Exemple #1
0
        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
                                }));
Exemple #2
0
        static void ProcessSubGraph(SubGraphAsset asset, GraphData graph)
        {
            var graphIncludes = new IncludeCollection();
            var registry      = new FunctionRegistry(new ShaderStringBuilder(), graphIncludes, true);

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

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

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

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

            var outputNode = graph.outputNode;

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

            outputNode.GetInputSlots(outputSlots);

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

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);

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

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

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

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

            asset.previewMode = graph.previewMode;

            asset.includes = graphIncludes;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            var collector = new PropertyCollector();

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

                node.CollectShaderProperties(collector, GenerationMode.ForReals);

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

                    prop.OverrideObjectId(namespaceId, nameId + "_ObjectId_" + i);
                    prop.OverrideGuid(namespaceId, nameId + "_Guid_" + i);
                }
            }
            asset.WriteData(graph.properties, graph.keywords, collector.properties, outputSlots, graph.unsupportedTargets);
            outputSlots.Dispose();
        }
Exemple #3
0
        private static string GetShaderPassFromTemplate(UnlitMasterNode masterNode, Pass pass, GenerationMode mode)
        {
            var builder = new ShaderStringBuilder();

            builder.IncreaseIndent();
            builder.IncreaseIndent();

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

            var shaderProperties = new PropertyCollector();

            surfaceInputs.AddShaderChunk("struct SurfaceInputs{", false);
            surfaceInputs.Indent();

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

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

            var requirements = ShaderGraphRequirements.FromNodes(activeNodeList);

            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresNormal, InterpolatorType.Normal, surfaceInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresTangent, InterpolatorType.Tangent, surfaceInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresBitangent, InterpolatorType.BiTangent, surfaceInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresViewDir, InterpolatorType.ViewDirection, surfaceInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresPosition, InterpolatorType.Position, surfaceInputs);

            ShaderGenerator defines = new ShaderGenerator();

            defines.AddShaderChunk(string.Format("#define SHADERPASS {0}", pass.ShaderPassName), true);

            if (requirements.requiresVertexColor)
            {
                surfaceInputs.AddShaderChunk(string.Format("float4 {0};", ShaderGeneratorNames.VertexColor), false);
            }

            if (requirements.requiresScreenPosition)
            {
                surfaceInputs.AddShaderChunk(string.Format("float4 {0};", ShaderGeneratorNames.ScreenPosition), false);
            }

            foreach (var channel in requirements.requiresMeshUVs.Distinct())
            {
                surfaceInputs.AddShaderChunk(string.Format("half4 {0};", channel.GetUVName()), false);
                defines.AddShaderChunk(string.Format("#define ATTRIBUTES_NEED_TEXCOORD{0}", (int)channel), true);
                defines.AddShaderChunk(string.Format("#define VARYINGS_NEED_TEXCOORD{0}", (int)channel), true);
            }

            surfaceInputs.Deindent();
            surfaceInputs.AddShaderChunk("};", false);

            var slots = new List <MaterialSlot>();

            foreach (var id in pass.PixelShaderSlots)
            {
                var slot = masterNode.FindSlot <MaterialSlot>(id);
                if (slot != null)
                {
                    slots.Add(slot);
                }
            }
            GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, true);

            var usedSlots = new List <MaterialSlot>();

            foreach (var id in pass.PixelShaderSlots)
            {
                usedSlots.Add(masterNode.FindSlot <MaterialSlot>(id));
            }

            GraphUtil.GenerateSurfaceDescription(
                activeNodeList,
                masterNode,
                masterNode.owner as AbstractMaterialGraph,
                surfaceDescriptionFunction,
                functionRegistry,
                shaderProperties,
                requirements,
                mode,
                "PopulateSurfaceData",
                "SurfaceDescription",
                null,
                usedSlots);

            var graph = new ShaderGenerator();

            graph.AddShaderChunk(shaderProperties.GetPropertiesDeclaration(2), false);
            graph.AddShaderChunk(surfaceInputs.GetShaderString(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);
            }

            var templateLocation = ShaderGenerator.GetTemplatePath("HDUnlitPassForward.template");

            foreach (var slot in usedSlots)
            {
                surfaceOutputRemap.AddShaderChunk(slot.shaderOutputName
                                                  + " = surf."
                                                  + slot.shaderOutputName + ";", true);
            }

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

            var subShaderTemplate = File.ReadAllText(templateLocation);
            var resultPass        = subShaderTemplate.Replace("${Defines}", defines.GetShaderString(3));

            resultPass = resultPass.Replace("${Graph}", graph.GetShaderString(3));
            resultPass = resultPass.Replace("${LocalPixelShader}", localPixelShader.GetShaderString(3));
            resultPass = resultPass.Replace("${SurfaceInputs}", localSurfaceInputs.GetShaderString(3));
            resultPass = resultPass.Replace("${SurfaceOutputRemap}", surfaceOutputRemap.GetShaderString(3));
            resultPass = resultPass.Replace("${LightMode}", pass.Name);
            resultPass = resultPass.Replace("${ShaderPassInclude}", pass.ShaderPassInclude);

            resultPass = resultPass.Replace("${Tags}", tagsVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${Blending}", blendingVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${Culling}", cullingVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${ZTest}", zTestVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${ZWrite}", zWriteVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${LOD}", "" + materialOptions.lod);
            return(resultPass);
        }
Exemple #4
0
 public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
 {
     // this adds default properties for all of our unconnected inputs
     base.CollectShaderProperties(properties, generationMode);
 }
        public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
        {
            var matOwner = owner as AbstractMaterialNode;

            if (matOwner == null)
            {
                throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
            }

            if (generationMode == GenerationMode.Preview)
            {
                properties.AddShaderProperty(new Vector1ShaderProperty()
                {
                    overrideReferenceName = string.Format("{0}_Type", matOwner.GetVariableNameForSlot(id)),
                    value = (int)value.mode,
                    generatePropertyBlock = false
                });

                properties.AddShaderProperty(new Vector1ShaderProperty()
                {
                    overrideReferenceName = string.Format("{0}_ColorsLength", matOwner.GetVariableNameForSlot(id)),
                    value = value.colorKeys.Length,
                    generatePropertyBlock = false
                });

                properties.AddShaderProperty(new Vector1ShaderProperty()
                {
                    overrideReferenceName = string.Format("{0}_AlphasLength", matOwner.GetVariableNameForSlot(id)),
                    value = value.alphaKeys.Length,
                    generatePropertyBlock = false
                });

                for (int i = 0; i < 8; i++)
                {
                    properties.AddShaderProperty(new Vector4ShaderProperty()
                    {
                        overrideReferenceName = string.Format("{0}_ColorKey{1}", matOwner.GetVariableNameForSlot(id), i),
                        value = i < value.colorKeys.Length ? GradientUtils.ColorKeyToVector(value.colorKeys[i]) : Vector4.zero,
                        generatePropertyBlock = false
                    });
                }

                for (int i = 0; i < 8; i++)
                {
                    properties.AddShaderProperty(new Vector4ShaderProperty()
                    {
                        overrideReferenceName = string.Format("{0}_AlphaKey{1}", matOwner.GetVariableNameForSlot(id), i),
                        value = i < value.alphaKeys.Length ? GradientUtils.AlphaKeyToVector(value.alphaKeys[i]) : Vector2.zero,
                        generatePropertyBlock = false
                    });
                }
            }

            var prop = new GradientShaderProperty();

            prop.overrideReferenceName = matOwner.GetVariableNameForSlot(id);
            prop.generatePropertyBlock = false;
            prop.value = value;

            if (generationMode == GenerationMode.Preview)
            {
                prop.OverrideMembers(matOwner.GetVariableNameForSlot(id));
            }

            properties.AddShaderProperty(prop);
        }
Exemple #6
0
        static ShaderGraphVfxAsset GenerateVfxShaderGraphAsset(VfxMasterNode masterNode)
        {
            var nl     = Environment.NewLine;
            var indent = new string(' ', 4);
            var asset  = ScriptableObject.CreateInstance <ShaderGraphVfxAsset>();
            var result = asset.compilationResult = new GraphCompilationResult();
            var mode   = GenerationMode.ForReals;
            var graph  = masterNode.owner;

            asset.lit = masterNode.lit.isOn;

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

            var ports = new List <MaterialSlot>();

            masterNode.GetInputSlots(ports);

            var nodes = new List <AbstractMaterialNode>();

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, masterNode);

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

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

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

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

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

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

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

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

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

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

            var shaderProperties = new PropertyCollector();

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

            asset.SetTextureInfos(shaderProperties.GetConfiguredTexutres());

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

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

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

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

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

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

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

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

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

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



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

            #region Input Struct

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

            #region Requirements

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

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

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

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

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

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

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

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

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

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

            #endregion

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

            #endregion

            #region Output Struct

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

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

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

            #endregion

            #region Graph Function

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

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

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

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

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

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

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

            #region Node Code

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

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

            #endregion

            #region Output Mapping

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

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

            #endregion

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

            #endregion

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

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

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

            return(asset);
        }
Exemple #7
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);
        }
Exemple #8
0
 public virtual void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode)
 {
 }
Exemple #9
0
 public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
 {
     throw new System.NotImplementedException();
 }
Exemple #10
0
        void BuildShader()
        {
            var activeNodeList = Graphing.ListPool <AbstractMaterialNode> .Get();

            NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, m_OutputNode);

            var shaderProperties = new PropertyCollector();
            var shaderKeywords   = new KeywordCollector();

            m_GraphData.CollectShaderProperties(shaderProperties, m_Mode);
            m_GraphData.CollectShaderKeywords(shaderKeywords, m_Mode);

            if (m_GraphData.GetKeywordPermutationCount() > ShaderGraphPreferences.variantLimit)
            {
                m_GraphData.AddValidationError(m_OutputNode.guid, ShaderKeyword.kVariantLimitWarning, Rendering.ShaderCompilerMessageSeverity.Error);

                m_ConfiguredTextures = shaderProperties.GetConfiguredTexutres();
                m_Builder.AppendLines(ShaderGraphImporter.k_ErrorShader);
            }

            GetTargetImplementations();

            foreach (var activeNode in activeNodeList.OfType <AbstractMaterialNode>())
            {
                activeNode.CollectShaderProperties(shaderProperties, m_Mode);
            }

            m_Builder.AppendLine(@"Shader ""{0}""", m_Name);
            using (m_Builder.BlockScope())
            {
                GenerationUtils.GeneratePropertiesBlock(m_Builder, shaderProperties, shaderKeywords, m_Mode);

                for (int i = 0; i < m_Targets.Length; i++)
                {
                    TargetSetupContext context = new TargetSetupContext();
                    context.SetMasterNode(m_OutputNode as IMasterNode);

                    // Instead of setup target, we can also just do get context
                    m_Targets[i].Setup(ref context);
                    GetAssetDependencyPaths(context);

                    foreach (var subShader in context.subShaders)
                    {
                        GenerateSubShader(i, subShader);
                    }

                    // Either grab the Target default shader GUI or the user override
                    if (m_OutputNode is ICanChangeShaderGUI canChangeShaderGui)
                    {
                        string customEditor = string.Empty;
                        if (canChangeShaderGui.OverrideEnabled)
                        {
                            customEditor = GenerationUtils.FinalCustomEditorString(canChangeShaderGui);
                        }
                        else
                        {
                            customEditor = context.defaultShaderGUI;
                        }

                        if (customEditor != null)
                        {
                            m_Builder.AppendLine("CustomEditor \"" + customEditor + "\"");
                        }
                    }
                }

                m_Builder.AppendLine(@"FallBack ""Hidden/Shader Graph/FallbackError""");
            }

            m_ConfiguredTextures = shaderProperties.GetConfiguredTexutres();
        }
        private static string GetShaderPassFromTemplate(string template, UnlitMasterNode masterNode, Pass pass, GenerationMode mode)
        {
            // ----------------------------------------------------- //
            //                         SETUP                         //
            // ----------------------------------------------------- //

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

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

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

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

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

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

            var pixelSlots = pass.PixelShaderSlots.Select(masterNode.FindSlot<MaterialSlot>).ToList();
            var pixelNodes = ListPool<INode>.Get();
            NodeUtils.DepthFirstCollectNodesFromNode(pixelNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots);

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

            var pixelRequirements = ShaderGraphRequirements.FromNodes(pixelNodes);

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

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

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

            var materialOptions = new SurfaceMaterialOptions();
            materialOptions.GetTags(tagsBuilder);
            materialOptions.GetBlend(blendingBuilder);
            materialOptions.GetCull(cullingBuilder);
            materialOptions.GetDepthTest(zTestBuilder);
            materialOptions.GetDepthWrite(zWriteBuilder);

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

            defines.AppendLine("#define SHADERPASS {0}", pass.ShaderPassName);
            foreach (var channel in pixelRequirements.requiresMeshUVs.Distinct())
            {
                defines.AppendLine("#define ATTRIBUTES_NEED_TEXCOORD{0}", (int)channel);
                defines.AppendLine("#define VARYINGS_NEED_TEXCOORD{0}", (int)channel);
            }

            if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId))
                defines.AppendLine("#define _ALPHATEST_ON");

            // ----------------------------------------------------- //
            //               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", false);
            using(surfaceDescriptionInputStruct.BlockSemicolonScope())
            {
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(pixelRequirements.requiresNormal, InterpolatorType.Normal, surfaceDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(pixelRequirements.requiresTangent, InterpolatorType.Tangent, surfaceDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(pixelRequirements.requiresBitangent, InterpolatorType.BiTangent, surfaceDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(pixelRequirements.requiresViewDir, InterpolatorType.ViewDirection, surfaceDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(pixelRequirements.requiresPosition, InterpolatorType.Position, surfaceDescriptionInputStruct);

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

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

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

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

            GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, pixelSlots, true);
            
            // -------------------------------------
            // Generate Surface Description function

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

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

            // -------------------------------------
            // TODO - Why is this not a full generation?
            // Generate standard transformations

            foreach (var channel in pixelRequirements.requiresMeshUVs.Distinct())
                pixelShaderSurfaceInputs.AppendLine("surfaceInput.{0} = {1};", channel.GetUVName(), string.Format("half4(input.texCoord{0}, 0, 0)", (int)channel));

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

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

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

            // -------------------------------------
            // Combine Graph sections
            
            graph.AppendLine(shaderProperties.GetPropertiesDeclaration(1));

            graph.AppendLine(functionBuilder.ToString());

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

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

            var resultPass = template.Replace("${Tags}", tagsBuilder.ToString());
            resultPass = resultPass.Replace("${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("${LOD}", "" + materialOptions.lod);

            resultPass = resultPass.Replace("${LightMode}", pass.Name);
            resultPass = resultPass.Replace("${ShaderPassInclude}", pass.ShaderPassInclude);
            
            resultPass = resultPass.Replace("${Graph}", graph.ToString());

            resultPass = resultPass.Replace("${PixelShader}", pixelShader.ToString());
            resultPass = resultPass.Replace("${PixelShaderSurfaceInputs}", pixelShaderSurfaceInputs.ToString());
            resultPass = resultPass.Replace("${PixelShaderSurfaceRemap}", pixelShaderSurfaceRemap.ToString());
            
            return resultPass;
        }
        public static void GenerateSurfaceDescriptionFunction(
            List <INode> activeNodeList,
            AbstractMaterialNode masterNode,
            AbstractMaterialGraph graph,
            ShaderStringBuilder surfaceDescriptionFunction,
            FunctionRegistry functionRegistry,
            PropertyCollector shaderProperties,
            ShaderGraphRequirements requirements,
            GenerationMode mode,
            string functionName                    = "PopulateSurfaceData",
            string surfaceDescriptionName          = "SurfaceDescription",
            Vector1ShaderProperty outputIdProperty = null,
            IEnumerable <MaterialSlot> slots       = null,
            string graphInputStructName            = "SurfaceDescriptionInputs")
        {
            if (graph == null)
            {
                return;
            }

            GraphContext graphContext = new GraphContext(graphInputStructName);

            graph.CollectShaderProperties(shaderProperties, mode);

            surfaceDescriptionFunction.AppendLine(String.Format("{0} {1}(SurfaceDescriptionInputs IN)", surfaceDescriptionName, functionName), false);
            using (surfaceDescriptionFunction.BlockScope())
            {
                ShaderGenerator sg = new ShaderGenerator();
                surfaceDescriptionFunction.AppendLine("{0} surface = ({0})0;", surfaceDescriptionName);
                foreach (var activeNode in activeNodeList.OfType <AbstractMaterialNode>())
                {
                    if (activeNode is IGeneratesFunction)
                    {
                        functionRegistry.builder.currentNode = activeNode;
                        (activeNode as IGeneratesFunction).GenerateNodeFunction(functionRegistry, graphContext, mode);
                    }
                    if (activeNode is IGeneratesBodyCode)
                    {
                        (activeNode as IGeneratesBodyCode).GenerateNodeCode(sg, mode);
                    }
                    if (masterNode == null && activeNode.hasPreview)
                    {
                        var outputSlot = activeNode.GetOutputSlots <MaterialSlot>().FirstOrDefault();
                        if (outputSlot != null)
                        {
                            sg.AddShaderChunk(String.Format("if ({0} == {1}) {{ surface.PreviewOutput = {2}; return surface; }}", outputIdProperty.referenceName, activeNode.tempId.index, ShaderGenerator.AdaptNodeOutputForPreview(activeNode, outputSlot.id, activeNode.GetVariableNameForSlot(outputSlot.id))), false);
                        }
                    }

                    // In case of the subgraph output node, the preview is generated
                    // from the first input to the node.
                    if (activeNode is SubGraphOutputNode)
                    {
                        var inputSlot = activeNode.GetInputSlots <MaterialSlot>().FirstOrDefault();
                        if (inputSlot != null)
                        {
                            var    foundEdges = graph.GetEdges(inputSlot.slotReference).ToArray();
                            string slotValue  = foundEdges.Any() ? activeNode.GetSlotValue(inputSlot.id, mode) : inputSlot.GetDefaultValue(mode);
                            sg.AddShaderChunk(String.Format("if ({0} == {1}) {{ surface.PreviewOutput = {2}; return surface; }}", outputIdProperty.referenceName, activeNode.tempId.index, slotValue), false);
                        }
                    }

                    activeNode.CollectShaderProperties(shaderProperties, mode);
                }
                surfaceDescriptionFunction.AppendLines(sg.GetShaderString(0));
                functionRegistry.builder.currentNode = null;

                if (masterNode != null)
                {
                    if (masterNode is IMasterNode)
                    {
                        var usedSlots = slots ?? masterNode.GetInputSlots <MaterialSlot>();
                        foreach (var input in usedSlots)
                        {
                            var foundEdges = graph.GetEdges(input.slotReference).ToArray();
                            if (foundEdges.Any())
                            {
                                surfaceDescriptionFunction.AppendLine("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(input.shaderOutputName), masterNode.GetSlotValue(input.id, mode));
                            }
                            else
                            {
                                surfaceDescriptionFunction.AppendLine("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(input.shaderOutputName), input.GetDefaultValue(mode));
                            }
                        }
                    }
                    else if (masterNode.hasPreview)
                    {
                        foreach (var slot in masterNode.GetOutputSlots <MaterialSlot>())
                        {
                            surfaceDescriptionFunction.AppendLine("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(slot.shaderOutputName), masterNode.GetSlotValue(slot.id, mode));
                        }
                    }
                }

                surfaceDescriptionFunction.AppendLine("return surface;");
            }
        }
Exemple #13
0
        static void ProcessSubGraph(Dictionary <string, SubGraphData> subGraphMap, FunctionRegistry registry, SubGraphData subGraphData, GraphData graph)
        {
            registry.names.Clear();
            subGraphData.functionNames.Clear();
            subGraphData.nodeProperties.Clear();
            subGraphData.isValid = true;

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

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

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

            var outputNode = (SubGraphOutputNode)graph.outputNode;

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

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

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);

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

            subGraphData.requirements = ShaderGraphRequirements.FromNodes(nodes, subGraphData.effectiveShaderStage, false);
            subGraphData.inputs       = graph.properties.ToList();

            foreach (var node in nodes)
            {
                if (node.hasError)
                {
                    subGraphData.isValid = false;
                    registry.ProvideFunction(subGraphData.functionName, sb => { });
                    return;
                }
            }

            foreach (var node in nodes)
            {
                if (node is SubGraphNode subGraphNode)
                {
                    var nestedData = subGraphMap[subGraphNode.subGraphGuid];

                    foreach (var functionName in nestedData.functionNames)
                    {
                        registry.names.Add(functionName);
                    }
                }
                else if (node is IGeneratesFunction generatesFunction)
                {
                    generatesFunction.GenerateNodeFunction(registry, new GraphContext(subGraphData.inputStructName), GenerationMode.ForReals);
                }
            }

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

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

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

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

                // Now generate outputs
                foreach (var output in subGraphData.outputs)
                {
                    arguments.Add($"out {output.concreteValueType.ToString(outputNode.precision)} {output.shaderOutputName}_{output.id}");
                }

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

                // now generate the function
                using (sb.BlockScope())
                {
                    // Just grab the body from the active nodes
                    var bodyGenerator = new ShaderGenerator();
                    foreach (var node in nodes)
                    {
                        if (node is IGeneratesBodyCode)
                        {
                            (node as IGeneratesBodyCode).GenerateNodeCode(bodyGenerator, graphContext, GenerationMode.ForReals);
                        }
                    }

                    foreach (var slot in subGraphData.outputs)
                    {
                        bodyGenerator.AddShaderChunk($"{slot.shaderOutputName}_{slot.id} = {outputNode.GetSlotValue(slot.id, GenerationMode.ForReals)};");
                    }

                    sb.Append(bodyGenerator.GetShaderString(1));
                }
            });

            subGraphData.functionNames.AddRange(registry.names.Distinct());

            var collector = new PropertyCollector();

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

            subGraphData.OnBeforeSerialize();
        }
Exemple #14
0
 public abstract void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode);
Exemple #15
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);
        }
        // TODO: Fix this
        static ShaderGraphVfxAsset GenerateVfxShaderGraphAsset(GraphData graph)
        {
            var target = graph.activeTargets.FirstOrDefault(x => x is VFXTarget) as VFXTarget;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            var shaderProperties = new PropertyCollector();

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

            asset.SetTextureInfos(shaderProperties.GetConfiguredTextures());

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

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

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

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

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

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

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

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

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

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

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



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

            #region Input Struct

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

            #region Requirements

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

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

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

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

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

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

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

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

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

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

            #endregion

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

            #endregion

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

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

                originialPortIds[i] = originalId;
            }

            #region Output Struct

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

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

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

            #endregion

            #region Graph Function

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

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

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

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

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

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

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

            #region Node Code

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

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

            #endregion

            #region Output Mapping

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

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

            #endregion

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

            #endregion

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

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

            asset.SetOutputs(outputMetadatas);

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

            return(asset);
        }
Exemple #17
0
        private static string GetShaderPassFromTemplate(string template, PBRMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions)
        {
            var builder = new ShaderStringBuilder();

            builder.IncreaseIndent();
            builder.IncreaseIndent();
            var vertexInputs               = new ShaderGenerator();
            var surfaceVertexShader        = new ShaderGenerator();
            var surfaceDescriptionFunction = new ShaderGenerator();
            var surfaceDescriptionStruct   = new ShaderGenerator();
            var functionRegistry           = new FunctionRegistry(builder);
            var surfaceInputs              = new ShaderGenerator();

            var shaderProperties = new PropertyCollector();

            surfaceInputs.AddShaderChunk("struct SurfaceInputs{", false);
            surfaceInputs.Indent();

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

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

            var requirements = ShaderGraphRequirements.FromNodes(activeNodeList);

            var modelRequiements = ShaderGraphRequirements.none;

            modelRequiements.requiresNormal    |= NeededCoordinateSpace.World;
            modelRequiements.requiresTangent   |= NeededCoordinateSpace.World;
            modelRequiements.requiresBitangent |= NeededCoordinateSpace.World;
            modelRequiements.requiresPosition  |= NeededCoordinateSpace.World;
            modelRequiements.requiresViewDir   |= NeededCoordinateSpace.World;
            modelRequiements.requiresMeshUVs.Add(UVChannel.UV1);

            GraphUtil.GenerateApplicationVertexInputs(requirements.Union(modelRequiements), vertexInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresNormal, InterpolatorType.Normal, surfaceInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresTangent, InterpolatorType.Tangent, surfaceInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresBitangent, InterpolatorType.BiTangent, surfaceInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresViewDir, InterpolatorType.ViewDirection, surfaceInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresPosition, InterpolatorType.Position, surfaceInputs);

            if (requirements.requiresVertexColor)
            {
                surfaceInputs.AddShaderChunk(string.Format("float4 {0};", ShaderGeneratorNames.VertexColor), false);
            }

            if (requirements.requiresScreenPosition)
            {
                surfaceInputs.AddShaderChunk(string.Format("float4 {0};", ShaderGeneratorNames.ScreenPosition), false);
            }

            foreach (var channel in requirements.requiresMeshUVs.Distinct())
            {
                surfaceInputs.AddShaderChunk(string.Format("half4 {0};", channel.GetUVName()), false);
            }

            surfaceInputs.Deindent();
            surfaceInputs.AddShaderChunk("};", false);

            surfaceVertexShader.AddShaderChunk("GraphVertexInput PopulateVertexData(GraphVertexInput v){", false);
            surfaceVertexShader.Indent();
            surfaceVertexShader.AddShaderChunk("return v;", false);
            surfaceVertexShader.Deindent();
            surfaceVertexShader.AddShaderChunk("}", false);

            var slots = new List <MaterialSlot>();

            foreach (var id in pass.PixelShaderSlots)
            {
                slots.Add(masterNode.FindSlot <MaterialSlot>(id));
            }
            GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, true);

            var usedSlots = new List <MaterialSlot>();

            foreach (var id in pass.PixelShaderSlots)
            {
                usedSlots.Add(masterNode.FindSlot <MaterialSlot>(id));
            }

            GraphUtil.GenerateSurfaceDescription(
                activeNodeList,
                masterNode,
                masterNode.owner as AbstractMaterialGraph,
                surfaceDescriptionFunction,
                functionRegistry,
                shaderProperties,
                requirements,
                mode,
                "PopulateSurfaceData",
                "SurfaceDescription",
                null,
                usedSlots);

            var graph = new ShaderGenerator();

            graph.AddShaderChunk(shaderProperties.GetPropertiesDeclaration(2), false);
            graph.AddShaderChunk(surfaceInputs.GetShaderString(2), false);
            graph.AddShaderChunk(builder.ToString(), false);
            graph.AddShaderChunk(vertexInputs.GetShaderString(2), false);
            graph.AddShaderChunk(surfaceDescriptionStruct.GetShaderString(2), false);
            graph.AddShaderChunk(surfaceVertexShader.GetShaderString(2), false);
            graph.AddShaderChunk(surfaceDescriptionFunction.GetShaderString(2), false);

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

            materialOptions.GetBlend(blendingVisitor);
            materialOptions.GetCull(cullingVisitor);
            materialOptions.GetDepthTest(zTestVisitor);
            materialOptions.GetDepthWrite(zWriteVisitor);

            var interpolators      = new ShaderGenerator();
            var localVertexShader  = new ShaderGenerator();
            var localPixelShader   = new ShaderGenerator();
            var localSurfaceInputs = new ShaderGenerator();
            var surfaceOutputRemap = new ShaderGenerator();

            ShaderGenerator.GenerateStandardTransforms(
                3,
                10,
                interpolators,
                localVertexShader,
                localPixelShader,
                localSurfaceInputs,
                requirements,
                modelRequiements,
                CoordinateSpace.World);

            ShaderGenerator defines = new ShaderGenerator();

            if (masterNode.IsSlotConnected(PBRMasterNode.NormalSlotId))
            {
                defines.AddShaderChunk("#define _NORMALMAP 1", true);
            }

            if (masterNode.model == PBRMasterNode.Model.Specular)
            {
                defines.AddShaderChunk("#define _SPECULAR_SETUP 1", true);
            }

            if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId))
            {
                defines.AddShaderChunk("#define _AlphaClip 1", true);
            }

            if (masterNode.surfaceType == SurfaceType.Transparent && masterNode.alphaMode == AlphaMode.Premultiply)
            {
                defines.AddShaderChunk("#define _ALPHAPREMULTIPLY_ON 1", true);
            }

            var templateLocation = ShaderGenerator.GetTemplatePath(template);

            foreach (var slot in usedSlots)
            {
                surfaceOutputRemap.AddShaderChunk(string.Format("{0} = surf.{0};", slot.shaderOutputName), true);
            }

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

            var subShaderTemplate = File.ReadAllText(templateLocation);
            var resultPass        = subShaderTemplate.Replace("${Defines}", defines.GetShaderString(3));

            resultPass = resultPass.Replace("${Graph}", graph.GetShaderString(3));
            resultPass = resultPass.Replace("${Interpolators}", interpolators.GetShaderString(3));
            resultPass = resultPass.Replace("${VertexShader}", localVertexShader.GetShaderString(3));
            resultPass = resultPass.Replace("${LocalPixelShader}", localPixelShader.GetShaderString(3));
            resultPass = resultPass.Replace("${SurfaceInputs}", localSurfaceInputs.GetShaderString(3));
            resultPass = resultPass.Replace("${SurfaceOutputRemap}", surfaceOutputRemap.GetShaderString(3));

            resultPass = resultPass.Replace("${Tags}", string.Empty);
            resultPass = resultPass.Replace("${Blending}", blendingVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${Culling}", cullingVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${ZTest}", zTestVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${ZWrite}", zWriteVisitor.GetShaderString(2));
            return(resultPass);
        }
Exemple #18
0
        static void ProcessSubGraph(SubGraphAsset asset, GraphData graph)
        {
            var registry = new FunctionRegistry(new ShaderStringBuilder(), true);

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

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

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

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

            var outputNode = graph.outputNode;

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

            outputNode.GetInputSlots(outputSlots);

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

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);

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

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

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

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

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

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

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

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

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

            registry.ProvideFunction(asset.functionName, sb =>
            {
                GenerationUtils.GenerateSurfaceInputStruct(sb, asset.requirements, asset.inputStructName);
                sb.AppendNewLine();

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

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

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

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

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

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

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

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

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

            var collector = new PropertyCollector();

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

                node.CollectShaderProperties(collector, GenerationMode.ForReals);

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

                    prop.OverrideObjectId(namespaceId, nameId + "_ObjectId_" + i);
                    prop.OverrideGuid(namespaceId, nameId + "_Guid_" + i);
                }
            }
            asset.WriteData(graph.properties, graph.keywords, collector.properties, outputSlots, graph.unsupportedTargets);
            outputSlots.Dispose();
        }
        internal static void GenerateSurfaceDescription(
            List <INode> activeNodeList,
            AbstractMaterialNode masterNode,
            AbstractMaterialGraph graph,
            ShaderGenerator surfaceDescriptionFunction,
            FunctionRegistry functionRegistry,
            PropertyCollector shaderProperties,
            ShaderGraphRequirements requirements,
            GenerationMode mode,
            string functionName                    = "PopulateSurfaceData",
            string surfaceDescriptionName          = "SurfaceDescription",
            Vector1ShaderProperty outputIdProperty = null,
            IEnumerable <MaterialSlot> slots       = null)
        {
            if (graph == null)
            {
                return;
            }

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

            graph.CollectShaderProperties(shaderProperties, mode);

            foreach (var activeNode in activeNodeList.OfType <AbstractMaterialNode>())
            {
                if (activeNode is IGeneratesFunction)
                {
                    functionRegistry.builder.currentNode = activeNode;
                    (activeNode as IGeneratesFunction).GenerateNodeFunction(functionRegistry, mode);
                }
                if (activeNode is IGeneratesBodyCode)
                {
                    (activeNode as IGeneratesBodyCode).GenerateNodeCode(surfaceDescriptionFunction, mode);
                }
                if (masterNode == null && activeNode.hasPreview)
                {
                    var outputSlot = activeNode.GetOutputSlots <MaterialSlot>().FirstOrDefault();
                    if (outputSlot != null)
                    {
                        surfaceDescriptionFunction.AddShaderChunk(String.Format("if ({0} == {1}) {{ surface.PreviewOutput = {2}; return surface; }}", outputIdProperty.referenceName, activeNode.tempId.index, ShaderGenerator.AdaptNodeOutputForPreview(activeNode, outputSlot.id, activeNode.GetVariableNameForSlot(outputSlot.id))), false);
                    }
                }

                activeNode.CollectShaderProperties(shaderProperties, mode);
            }
            functionRegistry.builder.currentNode = null;

            if (masterNode != null)
            {
                if (masterNode is IMasterNode)
                {
                    var usedSlots = slots ?? masterNode.GetInputSlots <MaterialSlot>();
                    foreach (var input in usedSlots)
                    {
                        var foundEdges = graph.GetEdges(input.slotReference).ToArray();
                        if (foundEdges.Any())
                        {
                            surfaceDescriptionFunction.AddShaderChunk(string.Format("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(input.shaderOutputName), masterNode.GetSlotValue(input.id, mode)), true);
                        }
                        else
                        {
                            surfaceDescriptionFunction.AddShaderChunk(string.Format("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(input.shaderOutputName), input.GetDefaultValue(mode)), true);
                        }
                    }
                }
                else if (masterNode.hasPreview)
                {
                    foreach (var slot in masterNode.GetOutputSlots <MaterialSlot>())
                    {
                        surfaceDescriptionFunction.AddShaderChunk(string.Format("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(slot.shaderOutputName), masterNode.GetSlotValue(slot.id, mode)), true);
                    }
                }
            }

            surfaceDescriptionFunction.AddShaderChunk("return surface;", false);
            surfaceDescriptionFunction.Deindent();
            surfaceDescriptionFunction.AddShaderChunk("}", false);
        }
 public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
 {
 }
        public static GenerationResults GetShader(this AbstractMaterialGraph graph, AbstractMaterialNode node, GenerationMode mode, string name)
        {
            var  results = new GenerationResults();
            bool isUber  = node == null;

            var vertexInputs = new ShaderGenerator();
            var vertexShader = new ShaderGenerator();
            var surfaceDescriptionFunction = new ShaderGenerator();
            var surfaceDescriptionStruct   = new ShaderGenerator();
            var functionBuilder            = new ShaderStringBuilder();
            var functionRegistry           = new FunctionRegistry(functionBuilder);
            var surfaceInputs = new ShaderGenerator();

            surfaceInputs.AddShaderChunk("struct SurfaceInputs{", false);
            surfaceInputs.Indent();

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

            if (isUber)
            {
                var unmarkedNodes = graph.GetNodes <INode>().Where(x => !(x is IMasterNode)).ToDictionary(x => x.guid);
                while (unmarkedNodes.Any())
                {
                    var unmarkedNode = unmarkedNodes.FirstOrDefault();
                    Visit(activeNodeList, unmarkedNodes, unmarkedNode.Value);
                }
            }
            else
            {
                NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, node);
            }

            var requirements = ShaderGraphRequirements.FromNodes(activeNodeList);

            GenerateApplicationVertexInputs(requirements, vertexInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresNormal, InterpolatorType.Normal, surfaceInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresTangent, InterpolatorType.Tangent, surfaceInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresBitangent, InterpolatorType.BiTangent, surfaceInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresViewDir, InterpolatorType.ViewDirection, surfaceInputs);
            ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresPosition, InterpolatorType.Position, surfaceInputs);

            if (requirements.requiresVertexColor)
            {
                surfaceInputs.AddShaderChunk(String.Format("float4 {0};", ShaderGeneratorNames.VertexColor), false);
            }

            if (requirements.requiresScreenPosition)
            {
                surfaceInputs.AddShaderChunk(String.Format("float4 {0};", ShaderGeneratorNames.ScreenPosition), false);
            }

            results.previewMode = PreviewMode.Preview3D;
            if (!isUber)
            {
                foreach (var pNode in activeNodeList.OfType <AbstractMaterialNode>())
                {
                    if (pNode.previewMode == PreviewMode.Preview3D)
                    {
                        results.previewMode = PreviewMode.Preview3D;
                        break;
                    }
                }
            }

            foreach (var channel in requirements.requiresMeshUVs.Distinct())
            {
                surfaceInputs.AddShaderChunk(String.Format("half4 {0};", channel.GetUVName()), false);
            }

            surfaceInputs.Deindent();
            surfaceInputs.AddShaderChunk("};", false);

            vertexShader.AddShaderChunk("GraphVertexInput PopulateVertexData(GraphVertexInput v){", false);
            vertexShader.Indent();
            vertexShader.AddShaderChunk("return v;", false);
            vertexShader.Deindent();
            vertexShader.AddShaderChunk("}", false);

            var slots = new List <MaterialSlot>();

            foreach (var activeNode in isUber ? activeNodeList.Where(n => ((AbstractMaterialNode)n).hasPreview) : ((INode)node).ToEnumerable())
            {
                if (activeNode is IMasterNode)
                {
                    slots.AddRange(activeNode.GetInputSlots <MaterialSlot>());
                }
                else
                {
                    slots.AddRange(activeNode.GetOutputSlots <MaterialSlot>());
                }
            }
            GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, !isUber);

            var shaderProperties = new PropertyCollector();

            results.outputIdProperty = new Vector1ShaderProperty
            {
                displayName           = "OutputId",
                generatePropertyBlock = false,
                value = -1
            };
            if (isUber)
            {
                shaderProperties.AddShaderProperty(results.outputIdProperty);
            }

            GenerateSurfaceDescription(
                activeNodeList,
                node,
                graph,
                surfaceDescriptionFunction,
                functionRegistry,
                shaderProperties,
                requirements,
                mode,
                outputIdProperty: results.outputIdProperty);

            var finalBuilder = new ShaderStringBuilder();

            finalBuilder.AppendLine(@"Shader ""{0}""", name);
            using (finalBuilder.BlockScope())
            {
                finalBuilder.AppendLine("Properties");
                using (finalBuilder.BlockScope())
                {
                    finalBuilder.AppendLines(shaderProperties.GetPropertiesBlock(0));
                }

                finalBuilder.AppendLine(@"HLSLINCLUDE");
                finalBuilder.AppendLine("#define USE_LEGACY_UNITY_MATRIX_VARIABLES");
                finalBuilder.AppendLine(@"#include ""CoreRP/ShaderLibrary/Common.hlsl""");
                finalBuilder.AppendLine(@"#include ""CoreRP/ShaderLibrary/Packing.hlsl""");
                finalBuilder.AppendLine(@"#include ""CoreRP/ShaderLibrary/Color.hlsl""");
                finalBuilder.AppendLine(@"#include ""CoreRP/ShaderLibrary/UnityInstancing.hlsl""");
                finalBuilder.AppendLine(@"#include ""CoreRP/ShaderLibrary/EntityLighting.hlsl""");
                finalBuilder.AppendLine(@"#include ""ShaderGraphLibrary/ShaderVariables.hlsl""");
                finalBuilder.AppendLine(@"#include ""ShaderGraphLibrary/ShaderVariablesFunctions.hlsl""");
                finalBuilder.AppendLine(@"#include ""ShaderGraphLibrary/Functions.hlsl""");

                finalBuilder.AppendLines(shaderProperties.GetPropertiesDeclaration(0));
                finalBuilder.AppendLines(surfaceInputs.GetShaderString(0));
                finalBuilder.Concat(functionBuilder);
                finalBuilder.AppendLines(vertexInputs.GetShaderString(0));
                finalBuilder.AppendLines(surfaceDescriptionStruct.GetShaderString(0));
                finalBuilder.AppendLines(vertexShader.GetShaderString(0));
                finalBuilder.AppendLines(surfaceDescriptionFunction.GetShaderString(0));
                finalBuilder.AppendLine(@"ENDHLSL");

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

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

            results.shader    = finalBuilder.ToString(out sourceMap);
            results.sourceMap = sourceMap;
            return(results);
        }
        static void ProcessSubGraph(SubGraphAsset asset, GraphData graph)
        {
            var registry = new FunctionRegistry(new ShaderStringBuilder(), true);

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

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

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

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

            var outputNode = (SubGraphOutputNode)graph.outputNode;

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

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

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            var collector = new PropertyCollector();

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

            asset.OnBeforeSerialize();
        }
Exemple #23
0
 public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
 {
     properties.AddShaderProperty(vtProperty);
 }