Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Editor /VFXGraph /VFXURPBinder.cs
| using System; | |
| using System.Linq; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEditor.ShaderGraph.Internal; | |
| using UnityEditor.ShaderGraph; | |
| using Unity.Rendering.Universal; | |
| using UnityEditor.Rendering.Universal; | |
| using UnityEditor.Rendering.Universal.ShaderGraph; | |
| namespace UnityEditor.VFX.URP | |
| { | |
| class VFXURPBinder : VFXSRPBinder | |
| { | |
| public VFXURPBinder() | |
| { | |
| BaseShaderGUI.ShadowCasterPassEnabledChanged += OnShadowCasterPassEnabledChanged; | |
| BaseShaderGUI.MotionVectorPassEnabledChanged += OnMotionVectorPassEnabledChanged; | |
| } | |
| ~VFXURPBinder() | |
| { | |
| BaseShaderGUI.ShadowCasterPassEnabledChanged -= OnShadowCasterPassEnabledChanged; | |
| BaseShaderGUI.MotionVectorPassEnabledChanged -= OnMotionVectorPassEnabledChanged; | |
| } | |
| public override string templatePath { get { return "Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders"; } } | |
| public override string runtimePath { get { return "Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders"; } } | |
| public override string SRPAssetTypeStr { get { return "UniversalRenderPipelineAsset"; } } | |
| public override Type SRPOutputDataType { get { return typeof(VFXURPSubOutput); } } | |
| public override bool IsShaderVFXCompatible(Shader shader) | |
| { | |
| return shader.TryGetMetadataOfType<UniversalMetadata>(out var metadata) && metadata.isVFXCompatible; | |
| } | |
| public override bool GetSupportsMotionVectorPerVertex(ShaderGraphVfxAsset shaderGraph, VFXMaterialSerializedSettings materialSettings) | |
| { | |
| var path = AssetDatabase.GetAssetPath(shaderGraph); | |
| var shader = AssetDatabase.LoadAssetAtPath<Shader>(path); | |
| if (shader.TryGetMetadataOfType<UniversalMetadata>(out var metaData)) | |
| { | |
| if (metaData.hasVertexModificationInMotionVector) | |
| return false; | |
| } | |
| return true; | |
| } | |
| public override void SetupMaterial(Material material, bool hasMotionVector = false, bool hasShadowCasting = false, ShaderGraphVfxAsset shaderGraph = null) | |
| { | |
| if (!hasMotionVector) | |
| material.shaderKeywords = material.shaderKeywords.Append(disableMotionVectorKeyword).ToArray(); | |
| if (!hasShadowCasting) | |
| material.shaderKeywords = material.shaderKeywords.Append(disableShadowCasterKeyword).ToArray(); | |
| material.SetShaderPassEnabled("ShadowCaster", hasShadowCasting); | |
| material.SetShaderPassEnabled("MotionVectors", hasMotionVector); | |
| ShaderUtils.UpdateMaterial(material, ShaderUtils.MaterialUpdateType.ModifiedShader, shaderGraph); | |
| } | |
| public override bool AllowMaterialOverride(ShaderGraphVfxAsset shaderGraph) | |
| { | |
| var path = AssetDatabase.GetAssetPath(shaderGraph); | |
| var shader = AssetDatabase.LoadAssetAtPath<Shader>(path); | |
| if (shader.TryGetMetadataOfType<UniversalMetadata>(out var metaData)) | |
| { | |
| return metaData.allowMaterialOverride; | |
| } | |
| return base.AllowMaterialOverride(shaderGraph); | |
| } | |
| public override bool TryGetQueueOffset(ShaderGraphVfxAsset shaderGraph, VFXMaterialSerializedSettings materialSettings, out int queueOffset) | |
| { | |
| //N.B.: Queue offset is always overridable in URP | |
| queueOffset = 0; | |
| var path = AssetDatabase.GetAssetPath(shaderGraph); | |
| var material = AssetDatabase.LoadAssetAtPath<Material>(path); | |
| if (!materialSettings.TryGetFloat(Rendering.Universal.Property.QueueOffset, material, out float queueOffsetFloat)) | |
| return false; | |
| queueOffset = (int)queueOffsetFloat; | |
| return true; | |
| } | |
| public override bool TryGetCastShadowFromMaterial(ShaderGraphVfxAsset shaderGraph, VFXMaterialSerializedSettings materialSettings, out bool castShadow) | |
| { | |
| castShadow = false; | |
| var path = AssetDatabase.GetAssetPath(shaderGraph); | |
| var shader = AssetDatabase.LoadAssetAtPath<Shader>(path); | |
| if (shader.TryGetMetadataOfType<UniversalMetadata>(out var metaData) && !metaData.allowMaterialOverride) | |
| { | |
| castShadow = metaData.castShadows; | |
| return true; | |
| } | |
| else | |
| { | |
| var material = AssetDatabase.LoadAssetAtPath<Material>(path); | |
| if (materialSettings.TryGetFloat(Property.CastShadows, material, out float castShadowFloat)) | |
| { | |
| castShadow = castShadowFloat != 0.0f; | |
| return true; | |
| } | |
| } | |
| return false; | |
| } | |
| public override VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(ShaderGraphVfxAsset shaderGraph, VFXMaterialSerializedSettings materialSettings) | |
| { | |
| //N.B: About BlendMode multiply, it isn't officially supported by the VFX | |
| //but when using generatesWithShaderGraph, the shaderGraph generates the appropriate blendState. | |
| var vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Opaque; | |
| var path = AssetDatabase.GetAssetPath(shaderGraph); | |
| var shader = AssetDatabase.LoadAssetAtPath<Shader>(path); | |
| if (shader.TryGetMetadataOfType<UniversalMetadata>(out var metaData) && !metaData.allowMaterialOverride) | |
| { | |
| if (metaData.surfaceType == SurfaceType.Transparent) | |
| { | |
| switch (metaData.alphaMode) | |
| { | |
| case AlphaMode.Alpha: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Alpha; break; | |
| case AlphaMode.Premultiply: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.AlphaPremultiplied; break; | |
| case AlphaMode.Additive: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Additive; break; | |
| case AlphaMode.Multiply: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Additive; break; | |
| } | |
| } | |
| } | |
| else | |
| { | |
| var material = AssetDatabase.LoadAssetAtPath<Material>(path); | |
| if (materialSettings.TryGetFloat(Property.SurfaceType, material, out var surfaceTypeFloat)) | |
| { | |
| var surfaceType = (BaseShaderGUI.SurfaceType)surfaceTypeFloat; | |
| if (surfaceType == BaseShaderGUI.SurfaceType.Transparent && materialSettings.TryGetFloat(Property.BlendMode, material, out var blendModeTypeFloat)) | |
| { | |
| var blendMode = (BaseShaderGUI.BlendMode)blendModeTypeFloat; | |
| switch (blendMode) | |
| { | |
| case BaseShaderGUI.BlendMode.Alpha: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Alpha; break; | |
| case BaseShaderGUI.BlendMode.Premultiply: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.AlphaPremultiplied; break; | |
| case BaseShaderGUI.BlendMode.Additive: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Additive; break; | |
| case BaseShaderGUI.BlendMode.Multiply: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Additive; break; | |
| } | |
| } | |
| } | |
| } | |
| return vfxBlendMode; | |
| } | |
| public override string GetShaderName(ShaderGraphVfxAsset shaderGraph) | |
| { | |
| var path = AssetDatabase.GetAssetPath(shaderGraph); | |
| var shader = AssetDatabase.LoadAssetAtPath<Shader>(path); | |
| if (shader.TryGetMetadataOfType<UniversalMetadata>(out var metaData)) | |
| { | |
| switch (metaData.shaderID) | |
| { | |
| case ShaderUtils.ShaderID.SG_Unlit: return "Unlit"; | |
| case ShaderUtils.ShaderID.SG_SpriteUnlit: return "Sprite Unlit"; | |
| case ShaderUtils.ShaderID.SG_Lit: return "Lit"; | |
| case ShaderUtils.ShaderID.SG_SpriteLit: return "Sprite Lit"; | |
| case ShaderUtils.ShaderID.SG_SpriteCustomLit: return "Sprite Custom Lit"; | |
| case ShaderUtils.ShaderID.SG_SixWaySmokeLit: return "Six-way Lit"; | |
| } | |
| } | |
| return string.Empty; | |
| } | |
| private const string disableShadowCasterKeyword = "__VFX_DISABLE_SHADOW_CASTER"; | |
| public static bool DoesVFXControlShadowCaster(Material material, out bool vfxShadowCasterEnabled) | |
| { | |
| vfxShadowCasterEnabled = false; | |
| // Currently only controls shadow caster pass to disable it. | |
| if (material.shaderKeywords.Contains(disableShadowCasterKeyword)) | |
| { | |
| vfxShadowCasterEnabled = false; | |
| return true; | |
| } | |
| return false; | |
| } | |
| static void OnShadowCasterPassEnabledChanged(Material material) | |
| { | |
| if (DoesVFXControlShadowCaster(material, out bool vfxShadowCasterEnabled)) | |
| material.SetShaderPassEnabled("ShadowCaster", vfxShadowCasterEnabled); | |
| } | |
| private const string disableMotionVectorKeyword = "__VFX_DISABLE_MOTION_VECTOR"; | |
| public static bool DoesVFXControlMotionVector(Material material, out bool vfxMotionVectorEnabled) | |
| { | |
| vfxMotionVectorEnabled = false; | |
| // Currently only controls motion vector pass to disable it. | |
| if (material.shaderKeywords.Contains(disableMotionVectorKeyword)) | |
| { | |
| vfxMotionVectorEnabled = false; | |
| return true; | |
| } | |
| return false; | |
| } | |
| static void OnMotionVectorPassEnabledChanged(Material material) | |
| { | |
| if (DoesVFXControlMotionVector(material, out bool vfxMotionVectorEnabled)) | |
| material.SetShaderPassEnabled("MotionVectors", vfxMotionVectorEnabled); | |
| } | |
| static readonly DependencyCollection ElementSpaceDependencies = new DependencyCollection | |
| { | |
| // Interpolator dependency. | |
| new FieldDependency(StructFields.SurfaceDescriptionInputs.worldToElement, StructFields.Varyings.worldToElement0), | |
| new FieldDependency(StructFields.SurfaceDescriptionInputs.worldToElement, StructFields.Varyings.worldToElement1), | |
| new FieldDependency(StructFields.SurfaceDescriptionInputs.worldToElement, StructFields.Varyings.worldToElement2), | |
| new FieldDependency(StructFields.SurfaceDescriptionInputs.elementToWorld, StructFields.Varyings.elementToWorld0), | |
| new FieldDependency(StructFields.SurfaceDescriptionInputs.elementToWorld, StructFields.Varyings.elementToWorld1), | |
| new FieldDependency(StructFields.SurfaceDescriptionInputs.elementToWorld, StructFields.Varyings.elementToWorld2), | |
| // Note: Normal is dependent on elementToWorld for inverse transpose multiplication. | |
| new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceNormal, StructFields.SurfaceDescriptionInputs.elementToWorld), | |
| new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceTangent, StructFields.SurfaceDescriptionInputs.worldToElement), | |
| new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceBiTangent, StructFields.SurfaceDescriptionInputs.worldToElement), | |
| new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpacePosition, StructFields.SurfaceDescriptionInputs.worldToElement), | |
| new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceViewDirection, StructFields.SurfaceDescriptionInputs.worldToElement), | |
| new FieldDependency(Fields.WorldToObject, StructFields.SurfaceDescriptionInputs.worldToElement), | |
| new FieldDependency(Fields.ObjectToWorld, StructFields.SurfaceDescriptionInputs.elementToWorld), | |
| // NormalDropOffOS requires worldToElement (see _NORMAL_DROPOFF_OS condition calling TransformObjectToWorldNormal which uses world inverse transpose) | |
| new FieldDependency(UniversalFields.NormalDropOffOS, StructFields.SurfaceDescriptionInputs.worldToElement), | |
| }; | |
| static readonly StructDescriptor AttributesMeshVFX = new StructDescriptor() | |
| { | |
| name = StructFields.Attributes.name, | |
| packFields = false, | |
| fields = new FieldDescriptor[] | |
| { | |
| StructFields.Attributes.positionOS, | |
| StructFields.Attributes.normalOS, | |
| StructFields.Attributes.tangentOS, | |
| StructFields.Attributes.uv0, | |
| StructFields.Attributes.uv1, | |
| StructFields.Attributes.uv2, | |
| StructFields.Attributes.uv3, | |
| StructFields.Attributes.color, | |
| // InstanceID without the Preprocessor. | |
| new FieldDescriptor(StructFields.Attributes.name, "instanceID", "", ShaderValueType.Uint, "INSTANCEID_SEMANTIC"), | |
| StructFields.Attributes.weights, | |
| StructFields.Attributes.indices, | |
| // VertexID without the Preprocessor. | |
| new FieldDescriptor(StructFields.Attributes.name, "vertexID", "ATTRIBUTES_NEED_VERTEXID", ShaderValueType.Uint, "VERTEXID_SEMANTIC") | |
| } | |
| }; | |
| static readonly FieldDescriptor[] VaryingsAdditionalFields = { | |
| StructFields.Varyings.worldToElement0, | |
| StructFields.Varyings.worldToElement1, | |
| StructFields.Varyings.worldToElement2, | |
| StructFields.Varyings.elementToWorld0, | |
| StructFields.Varyings.elementToWorld1, | |
| StructFields.Varyings.elementToWorld2, | |
| }; | |
| static IEnumerable<FieldDescriptor> GenerateSurfaceDescriptionInput(VFXContext context, VFXTaskCompiledData contextData) | |
| { | |
| var alreadyAddedField = new HashSet<string>(); | |
| //Everything from common SurfaceDescriptionInputs | |
| foreach (var field in Structs.SurfaceDescriptionInputs.fields) | |
| { | |
| alreadyAddedField.Add(field.name); | |
| yield return field; | |
| } | |
| // VFX Material Properties | |
| if (contextData.SGInputs != null) | |
| { | |
| foreach (var input in contextData.SGInputs.fragInputs) | |
| { | |
| var (name, exp) = (input.Key,input.Value); | |
| if (!VFXSubTarget.kVFXShaderValueTypeMap.TryGetValue(VFXExpression.TypeToType(exp.valueType), out var shaderValueType)) | |
| throw new Exception($"Unsupported property type for {name}: {exp.valueType}"); | |
| if (alreadyAddedField.Contains(name)) | |
| throw new Exception($"Name conflict detected in SurfaceDescriptionInputs: {name}"); | |
| yield return new FieldDescriptor(StructFields.SurfaceDescriptionInputs.name, name, "", shaderValueType); | |
| } | |
| } | |
| } | |
| public override ShaderGraphBinder GetShaderGraphDescriptor(VFXContext context, VFXTaskCompiledData data) | |
| { | |
| var surfaceDescriptionInputWithVFX = new StructDescriptor | |
| { | |
| name = StructFields.SurfaceDescriptionInputs.name, | |
| populateWithCustomInterpolators = true, | |
| fields = GenerateSurfaceDescriptionInput(context, data).ToArray() | |
| }; | |
| return new ShaderGraphBinder() | |
| { | |
| baseStructs = new StructCollection | |
| { | |
| AttributesMeshVFX, // TODO: Could probably re-use the original HD Attributes Mesh and just ensure Instancing enabled. | |
| Structs.VertexDescriptionInputs, | |
| surfaceDescriptionInputWithVFX | |
| }, | |
| varyingsAdditionalFields = VaryingsAdditionalFields, | |
| fieldDependencies = ElementSpaceDependencies, | |
| pragmasReplacement = new [] | |
| { | |
| ( Pragma.Vertex("vert"), Pragma.Vertex("VertVFX") ), | |
| //Minimal target of VFX is always Target45 (2.0 is used with GLCore) | |
| ( Pragma.Target(ShaderModel.Target20), Pragma.Target(ShaderModel.Target45) ), | |
| ( Pragma.Target(ShaderModel.Target30), Pragma.Target(ShaderModel.Target45) ), | |
| ( Pragma.Target(ShaderModel.Target35), Pragma.Target(ShaderModel.Target45) ), | |
| ( Pragma.Target(ShaderModel.Target40), Pragma.Target(ShaderModel.Target45) ), | |
| }, | |
| useFragInputs = false | |
| }; | |
| } | |
| } | |
| class VFXLWRPBinder : VFXURPBinder | |
| { | |
| public override string SRPAssetTypeStr { get { return "LightweightRenderPipelineAsset"; } } | |
| } | |
| } | |