b486678290
Library -Artifacts
350 lines
16 KiB
C#
350 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor.ShaderGraph;
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using UnityEditor.ShaderGraph.Legacy;
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using static UnityEditor.Rendering.Universal.ShaderGraph.SubShaderUtils;
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using static Unity.Rendering.Universal.ShaderUtils;
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namespace UnityEditor.Rendering.Universal.ShaderGraph
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{
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sealed class UniversalUnlitSubTarget : UniversalSubTarget, ILegacyTarget
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{
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static readonly GUID kSourceCodeGuid = new GUID("97c3f7dcb477ec842aa878573640313a"); // UniversalUnlitSubTarget.cs
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public UniversalUnlitSubTarget()
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{
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displayName = "Unlit";
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}
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protected override ShaderID shaderID => ShaderID.SG_Unlit;
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public override bool IsActive() => true;
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public override void Setup(ref TargetSetupContext context)
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{
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context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency);
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base.Setup(ref context);
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var universalRPType = typeof(UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset);
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if (!context.HasCustomEditorForRenderPipeline(universalRPType))
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{
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var gui = typeof(ShaderGraphUnlitGUI);
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#if HAS_VFX_GRAPH
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if (TargetsVFX())
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gui = typeof(VFXShaderGraphUnlitGUI);
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#endif
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context.AddCustomEditorForRenderPipeline(gui.FullName, universalRPType);
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}
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// Process SubShaders
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context.AddSubShader(PostProcessSubShader(SubShaders.UnlitDOTS(target, target.renderType, target.renderQueue)));
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context.AddSubShader(PostProcessSubShader(SubShaders.Unlit(target, target.renderType, target.renderQueue)));
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}
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public override void ProcessPreviewMaterial(Material material)
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{
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if (target.allowMaterialOverride)
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{
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// copy our target's default settings into the material
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// (technically not necessary since we are always recreating the material from the shader each time,
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// which will pull over the defaults from the shader definition)
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// but if that ever changes, this will ensure the defaults are set
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material.SetFloat(Property.SurfaceType, (float)target.surfaceType);
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material.SetFloat(Property.BlendMode, (float)target.alphaMode);
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material.SetFloat(Property.AlphaClip, target.alphaClip ? 1.0f : 0.0f);
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material.SetFloat(Property.CullMode, (int)target.renderFace);
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material.SetFloat(Property.CastShadows, target.castShadows ? 1.0f : 0.0f);
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material.SetFloat(Property.ZWriteControl, (float)target.zWriteControl);
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material.SetFloat(Property.ZTest, (float)target.zTestMode);
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}
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// We always need these properties regardless of whether the material is allowed to override
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// Queue control & offset enable correct automatic render queue behavior
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// Control == 0 is automatic, 1 is user-specified render queue
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material.SetFloat(Property.QueueOffset, 0.0f);
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material.SetFloat(Property.QueueControl, (float)BaseShaderGUI.QueueControl.Auto);
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// call the full unlit material setup function
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ShaderGraphUnlitGUI.UpdateMaterial(material, MaterialUpdateType.CreatedNewMaterial);
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}
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public override void GetFields(ref TargetFieldContext context)
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{
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base.GetFields(ref context);
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}
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public override void GetActiveBlocks(ref TargetActiveBlockContext context)
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{
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context.AddBlock(BlockFields.SurfaceDescription.Alpha, (target.surfaceType == SurfaceType.Transparent || target.alphaClip) || target.allowMaterialOverride);
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context.AddBlock(BlockFields.SurfaceDescription.AlphaClipThreshold, target.alphaClip || target.allowMaterialOverride);
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}
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public override void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode)
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{
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if (target.allowMaterialOverride)
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{
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collector.AddFloatProperty(Property.CastShadows, target.castShadows ? 1.0f : 0.0f);
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collector.AddFloatProperty(Property.SurfaceType, (float)target.surfaceType);
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collector.AddFloatProperty(Property.BlendMode, (float)target.alphaMode);
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collector.AddFloatProperty(Property.AlphaClip, target.alphaClip ? 1.0f : 0.0f);
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collector.AddFloatProperty(Property.SrcBlend, 1.0f); // always set by material inspector
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collector.AddFloatProperty(Property.DstBlend, 0.0f); // always set by material inspector
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collector.AddToggleProperty(Property.ZWrite, (target.surfaceType == SurfaceType.Opaque));
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collector.AddFloatProperty(Property.ZWriteControl, (float)target.zWriteControl);
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collector.AddFloatProperty(Property.ZTest, (float)target.zTestMode); // ztest mode is designed to directly pass as ztest
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collector.AddFloatProperty(Property.CullMode, (float)target.renderFace); // render face enum is designed to directly pass as a cull mode
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}
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// We always need these properties regardless of whether the material is allowed to override other shader properties.
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// Queue control & offset enable correct automatic render queue behavior. Control == 0 is automatic, 1 is user-specified.
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// We initialize queue control to -1 to indicate to UpdateMaterial that it needs to initialize it properly on the material.
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collector.AddFloatProperty(Property.QueueOffset, 0.0f);
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collector.AddFloatProperty(Property.QueueControl, -1.0f);
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}
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public override void GetPropertiesGUI(ref TargetPropertyGUIContext context, Action onChange, Action<String> registerUndo)
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{
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var universalTarget = (target as UniversalTarget);
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universalTarget.AddDefaultMaterialOverrideGUI(ref context, onChange, registerUndo);
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universalTarget.AddDefaultSurfacePropertiesGUI(ref context, onChange, registerUndo, showReceiveShadows: false);
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}
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public bool TryUpgradeFromMasterNode(IMasterNode1 masterNode, out Dictionary<BlockFieldDescriptor, int> blockMap)
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{
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blockMap = null;
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if (!(masterNode is UnlitMasterNode1 unlitMasterNode))
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return false;
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// Set blockmap
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blockMap = new Dictionary<BlockFieldDescriptor, int>()
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{
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{ BlockFields.VertexDescription.Position, 9 },
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{ BlockFields.VertexDescription.Normal, 10 },
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{ BlockFields.VertexDescription.Tangent, 11 },
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{ BlockFields.SurfaceDescription.BaseColor, 0 },
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{ BlockFields.SurfaceDescription.Alpha, 7 },
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{ BlockFields.SurfaceDescription.AlphaClipThreshold, 8 },
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};
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return true;
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}
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#region SubShader
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static class SubShaders
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{
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public static SubShaderDescriptor Unlit(UniversalTarget target, string renderType, string renderQueue)
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{
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var result = new SubShaderDescriptor()
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{
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pipelineTag = UniversalTarget.kPipelineTag,
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customTags = UniversalTarget.kUnlitMaterialTypeTag,
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renderType = renderType,
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renderQueue = renderQueue,
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generatesPreview = true,
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passes = new PassCollection()
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};
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result.passes.Add(UnlitPasses.Forward(target));
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if (target.mayWriteDepth)
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result.passes.Add(CorePasses.DepthOnly(target));
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result.passes.Add(CorePasses.DepthNormalOnly(target));
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if (target.castShadows || target.allowMaterialOverride)
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result.passes.Add(CorePasses.ShadowCaster(target));
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// Currently neither of these passes (selection/picking) can be last for the game view for
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// UI shaders to render correctly. Verify [1352225] before changing this order.
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result.passes.Add(CorePasses.SceneSelection(target));
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result.passes.Add(CorePasses.ScenePicking(target));
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result.passes.Add(UnlitPasses.DepthNormalOnly(target));
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return result;
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}
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public static SubShaderDescriptor UnlitDOTS(UniversalTarget target, string renderType, string renderQueue)
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{
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var result = new SubShaderDescriptor()
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{
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pipelineTag = UniversalTarget.kPipelineTag,
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customTags = UniversalTarget.kUnlitMaterialTypeTag,
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renderType = renderType,
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renderQueue = renderQueue,
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generatesPreview = true,
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passes = new PassCollection()
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};
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result.passes.Add(PassVariant(UnlitPasses.Forward(target), CorePragmas.DOTSForward));
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if (target.mayWriteDepth)
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result.passes.Add(PassVariant(CorePasses.DepthOnly(target), CorePragmas.DOTSInstanced));
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result.passes.Add(PassVariant(CorePasses.DepthNormalOnly(target), CorePragmas.DOTSInstanced));
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if (target.castShadows || target.allowMaterialOverride)
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result.passes.Add(PassVariant(CorePasses.ShadowCaster(target), CorePragmas.DOTSInstanced));
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// Currently neither of these passes (selection/picking) can be last for the game view for
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// UI shaders to render correctly. Verify [1352225] before changing this order.
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result.passes.Add(PassVariant(CorePasses.SceneSelection(target), CorePragmas.DOTSDefault));
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result.passes.Add(PassVariant(CorePasses.ScenePicking(target), CorePragmas.DOTSDefault));
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result.passes.Add(PassVariant(UnlitPasses.DepthNormalOnly(target), CorePragmas.DOTSInstanced));
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return result;
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}
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}
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#endregion
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#region Pass
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static class UnlitPasses
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{
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public static PassDescriptor Forward(UniversalTarget target)
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{
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var result = new PassDescriptor
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{
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// Definition
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displayName = "Universal Forward",
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referenceName = "SHADERPASS_UNLIT",
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useInPreview = true,
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// Template
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passTemplatePath = UniversalTarget.kUberTemplatePath,
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sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories,
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// Port Mask
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validVertexBlocks = CoreBlockMasks.Vertex,
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validPixelBlocks = CoreBlockMasks.FragmentColorAlpha,
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// Fields
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structs = CoreStructCollections.Default,
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requiredFields = UnlitRequiredFields.Unlit,
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fieldDependencies = CoreFieldDependencies.Default,
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// Conditional State
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renderStates = CoreRenderStates.UberSwitchedRenderState(target),
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pragmas = CorePragmas.Forward,
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defines = new DefineCollection() { CoreDefines.UseFragmentFog },
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keywords = new KeywordCollection() { UnlitKeywords.UnlitBaseKeywords },
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includes = UnlitIncludes.Unlit,
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// Custom Interpolator Support
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customInterpolators = CoreCustomInterpDescriptors.Common
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};
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CorePasses.AddTargetSurfaceControlsToPass(ref result, target);
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return result;
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}
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public static PassDescriptor DepthNormalOnly(UniversalTarget target)
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{
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var result = new PassDescriptor
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{
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// Definition
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displayName = "DepthNormals",
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referenceName = "SHADERPASS_DEPTHNORMALSONLY",
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lightMode = "DepthNormalsOnly",
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useInPreview = false,
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// Template
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passTemplatePath = UniversalTarget.kUberTemplatePath,
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sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories,
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// Port Mask
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validVertexBlocks = CoreBlockMasks.Vertex,
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validPixelBlocks = UnlitBlockMasks.FragmentDepthNormals,
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// Fields
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structs = CoreStructCollections.Default,
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requiredFields = UnlitRequiredFields.DepthNormalsOnly,
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fieldDependencies = CoreFieldDependencies.Default,
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// Conditional State
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renderStates = CoreRenderStates.DepthNormalsOnly(target),
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pragmas = CorePragmas.Forward,
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defines = new DefineCollection(),
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keywords = new KeywordCollection(),
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includes = CoreIncludes.DepthNormalsOnly,
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// Custom Interpolator Support
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customInterpolators = CoreCustomInterpDescriptors.Common
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};
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CorePasses.AddTargetSurfaceControlsToPass(ref result, target);
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return result;
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}
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#region PortMasks
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static class UnlitBlockMasks
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{
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public static readonly BlockFieldDescriptor[] FragmentDepthNormals = new BlockFieldDescriptor[]
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{
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BlockFields.SurfaceDescription.NormalWS,
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BlockFields.SurfaceDescription.Alpha,
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BlockFields.SurfaceDescription.AlphaClipThreshold,
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};
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}
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#endregion
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#region RequiredFields
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static class UnlitRequiredFields
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{
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public static readonly FieldCollection Unlit = new FieldCollection()
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{
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StructFields.Varyings.positionWS,
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StructFields.Varyings.normalWS,
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StructFields.Varyings.viewDirectionWS,
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};
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public static readonly FieldCollection DepthNormalsOnly = new FieldCollection()
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{
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StructFields.Varyings.normalWS,
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};
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}
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#endregion
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}
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#endregion
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#region Keywords
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static class UnlitKeywords
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{
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public static readonly KeywordCollection UnlitBaseKeywords = new KeywordCollection()
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{
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// This contain lightmaps because without a proper custom lighting solution in Shadergraph,
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// people start with the unlit then add lightmapping nodes to it.
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// If we removed lightmaps from the unlit target this would ruin a lot of peoples days.
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CoreKeywordDescriptors.StaticLightmap,
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CoreKeywordDescriptors.DirectionalLightmapCombined,
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CoreKeywordDescriptors.SampleGI,
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CoreKeywordDescriptors.DBuffer,
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CoreKeywordDescriptors.DebugDisplay,
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};
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}
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#endregion
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#region Includes
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static class UnlitIncludes
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{
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const string kUnlitPass = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl";
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public static IncludeCollection Unlit = new IncludeCollection
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{
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// Pre-graph
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{ CoreIncludes.CorePregraph },
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{ CoreIncludes.ShaderGraphPregraph },
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{ CoreIncludes.DBufferPregraph },
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// Post-graph
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{ CoreIncludes.CorePostgraph },
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{ kUnlitPass, IncludeLocation.Postgraph },
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};
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}
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#endregion
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}
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}
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