9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
291 lines
16 KiB
C#
291 lines
16 KiB
C#
#if HAS_VFX_GRAPH
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEditor.ShaderGraph;
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using Unity.Rendering.Universal;
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using UnityEditor.Rendering.Universal;
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using UnityEditor.Rendering.Universal.ShaderGraph;
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namespace UnityEditor.VFX.URP
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{
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class VFXURPBinder : VFXSRPBinder
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{
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public override string templatePath { get { return "Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders"; } }
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public override string runtimePath { get { return "Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders"; } }
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public override string SRPAssetTypeStr { get { return "UniversalRenderPipelineAsset"; } }
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public override Type SRPOutputDataType { get { return null; } } // null by now but use VFXURPSubOutput when there is a need to store URP specific data
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public override void SetupMaterial(Material material, bool hasMotionVector = false, bool hasShadowCasting = false, ShaderGraphVfxAsset shaderGraph = null)
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{
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ShaderUtils.UpdateMaterial(material, ShaderUtils.MaterialUpdateType.ModifiedShader, shaderGraph);
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material.SetShaderPassEnabled("MotionVectors", hasMotionVector);
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material.SetShaderPassEnabled("ShadowCaster", hasShadowCasting);
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}
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public override bool TryGetQueueOffset(ShaderGraphVfxAsset shaderGraph, VFXMaterialSerializedSettings materialSettings, out int queueOffset)
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{
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//N.B.: Queue offset is always overridable in URP
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queueOffset = 0;
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if (materialSettings.HasProperty(Rendering.Universal.Property.QueueOffset))
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{
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queueOffset = (int)materialSettings.GetFloat(Rendering.Universal.Property.QueueOffset);
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return true;
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}
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return false;
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}
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public override bool TryGetCastShadowFromMaterial(ShaderGraphVfxAsset shaderGraph, VFXMaterialSerializedSettings materialSettings, out bool castShadow)
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{
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castShadow = false;
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var path = AssetDatabase.GetAssetPath(shaderGraph);
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var shader = AssetDatabase.LoadAssetAtPath<Shader>(path);
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if (shader.TryGetMetadataOfType<UniversalMetadata>(out var metaData) && !metaData.allowMaterialOverride)
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{
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castShadow = metaData.castShadows;
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return true;
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}
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else
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{
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if (materialSettings.HasProperty(Property.CastShadows))
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{
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castShadow = materialSettings.GetFloat(Property.CastShadows) != 0.0f;
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return true;
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}
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}
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return false;
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}
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public override VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(ShaderGraphVfxAsset shaderGraph, VFXMaterialSerializedSettings materialSettings)
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{
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//N.B: About BlendMode multiply, it isn't officially supported by the VFX
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//but when using generatesWithShaderGraph, the shaderGraph generates the appropriate blendState.
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var vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Opaque;
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var path = AssetDatabase.GetAssetPath(shaderGraph);
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var shader = AssetDatabase.LoadAssetAtPath<Shader>(path);
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if (shader.TryGetMetadataOfType<UniversalMetadata>(out var metaData) && !metaData.allowMaterialOverride)
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{
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if (metaData.surfaceType == SurfaceType.Transparent)
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{
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switch (metaData.alphaMode)
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{
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case AlphaMode.Alpha: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Alpha; break;
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case AlphaMode.Premultiply: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.AlphaPremultiplied; break;
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case AlphaMode.Additive: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Additive; break;
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case AlphaMode.Multiply: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Additive; break;
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}
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}
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}
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else
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{
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if (materialSettings.HasProperty(Property.SurfaceType))
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{
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var surfaceType = (BaseShaderGUI.SurfaceType)materialSettings.GetFloat(Property.SurfaceType);
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if (surfaceType == BaseShaderGUI.SurfaceType.Transparent)
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{
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var blendMode = (BaseShaderGUI.BlendMode)materialSettings.GetFloat(Property.BlendMode);
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switch (blendMode)
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{
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case BaseShaderGUI.BlendMode.Alpha: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Alpha; break;
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case BaseShaderGUI.BlendMode.Premultiply: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.AlphaPremultiplied; break;
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case BaseShaderGUI.BlendMode.Additive: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Additive; break;
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case BaseShaderGUI.BlendMode.Multiply: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Additive; break;
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}
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}
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}
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}
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return vfxBlendMode;
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}
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public override string GetShaderName(ShaderGraphVfxAsset shaderGraph)
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{
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var path = AssetDatabase.GetAssetPath(shaderGraph);
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var shader = AssetDatabase.LoadAssetAtPath<Shader>(path);
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if (shader.TryGetMetadataOfType<UniversalMetadata>(out var metaData))
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{
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switch (metaData.shaderID)
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{
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case ShaderUtils.ShaderID.SG_Unlit: return "Unlit";
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case ShaderUtils.ShaderID.SG_Lit: return "Lit";
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}
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}
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return string.Empty;
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}
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static readonly DependencyCollection ElementSpaceDependencies = new DependencyCollection
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{
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// Interpolator dependency.
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new FieldDependency(StructFields.SurfaceDescriptionInputs.worldToElement, StructFields.Varyings.worldToElement0),
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new FieldDependency(StructFields.SurfaceDescriptionInputs.worldToElement, StructFields.Varyings.worldToElement1),
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new FieldDependency(StructFields.SurfaceDescriptionInputs.worldToElement, StructFields.Varyings.worldToElement2),
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new FieldDependency(StructFields.SurfaceDescriptionInputs.elementToWorld, StructFields.Varyings.elementToWorld0),
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new FieldDependency(StructFields.SurfaceDescriptionInputs.elementToWorld, StructFields.Varyings.elementToWorld1),
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new FieldDependency(StructFields.SurfaceDescriptionInputs.elementToWorld, StructFields.Varyings.elementToWorld2),
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// Note: Normal is dependent on elementToWorld for inverse transpose multiplication.
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new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceNormal, StructFields.SurfaceDescriptionInputs.elementToWorld),
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new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceTangent, StructFields.SurfaceDescriptionInputs.worldToElement),
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new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceBiTangent, StructFields.SurfaceDescriptionInputs.worldToElement),
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new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpacePosition, StructFields.SurfaceDescriptionInputs.worldToElement),
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new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceViewDirection, StructFields.SurfaceDescriptionInputs.worldToElement),
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new FieldDependency(Fields.WorldToObject, StructFields.SurfaceDescriptionInputs.worldToElement),
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new FieldDependency(Fields.ObjectToWorld, StructFields.SurfaceDescriptionInputs.elementToWorld),
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// NormalDropOffOS requires worldToElement (see _NORMAL_DROPOFF_OS condition calling TransformObjectToWorldNormal which uses world inverse transpose)
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new FieldDependency(UniversalFields.NormalDropOffOS, StructFields.SurfaceDescriptionInputs.worldToElement),
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};
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static readonly StructDescriptor AttributesMeshVFX = new StructDescriptor()
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{
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name = StructFields.Attributes.name,
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packFields = false,
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fields = new FieldDescriptor[]
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{
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StructFields.Attributes.positionOS,
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StructFields.Attributes.normalOS,
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StructFields.Attributes.tangentOS,
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StructFields.Attributes.uv0,
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StructFields.Attributes.uv1,
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StructFields.Attributes.uv2,
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StructFields.Attributes.uv3,
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StructFields.Attributes.color,
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// InstanceID without the Preprocessor.
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new FieldDescriptor(StructFields.Attributes.name, "instanceID", "", ShaderValueType.Uint, "INSTANCEID_SEMANTIC"),
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StructFields.Attributes.weights,
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StructFields.Attributes.indices,
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// VertexID without the Preprocessor.
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new FieldDescriptor(StructFields.Attributes.name, "vertexID", "ATTRIBUTES_NEED_VERTEXID", ShaderValueType.Uint, "VERTEXID_SEMANTIC")
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}
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};
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static StructDescriptor AppendVFXInterpolator(StructDescriptor interpolator, VFXContext context, VFXContextCompiledData contextData)
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{
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var fields = interpolator.fields.ToList();
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var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));
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expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);
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var mainParameters = contextData.gpuMapper.CollectExpression(-1).ToArray();
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// Warning/TODO: FragmentParameters are created from the ShaderGraphVfxAsset.
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// 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).
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foreach (string fragmentParameter in context.fragmentParameters)
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{
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var filteredNamedExpression = mainParameters.FirstOrDefault(o => fragmentParameter == o.name &&
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!(expressionToName.ContainsKey(o.exp) && expressionToName[o.exp] == o.name)); // if parameter already in the global scope, there's nothing to do
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if (filteredNamedExpression.exp != null)
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{
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var type = VFXExpression.TypeToType(filteredNamedExpression.exp.valueType);
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if (!VFXSubTarget.kVFXShaderValueTypeMap.TryGetValue(type, out var shaderValueType))
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continue;
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// TODO: NoInterpolation only for non-strips.
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fields.Add(new FieldDescriptor(UniversalStructs.Varyings.name, filteredNamedExpression.name, "", shaderValueType, subscriptOptions: StructFieldOptions.Static, interpolation: "nointerpolation"));
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}
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}
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fields.Add(StructFields.Varyings.worldToElement0);
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fields.Add(StructFields.Varyings.worldToElement1);
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fields.Add(StructFields.Varyings.worldToElement2);
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fields.Add(StructFields.Varyings.elementToWorld0);
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fields.Add(StructFields.Varyings.elementToWorld1);
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fields.Add(StructFields.Varyings.elementToWorld2);
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interpolator.fields = fields.ToArray();
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return interpolator;
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}
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static IEnumerable<FieldDescriptor> GenerateSurfaceDescriptionInput(VFXContext context, VFXContextCompiledData contextData)
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{
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// VFX Material Properties
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var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));
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expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);
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var mainParameters = contextData.gpuMapper.CollectExpression(-1).ToArray();
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var alreadyAddedField = new HashSet<string>();
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foreach (string fragmentParameter in context.fragmentParameters)
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{
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var filteredNamedExpression = mainParameters.FirstOrDefault(o => fragmentParameter == o.name);
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if (filteredNamedExpression.exp != null)
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{
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var type = VFXExpression.TypeToType(filteredNamedExpression.exp.valueType);
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if (!VFXSubTarget.kVFXShaderValueTypeMap.TryGetValue(type, out var shaderValueType))
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continue;
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alreadyAddedField.Add(filteredNamedExpression.name);
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yield return new FieldDescriptor(StructFields.SurfaceDescriptionInputs.name, filteredNamedExpression.name, "", shaderValueType);
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}
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}
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//Append everything from common SurfaceDescriptionInputs
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foreach (var field in Structs.SurfaceDescriptionInputs.fields)
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{
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if (!alreadyAddedField.Contains(field.name))
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yield return field;
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}
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}
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public override ShaderGraphBinder GetShaderGraphDescriptor(VFXContext context, VFXContextCompiledData data)
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{
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var surfaceDescriptionInputWithVFX = new StructDescriptor
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{
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name = StructFields.SurfaceDescriptionInputs.name,
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populateWithCustomInterpolators = true,
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fields = GenerateSurfaceDescriptionInput(context, data).ToArray()
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};
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return new ShaderGraphBinder()
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{
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structs = new StructCollection
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{
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AttributesMeshVFX, // TODO: Could probably re-use the original HD Attributes Mesh and just ensure Instancing enabled.
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AppendVFXInterpolator(UniversalStructs.Varyings, context, data),
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surfaceDescriptionInputWithVFX, //N.B. FragInput is in SurfaceDescriptionInputs
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Structs.VertexDescriptionInputs,
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},
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fieldDependencies = ElementSpaceDependencies,
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pragmasReplacement = new (PragmaDescriptor, PragmaDescriptor)[]
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{
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( Pragma.Vertex("vert"), Pragma.Vertex("VertVFX") ),
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//Minimal target of VFX is always Target45 (2.0 is used with GLCore)
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( Pragma.Target(ShaderModel.Target20), Pragma.Target(ShaderModel.Target45) ),
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( Pragma.Target(ShaderModel.Target30), Pragma.Target(ShaderModel.Target45) ),
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( Pragma.Target(ShaderModel.Target35), Pragma.Target(ShaderModel.Target45) ),
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( Pragma.Target(ShaderModel.Target40), Pragma.Target(ShaderModel.Target45) ),
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//Irrelevant general multicompile instancing (VFX will append them when needed)
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( Pragma.MultiCompileInstancing, ShaderGraphBinder.kPragmaDescriptorNone),
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( Pragma.DOTSInstancing, ShaderGraphBinder.kPragmaDescriptorNone),
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( Pragma.InstancingOptions(InstancingOptions.RenderingLayer), ShaderGraphBinder.kPragmaDescriptorNone ),
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( Pragma.InstancingOptions(InstancingOptions.NoLightProbe), ShaderGraphBinder.kPragmaDescriptorNone ),
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( Pragma.InstancingOptions(InstancingOptions.NoLodFade), ShaderGraphBinder.kPragmaDescriptorNone ),
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},
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useFragInputs = false
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};
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}
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}
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class VFXLWRPBinder : VFXURPBinder
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{
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public override string SRPAssetTypeStr { get { return "LightweightRenderPipelineAsset"; } }
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}
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}
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#endif
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