public static void BuildRenderStatesFromPassAndMaterialOptions(
            Pass pass,
            SurfaceMaterialOptions materialOptions,
            ShaderStringBuilder blendCode,
            ShaderStringBuilder cullCode,
            ShaderStringBuilder zTestCode,
            ShaderStringBuilder zWriteCode,
            ShaderStringBuilder stencilCode,
            ShaderStringBuilder colorMaskCode)
        {
            if (pass.BlendOverride != null)
            {
                blendCode.AppendLine(pass.BlendOverride);
            }
            else
            {
                materialOptions.GetBlend(blendCode);
            }

            if (pass.BlendOpOverride != null)
            {
                blendCode.AppendLine(pass.BlendOpOverride);
            }

            if (pass.CullOverride != null)
            {
                cullCode.AppendLine(pass.CullOverride);
            }
            else
            {
                materialOptions.GetCull(cullCode);
            }

            if (pass.ZTestOverride != null)
            {
                zTestCode.AppendLine(pass.ZTestOverride);
            }
            else
            {
                materialOptions.GetDepthTest(zTestCode);
            }

            if (pass.ZWriteOverride != null)
            {
                zWriteCode.AppendLine(pass.ZWriteOverride);
            }
            else
            {
                materialOptions.GetDepthWrite(zWriteCode);
            }

            if (pass.ColorMaskOverride != null)
            {
                colorMaskCode.AppendLine(pass.ColorMaskOverride);
            }
            else
            {
                // material option default is to not declare anything for color mask
            }

            if (pass.StencilOverride != null)
            {
                foreach (var str in pass.StencilOverride)
                {
                    stencilCode.AppendLine(str);
                }
            }
            else
            {
                stencilCode.AppendLine("// Default Stencil");
            }
        }
示例#2
0
        void UpdateShaders()
        {
            if (m_DirtyShaders.Any())
            {
                PropagateNodeSet(m_DirtyShaders);

                var masterNodes = new List <INode>();
                var uberNodes   = new List <INode>();
                foreach (var index in m_DirtyShaders)
                {
                    var node = m_Graph.GetNodeFromTempId(m_Identifiers[index]);
                    if (node == null)
                    {
                        continue;
                    }
                    var masterNode = node as IMasterNode;
                    if (masterNode != null)
                    {
                        masterNodes.Add(node);
                    }
                    else
                    {
                        uberNodes.Add(node);
                    }
                }
                var count = Math.Min(uberNodes.Count, 1) + masterNodes.Count;

                try
                {
                    var i = 0;
                    EditorUtility.DisplayProgressBar("Shader Graph", string.Format("Compiling preview shaders ({0}/{1})", i, count), 0f);
                    foreach (var node in masterNodes)
                    {
                        UpdateShader(node.tempId);
                        i++;
                        EditorUtility.DisplayProgressBar("Shader Graph", string.Format("Compiling preview shaders ({0}/{1})", i, count), 0f);
                    }
                    if (uberNodes.Count > 0)
                    {
                        var results = m_Graph.GetUberPreviewShader();
                        m_OutputIdName = results.outputIdProperty.referenceName;
                        ShaderUtil.UpdateShaderAsset(m_UberShader, results.shader);
                        var debugOutputPath = DefaultShaderIncludes.GetDebugOutputPath();
                        if (debugOutputPath != null)
                        {
                            File.WriteAllText(debugOutputPath + "/UberShader.shader", (results.shader ?? "null").Replace("UnityEngine.MaterialGraph", "Generated"));
                        }
                        bool uberShaderHasError = false;
                        if (MaterialGraphAsset.ShaderHasError(m_UberShader))
                        {
                            var errors  = MaterialGraphAsset.GetShaderErrors(m_UberShader);
                            var message = new ShaderStringBuilder();
                            message.AppendLine(@"Preview shader for graph has {0} error{1}:", errors.Length, errors.Length != 1 ? "s" : "");
                            foreach (var error in errors)
                            {
                                INode node;
                                try
                                {
                                    node = results.sourceMap.FindNode(error.line);
                                    message.AppendLine("Shader compilation error in {3} at line {1} (on {2}):\n{0}", error.message, error.line, error.platform, node != null ? string.Format("node {0} ({1})", node.name, node.guid) : "graph");
                                    message.AppendLine(error.messageDetails);
                                    message.AppendNewLine();
                                }
                                catch
                                {
                                    message.AppendLine("Shader compilation error in {3} at line {1} (on {2}):\n{0}", error.message, error.line, error.platform, "graph");
                                }
                            }
                            Debug.LogWarning(message.ToString());
                            ShaderUtil.ClearShaderErrors(m_UberShader);
                            ShaderUtil.UpdateShaderAsset(m_UberShader, k_EmptyShader);
                            uberShaderHasError = true;
                        }

                        foreach (var node in uberNodes)
                        {
                            var renderData = GetRenderData(node.tempId);
                            if (renderData == null)
                            {
                                continue;
                            }
                            var shaderData = renderData.shaderData;
                            shaderData.shader   = m_UberShader;
                            shaderData.hasError = uberShaderHasError;
                        }
                        i++;
                        EditorUtility.DisplayProgressBar("Shader Graph", string.Format("Compiling preview shaders ({0}/{1})", i, count), 0f);
                    }
                }
                finally
                {
                    EditorUtility.ClearProgressBar();
                }

                // Union dirty shaders into dirty previews
                m_DirtyPreviews.UnionWith(m_DirtyShaders);
                m_DirtyShaders.Clear();
            }
        }
示例#3
0
 internal override void AppendPropertyBlockStrings(ShaderStringBuilder builder)
 {
     builder.AppendLine("/* UNKNOWN PROPERTY: " + referenceName + " */");
 }
        static string GetShaderPassFromTemplate(string template, PBRMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions)
        {
            // ----------------------------------------------------- //
            //                         SETUP                         //
            // ----------------------------------------------------- //

            // -------------------------------------
            // String builders

            var shaderProperties = new PropertyCollector();
            var functionBuilder  = new ShaderStringBuilder(1);
            var functionRegistry = new FunctionRegistry(functionBuilder);

            var defines = new ShaderStringBuilder(1);
            var graph   = new ShaderStringBuilder(0);

            var vertexDescriptionInputStruct = new ShaderStringBuilder(1);
            var vertexDescriptionStruct      = new ShaderStringBuilder(1);
            var vertexDescriptionFunction    = new ShaderStringBuilder(1);

            var surfaceDescriptionInputStruct = new ShaderStringBuilder(1);
            var surfaceDescriptionStruct      = new ShaderStringBuilder(1);
            var surfaceDescriptionFunction    = new ShaderStringBuilder(1);

            var vertexInputStruct  = new ShaderStringBuilder(1);
            var vertexOutputStruct = new ShaderStringBuilder(2);

            var vertexShader = new ShaderStringBuilder(2);
            var vertexShaderDescriptionInputs = new ShaderStringBuilder(2);
            var vertexShaderOutputs           = new ShaderStringBuilder(2);

            var pixelShader = new ShaderStringBuilder(2);
            var pixelShaderSurfaceInputs = new ShaderStringBuilder(2);
            var pixelShaderSurfaceRemap  = new ShaderStringBuilder(2);

            // -------------------------------------
            // Get Slot and Node lists per stage

            var vertexSlots = pass.VertexShaderSlots.Select(masterNode.FindSlot <MaterialSlot>).ToList();
            var vertexNodes = ListPool <INode> .Get();

            NodeUtils.DepthFirstCollectNodesFromNode(vertexNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.VertexShaderSlots);

            var pixelSlots = pass.PixelShaderSlots.Select(masterNode.FindSlot <MaterialSlot>).ToList();
            var pixelNodes = ListPool <INode> .Get();

            NodeUtils.DepthFirstCollectNodesFromNode(pixelNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots);

            // -------------------------------------
            // Get Requirements

            var vertexRequirements  = ShaderGraphRequirements.FromNodes(vertexNodes, ShaderStageCapability.Vertex, false);
            var pixelRequirements   = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment);
            var graphRequirements   = pixelRequirements.Union(vertexRequirements);
            var surfaceRequirements = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment, false);

            var modelRequiements = ShaderGraphRequirements.none;

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

            // ----------------------------------------------------- //
            //                START SHADER GENERATION                //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Calculate material options

            var blendingBuilder = new ShaderStringBuilder(1);
            var cullingBuilder  = new ShaderStringBuilder(1);
            var zTestBuilder    = new ShaderStringBuilder(1);
            var zWriteBuilder   = new ShaderStringBuilder(1);

            materialOptions.GetBlend(blendingBuilder);
            materialOptions.GetCull(cullingBuilder);
            materialOptions.GetDepthTest(zTestBuilder);
            materialOptions.GetDepthWrite(zWriteBuilder);

            // -------------------------------------
            // Generate defines

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

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

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

            if (masterNode.surfaceType == SurfaceType.Transparent && masterNode.alphaMode == AlphaMode.Premultiply)
            {
                defines.AppendLine("#define _ALPHAPREMULTIPLY_ON 1");
            }

            if (graphRequirements.requiresDepthTexture)
            {
                defines.AppendLine("#define REQUIRE_DEPTH_TEXTURE");
            }

            if (graphRequirements.requiresCameraOpaqueTexture)
            {
                defines.AppendLine("#define REQUIRE_OPAQUE_TEXTURE");
            }

            // ----------------------------------------------------- //
            //                START VERTEX DESCRIPTION               //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Generate Input structure for Vertex Description function
            // TODO - Vertex Description Input requirements are needed to exclude intermediate translation spaces

            vertexDescriptionInputStruct.AppendLine("struct VertexDescriptionInputs");
            using (vertexDescriptionInputStruct.BlockSemicolonScope())
            {
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresNormal, InterpolatorType.Normal, vertexDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresTangent, InterpolatorType.Tangent, vertexDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresBitangent, InterpolatorType.BiTangent, vertexDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresViewDir, InterpolatorType.ViewDirection, vertexDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresPosition, InterpolatorType.Position, vertexDescriptionInputStruct);

                if (vertexRequirements.requiresVertexColor)
                {
                    vertexDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor);
                }

                if (vertexRequirements.requiresScreenPosition)
                {
                    vertexDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition);
                }

                foreach (var channel in vertexRequirements.requiresMeshUVs.Distinct())
                {
                    vertexDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
                }
            }

            // -------------------------------------
            // Generate Output structure for Vertex Description function

            GraphUtil.GenerateVertexDescriptionStruct(vertexDescriptionStruct, vertexSlots);

            // -------------------------------------
            // Generate Vertex Description function

            GraphUtil.GenerateVertexDescriptionFunction(
                masterNode.owner as AbstractMaterialGraph,
                vertexDescriptionFunction,
                functionRegistry,
                shaderProperties,
                mode,
                vertexNodes,
                vertexSlots);

            // ----------------------------------------------------- //
            //               START SURFACE DESCRIPTION               //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Generate Input structure for Surface Description function
            // Surface Description Input requirements are needed to exclude intermediate translation spaces

            surfaceDescriptionInputStruct.AppendLine("struct SurfaceDescriptionInputs");
            using (surfaceDescriptionInputStruct.BlockSemicolonScope())
            {
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresNormal, InterpolatorType.Normal, surfaceDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresTangent, InterpolatorType.Tangent, surfaceDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresBitangent, InterpolatorType.BiTangent, surfaceDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresViewDir, InterpolatorType.ViewDirection, surfaceDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(surfaceRequirements.requiresPosition, InterpolatorType.Position, surfaceDescriptionInputStruct);

                if (surfaceRequirements.requiresVertexColor)
                {
                    surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor);
                }

                if (surfaceRequirements.requiresScreenPosition)
                {
                    surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition);
                }

                if (surfaceRequirements.requiresFaceSign)
                {
                    surfaceDescriptionInputStruct.AppendLine("float {0};", ShaderGeneratorNames.FaceSign);
                }

                foreach (var channel in surfaceRequirements.requiresMeshUVs.Distinct())
                {
                    surfaceDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
                }
            }

            // -------------------------------------
            // Generate Output structure for Surface Description function

            GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, pixelSlots, true);

            // -------------------------------------
            // Generate Surface Description function

            GraphUtil.GenerateSurfaceDescriptionFunction(
                pixelNodes,
                masterNode,
                masterNode.owner as AbstractMaterialGraph,
                surfaceDescriptionFunction,
                functionRegistry,
                shaderProperties,
                pixelRequirements,
                mode,
                "PopulateSurfaceData",
                "SurfaceDescription",
                null,
                pixelSlots);

            // ----------------------------------------------------- //
            //           GENERATE VERTEX > PIXEL PIPELINE            //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Generate Input structure for Vertex shader

            GraphUtil.GenerateApplicationVertexInputs(vertexRequirements.Union(pixelRequirements.Union(modelRequiements)), vertexInputStruct);

            // -------------------------------------
            // Generate standard transformations
            // This method ensures all required transform data is available in vertex and pixel stages

            ShaderGenerator.GenerateStandardTransforms(
                3,
                10,
                vertexOutputStruct,
                vertexShader,
                vertexShaderDescriptionInputs,
                vertexShaderOutputs,
                pixelShader,
                pixelShaderSurfaceInputs,
                pixelRequirements,
                surfaceRequirements,
                modelRequiements,
                vertexRequirements,
                CoordinateSpace.World);

            // -------------------------------------
            // Generate pixel shader surface remap

            foreach (var slot in pixelSlots)
            {
                pixelShaderSurfaceRemap.AppendLine("{0} = surf.{0};", slot.shaderOutputName);
            }

            // -------------------------------------
            // Extra pixel shader work

            var faceSign = new ShaderStringBuilder();

            if (pixelRequirements.requiresFaceSign)
            {
                faceSign.AppendLine(", half FaceSign : VFACE");
            }

            // ----------------------------------------------------- //
            //                      FINALIZE                         //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Combine Graph sections

            graph.AppendLine(shaderProperties.GetPropertiesDeclaration(1));

            graph.AppendLine(vertexDescriptionInputStruct.ToString());
            graph.AppendLine(surfaceDescriptionInputStruct.ToString());

            graph.AppendLine(functionBuilder.ToString());

            graph.AppendLine(vertexDescriptionStruct.ToString());
            graph.AppendLine(vertexDescriptionFunction.ToString());

            graph.AppendLine(surfaceDescriptionStruct.ToString());
            graph.AppendLine(surfaceDescriptionFunction.ToString());

            graph.AppendLine(vertexInputStruct.ToString());

            // -------------------------------------
            // Generate final subshader

            var resultPass = template.Replace("${Tags}", string.Empty);

            resultPass = resultPass.Replace("${Blending}", blendingBuilder.ToString());
            resultPass = resultPass.Replace("${Culling}", cullingBuilder.ToString());
            resultPass = resultPass.Replace("${ZTest}", zTestBuilder.ToString());
            resultPass = resultPass.Replace("${ZWrite}", zWriteBuilder.ToString());
            resultPass = resultPass.Replace("${Defines}", defines.ToString());

            resultPass = resultPass.Replace("${Graph}", graph.ToString());
            resultPass = resultPass.Replace("${VertexOutputStruct}", vertexOutputStruct.ToString());

            resultPass = resultPass.Replace("${VertexShader}", vertexShader.ToString());
            resultPass = resultPass.Replace("${VertexShaderDescriptionInputs}", vertexShaderDescriptionInputs.ToString());
            resultPass = resultPass.Replace("${VertexShaderOutputs}", vertexShaderOutputs.ToString());

            resultPass = resultPass.Replace("${FaceSign}", faceSign.ToString());
            resultPass = resultPass.Replace("${PixelShader}", pixelShader.ToString());
            resultPass = resultPass.Replace("${PixelShaderSurfaceInputs}", pixelShaderSurfaceInputs.ToString());
            resultPass = resultPass.Replace("${PixelShaderSurfaceRemap}", pixelShaderSurfaceRemap.ToString());

            return(resultPass);
        }
示例#5
0
        static string GetExtraPassesFromTemplate(string template, PBRMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions)
        {
            // ----------------------------------------------------- //
            //                         SETUP                         //
            // ----------------------------------------------------- //

            // -------------------------------------
            // String builders

            var dummyBuilder     = new ShaderStringBuilder(0);
            var shaderProperties = new PropertyCollector();
            var functionBuilder  = new ShaderStringBuilder(1);
            var functionRegistry = new FunctionRegistry(functionBuilder);

            var defines = new ShaderStringBuilder(2);
            var graph   = new ShaderStringBuilder(0);

            var vertexDescriptionInputStruct = new ShaderStringBuilder(1);
            var vertexDescriptionStruct      = new ShaderStringBuilder(1);
            var vertexDescriptionFunction    = new ShaderStringBuilder(1);

            var vertexInputStruct = new ShaderStringBuilder(1);

            var vertexShader            = new ShaderStringBuilder(2);
            var vertexDescriptionInputs = new ShaderStringBuilder(2);

            // -------------------------------------
            // Get Slot and Node lists per stage

            var vertexSlots = pass.VertexShaderSlots.Select(masterNode.FindSlot <MaterialSlot>).ToList();
            var vertexNodes = ListPool <AbstractMaterialNode> .Get();

            NodeUtils.DepthFirstCollectNodesFromNode(vertexNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.VertexShaderSlots);

            // -------------------------------------
            // Get requirements

            var vertexRequirements = ShaderGraphRequirements.FromNodes(vertexNodes, ShaderStageCapability.Vertex, false);

            var modelRequiements = ShaderGraphRequirements.none;

            modelRequiements.requiresNormal   |= m_VertexCoordinateSpace;
            modelRequiements.requiresPosition |= m_VertexCoordinateSpace;
            modelRequiements.requiresMeshUVs.Add(UVChannel.UV1);

            // ----------------------------------------------------- //
            //                START SHADER GENERATION                //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Calculate material options

            var cullingBuilder = new ShaderStringBuilder(1);

            materialOptions.GetCull(cullingBuilder);

            // -------------------------------------
            // Generate defines

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

            // ----------------------------------------------------- //
            //                START VERTEX DESCRIPTION               //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Generate Input structure for Vertex Description function
            // TODO - Vertex Description Input requirements are needed to exclude intermediate translation spaces

            vertexDescriptionInputStruct.AppendLine("struct VertexDescriptionInputs");
            using (vertexDescriptionInputStruct.BlockSemicolonScope())
            {
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresNormal, InterpolatorType.Normal, vertexDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresTangent, InterpolatorType.Tangent, vertexDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresBitangent, InterpolatorType.BiTangent, vertexDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresViewDir, InterpolatorType.ViewDirection, vertexDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresPosition, InterpolatorType.Position, vertexDescriptionInputStruct);

                if (vertexRequirements.requiresVertexColor)
                {
                    vertexDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor);
                }

                if (vertexRequirements.requiresScreenPosition)
                {
                    vertexDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition);
                }

                foreach (var channel in vertexRequirements.requiresMeshUVs.Distinct())
                {
                    vertexDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
                }
            }

            // -------------------------------------
            // Generate Output structure for Vertex Description function

            GraphUtil.GenerateVertexDescriptionStruct(vertexDescriptionStruct, vertexSlots);

            // -------------------------------------
            // Generate Vertex Description function

            GraphUtil.GenerateVertexDescriptionFunction(
                masterNode.owner as AbstractMaterialGraph,
                vertexDescriptionFunction,
                functionRegistry,
                shaderProperties,
                mode,
                vertexNodes,
                vertexSlots);

            // ----------------------------------------------------- //
            //           GENERATE VERTEX > PIXEL PIPELINE            //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Generate Input structure for Vertex shader

            GraphUtil.GenerateApplicationVertexInputs(vertexRequirements.Union(modelRequiements), vertexInputStruct);

            // -------------------------------------
            // Generate standard transformations
            // This method ensures all required transform data is available in vertex and pixel stages

            ShaderGenerator.GenerateStandardTransforms(
                3,
                10,
                dummyBuilder,
                vertexShader,
                vertexDescriptionInputs,
                dummyBuilder,
                dummyBuilder,
                dummyBuilder,
                ShaderGraphRequirements.none,
                ShaderGraphRequirements.none,
                modelRequiements,
                vertexRequirements,
                CoordinateSpace.World);

            // ----------------------------------------------------- //
            //                      FINALIZE                         //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Combine Graph sections

            graph.AppendLine(shaderProperties.GetPropertiesDeclaration(1));

            graph.AppendLine(vertexDescriptionInputStruct.ToString());

            graph.AppendLine(functionBuilder.ToString());

            graph.AppendLine(vertexDescriptionStruct.ToString());
            graph.AppendLine(vertexDescriptionFunction.ToString());

            graph.AppendLine(vertexInputStruct.ToString());

            // -------------------------------------
            // Generate final subshader

            var resultPass = template.Replace("${Culling}", cullingBuilder.ToString());

            resultPass = resultPass.Replace("${Defines}", defines.ToString());
            resultPass = resultPass.Replace("${Graph}", graph.ToString());
            resultPass = resultPass.Replace("${VertexShader}", vertexShader.ToString());
            resultPass = resultPass.Replace("${VertexShaderDescriptionInputs}", vertexDescriptionInputs.ToString());

            return(resultPass);
        }
        static string GetShaderPassFromTemplate(bool isColorPass, string template, SpriteLitMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions)
        {
            // ----------------------------------------------------- //
            //                         SETUP                         //
            // ----------------------------------------------------- //

            // -------------------------------------
            // String builders

            var shaderProperties = new PropertyCollector();
            var functionBuilder  = new ShaderStringBuilder(1);
            var functionRegistry = new FunctionRegistry(functionBuilder);

            var defines = new ShaderStringBuilder(1);
            var graph   = new ShaderStringBuilder(0);

            var vertexDescriptionInputStruct = new ShaderStringBuilder(1);
            var vertexDescriptionStruct      = new ShaderStringBuilder(1);
            var vertexDescriptionFunction    = new ShaderStringBuilder(1);

            var surfaceDescriptionInputStruct = new ShaderStringBuilder(1);
            var surfaceDescriptionStruct      = new ShaderStringBuilder(1);
            var surfaceDescriptionFunction    = new ShaderStringBuilder(1);

            var vertexInputStruct  = new ShaderStringBuilder(1);
            var vertexOutputStruct = new ShaderStringBuilder(2);

            var vertexShader = new ShaderStringBuilder(2);
            var vertexShaderDescriptionInputs = new ShaderStringBuilder(2);
            var vertexShaderOutputs           = new ShaderStringBuilder(2);

            var pixelShader = new ShaderStringBuilder(2);
            var pixelShaderSurfaceInputs = new ShaderStringBuilder(2);

            // -------------------------------------
            // Get Slot and Node lists per stage
            var vertexSlots = pass.VertexShaderSlots.Select(masterNode.FindSlot <MaterialSlot>).ToList();
            var vertexNodes = ListPool <AbstractMaterialNode> .Get();

            NodeUtils.DepthFirstCollectNodesFromNode(vertexNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.VertexShaderSlots);

            var pixelSlots = pass.PixelShaderSlots.Select(masterNode.FindSlot <MaterialSlot>).ToList();
            var pixelNodes = ListPool <AbstractMaterialNode> .Get();

            NodeUtils.DepthFirstCollectNodesFromNode(pixelNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots);

            // -------------------------------------
            // Get Requirements
            var vertexRequirements  = ShaderGraphRequirements.FromNodes(vertexNodes, ShaderStageCapability.Vertex, false);
            var pixelRequirements   = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment);
            var graphRequirements   = pixelRequirements.Union(vertexRequirements);
            var surfaceRequirements = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment, false);

            var modelRequiements = ShaderGraphRequirements.none;

            modelRequiements.requiresVertexColor = true;

            if (isColorPass)
            {
                modelRequiements.requiresMeshUVs = new List <UVChannel>()
                {
                    UVChannel.UV0
                };
            }

            // ----------------------------------------------------- //
            //                START SHADER GENERATION                //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Calculate material options

            var blendingBuilder = new ShaderStringBuilder(1);
            var cullingBuilder  = new ShaderStringBuilder(1);
            var zTestBuilder    = new ShaderStringBuilder(1);
            var zWriteBuilder   = new ShaderStringBuilder(1);

            materialOptions.GetBlend(blendingBuilder);
            materialOptions.GetCull(cullingBuilder);
            materialOptions.GetDepthTest(zTestBuilder);
            materialOptions.GetDepthWrite(zWriteBuilder);


            // ----------------------------------------------------- //
            //                START VERTEX DESCRIPTION               //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Generate Input structure for Vertex Description function
            // TODO - Vertex Description Input requirements are needed to exclude intermediate translation spaces

            vertexDescriptionInputStruct.AppendLine("struct VertexDescriptionInputs");
            using (vertexDescriptionInputStruct.BlockSemicolonScope())
            {
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(NeededCoordinateSpace.Tangent, InterpolatorType.Normal, vertexDescriptionInputStruct);
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(vertexRequirements.requiresPosition, InterpolatorType.Position, vertexDescriptionInputStruct);

                if (vertexRequirements.requiresVertexColor)
                {
                    vertexDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor);
                }


                foreach (var channel in vertexRequirements.requiresMeshUVs.Distinct())
                {
                    vertexDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
                }
            }

            // -------------------------------------
            // Generate Output structure for Vertex Description function

            GraphUtil.GenerateVertexDescriptionStruct(vertexDescriptionStruct, vertexSlots);

            // -------------------------------------
            // Generate Vertex Description function

            GraphUtil.GenerateVertexDescriptionFunction(
                masterNode.owner as GraphData,
                vertexDescriptionFunction,
                functionRegistry,
                shaderProperties,
                mode,
                vertexNodes,
                vertexSlots);

            // ----------------------------------------------------- //
            //               START SURFACE DESCRIPTION               //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Generate Input structure for Surface Description function
            // Surface Description Input requirements are needed to exclude intermediate translation spaces

            surfaceDescriptionInputStruct.AppendLine("struct SurfaceDescriptionInputs");
            using (surfaceDescriptionInputStruct.BlockSemicolonScope())
            {
                ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(NeededCoordinateSpace.Tangent, InterpolatorType.Normal, surfaceDescriptionInputStruct);

                if (surfaceRequirements.requiresVertexColor)
                {
                    surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor);
                }

                foreach (var channel in surfaceRequirements.requiresMeshUVs.Distinct())
                {
                    surfaceDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
                }
            }

            // -------------------------------------
            // Generate Output structure for Surface Description function

            GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, pixelSlots);

            // -------------------------------------
            // Generate Surface Description function

            GraphUtil.GenerateSurfaceDescriptionFunction(
                pixelNodes,
                masterNode,
                masterNode.owner as GraphData,
                surfaceDescriptionFunction,
                functionRegistry,
                shaderProperties,
                pixelRequirements,
                mode,
                "PopulateSurfaceData",
                "SurfaceDescription",
                null,
                pixelSlots);

            // ----------------------------------------------------- //
            //           GENERATE VERTEX > PIXEL PIPELINE            //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Generate Input structure for Vertex shader

            GraphUtil.GenerateApplicationVertexInputs(vertexRequirements.Union(pixelRequirements.Union(modelRequiements)), vertexInputStruct);

            // -------------------------------------
            // Generate standard transformations
            // This method ensures all required transform data is available in vertex and pixel stages

            ShaderGenerator.GenerateStandardTransforms(
                3,
                10,
                vertexOutputStruct,
                vertexShader,
                vertexShaderDescriptionInputs,
                vertexShaderOutputs,
                pixelShader,
                pixelShaderSurfaceInputs,
                pixelRequirements,
                surfaceRequirements,
                modelRequiements,
                vertexRequirements,
                CoordinateSpace.World);


            // ----------------------------------------------------- //
            //                      FINALIZE                         //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Combine Graph sections

            graph.AppendLine(shaderProperties.GetPropertiesDeclaration(1, mode));

            graph.AppendLine(vertexDescriptionInputStruct.ToString());
            graph.AppendLine(surfaceDescriptionInputStruct.ToString());

            graph.AppendLine(functionBuilder.ToString());

            graph.AppendLine(vertexDescriptionStruct.ToString());
            graph.AppendLine(vertexDescriptionFunction.ToString());

            graph.AppendLine(surfaceDescriptionStruct.ToString());
            graph.AppendLine(surfaceDescriptionFunction.ToString());

            graph.AppendLine(vertexInputStruct.ToString());

            // -------------------------------------
            // Generate final subshader

            var resultPass = template.Replace("${Tags}", string.Empty);

            resultPass = resultPass.Replace("${Blending}", blendingBuilder.ToString());
            resultPass = resultPass.Replace("${Culling}", cullingBuilder.ToString());
            resultPass = resultPass.Replace("${ZTest}", zTestBuilder.ToString());
            resultPass = resultPass.Replace("${ZWrite}", zWriteBuilder.ToString());
            resultPass = resultPass.Replace("${Defines}", defines.ToString());

            resultPass = resultPass.Replace("${Graph}", graph.ToString());
            resultPass = resultPass.Replace("${VertexOutputStruct}", vertexOutputStruct.ToString());

            resultPass = resultPass.Replace("${VertexShader}", vertexShader.ToString());
            resultPass = resultPass.Replace("${VertexShaderDescriptionInputs}", vertexShaderDescriptionInputs.ToString());
            resultPass = resultPass.Replace("${VertexShaderOutputs}", vertexShaderOutputs.ToString());

            resultPass = resultPass.Replace("${PixelShader}", pixelShader.ToString());
            resultPass = resultPass.Replace("${PixelShaderSurfaceInputs}", pixelShaderSurfaceInputs.ToString());

            return(resultPass);
        }
示例#7
0
        public static bool GenerateShaderPass(AbstractMaterialNode masterNode, ShaderPass pass, GenerationMode mode,
                                              ActiveFields activeFields, ShaderGenerator result, List <string> sourceAssetDependencyPaths,
                                              List <Dependency[]> dependencies, string resourceClassName, string assemblyName)
        {
            // --------------------------------------------------
            // Debug

            // Get scripting symbols
            BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
            string           defines          = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup);

            bool isDebug = defines.Contains(kDebugSymbol);

            // --------------------------------------------------
            // Setup

            // Initiailize Collectors
            var propertyCollector = new PropertyCollector();
            var keywordCollector  = new KeywordCollector();

            masterNode.owner.CollectShaderKeywords(keywordCollector, mode);

            // Get upstream nodes from ShaderPass port mask
            List <AbstractMaterialNode> vertexNodes;
            List <AbstractMaterialNode> pixelNodes;

            GetUpstreamNodesForShaderPass(masterNode, pass, out vertexNodes, out pixelNodes);

            // Track permutation indices for all nodes
            List <int>[] vertexNodePermutations = new List <int> [vertexNodes.Count];
            List <int>[] pixelNodePermutations  = new List <int> [pixelNodes.Count];

            // Get active fields from upstream Node requirements
            ShaderGraphRequirementsPerKeyword graphRequirements;

            GetActiveFieldsAndPermutationsForNodes(masterNode, pass, keywordCollector, vertexNodes, pixelNodes,
                                                   vertexNodePermutations, pixelNodePermutations, activeFields, out graphRequirements);

            // GET CUSTOM ACTIVE FIELDS HERE!

            // Get active fields from ShaderPass
            AddRequiredFields(pass.requiredAttributes, activeFields.baseInstance);
            AddRequiredFields(pass.requiredVaryings, activeFields.baseInstance);

            // Get Port references from ShaderPass
            var pixelSlots  = FindMaterialSlotsOnNode(pass.pixelPorts, masterNode);
            var vertexSlots = FindMaterialSlotsOnNode(pass.vertexPorts, masterNode);

            // Function Registry
            var functionBuilder  = new ShaderStringBuilder();
            var functionRegistry = new FunctionRegistry(functionBuilder);

            // Hash table of named $splice(name) commands
            // Key: splice token
            // Value: string to splice
            Dictionary <string, string> spliceCommands = new Dictionary <string, string>();

            // --------------------------------------------------
            // Dependencies

            // Propagate active field requirements using dependencies
            // Must be executed before types are built
            foreach (var instance in activeFields.all.instances)
            {
                ShaderSpliceUtil.ApplyDependencies(instance, dependencies);
            }

            // --------------------------------------------------
            // Pass Setup

            // Name
            if (!string.IsNullOrEmpty(pass.displayName))
            {
                spliceCommands.Add("PassName", $"Name \"{pass.displayName}\"");
            }
            else
            {
                spliceCommands.Add("PassName", "// Name: <None>");
            }

            // Tags
            if (!string.IsNullOrEmpty(pass.lightMode))
            {
                spliceCommands.Add("LightMode", $"\"LightMode\" = \"{pass.lightMode}\"");
            }
            else
            {
                spliceCommands.Add("LightMode", "// LightMode: <None>");
            }

            // Render state
            BuildRenderStatesFromPass(pass, ref spliceCommands);

            // --------------------------------------------------
            // Pass Code

            // Pragmas
            using (var passPragmaBuilder = new ShaderStringBuilder())
            {
                if (pass.pragmas != null)
                {
                    foreach (string pragma in pass.pragmas)
                    {
                        passPragmaBuilder.AppendLine($"#pragma {pragma}");
                    }
                }
                if (passPragmaBuilder.length == 0)
                {
                    passPragmaBuilder.AppendLine("// PassPragmas: <None>");
                }
                spliceCommands.Add("PassPragmas", passPragmaBuilder.ToCodeBlack());
            }

            // Includes
            using (var passIncludeBuilder = new ShaderStringBuilder())
            {
                if (pass.includes != null)
                {
                    foreach (string include in pass.includes)
                    {
                        passIncludeBuilder.AppendLine($"#include \"{include}\"");
                    }
                }
                if (passIncludeBuilder.length == 0)
                {
                    passIncludeBuilder.AppendLine("// PassIncludes: <None>");
                }
                spliceCommands.Add("PassIncludes", passIncludeBuilder.ToCodeBlack());
            }

            // Keywords
            using (var passKeywordBuilder = new ShaderStringBuilder())
            {
                if (pass.keywords != null)
                {
                    foreach (KeywordDescriptor keyword in pass.keywords)
                    {
                        passKeywordBuilder.AppendLine(keyword.ToDeclarationString());
                    }
                }
                if (passKeywordBuilder.length == 0)
                {
                    passKeywordBuilder.AppendLine("// PassKeywords: <None>");
                }
                spliceCommands.Add("PassKeywords", passKeywordBuilder.ToCodeBlack());
            }

            // --------------------------------------------------
            // Graph Vertex

            var vertexBuilder = new ShaderStringBuilder();

            // If vertex modification enabled
            if (activeFields.baseInstance.Contains("features.graphVertex"))
            {
                // Setup
                string vertexGraphInputName       = "VertexDescriptionInputs";
                string vertexGraphOutputName      = "VertexDescription";
                string vertexGraphFunctionName    = "VertexDescriptionFunction";
                var    vertexGraphInputGenerator  = new ShaderGenerator();
                var    vertexGraphFunctionBuilder = new ShaderStringBuilder();
                var    vertexGraphOutputBuilder   = new ShaderStringBuilder();

                // Build vertex graph inputs
                ShaderSpliceUtil.BuildType(GetTypeForStruct("VertexDescriptionInputs", resourceClassName, assemblyName), activeFields, vertexGraphInputGenerator, isDebug);

                // Build vertex graph outputs
                // Add struct fields to active fields
                SubShaderGenerator.GenerateVertexDescriptionStruct(vertexGraphOutputBuilder, vertexSlots, vertexGraphOutputName, activeFields.baseInstance);

                // Build vertex graph functions from ShaderPass vertex port mask
                SubShaderGenerator.GenerateVertexDescriptionFunction(
                    masterNode.owner as GraphData,
                    vertexGraphFunctionBuilder,
                    functionRegistry,
                    propertyCollector,
                    keywordCollector,
                    mode,
                    masterNode,
                    vertexNodes,
                    vertexNodePermutations,
                    vertexSlots,
                    vertexGraphInputName,
                    vertexGraphFunctionName,
                    vertexGraphOutputName);

                // Generate final shader strings
                vertexBuilder.AppendLines(vertexGraphInputGenerator.GetShaderString(0, false));
                vertexBuilder.AppendNewLine();
                vertexBuilder.AppendLines(vertexGraphOutputBuilder.ToString());
                vertexBuilder.AppendNewLine();
                vertexBuilder.AppendLines(vertexGraphFunctionBuilder.ToString());
            }

            // Add to splice commands
            if (vertexBuilder.length == 0)
            {
                vertexBuilder.AppendLine("// GraphVertex: <None>");
            }
            spliceCommands.Add("GraphVertex", vertexBuilder.ToCodeBlack());

            // --------------------------------------------------
            // Graph Pixel

            // Setup
            string pixelGraphInputName       = "SurfaceDescriptionInputs";
            string pixelGraphOutputName      = "SurfaceDescription";
            string pixelGraphFunctionName    = "SurfaceDescriptionFunction";
            var    pixelGraphInputGenerator  = new ShaderGenerator();
            var    pixelGraphOutputBuilder   = new ShaderStringBuilder();
            var    pixelGraphFunctionBuilder = new ShaderStringBuilder();

            // Build pixel graph inputs
            ShaderSpliceUtil.BuildType(GetTypeForStruct("SurfaceDescriptionInputs", resourceClassName, assemblyName), activeFields, pixelGraphInputGenerator, isDebug);

            // Build pixel graph outputs
            // Add struct fields to active fields
            SubShaderGenerator.GenerateSurfaceDescriptionStruct(pixelGraphOutputBuilder, pixelSlots, pixelGraphOutputName, activeFields.baseInstance);

            // Build pixel graph functions from ShaderPass pixel port mask
            SubShaderGenerator.GenerateSurfaceDescriptionFunction(
                pixelNodes,
                pixelNodePermutations,
                masterNode,
                masterNode.owner as GraphData,
                pixelGraphFunctionBuilder,
                functionRegistry,
                propertyCollector,
                keywordCollector,
                mode,
                pixelGraphFunctionName,
                pixelGraphOutputName,
                null,
                pixelSlots,
                pixelGraphInputName);

            using (var pixelBuilder = new ShaderStringBuilder())
            {
                // Generate final shader strings
                pixelBuilder.AppendLines(pixelGraphInputGenerator.GetShaderString(0, false));
                pixelBuilder.AppendNewLine();
                pixelBuilder.AppendLines(pixelGraphOutputBuilder.ToString());
                pixelBuilder.AppendNewLine();
                pixelBuilder.AppendLines(pixelGraphFunctionBuilder.ToString());

                // Add to splice commands
                if (pixelBuilder.length == 0)
                {
                    pixelBuilder.AppendLine("// GraphPixel: <None>");
                }
                spliceCommands.Add("GraphPixel", pixelBuilder.ToCodeBlack());
            }

            // --------------------------------------------------
            // Graph Functions

            if (functionBuilder.length == 0)
            {
                functionBuilder.AppendLine("// GraphFunctions: <None>");
            }
            spliceCommands.Add("GraphFunctions", functionBuilder.ToCodeBlack());

            // --------------------------------------------------
            // Graph Keywords

            using (var keywordBuilder = new ShaderStringBuilder())
            {
                keywordCollector.GetKeywordsDeclaration(keywordBuilder, mode);
                if (keywordBuilder.length == 0)
                {
                    keywordBuilder.AppendLine("// GraphKeywords: <None>");
                }
                spliceCommands.Add("GraphKeywords", keywordBuilder.ToCodeBlack());
            }

            // --------------------------------------------------
            // Graph Properties

            using (var propertyBuilder = new ShaderStringBuilder())
            {
                propertyCollector.GetPropertiesDeclaration(propertyBuilder, mode, masterNode.owner.concretePrecision);
                if (propertyBuilder.length == 0)
                {
                    propertyBuilder.AppendLine("// GraphProperties: <None>");
                }
                spliceCommands.Add("GraphProperties", propertyBuilder.ToCodeBlack());
            }

            // --------------------------------------------------
            // Graph Defines

            using (var graphDefines = new ShaderStringBuilder())
            {
                graphDefines.AppendLine("#define {0}", pass.referenceName);

                if (graphRequirements.permutationCount > 0)
                {
                    List <int> activePermutationIndices;

                    // Depth Texture
                    activePermutationIndices = graphRequirements.allPermutations.instances
                                               .Where(p => p.requirements.requiresDepthTexture)
                                               .Select(p => p.permutationIndex)
                                               .ToList();
                    if (activePermutationIndices.Count > 0)
                    {
                        graphDefines.AppendLine(KeywordUtil.GetKeywordPermutationSetConditional(activePermutationIndices));
                        graphDefines.AppendLine("#define REQUIRE_DEPTH_TEXTURE");
                        graphDefines.AppendLine("#endif");
                    }

                    // Opaque Texture
                    activePermutationIndices = graphRequirements.allPermutations.instances
                                               .Where(p => p.requirements.requiresCameraOpaqueTexture)
                                               .Select(p => p.permutationIndex)
                                               .ToList();
                    if (activePermutationIndices.Count > 0)
                    {
                        graphDefines.AppendLine(KeywordUtil.GetKeywordPermutationSetConditional(activePermutationIndices));
                        graphDefines.AppendLine("#define REQUIRE_OPAQUE_TEXTURE");
                        graphDefines.AppendLine("#endif");
                    }
                }
                else
                {
                    // Depth Texture
                    if (graphRequirements.baseInstance.requirements.requiresDepthTexture)
                    {
                        graphDefines.AppendLine("#define REQUIRE_DEPTH_TEXTURE");
                    }

                    // Opaque Texture
                    if (graphRequirements.baseInstance.requirements.requiresCameraOpaqueTexture)
                    {
                        graphDefines.AppendLine("#define REQUIRE_OPAQUE_TEXTURE");
                    }
                }

                // Add to splice commands
                spliceCommands.Add("GraphDefines", graphDefines.ToCodeBlack());
            }

            // --------------------------------------------------
            // Main

            // Main include is expected to contain vert/frag definitions for the pass
            // This must be defined after all graph code
            using (var mainBuilder = new ShaderStringBuilder())
            {
                mainBuilder.AppendLine($"#include \"{pass.varyingsInclude}\"");
                mainBuilder.AppendLine($"#include \"{pass.passInclude}\"");

                // Add to splice commands
                spliceCommands.Add("MainInclude", mainBuilder.ToCodeBlack());
            }

            // --------------------------------------------------
            // Debug

            // Debug output all active fields

            using (var debugBuilder = new ShaderStringBuilder())
            {
                if (isDebug)
                {
                    // Active fields
                    debugBuilder.AppendLine("// ACTIVE FIELDS:");
                    foreach (string field in activeFields.baseInstance.fields)
                    {
                        debugBuilder.AppendLine("// " + field);
                    }
                }
                if (debugBuilder.length == 0)
                {
                    debugBuilder.AppendLine("// <None>");
                }

                // Add to splice commands
                spliceCommands.Add("Debug", debugBuilder.ToCodeBlack());
            }

            // --------------------------------------------------
            // Finalize

            // Get Template
            string templateLocation = GetTemplatePath("PassMesh.template");

            if (!File.Exists(templateLocation))
            {
                return(false);
            }

            // Get Template preprocessor
            string templatePath         = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Templates";
            var    templatePreprocessor = new ShaderSpliceUtil.TemplatePreprocessor(activeFields, spliceCommands,
                                                                                    isDebug, templatePath, sourceAssetDependencyPaths, assemblyName, resourceClassName);

            // Process Template
            templatePreprocessor.ProcessTemplateFile(templateLocation);
            result.AddShaderChunk(templatePreprocessor.GetShaderCode().ToString(), false);
            return(true);
        }
示例#8
0
        static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiledData contextData,
                                                  out AdditionalCommandDescriptor loadAttributeDescriptor,
                                                  out AdditionalCommandDescriptor blockFunctionDescriptor,
                                                  out AdditionalCommandDescriptor blockCallFunctionDescriptor,
                                                  out AdditionalCommandDescriptor interpolantsGenerationDescriptor,
                                                  out AdditionalCommandDescriptor buildVFXFragInputsDescriptor,
                                                  out AdditionalCommandDescriptor pixelPropertiesAssignDescriptor,
                                                  out AdditionalCommandDescriptor defineSpaceDescriptor,
                                                  out AdditionalCommandDescriptor parameterBufferDescriptor,
                                                  out AdditionalCommandDescriptor additionalDefinesDescriptor,
                                                  out AdditionalCommandDescriptor loadPositionAttributeDescriptor,
                                                  out AdditionalCommandDescriptor loadCropFactorAttributesDescriptor,
                                                  out AdditionalCommandDescriptor loadTexcoordAttributesDescriptor,
                                                  out AdditionalCommandDescriptor vertexPropertiesGenerationDescriptor,
                                                  out AdditionalCommandDescriptor vertexPropertiesAssignDescriptor)
        {
            // TODO: Clean all of this up. Currently just an adapter between VFX Code Gen + SG Code Gen and *everything* has been stuffed here.

            // Load Attributes
            loadAttributeDescriptor = new AdditionalCommandDescriptor("VFXLoadAttribute", VFXCodeGenerator.GenerateLoadAttribute(".", context).ToString());

            // Graph Blocks
            VFXCodeGenerator.BuildContextBlocks(context, contextData, out var blockFunction, out var blockCallFunction);

            blockFunctionDescriptor     = new AdditionalCommandDescriptor("VFXGeneratedBlockFunction", blockFunction);
            blockCallFunctionDescriptor = new AdditionalCommandDescriptor("VFXProcessBlocks", blockCallFunction);

            // Vertex Input
            VFXCodeGenerator.BuildVertexProperties(context, contextData, out var vertexPropertiesGeneration);
            vertexPropertiesGenerationDescriptor = new AdditionalCommandDescriptor("VFXVertexPropertiesGeneration", vertexPropertiesGeneration);

            VFXCodeGenerator.BuildVertexPropertiesAssign(context, contextData, out var vertexPropertiesAssign);
            vertexPropertiesAssignDescriptor = new AdditionalCommandDescriptor("VFXVertexPropertiesAssign", vertexPropertiesAssign);

            // Interpolator
            VFXCodeGenerator.BuildInterpolatorBlocks(context, contextData, out var interpolatorsGeneration);
            interpolantsGenerationDescriptor = new AdditionalCommandDescriptor("VFXInterpolantsGeneration", interpolatorsGeneration);

            // Frag Inputs - Only VFX will know if frag inputs come from interpolator or the CBuffer.
            VFXCodeGenerator.BuildFragInputsGeneration(context, contextData, out var buildFragInputsGeneration);
            buildVFXFragInputsDescriptor = new AdditionalCommandDescriptor("VFXSetFragInputs", buildFragInputsGeneration);

            VFXCodeGenerator.BuildPixelPropertiesAssign(context, contextData, out var pixelPropertiesAssign);
            pixelPropertiesAssignDescriptor = new AdditionalCommandDescriptor("VFXPixelPropertiesAssign", pixelPropertiesAssign);

            // Define coordinate space
            var defineSpaceDescriptorContent = string.Empty;

            if (context.GetData() is ISpaceable)
            {
                var spaceable = context.GetData() as ISpaceable;
                defineSpaceDescriptorContent =
                    $"#define {(spaceable.space == VFXCoordinateSpace.World ? "VFX_WORLD_SPACE" : "VFX_LOCAL_SPACE")} 1";
            }
            defineSpaceDescriptor = new AdditionalCommandDescriptor("VFXDefineSpace", defineSpaceDescriptorContent);

            // Parameter Cbuffer
            VFXCodeGenerator.BuildParameterBuffer(contextData, out var parameterBuffer);
            parameterBufferDescriptor = new AdditionalCommandDescriptor("VFXParameterBuffer", parameterBuffer);

            // Defines & Headers - Not all are necessary, however some important ones are mixed in like indirect draw, strips, flipbook, particle strip info...
            ShaderStringBuilder additionalDefines = new ShaderStringBuilder();
            // TODO: Need to add defines for current/source usage (i.e. scale).

            var allCurrentAttributes = context.GetData().GetAttributes().Where(a =>
                                                                               (context.GetData().IsCurrentAttributeUsed(a.attrib, context)) ||
                                                                               (context.contextType == VFXContextType.Init && context.GetData().IsAttributeStored(a.attrib))); // In init, needs to declare all stored attributes for intialization

            var allSourceAttributes = context.GetData().GetAttributes().Where(a => (context.GetData().IsSourceAttributeUsed(a.attrib, context)));

            foreach (var attribute in allCurrentAttributes)
            {
                additionalDefines.AppendLine("#define VFX_USE_{0}_{1} 1", attribute.attrib.name.ToUpper(CultureInfo.InvariantCulture), "CURRENT");
            }
            foreach (var attribute in allSourceAttributes)
            {
                additionalDefines.AppendLine("#define VFX_USE_{0}_{1} 1", attribute.attrib.name.ToUpper(CultureInfo.InvariantCulture), "SOURCE");
            }
            foreach (var header in context.additionalDataHeaders)
            {
                additionalDefines.AppendLine(header);
            }
            foreach (var define in context.additionalDefines)
            {
                additionalDefines.AppendLine($"#define {define} 1");
            }
            additionalDefinesDescriptor = new AdditionalCommandDescriptor("VFXDefines", additionalDefines.ToString());

            // Load Position Attribute
            loadPositionAttributeDescriptor = new AdditionalCommandDescriptor("VFXLoadPositionAttribute", VFXCodeGenerator.GenerateLoadAttribute("position", context).ToString().ToString());

            // Load Crop Factor Attribute
            var mainParameters   = contextData.gpuMapper.CollectExpression(-1).ToArray();
            var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));

            expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);
            loadCropFactorAttributesDescriptor = new AdditionalCommandDescriptor("VFXLoadCropFactorParameter", VFXCodeGenerator.GenerateLoadParameter("cropFactor", mainParameters, expressionToName).ToString().ToString());
            loadTexcoordAttributesDescriptor   = new AdditionalCommandDescriptor("VFXLoadTexcoordParameter", VFXCodeGenerator.GenerateLoadParameter("texCoord", mainParameters, expressionToName).ToString().ToString());
        }
        public string GetSubshader(IMasterNode masterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // LightWeightPBRSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("ca91dbeb78daa054c9bbe15fef76361c"));
            }

            var templatePath            = GetTemplatePath("lightweightPBRForwardPass.template");
            var extraPassesTemplatePath = GetTemplatePath("lightweightPBRExtraPasses.template");
            var lightweight2DPath       = GetTemplatePath("lightweight2DPBRPass.template");

            if (!File.Exists(templatePath) || !File.Exists(extraPassesTemplatePath))
            {
                return(string.Empty);
            }


            if (sourceAssetDependencyPaths != null)
            {
                sourceAssetDependencyPaths.Add(templatePath);
                sourceAssetDependencyPaths.Add(extraPassesTemplatePath);
                sourceAssetDependencyPaths.Add(lightweight2DPath);

                var relativePath = "Packages/com.unity.render-pipelines.lightweight/";
                var fullPath     = Path.GetFullPath(relativePath);
                var shaderFiles  = Directory.GetFiles(Path.Combine(fullPath, "ShaderLibrary")).Select(x => Path.Combine(relativePath, x.Substring(fullPath.Length)));
                sourceAssetDependencyPaths.AddRange(shaderFiles);
            }

            string forwardTemplate       = File.ReadAllText(templatePath);
            string extraTemplate         = File.ReadAllText(extraPassesTemplatePath);
            string lightweight2DTemplate = File.ReadAllText(lightweight2DPath);

            var pbrMasterNode = masterNode as PBRMasterNode;
            var pass          = pbrMasterNode.model == PBRMasterNode.Model.Metallic ? m_ForwardPassMetallic : m_ForwardPassSpecular;
            var subShader     = new ShaderStringBuilder();

            subShader.AppendLine("SubShader");
            using (subShader.BlockScope())
            {
                var materialTags = ShaderGenerator.BuildMaterialTags(pbrMasterNode.surfaceType);
                var tagsBuilder  = new ShaderStringBuilder(0);
                materialTags.GetTags(tagsBuilder, LightweightRenderPipeline.k_ShaderTagName);
                subShader.AppendLines(tagsBuilder.ToString());

                var materialOptions = ShaderGenerator.GetMaterialOptions(pbrMasterNode.surfaceType, pbrMasterNode.alphaMode, pbrMasterNode.twoSided.isOn);
                subShader.AppendLines(GetShaderPassFromTemplate(
                                          forwardTemplate,
                                          pbrMasterNode,
                                          pass,
                                          mode,
                                          materialOptions));

                subShader.AppendLines(GetShaderPassFromTemplate(
                                          extraTemplate,
                                          pbrMasterNode,
                                          m_DepthShadowPass,
                                          mode,
                                          materialOptions));

                string txt = GetShaderPassFromTemplate(
                    lightweight2DTemplate,
                    pbrMasterNode,
                    pass,
                    mode,
                    materialOptions);
                subShader.AppendLines(txt);
            }
            subShader.Append("CustomEditor \"UnityEditor.ShaderGraph.PBRMasterGUI\"");

            return(subShader.ToString());
        }
示例#10
0
        string GenerateGraph(CustomTextureMasterNode masterNode, string template)
        {
            // ----------------------------------------------------- //
            //                         SETUP                         //
            // ----------------------------------------------------- //

            // -------------------------------------
            // String builders

            var shaderProperties       = new PropertyCollector();
            var shaderPropertyUniforms = new ShaderStringBuilder(1);
            var functionBuilder        = new ShaderStringBuilder(1);
            var functionRegistry       = new FunctionRegistry(functionBuilder);

            var defines = new ShaderStringBuilder(1);
            var graph   = new ShaderStringBuilder(0);

            var surfaceDescriptionStruct   = new ShaderStringBuilder(1);
            var surfaceDescriptionFunction = new ShaderStringBuilder(1);

            var pixelShader = new ShaderStringBuilder(2);
            var pixelShaderSurfaceInputs = new ShaderStringBuilder(2);
            var pixelShaderSurfaceRemap  = new ShaderStringBuilder(2);

            // -------------------------------------
            // Get Slot and Node lists per stage

            var pixelSlots = masterNode.GetSlots <MaterialSlot>().ToList(); // All slots are pixels
            var pixelNodes = ListPool <AbstractMaterialNode> .Get();

            NodeUtils.DepthFirstCollectNodesFromNode(pixelNodes, masterNode, NodeUtils.IncludeSelf.Include, pixelSlots.Select(s => s.id).ToList());

            // -------------------------------------
            // Get Requirements

            var pixelRequirements   = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment);
            var graphRequirements   = pixelRequirements;
            var surfaceRequirements = ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment, false);

            // ----------------------------------------------------- //
            //                START SHADER GENERATION                //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Generate Output structure for Surface Description function

            SubShaderGenerator.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, pixelSlots);

            // -------------------------------------
            // Generate Surface Description function

            List <int>[] perm = new List <int> [pixelNodes.Count];

            SubShaderGenerator.GenerateSurfaceDescriptionFunction(
                pixelNodes,
                perm,
                masterNode,
                masterNode.owner as GraphData,
                surfaceDescriptionFunction,
                functionRegistry,
                shaderProperties,
                new KeywordCollector(),
                GenerationMode.ForReals);
            // pixelRequirements,
            // GenerationMode.ForReals, // we'll handle preview later
            // "PopulateSurfaceData",
            // "SurfaceDescription",
            // null,
            // pixelSlots);

            // -------------------------------------
            // Property uniforms

            shaderProperties.GetPropertiesDeclaration(shaderPropertyUniforms, GenerationMode.ForReals, masterNode.owner.concretePrecision);

            // -------------------------------------
            // Generate standard transformations
            // This method ensures all required transform data is available in vertex and pixel stages

            // ShaderGenerator.GenerateStandardTransforms(
            //     3,
            //     10,
            //     // We don't need vertex things
            //     new ShaderStringBuilder(),
            //     new ShaderStringBuilder(),
            //     new ShaderStringBuilder(),
            //     new ShaderStringBuilder(),
            //     pixelShader,
            //     pixelShaderSurfaceInputs,
            //     pixelRequirements,
            //     surfaceRequirements,
            //     modelRequirements,
            //     new ShaderGraphRequirements(),
            //     CoordinateSpace.World);

            // -------------------------------------
            // Generate pixel shader surface remap

            foreach (var slot in pixelSlots)
            {
                pixelShaderSurfaceRemap.AppendLine("{0} = surf.{0};", slot.shaderOutputName);
            }

            // -------------------------------------
            // Extra pixel shader work

            var faceSign = new ShaderStringBuilder();

            if (pixelRequirements.requiresFaceSign)
            {
                faceSign.AppendLine(", half FaceSign : VFACE");
            }

            // ----------------------------------------------------- //
            //                      FINALIZE                         //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Combine Graph sections

            graph.AppendLines(shaderPropertyUniforms.ToString());

            graph.AppendLine(functionBuilder.ToString());

            graph.AppendLine(surfaceDescriptionStruct.ToString());
            graph.AppendLine(surfaceDescriptionFunction.ToString());

            // -------------------------------------
            // Generate final subshader

            var resultPass = template.Replace("${Tags}", string.Empty);

            resultPass = resultPass.Replace("${Graph}", graph.ToString());

            resultPass = resultPass.Replace("${FaceSign}", faceSign.ToString());
            resultPass = resultPass.Replace("${PixelShader}", pixelShader.ToString());
            resultPass = resultPass.Replace("${PixelShaderSurfaceRemap}", pixelShaderSurfaceRemap.ToString());

            return(resultPass);
        }
示例#11
0
 public void AppendKeywordDeclarationStrings(ShaderStringBuilder builder)
 {
     if (definition != KeywordDefinition.Predefined)
     {
         if (type == KeywordType.Boolean)
         {
             KeywordUtil.GenerateBooleanKeywordPragmaStrings(referenceName, definition, scope, stages, str => builder.AppendLine(str));
         }
         else
         {
             KeywordUtil.GenerateEnumKeywordPragmaStrings(referenceName, definition, scope, stages, entries, str => builder.AppendLine(str));
         }
     }
 }
示例#12
0
 internal override void AppendNonBatchablePropertyDeclarations(ShaderStringBuilder builder, string delimiter = ";")
 {
     builder.AppendLine($"TEXTURE2D({referenceName}){delimiter}");
     builder.AppendLine($"SAMPLER(sampler{referenceName}){delimiter}");
 }
示例#13
0
 internal override void AppendBatchablePropertyDeclarations(ShaderStringBuilder builder, string delimiter = ";")
 {
     builder.AppendLine($"{concretePrecision.ToShaderString()}4 {referenceName}_TexelSize{delimiter}");
 }