forked from BilalY/Rasagar
319 lines
12 KiB
C#
319 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph.Internal
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{
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[Serializable]
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public abstract class AbstractShaderProperty : ShaderInput
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{
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public abstract PropertyType propertyType { get; }
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internal override ConcreteSlotValueType concreteShaderValueType => propertyType.ToConcreteShaderValueType();
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// user selected precision setting
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[SerializeField]
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Precision m_Precision = Precision.Inherit;
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[Obsolete("AbstractShaderProperty.gpuInstanced is no longer used")]
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public bool gpuInstanced
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{
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get { return false; }
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set { }
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}
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internal virtual string GetHLSLVariableName(bool isSubgraphProperty, GenerationMode mode)
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{
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if (mode == GenerationMode.VFX)
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{
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// Per-element exposed properties are provided by the properties structure filled by VFX.
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if (overrideHLSLDeclaration)
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return $"PROP.{referenceName}";
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// For un-exposed global properties, just read from the cbuffer.
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else
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return referenceName;
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}
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return referenceName;
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}
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internal string GetConnectionStateHLSLVariableName()
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{
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return GetConnectionStateVariableName(referenceName + "_" + objectId);
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}
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// NOTE: this does not tell you the HLSLDeclaration of the entire property...
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// instead, it tells you what the DEFAULT HLSL Declaration would be, IF the property makes use of the default
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// to check ACTUAL HLSL Declaration types, enumerate the HLSL Properties and check their HLSLDeclarations...
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internal virtual HLSLDeclaration GetDefaultHLSLDeclaration()
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{
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if (overrideHLSLDeclaration)
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return hlslDeclarationOverride;
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// default Behavior switches between UnityPerMaterial and Global based on Exposed checkbox
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if (generatePropertyBlock)
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return HLSLDeclaration.UnityPerMaterial;
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else
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return HLSLDeclaration.Global;
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}
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// by default we disallow UI from choosing "DoNotDeclare"
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// it needs a bit more UI support to disable property node output slots before we make it public
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internal virtual bool AllowHLSLDeclaration(HLSLDeclaration decl) => (decl != HLSLDeclaration.DoNotDeclare);
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[SerializeField]
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internal bool overrideHLSLDeclaration = false;
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[SerializeField]
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internal HLSLDeclaration hlslDeclarationOverride;
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override internal bool isExposed => base.isExposed && shouldForceExposed;
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internal bool shouldForceExposed => (hlslDeclarationOverride == HLSLDeclaration.HybridPerInstance || GetDefaultHLSLDeclaration() == HLSLDeclaration.UnityPerMaterial) && isExposable;
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internal Precision precision
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{
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get => m_Precision;
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set => m_Precision = value;
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}
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ConcretePrecision m_ConcretePrecision = ConcretePrecision.Single;
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public ConcretePrecision concretePrecision => m_ConcretePrecision;
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internal void SetupConcretePrecision(ConcretePrecision defaultPrecision)
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{
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m_ConcretePrecision = precision.ToConcrete(defaultPrecision, defaultPrecision);
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}
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[SerializeField]
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bool m_Hidden = false;
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public bool hidden
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{
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get => m_Hidden;
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set => m_Hidden = value;
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}
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internal string hideTagString => hidden || (shouldForceExposed && !isExposed) ? "[HideInInspector]" : "";
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// reference names are the HLSL declaration name / property block ref name
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internal virtual void GetPropertyReferenceNames(List<string> result)
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{
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result.Add(referenceName);
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}
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// display names are used as the UI name in the property block / show up in the Material Inspector
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internal virtual void GetPropertyDisplayNames(List<string> result)
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{
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result.Add(displayName);
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}
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// the simple interface for simple properties
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internal virtual string GetPropertyBlockString()
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{
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return string.Empty;
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}
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internal bool shouldGeneratePropertyBlock => (generatePropertyBlock || shouldForceExposed)
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&& GetDefaultHLSLDeclaration() != HLSLDeclaration.Global;
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// the more complex interface for complex properties (defaulted for simple properties)
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internal virtual void AppendPropertyBlockStrings(ShaderStringBuilder builder)
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{
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builder.AppendLine(GetPropertyBlockString());
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}
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internal abstract void ForeachHLSLProperty(Action<HLSLProperty> action);
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internal virtual string GetPropertyAsArgumentStringForVFX(string precisionString)
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{
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return GetPropertyAsArgumentString(precisionString);
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}
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internal abstract string GetPropertyAsArgumentString(string precisionString);
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internal abstract AbstractMaterialNode ToConcreteNode();
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internal abstract PreviewProperty GetPreviewMaterialProperty();
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public virtual string GetPropertyTypeString()
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{
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var typeString = propertyType.ToString();
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if (sgVersion < latestVersion)
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typeString = $"{typeString} (Legacy v{sgVersion})";
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return typeString;
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}
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}
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[Serializable]
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public abstract class AbstractShaderProperty<T> : AbstractShaderProperty
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{
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[SerializeField]
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T m_Value;
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public virtual T value
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{
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get => m_Value;
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set => m_Value = value;
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}
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}
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// class for extracting deprecated data from older versions of AbstractShaderProperty
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class LegacyShaderPropertyData
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{
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// indicates user wishes to support the HYBRID renderer GPU instanced path
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[SerializeField]
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public bool m_GPUInstanced = false;
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// converts the old m_GPUInstanced data into the new override HLSLDeclaration system.
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public static void UpgradeToHLSLDeclarationOverride(string json, AbstractShaderProperty property)
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{
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// this maintains the old behavior for versioned properties:
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// old exposed GPUInstanced properties are declared hybrid (becomes override in new system)
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// old unexposed GPUInstanced properties are declared global (becomes override in new system)
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// old exposed properties are declared UnityPerMaterial (default behavior, no override necessary)
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// old unexposed properties are declared Global (default behavior, no override necessary)
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// moving forward, users can use the overrides directly to control what it does
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var legacyShaderPropertyData = new LegacyShaderPropertyData();
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JsonUtility.FromJsonOverwrite(json, legacyShaderPropertyData);
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if (legacyShaderPropertyData.m_GPUInstanced)
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{
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property.overrideHLSLDeclaration = true;
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if (property.generatePropertyBlock)
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property.hlslDeclarationOverride = HLSLDeclaration.HybridPerInstance;
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else
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property.hlslDeclarationOverride = HLSLDeclaration.Global;
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}
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}
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}
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public enum HLSLType
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{
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// value types
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_float,
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_float2,
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_float3,
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_float4,
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_matrix4x4,
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// object types
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FirstObjectType,
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_Texture2D = FirstObjectType,
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_Texture3D,
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_TextureCube,
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_Texture2DArray,
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_SamplerState,
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// custom type
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_CUSTOM
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}
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// describes the different ways we can generate HLSL declarations
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[Flags]
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internal enum HLSLDeclaration
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{
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DoNotDeclare, // NOT declared in HLSL
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Global, // declared in the global scope, mainly for use with state coming from Shader.SetGlobal*()
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UnityPerMaterial, // declared in the UnityPerMaterial cbuffer, populated by Material or MaterialPropertyBlock
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HybridPerInstance, // declared using HybridRenderer path (v1 or v2) to get DOTS GPU instancing
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}
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internal struct HLSLProperty
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{
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public string name;
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public HLSLType type;
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public ConcretePrecision precision;
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public HLSLDeclaration declaration;
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public Action<ShaderStringBuilder> customDeclaration;
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public HLSLProperty(HLSLType type, string name, HLSLDeclaration declaration, ConcretePrecision precision = ConcretePrecision.Single)
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{
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this.type = type;
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this.name = name;
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this.declaration = declaration;
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this.precision = precision;
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this.customDeclaration = null;
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}
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public bool ValueEquals(HLSLProperty other)
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{
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if ((name != other.name) ||
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(type != other.type) ||
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(precision != other.precision) ||
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(declaration != other.declaration) ||
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((customDeclaration == null) != (other.customDeclaration == null)))
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{
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return false;
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}
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else if (customDeclaration != null)
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{
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var ssb = new ShaderStringBuilder();
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var ssbother = new ShaderStringBuilder();
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customDeclaration(ssb);
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other.customDeclaration(ssbother);
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if (ssb.ToCodeBlock() != ssbother.ToCodeBlock())
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return false;
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}
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return true;
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}
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static string[,] kValueTypeStrings = new string[(int)HLSLType.FirstObjectType, 2]
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{
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{"float", "half"},
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{"float2", "half2"},
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{"float3", "half3"},
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{"float4", "half4"},
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{"float4x4", "half4x4"}
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};
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static string[] kObjectTypeStrings = new string[(int)HLSLType._CUSTOM - (int)HLSLType.FirstObjectType]
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{
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"TEXTURE2D",
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"TEXTURE3D",
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"TEXTURECUBE",
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"TEXTURE2D_ARRAY",
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"SAMPLER",
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};
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public bool IsObjectType()
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{
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return type == HLSLType._SamplerState ||
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type == HLSLType._Texture2D ||
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type == HLSLType._Texture3D ||
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type == HLSLType._TextureCube ||
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type == HLSLType._Texture2DArray ||
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type == HLSLType._CUSTOM;
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}
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public string GetValueTypeString()
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{
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if (type < HLSLType.FirstObjectType)
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return kValueTypeStrings[(int)type, (int)precision];
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return null;
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}
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public void AppendTo(ShaderStringBuilder ssb, Func<string, string> nameModifier = null)
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{
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var mName = nameModifier?.Invoke(name) ?? name;
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if (type < HLSLType.FirstObjectType)
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{
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ssb.Append(kValueTypeStrings[(int)type, (int)precision]);
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ssb.Append(" ");
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ssb.Append(mName);
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ssb.Append(";");
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}
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else if (type < HLSLType._CUSTOM)
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{
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ssb.Append(kObjectTypeStrings[type - HLSLType.FirstObjectType]);
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ssb.Append("(");
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ssb.Append(mName);
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ssb.Append(");");
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}
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else
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{
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customDeclaration(ssb);
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}
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//ssb.Append(" // ");
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//ssb.Append(declaration.ToString());
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ssb.AppendNewLine();
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}
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}
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}
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