forked from BilalY/Rasagar
227 lines
9.4 KiB
C#
227 lines
9.4 KiB
C#
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using System;
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using System.Text;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Internal;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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[BlackboardInputInfo(60)]
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class VirtualTextureShaderProperty : AbstractShaderProperty<SerializableVirtualTexture>
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{
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public VirtualTextureShaderProperty()
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{
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displayName = "VirtualTexture";
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value = new SerializableVirtualTexture();
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// add at least one layer
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value.layers = new List<SerializableVirtualTextureLayer>();
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value.layers.Add(new SerializableVirtualTextureLayer("Layer0", new SerializableTexture()));
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value.layers.Add(new SerializableVirtualTextureLayer("Layer1", new SerializableTexture()));
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}
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public override PropertyType propertyType => PropertyType.VirtualTexture;
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internal override bool isExposable => true; // the textures are exposable at least..
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internal override bool isRenamable => true;
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internal override void GetPropertyReferenceNames(List<string> result)
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{
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result.Add(referenceName);
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for (int layer = 0; layer < value.layers.Count; layer++)
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{
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result.Add(value.layers[layer].layerRefName);
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}
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}
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internal override void GetPropertyDisplayNames(List<string> result)
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{
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result.Add(displayName);
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for (int layer = 0; layer < value.layers.Count; layer++)
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{
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result.Add(value.layers[layer].layerName);
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}
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}
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// this is used for properties exposed to the Material in the shaderlab Properties{} block
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internal override void AppendPropertyBlockStrings(ShaderStringBuilder builder)
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{
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if (!value.procedural)
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{
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// adds properties in this format so: [TextureStack.MyStack(0)] [NoScaleOffset] Layer0("Layer0", 2D) = "white" {}
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for (int layer = 0; layer < value.layers.Count; layer++)
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{
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string layerName = value.layers[layer].layerName;
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string layerRefName = value.layers[layer].layerRefName;
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builder.AppendLine($"{hideTagString}[TextureStack.{referenceName}({layer})][NoScaleOffset]{layerRefName}(\"{layerName}\", 2D) = \"white\" {{}}");
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}
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}
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else
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{
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// For procedural VT, we only need to expose a single property, indicating the referenceName and the number of layers
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// Adds a property as:
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// [ProceduralTextureStack.MyStack(1)] [NoScaleOffset] MyStack("Procedural Virtual Texture", 2D) = "white" {}
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// or:
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// [GlobalProceduralTextureStack.MyStack(2)] [NoScaleOffset] MyStack("Procedural Virtual Texture", 2D) = "white" {}
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string prefixString = value.shaderDeclaration == HLSLDeclaration.UnityPerMaterial
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? "ProceduralTextureStack"
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: "GlobalProceduralTextureStack";
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int numLayers = value.layers.Count;
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builder.AppendLine($"{hideTagString}[{prefixString}.{referenceName}({numLayers})][NoScaleOffset]{referenceName}(\"{"Procedural Virtual Texture"}\", 2D) = \"white\" {{}}");
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}
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}
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internal override string GetPropertyBlockString()
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{
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// this should not be called, as it is replaced by the Append*PropertyBlockStrings function above
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throw new NotSupportedException();
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}
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internal override bool AllowHLSLDeclaration(HLSLDeclaration decl) => false; // disable UI, nothing to choose
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internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
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{
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int numLayers = value.layers.Count;
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if (numLayers > 0)
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{
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HLSLDeclaration decl = (value.procedural) ? value.shaderDeclaration : HLSLDeclaration.UnityPerMaterial;
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action(new HLSLProperty(HLSLType._CUSTOM, referenceName + "_CBDecl", decl, concretePrecision)
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{
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customDeclaration = (ssb) =>
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{
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ssb.TryAppendIndentation();
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ssb.Append("DECLARE_STACK_CB(");
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ssb.Append(referenceName);
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ssb.Append(");");
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ssb.AppendNewLine();
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}
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});
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if (!value.procedural)
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{
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//declare regular texture properties (for fallback case)
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for (int i = 0; i < numLayers; i++)
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{
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string layerRefName = value.layers[i].layerRefName;
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action(new HLSLProperty(HLSLType._Texture2D, layerRefName, HLSLDeclaration.Global));
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action(new HLSLProperty(HLSLType._SamplerState, "sampler" + layerRefName, HLSLDeclaration.Global));
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}
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}
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Action<ShaderStringBuilder> customDecl = (builder) =>
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{
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// declare texture stack
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builder.TryAppendIndentation();
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builder.Append("DECLARE_STACK");
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builder.Append((numLayers <= 1) ? "" : numLayers.ToString());
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builder.Append("(");
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builder.Append(referenceName);
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builder.Append(",");
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for (int i = 0; i < value.layers.Count; i++)
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{
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if (i != 0) builder.Append(",");
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builder.Append(value.layers[i].layerRefName);
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}
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builder.Append(");");
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builder.AppendNewLine();
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// declare the actual virtual texture property "variable" as a macro define to the BuildVTProperties function
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builder.TryAppendIndentation();
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builder.Append("#define ");
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builder.Append(referenceName);
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builder.Append(" AddTextureType(BuildVTProperties_");
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builder.Append(referenceName);
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builder.Append("()");
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for (int i = 0; i < value.layers.Count; i++)
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{
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builder.Append(",");
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builder.Append("TEXTURETYPE_");
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builder.Append(value.layers[i].layerTextureType.ToString().ToUpper());
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}
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builder.Append(")");
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builder.AppendNewLine();
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};
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action(new HLSLProperty(HLSLType._CUSTOM, referenceName + "_Global", HLSLDeclaration.Global, concretePrecision)
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{
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customDeclaration = customDecl
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});
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}
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}
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// argument string used to pass this property to a subgraph
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internal override string GetPropertyAsArgumentString(string precisionString)
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{
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return "VTPropertyWithTextureType " + referenceName;
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}
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// if a blackboard property is deleted, or copy/pasted, all node instances of it are replaced with this:
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internal override AbstractMaterialNode ToConcreteNode()
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{
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return null; // return null to indicate there is NO concrete form of a VT property
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}
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internal override PreviewProperty GetPreviewMaterialProperty()
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{
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return new PreviewProperty(propertyType)
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{
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name = referenceName,
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vtProperty = this
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};
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}
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internal override ShaderInput Copy()
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{
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var vt = new VirtualTextureShaderProperty
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{
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displayName = displayName,
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value = new SerializableVirtualTexture(),
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};
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// duplicate layer data, but reset reference names (they should be unique)
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for (int layer = 0; layer < value.layers.Count; layer++)
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{
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var guid = Guid.NewGuid();
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vt.value.layers.Add(new SerializableVirtualTextureLayer(value.layers[layer]));
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}
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return vt;
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}
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internal void AddTextureInfo(List<PropertyCollector.TextureInfo> infos)
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{
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for (int layer = 0; layer < value.layers.Count; layer++)
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{
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string layerRefName = value.layers[layer].layerRefName;
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var layerTexture = value.layers[layer].layerTexture;
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var texture = layerTexture != null ? layerTexture.texture : null;
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var textureInfo = new PropertyCollector.TextureInfo
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{
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name = layerRefName,
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textureId = texture != null ? texture.GetInstanceID() : 0,
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dimension = texture != null ? texture.dimension : UnityEngine.Rendering.TextureDimension.Any,
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modifiable = true
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};
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infos.Add(textureInfo);
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}
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}
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internal override bool isAlwaysExposed => true;
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internal override bool isCustomSlotAllowed => false;
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public override void OnAfterDeserialize(string json)
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{
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// VT shader properties must be exposed so they can be picked up by the native-side VT system
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generatePropertyBlock = true;
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}
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}
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}
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