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");

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

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

                var shaderFiles = Directory.GetFiles(
                    Path.GetFullPath("Packages/com.unity.render-pipelines.lightweight/ShaderLibrary"));
                sourceAssetDependencyPaths.AddRange(shaderFiles);
            }

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

            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));
            }
            subShader.Append("CustomEditor \"UnityEditor.ShaderGraph.PBRMasterGUI\"");

            return(subShader.ToString());
        }
示例#2
0
        public string GetSubshader(IMasterNode masterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // LightWeightUnlitSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("3ef30c5c1d5fc412f88511ef5818b654"));
            }

            var templatePath            = GetTemplatePath("lightweightUnlitPass.template");
            var extraPassesTemplatePath = GetTemplatePath("lightweightUnlitExtraPasses.template");

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

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

                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);

            var unlitMasterNode = masterNode as UnlitMasterNode;
            var pass            = m_UnlitPass;
            var subShader       = new ShaderStringBuilder();

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

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

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

            return(subShader.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");

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

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

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

            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())
            {
                subShader.AppendLine("Tags{ \"RenderPipeline\" = \"LightweightPipeline\"}");

                var materialTags = ShaderGenerator.BuildMaterialTags(pbrMasterNode.surfaceType);
                var tagsBuilder  = new ShaderStringBuilder(0);
                materialTags.GetTags(tagsBuilder);
                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));
            }

            return(subShader.ToString());
        }
        public string GetSubshader(IMasterNode masterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // LightWeightUnlitSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("3ef30c5c1d5fc412f88511ef5818b654"));
            }

            var templatePath            = GetTemplatePath("lightweightUnlitPass.template");
            var extraPassesTemplatePath = GetTemplatePath("lightweightUnlitExtraPasses.template");

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

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

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

            var unlitMasterNode = masterNode as UnlitMasterNode;
            var pass            = m_UnlitPass;
            var subShader       = new ShaderStringBuilder();

            subShader.AppendLine("SubShader");
            using (subShader.BlockScope())
            {
                subShader.AppendLine("Tags{ \"RenderPipeline\" = \"LightweightPipeline\"}");

                var materialTags = ShaderGenerator.BuildMaterialTags(unlitMasterNode.surfaceType);
                var tagsBuilder  = new ShaderStringBuilder(0);
                materialTags.GetTags(tagsBuilder);
                subShader.AppendLines(tagsBuilder.ToString());

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

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

            return(subShader.ToString());
        }
示例#5
0
        public string GetSubshader(IMasterNode masterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // LightWeightPBRSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("f37ee8a3fc1e43646bab579fc6c4c68d"));
            }

            var templatePath            = GetTemplatePath("AILWForwardPass.template", "2f6cfbf8aef97dc4d952a059147e69a6");
            var extraPassesTemplatePath = GetTemplatePath("AILWExtraPasses.template", "e700d3e5b71bb764f83ce12de610be58");

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

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

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

            var pbrMasterNode = masterNode as AILWMasterNode;
            var pass          = pbrMasterNode.model == AILWMasterNode.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));
            }
            subShader.Append("CustomEditor \"UnityEditor.ShaderGraph.PBRMasterGUI\"");

            return(subShader.ToString());
        }
        public void GenerateNodeCode(ShaderStringBuilder sb, GraphContext graphContext, GenerationMode generationMode)
        {
            string amplitude    = GetSlotValue(kAmplitudeSlotId, generationMode);
            string steps        = GetSlotValue(kStepsSlotId, generationMode);
            string uvs          = GetSlotValue(kUVsSlotId, generationMode);
            string lod          = GetSlotValue(kLodSlotId, generationMode);
            string lodThreshold = GetSlotValue(kLodThresholdSlotId, generationMode);

            string tmpPOMParam  = GetVariableNameForNode() + "_POM";
            string tmpViewDir   = GetVariableNameForNode() + "_ViewDir";
            string tmpNdotV     = GetVariableNameForNode() + "_NdotV";
            string tmpMaxHeight = GetVariableNameForNode() + "_MaxHeight";
            string tmpViewDirUV = GetVariableNameForNode() + "_ViewDirUV";
            string tmpOutHeight = GetVariableNameForNode() + "_OutHeight";

            sb.AppendLines(String.Format(@"
$precision3 {4} = IN.{2} * GetDisplacementObjectScale().xzy;
$precision {5} = {4}.z;
$precision {6} = {3} * 0.01;

// Transform the view vector into the UV space.
$precision3 {7}    = normalize($precision3({4}.xy * {6}, {4}.z)); // TODO: skip normalize

PerPixelHeightDisplacementParam {1};
{1}.uv = {2};",
                                         tmpPOMParam,
                                         uvs,
                                         CoordinateSpace.Tangent.ToVariableName(InterpolatorType.ViewDirection),
                                         amplitude, // cm in the interface so we multiply by 0.01 in the shader to convert in meter
                                         tmpViewDir,
                                         tmpNdotV,
                                         tmpMaxHeight,
                                         tmpViewDirUV
                                         ));

            sb.AppendLines(String.Format(@"
$precision {10};
$precision2 {0} = {8} + ParallaxOcclusionMapping({1}, {2}, {3}, {4}, {5}, {10});

$precision {6} = ({7} - {10} * {7}) / max({9}, 0.0001);
",
                                         GetVariableNameForSlot(kParallaxUVsOutputSlotId),
                                         lod,
                                         lodThreshold,
                                         steps,
                                         tmpViewDirUV,
                                         tmpPOMParam,
                                         GetVariableNameForSlot(kPixelDepthOffsetOutputSlotId),
                                         tmpMaxHeight,
                                         uvs,
                                         tmpNdotV,
                                         tmpOutHeight
                                         ));
        }
        public string GetSubshader(IMasterNode masterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // LightWeightSpriteLitSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("62511ee827d14492a8c78ba0ef167e7f"));
            }

            string litPassTemplate     = ReadTemplate("lightweightSpriteLitPass.template", sourceAssetDependencyPaths);
            string normalPassTemplate  = ReadTemplate("lightweightSpriteNormalPass.template", sourceAssetDependencyPaths);
            string forwardPassTemplate = ReadTemplate("lightweightSpriteForwardPass.template", sourceAssetDependencyPaths);
            var    litMasterNode       = masterNode as SpriteLitMasterNode;

            var litPass    = m_LitPass;
            var normalPass = m_NormalPass;
            var subShader  = new ShaderStringBuilder();

            subShader.AppendLine("SubShader");
            using (subShader.BlockScope())
            {
                subShader.AppendLine("Tags{ \"RenderPipeline\" = \"LightweightPipeline\"}");

                var materialTags = ShaderGenerator.BuildMaterialTags(SurfaceType.Transparent);
                var tagsBuilder  = new ShaderStringBuilder(0);
                materialTags.GetTags(tagsBuilder, LightweightRenderPipeline.k_ShaderTagName);
                subShader.AppendLines(tagsBuilder.ToString());

                var materialOptions = ShaderGenerator.GetMaterialOptions(SurfaceType.Transparent, AlphaMode.Alpha, true);
                subShader.AppendLines(GetShaderPassFromTemplate(
                                          true,
                                          litPassTemplate,
                                          litMasterNode,
                                          litPass,
                                          mode,
                                          materialOptions));
                subShader.AppendLines(GetShaderPassFromTemplate(
                                          false,
                                          normalPassTemplate,
                                          litMasterNode,
                                          normalPass,
                                          mode,
                                          materialOptions));
                subShader.AppendLines(GetShaderPassFromTemplate(
                                          false,
                                          forwardPassTemplate,
                                          litMasterNode,
                                          normalPass,
                                          mode,
                                          materialOptions));
            }

            return(subShader.ToString());
        }
        public static string GetSubShader <T>(T masterNode, SurfaceMaterialTags tags, SurfaceMaterialOptions options, Pass[] passes,
                                              GenerationMode mode, string customEditorPath = null, List <string> sourceAssetDependencyPaths = null) where T : IMasterNode
        {
            if (sourceAssetDependencyPaths != null)
            {
                var relativePath = "Packages/com.unity.render-pipelines.universal/";
                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);
            }

            var subShader = new ShaderStringBuilder();

            subShader.AppendLine("SubShader");
            using (subShader.BlockScope())
            {
                var tagsBuilder = new ShaderStringBuilder(0);
                tags.GetTags(tagsBuilder, UnityEngine.Rendering.Universal.UniversalRenderPipeline.k_ShaderTagName);
                subShader.AppendLines(tagsBuilder.ToString());

                foreach (Pass pass in passes)
                {
                    var templatePath = GetTemplatePath(pass.TemplatePath);
                    if (!File.Exists(templatePath))
                    {
                        continue;
                    }

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

                    string template = File.ReadAllText(templatePath);

                    subShader.AppendLines(GetShaderPassFromTemplate(
                                              template,
                                              masterNode,
                                              pass,
                                              mode,
                                              options));
                }
            }

            if (!string.IsNullOrEmpty(customEditorPath))
            {
                subShader.Append($"CustomEditor \"{customEditorPath}\"");
            }

            return(subShader.ToString());
        }
示例#9
0
        public string GetSubshader(IMasterNode masterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // LightWeightSpriteUnlitSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("62511ee827d14492a8c78ba0ef167e7f"));
            }

            var templatePath = GetTemplatePath("lightweightSpriteUnlitPass.template");

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

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

            string forwardTemplate = File.ReadAllText(templatePath);
            var    unlitMasterNode = masterNode as SpriteUnlitMasterNode;

            var pass      = m_UnlitPass;
            var subShader = new ShaderStringBuilder();

            subShader.AppendLine("SubShader");
            using (subShader.BlockScope())
            {
                subShader.AppendLine("Tags{ \"RenderPipeline\" = \"LightweightPipeline\"}");

                var materialTags = ShaderGenerator.BuildMaterialTags(SurfaceType.Transparent);
                var tagsBuilder  = new ShaderStringBuilder(0);
                materialTags.GetTags(tagsBuilder, LightweightRenderPipeline.k_ShaderTagName);
                subShader.AppendLines(tagsBuilder.ToString());

                var materialOptions = ShaderGenerator.GetMaterialOptions(SurfaceType.Transparent, AlphaMode.Alpha, true);
                subShader.AppendLines(GetShaderPassFromTemplate(
                                          forwardTemplate,
                                          unlitMasterNode,
                                          pass,
                                          mode,
                                          materialOptions));
            }

            return(subShader.ToString());
        }
示例#10
0
        public string GetSubshader(IMasterNode inMasterNode, GenerationMode mode)
        {
            var templatePath            = GetTemplatePath("lightweightPBRForwardPass.template");
            var extraPassesTemplatePath = GetTemplatePath("lightweightPBRExtraPasses.template");

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

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

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

            subShader.AppendLine("SubShader");
            using (subShader.BlockScope())
            {
                subShader.AppendLine("Tags{ \"RenderPipeline\" = \"LightweightPipeline\"}");

                var materialOptions = ShaderGenerator.GetMaterialOptions(masterNode.surfaceType, masterNode.alphaMode, masterNode.twoSided.isOn);
                var tagsBuilder     = new ShaderStringBuilder(0);
                materialOptions.GetTags(tagsBuilder);
                subShader.AppendLines(tagsBuilder.ToString());

                subShader.AppendLines(GetShaderPassFromTemplate(
                                          forwardTemplate,
                                          masterNode,
                                          pass,
                                          mode,
                                          materialOptions));

                subShader.AppendLines(GetExtraPassesFromTemplate(extraTemplate, masterNode, pass, mode, materialOptions));
            }

            return(subShader.ToString());
        }
示例#11
0
        public string GetSubshader(IMasterNode masterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            //TODO:
//            if (sourceAssetDependencyPaths != null)
//            {
//                // LightWeightUnlitSubShader.cs
//                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("3ef30c5c1d5fc412f88511ef5818b654"));
//            }

            var templatePath = GetTemplatePath("hdEffectPass.template");

//            var extraPassesTemplatePath = GetTemplatePath("lightweightUnlitExtraPasses.template");
            if (!File.Exists(templatePath) /*|| !File.Exists(extraPassesTemplatePath)*/)
            {
                return(string.Empty);
            }

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

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

            var imageEffectMasterNode = masterNode as ImageEffectMasterNode;
            var pass      = m_ImageEffectPass;
            var subShader = new ShaderStringBuilder();

            subShader.AppendLine("SubShader");
            using (subShader.BlockScope())
            {
                subShader.AppendLine("Tags{ \"RenderPipeline\" = \"HDRenderPipeline\"}");

//                var materialTags = ShaderGenerator.BuildMaterialTags(imageEffectMasterNode.surfaceType);
//                var tagsBuilder = new ShaderStringBuilder(0);
//                materialTags.GetTags(tagsBuilder);
//                subShader.AppendLines(tagsBuilder.ToString());

                var materialOptions = ShaderGenerator.GetMaterialOptions(imageEffectMasterNode.surfaceType, imageEffectMasterNode.alphaMode, false);
                subShader.AppendLines(GetShaderPassFromTemplate(
                                          forwardTemplate,
                                          imageEffectMasterNode,
                                          pass,
                                          mode,
                                          materialOptions));
            }

            return(subShader.ToString());
        }
        public string GetSubshader(IMasterNode masterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // LightWeightSpriteUnlitSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("f2df349d00ec920488971bb77440b7bc"));
            }

            string unlitTemplate = ReadTemplate("lightweightSpriteUnlitPass.template", sourceAssetDependencyPaths);

            var unlitMasterNode = masterNode as SpriteUnlitMasterNode;

            var pass      = m_UnlitPass;
            var subShader = new ShaderStringBuilder();

            subShader.AppendLine("SubShader");
            using (subShader.BlockScope())
            {
                subShader.AppendLine("Tags{ \"RenderPipeline\" = \"LightweightPipeline\"}");

                var materialTags = ShaderGenerator.BuildMaterialTags(SurfaceType.Transparent);
                var tagsBuilder  = new ShaderStringBuilder(0);
                materialTags.GetTags(tagsBuilder, LightweightRenderPipeline.k_ShaderTagName);
                subShader.AppendLines(tagsBuilder.ToString());

                var materialOptions = ShaderGenerator.GetMaterialOptions(SurfaceType.Transparent, AlphaMode.Alpha, true);
                subShader.AppendLines(GetShaderPassFromTemplate(
                                          unlitTemplate,
                                          unlitMasterNode,
                                          pass,
                                          mode,
                                          materialOptions));
            }

            return(subShader.ToString());
        }
        public string GetSubshader(IMasterNode masterNode, GenerationMode mode, List <string> sourceAssetDependencyPaths = null)
        {
            if (sourceAssetDependencyPaths != null)
            {
                // LightWeightPBRSubShader.cs
                sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("16b8a010f96947c4f866705d757bc0a3"));
            }

            var templatePath            = GetTemplatePath("lightweightToonForwardPass.template");
            var extraPassesTemplatePath = GetTemplatePath("lightweightToonExtraPasses.template");

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

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

                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);

            var pbrMasterNode = masterNode as ToonMasterNode;
            var pass          = pbrMasterNode.model == ToonMasterNode.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));
            }
            subShader.Append("CustomEditor \"LiliumEditor.Toon.ToonMasterGUI\"");

            return(subShader.ToString());
        }
示例#14
0
        static string GetShaderPassFromTemplate(string template, UnlitMasterNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions)
        {
            // ----------------------------------------------------- //
            //                         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 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 <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.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(UnlitMasterNode.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());
                }

                if (vertexRequirements.requiresTime)
                {
                    vertexDescriptionInputStruct.AppendLine("float3 {0};", ShaderGeneratorNames.TimeParameters);
                }
            }

            // -------------------------------------
            // 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(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());
                }

                if (surfaceRequirements.requiresTime)
                {
                    surfaceDescriptionInputStruct.AppendLine("float3 {0};", ShaderGeneratorNames.TimeParameters);
                }
            }

            // -------------------------------------
            // 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            //
            // ----------------------------------------------------- //

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

            shaderProperties.GetPropertiesDeclaration(shaderPropertyUniforms, mode, masterNode.owner.concretePrecision);

            // -------------------------------------
            // 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.AppendLines(shaderPropertyUniforms.ToString());

            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);
        }
        static string GetShaderPassFromTemplate(string template, IMasterNode iMasterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions)
        {
            // ----------------------------------------------------- //
            //                         SETUP                         //
            // ----------------------------------------------------- //

            AbstractMaterialNode masterNode = iMasterNode as AbstractMaterialNode;

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

            var shaderProperties          = new PropertyCollector();
            var shaderKeywords            = new KeywordCollector();
            var shaderPropertyUniforms    = new ShaderStringBuilder(1);
            var shaderKeywordDeclarations = new ShaderStringBuilder(1);

            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 <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 modelRequirements   = pass.Requirements;

            // ----------------------------------------------------- //
            //                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

            pass.OnGeneratePass(iMasterNode, graphRequirements);

            foreach (string define in pass.ExtraDefines)
            {
                defines.AppendLine(define);
            }

            // ----------------------------------------------------- //
            //                         KEYWORDS                      //
            // ----------------------------------------------------- //

            // -------------------------------------
            // Get keyword permutations

            masterNode.owner.CollectShaderKeywords(shaderKeywords, mode);

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

            // -------------------------------------
            // Evaluate all permutations

            for (int i = 0; i < shaderKeywords.permutations.Count; i++)
            {
                // Get active nodes for this permutation
                var localVertexNodes = ListPool <AbstractMaterialNode> .Get();

                var localPixelNodes = ListPool <AbstractMaterialNode> .Get();

                NodeUtils.DepthFirstCollectNodesFromNode(localVertexNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.VertexShaderSlots, shaderKeywords.permutations[i]);
                NodeUtils.DepthFirstCollectNodesFromNode(localPixelNodes, masterNode, NodeUtils.IncludeSelf.Include, pass.PixelShaderSlots, shaderKeywords.permutations[i]);

                // Track each vertex node in this permutation
                foreach (AbstractMaterialNode vertexNode in localVertexNodes)
                {
                    int nodeIndex = vertexNodes.IndexOf(vertexNode);

                    if (keywordPermutationsPerVertexNode[nodeIndex] == null)
                    {
                        keywordPermutationsPerVertexNode[nodeIndex] = new List <int>();
                    }
                    keywordPermutationsPerVertexNode[nodeIndex].Add(i);
                }

                // Track each pixel node in this permutation
                foreach (AbstractMaterialNode pixelNode in localPixelNodes)
                {
                    int nodeIndex = pixelNodes.IndexOf(pixelNode);

                    if (keywordPermutationsPerPixelNode[nodeIndex] == null)
                    {
                        keywordPermutationsPerPixelNode[nodeIndex] = new List <int>();
                    }
                    keywordPermutationsPerPixelNode[nodeIndex].Add(i);
                }
            }

            // ----------------------------------------------------- //
            //                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());
                }

                if (vertexRequirements.requiresTime)
                {
                    vertexDescriptionInputStruct.AppendLine("float3 {0};", ShaderGeneratorNames.TimeParameters);
                }
            }

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

            GraphUtil.GenerateVertexDescriptionStruct(vertexDescriptionStruct, vertexSlots);

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

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

                if (surfaceRequirements.requiresTime)
                {
                    surfaceDescriptionInputStruct.AppendLine("float3 {0};", ShaderGeneratorNames.TimeParameters);
                }
            }

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

            GraphUtil.GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, pixelSlots);

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

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

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

            // -------------------------------------
            // Keyword declarations

            shaderKeywords.GetKeywordsDeclaration(shaderKeywordDeclarations, mode);

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

            shaderProperties.GetPropertiesDeclaration(shaderPropertyUniforms, mode, masterNode.owner.concretePrecision);

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

            GraphUtil.GenerateApplicationVertexInputs(vertexRequirements.Union(pixelRequirements.Union(modelRequirements)), 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,
                modelRequirements,
                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.AppendLines(shaderKeywordDeclarations.ToString());
            graph.AppendLines(shaderPropertyUniforms.ToString());

            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#16
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#17
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);
        }