private static HashSet <string> GetActiveFieldsFromMasterNode(AbstractMaterialNode iMasterNode, Pass pass) { HashSet <string> activeFields = new HashSet <string>(); DecalMasterNode masterNode = iMasterNode as DecalMasterNode; if (masterNode == null) { return(activeFields); } if (masterNode.affectsAlbedo.isOn) { activeFields.Add("Material.AffectsAlbedo"); } if (masterNode.affectsNormal.isOn) { activeFields.Add("Material.AffectsNormal"); } if (masterNode.affectsEmission.isOn) { activeFields.Add("Material.AffectsEmission"); } return(activeFields); }
private static HashSet <string> GetActiveFieldsFromMasterNode(AbstractMaterialNode iMasterNode, Pass pass) { HashSet <string> activeFields = new HashSet <string>(); HairMasterNode masterNode = iMasterNode as HairMasterNode; 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"); } // Important: the following is used in SharedCode.template.hlsl for determining the normal flip mode activeFields.Add("FragInputs.isFrontFace"); } } switch (masterNode.materialType) { case HairMasterNode.MaterialType.KajiyaKay: activeFields.Add("Material.KajiyaKay"); break; default: UnityEngine.Debug.LogError("Unknown material type: " + masterNode.materialType); break; } if (masterNode.alphaTest.isOn) { int count = 0; // If alpha test shadow is enable, we use it, otherwise we use the regular test if (pass.PixelShaderUsesSlot(HairMasterNode.AlphaClipThresholdShadowSlotId) && masterNode.alphaTestShadow.isOn) { activeFields.Add("AlphaTestShadow"); ++count; } else if (pass.PixelShaderUsesSlot(HairMasterNode.AlphaClipThresholdSlotId)) { activeFields.Add("AlphaTest"); ++count; } // Other alpha test are suppose to be alone else if (pass.PixelShaderUsesSlot(HairMasterNode.AlphaClipThresholdDepthPrepassSlotId)) { activeFields.Add("AlphaTestPrepass"); ++count; } else if (pass.PixelShaderUsesSlot(HairMasterNode.AlphaClipThresholdDepthPostpassSlotId)) { 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.transparentWritesVelocity.isOn) { activeFields.Add("TransparentWritesVelocity"); } } if (!masterNode.receiveDecals.isOn) { activeFields.Add("DisableDecals"); } if (!masterNode.receiveSSR.isOn) { activeFields.Add("DisableSSR"); } if (masterNode.specularAA.isOn && pass.PixelShaderUsesSlot(HairMasterNode.SpecularAAThresholdSlotId) && pass.PixelShaderUsesSlot(HairMasterNode.SpecularAAScreenSpaceVarianceSlotId)) { activeFields.Add("Specular.AA"); } if (masterNode.IsSlotConnected(HairMasterNode.BentNormalSlotId) && pass.PixelShaderUsesSlot(HairMasterNode.BentNormalSlotId)) { activeFields.Add("BentNormal"); } if (masterNode.IsSlotConnected(HairMasterNode.HairStrandDirectionSlotId) && pass.PixelShaderUsesSlot(HairMasterNode.HairStrandDirectionSlotId)) { activeFields.Add("HairStrandDirection"); } if (masterNode.transmission.isOn) { activeFields.Add("Material.Transmission"); } if (masterNode.subsurfaceScattering.isOn && masterNode.surfaceType != SurfaceType.Transparent) { activeFields.Add("Material.SubsurfaceScattering"); } 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(HairMasterNode.AmbientOcclusionSlotId)) { var occlusionSlot = masterNode.FindSlot <Vector1MaterialSlot>(HairMasterNode.AmbientOcclusionSlotId); bool connected = masterNode.IsSlotConnected(HairMasterNode.AmbientOcclusionSlotId); if (connected || occlusionSlot.value != occlusionSlot.defaultValue) { activeFields.Add("AmbientOcclusion"); } } if (masterNode.IsSlotConnected(HairMasterNode.LightingSlotId) && pass.PixelShaderUsesSlot(HairMasterNode.LightingSlotId)) { activeFields.Add("LightingGI"); } if (masterNode.IsSlotConnected(HairMasterNode.BackLightingSlotId) && pass.PixelShaderUsesSlot(HairMasterNode.LightingSlotId)) { activeFields.Add("BackLightingGI"); } return(activeFields); }
private static HashSet <string> GetActiveFieldsFromMasterNode(AbstractMaterialNode iMasterNode, Pass pass) { HashSet <string> activeFields = new HashSet <string>(); UnlitMasterNode masterNode = iMasterNode as UnlitMasterNode; if (masterNode == null) { return(activeFields); } if (masterNode.IsSlotConnected(UnlitMasterNode.AlphaThresholdSlotId) || masterNode.GetInputSlots <Vector1MaterialSlot>().First(x => x.id == UnlitMasterNode.AlphaThresholdSlotId).value > 0.0f) { activeFields.Add("AlphaTest"); } // Keywords for transparent // #pragma shader_feature _SURFACE_TYPE_TRANSPARENT if (masterNode.surfaceType != SurfaceType.Opaque) { // transparent-only defines activeFields.Add("SurfaceType.Transparent"); // #pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY if (masterNode.alphaMode == AlphaMode.Alpha) { activeFields.Add("BlendMode.Alpha"); } else if (masterNode.alphaMode == AlphaMode.Additive) { activeFields.Add("BlendMode.Add"); } } else { // opaque-only defines } return(activeFields); }
private static HashSet <string> GetActiveFieldsFromMasterNode(INode iMasterNode, Pass pass) { HashSet <string> activeFields = new HashSet <string>(); HDLitMasterNode masterNode = iMasterNode as HDLitMasterNode; 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 HDLitMasterNode.MaterialType.Anisotropy: activeFields.Add("Material.Anisotropy"); break; case HDLitMasterNode.MaterialType.Iridescence: activeFields.Add("Material.Iridescence"); break; case HDLitMasterNode.MaterialType.SpecularColor: activeFields.Add("Material.SpecularColor"); break; case HDLitMasterNode.MaterialType.Standard: activeFields.Add("Material.Standard"); break; case HDLitMasterNode.MaterialType.SubsurfaceScattering: { activeFields.Add("Material.SubsurfaceScattering"); if (masterNode.sssTransmission.isOn) { activeFields.Add("Material.Transmission"); } } break; case HDLitMasterNode.MaterialType.Translucent: { activeFields.Add("Material.Translucent"); activeFields.Add("Material.Transmission"); } break; default: UnityEngine.Debug.LogError("Unknown material type: " + masterNode.materialType); break; } if (masterNode.alphaTest.isOn) { int count = 0; if (pass.PixelShaderUsesSlot(HDLitMasterNode.AlphaThresholdSlotId)) { activeFields.Add("AlphaTest"); ++count; } if (pass.PixelShaderUsesSlot(HDLitMasterNode.AlphaThresholdDepthPrepassSlotId)) { activeFields.Add("AlphaTestPrepass"); ++count; } if (pass.PixelShaderUsesSlot(HDLitMasterNode.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.specularAA.isOn && pass.PixelShaderUsesSlot(HDLitMasterNode.SpecularAAThresholdSlotId) && pass.PixelShaderUsesSlot(HDLitMasterNode.SpecularAAScreenSpaceVarianceSlotId)) { activeFields.Add("Specular.AA"); } if (masterNode.energyConservingSpecular.isOn) { activeFields.Add("Specular.EnergyConserving"); } if (masterNode.HasRefraction()) { activeFields.Add("Refraction"); switch (masterNode.refractionModel) { case ScreenSpaceRefraction.RefractionModel.Box: activeFields.Add("RefractionBox"); break; case ScreenSpaceRefraction.RefractionModel.Sphere: activeFields.Add("RefractionSphere"); break; default: UnityEngine.Debug.LogError("Unknown refraction model: " + masterNode.refractionModel); break; } } if (masterNode.IsSlotConnected(HDLitMasterNode.BentNormalSlotId) && pass.PixelShaderUsesSlot(HDLitMasterNode.BentNormalSlotId)) { activeFields.Add("BentNormal"); } if (masterNode.IsSlotConnected(HDLitMasterNode.TangentSlotId) && pass.PixelShaderUsesSlot(HDLitMasterNode.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(HDLitMasterNode.AmbientOcclusionSlotId)) { var occlusionSlot = masterNode.FindSlot <Vector1MaterialSlot>(HDLitMasterNode.AmbientOcclusionSlotId); bool connected = masterNode.IsSlotConnected(HDLitMasterNode.AmbientOcclusionSlotId); if (connected || occlusionSlot.value != occlusionSlot.defaultValue) { activeFields.Add("AmbientOcclusion"); } } if (pass.PixelShaderUsesSlot(HDLitMasterNode.CoatMaskSlotId)) { var coatMaskSlot = masterNode.FindSlot <Vector1MaterialSlot>(HDLitMasterNode.CoatMaskSlotId); bool connected = masterNode.IsSlotConnected(HDLitMasterNode.CoatMaskSlotId); if (connected || coatMaskSlot.value > 0.0f) { activeFields.Add("CoatMask"); } } return(activeFields); }
private static HashSet <string> GetActiveFieldsFromMasterNode(INode iMasterNode, Pass pass) { HashSet <string> activeFields = new HashSet <string>(); PBRMasterNode masterNode = iMasterNode as PBRMasterNode; if (masterNode == null) { return(activeFields); } 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 } } switch (masterNode.model) { case PBRMasterNode.Model.Metallic: break; case PBRMasterNode.Model.Specular: activeFields.Add("Material.SpecularColor"); break; default: // TODO: error! break; } if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId) || masterNode.GetInputSlots <Vector1MaterialSlot>().First(x => x.id == PBRMasterNode.AlphaThresholdSlotId).value > 0.0f) { activeFields.Add("AlphaTest"); } // Keywords for transparent // #pragma shader_feature _SURFACE_TYPE_TRANSPARENT if (masterNode.surfaceType != SurfaceType.Opaque) { // transparent-only defines activeFields.Add("SurfaceType.Transparent"); // #pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY if (masterNode.alphaMode == AlphaMode.Alpha) { activeFields.Add("BlendMode.Alpha"); } else if (masterNode.alphaMode == AlphaMode.Additive) { activeFields.Add("BlendMode.Add"); } // else if (masterNode.alphaMode == PBRMasterNode.AlphaMode.PremultiplyAlpha) // TODO // { // defines.AddShaderChunk("#define _BLENDMODE_PRE_MULTIPLY 1", true); // } } else { // opaque-only defines } // enable dithering LOD crossfade // #pragma multi_compile _ LOD_FADE_CROSSFADE // TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ? //#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON return(activeFields); }
// // Reference for GetActiveFieldsFromMasterNode // ------------------------------------------- // // Properties (enables etc): // // ok+MFD -> material feature define: means we need a predicate, because we will transform it into a #define that match the material feature, shader_feature-defined, that the rest of the shader code uses. // // ok+MFD masterNode.baseParametrization --> even though we can just always transfer present fields (check with $SurfaceDescription.*) like specularcolor and metallic, // we need to translate this into the _MATERIAL_FEATURE_SPECULAR_COLOR define. // // ok masterNode.energyConservingSpecular // // ~~~~ ok+MFD: these are almost all material features: // masterNode.anisotropy // masterNode.coat // masterNode.coatNormal // masterNode.dualSpecularLobe // masterNode.dualSpecularLobeParametrization // masterNode.capHazinessWrtMetallic -> not a material feature define, as such, we will create a combined predicate for the HazyGlossMaxDielectricF0 slot dependency // instead of adding a #define in the template... // masterNode.iridescence // masterNode.subsurfaceScattering // masterNode.transmission // // ~~~~ ...ok+MFD: these are all material features // // ok masterNode.receiveDecals // ok masterNode.receiveSSR // ok masterNode.geometricSpecularAA --> check, a way to combine predicates and/or exclude passes: TODOTODO What about WRITE_NORMAL_BUFFER passes ? (ie smoothness) // ok masterNode.specularOcclusion --> no use for it though! see comments. // // ~~~~ ok+D: these require translation to defines also... // // masterNode.anisotropyForAreaLights // masterNode.recomputeStackPerLight // masterNode.shadeBaseUsingRefractedAngles // masterNode.debug // Inputs: Most inputs don't need a specific predicate in addition to the "present field predicate", ie the $SurfaceDescription.*, // but in some special cases we check connectivity to avoid processing the default value for nothing... // (see specular occlusion with _MASKMAP and _BENTNORMALMAP in LitData, or _TANGENTMAP, _BENTNORMALMAP, etc. which act a bit like that // although they also avoid sampling in that case, but default tiny texture map sampling isn't a big hit since they are all cached once // a default "unityTexWhite" is sampled, it is cached for everyone defaulting to white...) // // ok+ means there's a specific additional predicate // // ok masterNode.BaseColorSlotId // ok masterNode.NormalSlotId // // ok+ masterNode.BentNormalSlotId --> Dependency of the predicate on IsSlotConnected avoids processing even if the slots // ok+ masterNode.TangentSlotId are always there so any pass that declares its use in PixelShaderSlots will have the field in SurfaceDescription, // but it's not necessarily useful (if slot isnt connected, waste processing on potentially static expressions if // shader compiler cant optimize...and even then, useless to have static override value for those.) // // TODOTODO: Note you could have the same argument for NormalSlot (which we dont exclude with a predicate). // Also and anyways, the compiler is smart enough not to do the TS to WS matrix multiply on a (0,0,1) vector. // // ok+ masterNode.CoatNormalSlotId -> we already have a "material feature" coat normal map so can use that instead, although using that former, we assume the coat normal slot // will be there, but it's ok, we can #ifdef the code on the material feature define, and use the $SurfaceDescription.CoatNormal predicate // for the actual assignment, // although for that one we could again // use the "connected" condition like for tangent and bentnormal // // The following are all ok, no need beyond present field predicate, ie $SurfaceDescription.*, // except special cases where noted // // ok masterNode.SubsurfaceMaskSlotId // ok masterNode.ThicknessSlotId // ok masterNode.DiffusionProfileSlotId // ok masterNode.IridescenceMaskSlotId // ok masterNode.IridescenceThicknessSlotId // ok masterNode.SpecularColorSlotId // ok masterNode.DielectricIorSlotId // ok masterNode.MetallicSlotId // ok masterNode.EmissionSlotId // ok masterNode.SmoothnessASlotId // ok masterNode.SmoothnessBSlotId // ok+ masterNode.AmbientOcclusionSlotId -> defined a specific predicate, but not used, see StackLitData. // ok masterNode.AlphaSlotId // ok masterNode.AlphaClipThresholdSlotId // ok masterNode.AnisotropyASlotId // ok masterNode.AnisotropyBSlotId // ok masterNode.SpecularAAScreenSpaceVarianceSlotId // ok masterNode.SpecularAAThresholdSlotId // ok masterNode.CoatSmoothnessSlotId // ok masterNode.CoatIorSlotId // ok masterNode.CoatThicknessSlotId // ok masterNode.CoatExtinctionSlotId // ok masterNode.LobeMixSlotId // ok masterNode.HazinessSlotId // ok masterNode.HazeExtentSlotId // ok masterNode.HazyGlossMaxDielectricF0SlotId -> No need for a predicate, the needed predicate is the combined (capHazinessWrtMetallic + HazyGlossMaxDielectricF0) // "leaking case": if the 2 are true, but we're not in metallic mode, the capHazinessWrtMetallic property is wrong, // that means the master node is really misconfigured, spew an error, should never happen... // If it happens, it's because we forgot UpdateNodeAfterDeserialization() call when modifying the capHazinessWrtMetallic or baseParametrization // properties, maybe through debug etc. // // ok masterNode.DistortionSlotId -> Warning: peculiarly, instead of using $SurfaceDescription.Distortion and DistortionBlur, // ok masterNode.DistortionBlurSlotId we do an #if (SHADERPASS == SHADERPASS_DISTORTION) in the template, instead of // relying on other passed NOT to include the DistortionSlotId in their PixelShaderSlots!! // Other to deal with, and // Common between Lit and StackLit: // // doubleSidedMode, alphaTest, receiveDecals, // surfaceType, alphaMode, blendPreserveSpecular, transparencyFog, // distortion, distortionMode, distortionDepthTest, // sortPriority (int) // geometricSpecularAA, energyConservingSpecular, specularOcclusion // private static HashSet <string> GetActiveFieldsFromMasterNode(INode iMasterNode, Pass pass) { HashSet <string> activeFields = new HashSet <string>(); StackLitMasterNode masterNode = iMasterNode as StackLitMasterNode; 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"); } // Important: the following is used in SharedCode.template.hlsl for determining the normal flip mode activeFields.Add("FragInputs.isFrontFace"); } } if (masterNode.alphaTest.isOn) { if (pass.PixelShaderUsesSlot(StackLitMasterNode.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"); } } // // Predicates to change into defines: // // Even though we can just always transfer the present (check with $SurfaceDescription.*) fields like specularcolor // and metallic, we still need to know the baseParametrization in the template to translate into the // _MATERIAL_FEATURE_SPECULAR_COLOR define: if (masterNode.baseParametrization == StackLit.BaseParametrization.SpecularColor) { activeFields.Add("BaseParametrization.SpecularColor"); } if (masterNode.energyConservingSpecular.isOn) // No defines, suboption of BaseParametrization.SpecularColor { activeFields.Add("EnergyConservingSpecular"); } if (masterNode.anisotropy.isOn) { activeFields.Add("Material.Anisotropy"); } if (masterNode.coat.isOn) { activeFields.Add("Material.Coat"); } if (masterNode.coatNormal.isOn) { activeFields.Add("Material.CoatNormal"); } if (masterNode.dualSpecularLobe.isOn) { activeFields.Add("Material.DualSpecularLobe"); if (masterNode.dualSpecularLobeParametrization == StackLit.DualSpecularLobeParametrization.HazyGloss) { activeFields.Add("DualSpecularLobeParametrization.HazyGloss"); // Option for baseParametrization == Metallic && DualSpecularLobeParametrization == HazyGloss: if (masterNode.capHazinessWrtMetallic.isOn) { // assert metallic, but masternode should deal with having a consistent // property config with UpdateNodeAfterDeserialization() etc. if (pass.PixelShaderUsesSlot(StackLitMasterNode.HazyGlossMaxDielectricF0SlotId)) { // Again we assume masternode has HazyGlossMaxDielectricF0 which should always be the case // if capHazinessWrtMetallic.isOn. activeFields.Add("CapHazinessIfNotMetallic"); } } } } if (masterNode.iridescence.isOn) { activeFields.Add("Material.Iridescence"); } if (masterNode.subsurfaceScattering.isOn && masterNode.surfaceType != SurfaceType.Transparent) { activeFields.Add("Material.SubsurfaceScattering"); } if (masterNode.transmission.isOn) { activeFields.Add("Material.Transmission"); } // Advanced: if (masterNode.anisotropyForAreaLights.isOn) { activeFields.Add("AnisotropyForAreaLights"); } if (masterNode.recomputeStackPerLight.isOn) { activeFields.Add("RecomputeStackPerLight"); } if (masterNode.shadeBaseUsingRefractedAngles.isOn) { activeFields.Add("ShadeBaseUsingRefractedAngles"); } if (masterNode.debug.isOn) { activeFields.Add("StackLitDebug"); } // // Other property predicates: // if (!masterNode.receiveDecals.isOn) { activeFields.Add("DisableDecals"); } if (!masterNode.receiveSSR.isOn) { activeFields.Add("DisableSSR"); } // Note here we combine an "enable"-like predicate and the $SurfaceDescription.(slotname) predicate // into a single $GeometricSpecularAA pedicate. // // ($SurfaceDescription.* predicates are useful to make sure the field is present in the struct in the template. // The field will be present if both the master node and pass have the slotid, see this set intersection we make // in GenerateSurfaceDescriptionStruct(), with HDSubShaderUtilities.FindMaterialSlotsOnNode().) // // Normally, since the feature enable adds the required slots, only the $SurfaceDescription.* would be required, // but some passes might not need it and not declare the PixelShaderSlot, or, inversely, the pass might not // declare it as a way to avoid it. // // IE this has also the side effect to disable geometricSpecularAA - even if "on" - for passes that don't explicitly // advertise these slots(eg for a general feature, with separate "enable" and "field present" predicates, the // template could take a default value and process it anyway if a feature is "on"). // // (Note we can achieve the same results in the template on just single predicates by making defines out of them, // and using #if defined() && etc) bool haveSomeSpecularAA = false; // TODOTODO in prevision of normal texture filtering if (masterNode.geometricSpecularAA.isOn && pass.PixelShaderUsesSlot(StackLitMasterNode.SpecularAAThresholdSlotId) && pass.PixelShaderUsesSlot(StackLitMasterNode.SpecularAAScreenSpaceVarianceSlotId)) { haveSomeSpecularAA = true; activeFields.Add("GeometricSpecularAA"); } if (haveSomeSpecularAA) { activeFields.Add("SpecularAA"); } if (masterNode.specularOcclusion.isOn) { // We don't optimize based eg on baked ambient occlusion missing a texture, this makes this baked, data-based // SpecularOcclusion a waste (non baked, SSAO-based SpecularOcclusion is always applied with the TriACE trick), // but the user should know better. // TODOTODO: rename the UI to "baked specular occlusion" and "baked AO" ? activeFields.Add("SpecularOcclusion"); } // // Input special-casing predicates: // if (masterNode.IsSlotConnected(StackLitMasterNode.BentNormalSlotId) && pass.PixelShaderUsesSlot(StackLitMasterNode.BentNormalSlotId)) { activeFields.Add("BentNormal"); } if (masterNode.IsSlotConnected(StackLitMasterNode.TangentSlotId) && pass.PixelShaderUsesSlot(StackLitMasterNode.TangentSlotId)) { activeFields.Add("Tangent"); } // The following idiom enables an optimization on feature ports that don't have an enable switch in the settings // view, where the default value might not produce a visual result and incur a processing cost we want to avoid. // For ambient occlusion, this is the case for the SpecularOcclusion calculations which also depend on it, // where a value of 1 will produce no results. // See SpecularOcclusion, we don't optimize out this case... if (pass.PixelShaderUsesSlot(StackLitMasterNode.AmbientOcclusionSlotId)) { bool connected = masterNode.IsSlotConnected(StackLitMasterNode.AmbientOcclusionSlotId); var ambientOcclusionSlot = masterNode.FindSlot <Vector1MaterialSlot>(StackLitMasterNode.AmbientOcclusionSlotId); // master node always has it, assert ambientOcclusionSlot != null if (connected || ambientOcclusionSlot.value != ambientOcclusionSlot.defaultValue) { activeFields.Add("AmbientOcclusion"); } } if (masterNode.IsSlotConnected(StackLitMasterNode.CoatNormalSlotId) && pass.PixelShaderUsesSlot(StackLitMasterNode.CoatNormalSlotId)) { activeFields.Add("CoatNormal"); } return(activeFields); }
private static HashSet <string> GetActiveFieldsFromMasterNode(AbstractMaterialNode iMasterNode, Pass pass) { HashSet <string> activeFields = new HashSet <string>(); HDUnlitMasterNode masterNode = iMasterNode as HDUnlitMasterNode; if (masterNode == null) { return(activeFields); } if (masterNode.alphaTest.isOn && pass.PixelShaderUsesSlot(HDUnlitMasterNode.AlphaThresholdSlotId)) { 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.transparencyFog.isOn) { activeFields.Add("AlphaFog"); } } return(activeFields); }
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); }
private static void AddPixelShaderSlotsForWriteNormalBufferPasses(StackLitMasterNode masterNode, ref Pass pass) { // See StackLit.hlsl:ConvertSurfaceDataToNormalData() // Note: We remove the slots we're adding as the editor will constantly regenerate the shader but // without recreating the nodes thus the passes in the subshader object. if (masterNode.coat.isOn) { // Check ConvertSurfaceDataToNormalData, in this case, we only need those: pass.PixelShaderSlots.Remove(StackLitMasterNode.CoatSmoothnessSlotId); pass.PixelShaderSlots.Add(StackLitMasterNode.CoatSmoothnessSlotId); pass.PixelShaderSlots.Remove(StackLitMasterNode.CoatNormalSlotId); pass.PixelShaderSlots.Add(StackLitMasterNode.CoatNormalSlotId); } else { pass.PixelShaderSlots.Remove(StackLitMasterNode.NormalSlotId); pass.PixelShaderSlots.Add(StackLitMasterNode.NormalSlotId); pass.PixelShaderSlots.Remove(StackLitMasterNode.LobeMixSlotId); pass.PixelShaderSlots.Add(StackLitMasterNode.LobeMixSlotId); pass.PixelShaderSlots.Remove(StackLitMasterNode.SmoothnessASlotId); pass.PixelShaderSlots.Add(StackLitMasterNode.SmoothnessASlotId); pass.PixelShaderSlots.Remove(StackLitMasterNode.SmoothnessBSlotId); pass.PixelShaderSlots.Add(StackLitMasterNode.SmoothnessBSlotId); } // Also, when geometricSpecularAA.isOn, might want to add SpecularAAScreenSpaceVarianceSlotId and SpecularAAThresholdSlotId, // since they affect smoothnesses in surfaceData directly. This is an implicit behavior for Lit, via the GBuffer pass. // Versus performance, might not be important for what it is used for, but SSR uses the roughness too so for now, // add them. if (masterNode.geometricSpecularAA.isOn) // TODOTODO || Normal Map Filtering is on { pass.PixelShaderSlots.Remove(StackLitMasterNode.SpecularAAScreenSpaceVarianceSlotId); pass.PixelShaderSlots.Add(StackLitMasterNode.SpecularAAScreenSpaceVarianceSlotId); pass.PixelShaderSlots.Remove(StackLitMasterNode.SpecularAAThresholdSlotId); pass.PixelShaderSlots.Add(StackLitMasterNode.SpecularAAThresholdSlotId); } }
private static bool GenerateShaderPassLit(AbstractMaterialNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions, 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); } 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(); // dependency tracker -- set of active fields HashSet <string> activeFields = GetActiveFieldsFromMasterNode(masterNode, pass); // 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(); { 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); builder.AppendLine(); } result.AddShaderChunk(builder.ToString(), false); return(true); }
public static void GetBlendMode(ShaderGraph.SurfaceType surfaceType, AlphaMode alphaMode, ref Pass pass) { if (surfaceType == ShaderGraph.SurfaceType.Opaque) { pass.BlendOverride = "Blend One Zero, One Zero"; } else { switch (alphaMode) { case AlphaMode.Alpha: pass.BlendOverride = "Blend One OneMinusSrcAlpha, One OneMinusSrcAlpha"; break; case AlphaMode.Additive: pass.BlendOverride = "Blend One One, One One"; break; case AlphaMode.Premultiply: pass.BlendOverride = "Blend One OneMinusSrcAlpha, One OneMinusSrcAlpha"; break; // This isn't supported in HDRP. case AlphaMode.Multiply: default: pass.BlendOverride = "Blend One OneMinusSrcAlpha, One OneMinusSrcAlpha"; break; } } }
private static HashSet <string> GetActiveFieldsFromMasterNode(INode iMasterNode, Pass pass) { HashSet <string> activeFields = new HashSet <string>(); PBRMasterNode masterNode = iMasterNode as PBRMasterNode; if (masterNode == null) { return(activeFields); } 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 } } switch (masterNode.model) { case PBRMasterNode.Model.Metallic: break; case PBRMasterNode.Model.Specular: activeFields.Add("Material.SpecularColor"); break; default: // TODO: error! break; } float constantAlpha = 0.0f; if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId) || (float.TryParse(masterNode.GetSlotValue(PBRMasterNode.AlphaThresholdSlotId, GenerationMode.ForReals), out constantAlpha) && (constantAlpha > 0.0f))) { activeFields.Add("AlphaTest"); } // if (kTesselationMode != TessellationMode.None) // { // defines.AddShaderChunk("#define _TESSELLATION_PHONG 1", true); // } // #pragma shader_feature _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT // switch (kDisplacementMode) // { // case DisplacementMode.None: // break; // case DisplacementMode.Vertex: // defines.AddShaderChunk("#define _VERTEX_DISPLACEMENT 1", true); // break; // case DisplacementMode.Pixel: // defines.AddShaderChunk("#define _PIXEL_DISPLACEMENT 1", true); // Depth offset is only enabled if per pixel displacement is // if (kDepthOffsetEnable) // { // // #pragma shader_feature _DEPTHOFFSET_ON // defines.AddShaderChunk("#define _DEPTHOFFSET_ON 1", true); // } // break; // case DisplacementMode.Tessellation: // if (kTessellationEnabled) // { // defines.AddShaderChunk("#define _TESSELLATION_DISPLACEMENT 1", true); // } // break; // } // #pragma shader_feature _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE // #pragma shader_feature _DISPLACEMENT_LOCK_TILING_SCALE // #pragma shader_feature _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE // #pragma shader_feature _VERTEX_WIND // #pragma shader_feature _ _REFRACTION_PLANE _REFRACTION_SPHERE // // #pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR // MOVE to a node // #pragma shader_feature _NORMALMAP_TANGENT_SPACE // #pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3 // #pragma shader_feature _MASKMAP // #pragma shader_feature _BENTNORMALMAP // #pragma shader_feature _EMISSIVE_COLOR_MAP // #pragma shader_feature _ENABLESPECULAROCCLUSION // #pragma shader_feature _HEIGHTMAP // #pragma shader_feature _TANGENTMAP // #pragma shader_feature _ANISOTROPYMAP // #pragma shader_feature _SUBSURFACE_RADIUS_MAP // #pragma shader_feature _THICKNESSMAP // #pragma shader_feature _SPECULARCOLORMAP // #pragma shader_feature _TRANSMITTANCECOLORMAP // Keywords for transparent // #pragma shader_feature _SURFACE_TYPE_TRANSPARENT if (masterNode.surfaceType != SurfaceType.Opaque) { // transparent-only defines activeFields.Add("SurfaceType.Transparent"); // #pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY if (masterNode.alphaMode == AlphaMode.Alpha) { activeFields.Add("BlendMode.Alpha"); } else if (masterNode.alphaMode == AlphaMode.Additive) { activeFields.Add("BlendMode.Add"); } // else if (masterNode.alphaMode == PBRMasterNode.AlphaMode.PremultiplyAlpha) // TODO // { // defines.AddShaderChunk("#define _BLENDMODE_PRE_MULTIPLY 1", true); // } // #pragma shader_feature _BLENDMODE_PRESERVE_SPECULAR_LIGHTING // if (kEnableBlendModePreserveSpecularLighting) // { // defines.AddShaderChunk("#define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1", true); // } // #pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT // if (kEnableFogOnTransparent) // { // defines.AddShaderChunk("#define _ENABLE_FOG_ON_TRANSPARENT 1", true); // } } else { // opaque-only defines } // enable dithering LOD crossfade // #pragma multi_compile _ LOD_FADE_CROSSFADE // TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ? //#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON return(activeFields); }
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_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"); } // 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"); } return(activeFields); }
private static HashSet <string> GetActiveFieldsFromMasterNode(INode iMasterNode, Pass pass) { HashSet <string> activeFields = new HashSet <string>(); PBRMasterNode masterNode = iMasterNode as PBRMasterNode; if (masterNode == null) { return(activeFields); } 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 } } switch (masterNode.model) { case PBRMasterNode.Model.Metallic: break; case PBRMasterNode.Model.Specular: activeFields.Add("Material.SpecularColor"); break; default: // TODO: error! break; } if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId) || masterNode.GetInputSlots <Vector1MaterialSlot>().First(x => x.id == PBRMasterNode.AlphaThresholdSlotId).value > 0.0f) { 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.Additive) { activeFields.Add("BlendMode.Add"); } // By default PBR node will take the fog activeFields.Add("AlphaFog"); } else { // opaque-only defines } return(activeFields); }
private static HashSet <string> GetActiveFieldsFromMasterNode(INode iMasterNode, Pass pass) { HashSet <string> activeFields = new HashSet <string>(); UnlitMasterNode masterNode = iMasterNode as UnlitMasterNode; if (masterNode == null) { return(activeFields); } if (masterNode.IsSlotConnected(UnlitMasterNode.AlphaThresholdSlotId) || masterNode.GetInputSlots <Vector1MaterialSlot>().First(x => x.id == UnlitMasterNode.AlphaThresholdSlotId).value > 0.0f) { activeFields.Add("AlphaTest"); } // Keywords for transparent // #pragma shader_feature _SURFACE_TYPE_TRANSPARENT if (masterNode.surfaceType != SurfaceType.Opaque) { // transparent-only defines activeFields.Add("SurfaceType.Transparent"); // #pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY if (masterNode.alphaMode == AlphaMode.Alpha) { activeFields.Add("BlendMode.Alpha"); } else if (masterNode.alphaMode == AlphaMode.Additive) { activeFields.Add("BlendMode.Add"); } // else if (masterNode.alphaMode == UnlitMasterNode.AlphaMode.PremultiplyAlpha) // TODO // { // defines.AddShaderChunk("#define _BLENDMODE_PRE_MULTIPLY 1", true); // } } else { // opaque-only defines } // enable dithering LOD crossfade // #pragma multi_compile _ LOD_FADE_CROSSFADE // TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ? //#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON return(activeFields); }
private static HashSet <string> GetActiveFieldsFromMasterNode(AbstractMaterialNode iMasterNode, Pass pass) { HashSet <string> activeFields = new HashSet <string>(); HDUnlitMasterNode masterNode = iMasterNode as HDUnlitMasterNode; if (masterNode == null) { return(activeFields); } if (masterNode.alphaTest.isOn && pass.PixelShaderUsesSlot(HDUnlitMasterNode.AlphaThresholdSlotId)) { activeFields.Add("AlphaTest"); } if (masterNode.surfaceType != SurfaceType.Opaque) { if (masterNode.transparencyFog.isOn) { activeFields.Add("AlphaFog"); } } if (masterNode.addPrecomputedVelocity.isOn) { activeFields.Add("AddPrecomputedVelocity"); } return(activeFields); }