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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
using UnityEditor.ShaderGraph;
using UnityEditor.ShaderGraph.Internal;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Legacy;
using UnityEditor.Rendering.HighDefinition.ShaderGraph.Legacy;
using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties;
using static UnityEditor.Rendering.HighDefinition.HDShaderUtils;
namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
{
sealed partial class EyeSubTarget : LightingSubTarget, ILegacyTarget, IRequiresData<EyeData>
{
public bool TryUpgradeFromMasterNode(IMasterNode1 masterNode, out Dictionary<BlockFieldDescriptor, int> blockMap)
{
blockMap = null;
if (!(masterNode is EyeMasterNode1 eyeMasterNode))
return false;
m_MigrateFromOldSG = true;
// Set data
systemData.surfaceType = (SurfaceType)eyeMasterNode.m_SurfaceType;
systemData.blendingMode = HDSubShaderUtilities.UpgradeLegacyAlphaModeToBlendMode((int)eyeMasterNode.m_AlphaMode);
// Previous master node wasn't having any renderingPass. Assign it correctly now.
systemData.renderQueueType = systemData.surfaceType == SurfaceType.Opaque ? HDRenderQueue.RenderQueueType.Opaque : HDRenderQueue.RenderQueueType.Transparent;
systemData.alphaTest = eyeMasterNode.m_AlphaTest;
systemData.sortPriority = eyeMasterNode.m_SortPriority;
systemData.doubleSidedMode = eyeMasterNode.m_DoubleSidedMode;
systemData.transparentZWrite = eyeMasterNode.m_ZWrite;
systemData.transparentCullMode = eyeMasterNode.m_transparentCullMode;
systemData.zTest = eyeMasterNode.m_ZTest;
systemData.dotsInstancing = eyeMasterNode.m_DOTSInstancing;
systemData.materialNeedsUpdateHash = eyeMasterNode.m_MaterialNeedsUpdateHash;
builtinData.transparentDepthPrepass = eyeMasterNode.m_AlphaTestDepthPrepass;
builtinData.transparentDepthPostpass = eyeMasterNode.m_AlphaTestDepthPostpass;
builtinData.supportLodCrossFade = eyeMasterNode.m_SupportLodCrossFade;
builtinData.transparencyFog = eyeMasterNode.m_TransparencyFog;
builtinData.addPrecomputedVelocity = eyeMasterNode.m_AddPrecomputedVelocity;
builtinData.depthOffset = eyeMasterNode.m_depthOffset;
lightingData.blendPreserveSpecular = eyeMasterNode.m_BlendPreserveSpecular;
lightingData.receiveDecals = eyeMasterNode.m_ReceiveDecals;
lightingData.receiveSSR = eyeMasterNode.m_ReceivesSSR;
lightingData.receiveSSRTransparent = eyeMasterNode.m_ReceivesSSRTransparent;
lightingData.specularOcclusionMode = eyeMasterNode.m_SpecularOcclusionMode;
lightingData.overrideBakedGI = eyeMasterNode.m_overrideBakedGI;
eyeData.subsurfaceScattering = eyeMasterNode.m_SubsurfaceScattering;
eyeData.materialType = (EyeData.MaterialType)eyeMasterNode.m_MaterialType;
target.customEditorGUI = eyeMasterNode.m_OverrideEnabled ? eyeMasterNode.m_ShaderGUIOverride : "";
// Convert SlotMask to BlockMap entries
var blockMapLookup = new Dictionary<EyeMasterNode1.SlotMask, BlockFieldDescriptor>()
{
{ EyeMasterNode1.SlotMask.Position, BlockFields.VertexDescription.Position },
{ EyeMasterNode1.SlotMask.VertexNormal, BlockFields.VertexDescription.Normal },
{ EyeMasterNode1.SlotMask.VertexTangent, BlockFields.VertexDescription.Tangent },
{ EyeMasterNode1.SlotMask.Albedo, BlockFields.SurfaceDescription.BaseColor },
{ EyeMasterNode1.SlotMask.SpecularOcclusion, HDBlockFields.SurfaceDescription.SpecularOcclusion },
{ EyeMasterNode1.SlotMask.Normal, BlockFields.SurfaceDescription.NormalTS },
{ EyeMasterNode1.SlotMask.IrisNormal, HDBlockFields.SurfaceDescription.IrisNormalTS },
{ EyeMasterNode1.SlotMask.BentNormal, HDBlockFields.SurfaceDescription.BentNormal },
{ EyeMasterNode1.SlotMask.Smoothness, BlockFields.SurfaceDescription.Smoothness },
{ EyeMasterNode1.SlotMask.IOR, HDBlockFields.SurfaceDescription.IOR },
{ EyeMasterNode1.SlotMask.Occlusion, BlockFields.SurfaceDescription.Occlusion },
{ EyeMasterNode1.SlotMask.Mask, HDBlockFields.SurfaceDescription.Mask },
{ EyeMasterNode1.SlotMask.DiffusionProfile, HDBlockFields.SurfaceDescription.DiffusionProfileHash },
{ EyeMasterNode1.SlotMask.SubsurfaceMask, HDBlockFields.SurfaceDescription.SubsurfaceMask },
{ EyeMasterNode1.SlotMask.Emission, BlockFields.SurfaceDescription.Emission },
{ EyeMasterNode1.SlotMask.Alpha, BlockFields.SurfaceDescription.Alpha },
{ EyeMasterNode1.SlotMask.AlphaClipThreshold, BlockFields.SurfaceDescription.AlphaClipThreshold },
};
// Legacy master node slots have additional slot conditions, test them here
bool AdditionalSlotMaskTests(EyeMasterNode1.SlotMask slotMask)
{
switch (slotMask)
{
case EyeMasterNode1.SlotMask.SpecularOcclusion:
return lightingData.specularOcclusionMode == SpecularOcclusionMode.Custom;
case EyeMasterNode1.SlotMask.DiffusionProfile:
return eyeData.subsurfaceScattering;
case EyeMasterNode1.SlotMask.SubsurfaceMask:
return eyeData.subsurfaceScattering;
case EyeMasterNode1.SlotMask.AlphaClipThreshold:
return systemData.alphaTest;
default:
return true;
}
}
// Set blockmap
blockMap = new Dictionary<BlockFieldDescriptor, int>();
foreach (EyeMasterNode1.SlotMask slotMask in Enum.GetValues(typeof(EyeMasterNode1.SlotMask)))
{
if (eyeMasterNode.MaterialTypeUsesSlotMask(slotMask))
{
if (!blockMapLookup.TryGetValue(slotMask, out var blockFieldDescriptor))
continue;
if (!AdditionalSlotMaskTests(slotMask))
continue;
var slotId = Mathf.Log((int)slotMask, 2);
blockMap.Add(blockFieldDescriptor, (int)slotId);
}
}
// Override Baked GI
if (lightingData.overrideBakedGI)
{
blockMap.Add(HDBlockFields.SurfaceDescription.BakedGI, EyeMasterNode1.LightingSlotId);
blockMap.Add(HDBlockFields.SurfaceDescription.BakedBackGI, EyeMasterNode1.BackLightingSlotId);
}
// Depth Offset
if (builtinData.depthOffset)
{
blockMap.Add(HDBlockFields.SurfaceDescription.DepthOffset, EyeMasterNode1.DepthOffsetSlotId);
}
return true;
}
}
}