508 lines
19 KiB
C#
508 lines
19 KiB
C#
using System;
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using System.IO;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.Rendering;
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using UnityEngine.UIElements;
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using UnityEditor.ShaderGraph.Drawing;
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using System.Text;
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namespace UnityEditor.ShaderGraph
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{
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[HasDependencies(typeof(MinimalCustomFunctionNode))]
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[Title("Utility", "Custom Function")]
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class CustomFunctionNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireTransform
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{
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// 0 original version
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// 1 differentiate between struct-based UnityTexture2D and bare Texture2D resources (for all texture and samplerstate resources)
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public override int latestVersion => 1;
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public override IEnumerable<int> allowedNodeVersions => new int[] { 1 };
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[Serializable]
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public class MinimalCustomFunctionNode : IHasDependencies
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{
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[SerializeField]
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HlslSourceType m_SourceType = HlslSourceType.File;
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[SerializeField]
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string m_FunctionName = k_DefaultFunctionName;
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[SerializeField]
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string m_FunctionSource = null;
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public void GetSourceAssetDependencies(AssetCollection assetCollection)
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{
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if (m_SourceType == HlslSourceType.File)
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{
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m_FunctionSource = UpgradeFunctionSource(m_FunctionSource);
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if (IsValidFunction(m_SourceType, m_FunctionName, m_FunctionSource, null))
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{
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if (GUID.TryParse(m_FunctionSource, out GUID guid))
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{
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// as this is just #included into the generated .shader file
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// it doesn't actually need to be a dependency, other than for export package
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assetCollection.AddAssetDependency(guid, AssetCollection.Flags.IncludeInExportPackage);
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}
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}
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}
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}
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}
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enum SourceFileStatus
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{
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Empty, // No File specified
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DoesNotExist, // Either file doesn't exist (empty name) or guid points to a non-existant file
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Invalid, // File exists but isn't of a valid type (such as wrong extension)
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Valid
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};
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// With ShaderInclude asset type, it should no longer be necessary to soft-check the extension.
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public static string[] s_ValidExtensions = { ".hlsl", ".cginc", ".cg" };
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const string k_InvalidFileType = "Source file is not a valid file type. Valid file extensions are .hlsl, .cginc, and .cg";
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const string k_MissingFile = "Source file does not exist. A valid .hlsl, .cginc, or .cg file must be referenced";
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const string k_MissingOutputSlot = "A Custom Function Node must have at least one output slot";
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public CustomFunctionNode()
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{
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UpdateNodeName();
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synonyms = new string[] { "code", "HLSL" };
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}
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void UpdateNodeName()
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{
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if ((functionName == defaultFunctionName) || (functionName == null))
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name = "Custom Function";
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else
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name = functionName + " (Custom Function)";
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}
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public override bool hasPreview => true;
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[SerializeField]
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HlslSourceType m_SourceType = HlslSourceType.File;
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public HlslSourceType sourceType
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{
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get => m_SourceType;
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set => m_SourceType = value;
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}
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[SerializeField]
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string m_FunctionName = k_DefaultFunctionName;
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const string k_DefaultFunctionName = "Enter function name here...";
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public string functionName
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{
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get => m_FunctionName;
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set
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{
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m_FunctionName = value;
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UpdateNodeName();
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}
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}
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public string hlslFunctionName
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{
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get => m_FunctionName + "_$precision";
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}
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public static string defaultFunctionName => k_DefaultFunctionName;
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[SerializeField]
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string m_FunctionSource;
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const string k_DefaultFunctionSource = "Enter function source file path here...";
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public string functionSource
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{
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get => m_FunctionSource;
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set => m_FunctionSource = value;
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}
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[SerializeField]
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string m_FunctionBody = k_DefaultFunctionBody;
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const string k_DefaultFunctionBody = "Enter function body here...";
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public string functionBody
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{
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get => m_FunctionBody;
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set => m_FunctionBody = value;
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}
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public static string defaultFunctionBody => k_DefaultFunctionBody;
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public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
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{
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using (var inputSlots = PooledList<MaterialSlot>.Get())
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using (var outputSlots = PooledList<MaterialSlot>.Get())
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{
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GetInputSlots<MaterialSlot>(inputSlots);
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GetOutputSlots<MaterialSlot>(outputSlots);
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if (!IsValidFunction())
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{
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// invalid functions generate special preview code.. (why?)
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if (generationMode == GenerationMode.Preview && outputSlots.Count != 0)
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{
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outputSlots.OrderBy(s => s.id);
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var hlslVariableType = outputSlots[0].concreteValueType.ToShaderString();
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sb.AppendLine("{0} {1};",
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hlslVariableType,
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GetVariableNameForSlot(outputSlots[0].id));
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}
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return;
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}
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// declare output variables
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foreach (var output in outputSlots)
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{
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sb.AppendLine("{0} {1};",
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output.concreteValueType.ToShaderString(),
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GetVariableNameForSlot(output.id));
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if (output.bareResource)
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AssignDefaultBareResource(output, sb);
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}
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// call function
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sb.TryAppendIndentation();
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sb.Append(hlslFunctionName);
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sb.Append("(");
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bool first = true;
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foreach (var input in inputSlots)
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{
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if (!first)
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sb.Append(", ");
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first = false;
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sb.Append(SlotInputValue(input, generationMode));
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// fixup input for Bare types
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if (input.bareResource)
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{
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if (input is SamplerStateMaterialSlot)
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sb.Append(".samplerstate");
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else
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sb.Append(".tex");
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}
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}
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foreach (var output in outputSlots)
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{
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if (!first)
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sb.Append(", ");
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first = false;
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sb.Append(GetVariableNameForSlot(output.id));
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// fixup output for Bare types
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if (output.bareResource)
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{
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if (output is SamplerStateMaterialSlot)
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sb.Append(".samplerstate");
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else
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sb.Append(".tex");
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}
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}
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sb.Append(");");
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sb.AppendNewLine();
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}
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}
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void AssignDefaultBareResource(MaterialSlot slot, ShaderStringBuilder sb)
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{
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switch (slot.concreteValueType)
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{
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case ConcreteSlotValueType.Texture2D:
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{
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var slotVariable = GetVariableNameForSlot(slot.id);
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sb.TryAppendIndentation();
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sb.Append(slotVariable);
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sb.Append(".samplerstate = default_sampler_Linear_Repeat;");
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sb.AppendNewLine();
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sb.TryAppendIndentation();
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sb.Append(slotVariable);
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sb.Append(".texelSize = float4(1.0f/128.0f, 1.0f/128.0f, 128.0f, 128.0f);");
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sb.AppendNewLine();
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sb.TryAppendIndentation();
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sb.Append(slotVariable);
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sb.Append(".scaleTranslate = float4(1.0f, 1.0f, 0.0f, 0.0f);");
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sb.AppendNewLine();
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}
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break;
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case ConcreteSlotValueType.Texture3D:
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case ConcreteSlotValueType.Texture2DArray:
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case ConcreteSlotValueType.Cubemap:
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{
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var slotVariable = GetVariableNameForSlot(slot.id);
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sb.TryAppendIndentation();
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sb.Append(slotVariable);
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sb.Append(".samplerstate = default_sampler_Linear_Repeat;");
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sb.AppendNewLine();
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}
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break;
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}
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}
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public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
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{
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if (!IsValidFunction())
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return;
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switch (sourceType)
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{
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case HlslSourceType.File:
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string path = AssetDatabase.GUIDToAssetPath(functionSource);
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// This is required for upgrading without console errors
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if (string.IsNullOrEmpty(path))
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path = functionSource;
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registry.RequiresIncludePath(path);
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break;
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case HlslSourceType.String:
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registry.ProvideFunction(hlslFunctionName, builder =>
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{
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GetFunctionHeader(builder);
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using (builder.BlockScope())
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{
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builder.AppendLines(functionBody);
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}
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});
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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void GetFunctionHeader(ShaderStringBuilder sb)
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{
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using (var inputSlots = PooledList<MaterialSlot>.Get())
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using (var outputSlots = PooledList<MaterialSlot>.Get())
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{
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GetInputSlots(inputSlots);
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GetOutputSlots(outputSlots);
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sb.Append("void ");
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sb.Append(hlslFunctionName);
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sb.Append("(");
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var first = true;
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foreach (var argument in inputSlots)
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{
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if (!first)
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sb.Append(", ");
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first = false;
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argument.AppendHLSLParameterDeclaration(sb, argument.shaderOutputName);
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}
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foreach (var argument in outputSlots)
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{
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if (!first)
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sb.Append(", ");
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first = false;
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sb.Append("out ");
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argument.AppendHLSLParameterDeclaration(sb, argument.shaderOutputName);
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}
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sb.Append(")");
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}
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}
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string SlotInputValue(MaterialSlot port, GenerationMode generationMode)
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{
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IEdge[] edges = port.owner.owner.GetEdges(port.slotReference).ToArray();
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if (edges.Any())
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{
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var fromSocketRef = edges[0].outputSlot;
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var fromNode = fromSocketRef.node;
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if (fromNode == null)
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return string.Empty;
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return fromNode.GetOutputForSlot(fromSocketRef, port.concreteValueType, generationMode);
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}
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return port.GetDefaultValue(generationMode);
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}
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bool IsValidFunction()
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{
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return IsValidFunction(sourceType, functionName, functionSource, functionBody);
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}
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static bool IsValidFunction(HlslSourceType sourceType, string functionName, string functionSource, string functionBody)
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{
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bool validFunctionName = !string.IsNullOrEmpty(functionName) && functionName != k_DefaultFunctionName;
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if (sourceType == HlslSourceType.String)
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{
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bool validFunctionBody = !string.IsNullOrEmpty(functionBody) && functionBody != k_DefaultFunctionBody;
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return validFunctionName & validFunctionBody;
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}
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else
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{
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if (!validFunctionName || string.IsNullOrEmpty(functionSource) || functionSource == k_DefaultFunctionSource)
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return false;
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string path = AssetDatabase.GUIDToAssetPath(functionSource);
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if (string.IsNullOrEmpty(path))
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path = functionSource;
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string extension = Path.GetExtension(path);
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return s_ValidExtensions.Contains(extension);
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}
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}
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void ValidateSlotName()
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{
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using (var slots = PooledList<MaterialSlot>.Get())
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{
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GetSlots(slots);
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foreach (var slot in slots)
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{
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// check for bad slot names
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var error = NodeUtils.ValidateSlotName(slot.RawDisplayName(), out string errorMessage);
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if (error)
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{
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owner.AddValidationError(objectId, errorMessage);
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break;
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}
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}
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}
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}
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void ValidateBareTextureSlots()
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{
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using (var outputSlots = PooledList<MaterialSlot>.Get())
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{
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GetOutputSlots(outputSlots);
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foreach (var slot in outputSlots)
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{
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if (slot.bareResource)
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{
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owner.AddValidationError(objectId, "This node uses Bare Texture or SamplerState outputs, which may produce unexpected results when fed to other nodes. Please convert the node to use the non-Bare struct-based outputs (see the structs defined in com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl)", ShaderCompilerMessageSeverity.Warning);
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break;
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}
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}
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}
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}
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public override void ValidateNode()
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{
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bool hasAnyOutputs = this.GetOutputSlots<MaterialSlot>().Any();
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if (sourceType == HlslSourceType.File)
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{
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SourceFileStatus fileStatus = SourceFileStatus.Empty;
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if (!string.IsNullOrEmpty(functionSource))
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{
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string path = AssetDatabase.GUIDToAssetPath(functionSource);
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if (!string.IsNullOrEmpty(path) && AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(path) != null)
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{
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string extension = path.Substring(path.LastIndexOf('.'));
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if (!s_ValidExtensions.Contains(extension))
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{
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fileStatus = SourceFileStatus.Invalid;
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}
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else
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{
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fileStatus = SourceFileStatus.Valid;
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}
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}
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else
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fileStatus = SourceFileStatus.DoesNotExist;
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}
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if (fileStatus == SourceFileStatus.DoesNotExist || (fileStatus == SourceFileStatus.Empty && hasAnyOutputs))
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owner.AddValidationError(objectId, k_MissingFile, ShaderCompilerMessageSeverity.Error);
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else if (fileStatus == SourceFileStatus.Invalid)
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owner.AddValidationError(objectId, k_InvalidFileType, ShaderCompilerMessageSeverity.Error);
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else if (fileStatus == SourceFileStatus.Valid)
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owner.ClearErrorsForNode(this);
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}
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if (!hasAnyOutputs)
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{
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owner.AddValidationError(objectId, k_MissingOutputSlot, ShaderCompilerMessageSeverity.Warning);
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}
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ValidateSlotName();
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ValidateBareTextureSlots();
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base.ValidateNode();
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}
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public bool Reload(HashSet<string> changedFileDependencyGUIDs)
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{
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if (changedFileDependencyGUIDs.Contains(m_FunctionSource))
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{
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owner.ClearErrorsForNode(this);
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ValidateNode();
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Dirty(ModificationScope.Graph);
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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 static string UpgradeFunctionSource(string functionSource)
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{
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// Handle upgrade from legacy asset path version
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// If functionSource is not empty or a guid then assume it is legacy version
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// If asset can be loaded from path then get its guid
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// Otherwise it was the default string so set to empty
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Guid guid;
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if (!string.IsNullOrEmpty(functionSource) && !Guid.TryParse(functionSource, out guid))
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{
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// not sure why we don't use AssetDatabase.AssetPathToGUID...
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// I guess we are testing that it actually exists and can be loaded here before converting?
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string guidString = string.Empty;
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ShaderInclude shaderInclude = AssetDatabase.LoadAssetAtPath<ShaderInclude>(functionSource);
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if (shaderInclude != null)
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{
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long localId;
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AssetDatabase.TryGetGUIDAndLocalFileIdentifier(shaderInclude, out guidString, out localId);
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}
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functionSource = guidString;
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}
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return functionSource;
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}
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public override void OnAfterDeserialize()
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{
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base.OnAfterDeserialize();
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functionSource = UpgradeFunctionSource(functionSource);
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UpdateNodeName();
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}
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public override void OnAfterMultiDeserialize(string json)
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{
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if (sgVersion < 1)
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{
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// any Texture2D slots used prior to version 1 should be flagged as "bare" so we can
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// generate backwards compatible code
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var slots = new List<MaterialSlot>();
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GetSlots(slots);
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foreach (var slot in slots)
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{
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slot.bareResource = true;
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}
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ChangeVersion(1);
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}
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}
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public NeededTransform[] RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All)
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{
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return new[]
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{
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NeededTransform.ObjectToWorld,
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NeededTransform.WorldToObject
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};
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}
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}
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}
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