private static bool GenerateShaderPass(UnlitMasterNode 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); } sourceAssetDependencyPaths.Add(templateLocation); // 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.All, true, true); 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"; var graphEvalFunction = new ShaderStringBuilder(); var 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); // 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 string GetShaderPassFromTemplate( string template, UnlitMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions) { var builder = new ShaderStringBuilder(); builder.IncreaseIndent(); builder.IncreaseIndent(); var vertexInputs = new ShaderGenerator(); var surfaceVertexShader = new ShaderGenerator(); var surfaceDescriptionFunction = new ShaderGenerator(); var surfaceDescriptionStruct = new ShaderGenerator(); var functionRegistry = new FunctionRegistry(builder); var surfaceInputs = new ShaderGenerator(); var shaderProperties = new PropertyCollector(); surfaceInputs.AddShaderChunk("struct SurfaceInputs{", false); surfaceInputs.Indent(); var activeNodeList = ListPool <INode> .Get(); NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots); var requirements = ShaderGraphRequirements.FromNodes(activeNodeList); GraphUtil.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); } foreach (var channel in requirements.requiresMeshUVs.Distinct()) { surfaceInputs.AddShaderChunk(string.Format("half4 {0};", channel.GetUVName()), false); } surfaceInputs.Deindent(); surfaceInputs.AddShaderChunk("};", false); surfaceVertexShader.AddShaderChunk("GraphVertexInput PopulateVertexData(GraphVertexInput v){", false); surfaceVertexShader.Indent(); surfaceVertexShader.AddShaderChunk("return v;", false); surfaceVertexShader.Deindent(); surfaceVertexShader.AddShaderChunk("}", false); var slots = new List <MaterialSlot>(); foreach (var id in pass.PixelShaderSlots) { var slot = masterNode.FindSlot <MaterialSlot>(id); if (slot != null) { slots.Add(slot); } } GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, true); var usedSlots = new List <MaterialSlot>(); foreach (var id in pass.PixelShaderSlots) { usedSlots.Add(masterNode.FindSlot <MaterialSlot>(id)); } GraphUtil.GenerateSurfaceDescription( activeNodeList, masterNode, masterNode.owner as AbstractMaterialGraph, surfaceDescriptionFunction, functionRegistry, shaderProperties, requirements, mode, "PopulateSurfaceData", "SurfaceDescription", null, usedSlots); var graph = new ShaderGenerator(); graph.AddShaderChunk(shaderProperties.GetPropertiesDeclaration(2), false); graph.AddShaderChunk(surfaceInputs.GetShaderString(2), false); graph.AddShaderChunk(builder.ToString(), false); graph.AddShaderChunk(vertexInputs.GetShaderString(2), false); graph.AddShaderChunk(surfaceDescriptionStruct.GetShaderString(2), false); graph.AddShaderChunk(surfaceVertexShader.GetShaderString(2), false); graph.AddShaderChunk(surfaceDescriptionFunction.GetShaderString(2), false); var blendingVisitor = new ShaderGenerator(); var cullingVisitor = new ShaderGenerator(); var zTestVisitor = new ShaderGenerator(); var zWriteVisitor = new ShaderGenerator(); materialOptions.GetBlend(blendingVisitor); materialOptions.GetCull(cullingVisitor); materialOptions.GetDepthTest(zTestVisitor); materialOptions.GetDepthWrite(zWriteVisitor); var interpolators = new ShaderGenerator(); var localVertexShader = new ShaderGenerator(); var localPixelShader = new ShaderGenerator(); var localSurfaceInputs = new ShaderGenerator(); var surfaceOutputRemap = new ShaderGenerator(); var reqs = ShaderGraphRequirements.none; ShaderGenerator.GenerateStandardTransforms( 3, 10, interpolators, localVertexShader, localPixelShader, localSurfaceInputs, requirements, reqs, CoordinateSpace.World); ShaderGenerator defines = new ShaderGenerator(); if (masterNode.IsSlotConnected(UnlitMasterNode.AlphaThresholdSlotId)) { defines.AddShaderChunk("#define _AlphaClip 1", true); } if (masterNode.surfaceType == SurfaceType.Transparent && masterNode.alphaMode == AlphaMode.Premultiply) { defines.AddShaderChunk("#define _ALPHAPREMULTIPLY_ON 1", true); } var templateLocation = GetTemplatePath(template); foreach (var slot in usedSlots) { surfaceOutputRemap.AddShaderChunk(slot.shaderOutputName + " = surf." + slot.shaderOutputName + ";", true); } if (!File.Exists(templateLocation)) { return(string.Empty); } var subShaderTemplate = File.ReadAllText(templateLocation); var resultPass = subShaderTemplate.Replace("${Defines}", defines.GetShaderString(3)); resultPass = resultPass.Replace("${Graph}", graph.GetShaderString(3)); resultPass = resultPass.Replace("${Interpolators}", interpolators.GetShaderString(3)); resultPass = resultPass.Replace("${VertexShader}", localVertexShader.GetShaderString(3)); resultPass = resultPass.Replace("${LocalPixelShader}", localPixelShader.GetShaderString(3)); resultPass = resultPass.Replace("${SurfaceInputs}", localSurfaceInputs.GetShaderString(3)); resultPass = resultPass.Replace("${SurfaceOutputRemap}", surfaceOutputRemap.GetShaderString(3)); resultPass = resultPass.Replace("${Tags}", string.Empty); resultPass = resultPass.Replace("${Blending}", blendingVisitor.GetShaderString(2)); resultPass = resultPass.Replace("${Culling}", cullingVisitor.GetShaderString(2)); resultPass = resultPass.Replace("${ZTest}", zTestVisitor.GetShaderString(2)); resultPass = resultPass.Replace("${ZWrite}", zWriteVisitor.GetShaderString(2)); return(resultPass); }