public static ActiveFields GatherActiveFieldsFromNode(AbstractMaterialNode outputNode, PassDescriptor pass) { var activeFields = new ActiveFields(); if (outputNode is IMasterNode masterNode) { var fields = GenerationUtils.GetActiveFieldsFromConditionals(masterNode.GetConditionalFields(pass)); foreach (FieldDescriptor field in fields) { activeFields.baseInstance.Add(field); } } // Preview shader else { activeFields.baseInstance.Add(Fields.GraphPixel); } return(activeFields); }
public ActiveFields GatherActiveFieldsFromNode(AbstractMaterialNode outputNode, PassDescriptor pass, List <(BlockFieldDescriptor descriptor, bool isDefaultValue)> activeBlocks, List <BlockFieldDescriptor> connectedBlocks, Target target)
public PassCollection Add(PassDescriptor descriptor, FieldCondition[] fieldConditions) { m_Items.Add(new Item(descriptor, fieldConditions)); return(this); }
void GenerateShaderPass(int targetIndex, PassDescriptor pass, ActiveFields activeFields) { // Early exit if pass is not used in preview if (m_Mode == GenerationMode.Preview && !pass.useInPreview) { return; } // -------------------------------------------------- // 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(); m_OutputNode.owner.CollectShaderKeywords(keywordCollector, m_Mode); // Get upstream nodes from ShaderPass port mask List <AbstractMaterialNode> vertexNodes; List <AbstractMaterialNode> pixelNodes; GenerationUtils.GetUpstreamNodesForShaderPass(m_OutputNode, 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; GenerationUtils.GetActiveFieldsAndPermutationsForNodes(m_OutputNode, pass, keywordCollector, vertexNodes, pixelNodes, vertexNodePermutations, pixelNodePermutations, activeFields, out graphRequirements); // GET CUSTOM ACTIVE FIELDS HERE! // Get active fields from ShaderPass GenerationUtils.AddRequiredFields(pass.requiredFields, activeFields.baseInstance); // Get Port references from ShaderPass List <MaterialSlot> pixelSlots; List <MaterialSlot> vertexSlots; if (m_OutputNode is IMasterNode) { pixelSlots = GenerationUtils.FindMaterialSlotsOnNode(pass.pixelPorts, m_OutputNode); vertexSlots = GenerationUtils.FindMaterialSlotsOnNode(pass.vertexPorts, m_OutputNode); } else if (m_OutputNode is SubGraphOutputNode) { pixelSlots = new List <MaterialSlot>() { m_OutputNode.GetInputSlots <MaterialSlot>().FirstOrDefault(), }; vertexSlots = new List <MaterialSlot>(); } else { pixelSlots = new List <MaterialSlot>() { new Vector4MaterialSlot(0, "Out", "Out", SlotType.Output, Vector4.zero) { owner = m_OutputNode }, }; vertexSlots = new List <MaterialSlot>(); } // 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) { GenerationUtils.ApplyFieldDependencies(instance, pass.fieldDependencies); } // -------------------------------------------------- // 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>"); } // -------------------------------------------------- // Pass Code // Render State using (var renderStateBuilder = new ShaderStringBuilder()) { // Render states need to be separated by RenderState.Type // The first passing ConditionalRenderState of each type is inserted foreach (RenderStateType type in Enum.GetValues(typeof(RenderStateType))) { var renderStates = pass.renderStates?.Where(x => x.descriptor.type == type); if (renderStates != null) { foreach (RenderStateCollection.Item renderState in renderStates) { if (renderState.TestActive(activeFields)) { renderStateBuilder.AppendLine(renderState.value); break; } } } } string command = GenerationUtils.GetSpliceCommand(renderStateBuilder.ToCodeBlock(), "RenderState"); spliceCommands.Add("RenderState", command); } // Pragmas using (var passPragmaBuilder = new ShaderStringBuilder()) { if (pass.pragmas != null) { foreach (PragmaCollection.Item pragma in pass.pragmas) { if (pragma.TestActive(activeFields)) { passPragmaBuilder.AppendLine(pragma.value); } } } string command = GenerationUtils.GetSpliceCommand(passPragmaBuilder.ToCodeBlock(), "PassPragmas"); spliceCommands.Add("PassPragmas", command); } // Includes using (var preGraphIncludeBuilder = new ShaderStringBuilder()) { if (pass.includes != null) { foreach (IncludeCollection.Item include in pass.includes.Where(x => x.descriptor.location == IncludeLocation.Pregraph)) { if (include.TestActive(activeFields)) { preGraphIncludeBuilder.AppendLine(include.value); } } } string command = GenerationUtils.GetSpliceCommand(preGraphIncludeBuilder.ToCodeBlock(), "PreGraphIncludes"); spliceCommands.Add("PreGraphIncludes", command); } using (var postGraphIncludeBuilder = new ShaderStringBuilder()) { if (pass.includes != null) { foreach (IncludeCollection.Item include in pass.includes.Where(x => x.descriptor.location == IncludeLocation.Postgraph)) { if (include.TestActive(activeFields)) { postGraphIncludeBuilder.AppendLine(include.value); } } } string command = GenerationUtils.GetSpliceCommand(postGraphIncludeBuilder.ToCodeBlock(), "PostGraphIncludes"); spliceCommands.Add("PostGraphIncludes", command); } // Keywords using (var passKeywordBuilder = new ShaderStringBuilder()) { if (pass.keywords != null) { foreach (KeywordCollection.Item keyword in pass.keywords) { if (keyword.TestActive(activeFields)) { passKeywordBuilder.AppendLine(keyword.value); } } } string command = GenerationUtils.GetSpliceCommand(passKeywordBuilder.ToCodeBlock(), "PassKeywords"); spliceCommands.Add("PassKeywords", command); } // ----------------------------- // Generated structs and Packing code var interpolatorBuilder = new ShaderStringBuilder(); var passStructs = new List <StructDescriptor>(); if (pass.structs != null) { passStructs.AddRange(pass.structs.Select(x => x.descriptor)); foreach (StructCollection.Item shaderStruct in pass.structs) { if (shaderStruct.descriptor.packFields == false) { continue; //skip structs that do not need interpolator packs } List <int> packedCounts = new List <int>(); var packStruct = new StructDescriptor(); //generate packed functions if (activeFields.permutationCount > 0) { var generatedPackedTypes = new Dictionary <string, (ShaderStringBuilder, List <int>)>(); foreach (var instance in activeFields.allPermutations.instances) { var instanceGenerator = new ShaderStringBuilder(); GenerationUtils.GenerateInterpolatorFunctions(shaderStruct.descriptor, instance, out instanceGenerator); var key = instanceGenerator.ToCodeBlock(); if (generatedPackedTypes.TryGetValue(key, out var value)) { value.Item2.Add(instance.permutationIndex); } else { generatedPackedTypes.Add(key, (instanceGenerator, new List <int> { instance.permutationIndex }));
public PassCollection Add(PassDescriptor descriptor) { m_Items.Add(new Item(descriptor, null)); return(this); }
public PassCollection Add(PassDescriptor descriptor, FieldCondition fieldCondition) { m_Items.Add(new Item(descriptor, new FieldCondition[] { fieldCondition })); return(this); }
public Item(PassDescriptor descriptor, FieldCondition[] fieldConditions) { this.descriptor = descriptor; this.fieldConditions = fieldConditions; }
public void Add(PassDescriptor descriptor, FieldCondition[] fieldConditions) { m_Items.Add(new Item(descriptor, fieldConditions)); }
public void Add(PassDescriptor descriptor, FieldCondition fieldCondition) { m_Items.Add(new Item(descriptor, new FieldCondition[] { fieldCondition })); }
public void Add(PassDescriptor descriptor) { m_Items.Add(new Item(descriptor, null)); }
public ConditionalField[] GetConditionalFields(PassDescriptor pass) { return(null); }