示例#1
0
        public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
        {
            if (!generationMode.IsPreview())
            {
                return;
            }

            base.CollectShaderProperties(properties, generationMode);

            GradientUtil.GetGradientPropertiesForPreview(properties, GetVariableNameForNode(), gradient);
        }
示例#2
0
        public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
        {
            var matOwner = owner as AbstractMaterialNode;

            if (matOwner == null)
            {
                throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
            }

            if (generationMode != GenerationMode.Preview)
            {
                return;
            }

            GradientUtil.GetGradientPropertiesForPreview(properties, matOwner.GetVariableNameForSlot(id), value);
        }
示例#3
0
        public override string GetDefaultValue(GenerationMode generationMode)
        {
            var matOwner = owner as AbstractMaterialNode;

            if (matOwner == null)
            {
                throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
            }

            if (generationMode.IsPreview())
            {
                return(GradientUtil.GetGradientForPreview(matOwner.GetVariableNameForSlot(id)));
            }

            return(ConcreteSlotValueAsVariable());
        }
示例#4
0
        public static void GetGradientPropertiesForPreview(PropertyCollector properties, string name, Gradient value)
        {
            properties.AddShaderProperty(new Vector1ShaderProperty()
            {
                overrideReferenceName = $"{name}_Type",
                value = (int)value.mode,
                generatePropertyBlock = false
            });

            properties.AddShaderProperty(new Vector1ShaderProperty()
            {
                overrideReferenceName = $"{name}_ColorsLength",
                value = value.colorKeys.Length,
                generatePropertyBlock = false
            });

            properties.AddShaderProperty(new Vector1ShaderProperty()
            {
                overrideReferenceName = $"{name}_AlphasLength",
                value = value.alphaKeys.Length,
                generatePropertyBlock = false
            });

            for (int i = 0; i < 8; i++)
            {
                properties.AddShaderProperty(new Vector4ShaderProperty()
                {
                    overrideReferenceName = $"{name}_ColorKey{i}",
                    value = i < value.colorKeys.Length ? GradientUtil.ColorKeyToVector(value.colorKeys[i]) : Vector4.zero,
                    generatePropertyBlock = false
                });
            }

            for (int i = 0; i < 8; i++)
            {
                properties.AddShaderProperty(new Vector2ShaderProperty()
                {
                    overrideReferenceName = $"{name}_AlphaKey{i}",
                    value = i < value.alphaKeys.Length ? GradientUtil.AlphaKeyToVector(value.alphaKeys[i]) : Vector2.zero,
                    generatePropertyBlock = false
                });
            }
        }
示例#5
0
 protected override string ConcreteSlotValueAsVariable()
 {
     return(GradientUtil.GetGradientValue(value, ""));
 }
示例#6
0
        public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode mode)
        {
            // preview is always generating a full shader, even when previewing within a subgraph
            bool isGeneratingSubgraph = owner.isSubGraph && (mode != GenerationMode.Preview);

            switch (property.propertyType)
            {
            case PropertyType.Boolean:
                sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
                break;

            case PropertyType.Float:
                sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
                break;

            case PropertyType.Vector2:
                sb.AppendLine($"$precision2 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
                break;

            case PropertyType.Vector3:
                sb.AppendLine($"$precision3 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
                break;

            case PropertyType.Vector4:
                sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
                break;

            case PropertyType.Color:
                switch (property.sgVersion)
                {
                case 0:
                case 2:
                    sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
                    break;

                case 1:
                case 3:
                    //Exposed color properties get put into the correct space automagikally by Unity UNLESS tagged as HDR, then they just get passed in as is.
                    //for consistency with other places in the editor, we assume HDR colors are in linear space, and correct for gamma space here
                    if ((property as ColorShaderProperty).colorMode == ColorMode.HDR)
                    {
                        sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = IsGammaSpace() ? LinearToSRGB({property.GetHLSLVariableName(isGeneratingSubgraph, mode)}) : {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
                    }
                    else
                    {
                        sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
                    }
                    break;

                default:
                    throw new Exception($"Unknown Color Property Version on property {property.displayName}");
                }
                break;

            case PropertyType.Matrix2:
                sb.AppendLine($"$precision2x2 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
                break;

            case PropertyType.Matrix3:
                sb.AppendLine($"$precision3x3 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
                break;

            case PropertyType.Matrix4:
                sb.AppendLine($"$precision4x4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
                break;

            case PropertyType.Texture2D:
                sb.AppendLine($"UnityTexture2D {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
                break;

            case PropertyType.Texture3D:
                sb.AppendLine($"UnityTexture3D {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
                break;

            case PropertyType.Texture2DArray:
                sb.AppendLine($"UnityTexture2DArray {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
                break;

            case PropertyType.Cubemap:
                sb.AppendLine($"UnityTextureCube {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
                break;

            case PropertyType.SamplerState:
                sb.AppendLine($"UnitySamplerState {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
                break;

            case PropertyType.Gradient:
                if (mode == GenerationMode.Preview)
                {
                    sb.AppendLine($"Gradient {GetVariableNameForSlot(OutputSlotId)} = {GradientUtil.GetGradientForPreview(property.GetHLSLVariableName(isGeneratingSubgraph, mode))};");
                }
                else
                {
                    sb.AppendLine($"Gradient {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
                }
                break;
            }

            if (property.isConnectionTestable)
            {
                // If in a subgraph, the value will be read from a function parameter.
                // If generating preview mode code, we always inline the value, according to code gen requirements.
                // The parent graph always sets the explicit value to be passed to a subgraph function.
                sb.AppendLine("bool {0} = {1};", GetConnectionStateVariableNameForSlot(OutputSlotId), (mode == GenerationMode.Preview || !isGeneratingSubgraph) ? (IsSlotConnected(OutputSlotId) ? "true" : "false") : property.GetConnectionStateHLSLVariableName());
            }
        }
示例#7
0
 public void SetMaterialPropertyBlockValue(Material mat)
 {
     if ((propType == PropertyType.Texture2D || propType == PropertyType.Texture2DArray || propType == PropertyType.Texture3D) && textureValue != null)
     {
         mat.SetTexture(name, m_ClassData.textureValue);
     }
     else if (propType == PropertyType.Cubemap && cubemapValue != null)
     {
         mat.SetTexture(name, m_ClassData.cubemapValue);
     }
     else if (propType == PropertyType.Color)
     {
         mat.SetColor(name, m_StructData.colorValue);
     }
     else if (propType == PropertyType.Vector2 || propType == PropertyType.Vector3 || propType == PropertyType.Vector4)
     {
         mat.SetVector(name, m_StructData.vector4Value);
     }
     else if (propType == PropertyType.Vector1)
     {
         mat.SetFloat(name, m_StructData.floatValue);
     }
     else if (propType == PropertyType.Boolean)
     {
         mat.SetFloat(name, m_StructData.booleanValue ? 1 : 0);
     }
     else if (propType == PropertyType.Matrix2 || propType == PropertyType.Matrix3 || propType == PropertyType.Matrix4)
     {
         mat.SetMatrix(name, m_StructData.matrixValue);
     }
     else if (propType == PropertyType.Gradient)
     {
         mat.SetFloat(string.Format("{0}_Type", name), (int)m_ClassData.gradientValue.mode);
         mat.SetFloat(string.Format("{0}_ColorsLength", name), m_ClassData.gradientValue.colorKeys.Length);
         mat.SetFloat(string.Format("{0}_AlphasLength", name), m_ClassData.gradientValue.alphaKeys.Length);
         for (int i = 0; i < 8; i++)
         {
             mat.SetVector(string.Format("{0}_ColorKey{1}", name, i), i < m_ClassData.gradientValue.colorKeys.Length ? GradientUtil.ColorKeyToVector(m_ClassData.gradientValue.colorKeys[i]) : Vector4.zero);
         }
         for (int i = 0; i < 8; i++)
         {
             mat.SetVector(string.Format("{0}_AlphaKey{1}", name, i), i < m_ClassData.gradientValue.alphaKeys.Length ? GradientUtil.AlphaKeyToVector(m_ClassData.gradientValue.alphaKeys[i]) : Vector2.zero);
         }
     }
 }
示例#8
0
        public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
        {
            switch (property.propertyType)
            {
            case PropertyType.Boolean:
                sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.Float:
                sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.Vector2:
                sb.AppendLine($"$precision2 {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.Vector3:
                sb.AppendLine($"$precision3 {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.Vector4:
                sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.Color:
                switch (property.sgVersion)
                {
                case 0:
                    sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                    break;

                case 1:
                    //Exposed color properties get put into the correct space automagikally by Unity UNLESS tagged as HDR, then they just get passed in as is.
                    //for consistency with other places in the editor, we assume HDR colors are in linear space, and correct for gamma space here
                    if ((property as ColorShaderProperty).colorMode == ColorMode.HDR)
                    {
                        sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = IsGammaSpace() ? LinearToSRGB({property.referenceName}) : {property.referenceName};");
                    }
                    else
                    {
                        sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                    }
                    break;

                default:
                    throw new Exception($"Unknown Color Property Version on property {property.displayName}");
                }
                break;

            case PropertyType.Matrix2:
                sb.AppendLine($"$precision2x2 {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.Matrix3:
                sb.AppendLine($"$precision3x3 {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.Matrix4:
                sb.AppendLine($"$precision4x4 {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.SamplerState:
                sb.AppendLine($"SamplerState {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.Gradient:
                if (generationMode == GenerationMode.Preview)
                {
                    sb.AppendLine($"Gradient {GetVariableNameForSlot(OutputSlotId)} = {GradientUtil.GetGradientForPreview(property.referenceName)};");
                }
                else
                {
                    sb.AppendLine($"Gradient {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                }
                break;
            }
        }
示例#9
0
        public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
        {
            // preview is always generating a full shader, even when previewing within a subgraph
            bool isGeneratingSubgraph = owner.isSubGraph && (generationMode != GenerationMode.Preview);

            switch (property.propertyType)
            {
            case PropertyType.Boolean:
                sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
                break;

            case PropertyType.Float:
                sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
                break;

            case PropertyType.Vector2:
                sb.AppendLine($"$precision2 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
                break;

            case PropertyType.Vector3:
                sb.AppendLine($"$precision3 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
                break;

            case PropertyType.Vector4:
                sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
                break;

            case PropertyType.Color:
                switch (property.sgVersion)
                {
                case 0:
                case 2:
                    sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
                    break;

                case 1:
                case 3:
                    //Exposed color properties get put into the correct space automagikally by Unity UNLESS tagged as HDR, then they just get passed in as is.
                    //for consistency with other places in the editor, we assume HDR colors are in linear space, and correct for gamma space here
                    if ((property as ColorShaderProperty).colorMode == ColorMode.HDR)
                    {
                        sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = IsGammaSpace() ? LinearToSRGB({property.GetHLSLVariableName(isGeneratingSubgraph)}) : {property.GetHLSLVariableName(isGeneratingSubgraph)};");
                    }
                    else
                    {
                        sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
                    }
                    break;

                default:
                    throw new Exception($"Unknown Color Property Version on property {property.displayName}");
                }
                break;

            case PropertyType.Matrix2:
                sb.AppendLine($"$precision2x2 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
                break;

            case PropertyType.Matrix3:
                sb.AppendLine($"$precision3x3 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
                break;

            case PropertyType.Matrix4:
                sb.AppendLine($"$precision4x4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
                break;

            case PropertyType.Texture2D:
                sb.AppendLine($"UnityTexture2D {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
                break;

            case PropertyType.Texture3D:
                sb.AppendLine($"UnityTexture3D {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
                break;

            case PropertyType.Texture2DArray:
                sb.AppendLine($"UnityTexture2DArray {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
                break;

            case PropertyType.Cubemap:
                sb.AppendLine($"UnityTextureCube {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
                break;

            case PropertyType.SamplerState:
                sb.AppendLine($"UnitySamplerState {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
                break;

            case PropertyType.Gradient:
                if (generationMode == GenerationMode.Preview)
                {
                    sb.AppendLine($"Gradient {GetVariableNameForSlot(OutputSlotId)} = {GradientUtil.GetGradientForPreview(property.GetHLSLVariableName(isGeneratingSubgraph))};");
                }
                else
                {
                    sb.AppendLine($"Gradient {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
                }
                break;
            }
        }
示例#10
0
 public void SetValueOnMaterialPropertyBlock(MaterialPropertyBlock mat)
 {
     if ((propType == PropertyType.Texture2D || propType == PropertyType.Texture2DArray || propType == PropertyType.Texture3D))
     {
         if (m_ClassData.textureValue == null)
         {
             // there's no way to set the texture back to NULL
             // and no way to delete the property either
             // so instead we set the value to what we know the default will be
             // (all textures in ShaderGraph default to white)
             mat.SetTexture(name, Texture2D.whiteTexture);
         }
         else
         {
             mat.SetTexture(name, m_ClassData.textureValue);
         }
     }
     else if (propType == PropertyType.Cubemap)
     {
         if (m_ClassData.cubemapValue == null)
         {
             // there's no way to set the texture back to NULL
             // and no way to delete the property either
             // so instead we set the value to what we know the default will be
             // (all textures in ShaderGraph default to white)
             // there's no Cubemap.whiteTexture, but this seems to work
             mat.SetTexture(name, Texture2D.whiteTexture);
         }
         else
         {
             mat.SetTexture(name, m_ClassData.cubemapValue);
         }
     }
     else if (propType == PropertyType.Color)
     {
         mat.SetColor(name, m_StructData.colorValue);
     }
     else if (propType == PropertyType.Vector2 || propType == PropertyType.Vector3 || propType == PropertyType.Vector4)
     {
         mat.SetVector(name, m_StructData.vector4Value);
     }
     else if (propType == PropertyType.Vector1)
     {
         mat.SetFloat(name, m_StructData.floatValue);
     }
     else if (propType == PropertyType.Boolean)
     {
         mat.SetFloat(name, m_StructData.booleanValue ? 1 : 0);
     }
     else if (propType == PropertyType.Matrix2 || propType == PropertyType.Matrix3 || propType == PropertyType.Matrix4)
     {
         mat.SetMatrix(name, m_StructData.matrixValue);
     }
     else if (propType == PropertyType.Gradient)
     {
         mat.SetFloat(string.Format("{0}_Type", name), (int)m_ClassData.gradientValue.mode);
         mat.SetFloat(string.Format("{0}_ColorsLength", name), m_ClassData.gradientValue.colorKeys.Length);
         mat.SetFloat(string.Format("{0}_AlphasLength", name), m_ClassData.gradientValue.alphaKeys.Length);
         for (int i = 0; i < 8; i++)
         {
             mat.SetVector(string.Format("{0}_ColorKey{1}", name, i), i < m_ClassData.gradientValue.colorKeys.Length ? GradientUtil.ColorKeyToVector(m_ClassData.gradientValue.colorKeys[i]) : Vector4.zero);
         }
         for (int i = 0; i < 8; i++)
         {
             mat.SetVector(string.Format("{0}_AlphaKey{1}", name, i), i < m_ClassData.gradientValue.alphaKeys.Length ? GradientUtil.AlphaKeyToVector(m_ClassData.gradientValue.alphaKeys[i]) : Vector2.zero);
         }
     }
     else if (propType == PropertyType.VirtualTexture)
     {
         // virtual texture assignments are not supported via the material property block, we must assign them to the materials
     }
 }
示例#11
0
 public void GenerateNodeCode(ShaderStringBuilder sb, GraphContext graphContext, GenerationMode generationMode)
 {
     if (generationMode.IsPreview())
     {
         sb.AppendLine("Gradient {0} = {1};", GetVariableNameForSlot(outputSlotId), GradientUtil.GetGradientForPreview(GetVariableNameForNode()));
     }
     else
     {
         sb.AppendLine("Gradient {0} = {1}", GetVariableNameForSlot(outputSlotId), GradientUtil.GetGradientValue(gradient, ";"));
     }
 }
示例#12
0
        public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
        {
            var property = owner.properties.FirstOrDefault(x => x.guid == propertyGuid);

            if (property == null)
            {
                return;
            }

            switch (property.propertyType)
            {
            case PropertyType.Boolean:
                sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.Vector1:
                sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.Vector2:
                sb.AppendLine($"$precision2 {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.Vector3:
                sb.AppendLine($"$precision3 {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.Vector4:
                sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.Color:
                sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.Matrix2:
                sb.AppendLine($"$precision2x2 {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.Matrix3:
                sb.AppendLine($"$precision3x3 {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.Matrix4:
                sb.AppendLine($"$precision4x4 {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.SamplerState:
                sb.AppendLine($"SamplerState {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                break;

            case PropertyType.Gradient:
                if (generationMode == GenerationMode.Preview)
                {
                    sb.AppendLine($"Gradient {GetVariableNameForSlot(OutputSlotId)} = {GradientUtil.GetGradientForPreview(property.referenceName)};");
                }
                else
                {
                    sb.AppendLine($"Gradient {GetVariableNameForSlot(OutputSlotId)} = {property.referenceName};");
                }
                break;
            }
        }