コード例 #1
0
 public static void AddAlphaCutoffShaderProperties(PropertyCollector collector, bool alphaCutoff, bool shadowThreshold)
 {
     collector.AddToggleProperty("_AlphaCutoffEnable", alphaCutoff);
     collector.AddFloatProperty(kTransparentSortPriority, kTransparentSortPriority, 0);
     collector.AddToggleProperty("_UseShadowThreshold", shadowThreshold);
 }
コード例 #2
0
        static string GetShaderPassFromTemplate(string template, UnlitMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions)
        {
            // ----------------------------------------------------- //
            //                         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 vertexDescriptionInputStruct = new ShaderStringBuilder(1);
            var vertexDescriptionStruct      = new ShaderStringBuilder(1);
            var vertexDescriptionFunction    = new ShaderStringBuilder(1);

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

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

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

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

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

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

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

            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 vertexRequirements  = ShaderGraphRequirements.FromNodes(vertexNodes, ShaderStageCapability.Vertex, false);
            var pixelRequirements   = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment);
            var surfaceRequirements = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment, false);

            var modelRequiements = ShaderGraphRequirements.none;

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

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

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

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

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

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

            if (masterNode.IsSlotConnected(UnlitMasterNode.AlphaThresholdSlotId))
            {
                defines.AppendLine("#define _AlphaClip 1");
            }

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

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

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

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

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

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

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

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

            GraphUtil.GenerateVertexDescriptionStruct(vertexDescriptionStruct, vertexSlots);

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

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

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

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

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

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

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

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

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

            // -------------------------------------
            // 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            //
            // ----------------------------------------------------- //

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

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

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

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

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

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

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

            var faceSign = new ShaderStringBuilder();

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

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

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

            graph.AppendLine(shaderProperties.GetPropertiesDeclaration(1));

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

            graph.AppendLine(functionBuilder.ToString());

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

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

            graph.AppendLine(vertexInputStruct.ToString());

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

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

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

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

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

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

            return(resultPass);
        }
コード例 #3
0
        static string GetExtraPassesFromTemplate(string template, UnlitMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions)
        {
            // ----------------------------------------------------- //
            //                         SETUP                         //
            // ----------------------------------------------------- //

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

            var dummyBuilder     = new ShaderStringBuilder(0);
            var shaderProperties = new PropertyCollector();
            var functionBuilder  = new ShaderStringBuilder(1);
            var functionRegistry = new FunctionRegistry(functionBuilder);

            var defines = new ShaderStringBuilder(2);
            var graph   = new ShaderStringBuilder(0);

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

            var vertexInputStruct = new ShaderStringBuilder(1);

            var vertexShader            = new ShaderStringBuilder(2);
            var vertexDescriptionInputs = new ShaderStringBuilder(2);

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

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

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

            // -------------------------------------
            // Get requirements

            var vertexRequirements = ShaderGraphRequirements.FromNodes(vertexNodes, ShaderStageCapability.Vertex, false);

            var modelRequiements = ShaderGraphRequirements.none;

            modelRequiements.requiresNormal   |= m_VertexCoordinateSpace;
            modelRequiements.requiresPosition |= m_VertexCoordinateSpace;
            modelRequiements.requiresMeshUVs.Add(UVChannel.UV1);

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

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

            var cullingBuilder = new ShaderStringBuilder(1);

            materialOptions.GetCull(cullingBuilder);

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

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

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

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

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

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

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

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

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

            GraphUtil.GenerateVertexDescriptionStruct(vertexDescriptionStruct, vertexSlots);

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

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

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

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

            GraphUtil.GenerateApplicationVertexInputs(vertexRequirements.Union(modelRequiements), vertexInputStruct);

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

            ShaderGenerator.GenerateStandardTransforms(
                3,
                10,
                dummyBuilder,
                vertexShader,
                vertexDescriptionInputs,
                dummyBuilder,
                dummyBuilder,
                dummyBuilder,
                ShaderGraphRequirements.none,
                ShaderGraphRequirements.none,
                modelRequiements,
                vertexRequirements,
                CoordinateSpace.World);

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

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

            graph.AppendLine(shaderProperties.GetPropertiesDeclaration(1));

            graph.AppendLine(vertexDescriptionInputStruct.ToString());

            graph.AppendLine(functionBuilder.ToString());

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

            graph.AppendLine(vertexInputStruct.ToString());

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

            var resultPass = template.Replace("${Culling}", cullingBuilder.ToString());

            resultPass = resultPass.Replace("${Defines}", defines.ToString());
            resultPass = resultPass.Replace("${Graph}", graph.ToString());
            resultPass = resultPass.Replace("${VertexShader}", vertexShader.ToString());
            resultPass = resultPass.Replace("${VertexShaderDescriptionInputs}", vertexDescriptionInputs.ToString());

            return(resultPass);
        }
コード例 #4
0
 public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
 {
 }
コード例 #5
0
        private static bool GenerateShaderPass(PBRMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions, ShaderGenerator result)
        {
            var templateLocation = Path.Combine(Path.Combine(Path.Combine(HDEditorUtils.GetHDRenderPipelinePath(), "Editor"), "ShaderGraph"), pass.TemplateName);

            if (!File.Exists(templateLocation))
            {
                // TODO: produce error here
                return(false);
            }

            // grab all of the active nodes
            var activeNodeList = ListPool <INode> .Get();

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

            // graph requirements describe what the graph itself requires
            var graphRequirements = ShaderGraphRequirements.FromNodes(activeNodeList, ShaderStageCapability.Fragment);

            ShaderStringBuilder graphNodeFunctions = new ShaderStringBuilder();

            graphNodeFunctions.IncreaseIndent();
            var functionRegistry = new FunctionRegistry(graphNodeFunctions);

            // Build the list of active slots based on what the pass requires
            // TODO: this can be a shared function -- From here through GraphUtil.GenerateSurfaceDescription(..)
            var activeSlots = new List <MaterialSlot>();

            foreach (var id in pass.PixelShaderSlots)
            {
                MaterialSlot slot = masterNode.FindSlot <MaterialSlot>(id);
                if (slot != null)
                {
                    activeSlots.Add(slot);
                }
            }

            // build the graph outputs structure to hold the results of each active slots (and fill out activeFields to indicate they are active)
            string graphInputStructName           = "SurfaceDescriptionInputs";
            string graphOutputStructName          = "SurfaceDescription";
            string graphEvalFunctionName          = "SurfaceDescriptionFunction";
            ShaderStringBuilder graphEvalFunction = new ShaderStringBuilder();
            ShaderStringBuilder graphOutputs      = new ShaderStringBuilder();
            PropertyCollector   graphProperties   = new PropertyCollector();

            // build the graph outputs structure, and populate activeFields with the fields of that structure
            HashSet <string> activeFields = new HashSet <string>();

            GraphUtil.GenerateSurfaceDescriptionStruct(graphOutputs, activeSlots, true);
            //GraphUtil.GenerateSurfaceDescriptionStruct(graphOutputs, activeSlots, true, graphOutputStructName, activeFields);

            // Build the graph evaluation code, to evaluate the specified slots
            GraphUtil.GenerateSurfaceDescriptionFunction(
                activeNodeList,
                masterNode,
                masterNode.owner as AbstractMaterialGraph,
                graphEvalFunction,
                functionRegistry,
                graphProperties,
                graphRequirements,  // TODO : REMOVE UNUSED
                mode,
                graphEvalFunctionName,
                graphOutputStructName,
                null,
                activeSlots,
                graphInputStructName);

            var blendCode     = new ShaderStringBuilder();
            var cullCode      = new ShaderStringBuilder();
            var zTestCode     = new ShaderStringBuilder();
            var zWriteCode    = new ShaderStringBuilder();
            var stencilCode   = new ShaderStringBuilder();
            var colorMaskCode = new ShaderStringBuilder();

            HDSubShaderUtilities.BuildRenderStatesFromPassAndMaterialOptions(pass, materialOptions, blendCode, cullCode, zTestCode, zWriteCode, stencilCode, colorMaskCode);

            if (masterNode.twoSided.isOn)
            {
                activeFields.Add("DoubleSided");
                if (pass.ShaderPassName != "SHADERPASS_VELOCITY")   // HACK to get around lack of a good interpolator dependency system
                {                                                   // we need to be able to build interpolators using multiple input structs
                                                                    // also: should only require isFrontFace if Normals are required...
                    activeFields.Add("DoubleSided.Mirror");         // TODO: change this depending on what kind of normal flip you want..
                    activeFields.Add("FragInputs.isFrontFace");     // will need this for determining normal flip mode
                }
            }

            if (pass.PixelShaderSlots != null)
            {
                foreach (var slotId in pass.PixelShaderSlots)
                {
                    var slot = masterNode.FindSlot <MaterialSlot>(slotId);
                    if (slot != null)
                    {
                        var rawSlotName    = slot.RawDisplayName().ToString();
                        var descriptionVar = string.Format("{0}.{1}", graphOutputStructName, rawSlotName);
                        activeFields.Add(descriptionVar);
                    }
                }
            }

            var packedInterpolatorCode = new ShaderGenerator();
            var graphInputs            = new ShaderGenerator();

            HDRPShaderStructs.Generate(
                packedInterpolatorCode,
                graphInputs,
                graphRequirements,
                pass.RequiredFields,
                CoordinateSpace.World,
                activeFields);

            // debug output all active fields
            var interpolatorDefines = new ShaderGenerator();
            {
                interpolatorDefines.AddShaderChunk("// ACTIVE FIELDS:");
                foreach (string f in activeFields)
                {
                    interpolatorDefines.AddShaderChunk("//   " + f);
                }
            }

            ShaderGenerator defines = new ShaderGenerator();
            {
                defines.AddShaderChunk(string.Format("#define SHADERPASS {0}", pass.ShaderPassName), true);
                if (pass.ExtraDefines != null)
                {
                    foreach (var define in pass.ExtraDefines)
                    {
                        defines.AddShaderChunk(define);
                    }
                }
                defines.AddGenerator(interpolatorDefines);
            }

            var shaderPassIncludes = new ShaderGenerator();

            if (pass.Includes != null)
            {
                foreach (var include in pass.Includes)
                {
                    shaderPassIncludes.AddShaderChunk(include);
                }
            }


            // build graph code
            var graph = new ShaderGenerator();

            graph.AddShaderChunk("// Graph Inputs");
            graph.Indent();
            graph.AddGenerator(graphInputs);
            graph.Deindent();
            graph.AddShaderChunk("// Graph Outputs");
            graph.Indent();
            graph.AddShaderChunk(graphOutputs.ToString());
            //graph.AddGenerator(graphOutputs);
            graph.Deindent();
            graph.AddShaderChunk("// Graph Properties (uniform inputs)");
            graph.AddShaderChunk(graphProperties.GetPropertiesDeclaration(1));
            graph.AddShaderChunk("// Graph Node Functions");
            graph.AddShaderChunk(graphNodeFunctions.ToString());
            graph.AddShaderChunk("// Graph Evaluation");
            graph.Indent();
            graph.AddShaderChunk(graphEvalFunction.ToString());
            //graph.AddGenerator(graphEvalFunction);
            graph.Deindent();

            // build the hash table of all named fragments      TODO: could make this Dictionary<string, ShaderGenerator / string>  ?
            Dictionary <string, string> namedFragments = new Dictionary <string, string>();

            namedFragments.Add("${Defines}", defines.GetShaderString(2, false));
            namedFragments.Add("${Graph}", graph.GetShaderString(2, false));
            namedFragments.Add("${LightMode}", pass.LightMode);
            namedFragments.Add("${PassName}", pass.Name);
            namedFragments.Add("${Includes}", shaderPassIncludes.GetShaderString(2, false));
            namedFragments.Add("${InterpolatorPacking}", packedInterpolatorCode.GetShaderString(2, false));
            namedFragments.Add("${Blending}", blendCode.ToString());
            namedFragments.Add("${Culling}", cullCode.ToString());
            namedFragments.Add("${ZTest}", zTestCode.ToString());
            namedFragments.Add("${ZWrite}", zWriteCode.ToString());
            namedFragments.Add("${Stencil}", stencilCode.ToString());
            namedFragments.Add("${ColorMask}", colorMaskCode.ToString());
            namedFragments.Add("${LOD}", materialOptions.lod.ToString());
            namedFragments.Add("${VariantDefines}", GetVariantDefines(masterNode));

            // process the template to generate the shader code for this pass   TODO: could make this a shared function
            string[] templateLines            = File.ReadAllLines(templateLocation);
            System.Text.StringBuilder builder = new System.Text.StringBuilder();
            foreach (string line in templateLines)
            {
                ShaderSpliceUtil.PreprocessShaderCode(line, activeFields, namedFragments, builder);
                builder.AppendLine();
            }

            result.AddShaderChunk(builder.ToString(), false);

            return(true);
        }
コード例 #6
0
        public static bool GenerateShaderPass(AbstractMaterialNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions, HashSet <string> activeFields, ShaderGenerator result, List <string> sourceAssetDependencyPaths, bool vertexActive)
        {
            string templatePath     = Path.Combine(HDUtils.GetHDRenderPipelinePath(), "Editor/Material");
            string templateLocation = Path.Combine(Path.Combine(Path.Combine(templatePath, pass.MaterialName), "ShaderGraph"), pass.TemplateName);

            if (!File.Exists(templateLocation))
            {
                // TODO: produce error here
                Debug.LogError("Template not found: " + templateLocation);
                return(false);
            }

            bool debugOutput = false;

            // grab all of the active nodes (for pixel and vertex graphs)
            var vertexNodes = ListPool <INode> .Get();

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

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

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

            // graph requirements describe what the graph itself requires
            var pixelRequirements  = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment, false);  // TODO: is ShaderStageCapability.Fragment correct?
            var vertexRequirements = ShaderGraphRequirements.FromNodes(vertexNodes, ShaderStageCapability.Vertex, false);
            var graphRequirements  = pixelRequirements.Union(vertexRequirements);

            // Function Registry tracks functions to remove duplicates, it wraps a string builder that stores the combined function string
            ShaderStringBuilder graphNodeFunctions = new ShaderStringBuilder();

            graphNodeFunctions.IncreaseIndent();
            var functionRegistry = new FunctionRegistry(graphNodeFunctions);

            // TODO: this can be a shared function for all HDRP master nodes -- From here through GraphUtil.GenerateSurfaceDescription(..)

            // Build the list of active slots based on what the pass requires
            var pixelSlots  = HDSubShaderUtilities.FindMaterialSlotsOnNode(pass.PixelShaderSlots, masterNode);
            var vertexSlots = HDSubShaderUtilities.FindMaterialSlotsOnNode(pass.VertexShaderSlots, masterNode);

            // properties used by either pixel and vertex shader
            PropertyCollector sharedProperties = new PropertyCollector();

            // build the graph outputs structure to hold the results of each active slots (and fill out activeFields to indicate they are active)
            string pixelGraphInputStructName           = "SurfaceDescriptionInputs";
            string pixelGraphOutputStructName          = "SurfaceDescription";
            string pixelGraphEvalFunctionName          = "SurfaceDescriptionFunction";
            ShaderStringBuilder pixelGraphEvalFunction = new ShaderStringBuilder();
            ShaderStringBuilder pixelGraphOutputs      = new ShaderStringBuilder();

            // build initial requirements
            HDRPShaderStructs.AddActiveFieldsFromPixelGraphRequirements(activeFields, pixelRequirements);

            // build the graph outputs structure, and populate activeFields with the fields of that structure
            GraphUtil.GenerateSurfaceDescriptionStruct(pixelGraphOutputs, pixelSlots, true, pixelGraphOutputStructName, activeFields);

            // Build the graph evaluation code, to evaluate the specified slots
            GraphUtil.GenerateSurfaceDescriptionFunction(
                pixelNodes,
                masterNode,
                masterNode.owner as AbstractMaterialGraph,
                pixelGraphEvalFunction,
                functionRegistry,
                sharedProperties,
                pixelRequirements,  // TODO : REMOVE UNUSED
                mode,
                pixelGraphEvalFunctionName,
                pixelGraphOutputStructName,
                null,
                pixelSlots,
                pixelGraphInputStructName);

            string vertexGraphInputStructName           = "VertexDescriptionInputs";
            string vertexGraphOutputStructName          = "VertexDescription";
            string vertexGraphEvalFunctionName          = "VertexDescriptionFunction";
            ShaderStringBuilder vertexGraphEvalFunction = new ShaderStringBuilder();
            ShaderStringBuilder vertexGraphOutputs      = new ShaderStringBuilder();

            // check for vertex animation -- enables HAVE_VERTEX_MODIFICATION
            if (vertexActive)
            {
                vertexActive = true;
                activeFields.Add("features.modifyMesh");
                HDRPShaderStructs.AddActiveFieldsFromVertexGraphRequirements(activeFields, vertexRequirements);

                // -------------------------------------
                // Generate Output structure for Vertex Description function
                GraphUtil.GenerateVertexDescriptionStruct(vertexGraphOutputs, vertexSlots, vertexGraphOutputStructName, activeFields);

                // -------------------------------------
                // Generate Vertex Description function
                GraphUtil.GenerateVertexDescriptionFunction(
                    masterNode.owner as AbstractMaterialGraph,
                    vertexGraphEvalFunction,
                    functionRegistry,
                    sharedProperties,
                    mode,
                    vertexNodes,
                    vertexSlots,
                    vertexGraphInputStructName,
                    vertexGraphEvalFunctionName,
                    vertexGraphOutputStructName);
            }

            var blendCode     = new ShaderStringBuilder();
            var cullCode      = new ShaderStringBuilder();
            var zTestCode     = new ShaderStringBuilder();
            var zWriteCode    = new ShaderStringBuilder();
            var zClipCode     = new ShaderStringBuilder();
            var stencilCode   = new ShaderStringBuilder();
            var colorMaskCode = new ShaderStringBuilder();

            HDSubShaderUtilities.BuildRenderStatesFromPassAndMaterialOptions(pass, materialOptions, blendCode, cullCode, zTestCode, zWriteCode, zClipCode, stencilCode, colorMaskCode);

            HDRPShaderStructs.AddRequiredFields(pass.RequiredFields, activeFields);

            // propagate active field requirements using dependencies
            ShaderSpliceUtil.ApplyDependencies(
                activeFields,
                new List <Dependency[]>()
            {
                HDRPShaderStructs.FragInputs.dependencies,
                HDRPShaderStructs.VaryingsMeshToPS.standardDependencies,
                HDRPShaderStructs.SurfaceDescriptionInputs.dependencies,
                HDRPShaderStructs.VertexDescriptionInputs.dependencies
            });

            // debug output all active fields
            var interpolatorDefines = new ShaderGenerator();

            if (debugOutput)
            {
                interpolatorDefines.AddShaderChunk("// ACTIVE FIELDS:");
                foreach (string f in activeFields)
                {
                    interpolatorDefines.AddShaderChunk("//   " + f);
                }
            }

            // build graph inputs structures
            ShaderGenerator pixelGraphInputs = new ShaderGenerator();

            ShaderSpliceUtil.BuildType(typeof(HDRPShaderStructs.SurfaceDescriptionInputs), activeFields, pixelGraphInputs);
            ShaderGenerator vertexGraphInputs = new ShaderGenerator();

            ShaderSpliceUtil.BuildType(typeof(HDRPShaderStructs.VertexDescriptionInputs), activeFields, vertexGraphInputs);

            ShaderGenerator defines = new ShaderGenerator();
            {
                defines.AddShaderChunk(string.Format("#define SHADERPASS {0}", pass.ShaderPassName), true);
                if (pass.ExtraDefines != null)
                {
                    foreach (var define in pass.ExtraDefines)
                    {
                        defines.AddShaderChunk(define);
                    }
                }
                if (graphRequirements.requiresDepthTexture)
                {
                    defines.AddShaderChunk("#define REQUIRE_DEPTH_TEXTURE");
                }
                defines.AddGenerator(interpolatorDefines);
            }

            var shaderPassIncludes = new ShaderGenerator();

            if (pass.Includes != null)
            {
                foreach (var include in pass.Includes)
                {
                    shaderPassIncludes.AddShaderChunk(include);
                }
            }


            // build graph code
            var graph = new ShaderGenerator();
            {
                graph.AddShaderChunk("// Shared Graph Properties (uniform inputs)");
                graph.AddShaderChunk(sharedProperties.GetPropertiesDeclaration(1));

                if (vertexActive)
                {
                    graph.AddShaderChunk("// Vertex Graph Inputs");
                    graph.Indent();
                    graph.AddGenerator(vertexGraphInputs);
                    graph.Deindent();
                    graph.AddShaderChunk("// Vertex Graph Outputs");
                    graph.Indent();
                    graph.AddShaderChunk(vertexGraphOutputs.ToString());
                    graph.Deindent();
                }

                graph.AddShaderChunk("// Pixel Graph Inputs");
                graph.Indent();
                graph.AddGenerator(pixelGraphInputs);
                graph.Deindent();
                graph.AddShaderChunk("// Pixel Graph Outputs");
                graph.Indent();
                graph.AddShaderChunk(pixelGraphOutputs.ToString());
                graph.Deindent();

                graph.AddShaderChunk("// Shared Graph Node Functions");
                graph.AddShaderChunk(graphNodeFunctions.ToString());

                if (vertexActive)
                {
                    graph.AddShaderChunk("// Vertex Graph Evaluation");
                    graph.Indent();
                    graph.AddShaderChunk(vertexGraphEvalFunction.ToString());
                    graph.Deindent();
                }

                graph.AddShaderChunk("// Pixel Graph Evaluation");
                graph.Indent();
                graph.AddShaderChunk(pixelGraphEvalFunction.ToString());
                graph.Deindent();
            }

            // build the hash table of all named fragments      TODO: could make this Dictionary<string, ShaderGenerator / string>  ?
            Dictionary <string, string> namedFragments = new Dictionary <string, string>();

            namedFragments.Add("Defines", defines.GetShaderString(2, false));
            namedFragments.Add("Graph", graph.GetShaderString(2, false));
            namedFragments.Add("LightMode", pass.LightMode);
            namedFragments.Add("PassName", pass.Name);
            namedFragments.Add("Includes", shaderPassIncludes.GetShaderString(2, false));
            namedFragments.Add("Blending", blendCode.ToString());
            namedFragments.Add("Culling", cullCode.ToString());
            namedFragments.Add("ZTest", zTestCode.ToString());
            namedFragments.Add("ZWrite", zWriteCode.ToString());
            namedFragments.Add("ZClip", zClipCode.ToString());
            namedFragments.Add("Stencil", stencilCode.ToString());
            namedFragments.Add("ColorMask", colorMaskCode.ToString());
            namedFragments.Add("LOD", materialOptions.lod.ToString());

            // this is the format string for building the 'C# qualified assembly type names' for $buildType() commands
            string buildTypeAssemblyNameFormat = "UnityEditor.Experimental.Rendering.HDPipeline.HDRPShaderStructs+{0}, " + typeof(HDSubShaderUtilities).Assembly.FullName.ToString();

            string sharedTemplatePath = Path.Combine(Path.Combine(HDUtils.GetHDRenderPipelinePath(), "Editor"), "ShaderGraph");

            // process the template to generate the shader code for this pass
            ShaderSpliceUtil.TemplatePreprocessor templatePreprocessor =
                new ShaderSpliceUtil.TemplatePreprocessor(activeFields, namedFragments, debugOutput, sharedTemplatePath, sourceAssetDependencyPaths, buildTypeAssemblyNameFormat);

            templatePreprocessor.ProcessTemplateFile(templateLocation);

            result.AddShaderChunk(templatePreprocessor.GetShaderCode().ToString(), false);

            return(true);
        }
コード例 #7
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         = "Packages/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);
        }
コード例 #8
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 = 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);
        }
        static string GetShaderPassFromTemplate(string template, IMasterNode iMasterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions)
        {
            // ----------------------------------------------------- //
            //                         SETUP                         //
            // ----------------------------------------------------- //

            AbstractMaterialNode masterNode = iMasterNode as AbstractMaterialNode;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            pass.OnGeneratePass(iMasterNode, graphRequirements);

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

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

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

            masterNode.owner.CollectShaderKeywords(shaderKeywords, mode);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            GraphUtil.GenerateVertexDescriptionStruct(vertexDescriptionStruct, vertexSlots);

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

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

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

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

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

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

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

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

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

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

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

            GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, pixelSlots);

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

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

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

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

            shaderKeywords.GetKeywordsDeclaration(shaderKeywordDeclarations, mode);

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

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

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

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

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

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

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

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

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

            var faceSign = new ShaderStringBuilder();

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

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

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

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

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

            graph.AppendLine(functionBuilder.ToString());

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

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

            graph.AppendLine(vertexInputStruct.ToString());

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

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

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

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

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

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

            return(resultPass);
        }
コード例 #10
0
        static string GetShaderPassFromTemplate(bool isColorPass, string template, SpriteLitMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions)
        {
            // ----------------------------------------------------- //
            //                         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 vertexDescriptionInputStruct = new ShaderStringBuilder(1);
            var vertexDescriptionStruct      = new ShaderStringBuilder(1);
            var vertexDescriptionFunction    = new ShaderStringBuilder(1);

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

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

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

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

            // -------------------------------------
            // Get Slot and Node lists per stage
            var vertexSlots = pass.VertexShaderSlots.Select(masterNode.FindSlot <MaterialSlot>).ToList();
            var vertexNodes = ListPool <AbstractMaterialNode> .Get();

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

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

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

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

            var modelRequiements = ShaderGraphRequirements.none;

            modelRequiements.requiresVertexColor = true;

            if (isColorPass)
            {
                modelRequiements.requiresMeshUVs = new List <UVChannel>()
                {
                    UVChannel.UV0
                };
            }

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

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

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

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


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

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

            vertexDescriptionInputStruct.AppendLine("struct VertexDescriptionInputs");
            using (vertexDescriptionInputStruct.BlockSemicolonScope())
            {
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(NeededCoordinateSpace.Tangent, InterpolatorType.Normal, vertexDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresPosition, InterpolatorType.Position, vertexDescriptionInputStruct);

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


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

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

            GraphUtil.GenerateVertexDescriptionStruct(vertexDescriptionStruct, vertexSlots);

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

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

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

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

            surfaceDescriptionInputStruct.AppendLine("struct SurfaceDescriptionInputs");
            using (surfaceDescriptionInputStruct.BlockSemicolonScope())
            {
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(NeededCoordinateSpace.Tangent, InterpolatorType.Normal, surfaceDescriptionInputStruct);

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

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

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

            GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, pixelSlots);

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

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

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

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

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

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

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


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

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

            graph.AppendLine(shaderProperties.GetPropertiesDeclaration(1, mode));

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

            graph.AppendLine(functionBuilder.ToString());

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

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

            graph.AppendLine(vertexInputStruct.ToString());

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

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

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

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

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

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

            return(resultPass);
        }
コード例 #11
0
 public static void AddRayTracingProperty(PropertyCollector collector, bool isRayTracing)
 {
     collector.AddToggleProperty("_RayTracing", isRayTracing, HLSLDeclaration.UnityPerMaterial);
 }
コード例 #12
0
        public static void AddBlendingStatesShaderProperties(
            PropertyCollector collector, SurfaceType surface, BlendMode blend, int sortingPriority,
            bool alphaToMask, bool transparentZWrite, TransparentCullMode transparentCullMode,
            OpaqueCullMode opaqueCullMode, CompareFunction zTest,
            bool backThenFrontRendering, bool fogOnTransparent)
        {
            collector.AddFloatProperty("_SurfaceType", (int)surface);
            collector.AddFloatProperty("_BlendMode", (int)blend, HLSLDeclaration.UnityPerMaterial);

            // All these properties values will be patched with the material keyword update
            collector.AddFloatProperty("_SrcBlend", 1.0f);
            collector.AddFloatProperty("_DstBlend", 0.0f);
            collector.AddFloatProperty("_AlphaSrcBlend", 1.0f);
            collector.AddFloatProperty("_AlphaDstBlend", 0.0f);
            collector.AddToggleProperty("_AlphaToMask", alphaToMask);
            collector.AddToggleProperty("_AlphaToMaskInspectorValue", alphaToMask);
            collector.AddToggleProperty(kZWrite, (surface == SurfaceType.Transparent) ? transparentZWrite : true);
            collector.AddToggleProperty(kTransparentZWrite, transparentZWrite);
            collector.AddFloatProperty("_CullMode", (int)CullMode.Back);
            collector.AddIntProperty(kTransparentSortPriority, sortingPriority);
            collector.AddToggleProperty(kEnableFogOnTransparent, fogOnTransparent);
            collector.AddFloatProperty("_CullModeForward", (int)CullMode.Back);
            collector.AddShaderProperty(new Vector1ShaderProperty
            {
                overrideReferenceName = kTransparentCullMode,
                floatType             = FloatType.Enum,
                value      = (int)transparentCullMode,
                enumNames  = { "Front", "Back" },
                enumValues = { (int)TransparentCullMode.Front, (int)TransparentCullMode.Back },
                hidden     = true,
                overrideHLSLDeclaration = true,
                hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare,
            });
            collector.AddShaderProperty(new Vector1ShaderProperty
            {
                overrideReferenceName = kOpaqueCullMode,
                floatType             = FloatType.Enum,
                value                   = (int)opaqueCullMode,
                enumType                = EnumType.CSharpEnum,
                cSharpEnumType          = typeof(OpaqueCullMode),
                hidden                  = true,
                overrideHLSLDeclaration = true,
                hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare,
            });

            // Add ZTest properties:
            collector.AddIntProperty("_ZTestDepthEqualForOpaque", (int)CompareFunction.LessEqual);
            collector.AddShaderProperty(new Vector1ShaderProperty
            {
                overrideReferenceName = kZTestTransparent,
                floatType             = FloatType.Enum,
                value                   = (int)zTest,
                enumType                = EnumType.CSharpEnum,
                cSharpEnumType          = typeof(CompareFunction),
                hidden                  = true,
                overrideHLSLDeclaration = true,
                hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare,
            });

            collector.AddToggleProperty(kTransparentBackfaceEnable, backThenFrontRendering);
        }
コード例 #13
0
        private static bool GenerateShaderPass(CustomRenderTextureNode masterNode, GenerationMode mode, ShaderGenerator result, List <string> sourceAssetDependencyPaths)
        {
            string templateLocation = Path.Combine(
                HDUtils.GetHDRenderPipelinePath(),
                "Editor",
                "CustomRenderTextureShaderGraph",
                "CustomRenderTexturePass.template");

            if (!File.Exists(templateLocation))
            {
                Debug.LogError("Template not found: " + templateLocation);
                return(false);
            }

            var activeFields = new HashSet <string>()
            {
                "uv0"
            };

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

            NodeUtils.DepthFirstCollectNodesFromNode(pixelNodes, masterNode, NodeUtils.IncludeSelf.Include, CustomRenderTextureNode.AllSlots);

            var pixelRequirements = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment, false);

            var graphNodeFunctions = new ShaderStringBuilder();

            graphNodeFunctions.IncreaseIndent();
            var functionRegistry = new FunctionRegistry(graphNodeFunctions);

            var pixelSlots = HDSubShaderUtilities.FindMaterialSlotsOnNode(CustomRenderTextureNode.AllSlots, masterNode);

            // build the graph outputs structure to hold the results of each active slots (and fill out activeFields to indicate they are active)
            string pixelGraphInputStructName  = "SurfaceDescriptionInputs";
            string pixelGraphOutputStructName = "SurfaceDescriptionOutputs";
            string pixelGraphEvalFunctionName = "SurfaceDescriptionFunction";

            var sharedProperties       = new PropertyCollector();
            var pixelGraphEvalFunction = new ShaderStringBuilder();

            // Build the graph evaluation code, to evaluate the specified slots
            GraphUtil.GenerateSurfaceDescriptionFunction(
                pixelNodes,
                masterNode,
                masterNode.owner as GraphData,
                pixelGraphEvalFunction,
                functionRegistry,
                sharedProperties,
                pixelRequirements,
                mode,
                pixelGraphEvalFunctionName,
                pixelGraphOutputStructName,
                null,
                pixelSlots,
                pixelGraphInputStructName);

            // build graph inputs structures
            ShaderGenerator pixelGraphInputs = new ShaderGenerator();

            ShaderSpliceUtil.BuildType(typeof(HDRPShaderStructs.SurfaceDescriptionInputs), activeFields, pixelGraphInputs);

            // build graph code
            var graph = new ShaderGenerator();
            {
                graph.AddShaderChunk("// Shared Graph Properties (uniform inputs)");
                graph.AddShaderChunk(sharedProperties.GetPropertiesDeclaration(1, mode));

                graph.AddShaderChunk("// Shared Graph Node Functions");
                graph.AddShaderChunk(graphNodeFunctions.ToString());

                graph.AddShaderChunk("// Pixel Graph Evaluation");
                graph.Indent();
                graph.AddShaderChunk(pixelGraphEvalFunction.ToString());
                graph.Deindent();
            }

            var namedFragments = new Dictionary <string, string>()
            {
                { "Graph", graph.GetShaderString(2, false) },
            };

            string sharedTemplatePath = Path.Combine(HDUtils.GetHDRenderPipelinePath(), "Editor", "ShaderGraph");

            string buildTypeAssemblyNameFormat = "UnityEditor.Experimental.Rendering.HDPipeline.HDRPShaderStructs+{0}, " + typeof(HDSubShaderUtilities).Assembly.FullName.ToString();

            var templatePreprocessor =
                new ShaderSpliceUtil.TemplatePreprocessor(activeFields, namedFragments, false, sharedTemplatePath, sourceAssetDependencyPaths, buildTypeAssemblyNameFormat);

            templatePreprocessor.ProcessTemplateFile(templateLocation);

            result.AddShaderChunk(templatePreprocessor.GetShaderCode().ToString(), false);

            return(true);
        }
コード例 #14
0
 public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
 {
     throw new NotImplementedException();
 }
コード例 #15
0
 public static void AddRayTracingProperty(PropertyCollector collector, bool isRayTracing)
 {
     collector.AddToggleProperty("_RayTracing", isRayTracing);
 }
コード例 #16
0
        public static bool GenerateShaderPass(AbstractMaterialNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions, HashSet <string> activeFields, ShaderGenerator result, List <string> sourceAssetDependencyPaths)
        {
            var templateLocation = Path.Combine(Path.Combine(Path.Combine(HDEditorUtils.GetHDRenderPipelinePath(), "Editor"), "ShaderGraph"), pass.TemplateName);

            if (!File.Exists(templateLocation))
            {
                // TODO: produce error here
                return(false);
            }

            bool debugOutput = false;

            if (sourceAssetDependencyPaths != null)
            {
                sourceAssetDependencyPaths.Add(templateLocation);
            }

            // grab all of the active nodes (for pixel and vertex graphs)
            var vertexNodes = ListPool <INode> .Get();

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

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

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

            // graph requirements describe what the graph itself requires
            var pixelRequirements  = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment, false);  // TODO: is ShaderStageCapability.Fragment correct?
            var vertexRequirements = ShaderGraphRequirements.FromNodes(vertexNodes, ShaderStageCapability.Vertex, false);

            // Function Registry tracks functions to remove duplicates, it wraps a string builder that stores the combined function string
            ShaderStringBuilder graphNodeFunctions = new ShaderStringBuilder();

            graphNodeFunctions.IncreaseIndent();
            var functionRegistry = new FunctionRegistry(graphNodeFunctions);

            // TODO: this can be a shared function for all HDRP master nodes -- From here through GraphUtil.GenerateSurfaceDescription(..)

            // Build the list of active slots based on what the pass requires
            var pixelSlots  = HDSubShaderUtilities.FindMaterialSlotsOnNode(pass.PixelShaderSlots, masterNode);
            var vertexSlots = HDSubShaderUtilities.FindMaterialSlotsOnNode(pass.VertexShaderSlots, masterNode);

            // properties used by either pixel and vertex shader
            PropertyCollector sharedProperties = new PropertyCollector();

            // build the graph outputs structure to hold the results of each active slots (and fill out activeFields to indicate they are active)
            string pixelGraphInputStructName           = "SurfaceDescriptionInputs";
            string pixelGraphOutputStructName          = "SurfaceDescription";
            string pixelGraphEvalFunctionName          = "SurfaceDescriptionFunction";
            ShaderStringBuilder pixelGraphEvalFunction = new ShaderStringBuilder();
            ShaderStringBuilder pixelGraphOutputs      = new ShaderStringBuilder();

            // build initial requirements
            HDRPShaderStructs.AddActiveFieldsFromPixelGraphRequirements(activeFields, pixelRequirements);

            // build the graph outputs structure, and populate activeFields with the fields of that structure
            GraphUtil.GenerateSurfaceDescriptionStruct(pixelGraphOutputs, pixelSlots, true, pixelGraphOutputStructName, activeFields);

            // Build the graph evaluation code, to evaluate the specified slots
            GraphUtil.GenerateSurfaceDescriptionFunction(
                pixelNodes,
                masterNode,
                masterNode.owner as AbstractMaterialGraph,
                pixelGraphEvalFunction,
                functionRegistry,
                sharedProperties,
                pixelRequirements,  // TODO : REMOVE UNUSED
                mode,
                pixelGraphEvalFunctionName,
                pixelGraphOutputStructName,
                null,
                pixelSlots,
                pixelGraphInputStructName);

            string vertexGraphInputStructName           = "VertexDescriptionInputs";
            string vertexGraphOutputStructName          = "VertexDescription";
            string vertexGraphEvalFunctionName          = "VertexDescriptionFunction";
            ShaderStringBuilder vertexGraphEvalFunction = new ShaderStringBuilder();
            ShaderStringBuilder vertexGraphOutputs      = new ShaderStringBuilder();

            // check for vertex animation -- enables HAVE_VERTEX_MODIFICATION
            bool vertexActive = false;

            if (masterNode.IsSlotConnected(PBRMasterNode.PositionSlotId))
            {
                vertexActive = true;
                activeFields.Add("features.modifyMesh");
                HDRPShaderStructs.AddActiveFieldsFromVertexGraphRequirements(activeFields, vertexRequirements);

                // -------------------------------------
                // Generate Output structure for Vertex Description function
                GraphUtil.GenerateVertexDescriptionStruct(vertexGraphOutputs, vertexSlots, vertexGraphOutputStructName, activeFields);

                // -------------------------------------
                // Generate Vertex Description function
                GraphUtil.GenerateVertexDescriptionFunction(
                    masterNode.owner as AbstractMaterialGraph,
                    vertexGraphEvalFunction,
                    functionRegistry,
                    sharedProperties,
                    mode,
                    vertexNodes,
                    vertexSlots,
                    vertexGraphInputStructName,
                    vertexGraphEvalFunctionName,
                    vertexGraphOutputStructName);
            }

            var blendCode     = new ShaderStringBuilder();
            var cullCode      = new ShaderStringBuilder();
            var zTestCode     = new ShaderStringBuilder();
            var zWriteCode    = new ShaderStringBuilder();
            var stencilCode   = new ShaderStringBuilder();
            var colorMaskCode = new ShaderStringBuilder();

            HDSubShaderUtilities.BuildRenderStatesFromPassAndMaterialOptions(pass, materialOptions, blendCode, cullCode, zTestCode, zWriteCode, stencilCode, colorMaskCode);

            HDRPShaderStructs.AddRequiredFields(pass.RequiredFields, activeFields);

            // apply dependencies to the active fields, and build interpolators (TODO: split this function)
            var packedInterpolatorCode = new ShaderGenerator();

            HDRPShaderStructs.Generate(
                packedInterpolatorCode,
                activeFields);

            // debug output all active fields
            var interpolatorDefines = new ShaderGenerator();

            if (debugOutput)
            {
                interpolatorDefines.AddShaderChunk("// ACTIVE FIELDS:");
                foreach (string f in activeFields)
                {
                    interpolatorDefines.AddShaderChunk("//   " + f);
                }
            }

            // build graph inputs structures
            ShaderGenerator pixelGraphInputs = new ShaderGenerator();

            ShaderSpliceUtil.BuildType(typeof(HDRPShaderStructs.SurfaceDescriptionInputs), activeFields, pixelGraphInputs);
            ShaderGenerator vertexGraphInputs = new ShaderGenerator();

            ShaderSpliceUtil.BuildType(typeof(HDRPShaderStructs.VertexDescriptionInputs), activeFields, vertexGraphInputs);

            ShaderGenerator defines = new ShaderGenerator();
            {
                defines.AddShaderChunk(string.Format("#define SHADERPASS {0}", pass.ShaderPassName), true);
                if (pass.ExtraDefines != null)
                {
                    foreach (var define in pass.ExtraDefines)
                    {
                        defines.AddShaderChunk(define);
                    }
                }
                defines.AddGenerator(interpolatorDefines);
            }

            var shaderPassIncludes = new ShaderGenerator();

            if (pass.Includes != null)
            {
                foreach (var include in pass.Includes)
                {
                    shaderPassIncludes.AddShaderChunk(include);
                }
            }


            // build graph code
            var graph = new ShaderGenerator();
            {
                graph.AddShaderChunk("// Shared Graph Properties (uniform inputs)");
                graph.AddShaderChunk(sharedProperties.GetPropertiesDeclaration(1));

                if (vertexActive)
                {
                    graph.AddShaderChunk("// Vertex Graph Inputs");
                    graph.Indent();
                    graph.AddGenerator(vertexGraphInputs);
                    graph.Deindent();
                    graph.AddShaderChunk("// Vertex Graph Outputs");
                    graph.Indent();
                    graph.AddShaderChunk(vertexGraphOutputs.ToString());
                    graph.Deindent();
                }

                graph.AddShaderChunk("// Pixel Graph Inputs");
                graph.Indent();
                graph.AddGenerator(pixelGraphInputs);
                graph.Deindent();
                graph.AddShaderChunk("// Pixel Graph Outputs");
                graph.Indent();
                graph.AddShaderChunk(pixelGraphOutputs.ToString());
                graph.Deindent();

                graph.AddShaderChunk("// Shared Graph Node Functions");
                graph.AddShaderChunk(graphNodeFunctions.ToString());

                if (vertexActive)
                {
                    graph.AddShaderChunk("// Vertex Graph Evaluation");
                    graph.Indent();
                    graph.AddShaderChunk(vertexGraphEvalFunction.ToString());
                    graph.Deindent();
                }

                graph.AddShaderChunk("// Pixel Graph Evaluation");
                graph.Indent();
                graph.AddShaderChunk(pixelGraphEvalFunction.ToString());
                graph.Deindent();
            }

            // build the hash table of all named fragments      TODO: could make this Dictionary<string, ShaderGenerator / string>  ?
            Dictionary <string, string> namedFragments = new Dictionary <string, string>();

            namedFragments.Add("${Defines}", defines.GetShaderString(2, false));
            namedFragments.Add("${Graph}", graph.GetShaderString(2, false));
            namedFragments.Add("${LightMode}", pass.LightMode);
            namedFragments.Add("${PassName}", pass.Name);
            namedFragments.Add("${Includes}", shaderPassIncludes.GetShaderString(2, false));
            namedFragments.Add("${InterpolatorPacking}", packedInterpolatorCode.GetShaderString(2, false));
            namedFragments.Add("${Blending}", blendCode.ToString());
            namedFragments.Add("${Culling}", cullCode.ToString());
            namedFragments.Add("${ZTest}", zTestCode.ToString());
            namedFragments.Add("${ZWrite}", zWriteCode.ToString());
            namedFragments.Add("${Stencil}", stencilCode.ToString());
            namedFragments.Add("${ColorMask}", colorMaskCode.ToString());
            namedFragments.Add("${LOD}", materialOptions.lod.ToString());

            // process the template to generate the shader code for this pass   TODO: could make this a shared function
            string[] templateLines            = File.ReadAllLines(templateLocation);
            System.Text.StringBuilder builder = new System.Text.StringBuilder();
            foreach (string line in templateLines)
            {
                ShaderSpliceUtil.PreprocessShaderCode(line, activeFields, namedFragments, builder, debugOutput);
            }

            result.AddShaderChunk(builder.ToString(), false);

            return(true);
        }
コード例 #17
0
 public static void AddPrePostPassProperties(PropertyCollector collector, bool prepass, bool postpass)
 {
     collector.AddToggleProperty(kTransparentDepthPrepassEnable, prepass);
     collector.AddToggleProperty(kTransparentDepthPostpassEnable, postpass);
 }
コード例 #18
0
		/// <summary>
		/// Reads an update that occures when a new edict enters the PVS (potentially visible system)
		/// </summary>
		/// <returns>The new Entity.</returns>
        private static Entity ReadEnterPVS(IBitStream reader, int id, DemoParser parser)
        {
			//What kind of entity?
            int serverClassID = (int)reader.ReadInt(parser.SendTableParser.ClassBits);

			//So find the correct server class
            ServerClass entityClass = parser.SendTableParser.ServerClasses[serverClassID];

            reader.ReadInt(10); //Entity serial. 
			//Never used anywhere I guess. Every parser just skips this


			Entity newEntity = new Entity(id, entityClass);

			//give people the chance to subscribe to events for this
			newEntity.ServerClass.AnnounceNewEntity(newEntity);

			//And then parse the instancebaseline. 
			//basically you could call
			//newEntity.ApplyUpdate(parser.instanceBaseline[entityClass]; 
			//This code below is just faster, since it only parses stuff once
			//which is faster. 

			object[] fastBaseline;
			if (parser.PreprocessedBaselines.TryGetValue(serverClassID, out fastBaseline))
				PropertyEntry.Emit(newEntity, fastBaseline);
			else {
				var preprocessedBaseline = new List<object>();
				if (parser.instanceBaseline.ContainsKey(serverClassID))
					using (var collector = new PropertyCollector(newEntity, preprocessedBaseline))
					using (var bitStream = BitStreamUtil.Create(parser.instanceBaseline[serverClassID]))
						newEntity.ApplyUpdate(bitStream);

				parser.PreprocessedBaselines.Add(serverClassID, preprocessedBaseline.ToArray());
			}

            return newEntity;
        }
コード例 #19
0
 public StandardWrappedPublicPropertyCollector(PropertyCollector collector,
                                               IPropertyAttributeChecker checker)
 {
     this.innerCollector = collector;
     this.checker        = checker;
 }
コード例 #20
0
        string GenerateGraph(CustomTextureMasterNode masterNode, string template)
        {
            // ----------------------------------------------------- //
            //                         SETUP                         //
            // ----------------------------------------------------- //

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

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

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

            var surfaceDescriptionStruct   = new ShaderStringBuilder(1);
            var surfaceDescriptionFunction = 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 = masterNode.GetSlots <MaterialSlot>().ToList(); // All slots are pixels
            var pixelNodes = ListPool <AbstractMaterialNode> .Get();

            NodeUtils.DepthFirstCollectNodesFromNode(pixelNodes, masterNode, NodeUtils.IncludeSelf.Include, pixelSlots.Select(s => s.id).ToList());

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

            var pixelRequirements   = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment);
            var graphRequirements   = pixelRequirements;
            var surfaceRequirements = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment, false);

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

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

            SubShaderGenerator.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, pixelSlots);

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

            List <int>[] perm = new List <int> [pixelNodes.Count];

            SubShaderGenerator.GenerateSurfaceDescriptionFunction(
                pixelNodes,
                perm,
                masterNode,
                masterNode.owner as GraphData,
                surfaceDescriptionFunction,
                functionRegistry,
                shaderProperties,
                new KeywordCollector(),
                GenerationMode.ForReals);
            // pixelRequirements,
            // GenerationMode.ForReals, // we'll handle preview later
            // "PopulateSurfaceData",
            // "SurfaceDescription",
            // null,
            // pixelSlots);

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

            shaderProperties.GetPropertiesDeclaration(shaderPropertyUniforms, GenerationMode.ForReals, masterNode.owner.concretePrecision);

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

            // ShaderGenerator.GenerateStandardTransforms(
            //     3,
            //     10,
            //     // We don't need vertex things
            //     new ShaderStringBuilder(),
            //     new ShaderStringBuilder(),
            //     new ShaderStringBuilder(),
            //     new ShaderStringBuilder(),
            //     pixelShader,
            //     pixelShaderSurfaceInputs,
            //     pixelRequirements,
            //     surfaceRequirements,
            //     modelRequirements,
            //     new ShaderGraphRequirements(),
            //     CoordinateSpace.World);

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

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

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

            var faceSign = new ShaderStringBuilder();

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

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

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

            graph.AppendLines(shaderPropertyUniforms.ToString());

            graph.AppendLine(functionBuilder.ToString());

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

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

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

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

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

            return(resultPass);
        }