Пример #1
0
        public string GetShader(GenerationMode mode, string outputName, out List <PropertyCollector.TextureInfo> configuredTextures, List <string> sourceAssetDependencyPaths = null)
        {
            var activeNodeList = ListPool <AbstractMaterialNode> .Get();

            NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this);

            var shaderProperties = new PropertyCollector();
            var shaderKeywords   = new KeywordCollector();

            if (owner != null)
            {
                owner.CollectShaderProperties(shaderProperties, mode);
                owner.CollectShaderKeywords(shaderKeywords, mode);
            }

            if (owner.GetKeywordPermutationCount() > ShaderGraphPreferences.variantLimit)
            {
                owner.AddValidationError(tempId, ShaderKeyword.kVariantLimitWarning, Rendering.ShaderCompilerMessageSeverity.Error);

                configuredTextures = shaderProperties.GetConfiguredTexutres();
                return(ShaderGraphImporter.k_ErrorShader);
            }

            foreach (var activeNode in activeNodeList.OfType <AbstractMaterialNode>())
            {
                activeNode.CollectShaderProperties(shaderProperties, mode);
            }

            var finalShader = new ShaderStringBuilder();

            finalShader.AppendLine(@"Shader ""{0}""", outputName);
            using (finalShader.BlockScope())
            {
                GraphUtil.GeneratePropertiesBlock(finalShader, shaderProperties, shaderKeywords, mode);

                foreach (var subShader in m_SubShaders)
                {
                    if (mode != GenerationMode.Preview || subShader.IsPipelineCompatible(GraphicsSettings.renderPipelineAsset))
                    {
                        finalShader.AppendLines(subShader.GetSubshader(this, mode, sourceAssetDependencyPaths));
                    }
                }

                finalShader.AppendLine(@"FallBack ""Hidden/InternalErrorShader""");
            }
            configuredTextures = shaderProperties.GetConfiguredTexutres();
            return(finalShader.ToString());
        }
Пример #2
0
        public string GetShader(GenerationMode mode, string outputName, out List <PropertyCollector.TextureInfo> configuredTextures, List <string> sourceAssetDependencyPaths = null)
        {
            var activeNodeList = ListPool <AbstractMaterialNode> .Get();

            NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this);

            var shaderProperties = new PropertyCollector();

            if (owner != null)
            {
                owner.CollectShaderProperties(shaderProperties, mode);
            }

            foreach (var activeNode in activeNodeList.OfType <AbstractMaterialNode>())
            {
                activeNode.CollectShaderProperties(shaderProperties, mode);
            }

            var finalShader = new ShaderStringBuilder();

            finalShader.AppendLine(@"Shader ""{0}""", outputName);
            using (finalShader.BlockScope())
            {
                GraphUtil.GeneratePropertiesBlock(finalShader, shaderProperties, mode);

                foreach (var subShader in m_SubShaders)
                {
                    if (mode != GenerationMode.Preview || subShader.IsPipelineCompatible(GraphicsSettings.renderPipelineAsset))
                    {
                        finalShader.AppendLines(subShader.GetSubshader(this, mode, sourceAssetDependencyPaths));
                    }
                }

                finalShader.AppendLine(@"FallBack ""Hidden/InternalErrorShader""");
            }
            configuredTextures = shaderProperties.GetConfiguredTexutres();
            return(finalShader.ToString());
        }