993 lines
42 KiB
C#
993 lines
42 KiB
C#
using UnityEngine;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.IO;
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using System.Linq;
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using System.Text;
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using UnityEditor.AssetImporters;
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using UnityEditor.Graphing;
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using UnityEditor.Graphing.Util;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEditor.ShaderGraph.Serialization;
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using Object = System.Object;
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namespace UnityEditor.ShaderGraph
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{
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[ExcludeFromPreset]
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[ScriptedImporter(132, Extension, -902)]
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class ShaderGraphImporter : ScriptedImporter
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{
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public const string Extension = "shadergraph";
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public const string LegacyExtension = "ShaderGraph";
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public const string k_ErrorShader = @"
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Shader ""Hidden/GraphErrorShader2""
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{
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
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#include ""UnityCG.cginc""
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struct appdata_t {
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert (appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return fixed4(1,0,1,1);
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}
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ENDCG
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}
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}
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Fallback Off
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}";
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[SuppressMessage("ReSharper", "UnusedMember.Local")]
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static string[] GatherDependenciesFromSourceFile(string assetPath)
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{
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try
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{
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AssetCollection assetCollection = new AssetCollection();
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MinimalGraphData.GatherMinimalDependenciesFromFile(assetPath, assetCollection);
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List<string> dependencyPaths = new List<string>();
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foreach (var asset in assetCollection.assets)
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{
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// only artifact dependencies need to be declared in GatherDependenciesFromSourceFile
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// to force their imports to run before ours
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if (asset.Value.HasFlag(AssetCollection.Flags.ArtifactDependency))
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{
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var dependencyPath = AssetDatabase.GUIDToAssetPath(asset.Key);
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// it is unfortunate that we can't declare these dependencies unless they have a path...
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// I asked AssetDatabase team for GatherDependenciesFromSourceFileByGUID()
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if (!string.IsNullOrEmpty(dependencyPath))
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dependencyPaths.Add(dependencyPath);
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}
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}
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return dependencyPaths.ToArray();
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}
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catch (Exception e)
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{
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Debug.LogException(e);
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return new string[0];
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}
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}
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Shader BuildAllShaders(
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AssetImportContext importContext,
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AssetImportErrorLog importErrorLog,
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AssetCollection allImportAssetDependencies,
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GraphData graph)
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{
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Shader primaryShader = null;
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string path = importContext.assetPath;
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var primaryShaderName = Path.GetFileNameWithoutExtension(path);
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try
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{
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// this will also add Target dependencies into the asset collection
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Generator generator;
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generator = new Generator(graph, graph.outputNode, GenerationMode.ForReals, primaryShaderName, assetCollection: allImportAssetDependencies);
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bool first = true;
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foreach (var generatedShader in generator.allGeneratedShaders)
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{
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var shaderString = generatedShader.codeString;
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// we only care if an error was reported for a node that we actually used
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if (graph.messageManager.AnyError((nodeId) => NodeWasUsedByGraph(nodeId, graph)) ||
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shaderString == null)
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{
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shaderString = k_ErrorShader.Replace("Hidden/GraphErrorShader2", generatedShader.shaderName);
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}
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var shader = ShaderUtil.CreateShaderAsset(importContext, shaderString, false);
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ReportErrors(graph, shader, path, importErrorLog);
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EditorMaterialUtility.SetShaderDefaults(
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shader,
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generatedShader.assignedTextures.Where(x => x.modifiable).Select(x => x.name).ToArray(),
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generatedShader.assignedTextures.Where(x => x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
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EditorMaterialUtility.SetShaderNonModifiableDefaults(
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shader,
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generatedShader.assignedTextures.Where(x => !x.modifiable).Select(x => x.name).ToArray(),
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generatedShader.assignedTextures.Where(x => !x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray());
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if (first)
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{
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// first shader is always the primary shader
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// we return the primary shader so it can be attached to the import context at the outer level
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// allowing it to bind a custom icon as well
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primaryShader = shader;
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// only the main shader gets a material created
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Material material = new Material(shader) { name = primaryShaderName };
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importContext.AddObjectToAsset("Material", material);
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first = false;
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}
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else
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{
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importContext.AddObjectToAsset($"Shader-{generatedShader.shaderName}", shader);
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}
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}
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foreach (var generatedComputeShader in generator.allGeneratedComputeShaders)
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{
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// Create the compute asset.
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var computeShader = ShaderUtil.CreateComputeShaderAsset(importContext, generatedComputeShader.codeString);
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// TODO: ReportErrors for Compute Shader. Will require ShaderUtil.GetComputeShaderMessages.
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computeShader.name = $"ComputeShader-{generatedComputeShader.shaderName}";
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importContext.AddObjectToAsset(computeShader.name, computeShader);
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}
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}
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catch (Exception e)
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{
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Debug.LogException(e);
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// ignored
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}
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return primaryShader;
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}
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internal static bool subtargetNotFoundError = false;
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public override void OnImportAsset(AssetImportContext ctx)
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{
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var importLog = new AssetImportErrorLog(ctx);
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string path = ctx.assetPath;
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AssetCollection assetCollection = new AssetCollection();
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MinimalGraphData.GatherMinimalDependenciesFromFile(assetPath, assetCollection);
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var textGraph = File.ReadAllText(path, Encoding.UTF8);
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var graph = new GraphData
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{
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messageManager = new MessageManager(),
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assetGuid = AssetDatabase.AssetPathToGUID(path)
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};
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MultiJson.Deserialize(graph, textGraph);
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if (subtargetNotFoundError)
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{
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Debug.LogError($"{ctx.assetPath}: Import Error: Expected active subtarget not found, defaulting to first available.");
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subtargetNotFoundError = false;
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}
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graph.OnEnable();
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graph.ValidateGraph();
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UnityEngine.Object mainObject = null;
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#if VFX_GRAPH_10_0_0_OR_NEWER
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if (!graph.isOnlyVFXTarget)
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#endif
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{
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// build shaders
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mainObject = BuildAllShaders(ctx, importLog, assetCollection, graph);
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}
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#if VFX_GRAPH_10_0_0_OR_NEWER
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ShaderGraphVfxAsset vfxAsset = null;
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if (graph.hasVFXTarget)
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{
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vfxAsset = GenerateVfxShaderGraphAsset(graph);
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if (mainObject == null)
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{
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mainObject = vfxAsset;
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}
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else
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{
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//Correct main object if we have a shader and ShaderGraphVfxAsset : save as sub asset
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vfxAsset.name = Path.GetFileNameWithoutExtension(path);
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ctx.AddObjectToAsset("VFXShaderGraph", vfxAsset);
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}
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}
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#endif
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Texture2D texture = Resources.Load<Texture2D>("Icons/sg_graph_icon");
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ctx.AddObjectToAsset("MainAsset", mainObject, texture);
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ctx.SetMainObject(mainObject);
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var graphDataReadOnly = new GraphDataReadOnly(graph);
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foreach (var target in graph.activeTargets)
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{
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if (target is IHasMetadata iHasMetadata)
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{
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var metadata = iHasMetadata.GetMetadataObject(graphDataReadOnly);
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if (metadata == null)
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continue;
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metadata.hideFlags = HideFlags.HideInHierarchy;
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ctx.AddObjectToAsset($"{iHasMetadata.identifier}:Metadata", metadata);
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}
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}
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// In case a target couldn't be imported properly, we register a dependency to reimport this ShaderGraph when the current render pipeline type changes
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if (graph.allPotentialTargets.Any(t => t is MultiJsonInternal.UnknownTargetType))
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ctx.DependsOnCustomDependency(RenderPipelineChangedCallback.k_CustomDependencyKey);
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var sgMetadata = ScriptableObject.CreateInstance<ShaderGraphMetadata>();
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sgMetadata.hideFlags = HideFlags.HideInHierarchy;
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sgMetadata.assetDependencies = new List<UnityEngine.Object>();
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foreach (var asset in assetCollection.assets)
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{
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if (asset.Value.HasFlag(AssetCollection.Flags.IncludeInExportPackage))
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{
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// this sucks that we have to fully load these assets just to set the reference,
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// which then gets serialized as the GUID that we already have here. :P
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var dependencyPath = AssetDatabase.GUIDToAssetPath(asset.Key);
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if (!string.IsNullOrEmpty(dependencyPath))
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{
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sgMetadata.assetDependencies.Add(
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AssetDatabase.LoadAssetAtPath(dependencyPath, typeof(UnityEngine.Object)));
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}
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}
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}
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List<GraphInputData> inputInspectorDataList = new List<GraphInputData>();
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foreach (AbstractShaderProperty property in graph.properties)
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{
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// Don't write out data for non-exposed blackboard items
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if (!property.isExposed)
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continue;
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// VTs are treated differently
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if (property is VirtualTextureShaderProperty virtualTextureShaderProperty)
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inputInspectorDataList.Add(MinimalCategoryData.ProcessVirtualTextureProperty(virtualTextureShaderProperty));
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else
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inputInspectorDataList.Add(new GraphInputData() { referenceName = property.referenceName, propertyType = property.propertyType, isKeyword = false });
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}
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foreach (ShaderKeyword keyword in graph.keywords)
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{
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// Don't write out data for non-exposed blackboard items
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if (!keyword.isExposed)
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continue;
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var sanitizedReferenceName = keyword.referenceName;
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if (keyword.keywordType == KeywordType.Boolean && keyword.referenceName.Contains("_ON"))
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sanitizedReferenceName = sanitizedReferenceName.Replace("_ON", String.Empty);
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inputInspectorDataList.Add(new GraphInputData() { referenceName = sanitizedReferenceName, keywordType = keyword.keywordType, isKeyword = true });
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}
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sgMetadata.categoryDatas = new List<MinimalCategoryData>();
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foreach (CategoryData categoryData in graph.categories)
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{
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// Don't write out empty categories
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if (categoryData.childCount == 0)
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continue;
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MinimalCategoryData mcd = new MinimalCategoryData()
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{
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categoryName = categoryData.name,
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propertyDatas = new List<GraphInputData>()
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};
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foreach (var input in categoryData.Children)
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{
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GraphInputData propData;
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// Only write out data for exposed blackboard items
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if (input.isExposed == false)
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continue;
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// VTs are treated differently
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if (input is VirtualTextureShaderProperty virtualTextureShaderProperty)
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{
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propData = MinimalCategoryData.ProcessVirtualTextureProperty(virtualTextureShaderProperty);
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inputInspectorDataList.RemoveAll(inputData => inputData.referenceName == propData.referenceName);
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mcd.propertyDatas.Add(propData);
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continue;
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}
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else if (input is ShaderKeyword keyword)
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{
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var sanitizedReferenceName = keyword.referenceName;
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if (keyword.keywordType == KeywordType.Boolean && keyword.referenceName.Contains("_ON"))
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sanitizedReferenceName = sanitizedReferenceName.Replace("_ON", String.Empty);
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propData = new GraphInputData() { referenceName = sanitizedReferenceName, keywordType = keyword.keywordType, isKeyword = true };
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}
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else
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{
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var prop = input as AbstractShaderProperty;
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propData = new GraphInputData() { referenceName = input.referenceName, propertyType = prop.propertyType, isKeyword = false };
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}
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mcd.propertyDatas.Add(propData);
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inputInspectorDataList.Remove(propData);
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}
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sgMetadata.categoryDatas.Add(mcd);
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}
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// Any uncategorized elements get tossed into an un-named category at the top as a fallback
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if (inputInspectorDataList.Count > 0)
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{
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sgMetadata.categoryDatas.Insert(0, new MinimalCategoryData() { categoryName = "", propertyDatas = inputInspectorDataList });
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}
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ctx.AddObjectToAsset("SGInternal:Metadata", sgMetadata);
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// declare dependencies
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foreach (var asset in assetCollection.assets)
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{
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if (asset.Value.HasFlag(AssetCollection.Flags.SourceDependency))
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{
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ctx.DependsOnSourceAsset(asset.Key);
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// I'm not sure if this warning below is actually used or not, keeping it to be safe
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var assetPath = AssetDatabase.GUIDToAssetPath(asset.Key);
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// Ensure that dependency path is relative to project
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if (!string.IsNullOrEmpty(assetPath) && !assetPath.StartsWith("Packages/") && !assetPath.StartsWith("Assets/"))
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{
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importLog.LogWarning($"Invalid dependency path: {assetPath}", mainObject);
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}
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}
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// NOTE: dependencies declared by GatherDependenciesFromSourceFile are automatically registered as artifact dependencies
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// HOWEVER: that path ONLY grabs dependencies via MinimalGraphData, and will fail to register dependencies
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// on GUIDs that don't exist in the project. For both of those reasons, we re-declare the dependencies here.
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if (asset.Value.HasFlag(AssetCollection.Flags.ArtifactDependency))
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{
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ctx.DependsOnArtifact(asset.Key);
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}
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}
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}
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internal class AssetImportErrorLog : MessageManager.IErrorLog
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{
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AssetImportContext ctx;
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public AssetImportErrorLog(AssetImportContext ctx)
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{
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this.ctx = ctx;
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}
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public void LogError(string message, UnityEngine.Object context = null)
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{
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// Note: if you get sent here by clicking on a ShaderGraph error message,
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// this is a bug in the scripted importer system, not being able to link import error messages to the imported asset
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ctx.LogImportError(message, context);
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}
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public void LogWarning(string message, UnityEngine.Object context = null)
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{
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ctx.LogImportWarning(message, context);
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}
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}
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static bool NodeWasUsedByGraph(string nodeId, GraphData graphData)
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{
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var node = graphData.GetNodeFromId(nodeId);
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return node?.wasUsedByGenerator ?? false;
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}
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// error messages should be reported through the asset import context, so that object references are translated properly (in the future), and the error is associated with the import
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static void ReportErrors(GraphData graph, Shader shader, string path, AssetImportErrorLog importLog)
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{
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// Grab any messages from the shader compiler
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var messages = ShaderUtil.GetShaderMessages(shader);
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var errors = graph.messageManager.ErrorStrings((nodeId) => NodeWasUsedByGraph(nodeId, graph));
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int errCount = errors.Count();
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// Find the first compiler message that's an error
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int firstShaderUtilErrorIndex = -1;
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if (messages != null)
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firstShaderUtilErrorIndex = Array.FindIndex(messages, m => (m.severity == Rendering.ShaderCompilerMessageSeverity.Error));
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// Display only one message. Bias towards shader compiler messages over node messages and within that bias errors over warnings.
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if (firstShaderUtilErrorIndex != -1)
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{
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// if shader compiler reported an error, show that
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MessageManager.Log(path, messages[firstShaderUtilErrorIndex], shader, importLog);
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}
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else if (errCount > 0)
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{
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// otherwise show node errors
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var firstError = errors.FirstOrDefault();
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importLog.LogError($"Shader Graph at {path} has {errCount} error(s), the first is: {firstError}", shader);
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}
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else if (messages.Length != 0)
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{
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// otherwise show shader compiler warnings
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MessageManager.Log(path, messages[0], shader, importLog);
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}
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else if (graph.messageManager.nodeMessagesChanged)
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{
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// otherwise show node warnings
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var warnings = graph.messageManager.ErrorStrings((nodeId) => NodeWasUsedByGraph(nodeId, graph), Rendering.ShaderCompilerMessageSeverity.Warning);
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var warnCount = warnings.Count();
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var firstWarning = warnings.FirstOrDefault();
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if (warnCount > 0)
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importLog.LogWarning($"Shader Graph at {path} has {warnCount} warning(s), the first is: {firstWarning}", shader);
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}
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}
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// this old path is still used by the old VFX path, so keeping it around for now
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internal static string GetShaderText(string path, out List<PropertyCollector.TextureInfo> configuredTextures, AssetCollection assetCollection, GraphData graph, GenerationMode mode = GenerationMode.ForReals, Target[] targets = null)
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{
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string shaderString = null;
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var shaderName = Path.GetFileNameWithoutExtension(path);
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try
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{
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Generator generator;
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generator = new Generator(graph, graph.outputNode, mode, shaderName, targets, assetCollection);
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shaderString = generator.generatedShader;
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configuredTextures = generator.configuredTextures;
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// we only care if an error was reported for a node that we actually used
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if (graph.messageManager.AnyError((nodeId) => NodeWasUsedByGraph(nodeId, graph)))
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{
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shaderString = null;
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}
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}
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catch (Exception e)
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{
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Debug.LogException(e);
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configuredTextures = new List<PropertyCollector.TextureInfo>();
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// ignored
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}
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if (shaderString == null)
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{
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shaderString = k_ErrorShader.Replace("Hidden/GraphErrorShader2", shaderName);
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}
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return shaderString;
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}
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// this function is used by tests
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internal static string GetShaderText(string path, out List<PropertyCollector.TextureInfo> configuredTextures, AssetCollection assetCollection, out GraphData graph)
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{
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var textGraph = File.ReadAllText(path, Encoding.UTF8);
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graph = new GraphData
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{
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messageManager = new MessageManager(),
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assetGuid = AssetDatabase.AssetPathToGUID(path)
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};
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MultiJson.Deserialize(graph, textGraph);
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graph.OnEnable();
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graph.ValidateGraph();
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return GetShaderText(path, out configuredTextures, assetCollection, graph);
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}
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/*
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internal static string GetShaderText(string path, out List<PropertyCollector.TextureInfo> configuredTextures)
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{
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var textGraph = File.ReadAllText(path, Encoding.UTF8);
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GraphData graph = new GraphData
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{
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messageManager = new MessageManager(),
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assetGuid = AssetDatabase.AssetPathToGUID(path)
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};
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MultiJson.Deserialize(graph, textGraph);
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graph.OnEnable();
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graph.ValidateGraph();
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return GetShaderText(path, out configuredTextures, null, graph);
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}
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*/
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#if VFX_GRAPH_10_0_0_OR_NEWER
|
|
// TODO: Fix this - VFX Graph can now use ShaderGraph as a code generation path. However, currently, the new
|
|
// generation path still slightly depends on this container (The implementation of it was tightly coupled in VFXShaderGraphParticleOutput,
|
|
// and we keep it now as there is no migration path for users yet). This will need to be decoupled so that we can eventually
|
|
// remove this container.
|
|
static ShaderGraphVfxAsset GenerateVfxShaderGraphAsset(GraphData graph)
|
|
{
|
|
var target = graph.activeTargets.FirstOrDefault(x => x.SupportsVFX());
|
|
|
|
if (target == null)
|
|
return null;
|
|
|
|
var nl = Environment.NewLine;
|
|
var indent = new string(' ', 4);
|
|
var asset = ScriptableObject.CreateInstance<ShaderGraphVfxAsset>();
|
|
var result = asset.compilationResult = new GraphCompilationResult();
|
|
var mode = GenerationMode.ForReals;
|
|
|
|
if (target is VFXTarget vfxTarget)
|
|
{
|
|
asset.lit = vfxTarget.lit;
|
|
asset.alphaClipping = vfxTarget.alphaTest;
|
|
asset.generatesWithShaderGraph = false;
|
|
}
|
|
else
|
|
{
|
|
asset.lit = true;
|
|
asset.alphaClipping = false;
|
|
asset.generatesWithShaderGraph = true;
|
|
}
|
|
|
|
var assetGuid = graph.assetGuid;
|
|
var assetPath = AssetDatabase.GUIDToAssetPath(assetGuid);
|
|
var hlslName = NodeUtils.GetHLSLSafeName(Path.GetFileNameWithoutExtension(assetPath));
|
|
|
|
var ports = new List<MaterialSlot>();
|
|
var nodes = new List<AbstractMaterialNode>();
|
|
|
|
foreach (var vertexBlock in graph.vertexContext.blocks)
|
|
{
|
|
vertexBlock.value.GetInputSlots(ports);
|
|
NodeUtils.DepthFirstCollectNodesFromNode(nodes, vertexBlock);
|
|
}
|
|
|
|
foreach (var fragmentBlock in graph.fragmentContext.blocks)
|
|
{
|
|
fragmentBlock.value.GetInputSlots(ports);
|
|
NodeUtils.DepthFirstCollectNodesFromNode(nodes, fragmentBlock);
|
|
}
|
|
|
|
//Remove inactive blocks from legacy generation
|
|
if (!asset.generatesWithShaderGraph)
|
|
{
|
|
var tmpCtx = new TargetActiveBlockContext(new List<BlockFieldDescriptor>(), null);
|
|
|
|
// NOTE: For whatever reason, this call fails for custom interpolator ports (ie, active ones are not detected as active).
|
|
// For the sake of compatibility with custom interpolator with shadergraph generation, skip the removal of inactive blocks.
|
|
target.GetActiveBlocks(ref tmpCtx);
|
|
|
|
ports.RemoveAll(materialSlot =>
|
|
{
|
|
return !tmpCtx.activeBlocks.Any(o => materialSlot.RawDisplayName() == o.displayName);
|
|
});
|
|
}
|
|
|
|
var bodySb = new ShaderStringBuilder(1);
|
|
var graphIncludes = new IncludeCollection();
|
|
var registry = new FunctionRegistry(new ShaderStringBuilder(), graphIncludes, true);
|
|
|
|
foreach (var properties in graph.properties)
|
|
{
|
|
properties.SetupConcretePrecision(graph.graphDefaultConcretePrecision);
|
|
}
|
|
|
|
foreach (var node in nodes)
|
|
{
|
|
if (node is IGeneratesBodyCode bodyGenerator)
|
|
{
|
|
bodySb.currentNode = node;
|
|
bodyGenerator.GenerateNodeCode(bodySb, mode);
|
|
bodySb.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
|
|
}
|
|
|
|
if (node is IGeneratesFunction generatesFunction)
|
|
{
|
|
registry.builder.currentNode = node;
|
|
generatesFunction.GenerateNodeFunction(registry, mode);
|
|
}
|
|
}
|
|
bodySb.currentNode = null;
|
|
|
|
var portNodeSets = new HashSet<AbstractMaterialNode>[ports.Count];
|
|
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
|
{
|
|
var port = ports[portIndex];
|
|
var nodeSet = new HashSet<AbstractMaterialNode>();
|
|
NodeUtils.CollectNodeSet(nodeSet, port);
|
|
portNodeSets[portIndex] = nodeSet;
|
|
}
|
|
|
|
var portPropertySets = new HashSet<string>[ports.Count];
|
|
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
|
{
|
|
portPropertySets[portIndex] = new HashSet<string>();
|
|
}
|
|
|
|
foreach (var node in nodes)
|
|
{
|
|
if (!(node is PropertyNode propertyNode))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
|
{
|
|
var portNodeSet = portNodeSets[portIndex];
|
|
if (portNodeSet.Contains(node))
|
|
{
|
|
portPropertySets[portIndex].Add(propertyNode.property.objectId);
|
|
}
|
|
}
|
|
}
|
|
|
|
var shaderProperties = new PropertyCollector();
|
|
foreach (var node in nodes)
|
|
{
|
|
node.CollectShaderProperties(shaderProperties, GenerationMode.ForReals);
|
|
}
|
|
|
|
asset.SetTextureInfos(shaderProperties.GetConfiguredTextures());
|
|
|
|
var codeSnippets = new List<string>();
|
|
var portCodeIndices = new List<int>[ports.Count];
|
|
var sharedCodeIndices = new List<int>();
|
|
for (var i = 0; i < portCodeIndices.Length; i++)
|
|
{
|
|
portCodeIndices[i] = new List<int>();
|
|
}
|
|
|
|
sharedCodeIndices.Add(codeSnippets.Count);
|
|
codeSnippets.Add($"#include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"{nl}");
|
|
|
|
foreach (var include in graphIncludes)
|
|
{
|
|
sharedCodeIndices.Add(codeSnippets.Count);
|
|
codeSnippets.Add(include.value + nl);
|
|
}
|
|
|
|
for (var registryIndex = 0; registryIndex < registry.names.Count; registryIndex++)
|
|
{
|
|
var name = registry.names[registryIndex];
|
|
var source = registry.sources[name];
|
|
var precision = source.nodes.First().concretePrecision;
|
|
|
|
var hasPrecisionMismatch = false;
|
|
var nodeNames = new HashSet<string>();
|
|
foreach (var node in source.nodes)
|
|
{
|
|
nodeNames.Add(node.name);
|
|
if (node.concretePrecision != precision)
|
|
{
|
|
hasPrecisionMismatch = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (hasPrecisionMismatch)
|
|
{
|
|
var message = new StringBuilder($"Precision mismatch for function {name}:");
|
|
foreach (var node in source.nodes)
|
|
{
|
|
message.AppendLine($"{node.name} ({node.objectId}): {node.concretePrecision}");
|
|
}
|
|
throw new InvalidOperationException(message.ToString());
|
|
}
|
|
|
|
var code = source.code.Replace(PrecisionUtil.Token, precision.ToShaderString());
|
|
code = $"// Node: {string.Join(", ", nodeNames)}{nl}{code}";
|
|
var codeIndex = codeSnippets.Count;
|
|
codeSnippets.Add(code + nl);
|
|
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
|
{
|
|
var portNodeSet = portNodeSets[portIndex];
|
|
foreach (var node in source.nodes)
|
|
{
|
|
if (portNodeSet.Contains(node))
|
|
{
|
|
portCodeIndices[portIndex].Add(codeIndex);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (var property in graph.properties)
|
|
{
|
|
if (property.isExposed)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
|
{
|
|
var portPropertySet = portPropertySets[portIndex];
|
|
if (portPropertySet.Contains(property.objectId))
|
|
{
|
|
portCodeIndices[portIndex].Add(codeSnippets.Count);
|
|
}
|
|
}
|
|
|
|
ShaderStringBuilder builder = new ShaderStringBuilder();
|
|
property.ForeachHLSLProperty(h => h.AppendTo(builder));
|
|
|
|
codeSnippets.Add($"// Property: {property.displayName}{nl}{builder.ToCodeBlock()}{nl}{nl}");
|
|
}
|
|
|
|
foreach (var prop in shaderProperties.properties)
|
|
{
|
|
if (!graph.properties.Contains(prop) && (prop is SamplerStateShaderProperty))
|
|
{
|
|
sharedCodeIndices.Add(codeSnippets.Count);
|
|
ShaderStringBuilder builder = new ShaderStringBuilder();
|
|
prop.ForeachHLSLProperty(h => h.AppendTo(builder));
|
|
|
|
codeSnippets.Add($"// Property: {prop.displayName}{nl}{builder.ToCodeBlock()}{nl}{nl}");
|
|
}
|
|
}
|
|
|
|
var inputStructName = $"SG_Input_{assetGuid}";
|
|
var outputStructName = $"SG_Output_{assetGuid}";
|
|
var evaluationFunctionName = $"SG_Evaluate_{assetGuid}";
|
|
|
|
#region Input Struct
|
|
|
|
sharedCodeIndices.Add(codeSnippets.Count);
|
|
codeSnippets.Add($"struct {inputStructName}{nl}{{{nl}");
|
|
|
|
#region Requirements
|
|
|
|
var portRequirements = new ShaderGraphRequirements[ports.Count];
|
|
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
|
{
|
|
var requirementsNodes = portNodeSets[portIndex].ToList();
|
|
requirementsNodes.Add(ports[portIndex].owner);
|
|
portRequirements[portIndex] = ShaderGraphRequirements.FromNodes(requirementsNodes, ports[portIndex].stageCapability);
|
|
}
|
|
|
|
var portIndices = new List<int>();
|
|
portIndices.Capacity = ports.Count;
|
|
|
|
void AddRequirementsSnippet(Func<ShaderGraphRequirements, bool> predicate, string snippet)
|
|
{
|
|
portIndices.Clear();
|
|
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
|
{
|
|
if (predicate(portRequirements[portIndex]))
|
|
{
|
|
portIndices.Add(portIndex);
|
|
}
|
|
}
|
|
|
|
if (portIndices.Count > 0)
|
|
{
|
|
foreach (var portIndex in portIndices)
|
|
{
|
|
portCodeIndices[portIndex].Add(codeSnippets.Count);
|
|
}
|
|
|
|
codeSnippets.Add($"{indent}{snippet};{nl}");
|
|
}
|
|
}
|
|
|
|
void AddCoordinateSpaceSnippets(InterpolatorType interpolatorType, Func<ShaderGraphRequirements, NeededCoordinateSpace> selector)
|
|
{
|
|
foreach (var space in EnumInfo<CoordinateSpace>.values)
|
|
{
|
|
var neededSpace = space.ToNeededCoordinateSpace();
|
|
AddRequirementsSnippet(r => (selector(r) & neededSpace) > 0, $"float3 {space.ToVariableName(interpolatorType)}");
|
|
}
|
|
}
|
|
|
|
// TODO: Rework requirements system to make this better
|
|
AddCoordinateSpaceSnippets(InterpolatorType.Normal, r => r.requiresNormal);
|
|
AddCoordinateSpaceSnippets(InterpolatorType.Tangent, r => r.requiresTangent);
|
|
AddCoordinateSpaceSnippets(InterpolatorType.BiTangent, r => r.requiresBitangent);
|
|
AddCoordinateSpaceSnippets(InterpolatorType.ViewDirection, r => r.requiresViewDir);
|
|
AddCoordinateSpaceSnippets(InterpolatorType.Position, r => r.requiresPosition);
|
|
AddCoordinateSpaceSnippets(InterpolatorType.PositionPredisplacement, r => r.requiresPositionPredisplacement);
|
|
|
|
AddRequirementsSnippet(r => r.requiresVertexColor, $"float4 {ShaderGeneratorNames.VertexColor}");
|
|
AddRequirementsSnippet(r => r.requiresScreenPosition, $"float4 {ShaderGeneratorNames.ScreenPosition}");
|
|
AddRequirementsSnippet(r => r.requiresNDCPosition, $"float2 {ShaderGeneratorNames.NDCPosition}");
|
|
AddRequirementsSnippet(r => r.requiresPixelPosition, $"float2 {ShaderGeneratorNames.PixelPosition}");
|
|
AddRequirementsSnippet(r => r.requiresFaceSign, $"float4 {ShaderGeneratorNames.FaceSign}");
|
|
|
|
foreach (var uvChannel in EnumInfo<UVChannel>.values)
|
|
{
|
|
AddRequirementsSnippet(r => r.requiresMeshUVs.Contains(uvChannel), $"half4 {uvChannel.GetUVName()}");
|
|
}
|
|
|
|
AddRequirementsSnippet(r => r.requiresTime, $"float3 {ShaderGeneratorNames.TimeParameters}");
|
|
|
|
#endregion
|
|
|
|
sharedCodeIndices.Add(codeSnippets.Count);
|
|
codeSnippets.Add($"}};{nl}{nl}");
|
|
|
|
#endregion
|
|
|
|
// VFX Code heavily relies on the slotId from the original MasterNodes
|
|
// Since we keep these around for upgrades anyway, for now it is simpler to use them
|
|
// Therefore we remap the output blocks back to the original Ids here
|
|
var originialPortIds = new int[ports.Count];
|
|
for (int i = 0; i < originialPortIds.Length; i++)
|
|
{
|
|
if (!VFXTarget.s_BlockMap.TryGetValue((ports[i].owner as BlockNode).descriptor, out var originalId))
|
|
continue;
|
|
|
|
// In Master Nodes we had a different BaseColor/Color slot id between Unlit/Lit
|
|
// In the stack we use BaseColor for both cases. Catch this here.
|
|
if (asset.lit && originalId == ShaderGraphVfxAsset.ColorSlotId)
|
|
{
|
|
originalId = ShaderGraphVfxAsset.BaseColorSlotId;
|
|
}
|
|
|
|
originialPortIds[i] = originalId;
|
|
}
|
|
|
|
#region Output Struct
|
|
|
|
sharedCodeIndices.Add(codeSnippets.Count);
|
|
codeSnippets.Add($"struct {outputStructName}{nl}{{");
|
|
|
|
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
|
{
|
|
var port = ports[portIndex];
|
|
portCodeIndices[portIndex].Add(codeSnippets.Count);
|
|
codeSnippets.Add($"{nl}{indent}{port.concreteValueType.ToShaderString(graph.graphDefaultConcretePrecision)} {port.shaderOutputName}_{originialPortIds[portIndex]};");
|
|
}
|
|
|
|
sharedCodeIndices.Add(codeSnippets.Count);
|
|
codeSnippets.Add($"{nl}}};{nl}{nl}");
|
|
|
|
#endregion
|
|
|
|
#region Graph Function
|
|
|
|
sharedCodeIndices.Add(codeSnippets.Count);
|
|
codeSnippets.Add($"{outputStructName} {evaluationFunctionName}({nl}{indent}{inputStructName} IN");
|
|
|
|
var inputProperties = new List<ShaderInput>();
|
|
var portPropertyIndices = new List<int>[ports.Count];
|
|
var propertiesStages = new List<ShaderStageCapability>();
|
|
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
|
{
|
|
portPropertyIndices[portIndex] = new List<int>();
|
|
}
|
|
|
|
// Fetch properties from the categories to keep the same order as in the shader graph blackboard
|
|
// Union with the flat properties collection because previous shader graph version could store properties without category
|
|
var sortedProperties = graph.categories
|
|
.SelectMany(x => x.Children)
|
|
.Union(graph.properties)
|
|
.Where(x => x.isExposed);
|
|
|
|
foreach (var property in sortedProperties)
|
|
{
|
|
var propertyIndex = inputProperties.Count;
|
|
var codeIndex = codeSnippets.Count;
|
|
|
|
ShaderStageCapability stageCapability = 0;
|
|
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
|
{
|
|
var portPropertySet = portPropertySets[portIndex];
|
|
if (portPropertySet.Contains(property.objectId))
|
|
{
|
|
portCodeIndices[portIndex].Add(codeIndex);
|
|
portPropertyIndices[portIndex].Add(propertyIndex);
|
|
stageCapability |= ports[portIndex].stageCapability;
|
|
}
|
|
}
|
|
|
|
propertiesStages.Add(stageCapability);
|
|
inputProperties.Add(property);
|
|
|
|
if (property is AbstractShaderProperty shaderProperty)
|
|
codeSnippets.Add($",{nl}{indent}/* Property: {property.displayName} */ {shaderProperty.GetPropertyAsArgumentStringForVFX(shaderProperty.concretePrecision.ToShaderString())}");
|
|
}
|
|
|
|
sharedCodeIndices.Add(codeSnippets.Count);
|
|
codeSnippets.Add($"){nl}{{");
|
|
|
|
#region Node Code
|
|
|
|
for (var mappingIndex = 0; mappingIndex < bodySb.mappings.Count; mappingIndex++)
|
|
{
|
|
var mapping = bodySb.mappings[mappingIndex];
|
|
var code = bodySb.ToString(mapping.startIndex, mapping.count);
|
|
if (string.IsNullOrWhiteSpace(code))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
code = $"{nl}{indent}// Node: {mapping.node.name}{nl}{code}";
|
|
var codeIndex = codeSnippets.Count;
|
|
codeSnippets.Add(code);
|
|
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
|
{
|
|
var portNodeSet = portNodeSets[portIndex];
|
|
if (portNodeSet.Contains(mapping.node))
|
|
{
|
|
portCodeIndices[portIndex].Add(codeIndex);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Output Mapping
|
|
|
|
sharedCodeIndices.Add(codeSnippets.Count);
|
|
codeSnippets.Add($"{nl}{indent}// VFXMasterNode{nl}{indent}{outputStructName} OUT;{nl}");
|
|
|
|
// Output mapping
|
|
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
|
{
|
|
var port = ports[portIndex];
|
|
portCodeIndices[portIndex].Add(codeSnippets.Count);
|
|
codeSnippets.Add($"{indent}OUT.{port.shaderOutputName}_{originialPortIds[portIndex]} = {port.owner.GetSlotValue(port.id, GenerationMode.ForReals, graph.graphDefaultConcretePrecision)};{nl}");
|
|
}
|
|
|
|
#endregion
|
|
|
|
// Function end
|
|
sharedCodeIndices.Add(codeSnippets.Count);
|
|
codeSnippets.Add($"{indent}return OUT;{nl}}}{nl}");
|
|
|
|
#endregion
|
|
|
|
result.codeSnippets = codeSnippets.ToArray();
|
|
result.sharedCodeIndices = sharedCodeIndices.ToArray();
|
|
result.outputCodeIndices = new IntArray[ports.Count];
|
|
for (var i = 0; i < ports.Count; i++)
|
|
{
|
|
result.outputCodeIndices[i] = portCodeIndices[i].ToArray();
|
|
}
|
|
|
|
var outputMetadatas = new OutputMetadata[ports.Count];
|
|
for (int portIndex = 0; portIndex < outputMetadatas.Length; portIndex++)
|
|
{
|
|
outputMetadatas[portIndex] = new OutputMetadata(portIndex, ports[portIndex].shaderOutputName, originialPortIds[portIndex]);
|
|
}
|
|
|
|
asset.SetOutputs(outputMetadatas);
|
|
|
|
asset.evaluationFunctionName = evaluationFunctionName;
|
|
asset.inputStructName = inputStructName;
|
|
asset.outputStructName = outputStructName;
|
|
asset.portRequirements = portRequirements;
|
|
asset.m_PropertiesStages = propertiesStages.ToArray();
|
|
asset.concretePrecision = graph.graphDefaultConcretePrecision;
|
|
asset.SetProperties(inputProperties);
|
|
asset.outputPropertyIndices = new IntArray[ports.Count];
|
|
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
|
|
{
|
|
asset.outputPropertyIndices[portIndex] = portPropertyIndices[portIndex].ToArray();
|
|
}
|
|
|
|
return asset;
|
|
}
|
|
|
|
#endif
|
|
}
|
|
}
|