testss
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph.Internal
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{
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[Serializable]
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public struct ShaderGraphRequirements
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{
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[SerializeField] NeededCoordinateSpace m_RequiresNormal;
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[SerializeField] NeededCoordinateSpace m_RequiresBitangent;
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[SerializeField] NeededCoordinateSpace m_RequiresTangent;
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[SerializeField] NeededCoordinateSpace m_RequiresViewDir;
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[SerializeField] NeededCoordinateSpace m_RequiresPosition;
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[SerializeField] bool m_RequiresScreenPosition;
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[SerializeField] bool m_RequiresVertexColor;
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[SerializeField] bool m_RequiresFaceSign;
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[SerializeField] List<UVChannel> m_RequiresMeshUVs;
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[SerializeField] bool m_RequiresDepthTexture;
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[SerializeField] bool m_RequiresCameraOpaqueTexture;
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[SerializeField] bool m_RequiresTime;
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[SerializeField] bool m_RequiresVertexSkinning;
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[SerializeField] bool m_RequiresVertexID;
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internal static ShaderGraphRequirements none
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{
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get
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{
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return new ShaderGraphRequirements
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{
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m_RequiresMeshUVs = new List<UVChannel>()
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};
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}
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}
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public NeededCoordinateSpace requiresNormal
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{
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get { return m_RequiresNormal; }
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internal set { m_RequiresNormal = value; }
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}
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public NeededCoordinateSpace requiresBitangent
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{
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get { return m_RequiresBitangent; }
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internal set { m_RequiresBitangent = value; }
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}
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public NeededCoordinateSpace requiresTangent
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{
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get { return m_RequiresTangent; }
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internal set { m_RequiresTangent = value; }
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}
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public NeededCoordinateSpace requiresViewDir
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{
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get { return m_RequiresViewDir; }
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internal set { m_RequiresViewDir = value; }
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}
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public NeededCoordinateSpace requiresPosition
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{
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get { return m_RequiresPosition; }
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internal set { m_RequiresPosition = value; }
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}
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public bool requiresScreenPosition
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{
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get { return m_RequiresScreenPosition; }
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internal set { m_RequiresScreenPosition = value; }
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}
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public bool requiresVertexColor
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{
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get { return m_RequiresVertexColor; }
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internal set { m_RequiresVertexColor = value; }
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}
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public bool requiresFaceSign
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{
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get { return m_RequiresFaceSign; }
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internal set { m_RequiresFaceSign = value; }
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}
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public List<UVChannel> requiresMeshUVs
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{
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get { return m_RequiresMeshUVs; }
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internal set { m_RequiresMeshUVs = value; }
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}
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public bool requiresDepthTexture
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{
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get { return m_RequiresDepthTexture; }
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internal set { m_RequiresDepthTexture = value; }
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}
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public bool requiresCameraOpaqueTexture
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{
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get { return m_RequiresCameraOpaqueTexture; }
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internal set { m_RequiresCameraOpaqueTexture = value; }
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}
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public bool requiresTime
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{
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get { return m_RequiresTime; }
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internal set { m_RequiresTime = value; }
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}
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public bool requiresVertexSkinning
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{
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get { return m_RequiresVertexSkinning; }
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internal set { m_RequiresVertexSkinning = value; }
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}
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public bool requiresVertexID
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{
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get { return m_RequiresVertexID; }
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internal set { m_RequiresVertexID = value; }
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}
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internal bool NeedsTangentSpace()
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{
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var compoundSpaces = m_RequiresBitangent | m_RequiresNormal | m_RequiresPosition
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| m_RequiresTangent | m_RequiresViewDir | m_RequiresPosition
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| m_RequiresNormal;
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return (compoundSpaces & NeededCoordinateSpace.Tangent) > 0;
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}
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internal ShaderGraphRequirements Union(ShaderGraphRequirements other)
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{
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var newReqs = new ShaderGraphRequirements();
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newReqs.m_RequiresNormal = other.m_RequiresNormal | m_RequiresNormal;
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newReqs.m_RequiresTangent = other.m_RequiresTangent | m_RequiresTangent;
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newReqs.m_RequiresBitangent = other.m_RequiresBitangent | m_RequiresBitangent;
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newReqs.m_RequiresViewDir = other.m_RequiresViewDir | m_RequiresViewDir;
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newReqs.m_RequiresPosition = other.m_RequiresPosition | m_RequiresPosition;
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newReqs.m_RequiresScreenPosition = other.m_RequiresScreenPosition | m_RequiresScreenPosition;
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newReqs.m_RequiresVertexColor = other.m_RequiresVertexColor | m_RequiresVertexColor;
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newReqs.m_RequiresFaceSign = other.m_RequiresFaceSign | m_RequiresFaceSign;
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newReqs.m_RequiresDepthTexture = other.m_RequiresDepthTexture | m_RequiresDepthTexture;
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newReqs.m_RequiresCameraOpaqueTexture = other.m_RequiresCameraOpaqueTexture | m_RequiresCameraOpaqueTexture;
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newReqs.m_RequiresTime = other.m_RequiresTime | m_RequiresTime;
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newReqs.m_RequiresVertexSkinning = other.m_RequiresVertexSkinning | m_RequiresVertexSkinning;
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newReqs.m_RequiresVertexID = other.m_RequiresVertexID | m_RequiresVertexID;
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newReqs.m_RequiresMeshUVs = new List<UVChannel>();
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if (m_RequiresMeshUVs != null)
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newReqs.m_RequiresMeshUVs.AddRange(m_RequiresMeshUVs);
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if (other.m_RequiresMeshUVs != null)
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newReqs.m_RequiresMeshUVs.AddRange(other.m_RequiresMeshUVs);
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return newReqs;
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}
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internal static ShaderGraphRequirements FromNodes<T>(List<T> nodes, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool includeIntermediateSpaces = true)
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where T : AbstractMaterialNode
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{
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NeededCoordinateSpace requiresNormal = nodes.OfType<IMayRequireNormal>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresNormal(stageCapability));
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NeededCoordinateSpace requiresBitangent = nodes.OfType<IMayRequireBitangent>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresBitangent(stageCapability));
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NeededCoordinateSpace requiresTangent = nodes.OfType<IMayRequireTangent>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresTangent(stageCapability));
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NeededCoordinateSpace requiresViewDir = nodes.OfType<IMayRequireViewDirection>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresViewDirection(stageCapability));
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NeededCoordinateSpace requiresPosition = nodes.OfType<IMayRequirePosition>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresPosition(stageCapability));
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bool requiresScreenPosition = nodes.OfType<IMayRequireScreenPosition>().Any(x => x.RequiresScreenPosition(stageCapability));
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bool requiresVertexColor = nodes.OfType<IMayRequireVertexColor>().Any(x => x.RequiresVertexColor());
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bool requiresFaceSign = nodes.OfType<IMayRequireFaceSign>().Any(x => x.RequiresFaceSign());
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bool requiresDepthTexture = nodes.OfType<IMayRequireDepthTexture>().Any(x => x.RequiresDepthTexture());
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bool requiresCameraOpaqueTexture = nodes.OfType<IMayRequireCameraOpaqueTexture>().Any(x => x.RequiresCameraOpaqueTexture());
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bool requiresTime = nodes.Any(x => x.RequiresTime());
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bool requiresVertexSkinning = nodes.OfType<IMayRequireVertexSkinning>().Any(x => x.RequiresVertexSkinning(stageCapability));
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bool requiresVertexID = nodes.OfType<IMayRequireVertexID>().Any(x => x.RequiresVertexID(stageCapability));
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var meshUV = new List<UVChannel>();
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for (int uvIndex = 0; uvIndex < ShaderGeneratorNames.UVCount; ++uvIndex)
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{
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var channel = (UVChannel)uvIndex;
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if (nodes.OfType<IMayRequireMeshUV>().Any(x => x.RequiresMeshUV(channel)))
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meshUV.Add(channel);
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}
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// if anything needs tangentspace we have make
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// sure to have our othonormal basis!
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if (includeIntermediateSpaces)
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{
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var compoundSpaces = requiresBitangent | requiresNormal | requiresPosition
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| requiresTangent | requiresViewDir | requiresPosition
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| requiresNormal;
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var needsTangentSpace = (compoundSpaces & NeededCoordinateSpace.Tangent) > 0;
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if (needsTangentSpace)
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{
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requiresBitangent |= NeededCoordinateSpace.World;
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requiresNormal |= NeededCoordinateSpace.World;
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requiresTangent |= NeededCoordinateSpace.World;
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}
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}
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var reqs = new ShaderGraphRequirements()
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{
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m_RequiresNormal = requiresNormal,
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m_RequiresBitangent = requiresBitangent,
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m_RequiresTangent = requiresTangent,
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m_RequiresViewDir = requiresViewDir,
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m_RequiresPosition = requiresPosition,
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m_RequiresScreenPosition = requiresScreenPosition,
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m_RequiresVertexColor = requiresVertexColor,
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m_RequiresFaceSign = requiresFaceSign,
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m_RequiresMeshUVs = meshUV,
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m_RequiresDepthTexture = requiresDepthTexture,
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m_RequiresCameraOpaqueTexture = requiresCameraOpaqueTexture,
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m_RequiresTime = requiresTime,
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m_RequiresVertexSkinning = requiresVertexSkinning,
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m_RequiresVertexID = requiresVertexID,
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};
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return reqs;
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}
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}
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}
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