using System; using System.Collections.Generic; using UnityEditor.ShaderGraph; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; using UnityEditor.Rendering.Universal; using Data.Util; using UnityEditor.ShaderGraph.Internal; namespace UnityEditor.Experimental.Rendering.Universal { [Serializable] [FormerName("UnityEditor.Experimental.Rendering.LWRP.LightWeightSpriteUnlitSubShader")] class UniversalSpriteUnlitSubShader : ISpriteUnlitSubShader { #region Passes ShaderPass m_UnlitPass = new ShaderPass { // Definition referenceName = "SHADERPASS_SPRITEUNLIT", passInclude = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SpriteUnlitPass.hlsl", varyingsInclude = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl", useInPreview = true, // Port mask vertexPorts = new List() { SpriteUnlitMasterNode.PositionSlotId, SpriteUnlitMasterNode.VertNormalSlotId, SpriteUnlitMasterNode.VertTangentSlotId }, pixelPorts = new List { SpriteUnlitMasterNode.ColorSlotId, }, // Required fields requiredAttributes = new List() { "Attributes.color", "Attributes.uv0", }, requiredVaryings = new List() { "Varyings.color", "Varyings.texCoord0", }, // Pass setup includes = new List() { "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl", "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl", "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl", "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl", }, pragmas = new List() { "prefer_hlslcc gles", "exclude_renderers d3d11_9x", "target 2.0", }, keywords = new KeywordDescriptor[] { s_ETCExternalAlphaKeyword, }, }; #endregion #region Keywords static KeywordDescriptor s_ETCExternalAlphaKeyword = new KeywordDescriptor() { displayName = "ETC External Alpha", referenceName = "ETC1_EXTERNAL_ALPHA", type = KeywordType.Boolean, definition = KeywordDefinition.MultiCompile, scope = KeywordScope.Global, }; #endregion public int GetPreviewPassIndex() { return 0; } private static ActiveFields GetActiveFieldsFromMasterNode(SpriteUnlitMasterNode masterNode, ShaderPass pass) { var activeFields = new ActiveFields(); var baseActiveFields = activeFields.baseInstance; // Graph Vertex if(masterNode.IsSlotConnected(SpriteUnlitMasterNode.PositionSlotId) || masterNode.IsSlotConnected(SpriteUnlitMasterNode.VertNormalSlotId) || masterNode.IsSlotConnected(SpriteUnlitMasterNode.VertTangentSlotId)) { baseActiveFields.Add("features.graphVertex"); } // Graph Pixel (always enabled) baseActiveFields.Add("features.graphPixel"); baseActiveFields.Add("SurfaceType.Transparent"); baseActiveFields.Add("BlendMode.Alpha"); return activeFields; } private static bool GenerateShaderPass(SpriteUnlitMasterNode masterNode, ShaderPass pass, GenerationMode mode, ShaderGenerator result, List sourceAssetDependencyPaths) { UniversalShaderGraphUtilities.SetRenderState(SurfaceType.Transparent, AlphaMode.Alpha, true, ref pass); // apply master node options to active fields var activeFields = GetActiveFieldsFromMasterNode(masterNode, pass); // use standard shader pass generation return ShaderGraph.GenerationUtils.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths, UniversalShaderGraphResources.s_Dependencies, UniversalShaderGraphResources.s_ResourceClassName, UniversalShaderGraphResources.s_AssemblyName); } public string GetSubshader(IMasterNode masterNode, GenerationMode mode, List sourceAssetDependencyPaths = null) { if (sourceAssetDependencyPaths != null) { // LightWeightSpriteUnlitSubShader.cs sourceAssetDependencyPaths.Add(AssetDatabase.GUIDToAssetPath("3ef30c5c1d5fc412f88511ef5818b654")); } // Master Node data var unlitMasterNode = masterNode as SpriteUnlitMasterNode; var subShader = new ShaderGenerator(); subShader.AddShaderChunk("SubShader", true); subShader.AddShaderChunk("{", true); subShader.Indent(); { var surfaceTags = ShaderGenerator.BuildMaterialTags(SurfaceType.Transparent); var tagsBuilder = new ShaderStringBuilder(0); surfaceTags.GetTags(tagsBuilder, "UniversalPipeline"); subShader.AddShaderChunk(tagsBuilder.ToString()); GenerateShaderPass(unlitMasterNode, m_UnlitPass, mode, subShader, sourceAssetDependencyPaths); } subShader.Deindent(); subShader.AddShaderChunk("}", true); return subShader.GetShaderString(0); } public bool IsPipelineCompatible(RenderPipelineAsset renderPipelineAsset) { return renderPipelineAsset is UniversalRenderPipelineAsset; } public UniversalSpriteUnlitSubShader() { } } }