Firstborn/Library/PackageCache/com.unity.render-pipelines..../Editor/VFXGraph/VFXURPBinder.cs

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#if HAS_VFX_GRAPH
using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor.ShaderGraph.Internal;
using UnityEditor.ShaderGraph;
using Unity.Rendering.Universal;
using UnityEditor.Rendering.Universal;
using UnityEditor.Rendering.Universal.ShaderGraph;
namespace UnityEditor.VFX.URP
{
class VFXURPBinder : VFXSRPBinder
{
public override string templatePath { get { return "Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders"; } }
public override string runtimePath { get { return "Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders"; } }
public override string SRPAssetTypeStr { get { return "UniversalRenderPipelineAsset"; } }
public override Type SRPOutputDataType { get { return null; } } // null by now but use VFXURPSubOutput when there is a need to store URP specific data
public override void SetupMaterial(Material material, bool hasMotionVector = false, bool hasShadowCasting = false, ShaderGraphVfxAsset shaderGraph = null)
{
ShaderUtils.UpdateMaterial(material, ShaderUtils.MaterialUpdateType.ModifiedShader, shaderGraph);
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material.SetShaderPassEnabled("MotionVectors", hasMotionVector);
material.SetShaderPassEnabled("ShadowCaster", hasShadowCasting);
}
public override bool TryGetQueueOffset(ShaderGraphVfxAsset shaderGraph, VFXMaterialSerializedSettings materialSettings, out int queueOffset)
{
//N.B.: Queue offset is always overridable in URP
queueOffset = 0;
if (materialSettings.HasProperty(Rendering.Universal.Property.QueueOffset))
{
queueOffset = (int)materialSettings.GetFloat(Rendering.Universal.Property.QueueOffset);
return true;
}
return false;
}
public override bool TryGetCastShadowFromMaterial(ShaderGraphVfxAsset shaderGraph, VFXMaterialSerializedSettings materialSettings, out bool castShadow)
{
castShadow = false;
var path = AssetDatabase.GetAssetPath(shaderGraph);
var shader = AssetDatabase.LoadAssetAtPath<Shader>(path);
if (shader.TryGetMetadataOfType<UniversalMetadata>(out var metaData) && !metaData.allowMaterialOverride)
{
castShadow = metaData.castShadows;
return true;
}
else
{
if (materialSettings.HasProperty(Property.CastShadows))
{
castShadow = materialSettings.GetFloat(Property.CastShadows) != 0.0f;
return true;
}
}
return false;
}
public override VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(ShaderGraphVfxAsset shaderGraph, VFXMaterialSerializedSettings materialSettings)
{
//N.B: About BlendMode multiply, it isn't officially supported by the VFX
//but when using generatesWithShaderGraph, the shaderGraph generates the appropriate blendState.
var vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Opaque;
var path = AssetDatabase.GetAssetPath(shaderGraph);
var shader = AssetDatabase.LoadAssetAtPath<Shader>(path);
if (shader.TryGetMetadataOfType<UniversalMetadata>(out var metaData) && !metaData.allowMaterialOverride)
{
if (metaData.surfaceType == SurfaceType.Transparent)
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{
switch (metaData.alphaMode)
{
case AlphaMode.Alpha: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Alpha; break;
case AlphaMode.Premultiply: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.AlphaPremultiplied; break;
case AlphaMode.Additive: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Additive; break;
case AlphaMode.Multiply: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Additive; break;
}
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}
}
else
{
if (materialSettings.HasProperty(Property.SurfaceType))
{
var surfaceType = (BaseShaderGUI.SurfaceType)materialSettings.GetFloat(Property.SurfaceType);
if (surfaceType == BaseShaderGUI.SurfaceType.Transparent)
{
var blendMode = (BaseShaderGUI.BlendMode)materialSettings.GetFloat(Property.BlendMode);
switch (blendMode)
{
case BaseShaderGUI.BlendMode.Alpha: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Alpha; break;
case BaseShaderGUI.BlendMode.Premultiply: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.AlphaPremultiplied; break;
case BaseShaderGUI.BlendMode.Additive: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Additive; break;
case BaseShaderGUI.BlendMode.Multiply: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Additive; break;
}
}
}
}
return vfxBlendMode;
}
public override string GetShaderName(ShaderGraphVfxAsset shaderGraph)
{
var path = AssetDatabase.GetAssetPath(shaderGraph);
var shader = AssetDatabase.LoadAssetAtPath<Shader>(path);
if (shader.TryGetMetadataOfType<UniversalMetadata>(out var metaData))
{
switch (metaData.shaderID)
{
case ShaderUtils.ShaderID.SG_Unlit: return "Unlit";
case ShaderUtils.ShaderID.SG_Lit: return "Lit";
}
}
return string.Empty;
}
static readonly DependencyCollection ElementSpaceDependencies = new DependencyCollection
{
// Interpolator dependency.
new FieldDependency(StructFields.SurfaceDescriptionInputs.worldToElement, StructFields.Varyings.worldToElement0),
new FieldDependency(StructFields.SurfaceDescriptionInputs.worldToElement, StructFields.Varyings.worldToElement1),
new FieldDependency(StructFields.SurfaceDescriptionInputs.worldToElement, StructFields.Varyings.worldToElement2),
new FieldDependency(StructFields.SurfaceDescriptionInputs.elementToWorld, StructFields.Varyings.elementToWorld0),
new FieldDependency(StructFields.SurfaceDescriptionInputs.elementToWorld, StructFields.Varyings.elementToWorld1),
new FieldDependency(StructFields.SurfaceDescriptionInputs.elementToWorld, StructFields.Varyings.elementToWorld2),
// Note: Normal is dependent on elementToWorld for inverse transpose multiplication.
new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceNormal, StructFields.SurfaceDescriptionInputs.elementToWorld),
new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceTangent, StructFields.SurfaceDescriptionInputs.worldToElement),
new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceBiTangent, StructFields.SurfaceDescriptionInputs.worldToElement),
new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpacePosition, StructFields.SurfaceDescriptionInputs.worldToElement),
new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceViewDirection, StructFields.SurfaceDescriptionInputs.worldToElement),
new FieldDependency(Fields.WorldToObject, StructFields.SurfaceDescriptionInputs.worldToElement),
new FieldDependency(Fields.ObjectToWorld, StructFields.SurfaceDescriptionInputs.elementToWorld),
// NormalDropOffOS requires worldToElement (see _NORMAL_DROPOFF_OS condition calling TransformObjectToWorldNormal which uses world inverse transpose)
new FieldDependency(UniversalFields.NormalDropOffOS, StructFields.SurfaceDescriptionInputs.worldToElement),
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};
static readonly StructDescriptor AttributesMeshVFX = new StructDescriptor()
{
name = StructFields.Attributes.name,
packFields = false,
fields = new FieldDescriptor[]
{
StructFields.Attributes.positionOS,
StructFields.Attributes.normalOS,
StructFields.Attributes.tangentOS,
StructFields.Attributes.uv0,
StructFields.Attributes.uv1,
StructFields.Attributes.uv2,
StructFields.Attributes.uv3,
StructFields.Attributes.color,
// InstanceID without the Preprocessor.
new FieldDescriptor(StructFields.Attributes.name, "instanceID", "", ShaderValueType.Uint, "INSTANCEID_SEMANTIC"),
StructFields.Attributes.weights,
StructFields.Attributes.indices,
// VertexID without the Preprocessor.
new FieldDescriptor(StructFields.Attributes.name, "vertexID", "ATTRIBUTES_NEED_VERTEXID", ShaderValueType.Uint, "VERTEXID_SEMANTIC")
}
};
static StructDescriptor AppendVFXInterpolator(StructDescriptor interpolator, VFXContext context, VFXContextCompiledData contextData)
{
var fields = interpolator.fields.ToList();
var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));
expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);
var mainParameters = contextData.gpuMapper.CollectExpression(-1).ToArray();
// Warning/TODO: FragmentParameters are created from the ShaderGraphVfxAsset.
// We may ultimately need to move this handling of VFX Interpolators + SurfaceDescriptionFunction function signature directly into the SG Generator (since it knows about the exposed properties).
foreach (string fragmentParameter in context.fragmentParameters)
{
var filteredNamedExpression = mainParameters.FirstOrDefault(o => fragmentParameter == o.name &&
!(expressionToName.ContainsKey(o.exp) && expressionToName[o.exp] == o.name)); // if parameter already in the global scope, there's nothing to do
if (filteredNamedExpression.exp != null)
{
var type = VFXExpression.TypeToType(filteredNamedExpression.exp.valueType);
if (!VFXSubTarget.kVFXShaderValueTypeMap.TryGetValue(type, out var shaderValueType))
continue;
// TODO: NoInterpolation only for non-strips.
fields.Add(new FieldDescriptor(UniversalStructs.Varyings.name, filteredNamedExpression.name, "", shaderValueType, subscriptOptions: StructFieldOptions.Static, interpolation: "nointerpolation"));
}
}
fields.Add(StructFields.Varyings.worldToElement0);
fields.Add(StructFields.Varyings.worldToElement1);
fields.Add(StructFields.Varyings.worldToElement2);
fields.Add(StructFields.Varyings.elementToWorld0);
fields.Add(StructFields.Varyings.elementToWorld1);
fields.Add(StructFields.Varyings.elementToWorld2);
interpolator.fields = fields.ToArray();
return interpolator;
}
static IEnumerable<FieldDescriptor> GenerateSurfaceDescriptionInput(VFXContext context, VFXContextCompiledData contextData)
{
// VFX Material Properties
var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));
expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);
var mainParameters = contextData.gpuMapper.CollectExpression(-1).ToArray();
var alreadyAddedField = new HashSet<string>();
foreach (string fragmentParameter in context.fragmentParameters)
{
var filteredNamedExpression = mainParameters.FirstOrDefault(o => fragmentParameter == o.name);
if (filteredNamedExpression.exp != null)
{
var type = VFXExpression.TypeToType(filteredNamedExpression.exp.valueType);
if (!VFXSubTarget.kVFXShaderValueTypeMap.TryGetValue(type, out var shaderValueType))
continue;
alreadyAddedField.Add(filteredNamedExpression.name);
yield return new FieldDescriptor(StructFields.SurfaceDescriptionInputs.name, filteredNamedExpression.name, "", shaderValueType);
}
}
//Append everything from common SurfaceDescriptionInputs
foreach (var field in Structs.SurfaceDescriptionInputs.fields)
{
if (!alreadyAddedField.Contains(field.name))
yield return field;
}
}
public override ShaderGraphBinder GetShaderGraphDescriptor(VFXContext context, VFXContextCompiledData data)
{
var surfaceDescriptionInputWithVFX = new StructDescriptor
{
name = StructFields.SurfaceDescriptionInputs.name,
populateWithCustomInterpolators = true,
fields = GenerateSurfaceDescriptionInput(context, data).ToArray()
};
return new ShaderGraphBinder()
{
structs = new StructCollection
{
AttributesMeshVFX, // TODO: Could probably re-use the original HD Attributes Mesh and just ensure Instancing enabled.
AppendVFXInterpolator(UniversalStructs.Varyings, context, data),
surfaceDescriptionInputWithVFX, //N.B. FragInput is in SurfaceDescriptionInputs
Structs.VertexDescriptionInputs,
},
fieldDependencies = ElementSpaceDependencies,
pragmasReplacement = new (PragmaDescriptor, PragmaDescriptor)[]
{
( Pragma.Vertex("vert"), Pragma.Vertex("VertVFX") ),
//Minimal target of VFX is always Target45 (2.0 is used with GLCore)
( Pragma.Target(ShaderModel.Target20), Pragma.Target(ShaderModel.Target45) ),
( Pragma.Target(ShaderModel.Target30), Pragma.Target(ShaderModel.Target45) ),
( Pragma.Target(ShaderModel.Target35), Pragma.Target(ShaderModel.Target45) ),
( Pragma.Target(ShaderModel.Target40), Pragma.Target(ShaderModel.Target45) ),
//Irrelevant general multicompile instancing (VFX will append them when needed)
( Pragma.MultiCompileInstancing, ShaderGraphBinder.kPragmaDescriptorNone),
( Pragma.DOTSInstancing, ShaderGraphBinder.kPragmaDescriptorNone),
( Pragma.InstancingOptions(InstancingOptions.RenderingLayer), ShaderGraphBinder.kPragmaDescriptorNone ),
( Pragma.InstancingOptions(InstancingOptions.NoLightProbe), ShaderGraphBinder.kPragmaDescriptorNone ),
( Pragma.InstancingOptions(InstancingOptions.NoLodFade), ShaderGraphBinder.kPragmaDescriptorNone ),
},
useFragInputs = false
};
}
}
class VFXLWRPBinder : VFXURPBinder
{
public override string SRPAssetTypeStr { get { return "LightweightRenderPipelineAsset"; } }
}
}
#endif