コード例 #1
0
        ActiveFields GetActiveFieldsFromMasterNode(ToonMasterNode masterNode, ShaderPass pass)
        {
            var activeFields     = new ActiveFields();
            var baseActiveFields = activeFields.baseInstance;

            // Graph Vertex
            if (masterNode.IsSlotConnected(ToonMasterNode.PositionSlotId) ||
                masterNode.IsSlotConnected(ToonMasterNode.VertNormalSlotId) ||
                masterNode.IsSlotConnected(ToonMasterNode.VertTangentSlotId) ||
                masterNode.IsSlotConnected(ToonMasterNode.OutlineWidthSlotId)
                )
            {
                baseActiveFields.Add("features.graphVertex");
            }

            // Graph Pixel (always enabled)
            baseActiveFields.Add("features.graphPixel");

            if (masterNode.IsSlotConnected(ToonMasterNode.AlphaThresholdSlotId) ||
                masterNode.GetInputSlots <Vector1MaterialSlot> ().First(x => x.id == ToonMasterNode.AlphaThresholdSlotId).value > 0.0f)
            {
                baseActiveFields.Add("AlphaClip");
            }

            if (masterNode.model == ToonMasterNode.Model.Specular)
            {
                baseActiveFields.Add("SpecularSetup");
            }

            if (masterNode.IsSlotConnected(ToonMasterNode.NormalSlotId))
            {
                baseActiveFields.Add("Normal");
            }

            // Keywords for transparent
            // #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
            if (masterNode.surfaceType != SurfaceType.Opaque)
            {
                // transparent-only defines
                baseActiveFields.Add("SurfaceType.Transparent");

                // #pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
                if (masterNode.alphaMode == AlphaMode.Alpha)
                {
                    baseActiveFields.Add("BlendMode.Alpha");
                }
                else if (masterNode.alphaMode == AlphaMode.Additive)
                {
                    baseActiveFields.Add("BlendMode.Add");
                }
                else if (masterNode.alphaMode == AlphaMode.Premultiply)
                {
                    baseActiveFields.Add("BlendMode.Premultiply");
                }
            }

            return(activeFields);
        }
コード例 #2
0
        bool GenerateShaderPass(ToonMasterNode masterNode, ShaderPass pass, GenerationMode mode, ShaderGenerator result, List <string> sourceAssetDependencyPaths)
        {
            UniversalShaderGraphUtilities.SetRenderState(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn, ref pass);

            // apply master node options to active fields
            var activeFields = GetActiveFieldsFromMasterNode(masterNode, pass);

            return(GenerationUtils.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths,
                                                      UniversalShaderGraphResources.s_Dependencies, UniversalShaderGraphResources.s_ResourceClassName, UniversalShaderGraphResources.s_AssemblyName));
        }
コード例 #3
0
        public ToonSettingsView(ToonMasterNode node)
        {
            m_Node = node;

            PropertySheet ps = new PropertySheet();

            ps.Add(new PropertyRow(new Label("Workflow")), (row) =>
            {
                row.Add(new EnumField(ToonMasterNode.Model.Metallic), (field) =>
                {
                    field.value = m_Node.model;
                    field.RegisterValueChangedCallback(ChangeWorkFlow);
                });
            });

            ps.Add(new PropertyRow(new Label("Surface")), (row) =>
            {
                row.Add(new EnumField(SurfaceType.Opaque), (field) =>
                {
                    field.value = m_Node.surfaceType;
                    field.RegisterValueChangedCallback(ChangeSurface);
                });
            });

            ps.Add(new PropertyRow(new Label("Blend")), (row) =>
            {
                row.Add(new EnumField(AlphaMode.Additive), (field) =>
                {
                    field.value = m_Node.alphaMode;
                    field.RegisterValueChangedCallback(ChangeAlphaMode);
                });
            });

            ps.Add(new PropertyRow(new Label("Two Sided")), (row) =>
            {
                row.Add(new Toggle(), (toggle) =>
                {
                    toggle.value = m_Node.twoSided.isOn;
                    toggle.OnToggleChanged(ChangeTwoSided);
                });
            });

            Add(ps);
        }
コード例 #4
0
        static string GetShaderPassFromTemplate(string template, ToonMasterNode 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 <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.requiresNormal    |= k_PixelCoordinateSpace;
            modelRequiements.requiresTangent   |= k_PixelCoordinateSpace;
            modelRequiements.requiresBitangent |= k_PixelCoordinateSpace;
            modelRequiements.requiresPosition  |= k_PixelCoordinateSpace;
            modelRequiements.requiresViewDir   |= k_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(ToonMasterNode.NormalSlotId))
            {
                defines.AppendLine("#define _NORMALMAP 1");
            }

            if (masterNode.model == ToonMasterNode.Model.Specular)
            {
                defines.AppendLine("#define _SPECULAR_SETUP 1");
            }

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

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

            if (graphRequirements.requiresDepthTexture)
            {
                defines.AppendLine("#define REQUIRE_DEPTH_TEXTURE");
            }

            if (graphRequirements.requiresCameraOpaqueTexture)
            {
                defines.AppendLine("#define REQUIRE_OPAQUE_TEXTURE");
            }

            // ----------------------------------------------------- //
            //                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 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(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 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);

            // -------------------------------------
            // 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);
        }