forked from BilalY/Rasagar
621 lines
24 KiB
C#
621 lines
24 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using JetBrains.Annotations;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Internal;
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namespace UnityEditor.ShaderGraph
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{
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abstract class CodeFunctionNode : AbstractMaterialNode
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, IGeneratesBodyCode
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, IGeneratesFunction
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, IMayRequireNormal
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, IMayRequireTangent
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, IMayRequireBitangent
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, IMayRequireMeshUV
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, IMayRequireScreenPosition
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, IMayRequireNDCPosition
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, IMayRequirePixelPosition
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, IMayRequireViewDirection
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, IMayRequirePosition
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, IMayRequirePositionPredisplacement
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, IMayRequireVertexColor
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{
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[NonSerialized]
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private List<SlotAttribute> m_Slots = new List<SlotAttribute>();
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public override bool hasPreview
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{
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get { return true; }
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}
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protected CodeFunctionNode()
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{
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UpdateNodeAfterDeserialization();
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}
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protected struct Boolean
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{ }
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protected struct Vector1
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{ }
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protected struct Texture2D
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{ }
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protected struct Texture2DArray
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{ }
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protected struct Texture3D
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{ }
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protected struct SamplerState
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{ }
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protected struct Gradient
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{ }
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protected struct DynamicDimensionVector
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{ }
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protected struct ColorRGBA
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{ }
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protected struct ColorRGB
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{ }
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protected struct Matrix3x3
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{ }
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protected struct Matrix2x2
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{ }
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protected struct DynamicDimensionMatrix
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{ }
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protected struct PropertyConnectionState
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{ }
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protected enum Binding
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{
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None,
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ObjectSpaceNormal,
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ObjectSpaceTangent,
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ObjectSpaceBitangent,
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ObjectSpacePosition,
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ViewSpaceNormal,
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ViewSpaceTangent,
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ViewSpaceBitangent,
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ViewSpacePosition,
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WorldSpaceNormal,
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WorldSpaceTangent,
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WorldSpaceBitangent,
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WorldSpacePosition,
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TangentSpaceNormal,
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TangentSpaceTangent,
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TangentSpaceBitangent,
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TangentSpacePosition,
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MeshUV0,
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MeshUV1,
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MeshUV2,
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MeshUV3,
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ScreenPosition,
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ObjectSpaceViewDirection,
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ViewSpaceViewDirection,
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WorldSpaceViewDirection,
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TangentSpaceViewDirection,
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VertexColor,
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}
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[AttributeUsage(AttributeTargets.Parameter, AllowMultiple = false)]
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protected class SlotAttribute : Attribute
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{
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public int slotId { get; private set; }
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public Binding binding { get; private set; }
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public bool hidden { get; private set; }
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public Vector4? defaultValue { get; private set; }
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public ShaderStageCapability stageCapability { get; private set; }
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public SlotAttribute(int mSlotId, Binding mImplicitBinding, ShaderStageCapability mStageCapability = ShaderStageCapability.All)
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{
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slotId = mSlotId;
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binding = mImplicitBinding;
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defaultValue = null;
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stageCapability = mStageCapability;
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}
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public SlotAttribute(int mSlotId, Binding mImplicitBinding, bool mHidden, ShaderStageCapability mStageCapability = ShaderStageCapability.All)
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{
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slotId = mSlotId;
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binding = mImplicitBinding;
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hidden = mHidden;
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defaultValue = null;
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stageCapability = mStageCapability;
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}
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public SlotAttribute(int mSlotId, Binding mImplicitBinding, float defaultX, float defaultY, float defaultZ, float defaultW, ShaderStageCapability mStageCapability = ShaderStageCapability.All)
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{
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slotId = mSlotId;
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binding = mImplicitBinding;
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defaultValue = new Vector4(defaultX, defaultY, defaultZ, defaultW);
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stageCapability = mStageCapability;
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}
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}
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protected abstract MethodInfo GetFunctionToConvert();
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private static SlotValueType ConvertTypeToSlotValueType(ParameterInfo p)
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{
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Type t = p.ParameterType;
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if (p.ParameterType.IsByRef)
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t = p.ParameterType.GetElementType();
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if (t == typeof(Boolean))
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{
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return SlotValueType.Boolean;
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}
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if (t == typeof(Vector1))
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{
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return SlotValueType.Vector1;
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}
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if (t == typeof(Vector2))
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{
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return SlotValueType.Vector2;
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}
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if (t == typeof(Vector3))
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{
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return SlotValueType.Vector3;
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}
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if (t == typeof(Vector4))
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{
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return SlotValueType.Vector4;
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}
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if (t == typeof(Color))
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{
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return SlotValueType.Vector4;
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}
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if (t == typeof(ColorRGBA))
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{
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return SlotValueType.Vector4;
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}
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if (t == typeof(ColorRGB))
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{
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return SlotValueType.Vector3;
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}
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if (t == typeof(Texture2D))
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{
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return SlotValueType.Texture2D;
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}
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if (t == typeof(Texture2DArray))
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{
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return SlotValueType.Texture2DArray;
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}
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if (t == typeof(Texture3D))
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{
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return SlotValueType.Texture3D;
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}
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if (t == typeof(Cubemap))
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{
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return SlotValueType.Cubemap;
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}
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if (t == typeof(Gradient))
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{
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return SlotValueType.Gradient;
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}
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if (t == typeof(SamplerState))
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{
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return SlotValueType.SamplerState;
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}
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if (t == typeof(DynamicDimensionVector))
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{
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return SlotValueType.DynamicVector;
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}
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if (t == typeof(Matrix4x4))
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{
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return SlotValueType.Matrix4;
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}
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if (t == typeof(Matrix3x3))
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{
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return SlotValueType.Matrix3;
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}
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if (t == typeof(Matrix2x2))
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{
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return SlotValueType.Matrix2;
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}
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if (t == typeof(DynamicDimensionMatrix))
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{
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return SlotValueType.DynamicMatrix;
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}
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if (t == typeof(PropertyConnectionState))
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{
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return SlotValueType.PropertyConnectionState;
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}
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throw new ArgumentException("Unsupported type " + t);
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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var method = GetFunctionToConvert();
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if (method == null)
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throw new ArgumentException("Mapped method is null on node" + this);
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if (method.ReturnType != typeof(string))
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throw new ArgumentException("Mapped function should return string");
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// validate no duplicates
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var slotAtributes = method.GetParameters().Select(GetSlotAttribute).ToList();
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if (slotAtributes.Any(x => x == null))
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throw new ArgumentException("Missing SlotAttribute on " + method.Name);
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if (slotAtributes.GroupBy(x => x.slotId).Any(x => x.Count() > 1))
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throw new ArgumentException("Duplicate SlotAttribute on " + method.Name);
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List<MaterialSlot> slots = new List<MaterialSlot>();
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foreach (var par in method.GetParameters())
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{
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var attribute = GetSlotAttribute(par);
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var name = GraphUtil.ConvertCamelCase(par.Name, true);
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MaterialSlot s;
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if (attribute.binding == Binding.None && !par.IsOut && par.ParameterType == typeof(Color))
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s = new ColorRGBAMaterialSlot(attribute.slotId, name, par.Name, SlotType.Input, attribute.defaultValue ?? Vector4.zero, stageCapability: attribute.stageCapability, hidden: attribute.hidden);
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else if (attribute.binding == Binding.None && !par.IsOut && par.ParameterType == typeof(ColorRGBA))
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s = new ColorRGBAMaterialSlot(attribute.slotId, name, par.Name, SlotType.Input, attribute.defaultValue ?? Vector4.zero, stageCapability: attribute.stageCapability, hidden: attribute.hidden);
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else if (attribute.binding == Binding.None && !par.IsOut && par.ParameterType == typeof(ColorRGB))
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s = new ColorRGBMaterialSlot(attribute.slotId, name, par.Name, SlotType.Input, attribute.defaultValue ?? Vector4.zero, ColorMode.Default, stageCapability: attribute.stageCapability, hidden: attribute.hidden);
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else if (attribute.binding == Binding.None || par.IsOut)
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s = MaterialSlot.CreateMaterialSlot(
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ConvertTypeToSlotValueType(par),
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attribute.slotId,
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name,
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par.Name,
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par.IsOut ? SlotType.Output : SlotType.Input,
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attribute.defaultValue ?? Vector4.zero,
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shaderStageCapability: attribute.stageCapability,
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hidden: attribute.hidden);
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else
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s = CreateBoundSlot(attribute.binding, attribute.slotId, name, par.Name, attribute.stageCapability, attribute.hidden);
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slots.Add(s);
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m_Slots.Add(attribute);
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}
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foreach (var slot in slots)
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{
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AddSlot(slot);
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}
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RemoveSlotsNameNotMatching(slots.Select(x => x.id), true);
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}
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private static MaterialSlot CreateBoundSlot(Binding attributeBinding, int slotId, string displayName, string shaderOutputName, ShaderStageCapability shaderStageCapability, bool hidden = false)
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{
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switch (attributeBinding)
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{
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case Binding.ObjectSpaceNormal:
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return new NormalMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Object, shaderStageCapability, hidden);
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case Binding.ObjectSpaceTangent:
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return new TangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Object, shaderStageCapability, hidden);
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case Binding.ObjectSpaceBitangent:
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return new BitangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Object, shaderStageCapability, hidden);
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case Binding.ObjectSpacePosition:
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return new PositionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Object, shaderStageCapability, hidden);
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case Binding.ViewSpaceNormal:
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return new NormalMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.View, shaderStageCapability, hidden);
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case Binding.ViewSpaceTangent:
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return new TangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.View, shaderStageCapability, hidden);
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case Binding.ViewSpaceBitangent:
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return new BitangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.View, shaderStageCapability, hidden);
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case Binding.ViewSpacePosition:
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return new PositionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.View, shaderStageCapability, hidden);
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case Binding.WorldSpaceNormal:
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return new NormalMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.World, shaderStageCapability, hidden);
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case Binding.WorldSpaceTangent:
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return new TangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.World, shaderStageCapability, hidden);
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case Binding.WorldSpaceBitangent:
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return new BitangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.World, shaderStageCapability, hidden);
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case Binding.WorldSpacePosition:
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return new PositionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.World, shaderStageCapability, hidden);
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case Binding.TangentSpaceNormal:
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return new NormalMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Tangent, shaderStageCapability, hidden);
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case Binding.TangentSpaceTangent:
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return new TangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Tangent, shaderStageCapability, hidden);
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case Binding.TangentSpaceBitangent:
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return new BitangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Tangent, shaderStageCapability, hidden);
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case Binding.TangentSpacePosition:
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return new PositionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Tangent, shaderStageCapability, hidden);
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case Binding.MeshUV0:
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return new UVMaterialSlot(slotId, displayName, shaderOutputName, UVChannel.UV0, shaderStageCapability, hidden);
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case Binding.MeshUV1:
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return new UVMaterialSlot(slotId, displayName, shaderOutputName, UVChannel.UV1, shaderStageCapability, hidden);
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case Binding.MeshUV2:
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return new UVMaterialSlot(slotId, displayName, shaderOutputName, UVChannel.UV2, shaderStageCapability, hidden);
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case Binding.MeshUV3:
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return new UVMaterialSlot(slotId, displayName, shaderOutputName, UVChannel.UV3, shaderStageCapability, hidden);
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case Binding.ScreenPosition:
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return new ScreenPositionMaterialSlot(slotId, displayName, shaderOutputName, ScreenSpaceType.Default, shaderStageCapability, hidden);
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case Binding.ObjectSpaceViewDirection:
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return new ViewDirectionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Object, shaderStageCapability, hidden);
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case Binding.ViewSpaceViewDirection:
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return new ViewDirectionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.View, shaderStageCapability, hidden);
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case Binding.WorldSpaceViewDirection:
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return new ViewDirectionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.World, shaderStageCapability, hidden);
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case Binding.TangentSpaceViewDirection:
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return new ViewDirectionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Tangent, shaderStageCapability, hidden);
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case Binding.VertexColor:
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return new VertexColorMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden);
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default:
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throw new ArgumentOutOfRangeException("attributeBinding", attributeBinding, null);
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}
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}
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public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
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{
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using (var tempSlots = PooledList<MaterialSlot>.Get())
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{
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GetOutputSlots(tempSlots);
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foreach (var outSlot in tempSlots)
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{
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sb.AppendLine(outSlot.concreteValueType.ToShaderString(PrecisionUtil.Token) + " " + GetVariableNameForSlot(outSlot.id) + ";");
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}
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string call = GetFunctionName() + "(";
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bool first = true;
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tempSlots.Clear();
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GetSlots(tempSlots);
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tempSlots.Sort((slot1, slot2) => slot1.id.CompareTo(slot2.id));
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foreach (var slot in tempSlots)
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{
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if (!first)
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{
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call += ", ";
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}
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first = false;
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if (slot.isInputSlot)
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call += GetSlotValue(slot.id, generationMode);
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else
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call += GetVariableNameForSlot(slot.id);
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}
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call += ");";
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sb.AppendLine(call);
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}
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}
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private string GetFunctionName()
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{
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var function = GetFunctionToConvert();
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return function.Name + (function.IsStatic ? string.Empty : "_" + objectId) + "_$precision"
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+ (this.GetSlots<DynamicVectorMaterialSlot>().Select(s => NodeUtils.GetSlotDimension(s.concreteValueType)).FirstOrDefault() ?? "")
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+ (this.GetSlots<DynamicMatrixMaterialSlot>().Select(s => NodeUtils.GetSlotDimension(s.concreteValueType)).FirstOrDefault() ?? "");
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}
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private string GetFunctionHeader()
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{
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string header = "void " + GetFunctionName() + "(";
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using (var tempSlots = PooledList<MaterialSlot>.Get())
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{
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GetSlots(tempSlots);
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tempSlots.Sort((slot1, slot2) => slot1.id.CompareTo(slot2.id));
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var first = true;
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foreach (var slot in tempSlots)
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{
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if (!first)
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header += ", ";
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first = false;
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if (slot.isOutputSlot)
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header += "out ";
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// always use generic precisions for parameters, they will get concretized by the system
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header += slot.concreteValueType.ToShaderString(PrecisionUtil.Token) + " " + slot.shaderOutputName;
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}
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header += ")";
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}
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return header;
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}
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private static object GetDefault(Type type)
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{
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return type.IsValueType ? Activator.CreateInstance(type) : null;
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}
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private string GetFunctionBody(MethodInfo info)
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{
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var args = new List<object>();
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foreach (var param in info.GetParameters())
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args.Add(GetDefault(param.ParameterType));
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var result = info.Invoke(this, args.ToArray()) as string;
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if (string.IsNullOrEmpty(result))
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return string.Empty;
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// stomp any newline differences that might try to sneak in via this path
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result = result.Replace("\r\n", "\n");
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using (var tempSlots = PooledList<MaterialSlot>.Get())
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{
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GetSlots(tempSlots);
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foreach (var slot in tempSlots)
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{
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var toReplace = string.Format("{{slot{0}dimension}}", slot.id);
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var replacement = NodeUtils.GetSlotDimension(slot.concreteValueType);
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result = result.Replace(toReplace, replacement);
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}
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}
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return result;
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}
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public virtual void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
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{
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registry.ProvideFunction(GetFunctionName(), s =>
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{
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s.AppendLine(GetFunctionHeader());
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var functionBody = GetFunctionBody(GetFunctionToConvert());
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var lines = functionBody.Trim('\r', '\n', '\t', ' ');
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s.AppendLines(lines);
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});
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}
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private static SlotAttribute GetSlotAttribute([NotNull] ParameterInfo info)
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{
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var attrs = info.GetCustomAttributes(typeof(SlotAttribute), false).OfType<SlotAttribute>().ToList();
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return attrs.FirstOrDefault();
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}
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public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability)
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{
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var binding = NeededCoordinateSpace.None;
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using (var tempSlots = PooledList<MaterialSlot>.Get())
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{
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GetInputSlots(tempSlots);
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foreach (var slot in tempSlots)
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binding |= slot.RequiresNormal();
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return binding;
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}
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}
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public NeededCoordinateSpace RequiresViewDirection(ShaderStageCapability stageCapability)
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{
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var binding = NeededCoordinateSpace.None;
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using (var tempSlots = PooledList<MaterialSlot>.Get())
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{
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GetInputSlots(tempSlots);
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foreach (var slot in tempSlots)
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binding |= slot.RequiresViewDirection();
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return binding;
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}
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}
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public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability)
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{
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using (var tempSlots = PooledList<MaterialSlot>.Get())
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|
{
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GetInputSlots(tempSlots);
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var binding = NeededCoordinateSpace.None;
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foreach (var slot in tempSlots)
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binding |= slot.RequiresPosition();
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return binding;
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}
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}
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public NeededCoordinateSpace RequiresPositionPredisplacement(ShaderStageCapability stageCapability)
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{
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using (var tempSlots = PooledList<MaterialSlot>.Get())
|
|
{
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GetInputSlots(tempSlots);
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|
var binding = NeededCoordinateSpace.None;
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foreach (var slot in tempSlots)
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binding |= slot.RequiresPositionPredisplacement();
|
|
return binding;
|
|
}
|
|
}
|
|
|
|
public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability)
|
|
{
|
|
using (var tempSlots = PooledList<MaterialSlot>.Get())
|
|
{
|
|
GetInputSlots(tempSlots);
|
|
var binding = NeededCoordinateSpace.None;
|
|
foreach (var slot in tempSlots)
|
|
binding |= slot.RequiresTangent();
|
|
return binding;
|
|
}
|
|
}
|
|
|
|
public NeededCoordinateSpace RequiresBitangent(ShaderStageCapability stageCapability)
|
|
{
|
|
using (var tempSlots = PooledList<MaterialSlot>.Get())
|
|
{
|
|
GetInputSlots(tempSlots);
|
|
var binding = NeededCoordinateSpace.None;
|
|
foreach (var slot in tempSlots)
|
|
binding |= slot.RequiresBitangent();
|
|
return binding;
|
|
}
|
|
}
|
|
|
|
public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
|
|
{
|
|
using (var tempSlots = PooledList<MaterialSlot>.Get())
|
|
{
|
|
GetInputSlots(tempSlots);
|
|
foreach (var slot in tempSlots)
|
|
{
|
|
if (slot.RequiresMeshUV(channel))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public bool RequiresScreenPosition(ShaderStageCapability stageCapability)
|
|
{
|
|
using (var tempSlots = PooledList<MaterialSlot>.Get())
|
|
{
|
|
GetInputSlots(tempSlots);
|
|
foreach (var slot in tempSlots)
|
|
{
|
|
if (slot.RequiresScreenPosition(stageCapability))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public bool RequiresNDCPosition(ShaderStageCapability stageCapability)
|
|
{
|
|
using (var tempSlots = PooledList<MaterialSlot>.Get())
|
|
{
|
|
GetInputSlots(tempSlots);
|
|
foreach (var slot in tempSlots)
|
|
{
|
|
if (slot.RequiresNDCPosition(stageCapability))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public bool RequiresPixelPosition(ShaderStageCapability stageCapability)
|
|
{
|
|
using (var tempSlots = PooledList<MaterialSlot>.Get())
|
|
{
|
|
GetInputSlots(tempSlots);
|
|
foreach (var slot in tempSlots)
|
|
{
|
|
if (slot.RequiresPixelPosition(stageCapability))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public bool RequiresVertexColor(ShaderStageCapability stageCapability)
|
|
{
|
|
using (var tempSlots = PooledList<MaterialSlot>.Get())
|
|
{
|
|
GetInputSlots(tempSlots);
|
|
foreach (var slot in tempSlots)
|
|
{
|
|
if (slot.RequiresVertexColor())
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|