defines}", defines.ToString());

            resultPass = resultPass.Replace("${Graph}", graph.ToString());
            resultPass = resultPass.Replace("${VertexOutputStruct}", vertexOutputStruct.ToString());

            resultPass = resultPass.Replace("${VertexShader}", vertexShader.ToString());
            resultPass = resultPass.Replace("${VertexShaderDescriptionInputs}", vertexShaderDescriptionInputs.ToString());
            resultPass = resultPass.Replace("${VertexShaderOutputs}", vertexShaderOutputs.ToString());

            resultPass = resultPass.Replace("${FaceSign}", faceSign.ToString());
            resultPass = resultPass.Replace("${PixelShader}", pixelShader.ToString());
            resultPass = resultPass.Replace("${PixelShaderSurfaceInputs}", pixelShaderSurfaceInputs.ToString());
            resultPass = resultPass.Replace("${PixelShaderSurfaceRemap}", pixelShaderSurfaceRemap.ToString());

            return(resultPass);
        }
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // HairSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("c3f20efb64673e0488a2c8e986a453fa"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as HairMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, masterNode.alphaTest.isOn, false, masterNode.sortPriority);

                // Add tags at the SubShader level
                {
                    var tagsVisitor = new ShaderStringBuilder();
                    materialTags.GetTags(tagsVisitor);
                    subShader.AddShaderChunk(tagsVisitor.ToString(), false);
                }

                // generate the necessary shader passes
                bool opaque      = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent = !opaque;

                bool transparentBackfaceActive      = transparent && masterNode.backThenFrontRendering.isOn;
                bool transparentDepthPrepassActive  = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPrepass.isOn;
                bool transparentDepthPostpassActive = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPostpass.isOn;

                GenerateShaderPassHair(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassHair(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassHair(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);

                if (opaque)
                {
                    GenerateShaderPassHair(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths);
                }

                GenerateShaderPassHair(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);

                if (transparentBackfaceActive)
                {
                    GenerateShaderPassHair(masterNode, m_PassTransparentBackface, mode, subShader, sourceAssetDependencyPaths);
                }

                if (transparentDepthPrepassActive)
                {
                    GenerateShaderPassHair(masterNode, m_PassTransparentDepthPrepass, mode, subShader, sourceAssetDependencyPaths);
                }

                GenerateShaderPassHair(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths);

                if (transparentDepthPostpassActive)
                {
                    GenerateShaderPassHair(masterNode, m_PassTransparentDepthPostpass, mode, subShader, sourceAssetDependencyPaths);
                }
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);
            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.HairGUI""");

            return(subShader.GetShaderString(0));
        }
Example #16
0
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // HDUnlitSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("1c44ec077faa54145a89357de68e5d26"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as HDUnlitMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                //Handle data migration here as we need to have a renderingPass already set with accurate data at this point.
                if (masterNode.renderingPass == HDRenderQueue.RenderQueueType.Unknown)
                {
                    switch (masterNode.surfaceType)
                    {
                    case SurfaceType.Opaque:
                        masterNode.renderingPass = HDRenderQueue.RenderQueueType.Opaque;
                        break;

                    case SurfaceType.Transparent:
#pragma warning disable CS0618 // Type or member is obsolete
                        if (masterNode.m_DrawBeforeRefraction)
                        {
                            masterNode.m_DrawBeforeRefraction = false;
#pragma warning restore CS0618 // Type or member is obsolete
                            masterNode.renderingPass = HDRenderQueue.RenderQueueType.PreRefraction;
                        }
                        else
                        {
                            masterNode.renderingPass = HDRenderQueue.RenderQueueType.Transparent;
                        }
                        break;

                    default:
                        throw new System.ArgumentException("Unknown SurfaceType");
                    }
                }

                HDMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.renderingPass, masterNode.sortPriority, masterNode.alphaTest.isOn, HDMaterialTags.RenderType.HDUnlitShader);

                // Add tags at the SubShader level
                {
                    var tagsVisitor = new ShaderStringBuilder();
                    materialTags.GetTags(tagsVisitor, HDRenderPipeline.k_ShaderTagName);
                    subShader.AddShaderChunk(tagsVisitor.ToString(), false);
                }

                // generate the necessary shader passes
                bool opaque      = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent = !opaque;

                bool distortionActive = transparent && masterNode.distortion.isOn;

                GenerateShaderPassLit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);

                if (opaque)
                {
                    GenerateShaderPassLit(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);
                }

                if (distortionActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassDistortion, mode, subShader, sourceAssetDependencyPaths);
                }

                GenerateShaderPassLit(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths);
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);

            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.HDUnlitGUI""");

            return(subShader.GetShaderString(0));
        }
Example #17
0
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // FabricSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("059cc3132f0336e40886300f3d2d7f12"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as FabricMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                // generate the necessary shader passes
                bool opaque      = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent = !opaque;

                // Add tags at the SubShader level
                var renderingPass = masterNode.surfaceType == SurfaceType.Opaque ? HDRenderQueue.RenderQueueType.Opaque : HDRenderQueue.RenderQueueType.Transparent;
                int queue         = HDRenderQueue.ChangeType(renderingPass, masterNode.sortPriority, masterNode.alphaTest.isOn);
                HDSubShaderUtilities.AddTags(subShader, HDRenderPipeline.k_ShaderTagName, HDRenderTypeTags.HDLitShader, queue);

                GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);

                GenerateShaderPassLit(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);

                // Assign define here based on opaque or transparent to save some variant
                m_PassForwardOnly.ExtraDefines = opaque ? HDSubShaderUtilities.s_ExtraDefinesForwardOpaque : HDSubShaderUtilities.s_ExtraDefinesForwardTransparent;
                GenerateShaderPassLit(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths);
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);

            if (mode == GenerationMode.ForReals)
            {
                subShader.AddShaderChunk("SubShader", false);
                subShader.AddShaderChunk("{", false);
                subShader.Indent();
                HDSubShaderUtilities.AddTags(subShader, HDRenderPipeline.k_ShaderTagName);
                {
                    GenerateShaderPassLit(masterNode, m_PassRaytracingIndirect, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassRaytracingVisibility, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassRaytracingForward, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassRaytracingGBuffer, mode, subShader, sourceAssetDependencyPaths);
                }
                subShader.Deindent();
                subShader.AddShaderChunk("}", false);
            }

            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Rendering.HighDefinition.FabricGUI""");

            return(subShader.GetShaderString(0));
        }
Example #18
0
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // HDLitSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("bac1a9627cfec924fa2ea9c65af8eeca"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as HDLitMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                SurfaceMaterialTags materialTags = HDSubShaderUtilities.BuildMaterialTags(masterNode.surfaceType, masterNode.alphaTest.isOn, masterNode.drawBeforeRefraction.isOn, masterNode.sortPriority);

                // Add tags at the SubShader level
                {
                    var tagsVisitor = new ShaderStringBuilder();
                    materialTags.GetTags(tagsVisitor);
                    subShader.AddShaderChunk(tagsVisitor.ToString(), false);
                }

                // generate the necessary shader passes
                bool opaque      = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent = !opaque;

                bool distortionActive               = transparent && masterNode.distortion.isOn;
                bool transparentBackfaceActive      = transparent && masterNode.backThenFrontRendering.isOn;
                bool transparentDepthPrepassActive  = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPrepass.isOn;
                bool transparentDepthPostpassActive = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPostpass.isOn;

                GenerateShaderPassLit(masterNode, m_PassGBuffer, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);

                if (opaque)
                {
                    GenerateShaderPassLit(masterNode, m_PassDepthOnly, mode, subShader, sourceAssetDependencyPaths);
                }

                GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);

                if (distortionActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassDistortion, mode, subShader, sourceAssetDependencyPaths);
                }

                if (transparentBackfaceActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassTransparentBackface, mode, subShader, sourceAssetDependencyPaths);
                }

                GenerateShaderPassLit(masterNode, m_PassForward, mode, subShader, sourceAssetDependencyPaths);

                if (transparentDepthPrepassActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassTransparentDepthPrepass, mode, subShader, sourceAssetDependencyPaths);
                }

                if (transparentDepthPostpassActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassTransparentDepthPostpass, mode, subShader, sourceAssetDependencyPaths);
                }
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);
            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.ShaderGraph.HDLitGUI""");

            return(subShader.GetShaderString(0));
        }
Example #19
0
 public bool IsValid(IMasterNode masterNode)
 {
     return(GetSubShaderDescriptorFromMasterNode(masterNode) != null);
 }
Example #20
0
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // HairSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("c3f20efb64673e0488a2c8e986a453fa"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as HairMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                // Add tags at the SubShader level
                var renderingPass = masterNode.surfaceType == SurfaceType.Opaque ? HDRenderQueue.RenderQueueType.Opaque : HDRenderQueue.RenderQueueType.Transparent;
                int queue         = HDRenderQueue.ChangeType(renderingPass, masterNode.sortPriority, masterNode.alphaTest.isOn);
                HDSubShaderUtilities.AddTags(subShader, HDRenderPipeline.k_ShaderTagName, HDRenderTypeTags.HDLitShader, queue);

                // generate the necessary shader passes
                bool opaque      = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent = !opaque;

                bool transparentBackfaceActive      = transparent && masterNode.backThenFrontRendering.isOn;
                bool transparentDepthPrepassActive  = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPrepass.isOn;
                bool transparentDepthPostpassActive = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPostpass.isOn;

                GenerateShaderPassHair(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassHair(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassHair(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);

                GenerateShaderPassHair(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassHair(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);

                if (transparentBackfaceActive)
                {
                    GenerateShaderPassHair(masterNode, m_PassTransparentBackface, mode, subShader, sourceAssetDependencyPaths);
                }

                if (transparentDepthPrepassActive)
                {
                    GenerateShaderPassHair(masterNode, m_PassTransparentDepthPrepass, mode, subShader, sourceAssetDependencyPaths);
                }

                // Assign define here based on opaque or transparent to save some variant
                m_PassForwardOnly.ExtraDefines = opaque ? HDSubShaderUtilities.s_ExtraDefinesForwardOpaque : HDSubShaderUtilities.s_ExtraDefinesForwardTransparent;
                GenerateShaderPassHair(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths);

                if (transparentDepthPostpassActive)
                {
                    GenerateShaderPassHair(masterNode, m_PassTransparentDepthPostpass, mode, subShader, sourceAssetDependencyPaths);
                }
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);
            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.HairGUI""");

            return(subShader.GetShaderString(0));
        }
        public string GetSubshader(IMasterNode masterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // LightWeightPBRSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("16b8a010f96947c4f866705d757bc0a3"));
            }

            var templatePath            = GetTemplatePath("lightweightToonForwardPass.template");
            var extraPassesTemplatePath = GetTemplatePath("lightweightToonExtraPasses.template");

            if (!File.Exists(templatePath) || !File.Exists(extraPassesTemplatePath))
            {
                return(string.Empty);
            }

            if (sourceAssetDependencyPaths != null)
            {
                sourceAssetDependencyPaths.Add(templatePath);
                sourceAssetDependencyPaths.Add(extraPassesTemplatePath);

                var relativePath = "Packages/com.unity.render-pipelines.lightweight/";
                var fullPath     = Path.GetFullPath(relativePath);
                var shaderFiles  = Directory.GetFiles(Path.Combine(fullPath, "ShaderLibrary")).Select(x => Path.Combine(relativePath, x.Substring(fullPath.Length)));
                sourceAssetDependencyPaths.AddRange(shaderFiles);
            }

            string forwardTemplate = File.ReadAllText(templatePath);
            string extraTemplate   = File.ReadAllText(extraPassesTemplatePath);

            var pbrMasterNode = masterNode as ToonMasterNode;
            var pass          = pbrMasterNode.model == ToonMasterNode.Model.Metallic ? m_ForwardPassMetallic : m_ForwardPassSpecular;
            var subShader     = new ShaderStringBuilder();

            subShader.AppendLine("SubShader");
            using (subShader.BlockScope())
            {
                var materialTags = ShaderGenerator.BuildMaterialTags(pbrMasterNode.surfaceType);
                var tagsBuilder  = new ShaderStringBuilder(0);
                materialTags.GetTags(tagsBuilder, LightweightRenderPipeline.k_ShaderTagName);
                subShader.AppendLines(tagsBuilder.ToString());

                var materialOptions = ShaderGenerator.GetMaterialOptions(pbrMasterNode.surfaceType, pbrMasterNode.alphaMode, pbrMasterNode.twoSided.isOn);
                subShader.AppendLines(GetShaderPassFromTemplate(
                                          forwardTemplate,
                                          pbrMasterNode,
                                          pass,
                                          mode,
                                          materialOptions));

                subShader.AppendLines(GetShaderPassFromTemplate(
                                          extraTemplate,
                                          pbrMasterNode,
                                          m_DepthShadowPass,
                                          mode,
                                          materialOptions));
            }
            subShader.Append("CustomEditor \"LiliumEditor.Toon.ToonMasterGUI\"");

            return(subShader.ToString());
        }