// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda using System; using System.Collections.Generic; using UnityEngine; using UnityEditor; using UnityEditorInternal; namespace AmplifyShaderEditor { public enum VertexMode { Relative, Absolute } public enum RenderPath { All, ForwardOnly, DeferredOnly } public enum StandardShaderLightModel { Standard, StandardSpecular, Lambert, BlinnPhong, Unlit, CustomLighting } public enum CullMode { Back, Front, Off } public enum AlphaMode { Opaque = 0, Masked = 1, Transparent = 2, // Transparent (alpha:fade) Translucent = 3, Premultiply = 4, // Alpha Premul (alpha:premul) Custom = 5, } public enum RenderType { Opaque, Transparent, TransparentCutout, Background, Overlay, TreeOpaque, TreeTransparentCutout, TreeBillboard, Grass, GrassBillboard, Custom } public enum RenderQueue { Background, Geometry, AlphaTest, Transparent, Overlay } public enum RenderPlatforms { d3d9, d3d11, glcore, gles, gles3, metal, d3d11_9x, xbox360, xboxone, ps4, psp2, n3ds, wiiu } [Serializable] public class NodeCache { public int TargetNodeId = -1; public int TargetPortId = -1; public NodeCache( int targetNodeId, int targetPortId ) { SetData( targetNodeId, targetPortId ); } public void SetData( int targetNodeId, int targetPortId ) { TargetNodeId = targetNodeId; TargetPortId = targetPortId; } public void Invalidate() { TargetNodeId = -1; TargetPortId = -1; } public bool IsValid { get { return ( TargetNodeId >= 0 ); } } public override string ToString() { return "TargetNodeId " + TargetNodeId + " TargetPortId " + TargetPortId; } } [Serializable] public class CacheNodeConnections { public Dictionary> NodeCacheArray; public CacheNodeConnections() { NodeCacheArray = new Dictionary>(); } public void Add( string key, NodeCache value ) { if( NodeCacheArray.ContainsKey( key ) ) { NodeCacheArray[ key ].Add( value ); } else { NodeCacheArray.Add( key, new List() ); NodeCacheArray[ key ].Add( value ); } } public NodeCache Get( string key, int idx = 0 ) { if( NodeCacheArray.ContainsKey( key ) ) { if( idx < NodeCacheArray[ key ].Count ) return NodeCacheArray[ key ][ idx ]; } return null; } public List GetList( string key ) { if( NodeCacheArray.ContainsKey( key ) ) { return NodeCacheArray[ key ]; } return null; } public void Clear() { foreach( KeyValuePair> kvp in NodeCacheArray ) { kvp.Value.Clear(); } NodeCacheArray.Clear(); } } [Serializable] [NodeAttributes( "Standard Surface Output", "Master", "Surface shader generator output", null, KeyCode.None, false )] public sealed class StandardSurfaceOutputNode : MasterNode, ISerializationCallbackReceiver { private readonly static string[] VertexLitFunc = { "\t\tinline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )", "\t\t{", "\t\t\treturn half4 ( 0, 0, 0, s.Alpha );", "\t\t}\n"}; private readonly static string[] FadeModeOptions = { "Opaque", "Masked", "Transparent", "Translucent", "Alpha Premultipled", "Custom" }; private const string VertexModeStr = "Vertex Output"; private readonly static GUIContent RenderPathContent = new GUIContent( "Render Path", "Selects and generates passes for the supported rendering paths\nDefault: All" ); private const string ShaderModelStr = "Shader Model"; private readonly static GUIContent LightModelContent = new GUIContent( "Light Model", "Surface shader lighting model defines how the surface reflects light\nDefault: Standard" ); private readonly static GUIContent ShaderLODContent = new GUIContent( "Shader LOD", "Shader LOD" ); private readonly static GUIContent CullModeContent = new GUIContent( "Cull Mode", "Polygon culling mode prevents rendering of either back-facing or front-facing polygons to save performance, turn it off if you want to render both sides\nDefault: Back" ); private const string DiscardStr = "Opacity Mask"; private const string VertexDisplacementStr = "Local Vertex Offset"; private const string VertexPositionStr = "Local Vertex Position"; private const string VertexDataStr = "VertexData"; private const string VertexNormalStr = "Local Vertex Normal"; private const string CustomLightingStr = "Custom Lighting"; private const string AlbedoStr = "Albedo"; private const string NormalStr = "Normal"; private const string EmissionStr = "Emission"; private const string MetallicStr = "Metallic"; private const string SmoothnessStr = "Smoothness"; private const string OcclusionDataStr = "Occlusion"; private const string OcclusionLabelStr = "Ambient Occlusion"; private const string TransmissionStr = "Transmission"; private const string TranslucencyStr = "Translucency"; private const string RefractionStr = "Refraction"; private const string AlphaStr = "Opacity"; private const string AlphaDataStr = "Alpha"; private const string DebugStr = "Debug"; private const string SpecularStr = "Specular"; private const string GlossStr = "Gloss"; private const string CustomRenderTypeStr = "Custom Type"; private readonly static GUIContent AlphaModeContent = new GUIContent( " Blend Mode", "Defines how the surface blends with the background\nDefault: Opaque" ); private const string OpacityMaskClipValueStr = "Mask Clip Value"; private readonly static GUIContent OpacityMaskClipValueContent = new GUIContent( "Mask Clip Value", "Default clip value to be compared with opacity alpha ( 0 = fully Opaque, 1 = fully Masked )\nDefault: 0.5" ); private readonly static GUIContent CastShadowsContent = new GUIContent( "Cast Shadows", "Generates a shadow caster pass for vertex modifications and point lights in forward rendering\nDefault: ON" ); private readonly static GUIContent ReceiveShadowsContent = new GUIContent( "Receive Shadows", "Untick it to disable shadow receiving, this includes self-shadowing (only for forward rendering) \nDefault: ON" ); private readonly static GUIContent QueueIndexContent = new GUIContent( "Queue Index", "Value to offset the render queue, accepts both positive values to render later and negative values to render sooner\nDefault: 0" ); private readonly static GUIContent RefractionLayerStr = new GUIContent( "Refraction Layer", "Use it to group or ungroup different refraction shaders into the same or different grabpass (only for forward rendering) \nDefault: 0" ); private readonly static GUIContent AlphaToCoverageStr = new GUIContent( "Alpha To Coverage", "" ); private readonly static GUIContent RenderQueueContent = new GUIContent( "Render Queue", "Base rendering queue index\n(Background = 1000, Geometry = 2000, AlphaTest = 2450, Transparent = 3000, Overlay = 4000)\nDefault: Geometry" ); private readonly static GUIContent RenderTypeContent = new GUIContent( "Render Type", "Categorizes shaders into several predefined groups, usually to be used with screen shader effects\nDefault: Opaque" ); private const string ShaderInputOrderStr = "Shader Input Order"; [SerializeField] private BlendOpsHelper m_blendOpsHelper = new BlendOpsHelper(); [SerializeField] private StencilBufferOpHelper m_stencilBufferHelper = new StencilBufferOpHelper(); [SerializeField] private ZBufferOpHelper m_zBufferHelper = new ZBufferOpHelper(); [SerializeField] private OutlineOpHelper m_outlineHelper = new OutlineOpHelper(); [SerializeField] private TessellationOpHelper m_tessOpHelper = new TessellationOpHelper(); [SerializeField] private ColorMaskHelper m_colorMaskHelper = new ColorMaskHelper(); [SerializeField] private RenderingPlatformOpHelper m_renderingPlatformOpHelper = new RenderingPlatformOpHelper(); [SerializeField] private RenderingOptionsOpHelper m_renderingOptionsOpHelper = new RenderingOptionsOpHelper(); [SerializeField] private BillboardOpHelper m_billboardOpHelper = new BillboardOpHelper(); [SerializeField] private FallbackPickerHelper m_fallbackHelper = null; //legacy [SerializeField] private AdditionalIncludesHelper m_additionalIncludes = new AdditionalIncludesHelper(); //legacy [SerializeField] private AdditionalPragmasHelper m_additionalPragmas = new AdditionalPragmasHelper(); //legacy [SerializeField] private AdditionalDefinesHelper m_additionalDefines = new AdditionalDefinesHelper(); [SerializeField] private TemplateAdditionalDirectivesHelper m_additionalDirectives = new TemplateAdditionalDirectivesHelper(" Additional Directives"); [SerializeField] private AdditionalSurfaceOptionsHelper m_additionalSurfaceOptions = new AdditionalSurfaceOptionsHelper(); [SerializeField] private UsePassHelper m_usePass; [SerializeField] private CustomTagsHelper m_customTagsHelper = new CustomTagsHelper(); [SerializeField] private DependenciesHelper m_dependenciesHelper = new DependenciesHelper(); [SerializeField] private StandardShaderLightModel m_currentLightModel; [SerializeField] private StandardShaderLightModel m_lastLightModel; [SerializeField] private CullMode m_cullMode = CullMode.Back; [SerializeField] private InlineProperty m_inlineCullMode = new InlineProperty(); [SerializeField] private AlphaMode m_alphaMode = AlphaMode.Opaque; [SerializeField] private RenderType m_renderType = RenderType.Opaque; [SerializeField] private string m_customRenderType = string.Empty; [SerializeField] private RenderQueue m_renderQueue = RenderQueue.Geometry; [SerializeField] private RenderPath m_renderPath = RenderPath.All; [SerializeField] private VertexMode m_vertexMode = VertexMode.Relative; [SerializeField] private bool m_customBlendMode = false; [SerializeField] private float m_opacityMaskClipValue = 0.5f; [SerializeField] private InlineProperty m_inlineOpacityMaskClipValue = new InlineProperty(); [SerializeField] private int m_customLightingPortId = -1; [SerializeField] private int m_emissionPortId = -1; [SerializeField] private int m_discardPortId = -1; [SerializeField] private int m_opacityPortId = -1; [SerializeField] private int m_vertexPortId = -1; [SerializeField] private bool m_keepAlpha = true; [SerializeField] private bool m_castShadows = true; //[SerializeField] private bool m_customShadowCaster = false; [SerializeField] private bool m_receiveShadows = true; [SerializeField] private int m_queueOrder = 0; [SerializeField] private int m_grabOrder = 0; [SerializeField] private bool m_alphaToCoverage = false; private InputPort m_transmissionPort; private InputPort m_translucencyPort; private InputPort m_tessellationPort; private bool m_previousTranslucencyOn = false; private bool m_previousRefractionOn = false; [SerializeField] private CacheNodeConnections m_cacheNodeConnections = new CacheNodeConnections(); private bool m_usingProSkin = false; private GUIStyle m_inspectorFoldoutStyle; private GUIStyle m_inspectorToolbarStyle; private GUIStyle m_inspectorTooldropdownStyle; private bool m_customBlendAvailable = false; private Color m_cachedColor = Color.white; private float m_titleOpacity = 0.5f; private float m_boxOpacity = 0.5f; private InputPort m_refractionPort; private InputPort m_normalPort; private GUIStyle m_inspectorDefaultStyle; [SerializeField] private ReordenatorNode m_specColorReorder = null; [SerializeField] private int m_specColorOrderIndex = -1; [SerializeField] private ReordenatorNode m_maskClipReorder = null; [SerializeField] private int m_maskClipOrderIndex = -1; [SerializeField] private ReordenatorNode m_translucencyReorder = null; [SerializeField] private int m_translucencyOrderIndex = -1; [SerializeField] private ReordenatorNode m_refractionReorder = null; [SerializeField] private int m_refractionOrderIndex = -1; [SerializeField] private ReordenatorNode m_tessellationReorder = null; [SerializeField] private int m_tessellationOrderIndex = -1; private bool m_previousTessellationOn = false; private bool m_initialize = true; private bool m_checkChanges = true; private bool m_lightModelChanged = true; private PropertyNode m_dummyProperty = null; protected override void CommonInit( int uniqueId ) { m_currentLightModel = m_lastLightModel = StandardShaderLightModel.Standard; m_textLabelWidth = 120; m_autoDrawInternalPortData = false; base.CommonInit( uniqueId ); m_zBufferHelper.ParentSurface = this; m_tessOpHelper.ParentSurface = this; } public override void OnEnable() { base.OnEnable(); if( m_usePass == null ) { m_usePass = ScriptableObject.CreateInstance(); m_usePass.Init( " Additional Use Passes" ); } if( m_fallbackHelper == null ) { m_fallbackHelper = ScriptableObject.CreateInstance(); m_fallbackHelper.Init(); } } public override void AddMasterPorts() { int vertexCorrection = 2; int index = vertexCorrection + 2; base.AddMasterPorts(); switch( m_currentLightModel ) { case StandardShaderLightModel.Standard: { AddInputPort( WirePortDataType.FLOAT3, false, AlbedoStr, vertexCorrection + 1, MasterNodePortCategory.Fragment, 0 ); AddInputPort( WirePortDataType.FLOAT3, false, NormalStr, vertexCorrection + 0, MasterNodePortCategory.Fragment, 1 ); m_normalPort = m_inputPorts[ m_inputPorts.Count - 1 ]; AddInputPort( WirePortDataType.FLOAT3, false, EmissionStr, index++, MasterNodePortCategory.Fragment, 2 ); AddInputPort( WirePortDataType.FLOAT, false, MetallicStr, index++, MasterNodePortCategory.Fragment, 3 ); AddInputPort( WirePortDataType.FLOAT, false, SmoothnessStr, index++, MasterNodePortCategory.Fragment, 4 ); AddInputPort( WirePortDataType.FLOAT, false, OcclusionLabelStr, OcclusionDataStr, index++, MasterNodePortCategory.Fragment, 5 ); } break; case StandardShaderLightModel.StandardSpecular: { AddInputPort( WirePortDataType.FLOAT3, false, AlbedoStr, vertexCorrection + 1, MasterNodePortCategory.Fragment, 0 ); AddInputPort( WirePortDataType.FLOAT3, false, NormalStr, vertexCorrection + 0, MasterNodePortCategory.Fragment, 1 ); m_normalPort = m_inputPorts[ m_inputPorts.Count - 1 ]; AddInputPort( WirePortDataType.FLOAT3, false, EmissionStr, index++, MasterNodePortCategory.Fragment, 2 ); AddInputPort( WirePortDataType.FLOAT3, false, SpecularStr, index++, MasterNodePortCategory.Fragment, 3 ); AddInputPort( WirePortDataType.FLOAT, false, SmoothnessStr, index++, MasterNodePortCategory.Fragment, 4 ); AddInputPort( WirePortDataType.FLOAT, false, OcclusionLabelStr, OcclusionDataStr, index++, MasterNodePortCategory.Fragment, 5 ); } break; case StandardShaderLightModel.CustomLighting: { AddInputPort( WirePortDataType.FLOAT3, false, AlbedoStr, vertexCorrection + 1, MasterNodePortCategory.Fragment, 0 ); AddInputPort( WirePortDataType.FLOAT3, false, NormalStr, vertexCorrection + 0, MasterNodePortCategory.Fragment, 1 ); m_normalPort = m_inputPorts[ m_inputPorts.Count - 1 ]; m_inputPorts[ m_inputPorts.Count - 1 ].Locked = true; AddInputPort( WirePortDataType.FLOAT3, false, EmissionStr, index++, MasterNodePortCategory.Fragment, 2 ); AddInputPort( WirePortDataType.FLOAT, false, SpecularStr, index++, MasterNodePortCategory.Fragment, 3 ); m_inputPorts[ m_inputPorts.Count - 1 ].Locked = true; AddInputPort( WirePortDataType.FLOAT, false, GlossStr, index++, MasterNodePortCategory.Fragment, 4 ); m_inputPorts[ m_inputPorts.Count - 1 ].Locked = true; } break; case StandardShaderLightModel.Unlit: { AddInputPort( WirePortDataType.FLOAT3, false, AlbedoStr, vertexCorrection + 1, MasterNodePortCategory.Fragment, 0 ); m_inputPorts[ m_inputPorts.Count - 1 ].Locked = true; AddInputPort( WirePortDataType.FLOAT3, false, NormalStr, vertexCorrection + 0, MasterNodePortCategory.Fragment, 1 ); m_normalPort = m_inputPorts[ m_inputPorts.Count - 1 ]; m_inputPorts[ m_inputPorts.Count - 1 ].Locked = true; AddInputPort( WirePortDataType.FLOAT3, false, EmissionStr, index++, MasterNodePortCategory.Fragment, 2 ); AddInputPort( WirePortDataType.FLOAT, false, SpecularStr, index++, MasterNodePortCategory.Fragment, 3 ); m_inputPorts[ m_inputPorts.Count - 1 ].Locked = true; AddInputPort( WirePortDataType.FLOAT, false, GlossStr, index++, MasterNodePortCategory.Fragment, 4 ); m_inputPorts[ m_inputPorts.Count - 1 ].Locked = true; } break; case StandardShaderLightModel.Lambert: { AddInputPort( WirePortDataType.FLOAT3, false, AlbedoStr, vertexCorrection + 1, MasterNodePortCategory.Fragment, 0 ); AddInputPort( WirePortDataType.FLOAT3, false, NormalStr, vertexCorrection + 0, MasterNodePortCategory.Fragment, 1 ); m_normalPort = m_inputPorts[ m_inputPorts.Count - 1 ]; AddInputPort( WirePortDataType.FLOAT3, false, EmissionStr, index++, MasterNodePortCategory.Fragment, 2 ); AddInputPort( WirePortDataType.FLOAT, false, SpecularStr, index++, MasterNodePortCategory.Fragment, 3 ); AddInputPort( WirePortDataType.FLOAT, false, GlossStr, index++, MasterNodePortCategory.Fragment, 4 ); } break; case StandardShaderLightModel.BlinnPhong: { AddInputPort( WirePortDataType.FLOAT3, false, AlbedoStr, vertexCorrection + 1, MasterNodePortCategory.Fragment, 0 ); AddInputPort( WirePortDataType.FLOAT3, false, NormalStr, vertexCorrection + 0, MasterNodePortCategory.Fragment, 1 ); m_normalPort = m_inputPorts[ m_inputPorts.Count - 1 ]; AddInputPort( WirePortDataType.FLOAT3, false, EmissionStr, index++, MasterNodePortCategory.Fragment, 2 ); AddInputPort( WirePortDataType.FLOAT, false, SpecularStr, index++, MasterNodePortCategory.Fragment, 3 ); AddInputPort( WirePortDataType.FLOAT, false, GlossStr, index++, MasterNodePortCategory.Fragment, 4 ); } break; } // instead of setting in the switch emission port is always at position 2; m_emissionPortId = 2; AddInputPort( WirePortDataType.FLOAT3, false, TransmissionStr, index++, MasterNodePortCategory.Fragment, 6 ); m_transmissionPort = m_inputPorts[ m_inputPorts.Count - 1 ]; m_inputPorts[ m_inputPorts.Count - 1 ].Locked = ( m_currentLightModel == StandardShaderLightModel.Standard ) || ( m_currentLightModel == StandardShaderLightModel.StandardSpecular ) ? false : true; AddInputPort( WirePortDataType.FLOAT3, false, TranslucencyStr, index++, MasterNodePortCategory.Fragment, 7 ); m_translucencyPort = m_inputPorts[ m_inputPorts.Count - 1 ]; m_inputPorts[ m_inputPorts.Count - 1 ].Locked = ( m_currentLightModel == StandardShaderLightModel.Standard ) || ( m_currentLightModel == StandardShaderLightModel.StandardSpecular ) ? false : true; AddInputPort( WirePortDataType.FLOAT, false, RefractionStr, index + 2, MasterNodePortCategory.Fragment, 8 ); m_refractionPort = m_inputPorts[ m_inputPorts.Count - 1 ]; m_inputPorts[ m_inputPorts.Count - 1 ].Locked = ( m_alphaMode == AlphaMode.Opaque || m_alphaMode == AlphaMode.Masked || m_currentLightModel == StandardShaderLightModel.Unlit || m_currentLightModel == StandardShaderLightModel.CustomLighting ); AddInputPort( WirePortDataType.FLOAT, false, AlphaStr, index++, MasterNodePortCategory.Fragment, 9 ); m_inputPorts[ m_inputPorts.Count - 1 ].DataName = AlphaDataStr; m_opacityPortId = m_inputPorts.Count - 1; m_inputPorts[ m_inputPorts.Count - 1 ].Locked = ( m_alphaMode == AlphaMode.Opaque || m_alphaMode == AlphaMode.Masked ); AddInputPort( WirePortDataType.FLOAT, false, DiscardStr, index++, MasterNodePortCategory.Fragment, 10 ); m_inputPorts[ m_inputPorts.Count - 1 ].Locked = ( m_alphaMode != AlphaMode.Masked && m_alphaMode != AlphaMode.Custom ); m_discardPortId = m_inputPorts.Count - 1; // This is done to take the index + 2 from refraction port into account and not overlap indexes index++; AddInputPort( WirePortDataType.FLOAT3, false, CustomLightingStr, index++, MasterNodePortCategory.Fragment, 13 ); m_inputPorts[ m_inputPorts.Count - 1 ].Locked = ( m_currentLightModel != StandardShaderLightModel.CustomLighting ); m_inputPorts[ m_inputPorts.Count - 1 ].GenType = PortGenType.CustomLighting; m_customLightingPortId = m_inputPorts.Count - 1; //////////////////////////////////////////////////////////////////////////////////////////////// // Vertex functions - Adding ordex index in order to force these to be the last ones // Well now they have been moved to be the first ones so operations on vertex are to be taken into account // by dither, screen position and similar nodes //////////////////////////////////////////////////////////////////////////////////////////////// m_vertexPortId = m_inputPorts.Count; m_tessOpHelper.VertexOffsetIndexPort = m_vertexPortId; AddInputPort( WirePortDataType.FLOAT3, false, ( m_vertexMode == VertexMode.Relative ? VertexDisplacementStr : VertexPositionStr ), VertexDataStr, 0/*index++*/, MasterNodePortCategory.Vertex, 11 ); AddInputPort( WirePortDataType.FLOAT3, false, VertexNormalStr, 1/*index++*/, MasterNodePortCategory.Vertex, 12 ); //AddInputPort( WirePortDataType.FLOAT3, false, CustomLightModelStr, index++, MasterNodePortCategory.Fragment, 13 ); //m_inputPorts[ m_inputPorts.Count - 1 ].Locked = true;// !(m_currentLightModel == StandardShaderLightModel.CustomLighting); AddInputPort( WirePortDataType.FLOAT4, false, TessellationOpHelper.TessellationPortStr, index++, MasterNodePortCategory.Tessellation, 14 ); m_tessellationPort = m_inputPorts[ m_inputPorts.Count - 1 ]; m_tessOpHelper.MasterNodeIndexPort = m_tessellationPort.PortId; //////////////////////////////////////////////////////////////////////////////////// AddInputPort( WirePortDataType.FLOAT3, false, DebugStr, index++, MasterNodePortCategory.Debug, 15 ); for( int i = 0; i < m_inputPorts.Count; i++ ) { m_inputPorts[ i ].CustomColor = Color.white; } m_sizeIsDirty = true; } public override void ForcePortType() { int portId = 0; switch( m_currentLightModel ) { case StandardShaderLightModel.Standard: { m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false ); } break; case StandardShaderLightModel.StandardSpecular: { m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false ); } break; case StandardShaderLightModel.CustomLighting: { m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false ); } break; case StandardShaderLightModel.Unlit: case StandardShaderLightModel.Lambert: { m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false ); } break; case StandardShaderLightModel.BlinnPhong: { m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false ); m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false ); } break; } //Transmission m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); //Translucency m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); //Refraction m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false ); //Alpha m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false ); //Discard m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false ); //Custom Lighting m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); //Vertex Offset m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); //Vertex Normal m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); //Tessellation m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT4, false ); //Debug m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false ); } public override void SetName( string name ) { ShaderName = name; } public void DrawInspectorProperty() { if( m_inspectorDefaultStyle == null ) { m_inspectorDefaultStyle = UIUtils.GetCustomStyle( CustomStyle.ResetToDefaultInspectorButton ); } DrawCustomInspector(); } private void RecursiveLog() { List nodes = UIUtils.PropertyNodesList(); nodes.Sort( ( x, y ) => { return x.OrderIndex.CompareTo( y.OrderIndex ); } ); for( int i = 0; i < nodes.Count; i++ ) { if( ( nodes[ i ] is ReordenatorNode ) ) ( nodes[ i ] as ReordenatorNode ).RecursiveLog(); else Debug.Log( nodes[ i ].OrderIndex + " " + nodes[ i ].PropertyName ); } } public void DrawGeneralOptions() { DrawShaderName(); DrawCurrentShaderType(); EditorGUI.BeginChangeCheck(); m_currentLightModel = (StandardShaderLightModel)EditorGUILayoutEnumPopup( LightModelContent, m_currentLightModel ); if( EditorGUI.EndChangeCheck() ) { ContainerGraph.ChangedLightingModel = true; if( m_currentLightModel == StandardShaderLightModel.CustomLighting ) { ContainerGraph.ParentWindow.CurrentNodeAvailability = NodeAvailability.CustomLighting; //ContainerGraph.CurrentCanvasMode = NodeAvailability.CustomLighting; } else { ContainerGraph.ParentWindow.CurrentNodeAvailability = NodeAvailability.SurfaceShader; //ContainerGraph.CurrentCanvasMode = NodeAvailability.SurfaceShader; } } m_shaderModelIdx = EditorGUILayoutPopup( ShaderModelStr, m_shaderModelIdx, ShaderModelTypeArr ); EditorGUI.BeginChangeCheck(); DrawPrecisionProperty(); if( EditorGUI.EndChangeCheck() ) ContainerGraph.CurrentPrecision = m_currentPrecisionType; //m_cullMode = (CullMode)EditorGUILayoutEnumPopup( CullModeContent, m_cullMode ); UndoParentNode inst = this; m_inlineCullMode.CustomDrawer( ref inst, ( x ) => { m_cullMode = (CullMode)EditorGUILayoutEnumPopup( CullModeContent, m_cullMode ); }, CullModeContent.text ); //m_inlineCullMode.Value = (int)m_cullMode; //m_inlineCullMode.EnumTypePopup( ref inst, CullModeContent.text, Enum.GetNames( typeof( CullMode ) ) ); //m_cullMode = (CullMode) m_inlineCullMode.Value; m_renderPath = (RenderPath)EditorGUILayoutEnumPopup( RenderPathContent, m_renderPath ); m_castShadows = EditorGUILayoutToggle( CastShadowsContent, m_castShadows ); m_receiveShadows = EditorGUILayoutToggle( ReceiveShadowsContent, m_receiveShadows ); m_queueOrder = EditorGUILayoutIntField( QueueIndexContent, m_queueOrder ); EditorGUI.BeginChangeCheck(); m_vertexMode = (VertexMode)EditorGUILayoutEnumPopup( VertexModeStr, m_vertexMode ); if( EditorGUI.EndChangeCheck() ) { m_inputPorts[ m_vertexPortId ].Name = m_vertexMode == VertexMode.Relative ? VertexDisplacementStr : VertexPositionStr; m_sizeIsDirty = true; } m_shaderLOD = Mathf.Clamp( EditorGUILayoutIntField( ShaderLODContent, m_shaderLOD ), 0, Shader.globalMaximumLOD ); ////m_lodCrossfade = EditorGUILayoutToggle( LODCrossfadeContent, m_lodCrossfade ); m_fallbackHelper.Draw( this ); DrawInspectorProperty(); } public void ShowOpacityMaskValueUI() { EditorGUI.BeginChangeCheck(); UndoParentNode inst = this; m_inlineOpacityMaskClipValue.CustomDrawer( ref inst, ( x ) => { m_opacityMaskClipValue = EditorGUILayoutFloatField( OpacityMaskClipValueContent, m_opacityMaskClipValue ); }, OpacityMaskClipValueContent.text ); if( EditorGUI.EndChangeCheck() ) { m_checkChanges = true; if( m_currentMaterial != null && m_currentMaterial.HasProperty( IOUtils.MaskClipValueName ) ) { m_currentMaterial.SetFloat( IOUtils.MaskClipValueName, m_opacityMaskClipValue ); } } } public override void DrawProperties() { if( m_inspectorFoldoutStyle == null || EditorGUIUtility.isProSkin != m_usingProSkin ) m_inspectorFoldoutStyle = new GUIStyle( GUI.skin.GetStyle( "foldout" ) ); if( m_inspectorToolbarStyle == null || EditorGUIUtility.isProSkin != m_usingProSkin ) { m_inspectorToolbarStyle = new GUIStyle( GUI.skin.GetStyle( "toolbarbutton" ) ) { fixedHeight = 20 }; } if( m_inspectorTooldropdownStyle == null || EditorGUIUtility.isProSkin != m_usingProSkin ) { m_inspectorTooldropdownStyle = new GUIStyle( GUI.skin.GetStyle( "toolbardropdown" ) ) { fixedHeight = 20 }; m_inspectorTooldropdownStyle.margin.bottom = 2; } if( EditorGUIUtility.isProSkin != m_usingProSkin ) m_usingProSkin = EditorGUIUtility.isProSkin; base.DrawProperties(); EditorGUILayout.BeginVertical(); { EditorGUILayout.Separator(); m_titleOpacity = 0.5f; m_boxOpacity = ( EditorGUIUtility.isProSkin ? 0.5f : 0.25f ); m_cachedColor = GUI.color; // General bool generalIsVisible = ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedGeneralShaderOptions; NodeUtils.DrawPropertyGroup( ref generalIsVisible, GeneralFoldoutStr, DrawGeneralOptions ); ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedGeneralShaderOptions = generalIsVisible; //Blend Mode GUI.color = new Color( m_cachedColor.r, m_cachedColor.g, m_cachedColor.b, m_titleOpacity ); EditorGUILayout.BeginHorizontal( m_inspectorToolbarStyle ); GUI.color = m_cachedColor; bool blendOptionsVisible = GUILayout.Toggle( ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedBlendOptions, AlphaModeContent, UIUtils.MenuItemToggleStyle, GUILayout.ExpandWidth( true ) ); if( Event.current.button == Constants.FoldoutMouseId ) { ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedBlendOptions = blendOptionsVisible; } if( !EditorGUIUtility.isProSkin ) GUI.color = new Color( 0.25f, 0.25f, 0.25f, 1f ); float boxSize = 60; switch( m_alphaMode ) { case AlphaMode.Transparent: boxSize = 85; break; case AlphaMode.Translucent: boxSize = 80; break; case AlphaMode.Premultiply: boxSize = 120; break; } EditorGUI.BeginChangeCheck(); m_alphaMode = (AlphaMode)EditorGUILayoutPopup( string.Empty, (int)m_alphaMode, FadeModeOptions, UIUtils.InspectorPopdropdownStyle, GUILayout.Width( boxSize ), GUILayout.Height( 19 ) ); if( EditorGUI.EndChangeCheck() ) { UpdateFromBlendMode(); } GUI.color = m_cachedColor; EditorGUILayout.EndHorizontal(); m_customBlendAvailable = ( m_alphaMode == AlphaMode.Custom || m_alphaMode == AlphaMode.Opaque ); if( ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedBlendOptions ) { GUI.color = new Color( m_cachedColor.r, m_cachedColor.g, m_cachedColor.b, m_boxOpacity ); EditorGUILayout.BeginVertical( UIUtils.MenuItemBackgroundStyle ); GUI.color = m_cachedColor; EditorGUI.indentLevel++; EditorGUILayout.Separator(); EditorGUI.BeginChangeCheck(); m_renderType = (RenderType)EditorGUILayoutEnumPopup( RenderTypeContent, m_renderType ); if( m_renderType == RenderType.Custom ) { EditorGUI.BeginChangeCheck(); m_customRenderType = EditorGUILayoutTextField( CustomRenderTypeStr, m_customRenderType ); if( EditorGUI.EndChangeCheck() ) { m_customRenderType = UIUtils.RemoveInvalidCharacters( m_customRenderType ); } } m_renderQueue = (RenderQueue)EditorGUILayoutEnumPopup( RenderQueueContent, m_renderQueue ); if( EditorGUI.EndChangeCheck() ) { if( m_renderType == RenderType.Opaque && m_renderQueue == RenderQueue.Geometry ) m_alphaMode = AlphaMode.Opaque; else if( m_renderType == RenderType.TransparentCutout && m_renderQueue == RenderQueue.AlphaTest ) m_alphaMode = AlphaMode.Masked; else if( m_renderType == RenderType.Transparent && m_renderQueue == RenderQueue.Transparent ) m_alphaMode = AlphaMode.Transparent; else if( m_renderType == RenderType.Opaque && m_renderQueue == RenderQueue.Transparent ) m_alphaMode = AlphaMode.Translucent; else m_alphaMode = AlphaMode.Custom; UpdateFromBlendMode(); } bool bufferedEnabled = GUI.enabled; GUI.enabled = ( m_alphaMode == AlphaMode.Masked || m_alphaMode == AlphaMode.Custom ); m_inputPorts[ m_discardPortId ].Locked = !GUI.enabled; ShowOpacityMaskValueUI(); GUI.enabled = bufferedEnabled; EditorGUI.BeginDisabledGroup( !( m_alphaMode == AlphaMode.Transparent || m_alphaMode == AlphaMode.Premultiply || m_alphaMode == AlphaMode.Translucent || m_alphaMode == AlphaMode.Custom ) ); m_grabOrder = EditorGUILayoutIntField( RefractionLayerStr, m_grabOrder ); float cachedLabelWidth = EditorGUIUtility.labelWidth; EditorGUIUtility.labelWidth = 130; m_alphaToCoverage = EditorGUILayoutToggle( AlphaToCoverageStr, m_alphaToCoverage ); EditorGUIUtility.labelWidth = cachedLabelWidth; EditorGUI.EndDisabledGroup(); EditorGUILayout.Separator(); if( !m_customBlendAvailable ) { EditorGUILayout.HelpBox( "Advanced options are only available for Custom blend modes", MessageType.Warning ); } EditorGUI.BeginDisabledGroup( !m_customBlendAvailable ); m_blendOpsHelper.Draw( this, m_customBlendAvailable ); m_colorMaskHelper.Draw( this ); EditorGUI.EndDisabledGroup(); EditorGUILayout.Separator(); EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); } m_stencilBufferHelper.Draw( this ); m_tessOpHelper.Draw( this, m_inspectorToolbarStyle, m_currentMaterial, m_tessellationPort.IsConnected ); m_outlineHelper.Draw( this, m_inspectorToolbarStyle, m_currentMaterial ); m_billboardOpHelper.Draw( this ); m_zBufferHelper.Draw( this, m_inspectorToolbarStyle, m_customBlendAvailable ); m_renderingOptionsOpHelper.Draw( this ); m_renderingPlatformOpHelper.Draw( this ); //m_additionalDefines.Draw( this ); //m_additionalIncludes.Draw( this ); //m_additionalPragmas.Draw( this ); m_additionalSurfaceOptions.Draw( this ); m_usePass.Draw( this ); m_additionalDirectives.Draw( this ); m_customTagsHelper.Draw( this ); m_dependenciesHelper.Draw( this ); DrawMaterialInputs( m_inspectorToolbarStyle ); } EditorGUILayout.EndVertical(); } public override void OnNodeLogicUpdate( DrawInfo drawInfo ) { base.OnNodeLogicUpdate( drawInfo ); if( m_initialize ) { m_initialize = false; if( m_dummyProperty == null ) { m_dummyProperty = ScriptableObject.CreateInstance(); m_dummyProperty.ContainerGraph = ContainerGraph; } } if( m_currentLightModel != m_lastLightModel ) m_lightModelChanged = true; if( m_lightModelChanged ) { m_lightModelChanged = false; if( m_currentLightModel == StandardShaderLightModel.BlinnPhong ) { if( m_specColorReorder == null ) { m_specColorReorder = ScriptableObject.CreateInstance(); m_specColorReorder.ContainerGraph = ContainerGraph; m_specColorReorder.OrderIndex = m_specColorOrderIndex; m_specColorReorder.Init( "_SpecColor", "Specular Color", null ); } UIUtils.RegisterPropertyNode( m_specColorReorder ); } else { if( m_specColorReorder != null ) UIUtils.UnregisterPropertyNode( m_specColorReorder ); } if( m_currentLightModel == StandardShaderLightModel.CustomLighting && m_masterNodeCategory == 0 ) ContainerGraph.CurrentCanvasMode = NodeAvailability.CustomLighting; else if( m_masterNodeCategory == 0 ) ContainerGraph.CurrentCanvasMode = NodeAvailability.SurfaceShader; CacheCurrentSettings(); m_lastLightModel = m_currentLightModel; DeleteAllInputConnections( true, true ); AddMasterPorts(); ConnectFromCache(); } if( drawInfo.CurrentEventType != EventType.Layout ) return; if( m_transmissionPort != null && m_transmissionPort.IsConnected && m_renderPath != RenderPath.ForwardOnly ) { m_renderPath = RenderPath.ForwardOnly; UIUtils.ShowMessage( "Render Path changed to Forward Only since transmission only works in forward rendering" ); } if( m_translucencyPort != null && m_translucencyPort.IsConnected && m_renderPath != RenderPath.ForwardOnly ) { m_renderPath = RenderPath.ForwardOnly; UIUtils.ShowMessage( "Render Path changed to Forward Only since translucency only works in forward rendering" ); } if( m_translucencyPort.IsConnected != m_previousTranslucencyOn ) m_checkChanges = true; if( m_refractionPort.IsConnected != m_previousRefractionOn ) m_checkChanges = true; if( ( m_tessOpHelper.EnableTesselation && !m_tessellationPort.IsConnected ) != m_previousTessellationOn ) m_checkChanges = true; m_previousTranslucencyOn = m_translucencyPort.IsConnected; m_previousRefractionOn = m_refractionPort.IsConnected; m_previousTessellationOn = ( m_tessOpHelper.EnableTesselation && !m_tessellationPort.IsConnected ); if( m_checkChanges ) { if( m_translucencyPort.IsConnected ) { if( m_translucencyReorder == null ) { List translucencyList = new List(); for( int i = 0; i < 7; i++ ) { translucencyList.Add( m_dummyProperty ); } m_translucencyReorder = ScriptableObject.CreateInstance(); m_translucencyReorder.ContainerGraph = ContainerGraph; m_translucencyReorder.OrderIndex = m_translucencyOrderIndex; m_translucencyReorder.Init( "_TranslucencyGroup", "Translucency", translucencyList ); } UIUtils.RegisterPropertyNode( m_translucencyReorder ); } else { if( m_translucencyReorder != null ) UIUtils.UnregisterPropertyNode( m_translucencyReorder ); } if( m_refractionPort.IsConnected ) { if( m_refractionReorder == null ) { List refractionList = new List(); for( int i = 0; i < 2; i++ ) { refractionList.Add( m_dummyProperty ); } m_refractionReorder = ScriptableObject.CreateInstance(); m_refractionReorder.ContainerGraph = ContainerGraph; m_refractionReorder.OrderIndex = m_refractionOrderIndex; m_refractionReorder.Init( "_RefractionGroup", "Refraction", refractionList ); } UIUtils.RegisterPropertyNode( m_refractionReorder ); } else { if( m_refractionReorder != null ) UIUtils.UnregisterPropertyNode( m_refractionReorder ); } if( m_tessOpHelper.EnableTesselation && !m_tessellationPort.IsConnected ) { if( m_tessellationReorder == null ) { List tessellationList = new List(); for( int i = 0; i < 4; i++ ) { tessellationList.Add( m_dummyProperty ); } m_tessellationReorder = ScriptableObject.CreateInstance(); m_tessellationReorder.ContainerGraph = ContainerGraph; m_tessellationReorder.OrderIndex = m_tessellationOrderIndex; m_tessellationReorder.Init( "_TessellationGroup", "Tessellation", tessellationList ); m_tessellationReorder.HeaderTitle = "Tesselation"; } UIUtils.RegisterPropertyNode( m_tessellationReorder ); } else { if( m_tessellationReorder != null ) UIUtils.UnregisterPropertyNode( m_tessellationReorder ); } if( m_inputPorts[ m_discardPortId ].Available && !m_inlineOpacityMaskClipValue.IsValid ) { if( m_maskClipReorder == null ) { // Create dragable clip material property m_maskClipReorder = ScriptableObject.CreateInstance(); m_maskClipReorder.ContainerGraph = ContainerGraph; m_maskClipReorder.OrderIndex = m_maskClipOrderIndex; m_maskClipReorder.Init( "_Cutoff", "Mask Clip Value", null ); } UIUtils.RegisterPropertyNode( m_maskClipReorder ); } else { if( m_maskClipReorder != null ) UIUtils.UnregisterPropertyNode( m_maskClipReorder ); } m_checkChanges = false; } } public override void OnNodeRepaint( DrawInfo drawInfo ) { base.OnNodeRepaint( drawInfo ); if( m_containerGraph.IsInstancedShader || m_renderingOptionsOpHelper.ForceEnableInstancing ) { DrawInstancedIcon( drawInfo ); } } private void CacheCurrentSettings() { m_cacheNodeConnections.Clear(); for( int portId = 0; portId < m_inputPorts.Count; portId++ ) { if( m_inputPorts[ portId ].IsConnected ) { WireReference connection = m_inputPorts[ portId ].GetConnection(); m_cacheNodeConnections.Add( m_inputPorts[ portId ].Name, new NodeCache( connection.NodeId, connection.PortId ) ); } } } private void ConnectFromCache() { for( int i = 0; i < m_inputPorts.Count; i++ ) { NodeCache cache = m_cacheNodeConnections.Get( m_inputPorts[ i ].Name ); if( cache != null ) { UIUtils.SetConnection( UniqueId, m_inputPorts[ i ].PortId, cache.TargetNodeId, cache.TargetPortId ); } } } public override void UpdateMaterial( Material mat ) { base.UpdateMaterial( mat ); if( m_alphaMode == AlphaMode.Masked || m_alphaMode == AlphaMode.Custom ) { if( mat.HasProperty( IOUtils.MaskClipValueName ) ) mat.SetFloat( IOUtils.MaskClipValueName, m_opacityMaskClipValue ); } } public override void SetMaterialMode( Material mat, bool fetchMaterialValues ) { base.SetMaterialMode( mat, fetchMaterialValues ); if( m_alphaMode == AlphaMode.Masked || m_alphaMode == AlphaMode.Custom ) { if( fetchMaterialValues && m_materialMode && mat.HasProperty( IOUtils.MaskClipValueName ) ) { m_opacityMaskClipValue = mat.GetFloat( IOUtils.MaskClipValueName ); } } } public override void ForceUpdateFromMaterial( Material material ) { m_tessOpHelper.UpdateFromMaterial( material ); m_outlineHelper.UpdateFromMaterial( material ); if( m_alphaMode == AlphaMode.Masked || m_alphaMode == AlphaMode.Custom ) { if( material.HasProperty( IOUtils.MaskClipValueName ) ) m_opacityMaskClipValue = material.GetFloat( IOUtils.MaskClipValueName ); } } public override void UpdateMasterNodeMaterial( Material material ) { m_currentMaterial = material; UpdateMaterialEditor(); } void UpdateMaterialEditor() { FireMaterialChangedEvt(); } public string CreateInstructionsForVertexPort( InputPort port ) { //Vertex displacement and per vertex custom data WireReference connection = port.GetConnection(); ParentNode node = UIUtils.GetNode( connection.NodeId ); string vertexInstructions = node.GetValueFromOutputStr( connection.PortId, port.DataType, ref m_currentDataCollector, false ); if( m_currentDataCollector.DirtySpecialLocalVariables ) { m_currentDataCollector.AddVertexInstruction( m_currentDataCollector.SpecialLocalVariables, UniqueId, false ); m_currentDataCollector.ClearSpecialLocalVariables(); } if( m_currentDataCollector.DirtyVertexVariables ) { m_currentDataCollector.AddVertexInstruction( m_currentDataCollector.VertexLocalVariables, UniqueId, false ); m_currentDataCollector.ClearVertexLocalVariables(); } return vertexInstructions; } public void CreateInstructionsForPort( InputPort port, string portName, bool addCustomDelimiters = false, string customDelimiterIn = null, string customDelimiterOut = null, bool ignoreLocalVar = false, bool normalIsConnected = false ) { WireReference connection = port.GetConnection(); ParentNode node = UIUtils.GetNode( connection.NodeId ); string newInstruction = node.GetValueFromOutputStr( connection.PortId, port.DataType, ref m_currentDataCollector, ignoreLocalVar ); if( m_currentDataCollector.DirtySpecialLocalVariables ) { m_currentDataCollector.AddInstructions( m_currentDataCollector.SpecialLocalVariables ); m_currentDataCollector.ClearSpecialLocalVariables(); } if( m_currentDataCollector.DirtyVertexVariables ) { m_currentDataCollector.AddVertexInstruction( m_currentDataCollector.VertexLocalVariables, port.NodeId, false ); m_currentDataCollector.ClearVertexLocalVariables(); } if( m_currentDataCollector.ForceNormal && !normalIsConnected ) { m_currentDataCollector.AddToStartInstructions( "\t\t\t" + Constants.OutputVarStr + ".Normal = float3(0,0,1);\n" ); m_currentDataCollector.DirtyNormal = true; m_currentDataCollector.ForceNormal = false; } m_currentDataCollector.AddInstructions( addCustomDelimiters ? customDelimiterIn : ( "\t\t\t" + portName + " = " ) ); m_currentDataCollector.AddInstructions( newInstruction ); m_currentDataCollector.AddInstructions( addCustomDelimiters ? customDelimiterOut : ";\n" ); } public string CreateInstructionStringForPort( InputPort port, bool ignoreLocalVar = false ) { WireReference connection = port.GetConnection(); ParentNode node = UIUtils.GetNode( connection.NodeId ); string newInstruction = node.GetValueFromOutputStr( connection.PortId, port.DataType, ref m_currentDataCollector, ignoreLocalVar ); if( m_currentDataCollector.DirtySpecialLocalVariables ) { m_currentDataCollector.AddInstructions( m_currentDataCollector.SpecialLocalVariables ); m_currentDataCollector.ClearSpecialLocalVariables(); } if( m_currentDataCollector.DirtyVertexVariables ) { m_currentDataCollector.AddVertexInstruction( m_currentDataCollector.VertexLocalVariables, port.NodeId, false ); m_currentDataCollector.ClearVertexLocalVariables(); } if( m_currentDataCollector.ForceNormal ) { m_currentDataCollector.AddToStartInstructions( "\t\t\t" + Constants.OutputVarStr + ".Normal = float3(0,0,1);\n" ); m_currentDataCollector.DirtyNormal = true; m_currentDataCollector.ForceNormal = false; } return newInstruction; } public override Shader Execute( string pathname, bool isFullPath ) { ForcePortType(); ForceReordering(); UpdateFromBlendMode(); base.Execute( pathname, isFullPath ); RegisterStandaloneFuntions(); bool isInstancedShader = m_renderingOptionsOpHelper.ForceEnableInstancing || UIUtils.IsInstancedShader(); bool hasVirtualTexture = UIUtils.HasVirtualTexture(); bool hasTranslucency = false; bool hasTransmission = false; bool hasEmission = false; bool hasOpacity = false; bool hasOpacityMask = false; bool hasRefraction = false; //bool hasVertexOffset = false; //bool hasCustomLightingAlpha = false; bool hasCustomLightingMask = false; string customLightingCode = string.Empty; string customLightingAlphaCode = string.Empty; string customLightingMaskCode = string.Empty; string customLightingInstructions = string.Empty; string refractionCode = string.Empty; string refractionInstructions = string.Empty; string refractionFix = string.Empty; string aboveUsePasses = string.Empty; string bellowUsePasses = string.Empty; m_usePass.BuildUsePassInfo( ref aboveUsePasses, ref bellowUsePasses, "\t\t" ); m_currentDataCollector.TesselationActive = m_tessOpHelper.EnableTesselation; m_currentDataCollector.CurrentRenderPath = m_renderPath; StandardShaderLightModel cachedLightModel = m_currentLightModel; NodeAvailability cachedAvailability = ContainerGraph.CurrentCanvasMode; bool debugIsUsingCustomLighting = false; bool usingDebugPort = false; if( m_inputPorts[ m_inputPorts.Count - 1 ].IsConnected ) { usingDebugPort = true; debugIsUsingCustomLighting = m_currentLightModel == StandardShaderLightModel.CustomLighting; m_currentDataCollector.GenType = PortGenType.CustomLighting; m_currentLightModel = StandardShaderLightModel.CustomLighting; ContainerGraph.CurrentCanvasMode = NodeAvailability.CustomLighting; } if( isInstancedShader ) { m_currentDataCollector.AddToPragmas( UniqueId, IOUtils.InstancedPropertiesHeader ); } if( m_renderingOptionsOpHelper.SpecularHighlightToggle || m_renderingOptionsOpHelper.ReflectionsToggle ) m_currentDataCollector.AddToProperties( UniqueId, "[Header(Forward Rendering Options)]", 10001 ); if( m_renderingOptionsOpHelper.SpecularHighlightToggle ) { m_currentDataCollector.AddToProperties( UniqueId, "[ToggleOff] _SpecularHighlights(\"Specular Highlights\", Float) = 1.0", 10002 ); m_currentDataCollector.AddToPragmas( UniqueId, "shader_feature _SPECULARHIGHLIGHTS_OFF" ); } if( m_renderingOptionsOpHelper.ReflectionsToggle ) { m_currentDataCollector.AddToProperties( UniqueId, "[ToggleOff] _GlossyReflections(\"Reflections\", Float) = 1.0", 10003 ); m_currentDataCollector.AddToPragmas( UniqueId, "shader_feature _GLOSSYREFLECTIONS_OFF" ); } // See if each node is being used on frag and/or vert ports SetupNodeCategories(); m_containerGraph.CheckPropertiesAutoRegister( ref m_currentDataCollector ); if( m_refractionPort.IsConnected || m_inputPorts[ m_inputPorts.Count - 1 ].IsConnected ) { m_currentDataCollector.DirtyNormal = true; m_currentDataCollector.ForceNormal = true; } //this.PropagateNodeData( nodeData ); string tags = "\"RenderType\" = \"{0}\" \"Queue\" = \"{1}\""; string finalRenderType = ( m_renderType == RenderType.Custom && m_customRenderType.Length > 0 ) ? m_customRenderType : m_renderType.ToString(); tags = string.Format( tags, finalRenderType, ( m_renderQueue + ( ( m_queueOrder >= 0 ) ? "+" : string.Empty ) + m_queueOrder ) ); //if ( !m_customBlendMode ) { if( m_alphaMode == AlphaMode.Transparent || m_alphaMode == AlphaMode.Premultiply ) { //tags += " \"IgnoreProjector\" = \"True\""; if( !m_renderingOptionsOpHelper.IgnoreProjectorValue ) { Debug.Log( string.Format( "Setting Ignore Projector to True since it's requires by Blend Mode {0}.", m_alphaMode ) ); m_renderingOptionsOpHelper.IgnoreProjectorValue = true; } } } tags += m_renderingOptionsOpHelper.IgnoreProjectorTag; tags += m_renderingOptionsOpHelper.ForceNoShadowCastingTag; tags += m_renderingOptionsOpHelper.DisableBatchingTag; //add virtual texture support if( hasVirtualTexture ) { tags += " \"Amplify\" = \"True\" "; } //tags = "Tags{ " + tags + " }"; string outputStruct = ""; switch( m_currentLightModel ) { case StandardShaderLightModel.CustomLighting: outputStruct = "SurfaceOutputCustomLightingCustom"; break; case StandardShaderLightModel.Standard: outputStruct = "SurfaceOutputStandard"; break; case StandardShaderLightModel.StandardSpecular: outputStruct = "SurfaceOutputStandardSpecular"; break; case StandardShaderLightModel.Unlit: case StandardShaderLightModel.Lambert: case StandardShaderLightModel.BlinnPhong: outputStruct = "SurfaceOutput"; break; } if( m_currentLightModel == StandardShaderLightModel.CustomLighting ) { m_currentDataCollector.AddToIncludes( UniqueId, Constants.UnityPBSLightingLib ); m_currentDataCollector.ChangeCustomInputHeader( m_currentLightModel.ToString() + Constants.CustomLightStructStr ); m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Albedo", true ); m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Normal", true ); m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Emission", true ); m_currentDataCollector.AddToCustomInput( UniqueId, "half Metallic", true ); m_currentDataCollector.AddToCustomInput( UniqueId, "half Smoothness", true ); m_currentDataCollector.AddToCustomInput( UniqueId, "half Occlusion", true ); m_currentDataCollector.AddToCustomInput( UniqueId, "half Alpha", true ); m_currentDataCollector.AddToCustomInput( UniqueId, "Input SurfInput", true ); m_currentDataCollector.AddToCustomInput( UniqueId, "UnityGIInput GIData", true ); } // Need to sort before creating local vars so they can inspect the normal port correctly SortedList sortedPorts = new SortedList(); for( int i = 0; i < m_inputPorts.Count; i++ ) { sortedPorts.Add( m_inputPorts[ i ].OrderId, m_inputPorts[ i ] ); } bool normalIsConnected = m_normalPort.IsConnected; m_tessOpHelper.Reset(); if( m_inputPorts[ m_inputPorts.Count - 1 ].IsConnected ) { //Debug Port active InputPort debugPort = m_inputPorts[ m_inputPorts.Count - 1 ]; m_currentDataCollector.PortCategory = debugPort.Category; if( debugIsUsingCustomLighting ) { m_currentDataCollector.UsingCustomOutput = true; WireReference connection = m_inputPorts[ m_inputPorts.Count - 1 ].GetConnection(); ParentNode node = UIUtils.GetNode( connection.NodeId ); customLightingCode = node.GetValueFromOutputStr( connection.PortId, WirePortDataType.FLOAT3, ref m_currentDataCollector, false ); customLightingInstructions = m_currentDataCollector.CustomOutput; if( m_currentDataCollector.ForceNormal ) { m_currentDataCollector.AddToStartInstructions( "\t\t\t" + Constants.OutputVarStr + ".Normal = float3(0,0,1);\n" ); m_currentDataCollector.DirtyNormal = true; m_currentDataCollector.ForceNormal = false; } if( m_currentDataCollector.DirtyVertexVariables ) { m_currentDataCollector.AddVertexInstruction( m_currentDataCollector.VertexLocalVariables, UniqueId, false ); m_currentDataCollector.ClearVertexLocalVariables(); } m_currentDataCollector.UsingCustomOutput = false; } else { CreateInstructionsForPort( debugPort, Constants.OutputVarStr + ".Emission", false, null, null, false, false ); } } else { MasterNodePortCategory currentCategory = sortedPorts[ 0 ].Category; //Collect data from standard nodes for( int i = 0; i < sortedPorts.Count; i++ ) { // prepare ports for custom lighting m_currentDataCollector.GenType = sortedPorts[ i ].GenType; if( m_currentLightModel == StandardShaderLightModel.CustomLighting && sortedPorts[ i ].Name.Equals( AlphaStr ) ) ContainerGraph.ResetNodesLocalVariablesIfNot( MasterNodePortCategory.Vertex ); if( sortedPorts[ i ].IsConnected ) { m_currentDataCollector.PortCategory = sortedPorts[ i ].Category; if( sortedPorts[ i ].Name.Equals( NormalStr ) )// Normal Map is Connected { m_currentDataCollector.DirtyNormal = true; } if( sortedPorts[ i ].Name.Equals( TranslucencyStr ) ) { hasTranslucency = true; } if( sortedPorts[ i ].Name.Equals( TransmissionStr ) ) { hasTransmission = true; } if( sortedPorts[ i ].Name.Equals( EmissionStr ) ) { hasEmission = true; } if( sortedPorts[ i ].Name.Equals( RefractionStr ) ) { hasRefraction = true; } if( sortedPorts[ i ].Name.Equals( AlphaStr ) ) { hasOpacity = true; } if( sortedPorts[ i ].Name.Equals( DiscardStr ) ) { hasOpacityMask = true; } if( hasRefraction ) { m_currentDataCollector.AddToInput( UniqueId, SurfaceInputs.SCREEN_POS ); m_currentDataCollector.AddToInput( UniqueId, SurfaceInputs.WORLD_POS ); //not necessary, just being safe m_currentDataCollector.DirtyNormal = true; m_currentDataCollector.ForceNormal = true; if( m_grabOrder != 0 ) { m_currentDataCollector.AddGrabPass( "RefractionGrab" + m_grabOrder ); m_currentDataCollector.AddToUniforms( UniqueId, "uniform sampler2D RefractionGrab" + m_grabOrder + ";" ); } else { m_currentDataCollector.AddGrabPass( "" ); m_currentDataCollector.AddToUniforms( UniqueId, "uniform sampler2D _GrabTexture;" ); } m_currentDataCollector.AddToUniforms( UniqueId, "uniform float _ChromaticAberration;" ); m_currentDataCollector.AddToProperties( UniqueId, "[Header(Refraction)]", m_refractionReorder.OrderIndex ); m_currentDataCollector.AddToProperties( UniqueId, "_ChromaticAberration(\"Chromatic Aberration\", Range( 0 , 0.3)) = 0.1", m_refractionReorder.OrderIndex + 1 ); m_currentDataCollector.AddToPragmas( UniqueId, "multi_compile _ALPHAPREMULTIPLY_ON" ); } if( hasTranslucency || hasTransmission ) { //Translucency and Transmission Generation //Add properties and uniforms m_currentDataCollector.AddToIncludes( UniqueId, Constants.UnityPBSLightingLib ); if( hasTranslucency ) { m_currentDataCollector.AddToProperties( UniqueId, "[Header(Translucency)]", m_translucencyReorder.OrderIndex ); m_currentDataCollector.AddToProperties( UniqueId, "_Translucency(\"Strength\", Range( 0 , 50)) = 1", m_translucencyReorder.OrderIndex + 1 ); m_currentDataCollector.AddToProperties( UniqueId, "_TransNormalDistortion(\"Normal Distortion\", Range( 0 , 1)) = 0.1", m_translucencyReorder.OrderIndex + 2 ); m_currentDataCollector.AddToProperties( UniqueId, "_TransScattering(\"Scaterring Falloff\", Range( 1 , 50)) = 2", m_translucencyReorder.OrderIndex + 3 ); m_currentDataCollector.AddToProperties( UniqueId, "_TransDirect(\"Direct\", Range( 0 , 1)) = 1", m_translucencyReorder.OrderIndex + 4 ); m_currentDataCollector.AddToProperties( UniqueId, "_TransAmbient(\"Ambient\", Range( 0 , 1)) = 0.2", m_translucencyReorder.OrderIndex + 5 ); m_currentDataCollector.AddToProperties( UniqueId, "_TransShadow(\"Shadow\", Range( 0 , 1)) = 0.9", m_translucencyReorder.OrderIndex + 6 ); m_currentDataCollector.AddToUniforms( UniqueId, "uniform half _Translucency;" ); m_currentDataCollector.AddToUniforms( UniqueId, "uniform half _TransNormalDistortion;" ); m_currentDataCollector.AddToUniforms( UniqueId, "uniform half _TransScattering;" ); m_currentDataCollector.AddToUniforms( UniqueId, "uniform half _TransDirect;" ); m_currentDataCollector.AddToUniforms( UniqueId, "uniform half _TransAmbient;" ); m_currentDataCollector.AddToUniforms( UniqueId, "uniform half _TransShadow;" ); } //Add custom struct switch( m_currentLightModel ) { case StandardShaderLightModel.Standard: case StandardShaderLightModel.StandardSpecular: outputStruct = "SurfaceOutput" + m_currentLightModel.ToString() + Constants.CustomLightStructStr; break; } m_currentDataCollector.ChangeCustomInputHeader( m_currentLightModel.ToString() + Constants.CustomLightStructStr ); m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Albedo", true ); m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Normal", true ); m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Emission", true ); switch( m_currentLightModel ) { case StandardShaderLightModel.Standard: m_currentDataCollector.AddToCustomInput( UniqueId, "half Metallic", true ); break; case StandardShaderLightModel.StandardSpecular: m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Specular", true ); break; } m_currentDataCollector.AddToCustomInput( UniqueId, "half Smoothness", true ); m_currentDataCollector.AddToCustomInput( UniqueId, "half Occlusion", true ); m_currentDataCollector.AddToCustomInput( UniqueId, "half Alpha", true ); if( hasTranslucency ) m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Translucency", true ); if( hasTransmission ) m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Transmission", true ); } if( sortedPorts[ i ].Name.Equals( DiscardStr ) ) { //Discard Op Node if( m_currentLightModel == StandardShaderLightModel.CustomLighting ) { hasCustomLightingMask = true; m_currentDataCollector.UsingCustomOutput = true; m_currentDataCollector.GenType = PortGenType.CustomLighting; WireReference connection = sortedPorts[ i ].GetConnection(); ParentNode node = UIUtils.GetNode( connection.NodeId ); customLightingMaskCode = node.GetValueFromOutputStr( connection.PortId, WirePortDataType.FLOAT, ref m_currentDataCollector, false ); customLightingMaskCode = "clip( " + customLightingMaskCode + " - " + m_inlineOpacityMaskClipValue.GetValueOrProperty( IOUtils.MaskClipValueName, false ) + " )"; customLightingInstructions = m_currentDataCollector.CustomOutput; m_currentDataCollector.GenType = PortGenType.NonCustomLighting; m_currentDataCollector.UsingCustomOutput = false; continue; } else { string clipIn = "\t\t\tclip( "; string clipOut = " - " + m_inlineOpacityMaskClipValue.GetValueOrProperty( IOUtils.MaskClipValueName, false ) + " );\n"; if( m_alphaToCoverage && m_castShadows ) { clipIn = "\t\t\t#if UNITY_PASS_SHADOWCASTER\n" + clipIn; clipOut = clipOut + "\t\t\t#endif\n"; } CreateInstructionsForPort( sortedPorts[ i ], Constants.OutputVarStr + "." + sortedPorts[ i ].DataName, true, clipIn, clipOut, false, normalIsConnected ); } } else if( sortedPorts[ i ].DataName.Equals( VertexDataStr ) ) { string vertexInstructions = CreateInstructionsForVertexPort( sortedPorts[ i ] ); m_currentDataCollector.AddToVertexDisplacement( vertexInstructions, m_vertexMode ); } else if( sortedPorts[ i ].DataName.Equals( VertexNormalStr ) ) { string vertexInstructions = CreateInstructionsForVertexPort( sortedPorts[ i ] ); m_currentDataCollector.AddToVertexNormal( vertexInstructions ); } else if( m_tessOpHelper.IsTessellationPort( sortedPorts[ i ].PortId ) && sortedPorts[ i ].IsConnected /* && m_tessOpHelper.EnableTesselation*/) { //Vertex displacement and per vertex custom data WireReference connection = sortedPorts[ i ].GetConnection(); ParentNode node = UIUtils.GetNode( connection.NodeId ); string vertexInstructions = node.GetValueFromOutputStr( connection.PortId, sortedPorts[ i ].DataType, ref m_currentDataCollector, false ); if( m_currentDataCollector.DirtySpecialLocalVariables ) { m_tessOpHelper.AddAdditionalData( m_currentDataCollector.SpecialLocalVariables ); m_currentDataCollector.ClearSpecialLocalVariables(); } if( m_currentDataCollector.DirtyVertexVariables ) { m_tessOpHelper.AddAdditionalData( m_currentDataCollector.VertexLocalVariables ); m_currentDataCollector.ClearVertexLocalVariables(); } m_tessOpHelper.AddCustomFunction( vertexInstructions ); } else if( sortedPorts[ i ].Name.Equals( RefractionStr ) ) { ContainerGraph.ResetNodesLocalVariables(); m_currentDataCollector.UsingCustomOutput = true; refractionFix = " + 0.00001 * i.screenPos * i.worldPos"; m_currentDataCollector.AddInstructions( "\t\t\to.Normal = o.Normal" + refractionFix + ";\n" ); refractionCode = CreateInstructionStringForPort( sortedPorts[ i ], false ); refractionInstructions = m_currentDataCollector.CustomOutput; m_currentDataCollector.UsingCustomOutput = false; } else if( sortedPorts[ i ].Name.Equals( CustomLightingStr ) ) { m_currentDataCollector.UsingCustomOutput = true; WireReference connection = sortedPorts[ i ].GetConnection(); ParentNode node = UIUtils.GetNode( connection.NodeId ); customLightingCode = node.GetValueFromOutputStr( connection.PortId, WirePortDataType.FLOAT3, ref m_currentDataCollector, false ); customLightingInstructions = m_currentDataCollector.CustomOutput; if( m_currentDataCollector.ForceNormal ) { m_currentDataCollector.AddToStartInstructions( "\t\t\t" + Constants.OutputVarStr + ".Normal = float3(0,0,1);\n" ); m_currentDataCollector.DirtyNormal = true; m_currentDataCollector.ForceNormal = false; } if( m_currentDataCollector.DirtyVertexVariables ) { m_currentDataCollector.AddVertexInstruction( m_currentDataCollector.VertexLocalVariables, UniqueId, false ); m_currentDataCollector.ClearVertexLocalVariables(); } m_currentDataCollector.UsingCustomOutput = false; } else if( sortedPorts[ i ].Name.Equals( AlphaStr ) && m_currentLightModel == StandardShaderLightModel.CustomLighting ) { m_currentDataCollector.UsingCustomOutput = true; m_currentDataCollector.GenType = PortGenType.CustomLighting; WireReference connection = sortedPorts[ i ].GetConnection(); ParentNode node = UIUtils.GetNode( connection.NodeId ); customLightingAlphaCode = node.GetValueFromOutputStr( connection.PortId, WirePortDataType.FLOAT, ref m_currentDataCollector, false ); customLightingInstructions = m_currentDataCollector.CustomOutput; if( m_currentDataCollector.ForceNormal ) { m_currentDataCollector.AddToStartInstructions( "\t\t\t" + Constants.OutputVarStr + ".Normal = float3(0,0,1);\n" ); m_currentDataCollector.DirtyNormal = true; m_currentDataCollector.ForceNormal = false; } if( m_currentDataCollector.DirtyVertexVariables ) { m_currentDataCollector.AddVertexInstruction( m_currentDataCollector.VertexLocalVariables, UniqueId, false ); m_currentDataCollector.ClearVertexLocalVariables(); } m_currentDataCollector.GenType = PortGenType.NonCustomLighting; m_currentDataCollector.UsingCustomOutput = false; } else { // Surface shader instruccions // if working on normals and have normal dependent node then ignore local var generation CreateInstructionsForPort( sortedPorts[ i ], Constants.OutputVarStr + "." + sortedPorts[ i ].DataName, false, null, null, false, normalIsConnected ); } } else if( sortedPorts[ i ].Name.Equals( AlphaStr ) ) { if( m_currentLightModel != StandardShaderLightModel.CustomLighting ) { m_currentDataCollector.AddInstructions( string.Format( "\t\t\t{0}.{1} = 1;\n", Constants.OutputVarStr, sortedPorts[ i ].DataName ) ); } } } m_billboardOpHelper.FillDataCollectorWithInternalData( ref m_currentDataCollector ); } if( ( m_castShadows && m_alphaToCoverage ) || ( m_castShadows && hasOpacity ) || ( m_castShadows && ( m_currentDataCollector.UsingWorldNormal || m_currentDataCollector.UsingWorldReflection || m_currentDataCollector.UsingViewDirection ) ) || ( m_castShadows && m_inputPorts[ m_discardPortId ].Available && m_inputPorts[ m_discardPortId ].IsConnected && m_currentLightModel == StandardShaderLightModel.CustomLighting ) ) m_customShadowCaster = true; else m_customShadowCaster = false; //m_customShadowCaster = true; for( int i = 0; i < 4; i++ ) { if( m_currentDataCollector.GetChannelUsage( i ) == TextureChannelUsage.Required ) { string channelName = UIUtils.GetChannelName( i ); m_currentDataCollector.AddToProperties( -1, UIUtils.GetTex2DProperty( channelName, TexturePropertyValues.white ), -1 ); } } m_currentDataCollector.AddToProperties( -1, IOUtils.DefaultASEDirtyCheckProperty, 10000 ); if( m_inputPorts[ m_discardPortId ].Available && m_inputPorts[ m_discardPortId ].IsConnected ) { if( m_inlineOpacityMaskClipValue.IsValid ) { RangedFloatNode fnode = UIUtils.GetNode( m_inlineOpacityMaskClipValue.NodeId ) as RangedFloatNode; if( fnode != null ) { m_currentDataCollector.AddToProperties( fnode.UniqueId, fnode.GetPropertyValue(), fnode.OrderIndex ); m_currentDataCollector.AddToUniforms( fnode.UniqueId, fnode.GetUniformValue() ); } else { IntNode inode = UIUtils.GetNode( m_inlineOpacityMaskClipValue.NodeId ) as IntNode; m_currentDataCollector.AddToProperties( inode.UniqueId, inode.GetPropertyValue(), inode.OrderIndex ); m_currentDataCollector.AddToUniforms( inode.UniqueId, inode.GetUniformValue() ); } } else { m_currentDataCollector.AddToProperties( -1, string.Format( IOUtils.MaskClipValueProperty, OpacityMaskClipValueStr, m_opacityMaskClipValue ), ( m_maskClipReorder != null ) ? m_maskClipReorder.OrderIndex : -1 ); m_currentDataCollector.AddToUniforms( -1, string.Format( IOUtils.MaskClipValueUniform, m_opacityMaskClipValue ) ); } } if( !m_currentDataCollector.DirtyInputs ) m_currentDataCollector.AddToInput( UniqueId, "half filler", true ); if( m_currentLightModel == StandardShaderLightModel.BlinnPhong ) m_currentDataCollector.AddToProperties( -1, "_SpecColor(\"Specular Color\",Color)=(1,1,1,1)", m_specColorReorder.OrderIndex ); //Tesselation if( m_tessOpHelper.EnableTesselation ) { m_tessOpHelper.AddToDataCollector( ref m_currentDataCollector, m_tessellationReorder != null ? m_tessellationReorder.OrderIndex : -1 ); if( !m_currentDataCollector.DirtyPerVertexData ) { m_currentDataCollector.OpenPerVertexHeader( false ); } } if( m_outlineHelper.EnableOutline || ( m_currentDataCollector.UsingCustomOutlineColor || m_currentDataCollector.CustomOutlineSelectedAlpha > 0 || m_currentDataCollector.UsingCustomOutlineWidth ) ) { m_outlineHelper.AddToDataCollector( ref m_currentDataCollector ); } #if !UNITY_2017_1_OR_NEWER if( m_renderingOptionsOpHelper.LodCrossfade ) { m_currentDataCollector.AddToPragmas( UniqueId, "multi_compile _ LOD_FADE_CROSSFADE" ); m_currentDataCollector.AddToStartInstructions( "\t\t\tUNITY_APPLY_DITHER_CROSSFADE(i);\n" ); m_currentDataCollector.AddToInput( UniqueId, "UNITY_DITHER_CROSSFADE_COORDS", false ); m_currentDataCollector.AddVertexInstruction( "UNITY_TRANSFER_DITHER_CROSSFADE( " + Constants.VertexShaderOutputStr + ", " + Constants.VertexShaderInputStr + ".vertex )", UniqueId, true ); } #endif //m_additionalIncludes.AddToDataCollector( ref m_currentDataCollector ); //m_additionalPragmas.AddToDataCollector( ref m_currentDataCollector ); //m_additionalDefines.AddToDataCollector( ref m_currentDataCollector ); m_additionalDirectives.AddAllToDataCollector( ref m_currentDataCollector ); //m_currentDataCollector.CloseInputs(); m_currentDataCollector.CloseCustomInputs(); m_currentDataCollector.CloseProperties(); m_currentDataCollector.ClosePerVertexHeader(); //build Shader Body string ShaderBody = string.Empty; OpenShaderBody( ref ShaderBody, m_shaderName ); { //set properties if( m_currentDataCollector.DirtyProperties ) { ShaderBody += m_currentDataCollector.BuildPropertiesString(); } //set subshader OpenSubShaderBody( ref ShaderBody ); { // Add extra depth pass m_zBufferHelper.DrawExtraDepthPass( ref ShaderBody ); // Add optionalPasses if( m_outlineHelper.EnableOutline || ( m_currentDataCollector.UsingCustomOutlineColor || m_currentDataCollector.CustomOutlineSelectedAlpha > 0 || m_currentDataCollector.UsingCustomOutlineWidth ) ) { if( !usingDebugPort ) AddMultilineBody( ref ShaderBody, m_outlineHelper.OutlineFunctionBody( ref m_currentDataCollector, isInstancedShader, m_customShadowCaster, UIUtils.RemoveInvalidCharacters( ShaderName ), ( m_billboardOpHelper.IsBillboard && !usingDebugPort ? m_billboardOpHelper.GetInternalMultilineInstructions() : null ), ref m_tessOpHelper, ShaderModelTypeArr[ m_shaderModelIdx ] ) ); } //Add SubShader tags if( hasEmission ) { tags += " \"IsEmissive\" = \"true\" "; } tags += m_customTagsHelper.GenerateCustomTags(); tags = "Tags{ " + tags + " }"; if( !string.IsNullOrEmpty( aboveUsePasses ) ) { ShaderBody += aboveUsePasses; } AddRenderTags( ref ShaderBody, tags ); AddShaderLOD( ref ShaderBody, m_shaderLOD ); AddRenderState( ref ShaderBody, "Cull", m_inlineCullMode.GetValueOrProperty( m_cullMode.ToString() ) ); m_customBlendAvailable = ( m_alphaMode == AlphaMode.Custom || m_alphaMode == AlphaMode.Opaque ); if( ( m_zBufferHelper.IsActive && m_customBlendAvailable ) || m_outlineHelper.UsingZWrite || m_outlineHelper.UsingZTest ) { ShaderBody += m_zBufferHelper.CreateDepthInfo( m_outlineHelper.UsingZWrite, m_outlineHelper.UsingZTest ); } if( m_stencilBufferHelper.Active ) { ShaderBody += m_stencilBufferHelper.CreateStencilOp( this ); } if( m_blendOpsHelper.Active ) { ShaderBody += m_blendOpsHelper.CreateBlendOps(); } if( m_alphaToCoverage ) { ShaderBody += "\t\tAlphaToMask On\n"; } // Build Color Mask m_colorMaskHelper.BuildColorMask( ref ShaderBody, m_customBlendAvailable ); //ShaderBody += "\t\tZWrite " + _zWriteMode + '\n'; //ShaderBody += "\t\tZTest " + _zTestMode + '\n'; //Add GrabPass if( m_currentDataCollector.DirtyGrabPass ) { ShaderBody += m_currentDataCollector.GrabPass; } // build optional parameters string OptionalParameters = string.Empty; // addword standard to custom lighting to accepts standard lighting models string standardCustomLighting = string.Empty; if( m_currentLightModel == StandardShaderLightModel.CustomLighting ) standardCustomLighting = "Standard"; //add cg program if( m_customShadowCaster ) OpenCGInclude( ref ShaderBody ); else OpenCGProgram( ref ShaderBody ); { //Add Defines if( m_currentDataCollector.DirtyDefines ) ShaderBody += m_currentDataCollector.Defines; //Add Includes if( m_customShadowCaster ) { m_currentDataCollector.AddToIncludes( UniqueId, Constants.UnityPBSLightingLib ); m_currentDataCollector.AddToIncludes( UniqueId, "Lighting.cginc" ); } if( m_currentDataCollector.DirtyIncludes ) ShaderBody += m_currentDataCollector.Includes; //define as surface shader and specify lighting model if( UIUtils.GetTextureArrayNodeAmount() > 0 && m_shaderModelIdx < 3 ) { Debug.Log( "Automatically changing Shader Model to 3.5 since it's the minimum required by texture arrays." ); m_shaderModelIdx = 3; } // if tessellation is active then we need be at least using shader model 4.6 if( m_tessOpHelper.EnableTesselation && m_shaderModelIdx < 6 ) { Debug.Log( "Automatically changing Shader Model to 4.6 since it's the minimum required by tessellation." ); m_shaderModelIdx = 6; } // if translucency is ON change render path if( hasTranslucency && m_renderPath != RenderPath.ForwardOnly ) { Debug.Log( "Automatically changing Render Path to Forward Only since translucency only works in forward rendering." ); m_renderPath = RenderPath.ForwardOnly; } // if outline is ON change render path if( m_outlineHelper.EnableOutline && m_renderPath != RenderPath.ForwardOnly ) { Debug.Log( "Automatically changing Render Path to Forward Only since outline only works in forward rendering." ); m_renderPath = RenderPath.ForwardOnly; } // if transmission is ON change render path if( hasTransmission && m_renderPath != RenderPath.ForwardOnly ) { Debug.Log( "Automatically changing Render Path to Forward Only since transmission only works in forward rendering." ); m_renderPath = RenderPath.ForwardOnly; } // if refraction is ON change render path if( hasRefraction && m_renderPath != RenderPath.ForwardOnly ) { Debug.Log( "Automatically changing Render Path to Forward Only since refraction only works in forward rendering." ); m_renderPath = RenderPath.ForwardOnly; } ShaderBody += string.Format( IOUtils.PragmaTargetHeader, ShaderModelTypeArr[ m_shaderModelIdx ] ); //Add pragmas (needs check to see if all pragmas work with custom shadow caster) if( m_currentDataCollector.DirtyPragmas/* && !m_customShadowCaster */) ShaderBody += m_currentDataCollector.Pragmas; if(m_currentDataCollector.DirtyAdditionalDirectives) ShaderBody += m_currentDataCollector.StandardAdditionalDirectives; //if ( !m_customBlendMode ) { switch( m_alphaMode ) { case AlphaMode.Opaque: case AlphaMode.Masked: break; case AlphaMode.Transparent: { OptionalParameters += "alpha:fade" + Constants.OptionalParametersSep; } break; case AlphaMode.Premultiply: { OptionalParameters += "alpha:premul" + Constants.OptionalParametersSep; } break; } } if( m_keepAlpha ) { OptionalParameters += "keepalpha" + Constants.OptionalParametersSep; } if( hasRefraction ) { OptionalParameters += "finalcolor:RefractionF" + Constants.OptionalParametersSep; } if( !m_customShadowCaster && m_castShadows ) { OptionalParameters += "addshadow" + Constants.OptionalParametersSep; } if( m_castShadows ) { OptionalParameters += "fullforwardshadows" + Constants.OptionalParametersSep; } if( !m_receiveShadows ) { OptionalParameters += "noshadow" + Constants.OptionalParametersSep; } if( m_renderingOptionsOpHelper.IsOptionActive( " Add Pass" ) && usingDebugPort ) { OptionalParameters += "noforwardadd" + Constants.OptionalParametersSep; } if( m_renderingOptionsOpHelper.ForceDisableInstancing ) { OptionalParameters += "noinstancing" + Constants.OptionalParametersSep; } switch( m_renderPath ) { case RenderPath.All: break; case RenderPath.DeferredOnly: OptionalParameters += "exclude_path:forward" + Constants.OptionalParametersSep; break; case RenderPath.ForwardOnly: OptionalParameters += "exclude_path:deferred" + Constants.OptionalParametersSep; break; } //Add code generation options m_renderingOptionsOpHelper.Build( ref OptionalParameters ); if( !m_customShadowCaster ) { string customLightSurface = string.Empty; if( hasTranslucency || hasTransmission ) customLightSurface = "Custom"; m_renderingPlatformOpHelper.SetRenderingPlatforms( ref ShaderBody ); //Check if Custom Vertex is being used and add tag if( m_currentDataCollector.DirtyPerVertexData ) OptionalParameters += "vertex:" + Constants.VertexDataFunc + Constants.OptionalParametersSep; if( m_tessOpHelper.EnableTesselation && !usingDebugPort ) { m_tessOpHelper.WriteToOptionalParams( ref OptionalParameters ); } m_additionalSurfaceOptions.WriteToOptionalSurfaceOptions( ref OptionalParameters ); AddShaderPragma( ref ShaderBody, "surface surf " + standardCustomLighting + m_currentLightModel.ToString() + customLightSurface + Constants.OptionalParametersSep + OptionalParameters ); } else { if( /*m_currentDataCollector.UsingWorldNormal ||*/ m_currentDataCollector.UsingInternalData ) { ShaderBody += "\t\t#ifdef UNITY_PASS_SHADOWCASTER\n"; ShaderBody += "\t\t\t#undef INTERNAL_DATA\n"; ShaderBody += "\t\t\t#undef WorldReflectionVector\n"; ShaderBody += "\t\t\t#undef WorldNormalVector\n"; ShaderBody += "\t\t\t#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n"; ShaderBody += "\t\t\t#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n"; ShaderBody += "\t\t\t#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n"; ShaderBody += "\t\t#endif\n"; } } if( m_currentDataCollector.UsingHigherSizeTexcoords ) { ShaderBody += "\t\t#undef TRANSFORM_TEX\n"; ShaderBody += "\t\t#define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w)\n"; } if( m_currentDataCollector.DirtyAppData ) ShaderBody += m_currentDataCollector.CustomAppData; // Add Input struct if( m_currentDataCollector.DirtyInputs ) ShaderBody += "\t\t" + m_currentDataCollector.Inputs + "\t\t};" + "\n\n"; // Add Custom Lighting struct if( m_currentDataCollector.DirtyCustomInput ) ShaderBody += m_currentDataCollector.CustomInput + "\n\n"; //Add Uniforms if( m_currentDataCollector.DirtyUniforms ) ShaderBody += m_currentDataCollector.Uniforms + "\n"; // Add Array Derivatives Macros if( m_currentDataCollector.UsingArrayDerivatives ) { ShaderBody += "\t\t#if defined(UNITY_COMPILER_HLSL2GLSL) || defined(SHADER_TARGET_SURFACE_ANALYSIS)\n"; ShaderBody += "\t\t\t#define ASE_SAMPLE_TEX2DARRAY_GRAD(tex,coord,dx,dy) UNITY_SAMPLE_TEX2DARRAY (tex,coord)\n"; ShaderBody += "\t\t#else\n"; ShaderBody += "\t\t\t#define ASE_SAMPLE_TEX2DARRAY_GRAD(tex,coord,dx,dy) tex.SampleGrad (sampler##tex,coord,dx,dy)\n"; ShaderBody += "\t\t#endif\n\n"; } //Add Instanced Properties if( isInstancedShader && m_currentDataCollector.DirtyInstancedProperties ) { m_currentDataCollector.SetupInstancePropertiesBlock( UIUtils.RemoveInvalidCharacters( ShaderName ) ); ShaderBody += m_currentDataCollector.InstancedProperties + "\n"; } if( m_currentDataCollector.DirtyFunctions ) ShaderBody += m_currentDataCollector.Functions + "\n"; //Tesselation if( m_tessOpHelper.EnableTesselation && !usingDebugPort ) { ShaderBody += m_tessOpHelper.GetCurrentTessellationFunction + "\n"; } //Add Custom Vertex Data if( m_currentDataCollector.DirtyPerVertexData ) { ShaderBody += m_currentDataCollector.VertexData; } if( m_currentLightModel == StandardShaderLightModel.Unlit ) { for( int i = 0; i < VertexLitFunc.Length; i++ ) { ShaderBody += VertexLitFunc[ i ] + "\n"; } } //Add custom lighting if( m_currentLightModel == StandardShaderLightModel.CustomLighting ) { ShaderBody += "\t\tinline half4 LightingStandard" + m_currentLightModel.ToString() + "( inout " + outputStruct + " " + Constants.CustomLightOutputVarStr + ", half3 viewDir, UnityGI gi )\n\t\t{\n"; ShaderBody += "\t\t\tUnityGIInput data = s.GIData;\n"; ShaderBody += "\t\t\tInput i = s.SurfInput;\n"; ShaderBody += "\t\t\thalf4 c = 0;\n"; if( m_currentDataCollector.UsingLightAttenuation ) { ShaderBody += "\t\t\t#ifdef UNITY_PASS_FORWARDBASE\n"; ShaderBody += "\t\t\tfloat ase_lightAtten = data.atten;\n"; ShaderBody += "\t\t\tif( _LightColor0.a == 0)\n"; ShaderBody += "\t\t\tase_lightAtten = 0;\n"; ShaderBody += "\t\t\t#else\n"; ShaderBody += "\t\t\tfloat3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 );\n"; ShaderBody += "\t\t\tfloat ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b );\n"; ShaderBody += "\t\t\t#endif\n"; ShaderBody += "\t\t\t#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)\n"; ShaderBody += "\t\t\thalf bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);\n"; ShaderBody += "\t\t\tfloat zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);\n"; ShaderBody += "\t\t\tfloat fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);\n"; ShaderBody += "\t\t\tase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));\n"; ShaderBody += "\t\t\t#endif\n"; } //if( m_currentDataCollector.dirtyc ) ShaderBody += customLightingInstructions; ShaderBody += "\t\t\tc.rgb = " + ( !string.IsNullOrEmpty( customLightingCode ) ? customLightingCode : "0" ) + ";\n"; ShaderBody += "\t\t\tc.a = " + ( !string.IsNullOrEmpty( customLightingAlphaCode ) ? customLightingAlphaCode : "1" ) + ";\n"; if( m_alphaMode == AlphaMode.Premultiply || ( ( m_alphaMode == AlphaMode.Custom || m_alphaMode == AlphaMode.Opaque ) && m_blendOpsHelper.CurrentBlendRGB.IndexOf( "Premultiplied" ) > -1 ) ) ShaderBody += "\t\t\tc.rgb *= c.a;\n"; if( hasCustomLightingMask ) ShaderBody += "\t\t\t" + customLightingMaskCode + ";\n"; ShaderBody += "\t\t\treturn c;\n"; ShaderBody += "\t\t}\n\n"; //Add GI function ShaderBody += "\t\tinline void LightingStandard" + m_currentLightModel.ToString() + "_GI( inout " + outputStruct + " " + Constants.CustomLightOutputVarStr + ", UnityGIInput data, inout UnityGI gi )\n\t\t{\n"; ShaderBody += "\t\t\ts.GIData = data;\n"; //ShaderBody += "\t\t\tUNITY_GI(gi, " + Constants.CustomLightOutputVarStr + ", data);\n"; ShaderBody += "\t\t}\n\n"; } //Add custom lighting function if( hasTranslucency || hasTransmission ) { ShaderBody += "\t\tinline half4 Lighting" + m_currentLightModel.ToString() + Constants.CustomLightStructStr + "(" + outputStruct + " " + Constants.CustomLightOutputVarStr + ", half3 viewDir, UnityGI gi )\n\t\t{\n"; if( hasTranslucency ) { ShaderBody += "\t\t\t#if !DIRECTIONAL\n"; ShaderBody += "\t\t\tfloat3 lightAtten = gi.light.color;\n"; ShaderBody += "\t\t\t#else\n"; ShaderBody += "\t\t\tfloat3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, _TransShadow );\n"; ShaderBody += "\t\t\t#endif\n"; ShaderBody += "\t\t\thalf3 lightDir = gi.light.dir + " + Constants.CustomLightOutputVarStr + ".Normal * _TransNormalDistortion;\n"; ShaderBody += "\t\t\thalf transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering );\n"; ShaderBody += "\t\t\thalf3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * " + Constants.CustomLightOutputVarStr + ".Translucency;\n"; ShaderBody += "\t\t\thalf4 c = half4( " + Constants.CustomLightOutputVarStr + ".Albedo * translucency * _Translucency, 0 );\n\n"; } if( hasTransmission ) { ShaderBody += "\t\t\thalf3 transmission = max(0 , -dot(" + Constants.CustomLightOutputVarStr + ".Normal, gi.light.dir)) * gi.light.color * " + Constants.CustomLightOutputVarStr + ".Transmission;\n"; ShaderBody += "\t\t\thalf4 d = half4(" + Constants.CustomLightOutputVarStr + ".Albedo * transmission , 0);\n\n"; } ShaderBody += "\t\t\tSurfaceOutput" + m_currentLightModel.ToString() + " r;\n"; ShaderBody += "\t\t\tr.Albedo = " + Constants.CustomLightOutputVarStr + ".Albedo;\n"; ShaderBody += "\t\t\tr.Normal = " + Constants.CustomLightOutputVarStr + ".Normal;\n"; ShaderBody += "\t\t\tr.Emission = " + Constants.CustomLightOutputVarStr + ".Emission;\n"; switch( m_currentLightModel ) { case StandardShaderLightModel.Standard: ShaderBody += "\t\t\tr.Metallic = " + Constants.CustomLightOutputVarStr + ".Metallic;\n"; break; case StandardShaderLightModel.StandardSpecular: ShaderBody += "\t\t\tr.Specular = " + Constants.CustomLightOutputVarStr + ".Specular;\n"; break; } ShaderBody += "\t\t\tr.Smoothness = " + Constants.CustomLightOutputVarStr + ".Smoothness;\n"; ShaderBody += "\t\t\tr.Occlusion = " + Constants.CustomLightOutputVarStr + ".Occlusion;\n"; ShaderBody += "\t\t\tr.Alpha = " + Constants.CustomLightOutputVarStr + ".Alpha;\n"; ShaderBody += "\t\t\treturn Lighting" + m_currentLightModel.ToString() + " (r, viewDir, gi)" + ( hasTranslucency ? " + c" : "" ) + ( hasTransmission ? " + d" : "" ) + ";\n"; ShaderBody += "\t\t}\n\n"; //Add GI function ShaderBody += "\t\tinline void Lighting" + m_currentLightModel.ToString() + Constants.CustomLightStructStr + "_GI(" + outputStruct + " " + Constants.CustomLightOutputVarStr + ", UnityGIInput data, inout UnityGI gi )\n\t\t{\n"; ShaderBody += "\t\t\t#if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS\n"; ShaderBody += "\t\t\t\tgi = UnityGlobalIllumination(data, " + Constants.CustomLightOutputVarStr + ".Occlusion, " + Constants.CustomLightOutputVarStr + ".Normal);\n"; ShaderBody += "\t\t\t#else\n"; ShaderBody += "\t\t\t\tUNITY_GLOSSY_ENV_FROM_SURFACE( g, " + Constants.CustomLightOutputVarStr + ", data );\n"; ShaderBody += "\t\t\t\tgi = UnityGlobalIllumination( data, " + Constants.CustomLightOutputVarStr + ".Occlusion, " + Constants.CustomLightOutputVarStr + ".Normal, g );\n"; ShaderBody += "\t\t\t#endif\n"; //ShaderBody += "\t\t\tUNITY_GI(gi, " + Constants.CustomLightOutputVarStr + ", data);\n"; ShaderBody += "\t\t}\n\n"; } if( hasRefraction ) { ShaderBody += "\t\tinline float4 Refraction( Input " + Constants.InputVarStr + ", " + outputStruct + " " + Constants.OutputVarStr + ", float indexOfRefraction, float chomaticAberration ) {\n"; ShaderBody += "\t\t\tfloat3 worldNormal = " + Constants.OutputVarStr + ".Normal;\n"; ShaderBody += "\t\t\tfloat4 screenPos = " + Constants.InputVarStr + ".screenPos;\n"; ShaderBody += "\t\t\t#if UNITY_UV_STARTS_AT_TOP\n"; ShaderBody += "\t\t\t\tfloat scale = -1.0;\n"; ShaderBody += "\t\t\t#else\n"; ShaderBody += "\t\t\t\tfloat scale = 1.0;\n"; ShaderBody += "\t\t\t#endif\n"; ShaderBody += "\t\t\tfloat halfPosW = screenPos.w * 0.5;\n"; ShaderBody += "\t\t\tscreenPos.y = ( screenPos.y - halfPosW ) * _ProjectionParams.x * scale + halfPosW;\n"; ShaderBody += "\t\t\t#if SHADER_API_D3D9 || SHADER_API_D3D11\n"; ShaderBody += "\t\t\t\tscreenPos.w += 0.00000000001;\n"; ShaderBody += "\t\t\t#endif\n"; ShaderBody += "\t\t\tfloat2 projScreenPos = ( screenPos / screenPos.w ).xy;\n"; ShaderBody += "\t\t\tfloat3 worldViewDir = normalize( UnityWorldSpaceViewDir( " + Constants.InputVarStr + ".worldPos ) );\n"; ShaderBody += "\t\t\tfloat3 refractionOffset = ( ( ( ( indexOfRefraction - 1.0 ) * mul( UNITY_MATRIX_V, float4( worldNormal, 0.0 ) ) ) * ( 1.0 / ( screenPos.z + 1.0 ) ) ) * ( 1.0 - dot( worldNormal, worldViewDir ) ) );\n"; ShaderBody += "\t\t\tfloat2 cameraRefraction = float2( refractionOffset.x, -( refractionOffset.y * _ProjectionParams.x ) );\n"; string grabpass = "_GrabTexture"; if( m_grabOrder != 0 ) grabpass = "RefractionGrab" + m_grabOrder; ShaderBody += "\t\t\tfloat4 redAlpha = tex2D( " + grabpass + ", ( projScreenPos + cameraRefraction ) );\n"; ShaderBody += "\t\t\tfloat green = tex2D( " + grabpass + ", ( projScreenPos + ( cameraRefraction * ( 1.0 - chomaticAberration ) ) ) ).g;\n"; ShaderBody += "\t\t\tfloat blue = tex2D( " + grabpass + ", ( projScreenPos + ( cameraRefraction * ( 1.0 + chomaticAberration ) ) ) ).b;\n"; ShaderBody += "\t\t\treturn float4( redAlpha.r, green, blue, redAlpha.a );\n"; ShaderBody += "\t\t}\n\n"; ShaderBody += "\t\tvoid RefractionF( Input " + Constants.InputVarStr + ", " + outputStruct + " " + Constants.OutputVarStr + ", inout half4 color )\n"; ShaderBody += "\t\t{\n"; ShaderBody += "\t\t\t#ifdef UNITY_PASS_FORWARDBASE\n"; ShaderBody += refractionInstructions; ShaderBody += "\t\t\tcolor.rgb = color.rgb + Refraction( " + Constants.InputVarStr + ", " + Constants.OutputVarStr + ", " + refractionCode + ", _ChromaticAberration ) * ( 1 - color.a );\n"; ShaderBody += "\t\t\tcolor.a = 1;\n"; ShaderBody += "\t\t\t#endif\n"; ShaderBody += "\t\t}\n\n"; } //Add Surface Shader body ShaderBody += "\t\tvoid surf( Input " + Constants.InputVarStr + " , inout " + outputStruct + " " + Constants.OutputVarStr + " )\n\t\t{\n"; { // Pass input information to custom lighting function if( m_currentLightModel == StandardShaderLightModel.CustomLighting ) ShaderBody += "\t\t\t" + Constants.OutputVarStr + ".SurfInput = " + Constants.InputVarStr + ";\n"; //add local vars if( m_currentDataCollector.DirtyLocalVariables ) ShaderBody += m_currentDataCollector.LocalVariables; //add nodes ops if( m_currentDataCollector.DirtyInstructions ) ShaderBody += m_currentDataCollector.Instructions; } ShaderBody += "\t\t}\n"; } CloseCGProgram( ref ShaderBody ); //Add custom Shadow Caster if( m_customShadowCaster ) { OpenCGProgram( ref ShaderBody ); string customLightSurface = hasTranslucency || hasTransmission ? "Custom" : ""; m_renderingPlatformOpHelper.SetRenderingPlatforms( ref ShaderBody ); //Check if Custom Vertex is being used and add tag if( m_currentDataCollector.DirtyPerVertexData ) OptionalParameters += "vertex:" + Constants.VertexDataFunc + Constants.OptionalParametersSep; if( m_tessOpHelper.EnableTesselation && !usingDebugPort ) { m_tessOpHelper.WriteToOptionalParams( ref OptionalParameters ); } //if ( hasRefraction ) // ShaderBody += "\t\t#pragma multi_compile _ALPHAPREMULTIPLY_ON\n"; m_additionalSurfaceOptions.WriteToOptionalSurfaceOptions( ref OptionalParameters ); AddShaderPragma( ref ShaderBody, "surface surf " + standardCustomLighting + m_currentLightModel.ToString() + customLightSurface + Constants.OptionalParametersSep + OptionalParameters ); CloseCGProgram( ref ShaderBody ); ShaderBody += "\t\tPass\n"; ShaderBody += "\t\t{\n"; ShaderBody += "\t\t\tName \"ShadowCaster\"\n"; ShaderBody += "\t\t\tTags{ \"LightMode\" = \"ShadowCaster\" }\n"; ShaderBody += "\t\t\tZWrite On\n"; if( m_alphaToCoverage ) ShaderBody += "\t\t\tAlphaToMask Off\n"; ShaderBody += "\t\t\tCGPROGRAM\n"; ShaderBody += "\t\t\t#pragma vertex vert\n"; ShaderBody += "\t\t\t#pragma fragment frag\n"; ShaderBody += "\t\t\t#pragma target " + ShaderModelTypeArr[ m_shaderModelIdx ] + "\n"; //ShaderBody += "\t\t\t#pragma multi_compile_instancing\n"; ShaderBody += "\t\t\t#pragma multi_compile_shadowcaster\n"; ShaderBody += "\t\t\t#pragma multi_compile UNITY_PASS_SHADOWCASTER\n"; ShaderBody += "\t\t\t#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n"; ShaderBody += "\t\t\t#include \"HLSLSupport.cginc\"\n"; #if UNITY_2018_3_OR_NEWER //Preventing WebGL to throw error Duplicate system value semantic definition: input semantic 'SV_POSITION' and input semantic 'VPOS' ShaderBody += "\t\t\t#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )\n"; #else ShaderBody += "\t\t\t#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )\n"; #endif ShaderBody += "\t\t\t\t#define CAN_SKIP_VPOS\n"; ShaderBody += "\t\t\t#endif\n"; ShaderBody += "\t\t\t#include \"UnityCG.cginc\"\n"; ShaderBody += "\t\t\t#include \"Lighting.cginc\"\n"; ShaderBody += "\t\t\t#include \"UnityPBSLighting.cginc\"\n"; if( !( m_alphaToCoverage && hasOpacity && hasOpacityMask ) ) if( hasOpacity ) ShaderBody += "\t\t\tsampler3D _DitherMaskLOD;\n"; //ShaderBody += "\t\t\tsampler3D _DitherMaskLOD;\n"; ShaderBody += "\t\t\tstruct v2f\n"; ShaderBody += "\t\t\t{\n"; ShaderBody += "\t\t\t\tV2F_SHADOW_CASTER;\n"; int texcoordIndex = 1; for( int i = 0; i < m_currentDataCollector.PackSlotsList.Count; i++ ) { int size = 4 - m_currentDataCollector.PackSlotsList[ i ]; if( size > 0 ) { ShaderBody += "\t\t\t\tfloat" + size + " customPack" + ( i + 1 ) + " : TEXCOORD" + ( i + 1 ) + ";\n"; } texcoordIndex++; } if( !m_currentDataCollector.UsingInternalData ) ShaderBody += "\t\t\t\tfloat3 worldPos : TEXCOORD" + ( texcoordIndex++ ) + ";\n"; if( m_currentDataCollector.UsingScreenPos ) ShaderBody += "\t\t\t\tfloat4 screenPos : TEXCOORD" + ( texcoordIndex++ ) + ";\n"; if( /*m_currentDataCollector.UsingWorldNormal || m_currentDataCollector.UsingWorldPosition ||*/ m_currentDataCollector.UsingInternalData || m_currentDataCollector.DirtyNormal ) { ShaderBody += "\t\t\t\tfloat4 tSpace0 : TEXCOORD" + ( texcoordIndex++ ) + ";\n"; ShaderBody += "\t\t\t\tfloat4 tSpace1 : TEXCOORD" + ( texcoordIndex++ ) + ";\n"; ShaderBody += "\t\t\t\tfloat4 tSpace2 : TEXCOORD" + ( texcoordIndex++ ) + ";\n"; } else if( !m_currentDataCollector.UsingInternalData && m_currentDataCollector.UsingWorldNormal ) { ShaderBody += "\t\t\t\tfloat3 worldNormal : TEXCOORD" + ( texcoordIndex++ ) + ";\n"; } if( m_currentDataCollector.UsingVertexColor ) ShaderBody += "\t\t\t\thalf4 color : COLOR0;\n"; ShaderBody += "\t\t\t\tUNITY_VERTEX_INPUT_INSTANCE_ID\n"; ShaderBody += "\t\t\t};\n"; ShaderBody += "\t\t\tv2f vert( "+m_currentDataCollector.CustomAppDataName + " v )\n"; ShaderBody += "\t\t\t{\n"; ShaderBody += "\t\t\t\tv2f o;\n"; ShaderBody += "\t\t\t\tUNITY_SETUP_INSTANCE_ID( v );\n"; ShaderBody += "\t\t\t\tUNITY_INITIALIZE_OUTPUT( v2f, o );\n"; ShaderBody += "\t\t\t\tUNITY_TRANSFER_INSTANCE_ID( v, o );\n"; if( m_currentDataCollector.DirtyPerVertexData || m_currentDataCollector.CustomShadowCoordsList.Count > 0 ) ShaderBody += "\t\t\t\tInput customInputData;\n"; if( m_currentDataCollector.DirtyPerVertexData ) { ShaderBody += "\t\t\t\tvertexDataFunc( v" + ( m_currentDataCollector.TesselationActive ? "" : ", customInputData" ) + " );\n"; } ShaderBody += "\t\t\t\tfloat3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;\n"; ShaderBody += "\t\t\t\thalf3 worldNormal = UnityObjectToWorldNormal( v.normal );\n"; if( m_currentDataCollector.UsingInternalData || m_currentDataCollector.DirtyNormal ) { ShaderBody += "\t\t\t\thalf3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );\n"; ShaderBody += "\t\t\t\thalf tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n"; ShaderBody += "\t\t\t\thalf3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;\n"; ShaderBody += "\t\t\t\to.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );\n"; ShaderBody += "\t\t\t\to.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );\n"; ShaderBody += "\t\t\t\to.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );\n"; } else if( !m_currentDataCollector.UsingInternalData && m_currentDataCollector.UsingWorldNormal ) { ShaderBody += "\t\t\t\to.worldNormal = worldNormal;\n"; } for( int i = 0; i < m_currentDataCollector.CustomShadowCoordsList.Count; i++ ) { int size = UIUtils.GetChannelsAmount( m_currentDataCollector.CustomShadowCoordsList[ i ].DataType ); string channels = string.Empty; for( int j = 0; j < size; j++ ) { channels += Convert.ToChar( 120 + m_currentDataCollector.CustomShadowCoordsList[ i ].TextureIndex + j ); } channels = channels.Replace( '{', 'w' ); ShaderBody += "\t\t\t\to.customPack" + ( m_currentDataCollector.CustomShadowCoordsList[ i ].TextureSlot + 1 ) + "." + channels + " = customInputData." + m_currentDataCollector.CustomShadowCoordsList[ i ].CoordName + ";\n"; //TODO: TEMPORARY SOLUTION, this needs to go somewhere else, there's no need for these comparisons if( m_currentDataCollector.CustomShadowCoordsList[ i ].CoordName.StartsWith( "uv_" ) ) { ShaderBody += "\t\t\t\to.customPack" + ( m_currentDataCollector.CustomShadowCoordsList[ i ].TextureSlot + 1 ) + "." + channels + " = v.texcoord;\n"; } else if( m_currentDataCollector.CustomShadowCoordsList[ i ].CoordName.StartsWith( "uv2_" ) ) { ShaderBody += "\t\t\t\to.customPack" + ( m_currentDataCollector.CustomShadowCoordsList[ i ].TextureSlot + 1 ) + "." + channels + " = v.texcoord1;\n"; } else if( m_currentDataCollector.CustomShadowCoordsList[ i ].CoordName.StartsWith( "uv3_" ) ) { ShaderBody += "\t\t\t\to.customPack" + ( m_currentDataCollector.CustomShadowCoordsList[ i ].TextureSlot + 1 ) + "." + channels + " = v.texcoord2;\n"; } else if( m_currentDataCollector.CustomShadowCoordsList[ i ].CoordName.StartsWith( "uv4_" ) ) { ShaderBody += "\t\t\t\to.customPack" + ( m_currentDataCollector.CustomShadowCoordsList[ i ].TextureSlot + 1 ) + "." + channels + " = v.texcoord3;\n"; } } if( !m_currentDataCollector.UsingInternalData ) ShaderBody += "\t\t\t\to.worldPos = worldPos;\n"; ShaderBody += "\t\t\t\tTRANSFER_SHADOW_CASTER_NORMALOFFSET( o )\n"; if( m_currentDataCollector.UsingScreenPos ) ShaderBody += "\t\t\t\to.screenPos = ComputeScreenPos( o.pos );\n"; if( m_currentDataCollector.UsingVertexColor ) ShaderBody += "\t\t\t\to.color = v.color;\n"; ShaderBody += "\t\t\t\treturn o;\n"; ShaderBody += "\t\t\t}\n"; ShaderBody += "\t\t\thalf4 frag( v2f IN\n"; ShaderBody += "\t\t\t#if !defined( CAN_SKIP_VPOS )\n"; ShaderBody += "\t\t\t, UNITY_VPOS_TYPE vpos : VPOS\n"; ShaderBody += "\t\t\t#endif\n"; ShaderBody += "\t\t\t) : SV_Target\n"; ShaderBody += "\t\t\t{\n"; ShaderBody += "\t\t\t\tUNITY_SETUP_INSTANCE_ID( IN );\n"; ShaderBody += "\t\t\t\tInput surfIN;\n"; ShaderBody += "\t\t\t\tUNITY_INITIALIZE_OUTPUT( Input, surfIN );\n"; for( int i = 0; i < m_currentDataCollector.CustomShadowCoordsList.Count; i++ ) { int size = UIUtils.GetChannelsAmount( m_currentDataCollector.CustomShadowCoordsList[ i ].DataType ); string channels = string.Empty; for( int j = 0; j < size; j++ ) { channels += Convert.ToChar( 120 + m_currentDataCollector.CustomShadowCoordsList[ i ].TextureIndex + j ); } channels = channels.Replace( '{', 'w' ); ShaderBody += "\t\t\t\tsurfIN." + m_currentDataCollector.CustomShadowCoordsList[ i ].CoordName + " = IN.customPack" + ( m_currentDataCollector.CustomShadowCoordsList[ i ].TextureSlot + 1 ) + "." + channels + ";\n"; } if( m_currentDataCollector.UsingInternalData ) ShaderBody += "\t\t\t\tfloat3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );\n"; else ShaderBody += "\t\t\t\tfloat3 worldPos = IN.worldPos;\n"; ShaderBody += "\t\t\t\thalf3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );\n"; if( m_currentDataCollector.UsingViewDirection && !m_currentDataCollector.DirtyNormal ) ShaderBody += "\t\t\t\tsurfIN.viewDir = worldViewDir;\n"; else if( m_currentDataCollector.UsingViewDirection ) ShaderBody += "\t\t\t\tsurfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;\n"; if( m_currentDataCollector.UsingWorldPosition ) ShaderBody += "\t\t\t\tsurfIN.worldPos = worldPos;\n"; if( m_currentDataCollector.UsingWorldNormal && m_currentDataCollector.UsingInternalData ) ShaderBody += "\t\t\t\tsurfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );\n"; else if( !m_currentDataCollector.UsingInternalData && m_currentDataCollector.UsingWorldNormal ) ShaderBody += "\t\t\t\tsurfIN.worldNormal = IN.worldNormal;\n"; if( m_currentDataCollector.UsingWorldReflection ) ShaderBody += "\t\t\t\tsurfIN.worldRefl = -worldViewDir;\n"; if( m_currentDataCollector.UsingInternalData ) { ShaderBody += "\t\t\t\tsurfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;\n"; ShaderBody += "\t\t\t\tsurfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;\n"; ShaderBody += "\t\t\t\tsurfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;\n"; } if( m_currentDataCollector.UsingScreenPos ) ShaderBody += "\t\t\t\tsurfIN.screenPos = IN.screenPos;\n"; if( m_currentDataCollector.UsingVertexColor ) ShaderBody += "\t\t\t\tsurfIN.vertexColor = IN.color;\n"; ShaderBody += "\t\t\t\t" + outputStruct + " o;\n"; ShaderBody += "\t\t\t\tUNITY_INITIALIZE_OUTPUT( " + outputStruct + ", o )\n"; ShaderBody += "\t\t\t\tsurf( surfIN, o );\n"; if( ( hasOpacity || hasOpacityMask ) && m_currentLightModel == StandardShaderLightModel.CustomLighting ) { ShaderBody += "\t\t\t\tUnityGI gi;\n"; ShaderBody += "\t\t\t\tUNITY_INITIALIZE_OUTPUT( UnityGI, gi );\n"; ShaderBody += "\t\t\t\to.Alpha = LightingStandardCustomLighting( o, worldViewDir, gi ).a;\n"; } ShaderBody += "\t\t\t\t#if defined( CAN_SKIP_VPOS )\n"; ShaderBody += "\t\t\t\tfloat2 vpos = IN.pos;\n"; ShaderBody += "\t\t\t\t#endif\n"; if( ( m_alphaToCoverage && hasOpacity && m_inputPorts[ m_discardPortId ].IsConnected ) ) { } else if( hasOpacity ) { ShaderBody += "\t\t\t\thalf alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;\n"; ShaderBody += "\t\t\t\tclip( alphaRef - 0.01 );\n"; } ShaderBody += "\t\t\t\tSHADOW_CASTER_FRAGMENT( IN )\n"; ShaderBody += "\t\t\t}\n"; ShaderBody += "\t\t\tENDCG\n"; ShaderBody += "\t\t}\n"; } } if( !string.IsNullOrEmpty( bellowUsePasses ) ) { ShaderBody += bellowUsePasses; } CloseSubShaderBody( ref ShaderBody ); if( m_dependenciesHelper.HasDependencies ) { ShaderBody += m_dependenciesHelper.GenerateDependencies(); } if( m_fallbackHelper.Active ) { ShaderBody += m_fallbackHelper.TabbedFallbackShader; } else if( m_castShadows || m_receiveShadows ) { AddShaderProperty( ref ShaderBody, "Fallback", "Diffuse" ); } if( !string.IsNullOrEmpty( m_customInspectorName ) ) { AddShaderProperty( ref ShaderBody, "CustomEditor", m_customInspectorName ); } } CloseShaderBody( ref ShaderBody ); if( usingDebugPort ) { m_currentLightModel = cachedLightModel; ContainerGraph.CurrentCanvasMode = cachedAvailability; } // Generate Graph info ShaderBody += ContainerGraph.ParentWindow.GenerateGraphInfo(); //TODO: Remove current SaveDebugShader and uncomment SaveToDisk as soon as pathname is editable if( !String.IsNullOrEmpty( pathname ) ) { IOUtils.StartSaveThread( ShaderBody, ( isFullPath ? pathname : ( IOUtils.dataPath + pathname ) ) ); } else { IOUtils.StartSaveThread( ShaderBody, Application.dataPath + "/AmplifyShaderEditor/Samples/Shaders/" + m_shaderName + ".shader" ); } // Load new shader into material if( CurrentShader == null ) { AssetDatabase.Refresh( ImportAssetOptions.ForceUpdate ); CurrentShader = Shader.Find( ShaderName ); } //else //{ // // need to always get asset datapath because a user can change and asset location from the project window // AssetDatabase.ImportAsset( AssetDatabase.GetAssetPath( m_currentShader ) ); // //ShaderUtil.UpdateShaderAsset( m_currentShader, ShaderBody ); //} if( m_currentShader != null ) { m_currentDataCollector.UpdateShaderImporter( ref m_currentShader ); if( m_currentMaterial != null ) { if( m_currentShader != m_currentMaterial.shader ) m_currentMaterial.shader = m_currentShader; #if UNITY_5_6_OR_NEWER if ( isInstancedShader ) { m_currentMaterial.enableInstancing = true; } #endif m_currentDataCollector.UpdateMaterialOnPropertyNodes( m_currentMaterial ); UpdateMaterialEditor(); // need to always get asset datapath because a user can change and asset location from the project window //AssetDatabase.ImportAsset( AssetDatabase.GetAssetPath( m_currentMaterial ) ); } } m_currentDataCollector.Destroy(); m_currentDataCollector = null; return m_currentShader; } public override void UpdateFromShader( Shader newShader ) { if( m_currentMaterial != null && m_currentMaterial.shader != newShader ) { m_currentMaterial.shader = newShader; } CurrentShader = newShader; } public override void Destroy() { base.Destroy(); if( m_dummyProperty != null ) { m_dummyProperty.Destroy(); GameObject.DestroyImmediate( m_dummyProperty ); m_dummyProperty = null; } m_translucencyPort = null; m_transmissionPort = null; m_refractionPort = null; m_normalPort = null; m_renderingOptionsOpHelper.Destroy(); m_renderingOptionsOpHelper = null; m_additionalIncludes.Destroy(); m_additionalIncludes = null; m_additionalPragmas.Destroy(); m_additionalPragmas = null; m_additionalDefines.Destroy(); m_additionalDefines = null; m_additionalSurfaceOptions.Destroy(); m_additionalSurfaceOptions = null; m_additionalDirectives.Destroy(); m_additionalDirectives = null; m_customTagsHelper.Destroy(); m_customTagsHelper = null; m_dependenciesHelper.Destroy(); m_dependenciesHelper = null; m_renderingPlatformOpHelper = null; m_inspectorDefaultStyle = null; m_inspectorFoldoutStyle = null; m_zBufferHelper = null; m_stencilBufferHelper = null; m_blendOpsHelper = null; m_tessOpHelper.Destroy(); m_tessOpHelper = null; m_outlineHelper.Destroy(); m_outlineHelper = null; m_colorMaskHelper.Destroy(); m_colorMaskHelper = null; m_billboardOpHelper = null; m_fallbackHelper.Destroy(); GameObject.DestroyImmediate( m_fallbackHelper ); m_fallbackHelper = null; m_usePass.Destroy(); GameObject.DestroyImmediate( m_usePass ); m_usePass = null; } public override int VersionConvertInputPortId( int portId ) { int newPort = portId; //added translucency input after occlusion if( UIUtils.CurrentShaderVersion() <= 2404 ) { switch( m_currentLightModel ) { case StandardShaderLightModel.Standard: case StandardShaderLightModel.StandardSpecular: if( portId >= 6 ) newPort += 1; break; case StandardShaderLightModel.CustomLighting: case StandardShaderLightModel.Unlit: case StandardShaderLightModel.Lambert: case StandardShaderLightModel.BlinnPhong: if( portId >= 5 ) newPort += 1; break; } } portId = newPort; //added transmission input after occlusion if( UIUtils.CurrentShaderVersion() < 2407 ) { switch( m_currentLightModel ) { case StandardShaderLightModel.Standard: case StandardShaderLightModel.StandardSpecular: if( portId >= 6 ) newPort += 1; break; case StandardShaderLightModel.CustomLighting: case StandardShaderLightModel.Unlit: case StandardShaderLightModel.Lambert: case StandardShaderLightModel.BlinnPhong: if( portId >= 5 ) newPort += 1; break; } } portId = newPort; //added tessellation ports if( UIUtils.CurrentShaderVersion() < 3002 ) { switch( m_currentLightModel ) { case StandardShaderLightModel.Standard: case StandardShaderLightModel.StandardSpecular: if( portId >= 13 ) newPort += 1; break; case StandardShaderLightModel.CustomLighting: case StandardShaderLightModel.Unlit: case StandardShaderLightModel.Lambert: case StandardShaderLightModel.BlinnPhong: if( portId >= 10 ) newPort += 1; break; } } portId = newPort; //added refraction after translucency if( UIUtils.CurrentShaderVersion() < 3204 ) { switch( m_currentLightModel ) { case StandardShaderLightModel.Standard: case StandardShaderLightModel.StandardSpecular: if( portId >= 8 ) newPort += 1; break; case StandardShaderLightModel.CustomLighting: case StandardShaderLightModel.Unlit: case StandardShaderLightModel.Lambert: case StandardShaderLightModel.BlinnPhong: if( portId >= 7 ) newPort += 1; break; } } portId = newPort; //removed custom lighting port //if ( UIUtils.CurrentShaderVersion() < 10003 ) //runs everytime because this system is only used after 5000 version { switch( m_currentLightModel ) { case StandardShaderLightModel.Standard: case StandardShaderLightModel.StandardSpecular: if( portId >= 13 ) newPort -= 1; break; case StandardShaderLightModel.CustomLighting: case StandardShaderLightModel.Unlit: case StandardShaderLightModel.Lambert: case StandardShaderLightModel.BlinnPhong: if( portId >= 12 ) newPort -= 1; break; } } portId = newPort; //if( UIUtils.CurrentShaderVersion() < 13802 ) //runs everytime because this system is only used after 5000 version { switch( m_currentLightModel ) { case StandardShaderLightModel.Standard: case StandardShaderLightModel.StandardSpecular: if( portId >= 11 ) newPort += 1; break; case StandardShaderLightModel.CustomLighting: case StandardShaderLightModel.Unlit: case StandardShaderLightModel.Lambert: case StandardShaderLightModel.BlinnPhong: if( portId >= 10 ) newPort += 1; break; } } portId = newPort; return newPort; } public override void ReadFromString( ref string[] nodeParams ) { try { base.ReadFromString( ref nodeParams ); m_currentLightModel = (StandardShaderLightModel)Enum.Parse( typeof( StandardShaderLightModel ), GetCurrentParam( ref nodeParams ) ); if( CurrentMasterNodeCategory == AvailableShaderTypes.SurfaceShader && m_currentLightModel == StandardShaderLightModel.CustomLighting ) { ContainerGraph.CurrentCanvasMode = NodeAvailability.CustomLighting; ContainerGraph.ParentWindow.CurrentNodeAvailability = NodeAvailability.CustomLighting; } else if( CurrentMasterNodeCategory == AvailableShaderTypes.SurfaceShader ) { ContainerGraph.CurrentCanvasMode = NodeAvailability.SurfaceShader; ContainerGraph.ParentWindow.CurrentNodeAvailability = NodeAvailability.SurfaceShader; } //if ( _shaderCategory.Length > 0 ) // _shaderCategory = UIUtils.RemoveInvalidCharacters( _shaderCategory ); ShaderName = GetCurrentParam( ref nodeParams ); if( m_shaderName.Length > 0 ) ShaderName = UIUtils.RemoveShaderInvalidCharacters( ShaderName ); m_renderingOptionsOpHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); m_cullMode = (CullMode)Enum.Parse( typeof( CullMode ), GetCurrentParam( ref nodeParams ) ); m_zBufferHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); string alphaMode = GetCurrentParam( ref nodeParams ); if( UIUtils.CurrentShaderVersion() < 4003 ) { if( alphaMode.Equals( "Fade" ) ) { alphaMode = "Transparent"; } else if( alphaMode.Equals( "Transparent" ) ) { alphaMode = "Premultiply"; } } m_alphaMode = (AlphaMode)Enum.Parse( typeof( AlphaMode ), alphaMode ); m_opacityMaskClipValue = Convert.ToSingle( GetCurrentParam( ref nodeParams ) ); m_keepAlpha = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) ); m_keepAlpha = true; m_castShadows = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) ); m_queueOrder = Convert.ToInt32( GetCurrentParam( ref nodeParams ) ); if( UIUtils.CurrentShaderVersion() > 11 ) { m_customBlendMode = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) ); m_renderType = (RenderType)Enum.Parse( typeof( RenderType ), GetCurrentParam( ref nodeParams ) ); if( UIUtils.CurrentShaderVersion() > 14305 ) { m_customRenderType = GetCurrentParam( ref nodeParams ); } m_renderQueue = (RenderQueue)Enum.Parse( typeof( RenderQueue ), GetCurrentParam( ref nodeParams ) ); } if( UIUtils.CurrentShaderVersion() > 2402 ) { m_renderPath = (RenderPath)Enum.Parse( typeof( RenderPath ), GetCurrentParam( ref nodeParams ) ); } if( UIUtils.CurrentShaderVersion() > 2405 ) { m_renderingPlatformOpHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); } if( UIUtils.CurrentShaderVersion() > 2500 ) { m_colorMaskHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); } if( UIUtils.CurrentShaderVersion() > 2501 ) { m_stencilBufferHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); } if( UIUtils.CurrentShaderVersion() > 2504 ) { m_tessOpHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); } if( UIUtils.CurrentShaderVersion() > 2505 ) { m_receiveShadows = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) ); } if( UIUtils.CurrentShaderVersion() > 3202 ) { m_blendOpsHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); } if( UIUtils.CurrentShaderVersion() > 3203 ) { m_grabOrder = Convert.ToInt32( GetCurrentParam( ref nodeParams ) ); } if( UIUtils.CurrentShaderVersion() > 5003 ) { m_outlineHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); } if( UIUtils.CurrentShaderVersion() > 5110 ) { m_billboardOpHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); } if( UIUtils.CurrentShaderVersion() > 6101 ) { m_vertexMode = (VertexMode)Enum.Parse( typeof( VertexMode ), GetCurrentParam( ref nodeParams ) ); } if( UIUtils.CurrentShaderVersion() > 6102 ) { m_shaderLOD = Convert.ToInt32( GetCurrentParam( ref nodeParams ) ); m_fallbackHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); } if( UIUtils.CurrentShaderVersion() > 7102 ) { m_maskClipOrderIndex = Convert.ToInt32( GetCurrentParam( ref nodeParams ) ); m_translucencyOrderIndex = Convert.ToInt32( GetCurrentParam( ref nodeParams ) ); m_refractionOrderIndex = Convert.ToInt32( GetCurrentParam( ref nodeParams ) ); m_tessellationOrderIndex = Convert.ToInt32( GetCurrentParam( ref nodeParams ) ); } if( UIUtils.CurrentShaderVersion() > 10010 && UIUtils.CurrentShaderVersion() < 15312 ) { m_additionalIncludes.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); } if( UIUtils.CurrentShaderVersion() > 11006 ) { m_customTagsHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); } if( UIUtils.CurrentShaderVersion() > 13102 && UIUtils.CurrentShaderVersion() < 15312 ) { m_additionalPragmas.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); } if( UIUtils.CurrentShaderVersion() > 13205 ) { m_alphaToCoverage = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) ); } if( UIUtils.CurrentShaderVersion() > 13903 ) { m_dependenciesHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); } if( UIUtils.CurrentShaderVersion() > 14005 && UIUtils.CurrentShaderVersion() < 15312 ) { m_additionalDefines.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); } if( UIUtils.CurrentShaderVersion() > 14501 ) { m_inlineCullMode.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); } if( UIUtils.CurrentShaderVersion() > 14502 ) { m_specColorOrderIndex = Convert.ToInt32( GetCurrentParam( ref nodeParams ) ); } if( UIUtils.CurrentShaderVersion() > 15204 ) { m_inlineOpacityMaskClipValue.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); } if( UIUtils.CurrentShaderVersion() > 15311 ) { m_additionalDirectives.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); m_additionalSurfaceOptions.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); } else { m_additionalDirectives.AddItems( AdditionalLineType.Define, m_additionalDefines.DefineList ); m_additionalDirectives.AddItems( AdditionalLineType.Include, m_additionalIncludes.IncludeList ); m_additionalDirectives.AddItems( AdditionalLineType.Pragma, m_additionalPragmas.PragmaList ); } if( UIUtils.CurrentShaderVersion() > 15402 ) { m_usePass.ReadFromString( ref m_currentReadParamIdx, ref nodeParams ); } m_lightModelChanged = true; m_lastLightModel = m_currentLightModel; DeleteAllInputConnections( true ); AddMasterPorts(); UpdateFromBlendMode(); m_customBlendMode = TestCustomBlendMode(); ContainerGraph.CurrentPrecision = m_currentPrecisionType; } catch( Exception e ) { Debug.Log( e ); } } public override void RefreshExternalReferences() { base.RefreshExternalReferences(); // change port connection from emission to the new custom lighting port if( m_currentLightModel == StandardShaderLightModel.CustomLighting && m_inputPorts[ m_emissionPortId ].IsConnected && UIUtils.CurrentShaderVersion() < 13802 ) { OutputPort port = m_inputPorts[ m_emissionPortId ].GetOutputConnection( 0 ); m_inputPorts[ m_emissionPortId ].FullDeleteConnections(); UIUtils.SetConnection( m_inputPorts[ m_customLightingPortId ].NodeId, m_inputPorts[ m_customLightingPortId ].PortId, port.NodeId, port.PortId ); } } public override void WriteToString( ref string nodeInfo, ref string connectionsInfo ) { base.WriteToString( ref nodeInfo, ref connectionsInfo ); IOUtils.AddFieldValueToString( ref nodeInfo, m_currentLightModel ); IOUtils.AddFieldValueToString( ref nodeInfo, m_shaderName ); m_renderingOptionsOpHelper.WriteToString( ref nodeInfo ); IOUtils.AddFieldValueToString( ref nodeInfo, m_cullMode ); m_zBufferHelper.WriteToString( ref nodeInfo ); IOUtils.AddFieldValueToString( ref nodeInfo, m_alphaMode ); IOUtils.AddFieldValueToString( ref nodeInfo, m_opacityMaskClipValue ); IOUtils.AddFieldValueToString( ref nodeInfo, m_keepAlpha ); IOUtils.AddFieldValueToString( ref nodeInfo, m_castShadows ); IOUtils.AddFieldValueToString( ref nodeInfo, m_queueOrder ); IOUtils.AddFieldValueToString( ref nodeInfo, m_customBlendMode ); IOUtils.AddFieldValueToString( ref nodeInfo, m_renderType ); IOUtils.AddFieldValueToString( ref nodeInfo, m_customRenderType ); IOUtils.AddFieldValueToString( ref nodeInfo, m_renderQueue ); IOUtils.AddFieldValueToString( ref nodeInfo, m_renderPath ); m_renderingPlatformOpHelper.WriteToString( ref nodeInfo ); m_colorMaskHelper.WriteToString( ref nodeInfo ); m_stencilBufferHelper.WriteToString( ref nodeInfo ); m_tessOpHelper.WriteToString( ref nodeInfo ); IOUtils.AddFieldValueToString( ref nodeInfo, m_receiveShadows ); m_blendOpsHelper.WriteToString( ref nodeInfo ); IOUtils.AddFieldValueToString( ref nodeInfo, m_grabOrder ); m_outlineHelper.WriteToString( ref nodeInfo ); m_billboardOpHelper.WriteToString( ref nodeInfo ); IOUtils.AddFieldValueToString( ref nodeInfo, m_vertexMode ); IOUtils.AddFieldValueToString( ref nodeInfo, m_shaderLOD ); m_fallbackHelper.WriteToString( ref nodeInfo ); IOUtils.AddFieldValueToString( ref nodeInfo, ( m_maskClipReorder != null ) ? m_maskClipReorder.OrderIndex : -1 ); IOUtils.AddFieldValueToString( ref nodeInfo, ( m_translucencyReorder != null ) ? m_translucencyReorder.OrderIndex : -1 ); IOUtils.AddFieldValueToString( ref nodeInfo, ( m_refractionReorder != null ) ? m_refractionReorder.OrderIndex : -1 ); IOUtils.AddFieldValueToString( ref nodeInfo, ( m_tessellationReorder != null ) ? m_tessellationReorder.OrderIndex : -1 ); //m_additionalIncludes.WriteToString( ref nodeInfo ); m_customTagsHelper.WriteToString( ref nodeInfo ); //m_additionalPragmas.WriteToString( ref nodeInfo ); IOUtils.AddFieldValueToString( ref nodeInfo, m_alphaToCoverage ); m_dependenciesHelper.WriteToString( ref nodeInfo ); //m_additionalDefines.WriteToString( ref nodeInfo ); m_inlineCullMode.WriteToString( ref nodeInfo ); IOUtils.AddFieldValueToString( ref nodeInfo, ( m_specColorReorder != null ) ? m_specColorReorder.OrderIndex : -1 ); m_inlineOpacityMaskClipValue.WriteToString( ref nodeInfo ); m_additionalDirectives.WriteToString( ref nodeInfo ); m_additionalSurfaceOptions.WriteToString( ref nodeInfo ); m_usePass.WriteToString( ref nodeInfo ); } private bool TestCustomBlendMode() { switch( m_alphaMode ) { case AlphaMode.Opaque: { if( m_renderType == RenderType.Opaque && m_renderQueue == RenderQueue.Geometry ) return false; } break; case AlphaMode.Masked: { if( m_renderType == RenderType.TransparentCutout && m_renderQueue == RenderQueue.AlphaTest ) return false; } break; case AlphaMode.Transparent: case AlphaMode.Premultiply: { if( m_renderType == RenderType.Transparent && m_renderQueue == RenderQueue.Transparent ) return false; } break; case AlphaMode.Translucent: { if( m_renderType == RenderType.Opaque && m_renderQueue == RenderQueue.Transparent ) return false; } break; } return true; } private void UpdateFromBlendMode() { m_checkChanges = true; bool lockRefractionPort = false; if( m_currentLightModel == StandardShaderLightModel.Unlit || m_currentLightModel == StandardShaderLightModel.CustomLighting ) { lockRefractionPort = true; } switch( m_alphaMode ) { case AlphaMode.Opaque: { m_renderType = RenderType.Opaque; m_renderQueue = RenderQueue.Geometry; m_keepAlpha = true; m_refractionPort.Locked = true; m_inputPorts[ m_opacityPortId ].Locked = true; m_inputPorts[ m_discardPortId ].Locked = true; } break; case AlphaMode.Masked: { m_renderType = RenderType.TransparentCutout; m_renderQueue = RenderQueue.AlphaTest; m_keepAlpha = true; m_refractionPort.Locked = true; m_inputPorts[ m_opacityPortId ].Locked = true; m_inputPorts[ m_discardPortId ].Locked = false; } break; case AlphaMode.Transparent: case AlphaMode.Premultiply: { m_renderType = RenderType.Transparent; m_renderQueue = RenderQueue.Transparent; m_refractionPort.Locked = false || lockRefractionPort; m_inputPorts[ m_opacityPortId ].Locked = false; m_inputPorts[ m_discardPortId ].Locked = true; } break; case AlphaMode.Translucent: { m_renderType = RenderType.Opaque; m_renderQueue = RenderQueue.Transparent; m_refractionPort.Locked = false || lockRefractionPort; m_inputPorts[ m_opacityPortId ].Locked = false; m_inputPorts[ m_discardPortId ].Locked = true; } break; case AlphaMode.Custom: { m_refractionPort.Locked = false || lockRefractionPort; m_inputPorts[ m_opacityPortId ].Locked = false; m_inputPorts[ m_discardPortId ].Locked = false; } break; } m_blendOpsHelper.SetBlendOpsFromBlendMode( m_alphaMode, ( m_alphaMode == AlphaMode.Custom || m_alphaMode == AlphaMode.Opaque ) ); } public StandardShaderLightModel CurrentLightingModel { get { return m_currentLightModel; } } public CullMode CurrentCullMode { get { return m_cullMode; } } //public AdditionalIncludesHelper AdditionalIncludes { get { return m_additionalIncludes; } set { m_additionalIncludes = value; } } //public AdditionalPragmasHelper AdditionalPragmas { get { return m_additionalPragmas; } set { m_additionalPragmas = value; } } //public AdditionalDefinesHelper AdditionalDefines { get { return m_additionalDefines; } set { m_additionalDefines = value; } } public TemplateAdditionalDirectivesHelper AdditionalDirectives { get { return m_additionalDirectives; } } public OutlineOpHelper OutlineHelper { get { return m_outlineHelper; } } public float OpacityMaskClipValue { get { return m_opacityMaskClipValue; } } public InlineProperty InlineOpacityMaskClipValue { get { return m_inlineOpacityMaskClipValue; } set { m_inlineOpacityMaskClipValue = value; } } } }