Esempio n. 1
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_TargetImplementations.Length; i++)
                {
                    TargetSetupContext context = new TargetSetupContext();
                    context.SetMasterNode(m_OutputNode as IMasterNode);

                    // Instead of setup target, we can also just do get context
                    m_TargetImplementations[i].SetupTarget(ref context);
                    GetAssetDependencyPaths(context);
                    GenerateSubShader(i, context.descriptor);
                }

                // Either grab the pipeline default for the active node or the user override
                if (m_OutputNode is ICanChangeShaderGUI canChangeShaderGui)
                {
                    string customEditor = GenerationUtils.FinalCustomEditorString(canChangeShaderGui);

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

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

            m_ConfiguredTextures = shaderProperties.GetConfiguredTexutres();
        }
Esempio n. 2
0
        public static string CurrentPipelinePreferredShaderGUI(IMasterNode masterNode)
        {
            foreach (var target in (masterNode as AbstractMaterialNode).owner.validTargets)
            {
                if (target.IsPipelineCompatible(GraphicsSettings.currentRenderPipeline))
                {
                    var context = new TargetSetupContext();
                    context.SetMasterNode(masterNode);
                    target.Setup(ref context);

                    var defaultShaderGUI = context.defaultShaderGUI;
                    if (!string.IsNullOrEmpty(defaultShaderGUI))
                    {
                        return(defaultShaderGUI);
                    }
                }
            }

            return(null);
        }