Exemple #1
0
        public static bool GenerateShaderPass(AbstractMaterialNode masterNode, ShaderPass pass, GenerationMode mode,
                                              ActiveFields activeFields, ShaderGenerator result, List <string> sourceAssetDependencyPaths,
                                              List <Dependency[]> dependencies, string resourceClassName, string assemblyName)
        {
            // --------------------------------------------------
            // Debug

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

            bool isDebug = defines.Contains(kDebugSymbol);

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

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

            masterNode.owner.CollectShaderKeywords(keywordCollector, mode);

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

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

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

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

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

            // GET CUSTOM ACTIVE FIELDS HERE!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            var vertexBuilder = new ShaderStringBuilder();

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            // Debug output all active fields

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

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

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

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

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

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

            // Process Template
            templatePreprocessor.ProcessTemplateFile(templateLocation);
            result.AddShaderChunk(templatePreprocessor.GetShaderCode().ToString(), false);
            return(true);
        }
Exemple #2
0
        public static GenerationResults GetShader(this GraphData graph, AbstractMaterialNode node, GenerationMode mode, string name)
        {
            // ----------------------------------------------------- //
            //                         SETUP                         //
            // ----------------------------------------------------- //

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

            var finalShader = new ShaderStringBuilder();
            var results     = new GenerationResults();

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

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

            var vertexDescriptionFunction = new ShaderStringBuilder(0);

            var surfaceDescriptionInputStruct = new ShaderStringBuilder(0);
            var surfaceDescriptionStruct      = new ShaderStringBuilder(0);
            var surfaceDescriptionFunction    = new ShaderStringBuilder(0);

            var vertexInputs = new ShaderStringBuilder(0);

            graph.CollectShaderKeywords(shaderKeywords, mode);

            if (graph.GetKeywordPermutationCount() > ShaderGraphPreferences.variantLimit)
            {
                graph.AddValidationError(node.tempId, ShaderKeyword.kVariantLimitWarning, Rendering.ShaderCompilerMessageSeverity.Error);

                results.configuredTextures = shaderProperties.GetConfiguredTexutres();
                results.shader             = string.Empty;
                return(results);
            }

            // -------------------------------------
            // Get Slot and Node lists

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

            NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, node);

            var slots = new List <MaterialSlot>();

            if (node is IMasterNode || node is SubGraphOutputNode)
            {
                slots.AddRange(node.GetInputSlots <MaterialSlot>());
            }
            else
            {
                var outputSlots = node.GetOutputSlots <MaterialSlot>().ToList();
                if (outputSlots.Count > 0)
                {
                    slots.Add(outputSlots[0]);
                }
            }

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

            var requirements = ShaderGraphRequirements.FromNodes(activeNodeList, ShaderStageCapability.Fragment);

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

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

            graph.CollectShaderKeywords(shaderKeywords, mode);

            // Track permutation indicies for all nodes and requirements
            List <int>[] keywordPermutationsPerNode = new List <int> [activeNodeList.Count];

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

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

                NodeUtils.DepthFirstCollectNodesFromNode(localNodes, node, keywordPermutation: shaderKeywords.permutations[i]);

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

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

                // Get active requirements for this permutation
                var localSurfaceRequirements = ShaderGraphRequirements.FromNodes(localNodes, ShaderStageCapability.Fragment, false);
                var localPixelRequirements   = ShaderGraphRequirements.FromNodes(localNodes, ShaderStageCapability.Fragment);
            }


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

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

            vertexDescriptionFunction.AppendLine("GraphVertexInput PopulateVertexData(GraphVertexInput v)");
            using (vertexDescriptionFunction.BlockScope())
            {
                vertexDescriptionFunction.AppendLine("return v;");
            }

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

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

            GenerateSurfaceInputStruct(surfaceDescriptionInputStruct, requirements, "SurfaceDescriptionInputs");

            results.previewMode = PreviewMode.Preview2D;
            foreach (var pNode in activeNodeList)
            {
                if (pNode.previewMode == PreviewMode.Preview3D)
                {
                    results.previewMode = PreviewMode.Preview3D;
                    break;
                }
            }

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

            GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, useIdsInNames: !(node is IMasterNode));

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

            GenerateSurfaceDescriptionFunction(
                activeNodeList,
                keywordPermutationsPerNode,
                node,
                graph,
                surfaceDescriptionFunction,
                functionRegistry,
                shaderProperties,
                shaderKeywords,
                mode,
                outputIdProperty: results.outputIdProperty);

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

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

            shaderKeywords.GetKeywordsDeclaration(shaderKeywordDeclarations, mode);

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

            shaderProperties.GetPropertiesDeclaration(shaderPropertyUniforms, mode, graph.concretePrecision);

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

            GenerateApplicationVertexInputs(requirements, vertexInputs);

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

            // -------------------------------------
            // Build final shader

            finalShader.AppendLine(@"Shader ""{0}""", name);
            using (finalShader.BlockScope())
            {
                SubShaderGenerator.GeneratePropertiesBlock(finalShader, shaderProperties, shaderKeywords, mode);
                finalShader.AppendNewLine();

                finalShader.AppendLine(@"HLSLINCLUDE");
                finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl""");
                finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl""");
                finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl""");
                finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl""");
                finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl""");
                finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl""");
                finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.shadergraph/ShaderGraphLibrary/ShaderVariables.hlsl""");
                finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.shadergraph/ShaderGraphLibrary/ShaderVariablesFunctions.hlsl""");
                finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl""");

                finalShader.AppendLines(shaderKeywordDeclarations.ToString());
                finalShader.AppendLine(@"#define SHADERGRAPH_PREVIEW 1");
                finalShader.AppendNewLine();

                finalShader.AppendLines(shaderKeywordPermutations.ToString());

                finalShader.AppendLines(shaderPropertyUniforms.ToString());
                finalShader.AppendNewLine();

                finalShader.AppendLines(surfaceDescriptionInputStruct.ToString());
                finalShader.AppendNewLine();

                finalShader.Concat(functionBuilder);
                finalShader.AppendNewLine();

                finalShader.AppendLines(surfaceDescriptionStruct.ToString());
                finalShader.AppendNewLine();
                finalShader.AppendLines(surfaceDescriptionFunction.ToString());
                finalShader.AppendNewLine();

                finalShader.AppendLines(vertexInputs.ToString());
                finalShader.AppendNewLine();
                finalShader.AppendLines(vertexDescriptionFunction.ToString());
                finalShader.AppendNewLine();

                finalShader.AppendLine(@"ENDHLSL");

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

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

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

            results.shader    = finalShader.ToString(out sourceMap);
            results.sourceMap = sourceMap;
            return(results);
        }