private static bool GenerateShaderPassLit(FabricMasterNode masterNode, Pass pass, GenerationMode mode, ShaderGenerator result, List <string> sourceAssetDependencyPaths) { if (mode == GenerationMode.ForReals || pass.UseInPreview) { pass.OnGeneratePass(masterNode); // apply master node options to active fields HashSet <string> activeFields = GetActiveFieldsFromMasterNode(masterNode, pass); // use standard shader pass generation bool vertexActive = masterNode.IsSlotConnected(FabricMasterNode.PositionSlotId); return(HDSubShaderUtilities.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths, vertexActive)); } else { return(false); } }
private static HashSet <string> GetActiveFieldsFromMasterNode(AbstractMaterialNode iMasterNode, Pass pass) { HashSet <string> activeFields = new HashSet <string>(); FabricMasterNode masterNode = iMasterNode as FabricMasterNode; if (masterNode == null) { return(activeFields); } if (masterNode.doubleSidedMode != DoubleSidedMode.Disabled) { activeFields.Add("DoubleSided"); if (pass.ShaderPassName != "SHADERPASS_MOTION_VECTORS") // 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... if (masterNode.doubleSidedMode == DoubleSidedMode.FlippedNormals) { activeFields.Add("DoubleSided.Flip"); } else if (masterNode.doubleSidedMode == DoubleSidedMode.MirroredNormals) { activeFields.Add("DoubleSided.Mirror"); } // Important: the following is used in SharedCode.template.hlsl for determining the normal flip mode activeFields.Add("FragInputs.isFrontFace"); } } switch (masterNode.materialType) { case FabricMasterNode.MaterialType.CottonWool: activeFields.Add("Material.CottonWool"); break; case FabricMasterNode.MaterialType.Silk: activeFields.Add("Material.Silk"); break; default: UnityEngine.Debug.LogError("Unknown material type: " + masterNode.materialType); break; } if (masterNode.alphaTest.isOn) { if (pass.PixelShaderUsesSlot(FabricMasterNode.AlphaClipThresholdSlotId)) { activeFields.Add("AlphaTest"); } } if (masterNode.surfaceType != SurfaceType.Opaque) { activeFields.Add("SurfaceType.Transparent"); if (masterNode.alphaMode == AlphaMode.Alpha) { activeFields.Add("BlendMode.Alpha"); } else if (masterNode.alphaMode == AlphaMode.Premultiply) { activeFields.Add("BlendMode.Premultiply"); } else if (masterNode.alphaMode == AlphaMode.Additive) { activeFields.Add("BlendMode.Add"); } if (masterNode.blendPreserveSpecular.isOn) { activeFields.Add("BlendMode.PreserveSpecular"); } if (masterNode.transparencyFog.isOn) { activeFields.Add("AlphaFog"); } } if (!masterNode.receiveDecals.isOn) { activeFields.Add("DisableDecals"); } if (!masterNode.receiveSSR.isOn) { activeFields.Add("DisableSSR"); } if (masterNode.energyConservingSpecular.isOn) { activeFields.Add("Specular.EnergyConserving"); } if (masterNode.transmission.isOn) { activeFields.Add("Material.Transmission"); } if (masterNode.subsurfaceScattering.isOn && masterNode.surfaceType != SurfaceType.Transparent) { activeFields.Add("Material.SubsurfaceScattering"); } if (masterNode.IsSlotConnected(FabricMasterNode.BentNormalSlotId) && pass.PixelShaderUsesSlot(FabricMasterNode.BentNormalSlotId)) { activeFields.Add("BentNormal"); } if (masterNode.IsSlotConnected(FabricMasterNode.TangentSlotId) && pass.PixelShaderUsesSlot(FabricMasterNode.TangentSlotId)) { activeFields.Add("Tangent"); } switch (masterNode.specularOcclusionMode) { case SpecularOcclusionMode.Off: break; case SpecularOcclusionMode.FromAO: activeFields.Add("SpecularOcclusionFromAO"); break; case SpecularOcclusionMode.FromAOAndBentNormal: activeFields.Add("SpecularOcclusionFromAOBentNormal"); break; case SpecularOcclusionMode.Custom: activeFields.Add("SpecularOcclusionCustom"); break; default: break; } if (pass.PixelShaderUsesSlot(FabricMasterNode.AmbientOcclusionSlotId)) { var occlusionSlot = masterNode.FindSlot <Vector1MaterialSlot>(FabricMasterNode.AmbientOcclusionSlotId); bool connected = masterNode.IsSlotConnected(FabricMasterNode.AmbientOcclusionSlotId); if (connected || occlusionSlot.value != occlusionSlot.defaultValue) { activeFields.Add("AmbientOcclusion"); } } if (masterNode.IsSlotConnected(FabricMasterNode.LightingSlotId) && pass.PixelShaderUsesSlot(FabricMasterNode.LightingSlotId)) { activeFields.Add("LightingGI"); } if (masterNode.IsSlotConnected(FabricMasterNode.BackLightingSlotId) && pass.PixelShaderUsesSlot(FabricMasterNode.BackLightingSlotId)) { activeFields.Add("BackLightingGI"); } if (masterNode.depthOffset.isOn && pass.PixelShaderUsesSlot(FabricMasterNode.DepthOffsetSlotId)) { activeFields.Add("DepthOffset"); } return(activeFields); }
private static HashSet <string> GetActiveFieldsFromMasterNode(INode iMasterNode, Pass pass) { HashSet <string> activeFields = new HashSet <string>(); FabricMasterNode masterNode = iMasterNode as FabricMasterNode; if (masterNode == null) { return(activeFields); } if (masterNode.doubleSidedMode != DoubleSidedMode.Disabled) { 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... if (masterNode.doubleSidedMode == DoubleSidedMode.FlippedNormals) { activeFields.Add("DoubleSided.Flip"); } else if (masterNode.doubleSidedMode == DoubleSidedMode.MirroredNormals) { activeFields.Add("DoubleSided.Mirror"); } activeFields.Add("FragInputs.isFrontFace"); // will need this for determining normal flip mode } } switch (masterNode.materialType) { case FabricMasterNode.MaterialType.CottonWool: activeFields.Add("Material.CottonWool"); break; case FabricMasterNode.MaterialType.Silk: activeFields.Add("Material.Silk"); break; default: UnityEngine.Debug.LogError("Unknown material type: " + masterNode.materialType); break; } if (masterNode.alphaTest.isOn) { int count = 0; if (pass.PixelShaderUsesSlot(FabricMasterNode.AlphaThresholdSlotId)) { activeFields.Add("AlphaTest"); ++count; } if (pass.PixelShaderUsesSlot(FabricMasterNode.AlphaThresholdDepthPrepassSlotId)) { activeFields.Add("AlphaTestPrepass"); ++count; } if (pass.PixelShaderUsesSlot(FabricMasterNode.AlphaThresholdDepthPostpassSlotId)) { activeFields.Add("AlphaTestPostpass"); ++count; } UnityEngine.Debug.Assert(count == 1, "Alpha test value not set correctly"); } if (masterNode.surfaceType != SurfaceType.Opaque) { activeFields.Add("SurfaceType.Transparent"); if (masterNode.alphaMode == AlphaMode.Alpha) { activeFields.Add("BlendMode.Alpha"); } else if (masterNode.alphaMode == AlphaMode.Premultiply) { activeFields.Add("BlendMode.Premultiply"); } else if (masterNode.alphaMode == AlphaMode.Additive) { activeFields.Add("BlendMode.Add"); } if (masterNode.blendPreserveSpecular.isOn) { activeFields.Add("BlendMode.PreserveSpecular"); } if (masterNode.transparencyFog.isOn) { activeFields.Add("AlphaFog"); } } if (masterNode.receiveDecals.isOn) { activeFields.Add("Decals"); } if (!masterNode.receiveSSR.isOn) { activeFields.Add("DisableSSR"); } if (masterNode.energyConservingSpecular.isOn) { activeFields.Add("Specular.EnergyConserving"); } if (masterNode.transmission.isOn) { activeFields.Add("SurfaceDescription.Transmission"); } if (masterNode.subsurfaceScattering.isOn) { activeFields.Add("SurfaceDescription.SubsurfaceScattering"); } if (masterNode.IsSlotConnected(FabricMasterNode.TangentSlotId) && pass.PixelShaderUsesSlot(FabricMasterNode.TangentSlotId)) { activeFields.Add("Tangent"); } switch (masterNode.specularOcclusionMode) { case SpecularOcclusionMode.Off: break; case SpecularOcclusionMode.FromAO: activeFields.Add("SpecularOcclusionFromAO"); break; case SpecularOcclusionMode.FromAOAndBentNormal: activeFields.Add("SpecularOcclusionFromAOBentNormal"); break; case SpecularOcclusionMode.Custom: activeFields.Add("SpecularOcclusionCustom"); break; default: break; } if (pass.PixelShaderUsesSlot(FabricMasterNode.AmbientOcclusionSlotId)) { var occlusionSlot = masterNode.FindSlot <Vector1MaterialSlot>(FabricMasterNode.AmbientOcclusionSlotId); if (occlusionSlot.value != occlusionSlot.defaultValue) { activeFields.Add("Occlusion"); } } return(activeFields); }