Пример #1
0
        protected static void ResetMaterialCustomRenderQueue(Material material)
        {
            HDRenderQueue.RenderQueueType targetQueueType;
            switch (material.GetSurfaceType())
            {
            case SurfaceType.Opaque:
                targetQueueType = HDRenderQueue.GetOpaqueEquivalent(HDRenderQueue.GetTypeByRenderQueueValue(material.renderQueue));
                break;

            case SurfaceType.Transparent:
                targetQueueType = HDRenderQueue.GetTransparentEquivalent(HDRenderQueue.GetTypeByRenderQueueValue(material.renderQueue));
                break;

            default:
                throw new ArgumentException("Unknown SurfaceType");
            }

            // Decal doesn't have properties to compute the render queue
            if (material.HasProperty(kTransparentSortPriority) && material.HasProperty(kAlphaCutoffEnabled))
            {
                float sortingPriority = material.GetFloat(kTransparentSortPriority);
                bool  alphaTest       = material.GetFloat(kAlphaCutoffEnabled) > 0.5f;
                bool  decalEnable     = material.HasProperty(kEnableDecals) && material.GetFloat(kEnableDecals) > 0.0f;
                material.renderQueue = HDRenderQueue.ChangeType(targetQueueType, (int)sortingPriority, alphaTest, decalEnable);
            }
        }
Пример #2
0
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // DecalSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("3b523fb79ded88842bb5195be78e0354"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as DecalMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                // Add tags at the SubShader level
                int queue = HDRenderQueue.ChangeType(HDRenderQueue.RenderQueueType.Opaque, masterNode.drawOrder, false);
                HDSubShaderUtilities.AddTags(subShader, HDRenderPipeline.k_ShaderTagName, HDRenderTypeTags.Opaque, queue);

                // Caution: Order of GenerateShaderPass matter. Only generate required pass
                if (masterNode.affectsAlbedo.isOn || masterNode.affectsNormal.isOn || masterNode.affectsMetal.isOn || masterNode.affectsAO.isOn || masterNode.affectsSmoothness.isOn)
                {
                    GenerateShaderPass(masterNode, m_PassProjector3RT, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPass(masterNode, m_PassProjector4RT, mode, subShader, sourceAssetDependencyPaths);
                }
                if (masterNode.affectsEmission.isOn)
                {
                    GenerateShaderPass(masterNode, m_PassProjectorEmissive, mode, subShader, sourceAssetDependencyPaths);
                }
                if (masterNode.affectsAlbedo.isOn || masterNode.affectsNormal.isOn || masterNode.affectsMetal.isOn || masterNode.affectsAO.isOn || masterNode.affectsSmoothness.isOn)
                {
                    GenerateShaderPass(masterNode, m_PassMesh3RT, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPass(masterNode, m_PassMesh4RT, mode, subShader, sourceAssetDependencyPaths);
                }
                if (masterNode.affectsEmission.isOn)
                {
                    GenerateShaderPass(masterNode, m_PassMeshEmissive, mode, subShader, sourceAssetDependencyPaths);
                }

                if (mode.IsPreview())
                {
                    GenerateShaderPass(masterNode, m_PassPreview, mode, subShader, sourceAssetDependencyPaths);
                }
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);

            if (!masterNode.OverrideEnabled)
            {
                subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Rendering.HighDefinition.DecalGUI""");
            }

            string s = subShader.GetShaderString(0);

            return(s);
        }
Пример #3
0
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // StackLitSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("9649efe3e0e8e2941a983bb0f3a034ad"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as StackLitMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                // Add tags at the SubShader level
                var renderingPass = masterNode.surfaceType == SurfaceType.Opaque ? HDRenderQueue.RenderQueueType.Opaque : HDRenderQueue.RenderQueueType.Transparent;
                int queue         = HDRenderQueue.ChangeType(renderingPass, masterNode.sortPriority, masterNode.alphaTest.isOn);
                HDSubShaderUtilities.AddTags(subShader, HDRenderPipeline.k_ShaderTagName, HDRenderTypeTags.HDLitShader, queue);

                // generate the necessary shader passes
                bool opaque      = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent = !opaque;

                bool distortionActive = transparent && masterNode.distortion.isOn;

                GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);

                GenerateShaderPassLit(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);

                if (distortionActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassDistortion, mode, subShader, sourceAssetDependencyPaths);
                }

                // Assign define here based on opaque or transparent to save some variant
                m_PassForwardOnly.ExtraDefines = opaque ? HDSubShaderUtilities.s_ExtraDefinesForwardOpaque : HDSubShaderUtilities.s_ExtraDefinesForwardTransparent;
                GenerateShaderPassLit(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths);
            }

            subShader.Deindent();
            subShader.AddShaderChunk("}", true);

            if (!masterNode.OverrideEnabled)
            {
                subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Rendering.HighDefinition.StackLitGUI""");
            }

            return(subShader.GetShaderString(0));
        }
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // HDUnlitSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("1c44ec077faa54145a89357de68e5d26"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as HDUnlitMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                // Add tags at the SubShader level
                int queue = HDRenderQueue.ChangeType(masterNode.renderingPass, masterNode.sortPriority, masterNode.alphaTest.isOn);
                HDSubShaderUtilities.AddTags(subShader, HDRenderPipeline.k_ShaderTagName, HDRenderTypeTags.HDUnlitShader, queue);

                // For preview only we generate the passes that are enabled
                bool opaque           = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent      = !opaque;
                bool distortionActive = transparent && masterNode.distortion.isOn;

                GenerateShaderPassUnlit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassUnlit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassUnlit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);

                GenerateShaderPassUnlit(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassUnlit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);

                if (distortionActive)
                {
                    GenerateShaderPassUnlit(masterNode, m_PassDistortion, mode, subShader, sourceAssetDependencyPaths);
                }

                GenerateShaderPassUnlit(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths);
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);

            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.HDUnlitGUI""");

            return(subShader.GetShaderString(0));
        }
Пример #5
0
        void AddTags(ShaderGenerator generator, string pipeline, HDRenderTypeTags renderType, PBRMasterNode masterNode)
        {
            var    type  = masterNode.surfaceType == ShaderGraph.SurfaceType.Opaque ? HDRenderQueue.RenderQueueType.Opaque : HDRenderQueue.RenderQueueType.Transparent;
            string queue = HDRenderQueue.GetShaderTagValue(HDRenderQueue.ChangeType(type, 0, true));
            ShaderStringBuilder builder = new ShaderStringBuilder();

            builder.AppendLine("Tags");
            using (builder.BlockScope())
            {
                builder.AppendLine("\"RenderPipeline\"=\"{0}\"", pipeline);
                builder.AppendLine("\"RenderType\"=\"{0}\"", renderType);
                builder.AppendLine("\"Queue\"=\"{0}\"", queue);
            }

            generator.AddShaderChunk(builder.ToString());
        }
Пример #6
0
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // UnlitSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("a32a2cf536cae8e478ca1bbb7b9c493b"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as UnlitMasterNode;
            var subShader  = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                var renderingPass = masterNode.surfaceType == ShaderGraph.SurfaceType.Opaque ? HDRenderQueue.RenderQueueType.Opaque : HDRenderQueue.RenderQueueType.Transparent;
                int queue         = HDRenderQueue.ChangeType(renderingPass, 0, true);
                HDSubShaderUtilities.AddTags(subShader, HDRenderPipeline.k_ShaderTagName, HDRenderTypeTags.HDUnlitShader, queue);

                // generate the necessary shader passes
                bool opaque = (masterNode.surfaceType == ShaderGraph.SurfaceType.Opaque);

                GenerateShaderPassUnlit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassUnlit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassUnlit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);

                if (opaque)
                {
                    GenerateShaderPassUnlit(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassUnlit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);
                }

                GenerateShaderPassUnlit(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths);
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);

            if (!masterNode.OverrideEnabled)
            {
                subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Rendering.HighDefinition.UnlitUI""");
            }

            return(subShader.GetShaderString(0));
        }
Пример #7
0
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // FabricSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("059cc3132f0336e40886300f3d2d7f12"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as FabricMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                // generate the necessary shader passes
                bool opaque      = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent = !opaque;

                // Add tags at the SubShader level
                var renderingPass = masterNode.surfaceType == SurfaceType.Opaque ? HDRenderQueue.RenderQueueType.Opaque : HDRenderQueue.RenderQueueType.Transparent;
                int queue         = HDRenderQueue.ChangeType(renderingPass, masterNode.sortPriority, masterNode.alphaTest.isOn);
                HDSubShaderUtilities.AddTags(subShader, HDRenderPipeline.k_ShaderTagName, HDRenderTypeTags.HDLitShader, queue);

                GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);

                GenerateShaderPassLit(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);

                // Assign define here based on opaque or transparent to save some variant
                m_PassForwardOnly.ExtraDefines = opaque ? HDSubShaderUtilities.s_ExtraDefinesForwardOpaque : HDSubShaderUtilities.s_ExtraDefinesForwardTransparent;
                GenerateShaderPassLit(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths);
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);
            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.FabricGUI""");

            return(subShader.GetShaderString(0));
        }
        public override string GetRenderQueueStr()
        {
            RenderQueueType renderQueueType;
            string          prefix = string.Empty;

            if (owner.isBlendModeOpaque)
            {
                prefix          = "Geometry";
                renderQueueType = HDRenderQueue.ConvertFromOpaqueRenderQueue(opaqueRenderQueue);
            }
            else
            {
                prefix          = "Transparent";
                renderQueueType = HDRenderQueue.ConvertFromTransparentRenderQueue(transparentRenderQueue);
            }

            int renderQueue = HDRenderQueue.ChangeType(renderQueueType, 0, owner.useAlphaClipping) - (int)(owner.isBlendModeOpaque ? Priority.Opaque : Priority.Transparent);

            return(prefix + renderQueue.ToString("+#;-#;+0"));
        }
Пример #9
0
        protected static void ResetMaterialCustomRenderQueue(Material material)
        {
            HDRenderQueue.RenderQueueType targetQueueType;
            switch (material.GetSurfaceType())
            {
            case SurfaceType.Opaque:
                targetQueueType = HDRenderQueue.GetOpaqueEquivalent(HDRenderQueue.GetTypeByRenderQueueValue(material.renderQueue));
                break;

            case SurfaceType.Transparent:
                targetQueueType = HDRenderQueue.GetTransparentEquivalent(HDRenderQueue.GetTypeByRenderQueueValue(material.renderQueue));
                break;

            default:
                throw new ArgumentException("Unknown SurfaceType");
            }

            float sortingPriority = material.GetFloat(kTransparentSortPriority);
            bool  alphaTest       = material.GetFloat(kAlphaCutoffEnabled) > 0.5f;

            material.renderQueue = HDRenderQueue.ChangeType(targetQueueType, (int)sortingPriority, alphaTest);
        }
Пример #10
0
        public static void ResetMaterialCustomRenderQueue(this Material material)
        {
            // using GetOpaqueEquivalent / GetTransparentEquivalent allow to handle the case when we switch surfaceType
            HDRenderQueue.RenderQueueType targetQueueType;
            switch (material.GetSurfaceType())
            {
            case SurfaceType.Opaque:
                targetQueueType = HDRenderQueue.GetOpaqueEquivalent(HDRenderQueue.GetTypeByRenderQueueValue(material.renderQueue));
                break;

            case SurfaceType.Transparent:
                targetQueueType = HDRenderQueue.GetTransparentEquivalent(HDRenderQueue.GetTypeByRenderQueueValue(material.renderQueue));
                break;

            default:
                throw new ArgumentException("Unknown SurfaceType");
            }

            float sortingPriority = material.HasProperty(kTransparentSortPriority) ? material.GetFloat(kTransparentSortPriority) : 0.0f;
            bool  alphaTest       = material.HasProperty(kAlphaCutoffEnabled) && material.GetFloat(kAlphaCutoffEnabled) > 0.0f;
            bool  decalEnable     = material.HasProperty(kEnableDecals) && material.GetFloat(kEnableDecals) > 0.0f;

            material.renderQueue = HDRenderQueue.ChangeType(targetQueueType, (int)sortingPriority, alphaTest, decalEnable);
        }
Пример #11
0
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // HairSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("c3f20efb64673e0488a2c8e986a453fa"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as HairMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", true);
            subShader.AddShaderChunk("{", true);
            subShader.Indent();
            {
                // Add tags at the SubShader level
                var renderingPass = masterNode.surfaceType == SurfaceType.Opaque ? HDRenderQueue.RenderQueueType.Opaque : HDRenderQueue.RenderQueueType.Transparent;
                int queue         = HDRenderQueue.ChangeType(renderingPass, masterNode.sortPriority, masterNode.alphaTest.isOn);
                HDSubShaderUtilities.AddTags(subShader, HDRenderPipeline.k_ShaderTagName, HDRenderTypeTags.HDLitShader, queue);

                // generate the necessary shader passes
                bool opaque      = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent = !opaque;

                bool transparentBackfaceActive      = transparent && masterNode.backThenFrontRendering.isOn;
                bool transparentDepthPrepassActive  = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPrepass.isOn;
                bool transparentDepthPostpassActive = transparent && masterNode.alphaTest.isOn && masterNode.alphaTestDepthPostpass.isOn;

                GenerateShaderPassHair(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassHair(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassHair(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);

                GenerateShaderPassHair(masterNode, m_PassDepthForwardOnly, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassHair(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);

                if (transparentBackfaceActive)
                {
                    GenerateShaderPassHair(masterNode, m_PassTransparentBackface, mode, subShader, sourceAssetDependencyPaths);
                }

                if (transparentDepthPrepassActive)
                {
                    GenerateShaderPassHair(masterNode, m_PassTransparentDepthPrepass, mode, subShader, sourceAssetDependencyPaths);
                }

                // Assign define here based on opaque or transparent to save some variant
                m_PassForwardOnly.ExtraDefines = opaque ? HDSubShaderUtilities.s_ExtraDefinesForwardOpaque : HDSubShaderUtilities.s_ExtraDefinesForwardTransparent;
                GenerateShaderPassHair(masterNode, m_PassForwardOnly, mode, subShader, sourceAssetDependencyPaths);

                if (transparentDepthPostpassActive)
                {
                    GenerateShaderPassHair(masterNode, m_PassTransparentDepthPostpass, mode, subShader, sourceAssetDependencyPaths);
                }
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", true);
            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.HairGUI""");

            return(subShader.GetShaderString(0));
        }
Пример #12
0
        private int GetRenderQueueOffset()
        {
            var renderQueueType = GetRenderQueueType();

            return(HDRenderQueue.ChangeType(renderQueueType, GetMaterialOffset(), owner.hasAlphaClipping));
        }
        public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // HDLitSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("bac1a9627cfec924fa2ea9c65af8eeca"));
                // HDSubShaderUtilities.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("713ced4e6eef4a44799a4dd59041484b"));
            }

            var masterNode = iMasterNode as HDLitMasterNode;

            var subShader = new ShaderGenerator();

            subShader.AddShaderChunk("SubShader", false);
            subShader.AddShaderChunk("{", false);
            subShader.Indent();
            {
                //Handle data migration here as we need to have a renderingPass already set with accurate data at this point.
                if (masterNode.renderingPass == HDRenderQueue.RenderQueueType.Unknown)
                {
                    switch (masterNode.surfaceType)
                    {
                    case SurfaceType.Opaque:
                        masterNode.renderingPass = HDRenderQueue.RenderQueueType.Opaque;
                        break;

                    case SurfaceType.Transparent:
#pragma warning disable CS0618 // Type or member is obsolete
                        if (masterNode.m_DrawBeforeRefraction)
                        {
                            masterNode.m_DrawBeforeRefraction = false;
#pragma warning restore CS0618 // Type or member is obsolete
                            masterNode.renderingPass = HDRenderQueue.RenderQueueType.PreRefraction;
                        }
                        else
                        {
                            masterNode.renderingPass = HDRenderQueue.RenderQueueType.Transparent;
                        }
                        break;

                    default:
                        throw new System.ArgumentException("Unknown SurfaceType");
                    }
                }

                // Add tags at the SubShader level
                int queue = HDRenderQueue.ChangeType(masterNode.renderingPass, masterNode.sortPriority, masterNode.alphaTest.isOn);
                HDSubShaderUtilities.AddTags(subShader, HDRenderPipeline.k_ShaderTagName, HDRenderTypeTags.HDLitShader, queue);

                // generate the necessary shader passes
                bool opaque      = (masterNode.surfaceType == SurfaceType.Opaque);
                bool transparent = !opaque;

                bool distortionActive               = transparent && masterNode.distortion.isOn;
                bool transparentBackfaceActive      = transparent && masterNode.backThenFrontRendering.isOn;
                bool transparentDepthPrepassActive  = transparent && masterNode.alphaTestDepthPrepass.isOn;
                bool transparentDepthPostpassActive = transparent && masterNode.alphaTestDepthPostpass.isOn;

                GenerateShaderPassLit(masterNode, m_PassShadowCaster, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassMETA, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_SceneSelectionPass, mode, subShader, sourceAssetDependencyPaths);

                GenerateShaderPassLit(masterNode, m_PassDepthOnly, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassGBuffer, mode, subShader, sourceAssetDependencyPaths);
                GenerateShaderPassLit(masterNode, m_PassMotionVectors, mode, subShader, sourceAssetDependencyPaths);

                if (distortionActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassDistortion, mode, subShader, sourceAssetDependencyPaths);
                }

                if (transparentBackfaceActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassTransparentBackface, mode, subShader, sourceAssetDependencyPaths);
                }

                // Assign define here based on opaque or transparent to save some variant
                m_PassForward.ExtraDefines = opaque ? HDSubShaderUtilities.s_ExtraDefinesForwardOpaque : HDSubShaderUtilities.s_ExtraDefinesForwardTransparent;
                GenerateShaderPassLit(masterNode, m_PassForward, mode, subShader, sourceAssetDependencyPaths);

                if (transparentDepthPrepassActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassTransparentDepthPrepass, mode, subShader, sourceAssetDependencyPaths);
                }

                if (transparentDepthPostpassActive)
                {
                    GenerateShaderPassLit(masterNode, m_PassTransparentDepthPostpass, mode, subShader, sourceAssetDependencyPaths);
                }
            }
            subShader.Deindent();
            subShader.AddShaderChunk("}", false);

#if ENABLE_RAYTRACING
            if (mode == GenerationMode.ForReals)
            {
                subShader.AddShaderChunk("SubShader", false);
                subShader.AddShaderChunk("{", false);
                subShader.Indent();
                {
                    GenerateShaderPassLit(masterNode, m_PassRaytracingIndirect, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassRaytracingVisibility, mode, subShader, sourceAssetDependencyPaths);
                    GenerateShaderPassLit(masterNode, m_PassRaytracingForward, mode, subShader, sourceAssetDependencyPaths);
                }
                subShader.Deindent();
                subShader.AddShaderChunk("}", false);
            }
#endif
            subShader.AddShaderChunk(@"CustomEditor ""UnityEditor.Experimental.Rendering.HDPipeline.HDLitGUI""");

            return(subShader.GetShaderString(0));
        }
Пример #14
0
        public override void Convert(Material srcMaterial, Material dstMaterial)
        {
            dstMaterial.hideFlags = HideFlags.DontUnloadUnusedAsset;

            base.Convert(srcMaterial, dstMaterial);

            // ---------- Mask Map ----------

            // Metallic
            bool    hasMetallic = false;
            Texture metallicMap = TextureCombiner.TextureFromColor(Color.black);

            if ((srcMaterial.shader.name == Standard) || (srcMaterial.shader.name == Standard_Rough))
            {
                hasMetallic = srcMaterial.GetTexture("_MetallicGlossMap") != null;
                if (hasMetallic)
                {
                    metallicMap = TextureCombiner.GetTextureSafe(srcMaterial, "_MetallicGlossMap", Color.white);
                }
                else
                {
                    metallicMap = TextureCombiner.TextureFromColor(Color.white);
                }

                // Convert _Metallic value from Gamma to Linear, or set to 1 if a map is used
                float metallicValue = Mathf.Pow(srcMaterial.GetFloat("_Metallic"), 2.2f);
                dstMaterial.SetFloat("_Metallic", hasMetallic? 1f : metallicValue);
            }

            // Occlusion
            bool    hasOcclusion = srcMaterial.GetTexture("_OcclusionMap") != null;
            Texture occlusionMap = Texture2D.whiteTexture;

            if (hasOcclusion)
            {
                occlusionMap = TextureCombiner.GetTextureSafe(srcMaterial, "_OcclusionMap", Color.white);
            }

            dstMaterial.SetFloat("_AORemapMin", 1f - srcMaterial.GetFloat("_OcclusionStrength"));

            // Detail Mask
            bool    hasDetailMask = srcMaterial.GetTexture("_DetailMask") != null;
            Texture detailMaskMap = Texture2D.whiteTexture;

            if (hasDetailMask)
            {
                detailMaskMap = TextureCombiner.GetTextureSafe(srcMaterial, "_DetailMask", Color.white);
            }

            // Smoothness
            bool      hasSmoothness = false;
            Texture2D smoothnessMap = TextureCombiner.TextureFromColor(Color.white);

            dstMaterial.SetFloat("_SmoothnessRemapMax", srcMaterial.GetFloat("_Glossiness"));

            if (srcMaterial.shader.name == Standard_Rough)
            {
                hasSmoothness = srcMaterial.GetTexture("_SpecGlossMap") != null;

                if (hasSmoothness)
                {
                    smoothnessMap = (Texture2D)TextureCombiner.GetTextureSafe(srcMaterial, "_SpecGlossMap", Color.grey);
                }
            }
            else
            {
                string smoothnessTextureChannel = "_MainTex";

                if (srcMaterial.GetFloat("_SmoothnessTextureChannel") == 0)
                {
                    if (srcMaterial.shader.name == Standard)
                    {
                        smoothnessTextureChannel = "_MetallicGlossMap";
                    }
                    if (srcMaterial.shader.name == Standard_Spec)
                    {
                        smoothnessTextureChannel = "_SpecGlossMap";
                    }
                }

                smoothnessMap = (Texture2D)srcMaterial.GetTexture(smoothnessTextureChannel);
                if (smoothnessMap != null)
                {
                    hasSmoothness = true;

                    dstMaterial.SetFloat("_SmoothnessRemapMax", srcMaterial.GetFloat("_GlossMapScale"));

                    if (!TextureCombiner.TextureHasAlpha(smoothnessMap))
                    {
                        smoothnessMap = TextureCombiner.TextureFromColor(Color.white);
                    }
                }
                else
                {
                    smoothnessMap = TextureCombiner.TextureFromColor(Color.white);
                }
            }


            // Build the mask map
            if (hasMetallic || hasOcclusion || hasDetailMask || hasSmoothness)
            {
                Texture2D maskMap;

                TextureCombiner maskMapCombiner = new TextureCombiner(
                    metallicMap, 0,                                                         // R: Metallic from red
                    occlusionMap, 1,                                                        // G: Occlusion from green
                    detailMaskMap, 3,                                                       // B: Detail Mask from alpha
                    smoothnessMap, (srcMaterial.shader.name == Standard_Rough) ? -4 : 3     // A: Smoothness Texture from inverse greyscale for roughness setup, or alpha
                    );

                string maskMapPath = AssetDatabase.GetAssetPath(srcMaterial);
                maskMapPath = maskMapPath.Remove(maskMapPath.Length - 4) + "_MaskMap.png";
                maskMap     = maskMapCombiner.Combine(maskMapPath);
                dstMaterial.SetTexture("_MaskMap", maskMap);
            }

            // Specular Setup Specific
            if (srcMaterial.shader.name == Standard_Spec)
            {
                // if there is a specular map, change the specular color to white
                if (srcMaterial.GetTexture("_SpecGlossMap") != null)
                {
                    dstMaterial.SetColor("_SpecularColor", Color.white);
                }
            }

            // ---------- Height Map ----------
            bool hasHeightMap = srcMaterial.GetTexture("_ParallaxMap") != null;

            if (hasHeightMap) // Enable Parallax Occlusion Mapping
            {
                dstMaterial.SetFloat("_DisplacementMode", 2);
                dstMaterial.SetFloat("_HeightPoMAmplitude", srcMaterial.GetFloat("_Parallax") * 2f);
            }

            // ---------- Detail Map ----------
            bool hasDetailAlbedo = srcMaterial.GetTexture("_DetailAlbedoMap") != null;
            bool hasDetailNormal = srcMaterial.GetTexture("_DetailNormalMap") != null;

            if (hasDetailAlbedo || hasDetailNormal)
            {
                Texture2D       detailMap;
                TextureCombiner detailCombiner = new TextureCombiner(
                    TextureCombiner.GetTextureSafe(srcMaterial, "_DetailAlbedoMap", Color.grey), 4,     // Albedo (overlay)
                    TextureCombiner.GetTextureSafe(srcMaterial, "_DetailNormalMap", Color.grey), 1,     // Normal Y
                    TextureCombiner.midGrey, 1,                                                         // Smoothness
                    TextureCombiner.GetTextureSafe(srcMaterial, "_DetailNormalMap", Color.grey), 0      // Normal X
                    );
                string detailMapPath = AssetDatabase.GetAssetPath(srcMaterial);
                detailMapPath = detailMapPath.Remove(detailMapPath.Length - 4) + "_DetailMap.png";
                detailMap     = detailCombiner.Combine(detailMapPath);
                dstMaterial.SetTexture("_DetailMap", detailMap);
            }


            // Blend Mode
            int previousBlendMode = srcMaterial.GetInt("_Mode");

            switch (previousBlendMode)
            {
            case 0:     // Opaque
                dstMaterial.SetFloat("_SurfaceType", 0);
                dstMaterial.SetFloat("_BlendMode", 0);
                dstMaterial.SetFloat("_AlphaCutoffEnable", 0);
                dstMaterial.SetFloat("_EnableBlendModePreserveSpecularLighting", 1);
                dstMaterial.renderQueue = HDRenderQueue.ChangeType(HDRenderQueue.RenderQueueType.Opaque, 0, false, true);
                break;

            case 1:     // Cutout
                dstMaterial.SetFloat("_SurfaceType", 0);
                dstMaterial.SetFloat("_BlendMode", 0);
                dstMaterial.SetFloat("_AlphaCutoffEnable", 1);
                dstMaterial.SetFloat("_EnableBlendModePreserveSpecularLighting", 1);
                dstMaterial.renderQueue = HDRenderQueue.ChangeType(HDRenderQueue.RenderQueueType.Opaque, 0, true, true);
                break;

            case 2:     // Fade -> Alpha with depth prepass + Disable preserve specular
                dstMaterial.SetFloat("_SurfaceType", 1);
                dstMaterial.SetFloat("_BlendMode", 0);
                dstMaterial.SetFloat("_AlphaCutoffEnable", 0);
                dstMaterial.SetFloat("_EnableBlendModePreserveSpecularLighting", 0);
                dstMaterial.SetFloat("_TransparentDepthPrepassEnable", 1);
                dstMaterial.renderQueue = HDRenderQueue.ChangeType(HDRenderQueue.RenderQueueType.Transparent, 0, false, true);
                break;

            case 3:     // Transparent -> Alpha
                dstMaterial.SetFloat("_SurfaceType", 1);
                dstMaterial.SetFloat("_BlendMode", 0);
                dstMaterial.SetFloat("_AlphaCutoffEnable", 0);
                dstMaterial.SetFloat("_EnableBlendModePreserveSpecularLighting", 1);
                dstMaterial.renderQueue = HDRenderQueue.ChangeType(HDRenderQueue.RenderQueueType.Transparent, 0, false, true);
                break;
            }

            Color hdrEmission = srcMaterial.GetColor("_EmissionColor");

            // Get the _EMISSION keyword of the Standard shader
            if (!srcMaterial.IsKeywordEnabled("_EMISSION"))
            {
                hdrEmission = Color.black;
            }

            // Emission toggle of Particle Standard Surface
            if (srcMaterial.HasProperty("_EmissionEnabled"))
            {
                if (srcMaterial.GetFloat("_EmissionEnabled") == 0)
                {
                    hdrEmission = Color.black;
                }
            }

            dstMaterial.SetColor("_EmissiveColor", hdrEmission);

            HDShaderUtils.ResetMaterialKeywords(dstMaterial);
        }
        void SurfaceTypePopup()
        {
            if (surfaceType == null)
            {
                return;
            }

            Material material        = m_MaterialEditor.target as Material;
            var      mode            = (SurfaceType)surfaceType.floatValue;
            var      renderQueueType = HDRenderQueue.GetTypeByRenderQueueValue(material.renderQueue);
            bool     alphaTest       = material.HasProperty(kAlphaCutoffEnabled) && material.GetFloat(kAlphaCutoffEnabled) > 0.0f;

            EditorGUI.showMixedValue = surfaceType.hasMixedValue;
            var newMode = (SurfaceType)EditorGUILayout.Popup(StylesBaseUnlit.surfaceTypeText, (int)mode, StylesBaseUnlit.surfaceTypeNames);

            if (newMode != mode) //EditorGUI.EndChangeCheck is called even if value remain the same after the popup. Prefer not to use it here
            {
                m_MaterialEditor.RegisterPropertyChangeUndo("Surface Type");
                surfaceType.floatValue = (float)newMode;
                HDRenderQueue.RenderQueueType targetQueueType;
                switch (newMode)
                {
                case SurfaceType.Opaque:
                    targetQueueType = HDRenderQueue.GetOpaqueEquivalent(HDRenderQueue.GetTypeByRenderQueueValue(material.renderQueue));
                    break;

                case SurfaceType.Transparent:
                    targetQueueType = HDRenderQueue.GetTransparentEquivalent(HDRenderQueue.GetTypeByRenderQueueValue(material.renderQueue));
                    break;

                default:
                    throw new ArgumentException("Unknown SurfaceType");
                }
                material.renderQueue = HDRenderQueue.ChangeType(targetQueueType, (int)transparentSortPriority.floatValue, alphaTest);
            }
            EditorGUI.showMixedValue = false;

            bool isMixedRenderQueue = surfaceType.hasMixedValue || m_MaterialEditor.targets.Select(m => HDRenderQueue.GetTypeByRenderQueueValue(((Material)m).renderQueue)).Distinct().Count() > 1;

            EditorGUI.showMixedValue = isMixedRenderQueue;
            ++EditorGUI.indentLevel;
            switch (mode)
            {
            case SurfaceType.Opaque:
                //GetOpaqueEquivalent: prevent issue when switching surface type
                HDRenderQueue.OpaqueRenderQueue renderQueueOpaqueType = HDRenderQueue.ConvertToOpaqueRenderQueue(HDRenderQueue.GetOpaqueEquivalent(renderQueueType));
                var newRenderQueueOpaqueType = (HDRenderQueue.OpaqueRenderQueue)EditorGUILayout.Popup(StylesBaseUnlit.renderingPassText, (int)renderQueueOpaqueType, StylesBaseUnlit.opaqueRenderingPassNames);
                if (newRenderQueueOpaqueType != renderQueueOpaqueType)     //EditorGUI.EndChangeCheck is called even if value remain the same after the popup. Prefer not to use it here
                {
                    m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Pass");
                    renderQueueType      = HDRenderQueue.ConvertFromOpaqueRenderQueue(newRenderQueueOpaqueType);
                    material.renderQueue = HDRenderQueue.ChangeType(renderQueueType, alphaTest: alphaTest);
                }
                break;

            case SurfaceType.Transparent:
                //GetTransparentEquivalent: prevent issue when switching surface type
                HDRenderQueue.TransparentRenderQueue renderQueueTransparentType = HDRenderQueue.ConvertToTransparentRenderQueue(HDRenderQueue.GetTransparentEquivalent(renderQueueType));
                var names = StylesBaseUnlit.transparentRenderingPassNames;
                if (!showPreRefractionPass)
                {
                    names = names.Skip(1).ToArray();
                    --renderQueueTransparentType;         //keep index sync with displayed value
                }
                var newRenderQueueTransparentType = (HDRenderQueue.TransparentRenderQueue)EditorGUILayout.Popup(StylesBaseUnlit.renderingPassText, (int)renderQueueTransparentType, names);
                if (newRenderQueueTransparentType != renderQueueTransparentType)     //EditorGUI.EndChangeCheck is called even if value remain the same after the popup. Prefer not to use it here
                {
                    if (!showPreRefractionPass)
                    {
                        ++newRenderQueueTransparentType;        //keep index sync with displayed value
                    }
                    m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Pass");
                    renderQueueType      = HDRenderQueue.ConvertFromTransparentRenderQueue(newRenderQueueTransparentType);
                    material.renderQueue = HDRenderQueue.ChangeType(renderQueueType, offset: (int)transparentSortPriority.floatValue);
                }
                break;

            default:
                throw new ArgumentException("Unknown SurfaceType");
            }
            --EditorGUI.indentLevel;
            EditorGUI.showMixedValue = false;
        }