#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); 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(path); if (shader.TryGetMetadataOfType(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(path); if (shader.TryGetMetadataOfType(out var metaData) && !metaData.allowMaterialOverride) { if (metaData.surfaceType == SurfaceType.Transparent) { 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; } } } 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(path); if (shader.TryGetMetadataOfType(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), }; 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 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(); 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