327 lines
13 KiB
C#
327 lines
13 KiB
C#
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using System;
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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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namespace UnityEditor.ShaderGraph.Internal
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{
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[Serializable]
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public struct ShaderGraphRequirements
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{
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[SerializeField] List<NeededTransform> m_RequiresTransforms;
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[SerializeField] NeededCoordinateSpace m_RequiresNormal;
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[SerializeField] NeededCoordinateSpace m_RequiresBitangent;
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[SerializeField] NeededCoordinateSpace m_RequiresTangent;
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[SerializeField] NeededCoordinateSpace m_RequiresViewDir;
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[SerializeField] NeededCoordinateSpace m_RequiresPosition;
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[SerializeField] NeededCoordinateSpace m_RequiresPositionPredisplacement;
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[SerializeField] bool m_RequiresScreenPosition;
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[SerializeField] bool m_RequiresNDCPosition;
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[SerializeField] bool m_RequiresPixelPosition;
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[SerializeField] bool m_RequiresVertexColor;
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[SerializeField] bool m_RequiresFaceSign;
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[SerializeField] List<UVChannel> m_RequiresMeshUVs;
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[SerializeField] bool m_RequiresDepthTexture;
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[SerializeField] bool m_RequiresCameraOpaqueTexture;
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[SerializeField] bool m_RequiresTime;
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[SerializeField] bool m_RequiresVertexSkinning;
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[SerializeField] bool m_RequiresVertexID;
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[SerializeField] bool m_RequiresInstanceID;
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[SerializeField] List<UVChannel> m_RequiresMeshUVDerivatives;
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internal static ShaderGraphRequirements none
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{
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get
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{
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return new ShaderGraphRequirements
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{
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m_RequiresTransforms = new List<NeededTransform>(),
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m_RequiresMeshUVs = new List<UVChannel>(),
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m_RequiresMeshUVDerivatives = new List<UVChannel>()
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};
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}
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}
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public List<NeededTransform> requiresTransforms
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{
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get { return m_RequiresTransforms; }
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internal set { m_RequiresTransforms = value; }
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}
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public NeededCoordinateSpace requiresNormal
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{
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get { return m_RequiresNormal; }
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internal set { m_RequiresNormal = value; }
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}
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public NeededCoordinateSpace requiresBitangent
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{
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get { return m_RequiresBitangent; }
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internal set { m_RequiresBitangent = value; }
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}
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public NeededCoordinateSpace requiresTangent
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{
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get { return m_RequiresTangent; }
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internal set { m_RequiresTangent = value; }
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}
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public NeededCoordinateSpace requiresViewDir
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{
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get { return m_RequiresViewDir; }
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internal set { m_RequiresViewDir = value; }
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}
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public NeededCoordinateSpace requiresPosition
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{
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get { return m_RequiresPosition; }
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internal set { m_RequiresPosition = value; }
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}
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public NeededCoordinateSpace requiresPositionPredisplacement
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{
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get { return m_RequiresPositionPredisplacement; }
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internal set { m_RequiresPositionPredisplacement = value; }
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}
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public bool requiresScreenPosition
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{
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get { return m_RequiresScreenPosition; }
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internal set { m_RequiresScreenPosition = value; }
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}
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public bool requiresNDCPosition
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{
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get { return m_RequiresNDCPosition; }
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internal set { m_RequiresNDCPosition = value; }
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}
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public bool requiresPixelPosition
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{
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get { return m_RequiresPixelPosition; }
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internal set { m_RequiresPixelPosition = value; }
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}
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public bool requiresVertexColor
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{
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get { return m_RequiresVertexColor; }
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internal set { m_RequiresVertexColor = value; }
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}
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public bool requiresFaceSign
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{
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get { return m_RequiresFaceSign; }
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internal set { m_RequiresFaceSign = value; }
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}
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public List<UVChannel> requiresMeshUVs
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{
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get { return m_RequiresMeshUVs; }
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internal set { m_RequiresMeshUVs = value; }
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}
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public List<UVChannel> requiresMeshUVDerivatives
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{
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get { return m_RequiresMeshUVDerivatives; }
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internal set { m_RequiresMeshUVDerivatives = value; }
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}
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public bool requiresDepthTexture
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{
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get { return m_RequiresDepthTexture; }
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internal set { m_RequiresDepthTexture = value; }
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}
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public bool requiresCameraOpaqueTexture
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{
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get { return m_RequiresCameraOpaqueTexture; }
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internal set { m_RequiresCameraOpaqueTexture = value; }
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}
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public bool requiresTime
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{
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get { return m_RequiresTime; }
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internal set { m_RequiresTime = value; }
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}
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public bool requiresVertexSkinning
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{
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get { return m_RequiresVertexSkinning; }
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internal set { m_RequiresVertexSkinning = value; }
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}
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public bool requiresVertexID
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{
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get { return m_RequiresVertexID; }
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internal set { m_RequiresVertexID = value; }
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}
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public bool requiresInstanceID
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{
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get { return m_RequiresInstanceID; }
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internal set { m_RequiresInstanceID = value; }
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}
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internal bool NeedsTangentSpace()
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{
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var compoundSpaces = m_RequiresBitangent | m_RequiresNormal | m_RequiresPosition
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| m_RequiresTangent | m_RequiresViewDir | m_RequiresPosition
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| m_RequiresNormal;
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return (compoundSpaces & NeededCoordinateSpace.Tangent) > 0;
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}
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internal ShaderGraphRequirements Union(ShaderGraphRequirements other)
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{
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var newReqs = new ShaderGraphRequirements();
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newReqs.m_RequiresNormal = other.m_RequiresNormal | m_RequiresNormal;
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newReqs.m_RequiresTangent = other.m_RequiresTangent | m_RequiresTangent;
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newReqs.m_RequiresBitangent = other.m_RequiresBitangent | m_RequiresBitangent;
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newReqs.m_RequiresViewDir = other.m_RequiresViewDir | m_RequiresViewDir;
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newReqs.m_RequiresPosition = other.m_RequiresPosition | m_RequiresPosition;
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newReqs.m_RequiresPositionPredisplacement = other.m_RequiresPositionPredisplacement | m_RequiresPositionPredisplacement;
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newReqs.m_RequiresScreenPosition = other.m_RequiresScreenPosition | m_RequiresScreenPosition;
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newReqs.m_RequiresNDCPosition = other.m_RequiresNDCPosition | m_RequiresNDCPosition;
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newReqs.m_RequiresPixelPosition = other.m_RequiresPixelPosition | m_RequiresPixelPosition;
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newReqs.m_RequiresVertexColor = other.m_RequiresVertexColor | m_RequiresVertexColor;
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newReqs.m_RequiresFaceSign = other.m_RequiresFaceSign | m_RequiresFaceSign;
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newReqs.m_RequiresDepthTexture = other.m_RequiresDepthTexture | m_RequiresDepthTexture;
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newReqs.m_RequiresCameraOpaqueTexture = other.m_RequiresCameraOpaqueTexture | m_RequiresCameraOpaqueTexture;
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newReqs.m_RequiresTime = other.m_RequiresTime | m_RequiresTime;
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newReqs.m_RequiresVertexSkinning = other.m_RequiresVertexSkinning | m_RequiresVertexSkinning;
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newReqs.m_RequiresVertexID = other.m_RequiresVertexID | m_RequiresVertexID;
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newReqs.m_RequiresInstanceID = other.m_RequiresInstanceID | m_RequiresInstanceID;
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newReqs.m_RequiresMeshUVs = new List<UVChannel>();
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if (m_RequiresMeshUVs != null)
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newReqs.m_RequiresMeshUVs.AddRange(m_RequiresMeshUVs);
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if (other.m_RequiresMeshUVs != null)
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newReqs.m_RequiresMeshUVs.AddRange(other.m_RequiresMeshUVs);
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newReqs.m_RequiresMeshUVDerivatives = new List<UVChannel>();
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if (m_RequiresMeshUVDerivatives != null)
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newReqs.m_RequiresMeshUVDerivatives.AddRange(m_RequiresMeshUVDerivatives);
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if (other.m_RequiresMeshUVDerivatives != null)
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newReqs.m_RequiresMeshUVDerivatives.AddRange(other.m_RequiresMeshUVDerivatives);
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return newReqs;
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}
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internal static ShaderGraphRequirements FromNodes<T>(IEnumerable<T> nodes, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool includeIntermediateSpaces = true, bool[] texCoordNeedsDerivs = null)
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where T : AbstractMaterialNode
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{
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var reqs = new ShaderGraphRequirements();
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reqs.m_RequiresTransforms = new List<NeededTransform>();
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reqs.m_RequiresMeshUVs = new List<UVChannel>();
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reqs.m_RequiresMeshUVDerivatives = new List<UVChannel>();
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foreach (var node in nodes)
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{
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if (node is IMayRequireTransform a)
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reqs.m_RequiresTransforms.AddRange(a.RequiresTransform());
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if (node is IMayRequireNormal b)
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reqs.m_RequiresNormal |= b.RequiresNormal(stageCapability);
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if (node is IMayRequireBitangent c)
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reqs.m_RequiresBitangent |= c.RequiresBitangent(stageCapability);
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if (node is IMayRequireTangent d)
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reqs.m_RequiresTangent |= d.RequiresTangent(stageCapability);
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if (node is IMayRequireViewDirection e)
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reqs.m_RequiresViewDir |= e.RequiresViewDirection(stageCapability);
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if (node is IMayRequirePosition f)
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reqs.m_RequiresPosition |= f.RequiresPosition(stageCapability);
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if (node is IMayRequirePositionPredisplacement g)
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reqs.m_RequiresPositionPredisplacement |= g.RequiresPositionPredisplacement(stageCapability);
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if (!reqs.m_RequiresScreenPosition && node is IMayRequireScreenPosition h)
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reqs.m_RequiresScreenPosition = h.RequiresScreenPosition(stageCapability);
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if (!reqs.m_RequiresNDCPosition && node is IMayRequireNDCPosition i)
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reqs.m_RequiresNDCPosition = i.RequiresNDCPosition(stageCapability);
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if (!reqs.m_RequiresPixelPosition && node is IMayRequirePixelPosition j)
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reqs.m_RequiresPixelPosition = j.RequiresPixelPosition(stageCapability);
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if (!reqs.m_RequiresVertexColor && node is IMayRequireVertexColor k)
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reqs.m_RequiresVertexColor = k.RequiresVertexColor(stageCapability);
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if (!reqs.m_RequiresFaceSign && node is IMayRequireFaceSign l)
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reqs.m_RequiresFaceSign = l.RequiresFaceSign(stageCapability);
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if (!reqs.m_RequiresDepthTexture && node is IMayRequireDepthTexture m)
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reqs.m_RequiresDepthTexture = m.RequiresDepthTexture(stageCapability);
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if (!reqs.m_RequiresCameraOpaqueTexture && node is IMayRequireCameraOpaqueTexture n)
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reqs.m_RequiresCameraOpaqueTexture = n.RequiresCameraOpaqueTexture(stageCapability);
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if (!reqs.m_RequiresTime)
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reqs.m_RequiresTime = node.RequiresTime();
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if (!reqs.m_RequiresVertexSkinning && node is IMayRequireVertexSkinning o)
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reqs.m_RequiresVertexSkinning = o.RequiresVertexSkinning(stageCapability);
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if (!reqs.m_RequiresVertexID && node is IMayRequireVertexID p)
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reqs.m_RequiresVertexID = p.RequiresVertexID(stageCapability);
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if (node is IMayRequireMeshUV q)
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{
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for (int uvIndex = 0; uvIndex < ShaderGeneratorNames.UVCount; ++uvIndex)
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{
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var channel = (UVChannel)uvIndex;
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if (q.RequiresMeshUV(channel))
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{
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reqs.m_RequiresMeshUVs.Add(channel);
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if (texCoordNeedsDerivs is not null &&
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uvIndex < texCoordNeedsDerivs.Length &&
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texCoordNeedsDerivs[uvIndex])
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{
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reqs.m_RequiresMeshUVDerivatives.Add(channel);
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}
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}
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}
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}
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if (!reqs.m_RequiresInstanceID && node is IMayRequireInstanceID r)
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reqs.m_RequiresInstanceID = r.RequiresInstanceID(stageCapability);
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}
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reqs.m_RequiresTransforms = reqs.m_RequiresTransforms.Distinct().ToList();
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// if anything needs tangentspace we have make
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// sure to have our othonormal basis!
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if (includeIntermediateSpaces)
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{
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var compoundSpaces = reqs.m_RequiresBitangent | reqs.m_RequiresNormal | reqs.m_RequiresPosition
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| reqs.m_RequiresTangent | reqs.m_RequiresViewDir | reqs.m_RequiresPosition
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| reqs.m_RequiresNormal;
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var needsTangentSpace = (compoundSpaces & NeededCoordinateSpace.Tangent) > 0;
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if (needsTangentSpace)
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{
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reqs.m_RequiresBitangent |= NeededCoordinateSpace.World;
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reqs.m_RequiresNormal |= NeededCoordinateSpace.World;
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reqs.m_RequiresTangent |= NeededCoordinateSpace.World;
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}
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}
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return reqs;
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}
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internal static ShaderGraphRequirements FromUvDerivativeList(List<UVChannel> meshUVDerivatives)
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{
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var reqs = new ShaderGraphRequirements()
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{
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m_RequiresMeshUVDerivatives = meshUVDerivatives,
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};
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return reqs;
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}
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}
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}
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