Пример #1
0
 public string SanitizePropertyName(string displayName, Guid guid = default(Guid))
 {
     displayName = displayName.Trim();
     return(GraphUtil.SanitizeName(m_Properties.Where(p => p.guid != guid).Select(p => p.displayName), "{0} ({1})", displayName));
 }
        private static string GetShaderPassFromTemplate(string template, PBRMasterNode 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);

            var modelRequiements = ShaderGraphRequirements.none;

            modelRequiements.requiresNormal    |= NeededCoordinateSpace.World;
            modelRequiements.requiresTangent   |= NeededCoordinateSpace.World;
            modelRequiements.requiresBitangent |= NeededCoordinateSpace.World;
            modelRequiements.requiresPosition  |= NeededCoordinateSpace.World;
            modelRequiements.requiresViewDir   |= NeededCoordinateSpace.World;
            modelRequiements.requiresMeshUVs.Add(UVChannel.UV1);

            GraphUtil.GenerateApplicationVertexInputs(requirements.Union(modelRequiements), 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)
            {
                slots.Add(masterNode.FindSlot <MaterialSlot>(id));
            }
            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();

            ShaderGenerator.GenerateStandardTransforms(
                3,
                10,
                interpolators,
                localVertexShader,
                localPixelShader,
                localSurfaceInputs,
                requirements,
                modelRequiements,
                CoordinateSpace.World);

            ShaderGenerator defines = new ShaderGenerator();

            if (masterNode.IsSlotConnected(PBRMasterNode.NormalSlotId))
            {
                defines.AddShaderChunk("#define _NORMALMAP 1", true);
            }

            if (masterNode.model == PBRMasterNode.Model.Specular)
            {
                defines.AddShaderChunk("#define _SPECULAR_SETUP 1", true);
            }

            if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId))
            {
                defines.AddShaderChunk("#define _AlphaClip 1", true);
            }

            var templateLocation = ShaderGenerator.GetTemplatePath(template);

            foreach (var slot in usedSlots)
            {
                surfaceOutputRemap.AddShaderChunk(string.Format("{0} = surf.{0};", 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);
        }
Пример #3
0
        public sealed override void UpdateNodeAfterDeserialization()
        {
            var method = GetFunctionToConvert();

            if (method == null)
            {
                throw new ArgumentException("Mapped method is null on node" + this);
            }

            if (method.ReturnType != typeof(string))
            {
                throw new ArgumentException("Mapped function should return string");
            }

            // validate no duplicates
            var slotAtributes = method.GetParameters().Select(GetSlotAttribute).ToList();

            if (slotAtributes.Any(x => x == null))
            {
                throw new ArgumentException("Missing SlotAttribute on " + method.Name);
            }

            if (slotAtributes.GroupBy(x => x.slotId).Any(x => x.Count() > 1))
            {
                throw new ArgumentException("Duplicate SlotAttribute on " + method.Name);
            }

            List <MaterialSlot> slots = new List <MaterialSlot>();

            foreach (var par in method.GetParameters())
            {
                var attribute = GetSlotAttribute(par);
                var name      = GraphUtil.ConvertCamelCase(par.Name, true);

                MaterialSlot s;
                if (attribute.binding == Binding.None && !par.IsOut && par.ParameterType == typeof(Color))
                {
                    s = new ColorRGBAMaterialSlot(attribute.slotId, name, par.Name, SlotType.Input, attribute.defaultValue ?? Vector4.zero, stageCapability: attribute.stageCapability, hidden: attribute.hidden);
                }
                else if (attribute.binding == Binding.None && !par.IsOut && par.ParameterType == typeof(ColorRGBA))
                {
                    s = new ColorRGBAMaterialSlot(attribute.slotId, name, par.Name, SlotType.Input, attribute.defaultValue ?? Vector4.zero, stageCapability: attribute.stageCapability, hidden: attribute.hidden);
                }
                else if (attribute.binding == Binding.None && !par.IsOut && par.ParameterType == typeof(ColorRGB))
                {
                    s = new ColorRGBMaterialSlot(attribute.slotId, name, par.Name, SlotType.Input, attribute.defaultValue ?? Vector4.zero, ColorMode.Default, stageCapability: attribute.stageCapability, hidden: attribute.hidden);
                }
                else if (attribute.binding == Binding.None || par.IsOut)
                {
                    s = MaterialSlot.CreateMaterialSlot(
                        ConvertTypeToSlotValueType(par),
                        attribute.slotId,
                        name,
                        par.Name,
                        par.IsOut ? SlotType.Output : SlotType.Input,
                        attribute.defaultValue ?? Vector4.zero,
                        shaderStageCapability: attribute.stageCapability,
                        hidden: attribute.hidden);
                }
                else
                {
                    s = CreateBoundSlot(attribute.binding, attribute.slotId, name, par.Name, attribute.stageCapability, attribute.hidden);
                }
                slots.Add(s);

                m_Slots.Add(attribute);
            }
            foreach (var slot in slots)
            {
                AddSlot(slot);
            }
            RemoveSlotsNameNotMatching(slots.Select(x => x.id));
        }
Пример #4
0
        public void OnAfterDeserialize()
        {
            // have to deserialize 'globals' before nodes
            m_Properties = SerializationHelper.Deserialize <AbstractShaderProperty>(m_SerializedProperties, GraphUtil.GetLegacyTypeRemapping());

            var nodes = SerializationHelper.Deserialize <AbstractMaterialNode>(m_SerializableNodes, GraphUtil.GetLegacyTypeRemapping());

            m_Nodes          = new List <AbstractMaterialNode>(nodes.Count);
            m_NodeDictionary = new Dictionary <Guid, AbstractMaterialNode>(nodes.Count);
            foreach (var node in nodes.OfType <AbstractMaterialNode>())
            {
                node.owner = this;
                node.UpdateNodeAfterDeserialization();
                node.tempId = new Identifier(m_Nodes.Count);
                m_Nodes.Add(node);
                m_NodeDictionary.Add(node.guid, node);

                if (m_GroupNodes.ContainsKey(node.groupGuid))
                {
                    m_GroupNodes[node.groupGuid].Add(node);
                }
                else
                {
                    m_GroupNodes.Add(node.groupGuid, new List <AbstractMaterialNode>()
                    {
                        node
                    });
                }
            }

            m_SerializableNodes = null;

            m_Edges             = SerializationHelper.Deserialize <IEdge>(m_SerializableEdges, GraphUtil.GetLegacyTypeRemapping());
            m_SerializableEdges = null;
            foreach (var edge in m_Edges)
            {
                AddEdgeToNodeEdges(edge);
            }

            m_OutputNode = null;
        }
        public virtual void OnAfterDeserialize()
        {
            if (!string.IsNullOrEmpty(m_GuidSerialized))
            {
                m_Guid = new Guid(m_GuidSerialized);
            }
            else
            {
                m_Guid = Guid.NewGuid();
            }

            if (!string.IsNullOrEmpty(m_GroupGuidSerialized))
            {
                m_GroupGuid = new Guid(m_GroupGuidSerialized);
            }
            else
            {
                m_GroupGuid = Guid.Empty;
            }

            m_Slots             = SerializationHelper.Deserialize <ISlot>(m_SerializableSlots, GraphUtil.GetLegacyTypeRemapping());
            m_SerializableSlots = null;
            foreach (var s in m_Slots)
            {
                s.owner = this;
            }
            UpdateNodeAfterDeserialization();
        }
Пример #6
0
        public override void OnInspectorGUI()
        {
            GraphData GetGraphData(AssetImporter importer)
            {
                var textGraph   = File.ReadAllText(importer.assetPath, Encoding.UTF8);
                var graphObject = CreateInstance <GraphObject>();

                graphObject.hideFlags = HideFlags.HideAndDontSave;
                bool isSubGraph;
                var  extension = Path.GetExtension(importer.assetPath).Replace(".", "");

                switch (extension)
                {
                case ShaderGraphImporter.Extension:
                    isSubGraph = false;
                    break;

                case ShaderGraphImporter.LegacyExtension:
                    isSubGraph = false;
                    break;

                case ShaderSubGraphImporter.Extension:
                    isSubGraph = true;
                    break;

                default:
                    throw new Exception($"Invalid file extension {extension}");
                }
                var assetGuid = AssetDatabase.AssetPathToGUID(importer.assetPath);

                graphObject.graph = new GraphData
                {
                    assetGuid      = assetGuid,
                    isSubGraph     = isSubGraph,
                    messageManager = null
                };
                MultiJson.Deserialize(graphObject.graph, textGraph);
                graphObject.graph.OnEnable();
                graphObject.graph.ValidateGraph();
                return(graphObject.graph);
            }

            if (GUILayout.Button("Open Shader Editor"))
            {
                AssetImporter importer = target as AssetImporter;
                Debug.Assert(importer != null, "importer != null");
                ShowGraphEditWindow(importer.assetPath);
            }
            using (var horizontalScope = new GUILayout.HorizontalScope("box"))
            {
                AssetImporter importer      = target as AssetImporter;
                string        assetName     = Path.GetFileNameWithoutExtension(importer.assetPath);
                string        path          = String.Format("Temp/GeneratedFromGraph-{0}.shader", assetName.Replace(" ", ""));
                bool          alreadyExists = File.Exists(path);
                bool          update        = false;
                bool          open          = false;

                if (GUILayout.Button("View Generated Shader"))
                {
                    update = true;
                    open   = true;
                }

                if (alreadyExists && GUILayout.Button("Regenerate"))
                {
                    update = true;
                }

                if (update)
                {
                    var graphData = GetGraphData(importer);
                    var generator = new Generator(graphData, null, GenerationMode.ForReals, assetName, humanReadable: true);
                    if (!GraphUtil.WriteToFile(path, generator.generatedShader))
                    {
                        open = false;
                    }
                }

                if (open)
                {
                    GraphUtil.OpenFile(path);
                }
            }
            if (Unsupported.IsDeveloperMode())
            {
                if (GUILayout.Button("View Preview Shader"))
                {
                    AssetImporter importer  = target as AssetImporter;
                    string        assetName = Path.GetFileNameWithoutExtension(importer.assetPath);
                    string        path      = String.Format("Temp/GeneratedFromGraph-{0}-Preview.shader", assetName.Replace(" ", ""));

                    var graphData = GetGraphData(importer);
                    var generator = new Generator(graphData, null, GenerationMode.Preview, $"{assetName}-Preview", humanReadable: true);
                    if (GraphUtil.WriteToFile(path, generator.generatedShader))
                    {
                        GraphUtil.OpenFile(path);
                    }
                }
            }
            if (GUILayout.Button("Copy Shader"))
            {
                AssetImporter importer  = target as AssetImporter;
                string        assetName = Path.GetFileNameWithoutExtension(importer.assetPath);

                var graphData = GetGraphData(importer);
                var generator = new Generator(graphData, null, GenerationMode.ForReals, assetName, humanReadable: true);
                GUIUtility.systemCopyBuffer = generator.generatedShader;
            }

            ApplyRevertGUI();

            if (materialEditor)
            {
                EditorGUILayout.Space();
                materialEditor.DrawHeader();
                using (new EditorGUI.DisabledGroupScope(true))
                    materialEditor.OnInspectorGUI();
            }
        }
Пример #7
0
        static void ProcessSubGraph(Dictionary <string, SubGraphData> subGraphMap, FunctionRegistry registry, SubGraphData subGraphData, GraphData graph)
        {
            registry.names.Clear();
            subGraphData.functionNames.Clear();
            subGraphData.nodeProperties.Clear();
            subGraphData.isValid = true;

            graph.OnEnable();
            graph.messageManager.ClearAll();
            graph.ValidateGraph();

            var assetPath = AssetDatabase.GUIDToAssetPath(subGraphData.assetGuid);

            subGraphData.hlslName        = NodeUtils.GetHLSLSafeName(Path.GetFileNameWithoutExtension(assetPath));
            subGraphData.inputStructName = $"Bindings_{subGraphData.hlslName}_{subGraphData.assetGuid}";
            subGraphData.functionName    = $"SG_{subGraphData.hlslName}_{subGraphData.assetGuid}";
            subGraphData.path            = graph.path;

            var outputNode = (SubGraphOutputNode)graph.outputNode;

            subGraphData.outputs.Clear();
            outputNode.GetInputSlots(subGraphData.outputs);

            List <AbstractMaterialNode> nodes = new List <AbstractMaterialNode>();

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);

            subGraphData.effectiveShaderStage = ShaderStageCapability.All;
            foreach (var slot in subGraphData.outputs)
            {
                var stage = NodeUtils.GetEffectiveShaderStageCapability(slot, true);
                if (stage != ShaderStageCapability.All)
                {
                    subGraphData.effectiveShaderStage = stage;
                    break;
                }
            }

            subGraphData.requirements = ShaderGraphRequirements.FromNodes(nodes, subGraphData.effectiveShaderStage, false);
            subGraphData.inputs       = graph.properties.ToList();

            foreach (var node in nodes)
            {
                if (node.hasError)
                {
                    subGraphData.isValid = false;
                    registry.ProvideFunction(subGraphData.functionName, sb => { });
                    return;
                }
            }

            foreach (var node in nodes)
            {
                if (node is SubGraphNode subGraphNode)
                {
                    var nestedData = subGraphMap[subGraphNode.subGraphGuid];

                    foreach (var functionName in nestedData.functionNames)
                    {
                        registry.names.Add(functionName);
                    }
                }
                else if (node is IGeneratesFunction generatesFunction)
                {
                    generatesFunction.GenerateNodeFunction(registry, new GraphContext(subGraphData.inputStructName), GenerationMode.ForReals);
                }
            }

            registry.ProvideFunction(subGraphData.functionName, sb =>
            {
                var graphContext = new GraphContext(subGraphData.inputStructName);

                GraphUtil.GenerateSurfaceInputStruct(sb, subGraphData.requirements, subGraphData.inputStructName);
                sb.AppendNewLine();

                // Generate arguments... first INPUTS
                var arguments = new List <string>();
                foreach (var prop in subGraphData.inputs)
                {
                    arguments.Add(string.Format("{0}", prop.GetPropertyAsArgumentString()));
                }

                // now pass surface inputs
                arguments.Add(string.Format("{0} IN", subGraphData.inputStructName));

                // Now generate outputs
                foreach (var output in subGraphData.outputs)
                {
                    arguments.Add($"out {output.concreteValueType.ToString(outputNode.precision)} {output.shaderOutputName}");
                }

                // Create the function prototype from the arguments
                sb.AppendLine("void {0}({1})"
                              , subGraphData.functionName
                              , arguments.Aggregate((current, next) => $"{current}, {next}"));

                // now generate the function
                using (sb.BlockScope())
                {
                    // Just grab the body from the active nodes
                    var bodyGenerator = new ShaderGenerator();
                    foreach (var node in nodes)
                    {
                        if (node is IGeneratesBodyCode)
                        {
                            (node as IGeneratesBodyCode).GenerateNodeCode(bodyGenerator, graphContext, GenerationMode.ForReals);
                        }
                    }

                    foreach (var slot in subGraphData.outputs)
                    {
                        bodyGenerator.AddShaderChunk($"{slot.shaderOutputName} = {outputNode.GetSlotValue(slot.id, GenerationMode.ForReals)};");
                    }

                    sb.Append(bodyGenerator.GetShaderString(1));
                }
            });

            subGraphData.functionNames.AddRange(registry.names.Distinct());

            var collector = new PropertyCollector();

            subGraphData.nodeProperties = collector.properties;
            foreach (var node in nodes)
            {
                node.CollectShaderProperties(collector, GenerationMode.ForReals);
            }

            subGraphData.OnBeforeSerialize();
        }
Пример #8
0
        private static string GetShaderPassFromTemplate(UnlitMasterNode masterNode, Pass pass, GenerationMode mode)
        {
            var builder = new ShaderStringBuilder();

            builder.IncreaseIndent();
            builder.IncreaseIndent();

            var surfaceDescriptionFunction = new ShaderGenerator();
            var surfaceDescriptionStruct   = new ShaderGenerator();
            var surfaceInputs    = new ShaderGenerator();
            var functionRegistry = new FunctionRegistry(builder);

            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);

            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);

            ShaderGenerator defines = new ShaderGenerator();

            defines.AddShaderChunk(string.Format("#define SHADERPASS {0}", pass.ShaderPassName), true);

            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);
                defines.AddShaderChunk(string.Format("#define ATTRIBUTES_NEED_TEXCOORD{0}", (int)channel), true);
                defines.AddShaderChunk(string.Format("#define VARYINGS_NEED_TEXCOORD{0}", (int)channel), true);
            }

            surfaceInputs.Deindent();
            surfaceInputs.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(surfaceDescriptionStruct.GetShaderString(2), false);
            graph.AddShaderChunk(surfaceDescriptionFunction.GetShaderString(2), false);

            var tagsVisitor     = new ShaderGenerator();
            var blendingVisitor = new ShaderGenerator();
            var cullingVisitor  = new ShaderGenerator();
            var zTestVisitor    = new ShaderGenerator();
            var zWriteVisitor   = new ShaderGenerator();

            var materialOptions = new SurfaceMaterialOptions();

            materialOptions.GetTags(tagsVisitor);
            materialOptions.GetBlend(blendingVisitor);
            materialOptions.GetCull(cullingVisitor);
            materialOptions.GetDepthTest(zTestVisitor);
            materialOptions.GetDepthWrite(zWriteVisitor);

            var localPixelShader   = new ShaderGenerator();
            var localSurfaceInputs = new ShaderGenerator();
            var surfaceOutputRemap = new ShaderGenerator();

            foreach (var channel in requirements.requiresMeshUVs.Distinct())
            {
                localSurfaceInputs.AddShaderChunk(string.Format("surfaceInput.{0} = {1};", channel.GetUVName(), string.Format("half4(input.texCoord{0}, 0, 0)", (int)channel)), false);
            }

            var templateLocation = ShaderGenerator.GetTemplatePath("HDUnlitPassForward.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("${Graph}", graph.GetShaderString(3));
            resultPass = resultPass.Replace("${LocalPixelShader}", localPixelShader.GetShaderString(3));
            resultPass = resultPass.Replace("${SurfaceInputs}", localSurfaceInputs.GetShaderString(3));
            resultPass = resultPass.Replace("${SurfaceOutputRemap}", surfaceOutputRemap.GetShaderString(3));
            resultPass = resultPass.Replace("${LightMode}", pass.Name);
            resultPass = resultPass.Replace("${ShaderPassInclude}", pass.ShaderPassInclude);

            resultPass = resultPass.Replace("${Tags}", tagsVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${Blending}", blendingVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${Culling}", cullingVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${ZTest}", zTestVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${ZWrite}", zWriteVisitor.GetShaderString(2));
            resultPass = resultPass.Replace("${LOD}", "" + materialOptions.lod);
            return(resultPass);
        }
Пример #9
0
 public override void OnAfterDeserialize()
 {
     m_SubShaders = SerializationHelper.Deserialize <T>(m_SerializableSubShaders, GraphUtil.GetLegacyTypeRemapping());
     m_SubShaders.RemoveAll(x => x == null);
     m_SerializableSubShaders = null;
     base.OnAfterDeserialize();
 }
        static void ProcessSubGraph(SubGraphAsset asset, GraphData graph)
        {
            var registry = new FunctionRegistry(new ShaderStringBuilder(), true);

            registry.names.Clear();
            asset.functions.Clear();
            asset.nodeProperties.Clear();
            asset.isValid = true;

            graph.OnEnable();
            graph.messageManager.ClearAll();
            graph.ValidateGraph();

            var assetPath = AssetDatabase.GUIDToAssetPath(asset.assetGuid);

            asset.hlslName        = NodeUtils.GetHLSLSafeName(Path.GetFileNameWithoutExtension(assetPath));
            asset.inputStructName = $"Bindings_{asset.hlslName}_{asset.assetGuid}";
            asset.functionName    = $"SG_{asset.hlslName}_{asset.assetGuid}";
            asset.path            = graph.path;

            var outputNode = (SubGraphOutputNode)graph.outputNode;

            asset.outputs.Clear();
            outputNode.GetInputSlots(asset.outputs);

            List <AbstractMaterialNode> nodes = new List <AbstractMaterialNode>();

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);

            asset.effectiveShaderStage = ShaderStageCapability.All;
            foreach (var slot in asset.outputs)
            {
                var stage = NodeUtils.GetEffectiveShaderStageCapability(slot, true);
                if (stage != ShaderStageCapability.All)
                {
                    asset.effectiveShaderStage = stage;
                    break;
                }
            }

            asset.requirements    = ShaderGraphRequirements.FromNodes(nodes, asset.effectiveShaderStage, false);
            asset.inputs          = graph.properties.ToList();
            asset.graphPrecision  = graph.concretePrecision;
            asset.outputPrecision = outputNode.concretePrecision;

            GatherFromGraph(assetPath, out var containsCircularDependency, out var descendents);
            asset.descendents.AddRange(descendents);

            var childrenSet = new HashSet <string>();
            var anyErrors   = false;

            foreach (var node in nodes)
            {
                if (node is SubGraphNode subGraphNode)
                {
                    var subGraphGuid = subGraphNode.subGraphGuid;
                    if (childrenSet.Add(subGraphGuid))
                    {
                        asset.children.Add(subGraphGuid);
                    }
                }

                if (node.hasError)
                {
                    anyErrors = true;
                }
            }

            if (!anyErrors && containsCircularDependency)
            {
                Debug.LogError($"Error in Graph at {assetPath}: Sub Graph contains a circular dependency.", asset);
                anyErrors = true;
            }

            if (anyErrors)
            {
                asset.isValid = false;
                registry.ProvideFunction(asset.functionName, sb => { });
                return;
            }

            foreach (var node in nodes)
            {
                if (node is IGeneratesFunction generatesFunction)
                {
                    registry.builder.currentNode = node;
                    generatesFunction.GenerateNodeFunction(registry, new GraphContext(asset.inputStructName), GenerationMode.ForReals);
                    registry.builder.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
                }
            }

            registry.ProvideFunction(asset.functionName, sb =>
            {
                var graphContext = new GraphContext(asset.inputStructName);

                GraphUtil.GenerateSurfaceInputStruct(sb, asset.requirements, asset.inputStructName);
                sb.AppendNewLine();

                // Generate arguments... first INPUTS
                var arguments = new List <string>();
                foreach (var prop in asset.inputs)
                {
                    prop.SetConcretePrecision(asset.graphPrecision);
                    arguments.Add(string.Format("{0}", prop.GetPropertyAsArgumentString()));
                }

                // now pass surface inputs
                arguments.Add(string.Format("{0} IN", asset.inputStructName));

                // Now generate outputs
                foreach (var output in asset.outputs)
                {
                    arguments.Add($"out {output.concreteValueType.ToShaderString(asset.outputPrecision)} {output.shaderOutputName}");
                }

                // Create the function prototype from the arguments
                sb.AppendLine("void {0}({1})"
                              , asset.functionName
                              , arguments.Aggregate((current, next) => $"{current}, {next}"));

                // now generate the function
                using (sb.BlockScope())
                {
                    // Just grab the body from the active nodes
                    foreach (var node in nodes)
                    {
                        if (node is IGeneratesBodyCode generatesBodyCode)
                        {
                            sb.currentNode = node;
                            generatesBodyCode.GenerateNodeCode(sb, graphContext, GenerationMode.ForReals);
                            sb.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
                        }
                    }

                    foreach (var slot in asset.outputs)
                    {
                        sb.AppendLine("{0} = {1};", slot.shaderOutputName, outputNode.GetSlotValue(slot.id, GenerationMode.ForReals, asset.outputPrecision));
                    }
                }
            });

            asset.functions.AddRange(registry.names.Select(x => new FunctionPair(x, registry.sources[x])));

            var collector = new PropertyCollector();

            asset.nodeProperties = collector.properties;
            foreach (var node in nodes)
            {
                node.CollectShaderProperties(collector, GenerationMode.ForReals);
            }

            asset.OnBeforeSerialize();
        }
        public void GenerateNodeCode(ShaderStringBuilder sb, GraphContext graphContext, GenerationMode generationMode)
        {
            if (subGraphData == null || hasError)
            {
                var outputSlots = new List <MaterialSlot>();
                GetOutputSlots(outputSlots);
                foreach (var slot in outputSlots)
                {
                    sb.AppendLine($"{slot.concreteValueType.ToShaderString(subGraphData.outputPrecision)} {GetVariableNameForSlot(slot.id)} = {slot.GetDefaultValue(GenerationMode.ForReals)};");
                }

                return;
            }

            var inputVariableName = $"_{GetVariableNameForNode()}";

            GraphUtil.GenerateSurfaceInputTransferCode(sb, subGraphData.requirements, subGraphData.inputStructName, inputVariableName);

            foreach (var outSlot in subGraphData.outputs)
            {
                sb.AppendLine("{0} {1};", outSlot.concreteValueType.ToShaderString(subGraphData.outputPrecision), GetVariableNameForSlot(outSlot.id));
            }

            var arguments = new List <string>();

            foreach (var prop in subGraphData.inputs)
            {
                prop.SetConcretePrecision(subGraphData.graphPrecision);
                var inSlotId = m_PropertyIds[m_PropertyGuids.IndexOf(prop.guid.ToString())];

                if (prop is TextureShaderProperty)
                {
                    arguments.Add(string.Format("TEXTURE2D_ARGS({0}, sampler{0})", GetSlotValue(inSlotId, generationMode, prop.concretePrecision)));
                }
                else if (prop is Texture2DArrayShaderProperty)
                {
                    arguments.Add(string.Format("TEXTURE2D_ARRAY_ARGS({0}, sampler{0})", GetSlotValue(inSlotId, generationMode, prop.concretePrecision)));
                }
                else if (prop is Texture3DShaderProperty)
                {
                    arguments.Add(string.Format("TEXTURE3D_ARGS({0}, sampler{0})", GetSlotValue(inSlotId, generationMode, prop.concretePrecision)));
                }
                else if (prop is CubemapShaderProperty)
                {
                    arguments.Add(string.Format("TEXTURECUBE_ARGS({0}, sampler{0})", GetSlotValue(inSlotId, generationMode, prop.concretePrecision)));
                }
                else
                {
                    arguments.Add(string.Format("{0}", GetSlotValue(inSlotId, generationMode, prop.concretePrecision)));
                }
            }

            // pass surface inputs through
            arguments.Add(inputVariableName);

            foreach (var outSlot in subGraphData.outputs)
            {
                arguments.Add(GetVariableNameForSlot(outSlot.id));
            }

            sb.AppendLine("{0}({1});", subGraphData.functionName, arguments.Aggregate((current, next) => string.Format("{0}, {1}", current, next)));
        }
Пример #12
0
 public static void CreateCustomMasterMaterialGraph()
 {
     GraphUtil.CreateNewGraph(new CustomMasterNode());
 }
Пример #13
0
 public static void CreateBlankShaderGraph()
 {
     GraphUtil.CreateNewGraph();
 }