294 lines
15 KiB
C#
294 lines
15 KiB
C#
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEditor.ShaderGraph.Serialization;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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[Title("Input", "Property")]
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class PropertyNode : AbstractMaterialNode, IGeneratesBodyCode, IOnAssetEnabled, IShaderInputObserver
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{
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public PropertyNode()
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{
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name = "Property";
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UpdateNodeAfterDeserialization();
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}
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// Property-Types
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public override string documentationURL => UnityEngine.Rendering.ShaderGraph.Documentation.GetPageLink("Property-Types");
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public override void UpdateNodeAfterDeserialization()
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{
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base.UpdateNodeAfterDeserialization();
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if (owner == null)
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return;
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if (property is Vector1ShaderProperty vector1ShaderProperty && vector1ShaderProperty.floatType == FloatType.Slider)
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{
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// Previously, the Slider vector1 property allowed the min value to be greater than the max
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// We no longer want to support that behavior so if such a property is encountered, swap the values
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if (vector1ShaderProperty.rangeValues.x > vector1ShaderProperty.rangeValues.y)
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{
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vector1ShaderProperty.rangeValues = new Vector2(vector1ShaderProperty.rangeValues.y, vector1ShaderProperty.rangeValues.x);
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Dirty(ModificationScope.Graph);
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}
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}
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}
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[SerializeField]
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JsonRef<AbstractShaderProperty> m_Property;
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public AbstractShaderProperty property
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{
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get { return m_Property; }
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set
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{
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if (m_Property == value)
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return;
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m_Property = value;
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AddOutputSlot();
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Dirty(ModificationScope.Topological);
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}
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}
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// this node's precision is always controlled by the property precision
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public override bool canSetPrecision => false;
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public void UpdateNodeDisplayName(string newDisplayName)
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{
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MaterialSlot foundSlot = FindSlot<MaterialSlot>(OutputSlotId);
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if (foundSlot != null)
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foundSlot.displayName = newDisplayName;
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}
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public void OnEnable()
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{
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AddOutputSlot();
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}
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public const int OutputSlotId = 0;
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void AddOutputSlot()
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{
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if (property is MultiJsonInternal.UnknownShaderPropertyType uspt)
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{
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// keep existing slots, don't modify them
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return;
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}
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switch (property.concreteShaderValueType)
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{
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case ConcreteSlotValueType.Boolean:
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AddSlot(new BooleanMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, false));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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break;
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case ConcreteSlotValueType.Vector1:
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AddSlot(new Vector1MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, 0));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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break;
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case ConcreteSlotValueType.Vector2:
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AddSlot(new Vector2MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, Vector4.zero));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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break;
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case ConcreteSlotValueType.Vector3:
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AddSlot(new Vector3MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, Vector4.zero));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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break;
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case ConcreteSlotValueType.Vector4:
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AddSlot(new Vector4MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, Vector4.zero));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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break;
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case ConcreteSlotValueType.Matrix2:
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AddSlot(new Matrix2MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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break;
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case ConcreteSlotValueType.Matrix3:
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AddSlot(new Matrix3MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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break;
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case ConcreteSlotValueType.Matrix4:
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AddSlot(new Matrix4MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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break;
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case ConcreteSlotValueType.Texture2D:
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AddSlot(new Texture2DMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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break;
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case ConcreteSlotValueType.Texture2DArray:
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AddSlot(new Texture2DArrayMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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break;
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case ConcreteSlotValueType.Texture3D:
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AddSlot(new Texture3DMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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break;
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case ConcreteSlotValueType.Cubemap:
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AddSlot(new CubemapMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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break;
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case ConcreteSlotValueType.SamplerState:
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AddSlot(new SamplerStateMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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break;
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case ConcreteSlotValueType.Gradient:
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AddSlot(new GradientMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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break;
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case ConcreteSlotValueType.VirtualTexture:
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AddSlot(new VirtualTextureMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode mode)
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{
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// preview is always generating a full shader, even when previewing within a subgraph
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bool isGeneratingSubgraph = owner.isSubGraph && (mode != GenerationMode.Preview);
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switch (property.propertyType)
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{
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case PropertyType.Boolean:
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sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
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break;
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case PropertyType.Float:
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sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
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break;
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case PropertyType.Vector2:
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sb.AppendLine($"$precision2 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
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break;
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case PropertyType.Vector3:
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sb.AppendLine($"$precision3 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
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break;
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case PropertyType.Vector4:
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sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
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break;
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case PropertyType.Color:
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switch (property.sgVersion)
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{
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case 0:
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case 2:
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sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
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break;
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case 1:
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case 3:
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//Exposed color properties get put into the correct space automagikally by Unity UNLESS tagged as HDR, then they just get passed in as is.
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//for consistency with other places in the editor, we assume HDR colors are in linear space, and correct for gamma space here
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if ((property as ColorShaderProperty).colorMode == ColorMode.HDR)
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{
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sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = IsGammaSpace() ? LinearToSRGB({property.GetHLSLVariableName(isGeneratingSubgraph, mode)}) : {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
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}
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else
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{
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sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
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}
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break;
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default:
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throw new Exception($"Unknown Color Property Version on property {property.displayName}");
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}
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break;
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case PropertyType.Matrix2:
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sb.AppendLine($"$precision2x2 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
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break;
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case PropertyType.Matrix3:
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sb.AppendLine($"$precision3x3 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
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break;
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case PropertyType.Matrix4:
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sb.AppendLine($"$precision4x4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
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break;
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case PropertyType.Texture2D:
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sb.AppendLine($"UnityTexture2D {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
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break;
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case PropertyType.Texture3D:
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sb.AppendLine($"UnityTexture3D {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
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break;
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case PropertyType.Texture2DArray:
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sb.AppendLine($"UnityTexture2DArray {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
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break;
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case PropertyType.Cubemap:
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sb.AppendLine($"UnityTextureCube {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
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break;
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case PropertyType.SamplerState:
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sb.AppendLine($"UnitySamplerState {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
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break;
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case PropertyType.Gradient:
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if (mode == GenerationMode.Preview)
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sb.AppendLine($"Gradient {GetVariableNameForSlot(OutputSlotId)} = {GradientUtil.GetGradientForPreview(property.GetHLSLVariableName(isGeneratingSubgraph, mode))};");
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else
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sb.AppendLine($"Gradient {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
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break;
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}
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if (property.isConnectionTestable)
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{
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// If in a subgraph, the value will be read from a function parameter.
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// If generating preview mode code, we always inline the value, according to code gen requirements.
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// The parent graph always sets the explicit value to be passed to a subgraph function.
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sb.AppendLine("bool {0} = {1};", GetConnectionStateVariableNameForSlot(OutputSlotId), (mode == GenerationMode.Preview || !isGeneratingSubgraph) ? (IsSlotConnected(OutputSlotId) ? "true" : "false") : property.GetConnectionStateHLSLVariableName());
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}
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}
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public override string GetVariableNameForSlot(int slotId)
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{
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// TODO: we should switch VirtualTexture away from the macro-based variables and towards using the same approach as Texture2D
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switch (property.propertyType)
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{
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case PropertyType.VirtualTexture:
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return property.GetHLSLVariableName(owner.isSubGraph, GenerationMode.ForReals);
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}
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return base.GetVariableNameForSlot(slotId);
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}
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public string GetConnectionStateVariableNameForSlot(int slotId)
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{
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return ShaderInput.GetConnectionStateVariableName(GetVariableNameForSlot(slotId));
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}
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protected override void CalculateNodeHasError()
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{
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if (property == null || !owner.properties.Any(x => x == property))
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{
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owner.AddConcretizationError(objectId, "Property Node has no associated Blackboard property.");
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}
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else if (property is MultiJsonInternal.UnknownShaderPropertyType)
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{
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owner.AddValidationError(objectId, "Property is of unknown type, a package may be missing.", Rendering.ShaderCompilerMessageSeverity.Warning);
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}
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}
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public override void UpdatePrecision(List<MaterialSlot> inputSlots)
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{
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// Get precision from Property
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if (property == null)
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{
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owner.AddConcretizationError(objectId, string.Format("No matching poperty found on owner for node {0}", objectId));
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hasError = true;
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return;
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}
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// this node's precision is always controlled by the property precision
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precision = property.precision;
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graphPrecision = precision.ToGraphPrecision(GraphPrecision.Graph);
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concretePrecision = graphPrecision.ToConcrete(owner.graphDefaultConcretePrecision);
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}
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public void OnShaderInputUpdated(ModificationScope modificationScope)
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{
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if(modificationScope == ModificationScope.Layout)
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UpdateNodeDisplayName(property.displayName);
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Dirty(modificationScope);
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}
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}
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}
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