public static GenerationResults GetShader(this AbstractMaterialGraph graph, AbstractMaterialNode node, GenerationMode mode, string name) { var results = new GenerationResults(); bool isUber = node == null; var vertexInputs = new ShaderGenerator(); var vertexShader = new ShaderGenerator(); var surfaceDescriptionFunction = new ShaderGenerator(); var surfaceDescriptionStruct = new ShaderGenerator(); var functionBuilder = new ShaderStringBuilder(); var functionRegistry = new FunctionRegistry(functionBuilder); var surfaceInputs = new ShaderGenerator(); surfaceInputs.AddShaderChunk("struct SurfaceInputs{", false); surfaceInputs.Indent(); var activeNodeList = ListPool <INode> .Get(); if (isUber) { var unmarkedNodes = graph.GetNodes <INode>().Where(x => !(x is IMasterNode)).ToDictionary(x => x.guid); while (unmarkedNodes.Any()) { var unmarkedNode = unmarkedNodes.FirstOrDefault(); Visit(activeNodeList, unmarkedNodes, unmarkedNode.Value); } } else { NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, node); } var requirements = ShaderGraphRequirements.FromNodes(activeNodeList); GenerateApplicationVertexInputs(requirements, 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); } results.previewMode = PreviewMode.Preview3D; if (!isUber) { foreach (var pNode in activeNodeList.OfType <AbstractMaterialNode>()) { if (pNode.previewMode == PreviewMode.Preview3D) { results.previewMode = PreviewMode.Preview3D; break; } } } foreach (var channel in requirements.requiresMeshUVs.Distinct()) { surfaceInputs.AddShaderChunk(String.Format("half4 {0};", channel.GetUVName()), false); } surfaceInputs.Deindent(); surfaceInputs.AddShaderChunk("};", false); vertexShader.AddShaderChunk("GraphVertexInput PopulateVertexData(GraphVertexInput v){", false); vertexShader.Indent(); vertexShader.AddShaderChunk("return v;", false); vertexShader.Deindent(); vertexShader.AddShaderChunk("}", false); var slots = new List <MaterialSlot>(); foreach (var activeNode in isUber ? activeNodeList.Where(n => ((AbstractMaterialNode)n).hasPreview) : ((INode)node).ToEnumerable()) { if (activeNode is IMasterNode) { slots.AddRange(activeNode.GetInputSlots <MaterialSlot>()); } else { slots.AddRange(activeNode.GetOutputSlots <MaterialSlot>()); } } GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, !isUber); var shaderProperties = new PropertyCollector(); results.outputIdProperty = new Vector1ShaderProperty { displayName = "OutputId", generatePropertyBlock = false, value = -1 }; if (isUber) { shaderProperties.AddShaderProperty(results.outputIdProperty); } GenerateSurfaceDescription( activeNodeList, node, graph, surfaceDescriptionFunction, functionRegistry, shaderProperties, requirements, mode, outputIdProperty: results.outputIdProperty); var finalBuilder = new ShaderStringBuilder(); finalBuilder.AppendLine(@"Shader ""{0}""", name); using (finalBuilder.BlockScope()) { finalBuilder.AppendLine("Properties"); using (finalBuilder.BlockScope()) { finalBuilder.AppendLines(shaderProperties.GetPropertiesBlock(0)); } finalBuilder.AppendLine(@"HLSLINCLUDE"); finalBuilder.AppendLine("#define USE_LEGACY_UNITY_MATRIX_VARIABLES"); finalBuilder.AppendLine(@"#include ""CoreRP/ShaderLibrary/Common.hlsl"""); finalBuilder.AppendLine(@"#include ""CoreRP/ShaderLibrary/Packing.hlsl"""); finalBuilder.AppendLine(@"#include ""CoreRP/ShaderLibrary/Color.hlsl"""); finalBuilder.AppendLine(@"#include ""CoreRP/ShaderLibrary/UnityInstancing.hlsl"""); finalBuilder.AppendLine(@"#include ""CoreRP/ShaderLibrary/EntityLighting.hlsl"""); finalBuilder.AppendLine(@"#include ""ShaderGraphLibrary/ShaderVariables.hlsl"""); finalBuilder.AppendLine(@"#include ""ShaderGraphLibrary/ShaderVariablesFunctions.hlsl"""); finalBuilder.AppendLine(@"#include ""ShaderGraphLibrary/Functions.hlsl"""); finalBuilder.AppendLines(shaderProperties.GetPropertiesDeclaration(0)); finalBuilder.AppendLines(surfaceInputs.GetShaderString(0)); finalBuilder.Concat(functionBuilder); finalBuilder.AppendLines(vertexInputs.GetShaderString(0)); finalBuilder.AppendLines(surfaceDescriptionStruct.GetShaderString(0)); finalBuilder.AppendLines(vertexShader.GetShaderString(0)); finalBuilder.AppendLines(surfaceDescriptionFunction.GetShaderString(0)); finalBuilder.AppendLine(@"ENDHLSL"); finalBuilder.AppendLines(ShaderGenerator.GetPreviewSubShader(node, requirements)); ListPool <INode> .Release(activeNodeList); } results.configuredTextures = shaderProperties.GetConfiguredTexutres(); ShaderSourceMap sourceMap; results.shader = finalBuilder.ToString(out sourceMap); results.sourceMap = sourceMap; return(results); }
public static GenerationResults GetShader(this GraphData graph, AbstractMaterialNode node, GenerationMode mode, string name) { // ----------------------------------------------------- // // SETUP // // ----------------------------------------------------- // // ------------------------------------- // String builders var finalShader = new ShaderStringBuilder(); var results = new GenerationResults(); var shaderProperties = new PropertyCollector(); var shaderKeywords = new KeywordCollector(); var shaderPropertyUniforms = new ShaderStringBuilder(); var shaderKeywordDeclarations = new ShaderStringBuilder(); var shaderKeywordPermutations = new ShaderStringBuilder(1); var functionBuilder = new ShaderStringBuilder(); var functionRegistry = new FunctionRegistry(functionBuilder); var vertexDescriptionFunction = new ShaderStringBuilder(0); var surfaceDescriptionInputStruct = new ShaderStringBuilder(0); var surfaceDescriptionStruct = new ShaderStringBuilder(0); var surfaceDescriptionFunction = new ShaderStringBuilder(0); var vertexInputs = new ShaderStringBuilder(0); graph.CollectShaderKeywords(shaderKeywords, mode); if (graph.GetKeywordPermutationCount() > ShaderGraphPreferences.variantLimit) { graph.AddValidationError(node.tempId, ShaderKeyword.kVariantLimitWarning, Rendering.ShaderCompilerMessageSeverity.Error); results.configuredTextures = shaderProperties.GetConfiguredTexutres(); results.shader = string.Empty; return(results); } // ------------------------------------- // Get Slot and Node lists var activeNodeList = ListPool <AbstractMaterialNode> .Get(); NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, node); var slots = new List <MaterialSlot>(); if (node is IMasterNode || node is SubGraphOutputNode) { slots.AddRange(node.GetInputSlots <MaterialSlot>()); } else { var outputSlots = node.GetOutputSlots <MaterialSlot>().ToList(); if (outputSlots.Count > 0) { slots.Add(outputSlots[0]); } } // ------------------------------------- // Get Requirements var requirements = ShaderGraphRequirements.FromNodes(activeNodeList, ShaderStageCapability.Fragment); // ----------------------------------------------------- // // KEYWORDS // // ----------------------------------------------------- // // ------------------------------------- // Get keyword permutations graph.CollectShaderKeywords(shaderKeywords, mode); // Track permutation indicies for all nodes and requirements List <int>[] keywordPermutationsPerNode = new List <int> [activeNodeList.Count]; // ------------------------------------- // Evaluate all permutations for (int i = 0; i < shaderKeywords.permutations.Count; i++) { // Get active nodes for this permutation var localNodes = ListPool <AbstractMaterialNode> .Get(); NodeUtils.DepthFirstCollectNodesFromNode(localNodes, node, keywordPermutation: shaderKeywords.permutations[i]); // Track each pixel node in this permutation foreach (AbstractMaterialNode pixelNode in localNodes) { int nodeIndex = activeNodeList.IndexOf(pixelNode); if (keywordPermutationsPerNode[nodeIndex] == null) { keywordPermutationsPerNode[nodeIndex] = new List <int>(); } keywordPermutationsPerNode[nodeIndex].Add(i); } // Get active requirements for this permutation var localSurfaceRequirements = ShaderGraphRequirements.FromNodes(localNodes, ShaderStageCapability.Fragment, false); var localPixelRequirements = ShaderGraphRequirements.FromNodes(localNodes, ShaderStageCapability.Fragment); } // ----------------------------------------------------- // // START VERTEX DESCRIPTION // // ----------------------------------------------------- // // ------------------------------------- // Generate Vertex Description function vertexDescriptionFunction.AppendLine("GraphVertexInput PopulateVertexData(GraphVertexInput v)"); using (vertexDescriptionFunction.BlockScope()) { vertexDescriptionFunction.AppendLine("return v;"); } // ----------------------------------------------------- // // START SURFACE DESCRIPTION // // ----------------------------------------------------- // // ------------------------------------- // Generate Input structure for Surface Description function // Surface Description Input requirements are needed to exclude intermediate translation spaces GenerateSurfaceInputStruct(surfaceDescriptionInputStruct, requirements, "SurfaceDescriptionInputs"); results.previewMode = PreviewMode.Preview2D; foreach (var pNode in activeNodeList) { if (pNode.previewMode == PreviewMode.Preview3D) { results.previewMode = PreviewMode.Preview3D; break; } } // ------------------------------------- // Generate Output structure for Surface Description function GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, useIdsInNames: !(node is IMasterNode)); // ------------------------------------- // Generate Surface Description function GenerateSurfaceDescriptionFunction( activeNodeList, keywordPermutationsPerNode, node, graph, surfaceDescriptionFunction, functionRegistry, shaderProperties, shaderKeywords, mode, outputIdProperty: results.outputIdProperty); // ----------------------------------------------------- // // GENERATE VERTEX > PIXEL PIPELINE // // ----------------------------------------------------- // // ------------------------------------- // Keyword declarations shaderKeywords.GetKeywordsDeclaration(shaderKeywordDeclarations, mode); // ------------------------------------- // Property uniforms shaderProperties.GetPropertiesDeclaration(shaderPropertyUniforms, mode, graph.concretePrecision); // ------------------------------------- // Generate Input structure for Vertex shader GenerateApplicationVertexInputs(requirements, vertexInputs); // ----------------------------------------------------- // // FINALIZE // // ----------------------------------------------------- // // ------------------------------------- // Build final shader finalShader.AppendLine(@"Shader ""{0}""", name); using (finalShader.BlockScope()) { SubShaderGenerator.GeneratePropertiesBlock(finalShader, shaderProperties, shaderKeywords, mode); finalShader.AppendNewLine(); finalShader.AppendLine(@"HLSLINCLUDE"); finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"""); finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"""); finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"""); finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"""); finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"""); finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"""); finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.shadergraph/ShaderGraphLibrary/ShaderVariables.hlsl"""); finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.shadergraph/ShaderGraphLibrary/ShaderVariablesFunctions.hlsl"""); finalShader.AppendLine(@"#include ""Assets/Scripts/URP/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"""); finalShader.AppendLines(shaderKeywordDeclarations.ToString()); finalShader.AppendLine(@"#define SHADERGRAPH_PREVIEW 1"); finalShader.AppendNewLine(); finalShader.AppendLines(shaderKeywordPermutations.ToString()); finalShader.AppendLines(shaderPropertyUniforms.ToString()); finalShader.AppendNewLine(); finalShader.AppendLines(surfaceDescriptionInputStruct.ToString()); finalShader.AppendNewLine(); finalShader.Concat(functionBuilder); finalShader.AppendNewLine(); finalShader.AppendLines(surfaceDescriptionStruct.ToString()); finalShader.AppendNewLine(); finalShader.AppendLines(surfaceDescriptionFunction.ToString()); finalShader.AppendNewLine(); finalShader.AppendLines(vertexInputs.ToString()); finalShader.AppendNewLine(); finalShader.AppendLines(vertexDescriptionFunction.ToString()); finalShader.AppendNewLine(); finalShader.AppendLine(@"ENDHLSL"); finalShader.AppendLines(ShaderGenerator.GetPreviewSubShader(node, requirements)); ListPool <AbstractMaterialNode> .Release(activeNodeList); } // ------------------------------------- // Finalize results.configuredTextures = shaderProperties.GetConfiguredTexutres(); ShaderSourceMap sourceMap; results.shader = finalShader.ToString(out sourceMap); results.sourceMap = sourceMap; return(results); }