UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalSixWaySubTarget.cs

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2024-10-27 10:53:47 +03:00
using System;
using UnityEngine;
using UnityEditor.ShaderGraph;
using UnityEngine.UIElements;
using UnityEngine.Assertions;
using UnityEngine.Rendering;
using static UnityEditor.Rendering.Universal.ShaderGraph.SubShaderUtils;
using UnityEngine.Rendering.Universal;
using static Unity.Rendering.Universal.ShaderUtils;
namespace UnityEditor.Rendering.Universal.ShaderGraph
{
sealed class UniversalSixWaySubTarget : UniversalSubTarget
{
static readonly GUID kSourceCodeGuid = new GUID("d6c78107b64145745805d963de80cc17"); // UniversalLitSubTarget.cs
public override int latestVersion => 2;
public UniversalSixWaySubTarget()
{
displayName = "Six-way Smoke Lit";
}
protected override ShaderID shaderID => ShaderID.SG_SixWaySmokeLit;
public override bool IsActive() => true;
[SerializeField]
bool m_UseColorAbsorption = true;
bool useColorAbsorption
{
get => m_UseColorAbsorption;
set => m_UseColorAbsorption = value;
}
public override void Setup(ref TargetSetupContext context)
{
context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency);
base.Setup(ref context);
var universalRPType = typeof(UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset);
if (!context.HasCustomEditorForRenderPipeline(universalRPType))
{
var gui = typeof(SixWayGUI);
#if HAS_VFX_GRAPH
if (TargetsVFX())
gui = typeof(VFXSixWayGUI);
#endif
context.AddCustomEditorForRenderPipeline(gui.FullName, universalRPType);
}
// Process SubShaders
context.AddSubShader(PostProcessSubShader(SubShaders.SixWaySubShader(target, target.renderType, target.renderQueue, target.disableBatching, useColorAbsorption)));
}
public override void ProcessPreviewMaterial(Material material)
{
if (target.allowMaterialOverride)
{
// copy our target's default settings into the material
// (technically not necessary since we are always recreating the material from the shader each time,
// which will pull over the defaults from the shader definition)
// but if that ever changes, this will ensure the defaults are set
material.SetFloat(Property.CastShadows, target.castShadows ? 1.0f : 0.0f);
material.SetFloat(Property.ReceiveShadows, target.receiveShadows ? 1.0f : 0.0f);
material.SetFloat(Property.SurfaceType, (float)target.surfaceType);
material.SetFloat(Property.BlendMode, (float)target.alphaMode);
material.SetFloat(Property.AlphaClip, target.alphaClip ? 1.0f : 0.0f);
material.SetFloat(Property.CullMode, (int)target.renderFace);
material.SetFloat(Property.ZWriteControl, (float)target.zWriteControl);
material.SetFloat(Property.ZTest, (float)target.zTestMode);
material.SetFloat(SixWayProperties.UseColorAbsorption, useColorAbsorption ? 1.0f : 0.0f );
}
// We always need these properties regardless of whether the material is allowed to override
// Queue control & offset enable correct automatic render queue behavior
// Control == 0 is automatic, 1 is user-specified render queue
material.SetFloat(Property.QueueOffset, 0.0f);
material.SetFloat(Property.QueueControl, (float)BaseShaderGUI.QueueControl.Auto);
// call the full unlit material setup function
ShaderGraphLitGUI.UpdateMaterial(material, MaterialUpdateType.CreatedNewMaterial);
bool useColorAbsorptionValue = false;
if (material.HasProperty(SixWayProperties.UseColorAbsorption))
useColorAbsorptionValue = material.GetFloat(SixWayProperties.UseColorAbsorption) > 0.0f;
CoreUtils.SetKeyword(material, "_SIX_WAY_COLOR_ABSORPTION", useColorAbsorptionValue);
}
public override void GetFields(ref TargetFieldContext context)
{
base.GetFields(ref context);
bool containsNormalDescriptor = false;
foreach (var block in context.blocks)
{
if (Equals(block.descriptor, BlockFields.SurfaceDescription.NormalOS) ||
Equals(block.descriptor, BlockFields.SurfaceDescription.NormalTS) ||
Equals(block.descriptor, BlockFields.SurfaceDescription.NormalWS))
{
containsNormalDescriptor = true;
break;
}
}
context.AddField(UniversalFields.Normal, containsNormalDescriptor);
}
public struct Varyings
{
public static string name = "Varyings";
public static FieldDescriptor diffuseGIData0 = new FieldDescriptor(Varyings.name, "diffuseGIData0",
"VARYINGS_NEED_SIX_WAY_DIFFUSE_GI_DATA", ShaderValueType.Float4 ,subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor diffuseGIData1 = new FieldDescriptor(Varyings.name, "diffuseGIData1",
"VARYINGS_NEED_SIX_WAY_DIFFUSE_GI_DATA", ShaderValueType.Float4 ,subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor diffuseGIData2 = new FieldDescriptor(Varyings.name, "diffuseGIData2",
"VARYINGS_NEED_SIX_WAY_DIFFUSE_GI_DATA", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional);
}
public override void GetActiveBlocks(ref TargetActiveBlockContext context)
{
context.AddBlock(BlockFields.SurfaceDescription.Emission);
context.AddBlock(BlockFields.SurfaceDescription.Occlusion);
context.AddBlock(BlockFields.SurfaceDescription.MapRightTopBack);
context.AddBlock(BlockFields.SurfaceDescription.MapLeftBottomFront);
context.AddBlock(BlockFields.SurfaceDescription.AbsorptionStrength, useColorAbsorption || target.allowMaterialOverride);
// when the surface options are material controlled, we must show all of these blocks
// when target controlled, we can cull the unnecessary blocks
context.AddBlock(BlockFields.SurfaceDescription.Alpha, (target.surfaceType == SurfaceType.Transparent || target.alphaClip) || target.allowMaterialOverride);
context.AddBlock(BlockFields.SurfaceDescription.AlphaClipThreshold, (target.alphaClip) || target.allowMaterialOverride);
}
public override void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode)
{
// if using material control, add the material property to control workflow mode
if (target.allowMaterialOverride)
{
collector.AddFloatProperty(Property.CastShadows, target.castShadows ? 1.0f : 0.0f);
collector.AddToggleProperty(Property.ReceiveShadows, target.receiveShadows);
// setup properties using the defaults
collector.AddFloatProperty(Property.SurfaceType, (float)target.surfaceType);
collector.AddFloatProperty(Property.BlendMode, (float)target.alphaMode);
collector.AddFloatProperty(Property.AlphaClip, target.alphaClip ? 1.0f : 0.0f);
collector.AddFloatProperty(Property.SrcBlend, 1.0f); // always set by material inspector, ok to have incorrect values here
collector.AddFloatProperty(Property.DstBlend, 0.0f); // always set by material inspector, ok to have incorrect values here
collector.AddToggleProperty(Property.ZWrite, (target.surfaceType == SurfaceType.Opaque));
collector.AddFloatProperty(Property.ZWriteControl, (float)target.zWriteControl);
collector.AddFloatProperty(Property.ZTest, (float)target.zTestMode); // ztest mode is designed to directly pass as ztest
collector.AddFloatProperty(Property.CullMode, (float)target.renderFace); // render face enum is designed to directly pass as a cull mode
bool enableAlphaToMask = (target.alphaClip && (target.surfaceType == SurfaceType.Opaque));
collector.AddFloatProperty(Property.AlphaToMask, enableAlphaToMask ? 1.0f : 0.0f);
collector.AddToggleProperty(SixWayProperties.UseColorAbsorption, useColorAbsorption);
}
// We always need these properties regardless of whether the material is allowed to override other shader properties.
// Queue control & offset enable correct automatic render queue behavior. Control == 0 is automatic, 1 is user-specified.
// We initialize queue control to -1 to indicate to UpdateMaterial that it needs to initialize it properly on the material.
collector.AddFloatProperty(Property.QueueOffset, 0.0f);
collector.AddFloatProperty(Property.QueueControl, -1.0f);
}
public override void GetPropertiesGUI(ref TargetPropertyGUIContext context, Action onChange, Action<String> registerUndo)
{
var universalTarget = (target as UniversalTarget);
universalTarget.AddDefaultMaterialOverrideGUI(ref context, onChange, registerUndo);
universalTarget.AddDefaultSurfacePropertiesGUI(ref context, onChange, registerUndo, showReceiveShadows: true);
context.AddProperty("Use Color Absorption", new Toggle() { value = useColorAbsorption }, (evt) =>
{
if (Equals(useColorAbsorption, evt.newValue))
return;
registerUndo("Change Use Color Absorption");
useColorAbsorption = evt.newValue;
onChange();
});
}
protected override int ComputeMaterialNeedsUpdateHash()
{
int hash = base.ComputeMaterialNeedsUpdateHash();
hash = hash * 23 + target.allowMaterialOverride.GetHashCode();
return hash;
}
#region SubShader
static class SubShaders
{
const string kSixWayMaterialTypeTag = "\"UniversalMaterialType\" = \"SixWayLit\"";
public static SubShaderDescriptor SixWaySubShader(UniversalTarget target, string renderType, string renderQueue, string disableBatchingTag, bool useColorAbsorption)
{
SubShaderDescriptor result = new SubShaderDescriptor()
{
pipelineTag = UniversalTarget.kPipelineTag,
customTags = kSixWayMaterialTypeTag,
renderType = renderType,
renderQueue = renderQueue,
disableBatchingTag = disableBatchingTag,
generatesPreview = true,
passes = new PassCollection()
};
result.passes.Add(SixWayPasses.ForwardOnly(target, CoreBlockMasks.Vertex, SixWayBlockMasks.FragmentLit, CorePragmas.Forward, SixWayKeywords.Forward, useColorAbsorption));
// cull the shadowcaster pass if we know it will never be used
if (target.castShadows || target.allowMaterialOverride)
result.passes.Add(PassVariant(CorePasses.ShadowCaster(target), CorePragmas.Instanced));
if (target.mayWriteDepth)
result.passes.Add(PassVariant(CorePasses.DepthOnly(target), CorePragmas.Instanced));
result.passes.Add(PassVariant(SixWayPasses.Meta(target), CorePragmas.Default));
// Currently neither of these passes (selection/picking) can be last for the game view for
// UI shaders to render correctly. Verify [1352225] before changing this order.
result.passes.Add(PassVariant(CorePasses.SceneSelection(target), CorePragmas.Default));
result.passes.Add(PassVariant(CorePasses.ScenePicking(target), CorePragmas.Default));
return result;
}
}
#endregion
#region Passes
static class SixWayPasses
{
static void AddReceiveShadowsControlToPass(ref PassDescriptor pass, UniversalTarget target, bool receiveShadows)
{
if (target.allowMaterialOverride)
pass.keywords.Add(SixWayKeywords.ReceiveShadowsOff);
else if (!receiveShadows)
pass.defines.Add(SixWayKeywords.ReceiveShadowsOff, 1);
}
static void AddColorAbsorptionControlToPass(ref PassDescriptor pass, UniversalTarget target,
bool useColorAbsorption)
{
if (target.allowMaterialOverride)
pass.keywords.Add(SixWayKeywords.UseColorAbsorption);
else if (useColorAbsorption)
pass.defines.Add(SixWayKeywords.UseColorAbsorption, 1);
}
static StructDescriptor ForwardVaryings
{
get
{
var baseVaryingsDescriptor = UniversalStructs.Varyings;
FieldDescriptor[] varyingsDescriptorFields =
new FieldDescriptor[baseVaryingsDescriptor.fields.Length + 3];
varyingsDescriptorFields[0] = Varyings.diffuseGIData0;
varyingsDescriptorFields[1] = Varyings.diffuseGIData1;
varyingsDescriptorFields[2] = Varyings.diffuseGIData2;
baseVaryingsDescriptor.fields.CopyTo(varyingsDescriptorFields,3);
baseVaryingsDescriptor.fields = varyingsDescriptorFields;
return baseVaryingsDescriptor;
}
}
static readonly StructCollection ForwardStructCollection = new StructCollection
{
{ Structs.Attributes },
{ ForwardVaryings },
{ Structs.SurfaceDescriptionInputs },
{ Structs.VertexDescriptionInputs },
};
public static PassDescriptor ForwardOnly(
UniversalTarget target,
BlockFieldDescriptor[] vertexBlocks,
BlockFieldDescriptor[] pixelBlocks,
PragmaCollection pragmas,
KeywordCollection keywords,
bool useColorAbsorption)
{
var result = new PassDescriptor
{
// Definition
displayName = "Universal Forward Only",
referenceName = "SHADERPASS_FORWARDONLY",
lightMode = "UniversalForwardOnly",
useInPreview = true,
// Template
passTemplatePath = UniversalTarget.kUberTemplatePath,
sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories,
// Port Mask
validVertexBlocks = vertexBlocks,
validPixelBlocks = pixelBlocks,
// Fields
structs = ForwardStructCollection,
requiredFields = SixWayRequiredFields.Forward,
fieldDependencies = CoreFieldDependencies.Default,
// Conditional State
renderStates = CoreRenderStates.UberSwitchedRenderState(target),
pragmas = pragmas,
defines = new DefineCollection { CoreDefines.UseFragmentFog },
keywords = new KeywordCollection { keywords },
includes = new IncludeCollection { SixWayIncludes.Forward },
// Custom Interpolator Support
customInterpolators = CoreCustomInterpDescriptors.Common
};
CorePasses.AddTargetSurfaceControlsToPass(ref result, target);
CorePasses.AddAlphaToMaskControlToPass(ref result, target);
AddReceiveShadowsControlToPass(ref result, target, target.receiveShadows);
CorePasses.AddLODCrossFadeControlToPass(ref result, target);
AddColorAbsorptionControlToPass(ref result, target, useColorAbsorption);
return result;
}
public static PassDescriptor Meta(UniversalTarget target)
{
var result = new PassDescriptor()
{
// Definition
displayName = "Meta",
referenceName = "SHADERPASS_META",
lightMode = "Meta",
// Template
passTemplatePath = UniversalTarget.kUberTemplatePath,
sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories,
// Port Mask
validVertexBlocks = CoreBlockMasks.Vertex,
validPixelBlocks = SixWayBlockMasks.FragmentMeta,
// Fields
structs = CoreStructCollections.Default,
requiredFields = SixWayRequiredFields.Meta,
fieldDependencies = CoreFieldDependencies.Default,
// Conditional State
renderStates = CoreRenderStates.Meta,
pragmas = CorePragmas.Default,
defines = new DefineCollection() { CoreDefines.UseFragmentFog },
keywords = new KeywordCollection() { CoreKeywordDescriptors.EditorVisualization },
includes = SixWayIncludes.Meta,
// Custom Interpolator Support
customInterpolators = CoreCustomInterpDescriptors.Common
};
CorePasses.AddAlphaClipControlToPass(ref result, target);
return result;
}
}
#endregion
#region PortMasks
static class SixWayBlockMasks
{
public static readonly BlockFieldDescriptor[] FragmentLit = new BlockFieldDescriptor[]
{
BlockFields.SurfaceDescription.BaseColor,
BlockFields.SurfaceDescription.MapRightTopBack,
BlockFields.SurfaceDescription.MapLeftBottomFront,
BlockFields.SurfaceDescription.AbsorptionStrength,
BlockFields.SurfaceDescription.Emission,
BlockFields.SurfaceDescription.Occlusion,
BlockFields.SurfaceDescription.Alpha,
BlockFields.SurfaceDescription.AlphaClipThreshold,
};
public static readonly BlockFieldDescriptor[] FragmentMeta = new BlockFieldDescriptor[]
{
BlockFields.SurfaceDescription.BaseColor,
BlockFields.SurfaceDescription.Emission,
BlockFields.SurfaceDescription.Alpha,
BlockFields.SurfaceDescription.AlphaClipThreshold,
};
}
#endregion
#region RequiredFields
static class SixWayRequiredFields
{
public static readonly FieldCollection Forward = new FieldCollection()
{
StructFields.Attributes.uv1,
StructFields.Attributes.uv2,
StructFields.Varyings.positionWS,
StructFields.Varyings.normalWS,
StructFields.Varyings.tangentWS, // needed for vertex lighting
UniversalStructFields.Varyings.staticLightmapUV,
UniversalStructFields.Varyings.dynamicLightmapUV,
UniversalStructFields.Varyings.sh,
UniversalStructFields.Varyings.probeOcclusion,
UniversalStructFields.Varyings.fogFactorAndVertexLight, // fog and vertex lighting, vert input is dependency
UniversalStructFields.Varyings.shadowCoord, // shadow coord, vert input is dependency
Varyings.diffuseGIData0,
Varyings.diffuseGIData1,
Varyings.diffuseGIData2,
};
public static readonly FieldCollection Meta = new FieldCollection()
{
StructFields.Attributes.positionOS,
StructFields.Attributes.normalOS,
StructFields.Attributes.uv0, //
StructFields.Attributes.uv1, // needed for meta vertex position
StructFields.Attributes.uv2, // needed for meta UVs
StructFields.Attributes.instanceID, // needed for rendering instanced terrain
StructFields.Varyings.positionCS,
StructFields.Varyings.texCoord0, // needed for meta UVs
StructFields.Varyings.texCoord1, // VizUV
StructFields.Varyings.texCoord2, // LightCoord
};
}
#endregion
#region Defines
public static class SixWayProperties
{
public static readonly string UseColorAbsorption = "_UseColorAbsorption";
}
#endregion
#region Keywords
static class SixWayKeywords
{
public static readonly KeywordDescriptor ReceiveShadowsOff = new KeywordDescriptor()
{
displayName = "Receive Shadows Off",
referenceName = ShaderKeywordStrings._RECEIVE_SHADOWS_OFF,
type = KeywordType.Boolean,
definition = KeywordDefinition.ShaderFeature,
scope = KeywordScope.Local,
};
public static readonly KeywordDescriptor UseColorAbsorption = new KeywordDescriptor()
{
displayName = "Use Color Absorption",
referenceName = "_SIX_WAY_COLOR_ABSORPTION",
type = KeywordType.Boolean,
definition = KeywordDefinition.ShaderFeature,
scope = KeywordScope.Local,
stages = KeywordShaderStage.Fragment
};
public static readonly KeywordCollection Forward = new KeywordCollection
{
{ CoreKeywordDescriptors.MainLightShadows },
{ CoreKeywordDescriptors.AdditionalLights },
{ CoreKeywordDescriptors.AdditionalLightShadows },
{ CoreKeywordDescriptors.ShadowsSoft },
{ CoreKeywordDescriptors.ShadowsShadowmask },
{ CoreKeywordDescriptors.LightLayers },
{ CoreKeywordDescriptors.DebugDisplay },
{ CoreKeywordDescriptors.LightCookies },
{ CoreKeywordDescriptors.ForwardPlus },
};
}
#endregion
#region Includes
static class SixWayIncludes
{
const string kShadows = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl";
const string kMetaInput = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl";
const string kForwardPass = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SixWayForwardPass.hlsl";
const string kLightingMetaPass = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl";
const string kSixWayLighting = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SixWayLighting.hlsl";
public static readonly IncludeCollection Forward = new IncludeCollection
{
// Pre-graph
{ CoreIncludes.DOTSPregraph },
{ CoreIncludes.WriteRenderLayersPregraph },
{ CoreIncludes.ProbeVolumePregraph },
{ CoreIncludes.CorePregraph },
{ kShadows, IncludeLocation.Pregraph },
{ CoreIncludes.ShaderGraphPregraph },
{ CoreIncludes.DBufferPregraph },
// Post-graph
{ kSixWayLighting, IncludeLocation.Postgraph},
{ CoreIncludes.CorePostgraph },
{ kForwardPass, IncludeLocation.Postgraph },
};
public static readonly IncludeCollection Meta = new IncludeCollection
{
// Pre-graph
{ CoreIncludes.CorePregraph },
{ CoreIncludes.ShaderGraphPregraph },
{ kMetaInput, IncludeLocation.Pregraph },
// Post-graph
{ CoreIncludes.CorePostgraph },
{ kLightingMetaPass, IncludeLocation.Postgraph },
};
}
#endregion
}
}