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150 lines
8.0 KiB
150 lines
8.0 KiB
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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using UnityEngine.Rendering.HighDefinition;
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using UnityEditor.ShaderGraph;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Legacy;
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using UnityEditor.Rendering.HighDefinition.ShaderGraph.Legacy;
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using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties;
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using static UnityEditor.Rendering.HighDefinition.HDShaderUtils;
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namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
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{
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sealed partial class FabricSubTarget : LightingSubTarget, ILegacyTarget, IRequiresData<FabricData>
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{
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public bool TryUpgradeFromMasterNode(IMasterNode1 masterNode, out Dictionary<BlockFieldDescriptor, int> blockMap)
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{
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blockMap = null;
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if (!(masterNode is FabricMasterNode1 fabricMasterNode))
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return false;
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m_MigrateFromOldSG = true;
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// Set data
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systemData.surfaceType = (SurfaceType)fabricMasterNode.m_SurfaceType;
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systemData.blendingMode = HDSubShaderUtilities.UpgradeLegacyAlphaModeToBlendMode((int)fabricMasterNode.m_AlphaMode);
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// Previous master node wasn't having any renderingPass. Assign it correctly now.
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systemData.renderQueueType = systemData.surfaceType == SurfaceType.Opaque ? HDRenderQueue.RenderQueueType.Opaque : HDRenderQueue.RenderQueueType.Transparent;
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systemData.alphaTest = fabricMasterNode.m_AlphaTest;
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systemData.sortPriority = fabricMasterNode.m_SortPriority;
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systemData.doubleSidedMode = fabricMasterNode.m_DoubleSidedMode;
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systemData.transparentZWrite = fabricMasterNode.m_ZWrite;
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systemData.transparentCullMode = fabricMasterNode.m_transparentCullMode;
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systemData.zTest = fabricMasterNode.m_ZTest;
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systemData.dotsInstancing = fabricMasterNode.m_DOTSInstancing;
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systemData.materialNeedsUpdateHash = fabricMasterNode.m_MaterialNeedsUpdateHash;
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builtinData.supportLodCrossFade = fabricMasterNode.m_SupportLodCrossFade;
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builtinData.transparencyFog = fabricMasterNode.m_TransparencyFog;
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builtinData.addPrecomputedVelocity = fabricMasterNode.m_AddPrecomputedVelocity;
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builtinData.depthOffset = fabricMasterNode.m_depthOffset;
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lightingData.blendPreserveSpecular = fabricMasterNode.m_BlendPreserveSpecular;
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lightingData.receiveDecals = fabricMasterNode.m_ReceiveDecals;
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lightingData.receiveSSR = fabricMasterNode.m_ReceivesSSR;
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lightingData.receiveSSRTransparent = fabricMasterNode.m_ReceivesSSRTransparent;
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lightingData.specularOcclusionMode = fabricMasterNode.m_SpecularOcclusionMode;
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lightingData.overrideBakedGI = fabricMasterNode.m_overrideBakedGI;
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fabricData.subsurfaceScattering = fabricMasterNode.m_SubsurfaceScattering;
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fabricData.transmission = fabricMasterNode.m_Transmission;
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fabricData.energyConservingSpecular = fabricMasterNode.m_EnergyConservingSpecular;
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fabricData.materialType = (FabricData.MaterialType)fabricMasterNode.m_MaterialType;
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target.customEditorGUI = fabricMasterNode.m_OverrideEnabled ? fabricMasterNode.m_ShaderGUIOverride : "";
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BlockFieldDescriptor tangentBlock;
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switch (lightingData.normalDropOffSpace)
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{
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case NormalDropOffSpace.Object:
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tangentBlock = HDBlockFields.SurfaceDescription.TangentOS;
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break;
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case NormalDropOffSpace.World:
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tangentBlock = HDBlockFields.SurfaceDescription.TangentWS;
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break;
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default:
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tangentBlock = HDBlockFields.SurfaceDescription.TangentTS;
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break;
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}
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// Convert SlotMask to BlockMap entries
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var blockMapLookup = new Dictionary<FabricMasterNode1.SlotMask, BlockFieldDescriptor>()
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{
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{ FabricMasterNode1.SlotMask.Position, BlockFields.VertexDescription.Position },
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{ FabricMasterNode1.SlotMask.VertexNormal, BlockFields.VertexDescription.Normal },
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{ FabricMasterNode1.SlotMask.VertexTangent, BlockFields.VertexDescription.Tangent },
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{ FabricMasterNode1.SlotMask.Albedo, BlockFields.SurfaceDescription.BaseColor },
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{ FabricMasterNode1.SlotMask.SpecularOcclusion, HDBlockFields.SurfaceDescription.SpecularOcclusion },
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{ FabricMasterNode1.SlotMask.Normal, BlockFields.SurfaceDescription.NormalTS },
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{ FabricMasterNode1.SlotMask.BentNormal, HDBlockFields.SurfaceDescription.BentNormal },
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{ FabricMasterNode1.SlotMask.Smoothness, BlockFields.SurfaceDescription.Smoothness },
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{ FabricMasterNode1.SlotMask.Occlusion, BlockFields.SurfaceDescription.Occlusion },
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{ FabricMasterNode1.SlotMask.Specular, BlockFields.SurfaceDescription.Specular },
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{ FabricMasterNode1.SlotMask.DiffusionProfile, HDBlockFields.SurfaceDescription.DiffusionProfileHash },
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{ FabricMasterNode1.SlotMask.SubsurfaceMask, HDBlockFields.SurfaceDescription.SubsurfaceMask },
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{ FabricMasterNode1.SlotMask.Thickness, HDBlockFields.SurfaceDescription.Thickness },
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{ FabricMasterNode1.SlotMask.Tangent, tangentBlock },
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{ FabricMasterNode1.SlotMask.Anisotropy, HDBlockFields.SurfaceDescription.Anisotropy },
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{ FabricMasterNode1.SlotMask.Emission, BlockFields.SurfaceDescription.Emission },
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{ FabricMasterNode1.SlotMask.Alpha, BlockFields.SurfaceDescription.Alpha },
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{ FabricMasterNode1.SlotMask.AlphaClipThreshold, BlockFields.SurfaceDescription.AlphaClipThreshold },
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};
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// Legacy master node slots have additional slot conditions, test them here
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bool AdditionalSlotMaskTests(FabricMasterNode1.SlotMask slotMask)
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{
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switch (slotMask)
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{
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case FabricMasterNode1.SlotMask.SpecularOcclusion:
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return lightingData.specularOcclusionMode == SpecularOcclusionMode.Custom;
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case FabricMasterNode1.SlotMask.DiffusionProfile:
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return fabricData.subsurfaceScattering || fabricData.transmission;
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case FabricMasterNode1.SlotMask.SubsurfaceMask:
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return fabricData.subsurfaceScattering;
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case FabricMasterNode1.SlotMask.Thickness:
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return fabricData.transmission;
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case FabricMasterNode1.SlotMask.AlphaClipThreshold:
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return systemData.alphaTest;
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default:
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return true;
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}
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}
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// Set blockmap
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blockMap = new Dictionary<BlockFieldDescriptor, int>();
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foreach (FabricMasterNode1.SlotMask slotMask in Enum.GetValues(typeof(FabricMasterNode1.SlotMask)))
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{
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if (fabricMasterNode.MaterialTypeUsesSlotMask(slotMask))
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{
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if (!blockMapLookup.TryGetValue(slotMask, out var blockFieldDescriptor))
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continue;
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if (!AdditionalSlotMaskTests(slotMask))
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continue;
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var slotId = Mathf.Log((int)slotMask, 2);
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blockMap.Add(blockFieldDescriptor, (int)slotId);
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}
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}
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// Override Baked GI
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if (lightingData.overrideBakedGI)
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{
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blockMap.Add(HDBlockFields.SurfaceDescription.BakedGI, FabricMasterNode1.LightingSlotId);
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blockMap.Add(HDBlockFields.SurfaceDescription.BakedBackGI, FabricMasterNode1.BackLightingSlotId);
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}
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// Depth Offset
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if (builtinData.depthOffset)
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{
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blockMap.Add(HDBlockFields.SurfaceDescription.DepthOffset, FabricMasterNode1.DepthOffsetSlotId);
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}
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return true;
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}
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}
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}
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