using System; using System.Collections.Generic; using System.Linq; using System.Linq.Expressions; using System.Reflection; using System.Text.RegularExpressions; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.Graphing.Util; using UnityEditor.Rendering; using UnityEditor.ShaderGraph.Internal; using UnityEditor.ShaderGraph.Legacy; using UnityEditor.ShaderGraph.Serialization; using UnityEditor.ShaderGraph.Drawing; using Edge = UnityEditor.Graphing.Edge; using UnityEngine.UIElements; using UnityEngine.Assertions; using UnityEngine.Pool; using UnityEngine.Serialization; namespace UnityEditor.ShaderGraph { [Serializable] [FormerName("UnityEditor.ShaderGraph.MaterialGraph")] [FormerName("UnityEditor.ShaderGraph.SubGraph")] [FormerName("UnityEditor.ShaderGraph.AbstractMaterialGraph")] sealed partial class GraphData : JsonObject { public override int latestVersion => 3; public GraphObject owner { get; set; } [NonSerialized] internal bool graphIsConcretizing = false; #region Input data [SerializeField] List> m_Properties = new List>(); public DataValueEnumerable properties => m_Properties.SelectValue(); [SerializeField] List> m_Keywords = new List>(); public DataValueEnumerable keywords => m_Keywords.SelectValue(); [SerializeField] List> m_Dropdowns = new List>(); public DataValueEnumerable dropdowns => m_Dropdowns.SelectValue(); [NonSerialized] List m_AddedInputs = new List(); public IEnumerable addedInputs { get { return m_AddedInputs; } } [NonSerialized] List m_RemovedInputs = new List(); public IEnumerable removedInputs { get { return m_RemovedInputs; } } [NonSerialized] List m_MovedInputs = new List(); public IEnumerable movedInputs { get { return m_MovedInputs; } } [NonSerialized] List m_AddedCategories = new List(); public IEnumerable addedCategories { get { return m_AddedCategories; } } [NonSerialized] List m_RemovedCategories = new List(); public IEnumerable removedCategories { get { return m_RemovedCategories; } } [NonSerialized] List m_MovedCategories = new List(); public IEnumerable movedCategories { get { return m_MovedCategories; } } [NonSerialized] bool m_MovedContexts = false; public bool movedContexts => m_MovedContexts; public string assetGuid { get; set; } #endregion #region Category Data [SerializeField] List> m_CategoryData = new List>(); public DataValueEnumerable categories => m_CategoryData.SelectValue(); #endregion #region Node data [SerializeField] List> m_Nodes = new List>(); [NonSerialized] Dictionary m_NodeDictionary = new Dictionary(); [NonSerialized] Dictionary m_LegacyUpdateDictionary = new Dictionary(); public IEnumerable GetNodes() { return m_Nodes.SelectValue().OfType(); } [NonSerialized] List m_AddedNodes = new List(); public IEnumerable addedNodes { get { return m_AddedNodes; } } [NonSerialized] List m_RemovedNodes = new List(); public IEnumerable removedNodes { get { return m_RemovedNodes; } } [NonSerialized] List m_PastedNodes = new List(); public IEnumerable pastedNodes { get { return m_PastedNodes; } } #endregion #region Group Data [SerializeField] List> m_GroupDatas = new List>(); public DataValueEnumerable groups { get { return m_GroupDatas.SelectValue(); } } [NonSerialized] List m_AddedGroups = new List(); public IEnumerable addedGroups { get { return m_AddedGroups; } } [NonSerialized] List m_RemovedGroups = new List(); public IEnumerable removedGroups { get { return m_RemovedGroups; } } [NonSerialized] List m_PastedGroups = new List(); public IEnumerable pastedGroups { get { return m_PastedGroups; } } [NonSerialized] List m_ParentGroupChanges = new List(); public IEnumerable parentGroupChanges { get { return m_ParentGroupChanges; } } [NonSerialized] GroupData m_MostRecentlyCreatedGroup; public GroupData mostRecentlyCreatedGroup => m_MostRecentlyCreatedGroup; [NonSerialized] Dictionary, List> m_GroupItems = new Dictionary, List>(); public IEnumerable GetItemsInGroup(GroupData groupData) { if (m_GroupItems.TryGetValue(groupData, out var nodes)) { return nodes; } return Enumerable.Empty(); } #endregion #region StickyNote Data [SerializeField] List> m_StickyNoteDatas = new List>(); public DataValueEnumerable stickyNotes => m_StickyNoteDatas.SelectValue(); [NonSerialized] List m_AddedStickyNotes = new List(); public List addedStickyNotes => m_AddedStickyNotes; [NonSerialized] List m_RemovedNotes = new List(); public IEnumerable removedNotes => m_RemovedNotes; [NonSerialized] List m_PastedStickyNotes = new List(); public IEnumerable pastedStickyNotes => m_PastedStickyNotes; #endregion #region Edge data [SerializeField] List m_Edges = new List(); public IEnumerable edges => m_Edges; [NonSerialized] Dictionary> m_NodeEdges = new Dictionary>(); [NonSerialized] List m_AddedEdges = new List(); public IEnumerable addedEdges { get { return m_AddedEdges; } } [NonSerialized] List m_RemovedEdges = new List(); public IEnumerable removedEdges { get { return m_RemovedEdges; } } #endregion #region Context Data [SerializeField] ContextData m_VertexContext; [SerializeField] ContextData m_FragmentContext; // We build this once and cache it as it uses reflection // This list is used to build the Create Node menu entries for Blocks // as well as when deserializing descriptor fields on serialized Blocks [NonSerialized] List m_BlockFieldDescriptors; public ContextData vertexContext => m_VertexContext; public ContextData fragmentContext => m_FragmentContext; public List blockFieldDescriptors => m_BlockFieldDescriptors; #endregion [SerializeField] InspectorPreviewData m_PreviewData = new InspectorPreviewData(); public InspectorPreviewData previewData { get { return m_PreviewData; } set { m_PreviewData = value; } } [SerializeField] string m_Path; public string path { get { return m_Path; } set { if (m_Path == value) return; m_Path = value; if (owner != null) owner.RegisterCompleteObjectUndo("Change Path"); } } public MessageManager messageManager { get; set; } public bool isSubGraph { get; set; } // we default this to Graph for subgraphs // but for shadergraphs, this will get replaced with Single [SerializeField] private GraphPrecision m_GraphPrecision = GraphPrecision.Graph; public GraphPrecision graphDefaultPrecision { get { // shader graphs are not allowed to have graph precision // we force them to Single if they somehow get set to graph if ((!isSubGraph) && (m_GraphPrecision == GraphPrecision.Graph)) return GraphPrecision.Single; return m_GraphPrecision; } } public ConcretePrecision graphDefaultConcretePrecision { get { // when in "Graph switchable" mode, we choose Half as the default concrete precision // so you can visualize the worst-case return graphDefaultPrecision.ToConcrete(ConcretePrecision.Half); } } // Some state has been changed that requires checking for the auto add/removal of blocks. // This needs to be checked at a later point in time so actions like replace (remove + add) don't remove blocks. internal bool checkAutoAddRemoveBlocks { get; set; } public void SetGraphDefaultPrecision(GraphPrecision newGraphDefaultPrecision) { if ((!isSubGraph) && (newGraphDefaultPrecision == GraphPrecision.Graph)) { // shader graphs can't be set to "Graph", only subgraphs can Debug.LogError("Cannot set ShaderGraph to a default precision of Graph"); } else { m_GraphPrecision = newGraphDefaultPrecision; } } // NOTE: having preview mode default to 3D preserves the old behavior of pre-existing subgraphs // if we change this, we would have to introduce a versioning step if we want to maintain the old behavior [SerializeField] private PreviewMode m_PreviewMode = PreviewMode.Preview3D; public PreviewMode previewMode { get => m_PreviewMode; set => m_PreviewMode = value; } [SerializeField] JsonRef m_OutputNode; public AbstractMaterialNode outputNode { get => m_OutputNode; set => m_OutputNode = value; } internal delegate void SaveGraphDelegate(Shader shader, object context); internal static SaveGraphDelegate onSaveGraph; #region SubData [SerializeField] internal List> m_SubDatas = new List>(); public DataValueEnumerable SubDatas => m_SubDatas.SelectValue(); #endregion #region Targets // Serialized list of user-selected active targets, sorted in displayName order (to maintain deterministic serialization order) // some of these may be MultiJsonInternal.UnknownTargetType if we can't recognize the type of the target [SerializeField] internal List> m_ActiveTargets = new List>(); // After adding to this list, you MUST call SortActiveTargets() public DataValueEnumerable activeTargets => m_ActiveTargets.SelectValue(); // this stores all of the current possible Target types (including any unknown target types we serialized in) class PotentialTarget { // the potential Target Target m_Target; // a Target is either known (we know the Type) or unknown (can't find a matching definition of the Type) // Targets of unknown type are stored in an UnknownTargetType private Type m_KnownType; private MultiJsonInternal.UnknownTargetType m_UnknownTarget; public PotentialTarget(Target target) { m_Target = target; if (target is MultiJsonInternal.UnknownTargetType) { m_UnknownTarget = (MultiJsonInternal.UnknownTargetType)target; m_KnownType = null; } else { m_UnknownTarget = null; m_KnownType = target.GetType(); } } public bool IsUnknown() { return m_UnknownTarget != null; } public MultiJsonInternal.UnknownTargetType GetUnknown() { return m_UnknownTarget; } public Type knownType { get { return m_KnownType; } } public bool Is(Target t) { return t == m_Target; } public string GetDisplayName() { return m_Target.displayName; } public void ReplaceStoredTarget(Target t) { if (m_KnownType != null) Assert.IsTrue(t.GetType() == m_KnownType); m_Target = t; } public Target GetTarget() { return m_Target; } } [NonSerialized] List m_AllPotentialTargets = new List(); public IEnumerable allPotentialTargets => m_AllPotentialTargets.Select(x => x.GetTarget()); public int GetTargetIndexByKnownType(Type targetType) { return m_AllPotentialTargets.FindIndex(pt => pt.knownType == targetType); } public int GetTargetIndex(Target t) { int result = m_AllPotentialTargets.FindIndex(pt => pt.Is(t)); return result; } public IEnumerable GetValidTargets() { foreach (var potentialTarget in m_AllPotentialTargets) { var target = potentialTarget.GetTarget(); if (target is IMayObsolete targetObsolete && targetObsolete.IsObsolete()) continue; yield return potentialTarget.GetTarget(); } } public void SetTargetActive(Target target, bool skipSortAndUpdate = false) { int activeIndex = m_ActiveTargets.IndexOf(target); if (activeIndex < 0) { activeIndex = m_ActiveTargets.Count; m_ActiveTargets.Add(target); } // active known targets should replace the stored Target in AllPotentialTargets if (target is MultiJsonInternal.UnknownTargetType unknownTarget) { // find any existing potential target with the same unknown jsonData int targetIndex = m_AllPotentialTargets.FindIndex( pt => pt.IsUnknown() && (pt.GetUnknown().jsonData == unknownTarget.jsonData)); // replace existing target, or add it if there is none if (targetIndex >= 0) m_AllPotentialTargets[targetIndex] = new PotentialTarget(target); else m_AllPotentialTargets.Add(new PotentialTarget(target)); } else { // known types should already have been registered Type targetType = target.GetType(); int targetIndex = GetTargetIndexByKnownType(targetType); Assert.IsTrue(targetIndex >= 0); m_AllPotentialTargets[targetIndex].ReplaceStoredTarget(target); } if (!skipSortAndUpdate) SortAndUpdateActiveTargets(); } public void SetTargetActive(int targetIndex, bool skipSortAndUpdate = false) { Target target = m_AllPotentialTargets[targetIndex].GetTarget(); SetTargetActive(target, skipSortAndUpdate); } public void SetTargetInactive(Target target, bool skipSortAndUpdate = false) { int activeIndex = m_ActiveTargets.IndexOf(target); if (activeIndex < 0) return; int targetIndex = GetTargetIndex(target); // if a target was in the active targets, it should also have been in the potential targets list Assert.IsTrue(targetIndex >= 0); m_ActiveTargets.RemoveAt(activeIndex); if (!skipSortAndUpdate) SortAndUpdateActiveTargets(); } // this list is populated by graph validation, and lists all of the targets that nodes did not like [NonSerialized] List m_UnsupportedTargets = new List(); public List unsupportedTargets { get => m_UnsupportedTargets; } private Comparison targetComparison = new Comparison((a, b) => string.Compare(a.displayName, b.displayName)); public void SortActiveTargets() { activeTargets.Sort(targetComparison); } // TODO: Need a better way to handle this public bool hasVFXCompatibleTarget => activeTargets.Any(o => o.SupportsVFX()); #if VFX_GRAPH_10_0_0_OR_NEWER public bool hasVFXTarget { get { bool supports = true; supports &= !isSubGraph; supports &= activeTargets.Any(); // Maintain support for VFXTarget and VFX compatible targets. supports &= activeTargets.OfType().Any() || hasVFXCompatibleTarget; return supports; } } public bool isOnlyVFXTarget => activeTargets.Count() == 1 && activeTargets.Count(t => t is VFXTarget) == 1; #else public bool isVFXTarget => false; public bool isOnlyVFXTarget => false; #endif #endregion public GraphData() { m_GroupItems[null] = new List(); GetBlockFieldDescriptors(); AddKnownTargetsToPotentialTargets(); } // used to initialize the graph with targets, i.e. when creating new graphs via the popup menu public void InitializeOutputs(Target[] targets, BlockFieldDescriptor[] blockDescriptors) { if (targets == null) return; foreach (var target in targets) { if (GetTargetIndexByKnownType(target.GetType()) >= 0) { SetTargetActive(target, true); } } SortActiveTargets(); if (blockDescriptors != null) { foreach (var descriptor in blockDescriptors) { var contextData = descriptor.shaderStage == ShaderStage.Fragment ? m_FragmentContext : m_VertexContext; var block = (BlockNode)Activator.CreateInstance(typeof(BlockNode)); block.Init(descriptor); AddBlockNoValidate(block, contextData, contextData.blocks.Count); } } ValidateGraph(); var activeBlocks = GetActiveBlocksForAllActiveTargets(); UpdateActiveBlocks(activeBlocks); } void GetBlockFieldDescriptors() { m_BlockFieldDescriptors = new List(); var asmTypes = TypeCache.GetTypesWithAttribute(); foreach (var type in asmTypes) { var attrs = type.GetCustomAttributes(typeof(GenerateBlocksAttribute), false); if (attrs == null || attrs.Length <= 0) continue; var attribute = attrs[0] as GenerateBlocksAttribute; // Get all fields that are BlockFieldDescriptor // If field and context stages match add to list foreach (var fieldInfo in type.GetFields()) { if (fieldInfo.GetValue(type) is BlockFieldDescriptor blockFieldDescriptor) { blockFieldDescriptor.path = attribute.path; m_BlockFieldDescriptors.Add(blockFieldDescriptor); } } } } void AddKnownTargetsToPotentialTargets() { Assert.AreEqual(m_AllPotentialTargets.Count, 0); // Find all valid Targets by looking in the TypeCache var targetTypes = TypeCache.GetTypesDerivedFrom(); foreach (var type in targetTypes) { if (type.IsAbstract || type.IsGenericType || !type.IsClass) continue; // create a new instance of the Target, to represent the potential Target // NOTE: this instance may be replaced later if we serialize in an Active Target of that type var target = (Target)Activator.CreateInstance(type); if (!target.isHidden) { m_AllPotentialTargets.Add(new PotentialTarget(target)); } } } public void SortAndUpdateActiveTargets() { SortActiveTargets(); ValidateGraph(); NodeUtils.ReevaluateActivityOfNodeList(m_Nodes.SelectValue()); } public void ClearChanges() { m_AddedNodes.Clear(); m_RemovedNodes.Clear(); m_PastedNodes.Clear(); m_ParentGroupChanges.Clear(); m_AddedGroups.Clear(); m_RemovedGroups.Clear(); m_PastedGroups.Clear(); m_AddedEdges.Clear(); m_RemovedEdges.Clear(); m_AddedInputs.Clear(); m_RemovedInputs.Clear(); m_MovedInputs.Clear(); m_AddedCategories.Clear(); m_RemovedCategories.Clear(); m_MovedCategories.Clear(); m_AddedStickyNotes.Clear(); m_RemovedNotes.Clear(); m_PastedStickyNotes.Clear(); m_MostRecentlyCreatedGroup = null; m_MovedContexts = false; } public void AddNode(AbstractMaterialNode node) { if (node is AbstractMaterialNode materialNode) { if (isSubGraph && !materialNode.allowedInSubGraph) { Debug.LogWarningFormat("Attempting to add {0} to Sub Graph. This is not allowed.", materialNode.GetType()); return; } AddNodeNoValidate(materialNode); // If adding a Sub Graph node whose asset contains Keywords // Need to restest Keywords against the variant limit if (node is SubGraphNode subGraphNode && subGraphNode.asset != null && subGraphNode.asset.keywords.Any()) { OnKeywordChangedNoValidate(); } ValidateGraph(); } else { Debug.LogWarningFormat("Trying to add node {0} to Material graph, but it is not a {1}", node, typeof(AbstractMaterialNode)); } } public void CreateGroup(GroupData groupData) { if (AddGroup(groupData)) { m_MostRecentlyCreatedGroup = groupData; } } bool AddGroup(GroupData groupData) { if (m_GroupDatas.Contains(groupData)) return false; m_GroupDatas.Add(groupData); m_AddedGroups.Add(groupData); m_GroupItems.Add(groupData, new List()); return true; } public void RemoveGroup(GroupData groupData) { RemoveGroupNoValidate(groupData); ValidateGraph(); } void RemoveGroupNoValidate(GroupData group) { if (!m_GroupDatas.Contains(group)) throw new InvalidOperationException("Cannot remove a group that doesn't exist."); m_GroupDatas.Remove(group); m_RemovedGroups.Add(group); if (m_GroupItems.TryGetValue(group, out var items)) { foreach (IGroupItem groupItem in items.ToList()) { SetGroup(groupItem, null); } m_GroupItems.Remove(group); } } public void AddStickyNote(StickyNoteData stickyNote) { if (m_StickyNoteDatas.Contains(stickyNote)) { throw new InvalidOperationException("Sticky note has already been added to the graph."); } if (!m_GroupItems.ContainsKey(stickyNote.group)) { throw new InvalidOperationException("Trying to add sticky note with group that doesn't exist."); } m_StickyNoteDatas.Add(stickyNote); m_AddedStickyNotes.Add(stickyNote); m_GroupItems[stickyNote.group].Add(stickyNote); } void RemoveNoteNoValidate(StickyNoteData stickyNote) { if (!m_StickyNoteDatas.Contains(stickyNote)) { throw new InvalidOperationException("Cannot remove a note that doesn't exist."); } m_StickyNoteDatas.Remove(stickyNote); m_RemovedNotes.Add(stickyNote); if (m_GroupItems.TryGetValue(stickyNote.group, out var groupItems)) { groupItems.Remove(stickyNote); } } public void RemoveStickyNote(StickyNoteData stickyNote) { RemoveNoteNoValidate(stickyNote); ValidateGraph(); } public void SetGroup(IGroupItem node, GroupData group) { var groupChange = new ParentGroupChange() { groupItem = node, oldGroup = node.group, // Checking if the groupdata is null. If it is, then it means node has been removed out of a group. // If the group data is null, then maybe the old group id should be removed newGroup = group, }; node.group = groupChange.newGroup; var oldGroupNodes = m_GroupItems[groupChange.oldGroup]; oldGroupNodes.Remove(node); m_GroupItems[groupChange.newGroup].Add(node); m_ParentGroupChanges.Add(groupChange); } public void AddContexts() { m_VertexContext = new ContextData(); m_VertexContext.shaderStage = ShaderStage.Vertex; m_VertexContext.position = new Vector2(0, 0); m_FragmentContext = new ContextData(); m_FragmentContext.shaderStage = ShaderStage.Fragment; m_FragmentContext.position = new Vector2(0, 200); } public void AddBlock(BlockNode blockNode, ContextData contextData, int index) { AddBlockNoValidate(blockNode, contextData, index); ValidateGraph(); var activeBlocks = GetActiveBlocksForAllActiveTargets(); UpdateActiveBlocks(activeBlocks); } void AddBlockNoValidate(BlockNode blockNode, ContextData contextData, int index) { // Regular AddNode path AddNodeNoValidate(blockNode); // Set BlockNode properties blockNode.contextData = contextData; // Add to ContextData if (index == -1 || index >= contextData.blocks.Count()) { contextData.blocks.Add(blockNode); } else { contextData.blocks.Insert(index, blockNode); } } public List GetActiveBlocksForAllActiveTargets() { // Get list of active Block types var currentBlocks = GetNodes(); var context = new TargetActiveBlockContext(currentBlocks.Select(x => x.descriptor).ToList(), null); foreach (var target in activeTargets) { target.GetActiveBlocks(ref context); } // custom blocks aren't going to exist in GetActiveBlocks, we need to ensure we grab those too. foreach (var cibnode in currentBlocks.Where(bn => bn.isCustomBlock)) { context.AddBlock(cibnode.descriptor); } return context.activeBlocks; } public void UpdateActiveBlocks(List activeBlockDescriptors) { // Set Blocks as active based on supported Block list //Note: we never want unknown blocks to be active, so explicitly set them to inactive always bool disableCI = activeTargets.All(at => at.ignoreCustomInterpolators); foreach (var vertexBlock in vertexContext.blocks) { if (vertexBlock.value?.isCustomBlock == true) { vertexBlock.value.SetOverrideActiveState(disableCI ? AbstractMaterialNode.ActiveState.ExplicitInactive : AbstractMaterialNode.ActiveState.ExplicitActive); } else if (vertexBlock.value?.descriptor?.isUnknown == true) { vertexBlock.value.SetOverrideActiveState(AbstractMaterialNode.ActiveState.ExplicitInactive); } else { vertexBlock.value.SetOverrideActiveState(activeBlockDescriptors.Contains(vertexBlock.value.descriptor) ? AbstractMaterialNode.ActiveState.ExplicitActive : AbstractMaterialNode.ActiveState.ExplicitInactive); } } foreach (var fragmentBlock in fragmentContext.blocks) { if (fragmentBlock.value?.descriptor?.isUnknown == true) { fragmentBlock.value.SetOverrideActiveState(AbstractMaterialNode.ActiveState.ExplicitInactive); } else { fragmentBlock.value.SetOverrideActiveState(activeBlockDescriptors.Contains(fragmentBlock.value.descriptor) ? AbstractMaterialNode.ActiveState.ExplicitActive : AbstractMaterialNode.ActiveState.ExplicitInactive); } } } public void AddRemoveBlocksFromActiveList(List activeBlockDescriptors) { var blocksToRemove = ListPool.Get(); void GetBlocksToRemoveForContext(ContextData contextData) { for (int i = 0; i < contextData.blocks.Count; i++) { if (contextData.blocks[i].value?.isCustomBlock == true) // custom interpolators are fine. continue; var block = contextData.blocks[i]; if (!activeBlockDescriptors.Contains(block.value.descriptor)) { var slot = block.value.FindSlot(0); //Need to check if a slot is not default value OR is an untracked unknown block type if (slot.IsUsingDefaultValue() || block.value.descriptor.isUnknown) // TODO: How to check default value { blocksToRemove.Add(block); } } } } void TryAddBlockToContext(BlockFieldDescriptor descriptor, ContextData contextData) { if (descriptor.shaderStage != contextData.shaderStage) return; if (contextData.blocks.Any(x => x.value.descriptor.Equals(descriptor))) return; var node = (BlockNode)Activator.CreateInstance(typeof(BlockNode)); node.Init(descriptor); AddBlockNoValidate(node, contextData, contextData.blocks.Count); } // Get inactive Blocks to remove GetBlocksToRemoveForContext(vertexContext); GetBlocksToRemoveForContext(fragmentContext); // Remove blocks foreach (var block in blocksToRemove) { RemoveNodeNoValidate(block); } // Add active Blocks not currently in Contexts foreach (var descriptor in activeBlockDescriptors) { TryAddBlockToContext(descriptor, vertexContext); TryAddBlockToContext(descriptor, fragmentContext); } } void AddNodeNoValidate(AbstractMaterialNode node) { if (node.group != null && !m_GroupItems.ContainsKey(node.group)) { throw new InvalidOperationException("Cannot add a node whose group doesn't exist."); } node.owner = this; m_Nodes.Add(node); m_NodeDictionary.Add(node.objectId, node); m_AddedNodes.Add(node); m_GroupItems[node.group].Add(node); } public void RemoveNode(AbstractMaterialNode node) { if (!node.canDeleteNode) { throw new InvalidOperationException($"Node {node.name} ({node.objectId}) cannot be deleted."); } RemoveNodeNoValidate(node); ValidateGraph(); if (node is BlockNode blockNode) { var activeBlocks = GetActiveBlocksForAllActiveTargets(); UpdateActiveBlocks(activeBlocks); blockNode.Dirty(ModificationScope.Graph); } } void RemoveNodeNoValidate(AbstractMaterialNode node) { if (!m_NodeDictionary.ContainsKey(node.objectId) && node.isActive && !m_RemovedNodes.Contains(node)) { throw new InvalidOperationException("Cannot remove a node that doesn't exist."); } m_Nodes.Remove(node); m_NodeDictionary.Remove(node.objectId); messageManager?.RemoveNode(node.objectId); m_RemovedNodes.Add(node); if (m_GroupItems.TryGetValue(node.group, out var groupItems)) { groupItems.Remove(node); } if (node is BlockNode blockNode && blockNode.contextData != null) { // Remove from ContextData blockNode.contextData.blocks.Remove(blockNode); } } void AddEdgeToNodeEdges(IEdge edge) { List inputEdges; if (!m_NodeEdges.TryGetValue(edge.inputSlot.node.objectId, out inputEdges)) m_NodeEdges[edge.inputSlot.node.objectId] = inputEdges = new List(); inputEdges.Add(edge); List outputEdges; if (!m_NodeEdges.TryGetValue(edge.outputSlot.node.objectId, out outputEdges)) m_NodeEdges[edge.outputSlot.node.objectId] = outputEdges = new List(); outputEdges.Add(edge); } IEdge ConnectNoValidate(SlotReference fromSlotRef, SlotReference toSlotRef, bool assumeBatchSafety = false) { var fromNode = fromSlotRef.node; var toNode = toSlotRef.node; if (fromNode == null || toNode == null) return null; // both nodes must belong to this graph if ((fromNode.owner != this) || (toNode.owner != this)) return null; // if fromNode is already connected to toNode // do now allow a connection as toNode will then // have an edge to fromNode creating a cycle. // if this is parsed it will lead to an infinite loop. if (!assumeBatchSafety) // This may not be that helpful. { var dependentNodes = new List(); NodeUtils.CollectNodesNodeFeedsInto(dependentNodes, toNode); if (dependentNodes.Contains(fromNode)) return null; } var fromSlot = fromNode.FindSlot(fromSlotRef.slotId); var toSlot = toNode.FindSlot(toSlotRef.slotId); if (fromSlot == null || toSlot == null) return null; if (fromSlot.isOutputSlot == toSlot.isOutputSlot) return null; var outputSlot = fromSlot.isOutputSlot ? fromSlotRef : toSlotRef; var inputSlot = fromSlot.isInputSlot ? fromSlotRef : toSlotRef; s_TempEdges.Clear(); GetEdges(inputSlot, s_TempEdges); // remove any inputs that exits before adding foreach (var edge in s_TempEdges) { RemoveEdgeNoValidate(edge); } var newEdge = new Edge(outputSlot, inputSlot); m_Edges.Add(newEdge); m_AddedEdges.Add(newEdge); AddEdgeToNodeEdges(newEdge); if (!assumeBatchSafety) { NodeUtils.ReevaluateActivityOfConnectedNodes(toNode); } //Debug.LogFormat("Connected edge: {0} -> {1} ({2} -> {3})\n{4}", newEdge.outputSlot.nodeGuid, newEdge.inputSlot.nodeGuid, fromNode.name, toNode.name, Environment.StackTrace); return newEdge; } public IEdge Connect(SlotReference fromSlotRef, SlotReference toSlotRef) { var newEdge = ConnectNoValidate(fromSlotRef, toSlotRef); ValidateGraph(); return newEdge; } internal void UnnotifyAddedEdge(IEdge edge) { m_AddedEdges.Remove(edge); } public void RemoveEdges(IEdge[] edges) { if (edges.Length == 0) return; foreach (var edge in edges) { RemoveEdgeNoValidate(edge); } ValidateGraph(); } public void RemoveEdge(IEdge e) { RemoveEdgeNoValidate(e); ValidateGraph(); } public void RemoveElements(AbstractMaterialNode[] nodes, IEdge[] edges, GroupData[] groups, StickyNoteData[] notes, ShaderInput[] inputs = null) { foreach (var node in nodes) { if (!node.canDeleteNode) { throw new InvalidOperationException($"Node {node.name} ({node.objectId}) cannot be deleted."); } } foreach (var edge in edges.ToArray()) { RemoveEdgeNoValidate(edge); } foreach (var serializableNode in nodes) { // Check if it is a Redirect Node // Get the edges and then re-create all Edges // This only works if it has all the edges. // If one edge is already deleted then we can not re-create. if (serializableNode is RedirectNodeData redirectNode) { redirectNode.GetOutputAndInputSlots(out SlotReference outputSlotRef, out var inputSlotRefs); foreach (SlotReference slot in inputSlotRefs) { ConnectNoValidate(outputSlotRef, slot); } } RemoveNodeNoValidate(serializableNode); } foreach (var noteData in notes) { RemoveNoteNoValidate(noteData); } foreach (var groupData in groups) { RemoveGroupNoValidate(groupData); } if (inputs != null) { foreach (var shaderInput in inputs) { RemoveGraphInputNoValidate(shaderInput); } } ValidateGraph(); if (nodes.Any(x => x is BlockNode)) { var activeBlocks = GetActiveBlocksForAllActiveTargets(); UpdateActiveBlocks(activeBlocks); } } void RemoveEdgeNoValidate(IEdge e, bool reevaluateActivity = true) { e = m_Edges.FirstOrDefault(x => x.Equals(e)); if (e == null) throw new ArgumentException("Trying to remove an edge that does not exist.", "e"); m_Edges.Remove(e as Edge); AbstractMaterialNode input = e.inputSlot.node, output = e.outputSlot.node; if (input != null && ShaderGraphPreferences.autoAddRemoveBlocks) { checkAutoAddRemoveBlocks = true; } List inputNodeEdges; if (m_NodeEdges.TryGetValue(input.objectId, out inputNodeEdges)) inputNodeEdges.Remove(e); List outputNodeEdges; if (m_NodeEdges.TryGetValue(output.objectId, out outputNodeEdges)) outputNodeEdges.Remove(e); m_AddedEdges.Remove(e); m_RemovedEdges.Add(e); if (reevaluateActivity) { if (input != null) { NodeUtils.ReevaluateActivityOfConnectedNodes(input); } if (output != null) { NodeUtils.ReevaluateActivityOfConnectedNodes(output); } } } public AbstractMaterialNode GetNodeFromId(string nodeId) { m_NodeDictionary.TryGetValue(nodeId, out var node); return node; } public T GetNodeFromId(string nodeId) where T : class { m_NodeDictionary.TryGetValue(nodeId, out var node); return node as T; } internal Texture2DShaderProperty GetMainTexture() { foreach (var prop in properties) { if (prop is Texture2DShaderProperty tex) { if (tex.isMainTexture) { return tex; } } } return null; } internal ColorShaderProperty GetMainColor() { foreach (var prop in properties) { if (prop is ColorShaderProperty col) { if (col.isMainColor) { return col; } } } return null; } public bool ContainsCategory(CategoryData categoryData) { return categories.Contains(categoryData); } public bool ContainsInput(ShaderInput shaderInput) { if (shaderInput == null) return false; return properties.Contains(shaderInput) || keywords.Contains(shaderInput) || dropdowns.Contains(shaderInput); } public bool ContainsNode(AbstractMaterialNode node) { if (node == null) return false; return m_NodeDictionary.TryGetValue(node.objectId, out var foundNode) && node == foundNode; } public void GetEdges(MaterialSlot slot, List foundEdges) { List candidateEdges; if (!m_NodeEdges.TryGetValue(slot.owner.objectId, out candidateEdges)) return; foreach (var edge in candidateEdges) { var cs = slot.isInputSlot ? edge.inputSlot : edge.outputSlot; if (cs.node == slot.owner && cs.slotId == slot.id) foundEdges.Add(edge); } } public void GetEdges(SlotReference s, List foundEdges) { List candidateEdges; if (!m_NodeEdges.TryGetValue(s.node.objectId, out candidateEdges)) return; MaterialSlot slot = s.slot; foreach (var edge in candidateEdges) { var cs = slot.isInputSlot ? edge.inputSlot : edge.outputSlot; if (cs.node == s.node && cs.slotId == s.slotId) foundEdges.Add(edge); } } public IEnumerable GetEdges(SlotReference s) { var edges = new List(); GetEdges(s, edges); return edges; } public void GetEdges(AbstractMaterialNode node, List foundEdges) { if (m_NodeEdges.TryGetValue(node.objectId, out var edges)) { foundEdges.AddRange(edges); } } public IEnumerable GetEdges(AbstractMaterialNode node) { List edges = new List(); GetEdges(node, edges); return edges; } public void ForeachHLSLProperty(Action action) { foreach (var prop in properties) prop.ForeachHLSLProperty(action); } public void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode) { foreach (var prop in properties) { // For VFX Shader generation, we must omit exposed properties from the Material CBuffer. // This is because VFX computes properties on the fly in the vertex stage, and packed into interpolator. if (generationMode == GenerationMode.VFX && prop.isExposed) { prop.overrideHLSLDeclaration = true; prop.hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare; } // ugh, this needs to be moved to the gradient property implementation if (prop is GradientShaderProperty gradientProp && generationMode == GenerationMode.Preview) { GradientUtil.GetGradientPropertiesForPreview(collector, gradientProp.referenceName, gradientProp.value); continue; } collector.AddShaderProperty(prop); } } public void CollectShaderKeywords(KeywordCollector collector, GenerationMode generationMode) { foreach (var keyword in keywords) { collector.AddShaderKeyword(keyword); } // Alwways calculate permutations when collecting collector.CalculateKeywordPermutations(); } public bool IsInputAllowedInGraph(ShaderInput input) { return (isSubGraph && input.allowedInSubGraph) || (!isSubGraph && input.allowedInMainGraph); } public bool IsInputAllowedInGraph(AbstractMaterialNode node) { return (isSubGraph && node.allowedInSubGraph) || (!isSubGraph && node.allowedInMainGraph); } // adds the input to the graph, and sanitizes the names appropriately public void AddGraphInput(ShaderInput input, int index = -1) { if (input == null) return; // sanitize the display name input.SetDisplayNameAndSanitizeForGraph(this); // sanitize the reference name input.SetReferenceNameAndSanitizeForGraph(this); AddGraphInputNoSanitization(input, index); } // just adds the input to the graph, does not fix colliding or illegal names internal void AddGraphInputNoSanitization(ShaderInput input, int index = -1) { if (input == null) return; switch (input) { case AbstractShaderProperty property: if (m_Properties.Contains(property)) return; if (index < 0) m_Properties.Add(property); else m_Properties.Insert(index, property); break; case ShaderKeyword keyword: if (m_Keywords.Contains(keyword)) return; if (index < 0) m_Keywords.Add(keyword); else m_Keywords.Insert(index, keyword); OnKeywordChangedNoValidate(); break; case ShaderDropdown dropdown: if (m_Dropdowns.Contains(dropdown)) return; if (index < 0) m_Dropdowns.Add(dropdown); else m_Dropdowns.Insert(index, dropdown); OnDropdownChangedNoValidate(); break; default: throw new ArgumentOutOfRangeException(); } m_AddedInputs.Add(input); } // only ignores names matching ignoreName on properties matching ignoreGuid public List BuildPropertyDisplayNameList(AbstractShaderProperty ignoreProperty, string ignoreName) { List result = new List(); foreach (var p in properties) { int before = result.Count; p.GetPropertyDisplayNames(result); if ((p == ignoreProperty) && (ignoreName != null)) { // remove ignoreName, if it was just added for (int i = before; i < result.Count; i++) { if (result[i] == ignoreName) { result.RemoveAt(i); break; } } } } return result; } // only ignores names matching ignoreName on properties matching ignoreGuid public List BuildPropertyReferenceNameList(AbstractShaderProperty ignoreProperty, string ignoreName) { List result = new List(); foreach (var p in properties) { int before = result.Count; p.GetPropertyReferenceNames(result); if ((p == ignoreProperty) && (ignoreName != null)) { // remove ignoreName, if it was just added for (int i = before; i < result.Count; i++) { if (result[i] == ignoreName) { result.RemoveAt(i); break; } } } } return result; } public string SanitizeGraphInputName(ShaderInput input, string desiredName) { string currentName = input.displayName; string sanitizedName = desiredName.Trim(); switch (input) { case AbstractShaderProperty property: sanitizedName = GraphUtil.SanitizeName(BuildPropertyDisplayNameList(property, currentName), "{0} ({1})", sanitizedName); break; case ShaderKeyword keyword: sanitizedName = GraphUtil.SanitizeName(keywords.Where(p => p != input).Select(p => p.displayName), "{0} ({1})", sanitizedName); break; case ShaderDropdown dropdown: sanitizedName = GraphUtil.SanitizeName(dropdowns.Where(p => p != input).Select(p => p.displayName), "{0} ({1})", sanitizedName); break; default: throw new ArgumentOutOfRangeException(); } return sanitizedName; } public string SanitizeGraphInputReferenceName(ShaderInput input, string desiredName) { var sanitizedName = NodeUtils.ConvertToValidHLSLIdentifier(desiredName, (desiredName) => (NodeUtils.IsShaderLabKeyWord(desiredName) || NodeUtils.IsShaderGraphKeyWord(desiredName))); switch (input) { case AbstractShaderProperty property: { // must deduplicate ref names against keywords, dropdowns, and properties, as they occupy the same name space var existingNames = properties.Where(p => p != property).Select(p => p.referenceName).Union(keywords.Select(p => p.referenceName)).Union(dropdowns.Select(p => p.referenceName)); sanitizedName = GraphUtil.DeduplicateName(existingNames, "{0}_{1}", sanitizedName); } break; case ShaderKeyword keyword: { // must deduplicate ref names against keywords, dropdowns, and properties, as they occupy the same name space sanitizedName = sanitizedName.ToUpper(); var existingNames = properties.Select(p => p.referenceName).Union(keywords.Where(p => p != input).Select(p => p.referenceName)).Union(dropdowns.Select(p => p.referenceName)); sanitizedName = GraphUtil.DeduplicateName(existingNames, "{0}_{1}", sanitizedName); } break; case ShaderDropdown dropdown: { // must deduplicate ref names against keywords, dropdowns, and properties, as they occupy the same name space var existingNames = properties.Select(p => p.referenceName).Union(keywords.Select(p => p.referenceName)).Union(dropdowns.Where(p => p != input).Select(p => p.referenceName)); sanitizedName = GraphUtil.DeduplicateName(existingNames, "{0}_{1}", sanitizedName); } break; default: throw new ArgumentOutOfRangeException(); } return sanitizedName; } // copies the ShaderInput, and adds it to the graph with proper name sanitization, returning the copy public ShaderInput AddCopyOfShaderInput(ShaderInput source, int insertIndex = -1) { ShaderInput copy = source.Copy(); // some ShaderInputs cannot be copied (unknown types) if (copy == null) return null; // copy common properties that should always be copied over copy.generatePropertyBlock = source.generatePropertyBlock; // the exposed toggle if ((source is AbstractShaderProperty sourceProp) && (copy is AbstractShaderProperty copyProp)) { copyProp.hidden = sourceProp.hidden; copyProp.precision = sourceProp.precision; copyProp.overrideHLSLDeclaration = sourceProp.overrideHLSLDeclaration; copyProp.hlslDeclarationOverride = sourceProp.hlslDeclarationOverride; copyProp.useCustomSlotLabel = sourceProp.useCustomSlotLabel; } // sanitize the display name (we let the .Copy() function actually copy the display name over) copy.SetDisplayNameAndSanitizeForGraph(this); // copy and sanitize the reference name (must do this after the display name, so the default is correct) if (source.IsUsingNewDefaultRefName()) { // if source was using new default, we can just rely on the default for the copy we made. // the code above has already handled collisions properly for the default, // and it will assign the same name as the source if there are no collisions. // Also it will result better names chosen when there are collisions. } else { // when the source is using an old default, we set it as an override copy.SetReferenceNameAndSanitizeForGraph(this, source.referenceName); } copy.OnBeforePasteIntoGraph(this); AddGraphInputNoSanitization(copy, insertIndex); return copy; } public void RemoveGraphInput(ShaderInput input) { switch (input) { case AbstractShaderProperty property: var propertyNodes = GetNodes().Where(x => x.property == input).ToList(); foreach (var propertyNode in propertyNodes) ReplacePropertyNodeWithConcreteNodeNoValidate(propertyNode); break; } // Also remove this input from any category it existed in foreach (var categoryData in categories) { if (categoryData.IsItemInCategory(input)) { categoryData.RemoveItemFromCategory(input); break; } } RemoveGraphInputNoValidate(input); ValidateGraph(); } public void MoveCategory(CategoryData category, int newIndex) { if (newIndex > m_CategoryData.Count || newIndex < 0) { AssertHelpers.Fail("New index is not within categories list."); return; } var currentIndex = m_CategoryData.IndexOf(category); if (currentIndex == -1) { AssertHelpers.Fail("Category is not in graph."); return; } if (newIndex == currentIndex) return; m_CategoryData.RemoveAt(currentIndex); if (newIndex > currentIndex) newIndex--; var isLast = newIndex == m_CategoryData.Count; if (isLast) m_CategoryData.Add(category); else m_CategoryData.Insert(newIndex, category); if (!m_MovedCategories.Contains(category)) m_MovedCategories.Add(category); } public void MoveItemInCategory(ShaderInput itemToMove, int newIndex, string associatedCategoryGuid) { foreach (var categoryData in categories) { if (categoryData.categoryGuid == associatedCategoryGuid && categoryData.IsItemInCategory(itemToMove)) { // Validate new index to move the item to if (newIndex < -1 || newIndex >= categoryData.childCount) { AssertHelpers.Fail("Provided invalid index input to MoveItemInCategory."); return; } categoryData.MoveItemInCategory(itemToMove, newIndex); break; } } } public int GetGraphInputIndex(ShaderInput input) { switch (input) { case AbstractShaderProperty property: return m_Properties.IndexOf(property); case ShaderKeyword keyword: return m_Keywords.IndexOf(keyword); case ShaderDropdown dropdown: return m_Dropdowns.IndexOf(dropdown); default: throw new ArgumentOutOfRangeException(); } } void RemoveGraphInputNoValidate(ShaderInput shaderInput) { if (shaderInput is AbstractShaderProperty property && m_Properties.Remove(property) || shaderInput is ShaderKeyword keyword && m_Keywords.Remove(keyword) || shaderInput is ShaderDropdown dropdown && m_Dropdowns.Remove(dropdown)) { m_RemovedInputs.Add(shaderInput); m_AddedInputs.Remove(shaderInput); m_MovedInputs.Remove(shaderInput); } } static List s_TempEdges = new List(); public void ReplacePropertyNodeWithConcreteNode(PropertyNode propertyNode) { ReplacePropertyNodeWithConcreteNodeNoValidate(propertyNode); ValidateGraph(); } void ReplacePropertyNodeWithConcreteNodeNoValidate(PropertyNode propertyNode, bool deleteNodeIfNoConcreteFormExists = true) { var property = properties.FirstOrDefault(x => x == propertyNode.property) ?? propertyNode.property; if (property == null) return; var node = property.ToConcreteNode() as AbstractMaterialNode; if (node == null) // Some nodes have no concrete form { if (deleteNodeIfNoConcreteFormExists) RemoveNodeNoValidate(propertyNode); return; } var slot = propertyNode.FindOutputSlot(PropertyNode.OutputSlotId); var newSlot = node.GetOutputSlots().FirstOrDefault(s => s.valueType == slot.valueType); if (newSlot == null) return; node.drawState = propertyNode.drawState; node.group = propertyNode.group; AddNodeNoValidate(node); foreach (var edge in this.GetEdges(slot.slotReference)) ConnectNoValidate(newSlot.slotReference, edge.inputSlot); RemoveNodeNoValidate(propertyNode); } public void AddCategory(CategoryData categoryDataReference) { m_CategoryData.Add(categoryDataReference); m_AddedCategories.Add(categoryDataReference); } public string FindCategoryForInput(ShaderInput input) { foreach (var categoryData in categories) { if (categoryData.IsItemInCategory(input)) { return categoryData.categoryGuid; } } AssertHelpers.Fail("Attempted to find category for an input that doesn't exist in the graph."); return String.Empty; } public void ChangeCategoryName(string categoryGUID, string newName) { foreach (var categoryData in categories) { if (categoryData.categoryGuid == categoryGUID) { var sanitizedCategoryName = GraphUtil.SanitizeCategoryName(newName); categoryData.name = sanitizedCategoryName; return; } } AssertHelpers.Fail("Attempted to change name of a category that does not exist in the graph."); } public void InsertItemIntoCategory(string categoryGUID, ShaderInput itemToAdd, int insertionIndex = -1) { foreach (var categoryData in categories) { if (categoryData.categoryGuid == categoryGUID) { categoryData.InsertItemIntoCategory(itemToAdd, insertionIndex); } // Also make sure to remove this items guid from an existing category if it exists within one else if (categoryData.IsItemInCategory(itemToAdd)) { categoryData.RemoveItemFromCategory(itemToAdd); } } } public void RemoveItemFromCategory(string categoryGUID, ShaderInput itemToRemove) { foreach (var categoryData in categories) { if (categoryData.categoryGuid == categoryGUID) { categoryData.RemoveItemFromCategory(itemToRemove); return; } } AssertHelpers.Fail("Attempted to remove item from a category that does not exist in the graph."); } public void RemoveCategory(string categoryGUID) { var existingCategory = categories.FirstOrDefault(category => category.categoryGuid == categoryGUID); if (existingCategory != null) { m_CategoryData.Remove(existingCategory); m_RemovedCategories.Add(existingCategory); // Whenever a category is removed, also remove any inputs within that category foreach (var shaderInput in existingCategory.Children) RemoveGraphInput(shaderInput); } else AssertHelpers.Fail("Attempted to remove a category that does not exist in the graph."); } // This differs from the rest of the category handling functions due to how categories can be copied between graphs // Since we have no guarantee of us owning the categories, we need a direct reference to the category to copy public CategoryData CopyCategory(CategoryData categoryToCopy) { var copiedCategory = new CategoryData(categoryToCopy); AddCategory(copiedCategory); // Whenever a category is copied, also copy over all the inputs within that category foreach (var childInputToCopy in categoryToCopy.Children) { var newShaderInput = AddCopyOfShaderInput(childInputToCopy); copiedCategory.InsertItemIntoCategory(newShaderInput); } return copiedCategory; } public void OnKeywordChanged() { OnKeywordChangedNoValidate(); ValidateGraph(); } public void OnKeywordChangedNoValidate() { DirtyAll(ModificationScope.Topological); } public void OnDropdownChanged() { OnDropdownChangedNoValidate(); ValidateGraph(); } public void OnDropdownChangedNoValidate() { DirtyAll(ModificationScope.Topological); } public void CleanupGraph() { //First validate edges, remove any //orphans. This can happen if a user //manually modifies serialized data //of if they delete a node in the inspector //debug view. foreach (var edge in edges.ToArray()) { var outputNode = edge.outputSlot.node; var inputNode = edge.inputSlot.node; MaterialSlot outputSlot = null; MaterialSlot inputSlot = null; if (ContainsNode(outputNode) && ContainsNode(inputNode)) { outputSlot = outputNode.FindOutputSlot(edge.outputSlot.slotId); inputSlot = inputNode.FindInputSlot(edge.inputSlot.slotId); } if (outputNode == null || inputNode == null || outputSlot == null || inputSlot == null) { //orphaned edge RemoveEdgeNoValidate(edge, false); } } } private void DirtyAll(ModificationScope modificationScope) where T : AbstractMaterialNode { graphIsConcretizing = true; try { var allNodes = GetNodes(); foreach (var node in allNodes) { node.Dirty(modificationScope); node.ValidateNode(); } } catch (System.Exception e) { graphIsConcretizing = false; throw e; } graphIsConcretizing = false; } public void ValidateGraph() { messageManager?.ClearAllFromProvider(this); CleanupGraph(); GraphSetup.SetupGraph(this); GraphConcretization.ConcretizeGraph(this); GraphValidation.ValidateGraph(this); for (int i = 0; i < m_AddedEdges.Count; ++i) { var edge = m_AddedEdges[i]; if (!ContainsNode(edge.outputSlot.node) || !ContainsNode(edge.inputSlot.node)) { Debug.LogWarningFormat("Added edge is invalid: {0} -> {1}\n{2}", edge.outputSlot.node.objectId, edge.inputSlot.node.objectId, Environment.StackTrace); m_AddedEdges.Remove(edge); } } for (int i = 0; i < m_ParentGroupChanges.Count; ++i) { var groupChange = m_ParentGroupChanges[i]; switch (groupChange.groupItem) { case AbstractMaterialNode node when !ContainsNode(node): case StickyNoteData stickyNote when !m_StickyNoteDatas.Contains(stickyNote): m_ParentGroupChanges.Remove(groupChange); break; } } var existingDefaultCategory = categories.FirstOrDefault(); if (existingDefaultCategory?.childCount == 0 && categories.Count() == 1 && (properties.Count() != 0 || keywords.Count() != 0 || dropdowns.Count() != 0)) { // Have a graph with category data in invalid state // there is only one category, the default category, and all shader inputs should belong to it // Clear category data as it will get reconstructed in the BlackboardController constructor m_CategoryData.Clear(); } ValidateCustomBlockLimit(); ValidateContextBlocks(); } public void AddValidationError(string id, string errorMessage, ShaderCompilerMessageSeverity severity = ShaderCompilerMessageSeverity.Error) { messageManager?.AddOrAppendError(this, id, new ShaderMessage("Validation: " + errorMessage, severity)); } public void AddSetupError(string id, string errorMessage, ShaderCompilerMessageSeverity severity = ShaderCompilerMessageSeverity.Error) { messageManager?.AddOrAppendError(this, id, new ShaderMessage("Setup: " + errorMessage, severity)); } public void AddConcretizationError(string id, string errorMessage, ShaderCompilerMessageSeverity severity = ShaderCompilerMessageSeverity.Error) { messageManager?.AddOrAppendError(this, id, new ShaderMessage("Concretization: " + errorMessage, severity)); } public void ClearErrorsForNode(AbstractMaterialNode node) { messageManager?.ClearNodesFromProvider(this, node.ToEnumerable()); } internal bool replaceInProgress = false; public void ReplaceWith(GraphData other) { if (other == null) throw new ArgumentException("Can only replace with another AbstractMaterialGraph", "other"); replaceInProgress = true; m_GraphPrecision = other.m_GraphPrecision; m_PreviewMode = other.m_PreviewMode; m_OutputNode = other.m_OutputNode; if ((this.vertexContext.position != other.vertexContext.position) || (this.fragmentContext.position != other.fragmentContext.position)) { this.vertexContext.position = other.vertexContext.position; this.fragmentContext.position = other.fragmentContext.position; m_MovedContexts = true; } using (var inputsToRemove = PooledList.Get()) { foreach (var property in m_Properties.SelectValue()) inputsToRemove.Add(property); foreach (var keyword in m_Keywords.SelectValue()) inputsToRemove.Add(keyword); foreach (var dropdown in m_Dropdowns.SelectValue()) inputsToRemove.Add(dropdown); foreach (var input in inputsToRemove) RemoveGraphInputNoValidate(input); } foreach (var otherProperty in other.properties) { AddGraphInputNoSanitization(otherProperty); } foreach (var otherKeyword in other.keywords) { AddGraphInputNoSanitization(otherKeyword); } foreach (var otherDropdown in other.dropdowns) { AddGraphInputNoSanitization(otherDropdown); } other.ValidateGraph(); ValidateGraph(); // Current tactic is to remove all nodes and edges and then re-add them, such that depending systems // will re-initialize with new references. using (ListPool.Get(out var removedGroupDatas)) { removedGroupDatas.AddRange(m_GroupDatas.SelectValue()); foreach (var groupData in removedGroupDatas) { RemoveGroupNoValidate(groupData); } } using (ListPool.Get(out var removedNoteDatas)) { removedNoteDatas.AddRange(m_StickyNoteDatas.SelectValue()); foreach (var groupData in removedNoteDatas) { RemoveNoteNoValidate(groupData); } } using (var pooledList = ListPool.Get(out var removedNodeEdges)) { removedNodeEdges.AddRange(m_Edges); foreach (var edge in removedNodeEdges) RemoveEdgeNoValidate(edge); } using (var nodesToRemove = PooledList.Get()) { nodesToRemove.AddRange(m_Nodes.SelectValue()); foreach (var node in nodesToRemove) RemoveNodeNoValidate(node); } // Clear category data too before re-adding m_CategoryData.Clear(); ValidateGraph(); foreach (GroupData groupData in other.groups) AddGroup(groupData); // If categories are ever removed completely, make sure there is always one default category that exists if (!other.categories.Any()) { AddCategory(CategoryData.DefaultCategory()); } else { foreach (CategoryData categoryData in other.categories) { AddCategory(categoryData); } } foreach (var stickyNote in other.stickyNotes) { AddStickyNote(stickyNote); } foreach (var node in other.GetNodes()) { if (node is BlockNode blockNode) { var contextData = blockNode.descriptor.shaderStage == ShaderStage.Vertex ? vertexContext : fragmentContext; AddBlockNoValidate(blockNode, contextData, blockNode.index); } else { AddNodeNoValidate(node); } } foreach (var edge in other.edges) { ConnectNoValidate(edge.outputSlot, edge.inputSlot, true); } outputNode = other.outputNode; // clear our local active targets and copy state from the other GraphData // NOTE: we DO NOT clear or rebuild m_AllPotentialTargets, in order to // retain the data from any inactive targets. // this allows the user can add them back and keep the old settings m_ActiveTargets.Clear(); foreach (var target in other.activeTargets) { // Ensure target inits correctly var context = new TargetSetupContext(); target.Setup(ref context); SetTargetActive(target, true); } SortActiveTargets(); // Active blocks var activeBlocks = GetActiveBlocksForAllActiveTargets(); UpdateActiveBlocks(activeBlocks); replaceInProgress = false; ValidateGraph(); } internal void PasteGraph(CopyPasteGraph graphToPaste, List remappedNodes, List remappedEdges) { var groupMap = new Dictionary(); foreach (var group in graphToPaste.groups) { var position = group.position; position.x += 30; position.y += 30; GroupData newGroup = new GroupData(group.title, position); groupMap[group] = newGroup; AddGroup(newGroup); m_PastedGroups.Add(newGroup); } foreach (var stickyNote in graphToPaste.stickyNotes) { var position = stickyNote.position; position.x += 30; position.y += 30; StickyNoteData pastedStickyNote = new StickyNoteData(stickyNote.title, stickyNote.content, position); pastedStickyNote.textSize = stickyNote.textSize; pastedStickyNote.theme = stickyNote.theme; if (stickyNote.group != null && groupMap.ContainsKey(stickyNote.group)) { pastedStickyNote.group = groupMap[stickyNote.group]; } AddStickyNote(pastedStickyNote); m_PastedStickyNotes.Add(pastedStickyNote); } var edges = graphToPaste.edges.ToList(); var nodeList = graphToPaste.GetNodes(); foreach (var node in nodeList) { // cannot paste block nodes, or unknown node types if ((node is BlockNode) || (node is MultiJsonInternal.UnknownNodeType)) continue; if (!IsInputAllowedInGraph(node)) continue; AbstractMaterialNode pastedNode = node; // Check if the property nodes need to be made into a concrete node. if (node is PropertyNode propertyNode) { // If the property is not in the current graph, do check if the // property can be made into a concrete node. var property = m_Properties.SelectValue().FirstOrDefault(x => x.objectId == propertyNode.property.objectId || (x.propertyType == propertyNode.property.propertyType && x.referenceName == propertyNode.property.referenceName)); if (property != null) { propertyNode.property = property; } else { pastedNode = propertyNode.property.ToConcreteNode(); // some property nodes cannot be concretized.. fail to paste them if (pastedNode == null) continue; pastedNode.drawState = node.drawState; for (var i = 0; i < edges.Count; i++) { var edge = edges[i]; if (edge.outputSlot.node == node) { edges[i] = new Edge(new SlotReference(pastedNode, edge.outputSlot.slotId), edge.inputSlot); } else if (edge.inputSlot.node == node) { edges[i] = new Edge(edge.outputSlot, new SlotReference(pastedNode, edge.inputSlot.slotId)); } } } } // If the node has a group guid and no group has been copied, reset the group guid. // Check if the node is inside a group if (node.group != null) { if (groupMap.ContainsKey(node.group)) { var absNode = pastedNode; absNode.group = groupMap[node.group]; pastedNode = absNode; } else { pastedNode.group = null; } } remappedNodes.Add(pastedNode); AddNode(pastedNode); // add the node to the pasted node list m_PastedNodes.Add(pastedNode); // Check if the keyword nodes need to have their keywords copied. if (node is KeywordNode keywordNode) { var keyword = m_Keywords.SelectValue().FirstOrDefault(x => x.objectId == keywordNode.keyword.objectId || (x.keywordType == keywordNode.keyword.keywordType && x.referenceName == keywordNode.keyword.referenceName)); if (keyword != null) { keywordNode.keyword = keyword; } else { owner.graphDataStore.Dispatch(new AddShaderInputAction() { shaderInputReference = keywordNode.keyword }); } // Always update Keyword nodes to handle any collisions resolved on the Keyword keywordNode.UpdateNode(); } // Check if the dropdown nodes need to have their dropdowns copied. if (node is DropdownNode dropdownNode) { var dropdown = m_Dropdowns.SelectValue().FirstOrDefault(x => x.objectId == dropdownNode.dropdown.objectId || x.referenceName == dropdownNode.dropdown.referenceName); if (dropdown != null) { dropdownNode.dropdown = dropdown; } else { owner.graphDataStore.Dispatch(new AddShaderInputAction() { shaderInputReference = dropdownNode.dropdown }); } // Always update Dropdown nodes to handle any collisions resolved on the Keyword dropdownNode.UpdateNode(); } } foreach (var edge in edges) { var newEdge = (Edge)Connect(edge.outputSlot, edge.inputSlot); if (newEdge != null) { remappedEdges.Add(newEdge); } } ValidateGraph(); } public override void OnBeforeSerialize() { m_Edges.Sort(); ChangeVersion(latestVersion); } static T DeserializeLegacy(string typeString, string json, Guid? overrideObjectId = null) where T : JsonObject { var jsonObj = MultiJsonInternal.CreateInstanceForDeserialization(typeString); var value = jsonObj as T; if (value == null) { Debug.Log($"Cannot create instance for {typeString}"); return null; } // by default, MultiJsonInternal.CreateInstance will create a new objectID randomly.. // we need some created objects to have deterministic objectIDs, because they affect the generated shader. // if the generated shader is not deterministic, it can create ripple effects (i.e. causing Materials to be modified randomly as properties are renamed) // so we provide this path to allow the calling code to override the objectID with something deterministic if (overrideObjectId.HasValue) value.OverrideObjectId(overrideObjectId.Value.ToString("N")); MultiJsonInternal.Enqueue(value, json); return value as T; } static AbstractMaterialNode DeserializeLegacyNode(string typeString, string json, Guid? overrideObjectId = null) { var jsonObj = MultiJsonInternal.CreateInstanceForDeserialization(typeString); var value = jsonObj as AbstractMaterialNode; if (value == null) { //Special case - want to support nodes of unknwon type for cross pipeline compatability value = new LegacyUnknownTypeNode(typeString, json); if (overrideObjectId.HasValue) value.OverrideObjectId(overrideObjectId.Value.ToString("N")); MultiJsonInternal.Enqueue(value, json); return value as AbstractMaterialNode; } else { if (overrideObjectId.HasValue) value.OverrideObjectId(overrideObjectId.Value.ToString("N")); MultiJsonInternal.Enqueue(value, json); return value as AbstractMaterialNode; } } public override void OnAfterDeserialize(string json) { if (sgVersion == 0) { var graphData0 = JsonUtility.FromJson(json); //If a graph was previously updated to V2, since we had to rename m_Version to m_SGVersion to avoid collision with an upgrade system from //HDRP, we have to handle the case that our version might not be correct - if (graphData0.m_Version > 0) { sgVersion = graphData0.m_Version; } else { // graphData.m_Version == 0 (matches current sgVersion) Guid assetGuid; if (!Guid.TryParse(this.assetGuid, out assetGuid)) assetGuid = JsonObject.GenerateNamespaceUUID(Guid.Empty, json); var nodeGuidMap = new Dictionary(); var propertyGuidMap = new Dictionary(); var keywordGuidMap = new Dictionary(); var groupGuidMap = new Dictionary(); var slotsField = typeof(AbstractMaterialNode).GetField("m_Slots", BindingFlags.Instance | BindingFlags.NonPublic); var propertyField = typeof(PropertyNode).GetField("m_Property", BindingFlags.Instance | BindingFlags.NonPublic); var keywordField = typeof(KeywordNode).GetField("m_Keyword", BindingFlags.Instance | BindingFlags.NonPublic); var dropdownField = typeof(DropdownNode).GetField("m_Dropdown", BindingFlags.Instance | BindingFlags.NonPublic); var defaultReferenceNameField = typeof(ShaderInput).GetField("m_DefaultReferenceName", BindingFlags.Instance | BindingFlags.NonPublic); m_GroupDatas.Clear(); m_StickyNoteDatas.Clear(); foreach (var group0 in graphData0.m_Groups) { var group = new GroupData(group0.m_Title, group0.m_Position); m_GroupDatas.Add(group); if (!groupGuidMap.ContainsKey(group0.m_GuidSerialized)) { groupGuidMap.Add(group0.m_GuidSerialized, group); } else if (!groupGuidMap[group0.m_GuidSerialized].Equals(group.objectId)) { Debug.LogError("Group id mismatch"); } } foreach (var serializedProperty in graphData0.m_SerializedProperties) { var propObjectId = JsonObject.GenerateNamespaceUUID(assetGuid, serializedProperty.JSONnodeData); var property = DeserializeLegacy(serializedProperty.typeInfo.fullName, serializedProperty.JSONnodeData, propObjectId); if (property == null) continue; m_Properties.Add(property); var input0 = JsonUtility.FromJson(serializedProperty.JSONnodeData); propertyGuidMap[input0.m_Guid.m_GuidSerialized] = property; // Fix up missing reference names // Properties on Sub Graphs in V0 never have reference names serialized // To maintain Sub Graph node property mapping we force guid based reference names on upgrade if (string.IsNullOrEmpty((string)defaultReferenceNameField.GetValue(property))) { // ColorShaderProperty is the only Property case where `GetDefaultReferenceName` was overriden if (MultiJson.ParseType(serializedProperty.typeInfo.fullName) == typeof(ColorShaderProperty)) { defaultReferenceNameField.SetValue(property, $"Color_{GuidEncoder.Encode(Guid.Parse(input0.m_Guid.m_GuidSerialized))}"); } else { defaultReferenceNameField.SetValue(property, $"{property.concreteShaderValueType}_{GuidEncoder.Encode(Guid.Parse(input0.m_Guid.m_GuidSerialized))}"); } } } foreach (var serializedKeyword in graphData0.m_SerializedKeywords) { var keyword = DeserializeLegacy(serializedKeyword.typeInfo.fullName, serializedKeyword.JSONnodeData); if (keyword == null) { continue; } m_Keywords.Add(keyword); var input0 = JsonUtility.FromJson(serializedKeyword.JSONnodeData); keywordGuidMap[input0.m_Guid.m_GuidSerialized] = keyword; } foreach (var serializedNode in graphData0.m_SerializableNodes) { var node0 = JsonUtility.FromJson(serializedNode.JSONnodeData); var nodeObjectId = JsonObject.GenerateNamespaceUUID(node0.m_GuidSerialized, "node"); var node = DeserializeLegacyNode(serializedNode.typeInfo.fullName, serializedNode.JSONnodeData, nodeObjectId); if (node == null) { continue; } nodeGuidMap.Add(node0.m_GuidSerialized, node); m_Nodes.Add(node); if (!string.IsNullOrEmpty(node0.m_PropertyGuidSerialized) && propertyGuidMap.TryGetValue(node0.m_PropertyGuidSerialized, out var property)) { propertyField.SetValue(node, (JsonRef)property); } if (!string.IsNullOrEmpty(node0.m_KeywordGuidSerialized) && keywordGuidMap.TryGetValue(node0.m_KeywordGuidSerialized, out var keyword)) { keywordField.SetValue(node, (JsonRef)keyword); } var slots = (List>)slotsField.GetValue(node); slots.Clear(); foreach (var serializedSlot in node0.m_SerializableSlots) { var slotObjectId = JsonObject.GenerateNamespaceUUID(node0.m_GuidSerialized, serializedSlot.JSONnodeData); var slot = DeserializeLegacy(serializedSlot.typeInfo.fullName, serializedSlot.JSONnodeData, slotObjectId); if (slot == null) { continue; } slots.Add(slot); } if (!String.IsNullOrEmpty(node0.m_GroupGuidSerialized)) { if (groupGuidMap.TryGetValue(node0.m_GroupGuidSerialized, out GroupData foundGroup)) { node.group = foundGroup; } } } foreach (var stickyNote0 in graphData0.m_StickyNotes) { var stickyNote = new StickyNoteData(stickyNote0.m_Title, stickyNote0.m_Content, stickyNote0.m_Position); if (!String.IsNullOrEmpty(stickyNote0.m_GroupGuidSerialized)) { if (groupGuidMap.TryGetValue(stickyNote0.m_GroupGuidSerialized, out GroupData foundGroup)) { stickyNote.group = foundGroup; } } stickyNote.theme = stickyNote0.m_Theme; stickyNote.textSize = stickyNote0.m_TextSize; m_StickyNoteDatas.Add(stickyNote); } var subgraphOuput = GetNodes(); isSubGraph = subgraphOuput.Any(); if (isSubGraph) { m_OutputNode = subgraphOuput.FirstOrDefault(); } else if (!string.IsNullOrEmpty(graphData0.m_ActiveOutputNodeGuidSerialized)) { m_OutputNode = nodeGuidMap[graphData0.m_ActiveOutputNodeGuidSerialized]; } else { m_OutputNode = (AbstractMaterialNode)GetNodes().FirstOrDefault(); } foreach (var serializedElement in graphData0.m_SerializableEdges) { var edge0 = JsonUtility.FromJson(serializedElement.JSONnodeData); m_Edges.Add(new Edge( new SlotReference( nodeGuidMap[edge0.m_OutputSlot.m_NodeGUIDSerialized], edge0.m_OutputSlot.m_SlotId), new SlotReference( nodeGuidMap[edge0.m_InputSlot.m_NodeGUIDSerialized], edge0.m_InputSlot.m_SlotId))); } } } } [Serializable] class OldGraphDataReadConcretePrecision { // old value just for upgrade [SerializeField] public ConcretePrecision m_ConcretePrecision = ConcretePrecision.Single; }; public override void OnAfterMultiDeserialize(string json) { // Deferred upgrades if (sgVersion != latestVersion) { if (sgVersion < 2) { var addedBlocks = ListPool.Get(); void UpgradeFromBlockMap(Dictionary blockMap) { // Map master node ports to blocks if (blockMap != null) { foreach (var blockMapping in blockMap) { // Create a new BlockNode for each unique map entry var descriptor = blockMapping.Key; if (addedBlocks.Contains(descriptor)) continue; addedBlocks.Add(descriptor); var contextData = descriptor.shaderStage == ShaderStage.Fragment ? m_FragmentContext : m_VertexContext; var block = (BlockNode)Activator.CreateInstance(typeof(BlockNode)); block.Init(descriptor); AddBlockNoValidate(block, contextData, contextData.blocks.Count); // To avoid having to go around the following deserialization code // We simply run OnBeforeSerialization here to ensure m_SerializedDescriptor is set block.OnBeforeSerialize(); // Now remap the incoming edges to blocks var slotId = blockMapping.Value; var oldSlot = m_OutputNode.value.FindSlot(slotId); var newSlot = block.FindSlot(0); if (oldSlot == null) continue; var oldInputSlotRef = m_OutputNode.value.GetSlotReference(slotId); var newInputSlotRef = block.GetSlotReference(0); // Always copy the value over for convenience newSlot.CopyValuesFrom(oldSlot); for (int i = 0; i < m_Edges.Count; i++) { // Find all edges connected to the master node using slot ID from the block map // Remove them and replace them with new edges connected to the block nodes var edge = m_Edges[i]; if (edge.inputSlot.Equals(oldInputSlotRef)) { var outputSlot = edge.outputSlot; m_Edges.Remove(edge); m_Edges.Add(new Edge(outputSlot, newInputSlotRef)); } } // manually handle a bug where fragment normal slots could get out of sync of the master node's set fragment normal space if (descriptor == BlockFields.SurfaceDescription.NormalOS) { NormalMaterialSlot norm = newSlot as NormalMaterialSlot; if (norm.space != CoordinateSpace.Object) { norm.space = CoordinateSpace.Object; } } else if (descriptor == BlockFields.SurfaceDescription.NormalTS) { NormalMaterialSlot norm = newSlot as NormalMaterialSlot; if (norm.space != CoordinateSpace.Tangent) { norm.space = CoordinateSpace.Tangent; } } else if (descriptor == BlockFields.SurfaceDescription.NormalWS) { NormalMaterialSlot norm = newSlot as NormalMaterialSlot; if (norm.space != CoordinateSpace.World) { norm.space = CoordinateSpace.World; } } } // We need to call AddBlockNoValidate but this adds to m_AddedNodes resulting in duplicates // Therefore we need to clear this list before the view is created m_AddedNodes.Clear(); } } var masterNode = m_OutputNode.value as IMasterNode1; // This is required for edge lookup during Target upgrade if (m_OutputNode.value != null) { m_OutputNode.value.owner = this; } foreach (var edge in m_Edges) { AddEdgeToNodeEdges(edge); } // Ensure correct initialization of Contexts AddContexts(); // Position Contexts to the match master node var oldPosition = Vector2.zero; if (m_OutputNode.value != null) { oldPosition = m_OutputNode.value.drawState.position.position; } m_VertexContext.position = oldPosition; m_FragmentContext.position = new Vector2(oldPosition.x, oldPosition.y + 200); // Try to upgrade all potential targets from master node if (masterNode != null) { foreach (var potentialTarget in m_AllPotentialTargets) { if (potentialTarget.IsUnknown()) continue; var target = potentialTarget.GetTarget(); if (!(target is ILegacyTarget legacyTarget)) continue; if (!legacyTarget.TryUpgradeFromMasterNode(masterNode, out var newBlockMap)) continue; // upgrade succeeded! Activate it SetTargetActive(target, true); UpgradeFromBlockMap(newBlockMap); } SortActiveTargets(); } // Clean up after upgrade if (!isSubGraph) { m_OutputNode = null; } var masterNodes = GetNodes().ToArray(); for (int i = 0; i < masterNodes.Length; i++) { var node = masterNodes.ElementAt(i) as AbstractMaterialNode; m_Nodes.Remove(node); } m_NodeEdges.Clear(); } if (sgVersion < 3) { var oldGraph = JsonUtility.FromJson(json); // upgrade concrete precision to the new graph precision switch (oldGraph.m_ConcretePrecision) { case ConcretePrecision.Half: m_GraphPrecision = GraphPrecision.Half; break; case ConcretePrecision.Single: m_GraphPrecision = GraphPrecision.Single; break; } } ChangeVersion(latestVersion); } PooledList<(LegacyUnknownTypeNode, AbstractMaterialNode)> updatedNodes = PooledList<(LegacyUnknownTypeNode, AbstractMaterialNode)>.Get(); foreach (var node in m_Nodes.SelectValue()) { if (node is LegacyUnknownTypeNode lNode && lNode.foundType != null) { AbstractMaterialNode legacyNode = (AbstractMaterialNode)Activator.CreateInstance(lNode.foundType); JsonUtility.FromJsonOverwrite(lNode.serializedData, legacyNode); legacyNode.group = lNode.group; updatedNodes.Add((lNode, legacyNode)); } } foreach (var nodePair in updatedNodes) { m_Nodes.Add(nodePair.Item2); ReplaceNodeWithNode(nodePair.Item1, nodePair.Item2); } updatedNodes.Dispose(); m_NodeDictionary = new Dictionary(m_Nodes.Count); foreach (var group in m_GroupDatas.SelectValue()) { m_GroupItems.Add(group, new List()); } foreach (var node in m_Nodes.SelectValue()) { node.owner = this; node.UpdateNodeAfterDeserialization(); node.SetupSlots(); m_NodeDictionary.Add(node.objectId, node); if (m_GroupItems.TryGetValue(node.group, out var groupItems)) { groupItems.Add(node); } else { node.group = null; } } foreach (var stickyNote in m_StickyNoteDatas.SelectValue()) { if (m_GroupItems.TryGetValue(stickyNote.group, out var groupItems)) { groupItems.Add(stickyNote); } else { stickyNote.group = null; } } foreach (var edge in m_Edges) AddEdgeToNodeEdges(edge); // -------------------------------------------------- // Deserialize Contexts & Blocks void DeserializeContextData(ContextData contextData, ShaderStage stage) { // Because Vertex/Fragment Contexts are serialized explicitly // we do not need to serialize the Stage value on the ContextData contextData.shaderStage = stage; var blocks = contextData.blocks.SelectValue().ToList(); var blockCount = blocks.Count; for (int i = 0; i < blockCount; i++) { // Update NonSerialized data on the BlockNode var block = blocks[i]; // custom interpolators fully regenerate their own descriptor on deserialization if (!block.isCustomBlock) { block.descriptor = m_BlockFieldDescriptors.FirstOrDefault(x => $"{x.tag}.{x.name}" == block.serializedDescriptor); } if (block.descriptor == null) { //Hit a descriptor that was not recognized from the assembly (likely from a different SRP) //create a new entry for it and continue on if (string.IsNullOrEmpty(block.serializedDescriptor)) { throw new Exception($"Block {block} had no serialized descriptor"); } var tmp = block.serializedDescriptor.Split('.'); if (tmp.Length != 2) { throw new Exception($"Block {block}'s serialized descriptor {block.serializedDescriptor} did not match expected format {{x.tag}}.{{x.name}}"); } //right thing to do? block.descriptor = new BlockFieldDescriptor(tmp[0], tmp[1], null, null, stage, true, true); m_BlockFieldDescriptors.Add(block.descriptor); } block.contextData = contextData; } } // First deserialize the ContextDatas DeserializeContextData(m_VertexContext, ShaderStage.Vertex); DeserializeContextData(m_FragmentContext, ShaderStage.Fragment); // there should be no unknown potential targets at this point Assert.IsFalse(m_AllPotentialTargets.Any(pt => pt.IsUnknown())); foreach (var target in m_ActiveTargets.SelectValue()) { var targetType = target.GetType(); if (targetType == typeof(MultiJsonInternal.UnknownTargetType)) { // register any active UnknownTargetType as a potential target m_AllPotentialTargets.Add(new PotentialTarget(target)); } else { // active known targets should replace the stored Target in AllPotentialTargets int targetIndex = m_AllPotentialTargets.FindIndex(pt => pt.knownType == targetType); m_AllPotentialTargets[targetIndex].ReplaceStoredTarget(target); } } SortActiveTargets(); } private void ReplaceNodeWithNode(LegacyUnknownTypeNode nodeToReplace, AbstractMaterialNode nodeReplacement) { var oldSlots = new List(); nodeToReplace.GetSlots(oldSlots); var newSlots = new List(); nodeReplacement.GetSlots(newSlots); for (int i = 0; i < oldSlots.Count; i++) { newSlots[i].CopyValuesFrom(oldSlots[i]); var oldSlotRef = nodeToReplace.GetSlotReference(oldSlots[i].id); var newSlotRef = nodeReplacement.GetSlotReference(newSlots[i].id); for (int x = 0; x < m_Edges.Count; x++) { var edge = m_Edges[x]; if (edge.inputSlot.Equals(oldSlotRef)) { var outputSlot = edge.outputSlot; m_Edges.Remove(edge); m_Edges.Add(new Edge(outputSlot, newSlotRef)); } else if (edge.outputSlot.Equals(oldSlotRef)) { var inputSlot = edge.inputSlot; m_Edges.Remove(edge); m_Edges.Add(new Edge(newSlotRef, inputSlot)); } } } } public void OnEnable() { foreach (var node in GetNodes().OfType()) { node.OnEnable(); } ShaderGraphPreferences.onVariantLimitChanged += OnKeywordChanged; } public void OnDisable() { ShaderGraphPreferences.onVariantLimitChanged -= OnKeywordChanged; foreach (var node in GetNodes()) node.Dispose(); } internal void ValidateCustomBlockLimit() { if (m_ActiveTargets.Count() == 0) return; int nonCustomUsage = 0; foreach (var bnode in vertexContext.blocks.Where(jb => !jb.value.isCustomBlock).Select(b => b.value)) { if (bnode == null || bnode.descriptor == null) continue; if (bnode.descriptor.HasPreprocessor() || bnode.descriptor.HasSemantic() || bnode.descriptor.vectorCount == 0) // not packable. nonCustomUsage += 4; else nonCustomUsage += bnode.descriptor.vectorCount; } int maxTargetUsage = m_ActiveTargets.Select(jt => jt.value.padCustomInterpolatorLimit).Max() * 4; int padding = nonCustomUsage + maxTargetUsage; int errRange = ShaderGraphProjectSettings.instance.customInterpolatorErrorThreshold; int warnRange = ShaderGraphProjectSettings.instance.customInterpolatorWarningThreshold; int errorLevel = errRange * 4 - padding; int warnLevel = warnRange * 4 - padding; int total = 0; // warn based on the interpolator's location in the block list. foreach (var cib in vertexContext.blocks.Where(jb => jb.value.isCustomBlock).Select(b => b.value)) { ClearErrorsForNode(cib); total += (int)cib.customWidth; if (total > errorLevel) { AddValidationError(cib.objectId, $"{cib.customName} exceeds the interpolation channel error threshold: {errRange}. See ShaderGraph project settings."); } else if (total > warnLevel) { AddValidationError(cib.objectId, $"{cib.customName} exceeds the interpolation channel warning threshold: {warnRange}. See ShaderGraph project settings.", ShaderCompilerMessageSeverity.Warning); } } } void ValidateContextBlocks() { void ValidateContext(ContextData contextData, ShaderStage expectedShaderStage) { if (contextData == null) return; foreach (var block in contextData.blocks) { var slots = block.value.GetInputSlots(); foreach (var slot in slots) FindAndReportSlotErrors(slot, expectedShaderStage); } }; ValidateContext(vertexContext, ShaderStage.Vertex); ValidateContext(fragmentContext, ShaderStage.Fragment); } void FindAndReportSlotErrors(MaterialSlot initialSlot, ShaderStage expectedShaderStage) { var expectedCapability = expectedShaderStage.GetShaderStageCapability(); var errorSourceSlots = new HashSet(); var visitedNodes = new HashSet(); var graph = initialSlot.owner.owner; var slotStack = new Stack(); slotStack.Clear(); slotStack.Push(initialSlot); // Trace back and find any edges that introduce an error while (slotStack.Any()) { var slot = slotStack.Pop(); // If the slot is an input, jump across the connected edge to the output it's connected to if (slot.isInputSlot) { foreach (var edge in graph.GetEdges(slot.slotReference)) { var node = edge.outputSlot.node; var outputSlot = node.FindOutputSlot(edge.outputSlot.slotId); // If the output slot this is connected to is invalid then this is a source of an error. // Mark the slot and stop iterating, otherwise continue the recursion if (!outputSlot.stageCapability.HasFlag(expectedCapability)) errorSourceSlots.Add(outputSlot); else slotStack.Push(outputSlot); } } else { // No need to double visit nodes if (visitedNodes.Contains(slot.owner)) continue; visitedNodes.Add(slot.owner); var ownerSlots = slot.owner.GetInputSlots(slot); foreach (var ownerSlot in ownerSlots) slotStack.Push(ownerSlot); } } bool IsEntireNodeStageLocked(AbstractMaterialNode node, ShaderStageCapability expectedNodeCapability) { var slots = node.GetOutputSlots(); foreach (var slot in slots) { if (expectedNodeCapability != slot.stageCapability) return false; } return true; }; foreach (var errorSourceSlot in errorSourceSlots) { var errorNode = errorSourceSlot.owner; // Determine if only one slot or the entire node is at fault. Currently only slots are // denoted with stage capabilities so deduce this by checking all outputs string errorSource; if (IsEntireNodeStageLocked(errorNode, errorSourceSlot.stageCapability)) errorSource = $"Node {errorNode.name}"; else errorSource = $"Slot {errorSourceSlot.RawDisplayName()}"; // Determine what action they can take. If the stage capability is None then this can't be connected to anything. string actionToTake; if (errorSourceSlot.stageCapability != ShaderStageCapability.None) { var validStageName = errorSourceSlot.stageCapability.ToString().ToLower(); actionToTake = $"reconnect to a {validStageName} block or delete invalid connection"; } else actionToTake = "delete invalid connection"; var invalidStageName = expectedShaderStage.ToString().ToLower(); string message = $"{errorSource} is not compatible with {invalidStageName} block {initialSlot.RawDisplayName()}, {actionToTake}."; AddValidationError(errorNode.objectId, message, ShaderCompilerMessageSeverity.Error); } } } [Serializable] class InspectorPreviewData { public SerializableMesh serializedMesh = new SerializableMesh(); public bool preventRotation; [NonSerialized] public Quaternion rotation = Quaternion.identity; [NonSerialized] public float scale = 1f; } }