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VFXURPBinder.cs 17KB

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  1. #if HAS_VFX_GRAPH
  2. using System;
  3. using System.Linq;
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. using UnityEditor.ShaderGraph.Internal;
  7. using UnityEditor.ShaderGraph;
  8. using Unity.Rendering.Universal;
  9. using UnityEditor.Rendering.Universal;
  10. using UnityEditor.Rendering.Universal.ShaderGraph;
  11. namespace UnityEditor.VFX.URP
  12. {
  13. class VFXURPBinder : VFXSRPBinder
  14. {
  15. public VFXURPBinder()
  16. {
  17. BaseShaderGUI.ShadowCasterPassEnabledChanged += OnShadowCasterPassEnabledChanged;
  18. BaseShaderGUI.MotionVectorPassEnabledChanged += OnMotionVectorPassEnabledChanged;
  19. }
  20. ~VFXURPBinder()
  21. {
  22. BaseShaderGUI.ShadowCasterPassEnabledChanged -= OnShadowCasterPassEnabledChanged;
  23. BaseShaderGUI.MotionVectorPassEnabledChanged -= OnMotionVectorPassEnabledChanged;
  24. }
  25. public override string templatePath { get { return "Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders"; } }
  26. public override string runtimePath { get { return "Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders"; } }
  27. public override string SRPAssetTypeStr { get { return "UniversalRenderPipelineAsset"; } }
  28. public override Type SRPOutputDataType { get { return typeof(VFXURPSubOutput); } }
  29. public override bool IsShaderVFXCompatible(Shader shader)
  30. {
  31. return shader.TryGetMetadataOfType<UniversalMetadata>(out var metadata) && metadata.isVFXCompatible;
  32. }
  33. public override bool GetSupportsMotionVectorPerVertex(ShaderGraphVfxAsset shaderGraph, VFXMaterialSerializedSettings materialSettings)
  34. {
  35. var path = AssetDatabase.GetAssetPath(shaderGraph);
  36. var shader = AssetDatabase.LoadAssetAtPath<Shader>(path);
  37. if (shader.TryGetMetadataOfType<UniversalMetadata>(out var metaData))
  38. {
  39. if (metaData.hasVertexModificationInMotionVector)
  40. return false;
  41. }
  42. return true;
  43. }
  44. public override void SetupMaterial(Material material, bool hasMotionVector = false, bool hasShadowCasting = false, ShaderGraphVfxAsset shaderGraph = null)
  45. {
  46. if (!hasMotionVector)
  47. material.shaderKeywords = material.shaderKeywords.Append(disableMotionVectorKeyword).ToArray();
  48. if (!hasShadowCasting)
  49. material.shaderKeywords = material.shaderKeywords.Append(disableShadowCasterKeyword).ToArray();
  50. material.SetShaderPassEnabled("ShadowCaster", hasShadowCasting);
  51. material.SetShaderPassEnabled("MotionVectors", hasMotionVector);
  52. ShaderUtils.UpdateMaterial(material, ShaderUtils.MaterialUpdateType.ModifiedShader, shaderGraph);
  53. }
  54. public override bool AllowMaterialOverride(ShaderGraphVfxAsset shaderGraph)
  55. {
  56. var path = AssetDatabase.GetAssetPath(shaderGraph);
  57. var shader = AssetDatabase.LoadAssetAtPath<Shader>(path);
  58. if (shader.TryGetMetadataOfType<UniversalMetadata>(out var metaData))
  59. {
  60. return metaData.allowMaterialOverride;
  61. }
  62. return base.AllowMaterialOverride(shaderGraph);
  63. }
  64. public override bool TryGetQueueOffset(ShaderGraphVfxAsset shaderGraph, VFXMaterialSerializedSettings materialSettings, out int queueOffset)
  65. {
  66. //N.B.: Queue offset is always overridable in URP
  67. queueOffset = 0;
  68. var path = AssetDatabase.GetAssetPath(shaderGraph);
  69. var material = AssetDatabase.LoadAssetAtPath<Material>(path);
  70. if (!materialSettings.TryGetFloat(Rendering.Universal.Property.QueueOffset, material, out float queueOffsetFloat))
  71. return false;
  72. queueOffset = (int)queueOffsetFloat;
  73. return true;
  74. }
  75. public override bool TryGetCastShadowFromMaterial(ShaderGraphVfxAsset shaderGraph, VFXMaterialSerializedSettings materialSettings, out bool castShadow)
  76. {
  77. castShadow = false;
  78. var path = AssetDatabase.GetAssetPath(shaderGraph);
  79. var shader = AssetDatabase.LoadAssetAtPath<Shader>(path);
  80. if (shader.TryGetMetadataOfType<UniversalMetadata>(out var metaData) && !metaData.allowMaterialOverride)
  81. {
  82. castShadow = metaData.castShadows;
  83. return true;
  84. }
  85. else
  86. {
  87. var material = AssetDatabase.LoadAssetAtPath<Material>(path);
  88. if (materialSettings.TryGetFloat(Property.CastShadows, material, out float castShadowFloat))
  89. {
  90. castShadow = castShadowFloat != 0.0f;
  91. return true;
  92. }
  93. }
  94. return false;
  95. }
  96. public override VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(ShaderGraphVfxAsset shaderGraph, VFXMaterialSerializedSettings materialSettings)
  97. {
  98. //N.B: About BlendMode multiply, it isn't officially supported by the VFX
  99. //but when using generatesWithShaderGraph, the shaderGraph generates the appropriate blendState.
  100. var vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Opaque;
  101. var path = AssetDatabase.GetAssetPath(shaderGraph);
  102. var shader = AssetDatabase.LoadAssetAtPath<Shader>(path);
  103. if (shader.TryGetMetadataOfType<UniversalMetadata>(out var metaData) && !metaData.allowMaterialOverride)
  104. {
  105. if (metaData.surfaceType == SurfaceType.Transparent)
  106. {
  107. switch (metaData.alphaMode)
  108. {
  109. case AlphaMode.Alpha: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Alpha; break;
  110. case AlphaMode.Premultiply: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.AlphaPremultiplied; break;
  111. case AlphaMode.Additive: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Additive; break;
  112. case AlphaMode.Multiply: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Additive; break;
  113. }
  114. }
  115. }
  116. else
  117. {
  118. var material = AssetDatabase.LoadAssetAtPath<Material>(path);
  119. if (materialSettings.TryGetFloat(Property.SurfaceType, material, out var surfaceTypeFloat))
  120. {
  121. var surfaceType = (BaseShaderGUI.SurfaceType)surfaceTypeFloat;
  122. if (surfaceType == BaseShaderGUI.SurfaceType.Transparent && materialSettings.TryGetFloat(Property.BlendMode, material, out var blendModeTypeFloat))
  123. {
  124. var blendMode = (BaseShaderGUI.BlendMode)blendModeTypeFloat;
  125. switch (blendMode)
  126. {
  127. case BaseShaderGUI.BlendMode.Alpha: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Alpha; break;
  128. case BaseShaderGUI.BlendMode.Premultiply: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.AlphaPremultiplied; break;
  129. case BaseShaderGUI.BlendMode.Additive: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Additive; break;
  130. case BaseShaderGUI.BlendMode.Multiply: vfxBlendMode = VFXAbstractRenderedOutput.BlendMode.Additive; break;
  131. }
  132. }
  133. }
  134. }
  135. return vfxBlendMode;
  136. }
  137. public override string GetShaderName(ShaderGraphVfxAsset shaderGraph)
  138. {
  139. var path = AssetDatabase.GetAssetPath(shaderGraph);
  140. var shader = AssetDatabase.LoadAssetAtPath<Shader>(path);
  141. if (shader.TryGetMetadataOfType<UniversalMetadata>(out var metaData))
  142. {
  143. switch (metaData.shaderID)
  144. {
  145. case ShaderUtils.ShaderID.SG_Unlit: return "Unlit";
  146. case ShaderUtils.ShaderID.SG_SpriteUnlit: return "Sprite Unlit";
  147. case ShaderUtils.ShaderID.SG_Lit: return "Lit";
  148. case ShaderUtils.ShaderID.SG_SpriteLit: return "Sprite Lit";
  149. case ShaderUtils.ShaderID.SG_SpriteCustomLit: return "Sprite Custom Lit";
  150. case ShaderUtils.ShaderID.SG_SixWaySmokeLit: return "Six-way Lit";
  151. }
  152. }
  153. return string.Empty;
  154. }
  155. private const string disableShadowCasterKeyword = "__VFX_DISABLE_SHADOW_CASTER";
  156. public static bool DoesVFXControlShadowCaster(Material material, out bool vfxShadowCasterEnabled)
  157. {
  158. vfxShadowCasterEnabled = false;
  159. // Currently only controls shadow caster pass to disable it.
  160. if (material.shaderKeywords.Contains(disableShadowCasterKeyword))
  161. {
  162. vfxShadowCasterEnabled = false;
  163. return true;
  164. }
  165. return false;
  166. }
  167. static void OnShadowCasterPassEnabledChanged(Material material)
  168. {
  169. if (DoesVFXControlShadowCaster(material, out bool vfxShadowCasterEnabled))
  170. material.SetShaderPassEnabled("ShadowCaster", vfxShadowCasterEnabled);
  171. }
  172. private const string disableMotionVectorKeyword = "__VFX_DISABLE_MOTION_VECTOR";
  173. public static bool DoesVFXControlMotionVector(Material material, out bool vfxMotionVectorEnabled)
  174. {
  175. vfxMotionVectorEnabled = false;
  176. // Currently only controls motion vector pass to disable it.
  177. if (material.shaderKeywords.Contains(disableMotionVectorKeyword))
  178. {
  179. vfxMotionVectorEnabled = false;
  180. return true;
  181. }
  182. return false;
  183. }
  184. static void OnMotionVectorPassEnabledChanged(Material material)
  185. {
  186. if (DoesVFXControlMotionVector(material, out bool vfxMotionVectorEnabled))
  187. material.SetShaderPassEnabled("MotionVectors", vfxMotionVectorEnabled);
  188. }
  189. static readonly DependencyCollection ElementSpaceDependencies = new DependencyCollection
  190. {
  191. // Interpolator dependency.
  192. new FieldDependency(StructFields.SurfaceDescriptionInputs.worldToElement, StructFields.Varyings.worldToElement0),
  193. new FieldDependency(StructFields.SurfaceDescriptionInputs.worldToElement, StructFields.Varyings.worldToElement1),
  194. new FieldDependency(StructFields.SurfaceDescriptionInputs.worldToElement, StructFields.Varyings.worldToElement2),
  195. new FieldDependency(StructFields.SurfaceDescriptionInputs.elementToWorld, StructFields.Varyings.elementToWorld0),
  196. new FieldDependency(StructFields.SurfaceDescriptionInputs.elementToWorld, StructFields.Varyings.elementToWorld1),
  197. new FieldDependency(StructFields.SurfaceDescriptionInputs.elementToWorld, StructFields.Varyings.elementToWorld2),
  198. // Note: Normal is dependent on elementToWorld for inverse transpose multiplication.
  199. new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceNormal, StructFields.SurfaceDescriptionInputs.elementToWorld),
  200. new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceTangent, StructFields.SurfaceDescriptionInputs.worldToElement),
  201. new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceBiTangent, StructFields.SurfaceDescriptionInputs.worldToElement),
  202. new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpacePosition, StructFields.SurfaceDescriptionInputs.worldToElement),
  203. new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceViewDirection, StructFields.SurfaceDescriptionInputs.worldToElement),
  204. new FieldDependency(Fields.WorldToObject, StructFields.SurfaceDescriptionInputs.worldToElement),
  205. new FieldDependency(Fields.ObjectToWorld, StructFields.SurfaceDescriptionInputs.elementToWorld),
  206. // NormalDropOffOS requires worldToElement (see _NORMAL_DROPOFF_OS condition calling TransformObjectToWorldNormal which uses world inverse transpose)
  207. new FieldDependency(UniversalFields.NormalDropOffOS, StructFields.SurfaceDescriptionInputs.worldToElement),
  208. };
  209. static readonly StructDescriptor AttributesMeshVFX = new StructDescriptor()
  210. {
  211. name = StructFields.Attributes.name,
  212. packFields = false,
  213. fields = new FieldDescriptor[]
  214. {
  215. StructFields.Attributes.positionOS,
  216. StructFields.Attributes.normalOS,
  217. StructFields.Attributes.tangentOS,
  218. StructFields.Attributes.uv0,
  219. StructFields.Attributes.uv1,
  220. StructFields.Attributes.uv2,
  221. StructFields.Attributes.uv3,
  222. StructFields.Attributes.color,
  223. // InstanceID without the Preprocessor.
  224. new FieldDescriptor(StructFields.Attributes.name, "instanceID", "", ShaderValueType.Uint, "INSTANCEID_SEMANTIC"),
  225. StructFields.Attributes.weights,
  226. StructFields.Attributes.indices,
  227. // VertexID without the Preprocessor.
  228. new FieldDescriptor(StructFields.Attributes.name, "vertexID", "ATTRIBUTES_NEED_VERTEXID", ShaderValueType.Uint, "VERTEXID_SEMANTIC")
  229. }
  230. };
  231. static readonly FieldDescriptor[] VaryingsAdditionalFields = {
  232. StructFields.Varyings.worldToElement0,
  233. StructFields.Varyings.worldToElement1,
  234. StructFields.Varyings.worldToElement2,
  235. StructFields.Varyings.elementToWorld0,
  236. StructFields.Varyings.elementToWorld1,
  237. StructFields.Varyings.elementToWorld2,
  238. };
  239. static IEnumerable<FieldDescriptor> GenerateSurfaceDescriptionInput(VFXContext context, VFXTaskCompiledData contextData)
  240. {
  241. var alreadyAddedField = new HashSet<string>();
  242. //Everything from common SurfaceDescriptionInputs
  243. foreach (var field in Structs.SurfaceDescriptionInputs.fields)
  244. {
  245. alreadyAddedField.Add(field.name);
  246. yield return field;
  247. }
  248. // VFX Material Properties
  249. if (contextData.SGInputs != null)
  250. {
  251. foreach (var input in contextData.SGInputs.fragInputs)
  252. {
  253. var (name, exp) = (input.Key,input.Value);
  254. if (!VFXSubTarget.kVFXShaderValueTypeMap.TryGetValue(VFXExpression.TypeToType(exp.valueType), out var shaderValueType))
  255. throw new Exception($"Unsupported property type for {name}: {exp.valueType}");
  256. if (alreadyAddedField.Contains(name))
  257. throw new Exception($"Name conflict detected in SurfaceDescriptionInputs: {name}");
  258. yield return new FieldDescriptor(StructFields.SurfaceDescriptionInputs.name, name, "", shaderValueType);
  259. }
  260. }
  261. }
  262. public override ShaderGraphBinder GetShaderGraphDescriptor(VFXContext context, VFXTaskCompiledData data)
  263. {
  264. var surfaceDescriptionInputWithVFX = new StructDescriptor
  265. {
  266. name = StructFields.SurfaceDescriptionInputs.name,
  267. populateWithCustomInterpolators = true,
  268. fields = GenerateSurfaceDescriptionInput(context, data).ToArray()
  269. };
  270. return new ShaderGraphBinder()
  271. {
  272. baseStructs = new StructCollection
  273. {
  274. AttributesMeshVFX, // TODO: Could probably re-use the original HD Attributes Mesh and just ensure Instancing enabled.
  275. Structs.VertexDescriptionInputs,
  276. surfaceDescriptionInputWithVFX
  277. },
  278. varyingsAdditionalFields = VaryingsAdditionalFields,
  279. fieldDependencies = ElementSpaceDependencies,
  280. pragmasReplacement = new []
  281. {
  282. ( Pragma.Vertex("vert"), Pragma.Vertex("VertVFX") ),
  283. //Minimal target of VFX is always Target45 (2.0 is used with GLCore)
  284. ( Pragma.Target(ShaderModel.Target20), Pragma.Target(ShaderModel.Target45) ),
  285. ( Pragma.Target(ShaderModel.Target30), Pragma.Target(ShaderModel.Target45) ),
  286. ( Pragma.Target(ShaderModel.Target35), Pragma.Target(ShaderModel.Target45) ),
  287. ( Pragma.Target(ShaderModel.Target40), Pragma.Target(ShaderModel.Target45) ),
  288. },
  289. useFragInputs = false
  290. };
  291. }
  292. }
  293. class VFXLWRPBinder : VFXURPBinder
  294. {
  295. public override string SRPAssetTypeStr { get { return "LightweightRenderPipelineAsset"; } }
  296. }
  297. }
  298. #endif