示例#1
0
        private static HashSet <string> GetActiveFieldsFromMasterNode(INode iMasterNode, Pass pass)
        {
            HashSet <string> activeFields = new HashSet <string>();

            UnlitMasterNode masterNode = iMasterNode as UnlitMasterNode;

            if (masterNode == null)
            {
                return(null);
            }

            if (masterNode.twoSided.isOn)
            {
                activeFields.Add("DoubleSided");
                if (pass.ShaderPassName != "SHADERPASS_VELOCITY")   // HACK to get around lack of a good interpolator dependency system
                {                                                   // we need to be able to build interpolators using multiple input structs
                                                                    // also: should only require isFrontFace if Normals are required...
                    activeFields.Add("DoubleSided.Mirror");         // TODO: change this depending on what kind of normal flip you want..
                    activeFields.Add("FragInputs.isFrontFace");     // will need this for determining normal flip mode
                }
            }

            float constantAlpha = 0.0f;

            if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId) ||
                (float.TryParse(masterNode.GetSlotValue(PBRMasterNode.AlphaThresholdSlotId, GenerationMode.ForReals), out constantAlpha) && (constantAlpha > 0.0f)))
            {
                activeFields.Add("AlphaTest");
            }

//             if (kTesselationMode != TessellationMode.None)
//             {
//                 defines.AddShaderChunk("#define _TESSELLATION_PHONG 1", true);
//             }

            // #pragma shader_feature _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT
//             switch (kDisplacementMode)
//             {
//                 case DisplacementMode.None:
//                     break;
//                 case DisplacementMode.Vertex:
//                     defines.AddShaderChunk("#define _VERTEX_DISPLACEMENT 1", true);
//                     break;
//                 case DisplacementMode.Pixel:
//                     defines.AddShaderChunk("#define _PIXEL_DISPLACEMENT 1", true);
            // Depth offset is only enabled if per pixel displacement is
//                     if (kDepthOffsetEnable)
//                     {
//                         // #pragma shader_feature _DEPTHOFFSET_ON
//                         defines.AddShaderChunk("#define _DEPTHOFFSET_ON 1", true);
//                     }
//                     break;
//                 case DisplacementMode.Tessellation:
//                     if (kTessellationEnabled)
//                     {
//                         defines.AddShaderChunk("#define _TESSELLATION_DISPLACEMENT 1", true);
//                     }
//                     break;
//             }

            // #pragma shader_feature _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE
            // #pragma shader_feature _DISPLACEMENT_LOCK_TILING_SCALE
            // #pragma shader_feature _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
            // #pragma shader_feature _VERTEX_WIND
            // #pragma shader_feature _ _REFRACTION_PLANE _REFRACTION_SPHERE
            //
            // #pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR          // MOVE to a node
            // #pragma shader_feature _NORMALMAP_TANGENT_SPACE
            // #pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3

            // #pragma shader_feature _MASKMAP
            // #pragma shader_feature _BENTNORMALMAP
            // #pragma shader_feature _EMISSIVE_COLOR_MAP
            // #pragma shader_feature _ENABLESPECULAROCCLUSION
            // #pragma shader_feature _HEIGHTMAP
            // #pragma shader_feature _TANGENTMAP
            // #pragma shader_feature _ANISOTROPYMAP
            // #pragma shader_feature _SUBSURFACE_RADIUS_MAP
            // #pragma shader_feature _THICKNESSMAP
            // #pragma shader_feature _SPECULARCOLORMAP
            // #pragma shader_feature _TRANSMITTANCECOLORMAP

            // Keywords for transparent
            // #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
            if (masterNode.surfaceType != SurfaceType.Opaque)
            {
                // transparent-only defines
                activeFields.Add("SurfaceType.Transparent");

                // #pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
                if (masterNode.alphaMode == AlphaMode.Alpha)
                {
                    activeFields.Add("BlendMode.Alpha");
                }
                else if (masterNode.alphaMode == AlphaMode.Additive)
                {
                    activeFields.Add("BlendMode.Add");
                }
//                else if (masterNode.alphaMode == PBRMasterNode.AlphaMode.PremultiplyAlpha)            // TODO
//                {
//                    defines.AddShaderChunk("#define _BLENDMODE_PRE_MULTIPLY 1", true);
//                }

                // #pragma shader_feature _BLENDMODE_PRESERVE_SPECULAR_LIGHTING
//                 if (kEnableBlendModePreserveSpecularLighting)
//                 {
//                     defines.AddShaderChunk("#define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1", true);
//                 }

                // #pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT
//                 if (kEnableFogOnTransparent)
//                 {
//                     defines.AddShaderChunk("#define _ENABLE_FOG_ON_TRANSPARENT 1", true);
//                 }
            }
            else
            {
                // opaque-only defines
            }

            // enable dithering LOD crossfade
            // #pragma multi_compile _ LOD_FADE_CROSSFADE
            // TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ?
            //#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON

            return(activeFields);
        }
示例#2
0
        private static string GetVariantDefines(UnlitMasterNode masterNode)
        {
            ShaderGenerator defines = new ShaderGenerator();

            // #pragma shader_feature _ALPHATEST_ON
            float constantAlpha = 0.0f;

            if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId) ||
                (float.TryParse(masterNode.GetSlotValue(PBRMasterNode.AlphaThresholdSlotId, GenerationMode.ForReals), out constantAlpha) && (constantAlpha > 0.0f)))
            {
                defines.AddShaderChunk("#define _ALPHATEST_ON 1", true);
            }

//             if (kTesselationMode != TessellationMode.None)
//             {
//                 defines.AddShaderChunk("#define _TESSELLATION_PHONG 1", true);
//             }

            // #pragma shader_feature _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT
//             switch (kDisplacementMode)
//             {
//                 case DisplacementMode.None:
//                     break;
//                 case DisplacementMode.Vertex:
//                     defines.AddShaderChunk("#define _VERTEX_DISPLACEMENT 1", true);
//                     break;
//                 case DisplacementMode.Pixel:
//                     defines.AddShaderChunk("#define _PIXEL_DISPLACEMENT 1", true);
            // Depth offset is only enabled if per pixel displacement is
//                     if (kDepthOffsetEnable)
//                     {
//                         // #pragma shader_feature _DEPTHOFFSET_ON
//                         defines.AddShaderChunk("#define _DEPTHOFFSET_ON 1", true);
//                     }
//                     break;
//                 case DisplacementMode.Tessellation:
//                     if (kTessellationEnabled)
//                     {
//                         defines.AddShaderChunk("#define _TESSELLATION_DISPLACEMENT 1", true);
//                     }
//                     break;
//             }

            // #pragma shader_feature _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE
            // #pragma shader_feature _DISPLACEMENT_LOCK_TILING_SCALE
            // #pragma shader_feature _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
            // #pragma shader_feature _VERTEX_WIND
            // #pragma shader_feature _ _REFRACTION_PLANE _REFRACTION_SPHERE
            //
            // #pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR          // MOVE to a node
            // #pragma shader_feature _NORMALMAP_TANGENT_SPACE
            // #pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3

            // #pragma shader_feature _MASKMAP
            // #pragma shader_feature _BENTNORMALMAP
            // #pragma shader_feature _EMISSIVE_COLOR_MAP
            // #pragma shader_feature _ENABLESPECULAROCCLUSION
            // #pragma shader_feature _HEIGHTMAP
            // #pragma shader_feature _TANGENTMAP
            // #pragma shader_feature _ANISOTROPYMAP
            // #pragma shader_feature _DETAIL_MAP                                   // MOVE to a node
            // #pragma shader_feature _SUBSURFACE_RADIUS_MAP
            // #pragma shader_feature _THICKNESSMAP
            // #pragma shader_feature _SPECULARCOLORMAP
            // #pragma shader_feature _TRANSMITTANCECOLORMAP

            // Keywords for transparent
            // #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
            if (masterNode.surfaceType != SurfaceType.Opaque)
            {
                // transparent-only defines
                defines.AddShaderChunk("#define _SURFACE_TYPE_TRANSPARENT 1", true);

                // #pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
                if (masterNode.alphaMode == AlphaMode.Alpha)
                {
                    defines.AddShaderChunk("#define _BLENDMODE_ALPHA 1", true);
                }
                else if (masterNode.alphaMode == AlphaMode.Additive)
                {
                    defines.AddShaderChunk("#define _BLENDMODE_ADD 1", true);
                }
//                else if (masterNode.alphaMode == PBRMasterNode.AlphaMode.PremultiplyAlpha)            // TODO
//                {
//                    defines.AddShaderChunk("#define _BLENDMODE_PRE_MULTIPLY 1", true);
//                }

                // #pragma shader_feature _BLENDMODE_PRESERVE_SPECULAR_LIGHTING
//                 if (kEnableBlendModePreserveSpecularLighting)
//                 {
//                     defines.AddShaderChunk("#define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1", true);
//                 }

                // #pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT
//                 if (kEnableFogOnTransparent)
//                 {
//                     defines.AddShaderChunk("#define _ENABLE_FOG_ON_TRANSPARENT 1", true);
//                 }
            }
            else
            {
                // opaque-only defines
            }

            // enable dithering LOD crossfade
            // #pragma multi_compile _ LOD_FADE_CROSSFADE
            // TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ?
            //#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON

            return(defines.GetShaderString(2));
        }
        private static HashSet <string> GetActiveFieldsFromMasterNode(INode iMasterNode, Pass pass)
        {
            HashSet <string> activeFields = new HashSet <string>();

            UnlitMasterNode masterNode = iMasterNode as UnlitMasterNode;

            if (masterNode == null)
            {
                return(activeFields);
            }

            if (masterNode.twoSided.isOn)
            {
                activeFields.Add("DoubleSided");
                if (pass.ShaderPassName != "SHADERPASS_VELOCITY")   // HACK to get around lack of a good interpolator dependency system
                {                                                   // we need to be able to build interpolators using multiple input structs
                                                                    // also: should only require isFrontFace if Normals are required...
                    activeFields.Add("DoubleSided.Mirror");         // TODO: change this depending on what kind of normal flip you want..
                    activeFields.Add("FragInputs.isFrontFace");     // will need this for determining normal flip mode
                }
            }

            float constantAlpha = 0.0f;

            if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId) ||
                (float.TryParse(masterNode.GetSlotValue(PBRMasterNode.AlphaThresholdSlotId, GenerationMode.ForReals), out constantAlpha) && (constantAlpha > 0.0f)))
            {
                activeFields.Add("AlphaTest");
            }

            // Keywords for transparent
            // #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
            if (masterNode.surfaceType != SurfaceType.Opaque)
            {
                // transparent-only defines
                activeFields.Add("SurfaceType.Transparent");

                // #pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
                if (masterNode.alphaMode == AlphaMode.Alpha)
                {
                    activeFields.Add("BlendMode.Alpha");
                }
                else if (masterNode.alphaMode == AlphaMode.Additive)
                {
                    activeFields.Add("BlendMode.Add");
                }
//                else if (masterNode.alphaMode == PBRMasterNode.AlphaMode.PremultiplyAlpha)            // TODO
//                {
//                    defines.AddShaderChunk("#define _BLENDMODE_PRE_MULTIPLY 1", true);
//                }
            }
            else
            {
                // opaque-only defines
            }

            // enable dithering LOD crossfade
            // #pragma multi_compile _ LOD_FADE_CROSSFADE
            // TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ?
            //#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON

            return(activeFields);
        }