294 lines
15 KiB
C#
294 lines
15 KiB
C#
using System;
|
|
using System.Linq;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEditor.Graphing;
|
|
using UnityEditor.ShaderGraph.Drawing;
|
|
using UnityEditor.ShaderGraph.Internal;
|
|
using UnityEditor.ShaderGraph.Serialization;
|
|
|
|
namespace UnityEditor.ShaderGraph
|
|
{
|
|
[Serializable]
|
|
[Title("Input", "Property")]
|
|
class PropertyNode : AbstractMaterialNode, IGeneratesBodyCode, IOnAssetEnabled, IShaderInputObserver
|
|
{
|
|
public PropertyNode()
|
|
{
|
|
name = "Property";
|
|
UpdateNodeAfterDeserialization();
|
|
}
|
|
|
|
// Property-Types
|
|
public override string documentationURL => UnityEngine.Rendering.ShaderGraph.Documentation.GetPageLink("Property-Types");
|
|
|
|
public override void UpdateNodeAfterDeserialization()
|
|
{
|
|
base.UpdateNodeAfterDeserialization();
|
|
|
|
if (owner == null)
|
|
return;
|
|
|
|
if (property is Vector1ShaderProperty vector1ShaderProperty && vector1ShaderProperty.floatType == FloatType.Slider)
|
|
{
|
|
// Previously, the Slider vector1 property allowed the min value to be greater than the max
|
|
// We no longer want to support that behavior so if such a property is encountered, swap the values
|
|
if (vector1ShaderProperty.rangeValues.x > vector1ShaderProperty.rangeValues.y)
|
|
{
|
|
vector1ShaderProperty.rangeValues = new Vector2(vector1ShaderProperty.rangeValues.y, vector1ShaderProperty.rangeValues.x);
|
|
Dirty(ModificationScope.Graph);
|
|
}
|
|
}
|
|
}
|
|
|
|
[SerializeField]
|
|
JsonRef<AbstractShaderProperty> m_Property;
|
|
|
|
public AbstractShaderProperty property
|
|
{
|
|
get { return m_Property; }
|
|
set
|
|
{
|
|
if (m_Property == value)
|
|
return;
|
|
|
|
m_Property = value;
|
|
AddOutputSlot();
|
|
Dirty(ModificationScope.Topological);
|
|
}
|
|
}
|
|
|
|
// this node's precision is always controlled by the property precision
|
|
public override bool canSetPrecision => false;
|
|
|
|
public void UpdateNodeDisplayName(string newDisplayName)
|
|
{
|
|
MaterialSlot foundSlot = FindSlot<MaterialSlot>(OutputSlotId);
|
|
|
|
if (foundSlot != null)
|
|
foundSlot.displayName = newDisplayName;
|
|
}
|
|
|
|
public void OnEnable()
|
|
{
|
|
AddOutputSlot();
|
|
}
|
|
|
|
public const int OutputSlotId = 0;
|
|
|
|
void AddOutputSlot()
|
|
{
|
|
if (property is MultiJsonInternal.UnknownShaderPropertyType uspt)
|
|
{
|
|
// keep existing slots, don't modify them
|
|
return;
|
|
}
|
|
switch (property.concreteShaderValueType)
|
|
{
|
|
case ConcreteSlotValueType.Boolean:
|
|
AddSlot(new BooleanMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, false));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
break;
|
|
case ConcreteSlotValueType.Vector1:
|
|
AddSlot(new Vector1MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, 0));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
break;
|
|
case ConcreteSlotValueType.Vector2:
|
|
AddSlot(new Vector2MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, Vector4.zero));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
break;
|
|
case ConcreteSlotValueType.Vector3:
|
|
AddSlot(new Vector3MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, Vector4.zero));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
break;
|
|
case ConcreteSlotValueType.Vector4:
|
|
AddSlot(new Vector4MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, Vector4.zero));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
break;
|
|
case ConcreteSlotValueType.Matrix2:
|
|
AddSlot(new Matrix2MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
break;
|
|
case ConcreteSlotValueType.Matrix3:
|
|
AddSlot(new Matrix3MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
break;
|
|
case ConcreteSlotValueType.Matrix4:
|
|
AddSlot(new Matrix4MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
break;
|
|
case ConcreteSlotValueType.Texture2D:
|
|
AddSlot(new Texture2DMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
break;
|
|
case ConcreteSlotValueType.Texture2DArray:
|
|
AddSlot(new Texture2DArrayMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
break;
|
|
case ConcreteSlotValueType.Texture3D:
|
|
AddSlot(new Texture3DMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
break;
|
|
case ConcreteSlotValueType.Cubemap:
|
|
AddSlot(new CubemapMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
break;
|
|
case ConcreteSlotValueType.SamplerState:
|
|
AddSlot(new SamplerStateMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
break;
|
|
case ConcreteSlotValueType.Gradient:
|
|
AddSlot(new GradientMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
break;
|
|
case ConcreteSlotValueType.VirtualTexture:
|
|
AddSlot(new VirtualTextureMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException();
|
|
}
|
|
}
|
|
|
|
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());
|
|
}
|
|
}
|
|
|
|
public override string GetVariableNameForSlot(int slotId)
|
|
{
|
|
// TODO: we should switch VirtualTexture away from the macro-based variables and towards using the same approach as Texture2D
|
|
switch (property.propertyType)
|
|
{
|
|
case PropertyType.VirtualTexture:
|
|
return property.GetHLSLVariableName(owner.isSubGraph, GenerationMode.ForReals);
|
|
}
|
|
|
|
return base.GetVariableNameForSlot(slotId);
|
|
}
|
|
|
|
public string GetConnectionStateVariableNameForSlot(int slotId)
|
|
{
|
|
return ShaderInput.GetConnectionStateVariableName(GetVariableNameForSlot(slotId));
|
|
}
|
|
|
|
protected override void CalculateNodeHasError()
|
|
{
|
|
if (property == null || !owner.properties.Any(x => x == property))
|
|
{
|
|
owner.AddConcretizationError(objectId, "Property Node has no associated Blackboard property.");
|
|
}
|
|
else if (property is MultiJsonInternal.UnknownShaderPropertyType)
|
|
{
|
|
owner.AddValidationError(objectId, "Property is of unknown type, a package may be missing.", Rendering.ShaderCompilerMessageSeverity.Warning);
|
|
}
|
|
}
|
|
|
|
public override void UpdatePrecision(List<MaterialSlot> inputSlots)
|
|
{
|
|
// Get precision from Property
|
|
if (property == null)
|
|
{
|
|
owner.AddConcretizationError(objectId, string.Format("No matching poperty found on owner for node {0}", objectId));
|
|
hasError = true;
|
|
return;
|
|
}
|
|
|
|
// this node's precision is always controlled by the property precision
|
|
precision = property.precision;
|
|
|
|
graphPrecision = precision.ToGraphPrecision(GraphPrecision.Graph);
|
|
concretePrecision = graphPrecision.ToConcrete(owner.graphDefaultConcretePrecision);
|
|
}
|
|
|
|
public void OnShaderInputUpdated(ModificationScope modificationScope)
|
|
{
|
|
if(modificationScope == ModificationScope.Layout)
|
|
UpdateNodeDisplayName(property.displayName);
|
|
Dirty(modificationScope);
|
|
}
|
|
}
|
|
}
|