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- using System;
- using System.Linq;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEditor.Graphing;
- using UnityEditor.ShaderGraph.Drawing;
- using UnityEditor.ShaderGraph.Internal;
- using UnityEditor.ShaderGraph.Serialization;
-
- namespace UnityEditor.ShaderGraph
- {
- [Serializable]
- [Title("Input", "Property")]
- class PropertyNode : AbstractMaterialNode, IGeneratesBodyCode, IOnAssetEnabled, IShaderInputObserver
- {
- public PropertyNode()
- {
- name = "Property";
- UpdateNodeAfterDeserialization();
- }
-
- // Property-Types
- public override string documentationURL => UnityEngine.Rendering.ShaderGraph.Documentation.GetPageLink("Property-Types");
-
- public override void UpdateNodeAfterDeserialization()
- {
- base.UpdateNodeAfterDeserialization();
-
- if (owner == null)
- return;
-
- if (property is Vector1ShaderProperty vector1ShaderProperty && vector1ShaderProperty.floatType == FloatType.Slider)
- {
- // Previously, the Slider vector1 property allowed the min value to be greater than the max
- // We no longer want to support that behavior so if such a property is encountered, swap the values
- if (vector1ShaderProperty.rangeValues.x > vector1ShaderProperty.rangeValues.y)
- {
- vector1ShaderProperty.rangeValues = new Vector2(vector1ShaderProperty.rangeValues.y, vector1ShaderProperty.rangeValues.x);
- Dirty(ModificationScope.Graph);
- }
- }
- }
-
- [SerializeField]
- JsonRef<AbstractShaderProperty> m_Property;
-
- public AbstractShaderProperty property
- {
- get { return m_Property; }
- set
- {
- if (m_Property == value)
- return;
-
- m_Property = value;
- AddOutputSlot();
- Dirty(ModificationScope.Topological);
- }
- }
-
- // this node's precision is always controlled by the property precision
- public override bool canSetPrecision => false;
-
- public void UpdateNodeDisplayName(string newDisplayName)
- {
- MaterialSlot foundSlot = FindSlot<MaterialSlot>(OutputSlotId);
-
- if (foundSlot != null)
- foundSlot.displayName = newDisplayName;
- }
-
- public void OnEnable()
- {
- AddOutputSlot();
- }
-
- public const int OutputSlotId = 0;
-
- void AddOutputSlot()
- {
- if (property is MultiJsonInternal.UnknownShaderPropertyType uspt)
- {
- // keep existing slots, don't modify them
- return;
- }
- switch (property.concreteShaderValueType)
- {
- case ConcreteSlotValueType.Boolean:
- AddSlot(new BooleanMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, false));
- RemoveSlotsNameNotMatching(new[] { OutputSlotId });
- break;
- case ConcreteSlotValueType.Vector1:
- AddSlot(new Vector1MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, 0));
- RemoveSlotsNameNotMatching(new[] { OutputSlotId });
- break;
- case ConcreteSlotValueType.Vector2:
- AddSlot(new Vector2MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, Vector4.zero));
- RemoveSlotsNameNotMatching(new[] { OutputSlotId });
- break;
- case ConcreteSlotValueType.Vector3:
- AddSlot(new Vector3MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, Vector4.zero));
- RemoveSlotsNameNotMatching(new[] { OutputSlotId });
- break;
- case ConcreteSlotValueType.Vector4:
- AddSlot(new Vector4MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, Vector4.zero));
- RemoveSlotsNameNotMatching(new[] { OutputSlotId });
- break;
- case ConcreteSlotValueType.Matrix2:
- AddSlot(new Matrix2MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
- RemoveSlotsNameNotMatching(new[] { OutputSlotId });
- break;
- case ConcreteSlotValueType.Matrix3:
- AddSlot(new Matrix3MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
- RemoveSlotsNameNotMatching(new[] { OutputSlotId });
- break;
- case ConcreteSlotValueType.Matrix4:
- AddSlot(new Matrix4MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
- RemoveSlotsNameNotMatching(new[] { OutputSlotId });
- break;
- case ConcreteSlotValueType.Texture2D:
- AddSlot(new Texture2DMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
- RemoveSlotsNameNotMatching(new[] { OutputSlotId });
- break;
- case ConcreteSlotValueType.Texture2DArray:
- AddSlot(new Texture2DArrayMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
- RemoveSlotsNameNotMatching(new[] { OutputSlotId });
- break;
- case ConcreteSlotValueType.Texture3D:
- AddSlot(new Texture3DMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
- RemoveSlotsNameNotMatching(new[] { OutputSlotId });
- break;
- case ConcreteSlotValueType.Cubemap:
- AddSlot(new CubemapMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
- RemoveSlotsNameNotMatching(new[] { OutputSlotId });
- break;
- case ConcreteSlotValueType.SamplerState:
- AddSlot(new SamplerStateMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
- RemoveSlotsNameNotMatching(new[] { OutputSlotId });
- break;
- case ConcreteSlotValueType.Gradient:
- AddSlot(new GradientMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
- RemoveSlotsNameNotMatching(new[] { OutputSlotId });
- break;
- case ConcreteSlotValueType.VirtualTexture:
- AddSlot(new VirtualTextureMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
- RemoveSlotsNameNotMatching(new[] { OutputSlotId });
- break;
- default:
- throw new ArgumentOutOfRangeException();
- }
- }
-
- public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode mode)
- {
- // preview is always generating a full shader, even when previewing within a subgraph
- bool isGeneratingSubgraph = owner.isSubGraph && (mode != GenerationMode.Preview);
-
- switch (property.propertyType)
- {
- case PropertyType.Boolean:
- sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
- break;
- case PropertyType.Float:
- sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
- break;
- case PropertyType.Vector2:
- sb.AppendLine($"$precision2 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
- break;
- case PropertyType.Vector3:
- sb.AppendLine($"$precision3 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
- break;
- case PropertyType.Vector4:
- sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
- break;
- case PropertyType.Color:
- switch (property.sgVersion)
- {
- case 0:
- case 2:
- sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
- break;
- case 1:
- case 3:
- //Exposed color properties get put into the correct space automagikally by Unity UNLESS tagged as HDR, then they just get passed in as is.
- //for consistency with other places in the editor, we assume HDR colors are in linear space, and correct for gamma space here
- if ((property as ColorShaderProperty).colorMode == ColorMode.HDR)
- {
- sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = IsGammaSpace() ? LinearToSRGB({property.GetHLSLVariableName(isGeneratingSubgraph, mode)}) : {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
- }
- else
- {
- sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
- }
- break;
- default:
- throw new Exception($"Unknown Color Property Version on property {property.displayName}");
- }
- break;
- case PropertyType.Matrix2:
- sb.AppendLine($"$precision2x2 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
- break;
- case PropertyType.Matrix3:
- sb.AppendLine($"$precision3x3 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
- break;
- case PropertyType.Matrix4:
- sb.AppendLine($"$precision4x4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
- break;
- case PropertyType.Texture2D:
- sb.AppendLine($"UnityTexture2D {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
- break;
- case PropertyType.Texture3D:
- sb.AppendLine($"UnityTexture3D {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
- break;
- case PropertyType.Texture2DArray:
- sb.AppendLine($"UnityTexture2DArray {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
- break;
- case PropertyType.Cubemap:
- sb.AppendLine($"UnityTextureCube {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
- break;
- case PropertyType.SamplerState:
- sb.AppendLine($"UnitySamplerState {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
- break;
- case PropertyType.Gradient:
- if (mode == GenerationMode.Preview)
- sb.AppendLine($"Gradient {GetVariableNameForSlot(OutputSlotId)} = {GradientUtil.GetGradientForPreview(property.GetHLSLVariableName(isGeneratingSubgraph, mode))};");
- else
- sb.AppendLine($"Gradient {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
- break;
- }
-
- if (property.isConnectionTestable)
- {
- // If in a subgraph, the value will be read from a function parameter.
- // If generating preview mode code, we always inline the value, according to code gen requirements.
- // The parent graph always sets the explicit value to be passed to a subgraph function.
- sb.AppendLine("bool {0} = {1};", GetConnectionStateVariableNameForSlot(OutputSlotId), (mode == GenerationMode.Preview || !isGeneratingSubgraph) ? (IsSlotConnected(OutputSlotId) ? "true" : "false") : property.GetConnectionStateHLSLVariableName());
- }
- }
-
- public override string GetVariableNameForSlot(int slotId)
- {
- // TODO: we should switch VirtualTexture away from the macro-based variables and towards using the same approach as Texture2D
- switch (property.propertyType)
- {
- case PropertyType.VirtualTexture:
- return property.GetHLSLVariableName(owner.isSubGraph, GenerationMode.ForReals);
- }
-
- return base.GetVariableNameForSlot(slotId);
- }
-
- public string GetConnectionStateVariableNameForSlot(int slotId)
- {
- return ShaderInput.GetConnectionStateVariableName(GetVariableNameForSlot(slotId));
- }
-
- protected override void CalculateNodeHasError()
- {
- if (property == null || !owner.properties.Any(x => x == property))
- {
- owner.AddConcretizationError(objectId, "Property Node has no associated Blackboard property.");
- }
- else if (property is MultiJsonInternal.UnknownShaderPropertyType)
- {
- owner.AddValidationError(objectId, "Property is of unknown type, a package may be missing.", Rendering.ShaderCompilerMessageSeverity.Warning);
- }
- }
-
- public override void UpdatePrecision(List<MaterialSlot> inputSlots)
- {
- // Get precision from Property
- if (property == null)
- {
- owner.AddConcretizationError(objectId, string.Format("No matching poperty found on owner for node {0}", objectId));
- hasError = true;
- return;
- }
-
- // this node's precision is always controlled by the property precision
- precision = property.precision;
-
- graphPrecision = precision.ToGraphPrecision(GraphPrecision.Graph);
- concretePrecision = graphPrecision.ToConcrete(owner.graphDefaultConcretePrecision);
- }
-
- public void OnShaderInputUpdated(ModificationScope modificationScope)
- {
- if(modificationScope == ModificationScope.Layout)
- UpdateNodeDisplayName(property.displayName);
- Dirty(modificationScope);
- }
- }
- }
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