Firstborn/Library/PackageCache/com.unity.render-pipelines..../Editor/ShaderGraph/Targets/UniversalSubTarget.cs

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2023-03-28 13:24:16 -04:00
using UnityEngine;
using UnityEditor.ShaderGraph;
using static Unity.Rendering.Universal.ShaderUtils;
using UnityEditor.ShaderGraph.Internal;
#if HAS_VFX_GRAPH
using UnityEditor.VFX;
#endif
namespace UnityEditor.Rendering.Universal.ShaderGraph
{
abstract class UniversalSubTarget : SubTarget<UniversalTarget>, IHasMetadata
#if HAS_VFX_GRAPH
, IRequireVFXContext
#endif
{
static readonly GUID kSourceCodeGuid = new GUID("92228d45c1ff66740bfa9e6d97f7e280"); // UniversalSubTarget.cs
public override void Setup(ref TargetSetupContext context)
{
context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency);
}
protected abstract ShaderID shaderID { get; }
#if HAS_VFX_GRAPH
// VFX Properties
VFXContext m_ContextVFX = null;
VFXContextCompiledData m_ContextDataVFX;
protected bool TargetsVFX() => m_ContextVFX != null;
public void ConfigureContextData(VFXContext context, VFXContextCompiledData data)
{
m_ContextVFX = context;
m_ContextDataVFX = data;
}
#endif
protected SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subShaderDescriptor)
{
#if HAS_VFX_GRAPH
if (TargetsVFX())
return VFXSubTarget.PostProcessSubShader(subShaderDescriptor, m_ContextVFX, m_ContextDataVFX);
#endif
return subShaderDescriptor;
}
public override void GetFields(ref TargetFieldContext context)
{
#if HAS_VFX_GRAPH
if (TargetsVFX())
VFXSubTarget.GetFields(ref context, m_ContextVFX);
#endif
}
public virtual string identifier => GetType().Name;
public virtual ScriptableObject GetMetadataObject(GraphDataReadOnly graphData)
{
var urpMetadata = ScriptableObject.CreateInstance<UniversalMetadata>();
urpMetadata.shaderID = shaderID;
urpMetadata.allowMaterialOverride = target.allowMaterialOverride;
urpMetadata.alphaMode = target.alphaMode;
urpMetadata.castShadows = target.castShadows;
return urpMetadata;
}
private int lastMaterialNeedsUpdateHash = 0;
protected virtual int ComputeMaterialNeedsUpdateHash() => 0;
public override object saveContext
{
get
{
int hash = ComputeMaterialNeedsUpdateHash();
bool needsUpdate = hash != lastMaterialNeedsUpdateHash;
if (needsUpdate)
lastMaterialNeedsUpdateHash = hash;
return new UniversalShaderGraphSaveContext { updateMaterials = needsUpdate };
}
}
}
internal static class SubShaderUtils
{
internal static void AddFloatProperty(this PropertyCollector collector, string referenceName, float defaultValue, HLSLDeclaration declarationType = HLSLDeclaration.DoNotDeclare)
{
collector.AddShaderProperty(new Vector1ShaderProperty
{
floatType = FloatType.Default,
hidden = true,
overrideHLSLDeclaration = true,
hlslDeclarationOverride = declarationType,
value = defaultValue,
displayName = referenceName,
overrideReferenceName = referenceName,
});
}
internal static void AddToggleProperty(this PropertyCollector collector, string referenceName, bool defaultValue, HLSLDeclaration declarationType = HLSLDeclaration.DoNotDeclare)
{
collector.AddShaderProperty(new BooleanShaderProperty
{
value = defaultValue,
hidden = true,
overrideHLSLDeclaration = true,
hlslDeclarationOverride = declarationType,
displayName = referenceName,
overrideReferenceName = referenceName,
});
}
// Overloads to do inline PassDescriptor modifications
// NOTE: param order should match PassDescriptor field order for consistency
#region PassVariant
internal static PassDescriptor PassVariant(in PassDescriptor source, PragmaCollection pragmas)
{
var result = source;
result.pragmas = pragmas;
return result;
}
#endregion
}
}