diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/DummyMaterialSettingsContainerModel.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/DummyMaterialSettingsContainerModel.cs
new file mode 100644
index 00000000000..7b4125b95d3
--- /dev/null
+++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/DummyMaterialSettingsContainerModel.cs
@@ -0,0 +1,11 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace UnityEditor.VFX.Test
+{
+ class DummyMaterialSettingsContainerModel : VFXModel
+ {
+ public VFXMaterialSerializedSettings materialSettings;
+ }
+}
diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/DummyMaterialSettingsContainerModel.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/DummyMaterialSettingsContainerModel.cs.meta
new file mode 100644
index 00000000000..e6e0faec0df
--- /dev/null
+++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/DummyMaterialSettingsContainerModel.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 5d7075d36983331498eebae8ba838699
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/testShader0.shader b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/testShader0.shader
new file mode 100644
index 00000000000..ef798b9b3ee
--- /dev/null
+++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/testShader0.shader
@@ -0,0 +1,35 @@
+Shader "Hidden/MaterialPropertiesTest"
+{
+ Properties
+ {
+ [HideInInspector]
+ floatProperty1("property1", Float) = 1.0
+ [HideInInspector]
+ floatProperty2("property2", Float) = 2.0
+ floatProperty3_Visible("property3", Float) = 3.0
+ [HideInInspector, PerRendererData]
+ floatProperty4_PerRenderer("property4", Float) = 4.0
+ vectorProperty("property5", Vector) = (5.1,5.2,5.3,5.4)
+ }
+
+ SubShader
+ {
+ Pass
+ {
+ HLSLPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ float4 vert() : SV_POSITION
+ {
+ return (float4)0;
+ }
+
+ float4 frag(float4 i : SV_POSITION) : SV_Target
+ {
+ return (float4)0;
+ }
+ ENDHLSL
+ }
+ }
+}
diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/testShader0.shader.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/testShader0.shader.meta
new file mode 100644
index 00000000000..5f13fdae179
--- /dev/null
+++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/testShader0.shader.meta
@@ -0,0 +1,10 @@
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+guid: bd01ba2cb211e124f9a59e2935a7fdd0
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ preprocessorOverride: 0
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/34_ShaderGraphGeneration.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/34_ShaderGraphGeneration.shadergraph
new file mode 100644
index 00000000000..fc6ebfbfa01
--- /dev/null
+++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/34_ShaderGraphGeneration.shadergraph
@@ -0,0 +1,1739 @@
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diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/35_ShaderGraphGenerationFTP/Misc/GlobalVFXProperty.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/35_ShaderGraphGenerationFTP/Misc/GlobalVFXProperty.cs
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index 00000000000..98b52775afb
--- /dev/null
+++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/35_ShaderGraphGenerationFTP/Misc/GlobalVFXProperty.cs
@@ -0,0 +1,17 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+[ExecuteAlways]
+public class GlobalVFXProperty : MonoBehaviour
+{
+
+ public string globalVarName = "_VFXGlobalColor";
+ public Color color = Color.white;
+
+ // Update is called once per frame
+ void Update()
+ {
+ Shader.SetGlobalColor(globalVarName, color);
+ }
+}
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+++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/35_ShaderGraphGenerationFTP/Shaders/SG_Space_Object.shadergraph
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diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/35_ShaderGraphGenerationFTP/VFX/VFX - VertexRotation.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/35_ShaderGraphGenerationFTP/VFX/VFX - VertexRotation.vfx.meta
new file mode 100644
index 00000000000..0e566222aa1
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diff --git a/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset b/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset
index 17f8992bf68..4abc62fe104 100644
--- a/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset
+++ b/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset
@@ -251,4 +251,7 @@ EditorBuildSettings:
- enabled: 1
path: Assets/AllTests/VFXTests/GraphicsTests/33_LightProbe.unity
guid: d3f8710940444f14c9f69cf044a9b0ef
+ - enabled: 1
+ path: Assets/AllTests/VFXTests/GraphicsTests/35_ShaderGraphGenerationFTP.unity
+ guid: da06c943b1328a748a471abe815ea9f6
m_configObjects: {}
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-eye.md b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-eye.md
index 1ec95646dfe..e780123525f 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-eye.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-eye.md
@@ -147,3 +147,12 @@ Depending on the [Graph Settings](#graph-settings) you use, Shader Graph can add
[!include[](snippets/shader-properties/advanced-options/support-lod-crossfade.md)]
[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)]
+
+### Other top level settings
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/support-vfx-graph.md)]
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-lit.md b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-lit.md
index 301eea264f1..a50f4753b53 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-lit.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-lit.md
@@ -173,3 +173,13 @@ This set of settings only appears if you set **Surface Type** to **Transparent**
[!include[](snippets/shader-properties/advanced-options/support-lod-crossfade.md)]
[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)]
+
+### Other top level settings
+
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/support-vfx-graph.md)]
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-stacklit.md b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-stacklit.md
index 0d35b35a719..f0782a20b0e 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-stacklit.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-stacklit.md
@@ -191,3 +191,13 @@ This set of settings only appears if you set **Surface Type** to **Transparent**
[!include[](snippets/shader-properties/advanced-options/support-lod-crossfade.md)]
[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)]
+
+### Other top level settings
+
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/support-vfx-graph.md)]
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-unlit.md b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-unlit.md
index f49e9a6c8e5..57f886d733c 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-unlit.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-unlit.md
@@ -140,3 +140,13 @@ This set of settings only appears if you set **Surface Type** to **Transparent**
[!include[](snippets/shader-properties/advanced-options/support-lod-crossfade.md)]
[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)]
+
+### Other top level settings
+
+
+
+Property |
+Description |
+
+[!include[](snippets/shader-properties/support-vfx-graph.md)]
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/support-vfx-graph.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/support-vfx-graph.md
new file mode 100644
index 00000000000..ee28dc0cb8b
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/support-vfx-graph.md
@@ -0,0 +1,6 @@
+
+**Support VFX Graph** |
+
+Indicates whether this Shader Graph supports the Visual Effect Graph. If you enable this property, output contexts can use this Shader Graph to render particles. The internal setup that Shader Graph does to support visual effects happens when Unity imports the Shader Graph. This means that if you enable this property, but don't use the Shader Graph in a visual effect, there is no impact on performance. It only affects the Shader Graph import time.
+ |
+
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs
index 87d24401d0c..000fd651a19 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs
@@ -280,22 +280,32 @@ RenderStateCollection GenerateRenderState()
FieldCollection GenerateRequiredFields()
{
- return new FieldCollection()
+ if (supportLighting)
{
- HDStructFields.AttributesMesh.normalOS,
- HDStructFields.AttributesMesh.tangentOS,
- HDStructFields.AttributesMesh.uv0,
- HDStructFields.AttributesMesh.uv1,
- HDStructFields.AttributesMesh.color,
- HDStructFields.AttributesMesh.uv2,
- HDStructFields.AttributesMesh.uv3,
- HDStructFields.FragInputs.tangentToWorld,
- HDStructFields.FragInputs.positionRWS,
- HDStructFields.FragInputs.texCoord1,
- HDStructFields.FragInputs.texCoord2,
- HDStructFields.FragInputs.texCoord3,
- HDStructFields.FragInputs.color,
- };
+ return new FieldCollection()
+ {
+ HDStructFields.AttributesMesh.normalOS,
+ HDStructFields.AttributesMesh.tangentOS,
+ HDStructFields.AttributesMesh.uv0,
+ HDStructFields.AttributesMesh.uv1,
+ HDStructFields.AttributesMesh.color,
+ HDStructFields.AttributesMesh.uv2,
+ HDStructFields.AttributesMesh.uv3,
+ HDStructFields.FragInputs.tangentToWorld,
+ HDStructFields.FragInputs.positionRWS,
+ HDStructFields.FragInputs.texCoord1,
+ HDStructFields.FragInputs.texCoord2,
+ HDStructFields.FragInputs.texCoord3,
+ HDStructFields.FragInputs.color,
+ };
+ }
+ else
+ {
+ return new FieldCollection()
+ {
+ HDStructFields.FragInputs.positionRWS,
+ };
+ }
}
IncludeCollection GenerateIncludes()
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDStructFields.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDStructFields.cs
index af48930ec56..b31adb67495 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDStructFields.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDStructFields.cs
@@ -55,6 +55,15 @@ public struct VaryingsMeshToPS
public static FieldDescriptor instanceID = new FieldDescriptor(VaryingsMeshToPS.name, "instanceID", "", ShaderValueType.Uint,
"CUSTOM_INSTANCE_ID", "UNITY_ANY_INSTANCING_ENABLED");
// Note: we don't generate cullFace here as it is always present in VertMesh.hlsl
+
+ // VFX
+ public static FieldDescriptor worldToElement0 = new FieldDescriptor(VaryingsMeshToPS.name, "worldToElement0", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation");
+ public static FieldDescriptor worldToElement1 = new FieldDescriptor(VaryingsMeshToPS.name, "worldToElement1", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation");
+ public static FieldDescriptor worldToElement2 = new FieldDescriptor(VaryingsMeshToPS.name, "worldToElement2", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation");
+
+ public static FieldDescriptor elementToWorld0 = new FieldDescriptor(VaryingsMeshToPS.name, "elementToWorld0", "VARYINGS_NEED_ELEMENT_TO_WORLD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation");
+ public static FieldDescriptor elementToWorld1 = new FieldDescriptor(VaryingsMeshToPS.name, "elementToWorld1", "VARYINGS_NEED_ELEMENT_TO_WORLD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation");
+ public static FieldDescriptor elementToWorld2 = new FieldDescriptor(VaryingsMeshToPS.name, "elementToWorld2", "VARYINGS_NEED_ELEMENT_TO_WORLD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation");
}
public struct VaryingsMeshToDS
@@ -99,6 +108,10 @@ public struct FragInputs
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor IsFrontFace = new FieldDescriptor(FragInputs.name, "isFrontFace", "", ShaderValueType.Boolean,
subscriptOptions: StructFieldOptions.Optional);
+
+ // VFX
+ public static FieldDescriptor worldToElement = new FieldDescriptor(FragInputs.name, "worldToElement", "", ShaderValueType.Matrix4, subscriptOptions: StructFieldOptions.Optional);
+ public static FieldDescriptor elementToWorld = new FieldDescriptor(FragInputs.name, "elementToWorld", "", ShaderValueType.Matrix4, subscriptOptions: StructFieldOptions.Optional);
}
}
}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDSubTarget.cs
index 855b733f434..7708b9020c4 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDSubTarget.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDSubTarget.cs
@@ -8,13 +8,14 @@
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Legacy;
using UnityEditor.Rendering.HighDefinition.ShaderGraph.Legacy;
+using UnityEditor.VFX;
using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties;
using static UnityEditor.Rendering.HighDefinition.HDShaderUtils;
namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
{
abstract class HDSubTarget : SubTarget, IHasMetadata,
- IRequiresData, IVersionable
+ IRequiresData, IVersionable, IRequireVFXContext
{
SystemData m_SystemData;
protected bool m_MigrateFromOldCrossPipelineSG; // Use only for the migration to shader stack architecture
@@ -34,6 +35,11 @@ public SystemData systemData
set => m_SystemData = value;
}
+ // VFX Properties
+ protected VFXContext m_ContextVFX = null;
+ protected VFXContextCompiledData m_ContextDataVFX;
+ protected bool TargetsVFX() => m_ContextVFX != null;
+
protected virtual int ComputeMaterialNeedsUpdateHash() => 0;
public override bool IsActive() => true;
@@ -91,8 +97,9 @@ public override void Setup(ref TargetSetupContext context)
{
context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency);
context.AddAssetDependency(subTargetAssetGuid, AssetCollection.Flags.SourceDependency);
+ var inspector = TargetsVFX() ? VFXHDRPSubTarget.Inspector : customInspector;
if (!context.HasCustomEditorForRenderPipeline(typeof(HDRenderPipelineAsset)))
- context.AddCustomEditorForRenderPipeline(customInspector, typeof(HDRenderPipelineAsset));
+ context.AddCustomEditorForRenderPipeline(inspector, typeof(HDRenderPipelineAsset));
if (migrationSteps.Migrate(this))
OnBeforeSerialize();
@@ -119,6 +126,9 @@ public override void Setup(ref TargetSetupContext context)
protected SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subShaderDescriptor)
{
+ if (TargetsVFX())
+ subShaderDescriptor = VFXSubTarget.PostProcessSubShader(subShaderDescriptor, m_ContextVFX, m_ContextDataVFX);
+
if (String.IsNullOrEmpty(subShaderDescriptor.pipelineTag))
subShaderDescriptor.pipelineTag = HDRenderPipeline.k_ShaderTagName;
@@ -176,8 +186,27 @@ protected SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subShader
// Set default values for HDRP "surface" passes:
if (passDescriptor.structs == null)
passDescriptor.structs = CoreStructCollections.Default;
+
if (passDescriptor.fieldDependencies == null)
- passDescriptor.fieldDependencies = CoreFieldDependencies.Default;
+ {
+ if (TargetsVFX())
+ passDescriptor.fieldDependencies = new DependencyCollection()
+ {
+ CoreFieldDependencies.Default,
+ VFXHDRPSubTarget.ElementSpaceDependencies
+ };
+ else
+ passDescriptor.fieldDependencies = CoreFieldDependencies.Default;
+ }
+ else if (TargetsVFX())
+ {
+ var fieldDependencies = passDescriptor.fieldDependencies;
+ passDescriptor.fieldDependencies = new DependencyCollection()
+ {
+ fieldDependencies,
+ VFXHDRPSubTarget.ElementSpaceDependencies
+ };
+ }
finalPasses.Add(passDescriptor, passes[i].fieldConditions);
}
@@ -193,7 +222,11 @@ public override void GetFields(ref TargetFieldContext context)
{
// Common properties between all HD master nodes
// Dots
- context.AddField(HDFields.DotsInstancing, systemData.dotsInstancing);
+ context.AddField(HDFields.DotsInstancing, systemData.dotsInstancing);
+
+ // VFX Setup
+ if (TargetsVFX())
+ VFXSubTarget.GetFields(ref context, m_ContextVFX);
}
protected abstract IEnumerable EnumerateSubShaders();
@@ -219,5 +252,11 @@ public override object saveContext
return new HDSaveContext { updateMaterials = needsUpdate };
}
}
+
+ public void ConfigureContextData(VFXContext context, VFXContextCompiledData data)
+ {
+ m_ContextVFX = context;
+ m_ContextDataVFX = data;
+ }
}
}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs
index 56b57b518ea..21c0d585e59 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs
@@ -11,6 +11,7 @@
using UnityEditor.UIElements;
using UnityEditor.ShaderGraph.Serialization;
using UnityEditor.ShaderGraph.Legacy;
+using UnityEditor.VFX;
namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
{
@@ -44,7 +45,7 @@ enum SpecularOcclusionMode
Custom
}
- sealed class HDTarget : Target, IHasMetadata, ILegacyTarget
+ sealed class HDTarget : Target, IHasMetadata, ILegacyTarget, IMaySupportVFX, IRequireVFXContext
{
// Constants
static readonly GUID kSourceCodeGuid = new GUID("61d9843d4027e3e4a924953135f76f3c"); // HDTarget.cs
@@ -57,6 +58,7 @@ sealed class HDTarget : Target, IHasMetadata, ILegacyTarget
// View
PopupField m_SubTargetField;
TextField m_CustomGUIField;
+ Toggle m_SupportVFXToggle;
[SerializeField]
JsonData m_ActiveSubTarget;
@@ -67,6 +69,15 @@ sealed class HDTarget : Target, IHasMetadata, ILegacyTarget
[SerializeField]
string m_CustomEditorGUI;
+ [SerializeField]
+ bool m_SupportVFX;
+
+ private static readonly List m_IncompatibleVFXSubTargets = new List
+ {
+ // Currently there is not support for VFX decals via HDRP master node.
+ typeof(DecalSubTarget)
+ };
+
internal override bool ignoreCustomInterpolators => false;
internal override int padCustomInterpolatorLimit => 8;
@@ -182,6 +193,23 @@ public override void GetPropertiesGUI(ref TargetPropertyGUIContext context, Acti
});
context.AddProperty("Custom Editor GUI", m_CustomGUIField, (evt) => {});
+ if (VFXViewPreference.generateOutputContextWithShaderGraph)
+ {
+ // VFX Support
+ if (m_IncompatibleVFXSubTargets.Contains(m_ActiveSubTarget.value.GetType()))
+ context.AddHelpBox(MessageType.Info, $"The {m_ActiveSubTarget.value.displayName} target does not support VFX Graph.");
+ else
+ {
+ m_SupportVFXToggle = new Toggle("") { value = m_SupportVFX };
+ const string k_VFXToggleTooltip = "When enabled, this shader can be assigned to a compatible Visual Effect Graph output.";
+ context.AddProperty("Support VFX Graph", k_VFXToggleTooltip, 0, m_SupportVFXToggle, (evt) =>
+ {
+ m_SupportVFX = m_SupportVFXToggle.value;
+ onChange();
+ });
+ }
+ }
+
context.globalIndentLevel--;
}
@@ -337,6 +365,25 @@ public override bool WorksWithSRP(RenderPipelineAsset scriptableRenderPipeline)
{
return scriptableRenderPipeline?.GetType() == typeof(HDRenderPipelineAsset);
}
+
+ public bool SupportsVFX()
+ {
+ if (m_ActiveSubTarget.value == null)
+ return false;
+
+ if (m_IncompatibleVFXSubTargets.Contains(m_ActiveSubTarget.value.GetType()))
+ return false;
+
+ return m_SupportVFX;
+ }
+
+ public void ConfigureContextData(VFXContext context, VFXContextCompiledData data)
+ {
+ if (!(m_ActiveSubTarget.value is IRequireVFXContext vfxSubtarget))
+ return;
+
+ vfxSubtarget.ConfigureContextData(context, data);
+ }
}
#region BlockMasks
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceSubTarget.cs
index 94756c5671c..8ca6fc0661a 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceSubTarget.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceSubTarget.cs
@@ -8,6 +8,7 @@
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Legacy;
using UnityEditor.Rendering.HighDefinition.ShaderGraph.Legacy;
+using UnityEditor.VFX;
using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties;
using static UnityEditor.Rendering.HighDefinition.HDShaderUtils;
@@ -60,8 +61,13 @@ public override void Setup(ref TargetSetupContext context)
protected override IEnumerable EnumerateSubShaders()
{
yield return PostProcessSubShader(GetSubShaderDescriptor());
- if (supportRaytracing || supportPathtracing)
- yield return PostProcessSubShader(GetRaytracingSubShaderDescriptor());
+
+ // Always omit DXR SubShader for VFX until DXR support is added.
+ if (!TargetsVFX())
+ {
+ if (supportRaytracing || supportPathtracing)
+ yield return PostProcessSubShader(GetRaytracingSubShaderDescriptor());
+ }
}
protected virtual SubShaderDescriptor GetSubShaderDescriptor()
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/TargetData/SystemData.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/TargetData/SystemData.cs
index c104e8c570c..7b26e0f09ed 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/TargetData/SystemData.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/TargetData/SystemData.cs
@@ -134,7 +134,6 @@ public bool firstTimeMigrationExecuted
set => m_FirstTimeMigrationExecuted = value;
}
-
[SerializeField]
internal int inspectorFoldoutMask;
}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPass.template
index 59f7e25848b..a1ac6adf633 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPass.template
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPass.template
@@ -28,6 +28,16 @@ Pass
// allowing for FragInputs to capture CI's intended for ShaderGraph's SDI.
$splice(CustomInterpolatorPreInclude)
+ $features.graphVFX: #define HAVE_VFX_MODIFICATION
+
+ // TODO: Merge FragInputsVFX substruct with CustomInterpolators.
+ #ifdef HAVE_VFX_MODIFICATION
+ struct FragInputsVFX
+ {
+ $splice(FragInputsVFX)
+ };
+ #endif
+
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
@@ -55,6 +65,8 @@ Pass
$VaryingsMeshToPS.texCoord2: #define VARYINGS_NEED_TEXCOORD2
$VaryingsMeshToPS.texCoord3: #define VARYINGS_NEED_TEXCOORD3
$VaryingsMeshToPS.color: #define VARYINGS_NEED_COLOR
+ $VaryingsMeshToPS.elementToWorld0: #define VARYINGS_NEED_ELEMENT_TO_WORLD
+ $VaryingsMeshToPS.worldToElement0: #define VARYINGS_NEED_WORLD_TO_ELEMENT
$features.graphVertex: #define HAVE_MESH_MODIFICATION
@@ -67,7 +79,7 @@ Pass
// The ShaderGraph don't support correctly migration of this node as it serialize all the node data
// in the json file making it impossible to uprgrade. Until we get a fix, we do a workaround here
// to still allow us to rename the field and keyword of this node without breaking existing code.
- #ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
+ #ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
@@ -174,6 +186,7 @@ Pass
// --------------------------------------------------
// Build Graph Inputs
+ $features.graphVFX: $include("VFX/Config.template.hlsl")
$features.graphVertex: $include("VertexAnimation.template.hlsl")
$features.graphPixel: $include("SharedCode.template.hlsl")
@@ -205,7 +218,17 @@ Pass
#endif // SHADER_UNLIT
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
+
+ #if defined(HAVE_VFX_MODIFICATION)
+ GraphProperties properties;
+ ZERO_INITIALIZE(GraphProperties, properties);
+
+ GetElementPixelProperties(fragInputs, properties);
+
+ SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
+ #else
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
+ #endif
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
@@ -298,5 +321,12 @@ Pass
$splice(PostGraphIncludes)
+ // --------------------------------------------------
+ // Visual Effect Vertex Invocations
+
+ #ifdef HAVE_VFX_MODIFICATION
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl"
+ #endif
+
ENDHLSL
}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/SharedCode.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/SharedCode.template.hlsl
index 26cf99c7488..31c8be1a0aa 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/SharedCode.template.hlsl
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/SharedCode.template.hlsl
@@ -17,6 +17,14 @@ FragInputs BuildFragInputs(VaryingsMeshToPS input)
$FragInputs.texCoord3: output.texCoord3 = input.texCoord3;
$FragInputs.color: output.color = input.color;
+ #ifdef HAVE_VFX_MODIFICATION
+ // FragInputs from VFX come from two places: Interpolator or CBuffer.
+ $splice(VFXSetFragInputs)
+
+ $FragInputs.elementToWorld: BuildElementToWorld(input);
+ $FragInputs.worldToElement: BuildWorldToElement(input);
+ #endif
+
// splice point to copy custom interpolator fields from varyings to frag inputs
$splice(CustomInterpolatorVaryingsToFragInputs)
@@ -32,7 +40,7 @@ SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input,
#if defined(SHADER_STAGE_RAY_TRACING)
$SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) ObjectToWorld3x4());
#else
- $SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M); // transposed multiplication by inverse matrix to handle normal scale
+ $SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale
#endif
$SurfaceDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_I_V); // transposed multiplication by inverse matrix to handle normal scale
$SurfaceDescriptionInputs.TangentSpaceNormal: output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX.meta
new file mode 100644
index 00000000000..8c65870141f
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 5b5e8b1b32dc4972a442db4a1cc5d204
+timeCreated: 1612896415
\ No newline at end of file
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/Config.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/Config.template.hlsl
new file mode 100644
index 00000000000..4d8ff82375f
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/Config.template.hlsl
@@ -0,0 +1,291 @@
+$splice(VFXDefineSpace)
+
+$splice(VFXDefines)
+
+#define NULL_GEOMETRY_INPUT defined(HAVE_VFX_PLANAR_PRIMITIVE)
+
+// Explicitly defined here for now (similar to how it was done in the previous VFX code-gen)
+#define HAS_ATTRIBUTES 1
+
+#if HAS_STRIPS
+// VFX has some internal functions for strips that assume the generically named "Attributes" struct as input.
+// For now, override it. TODO: Improve the generic struct name for VFX shader library.
+#define Attributes InternalAttributesElement
+#endif
+
+#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)
+#if HAS_STRIPS
+#define VFX_OPTIONAL_INTERPOLATION
+#else//
+#define VFX_OPTIONAL_INTERPOLATION nointerpolation
+#endif
+
+ByteAddressBuffer attributeBuffer;
+
+#if VFX_HAS_INDIRECT_DRAW
+StructuredBuffer indirectBuffer;
+#endif
+
+#if USE_DEAD_LIST_COUNT
+ByteAddressBuffer deadListCount;
+#endif
+
+#if HAS_STRIPS
+Buffer stripDataBuffer;
+#endif
+
+#if VFX_FEATURE_MOTION_VECTORS_FORWARD || USE_MOTION_VECTORS_PASS
+ByteAddressBuffer elementToVFXBufferPrevious;
+#endif
+
+CBUFFER_START(outputParams)
+ float nbMax;
+ float systemSeed;
+CBUFFER_END
+
+// Helper macros to always use a valid instanceID
+#if defined(UNITY_STEREO_INSTANCING_ENABLED)
+ #define VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
+ #define VFX_GET_INSTANCE_ID(i) unity_InstanceID
+#else
+ #define VFX_DECLARE_INSTANCE_ID uint instanceID : SV_InstanceID;
+ #define VFX_GET_INSTANCE_ID(i) input.instanceID
+#endif
+
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl"
+#include "Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl"
+
+$splice(VFXParameterBuffer)
+
+$splice(VFXGeneratedBlockFunction)
+
+struct AttributesElement
+{
+ uint index;
+
+ // Internal attributes sub-struct used by VFX code-gen property mapping.
+ InternalAttributesElement attributes;
+
+ // Additional attribute information for particle strips.
+#if HAS_STRIPS
+ uint relativeIndexInStrip;
+ StripData stripData;
+#endif
+};
+
+bool ShouldCullElement(uint index)
+{
+ uint deadCount = 0;
+#if USE_DEAD_LIST_COUNT
+ deadCount = deadListCount.Load(0);
+#endif
+ return (index >= asuint(nbMax) - deadCount);
+}
+
+float3 GetElementSize(InternalAttributesElement attributes)
+{
+ float3 size3 = float3(attributes.size,attributes.size,attributes.size);
+
+ // TODO: Currently these do not get defined/generated.
+#if VFX_USE_SCALEX_CURRENT
+ size3.x *= attributes.scaleX;
+#endif
+#if VFX_USE_SCALEY_CURRENT
+ size3.y *= attributes.scaleY;
+#endif
+#if VFX_USE_SCALEZ_CURRENT
+ size3.z *= attributes.scaleZ;
+#endif
+
+#if HAS_STRIPS
+ // Add an epsilon so that size is never 0 for strips
+ size3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON;
+#endif
+
+ return size3;
+}
+
+#if HAS_STRIPS
+#define PARTICLE_IN_EDGE (id & 1)
+float3 GetParticlePosition(uint index)
+{
+ InternalAttributesElement attributes;
+ ZERO_INITIALIZE(InternalAttributesElement, attributes);
+
+ // Here we have to explicitly splice in the position (ShaderGraph splice system lacks regex support etc. :(, unlike VFX's).
+ $splice(VFXLoadPositionAttribute)
+
+ return attributes.position;
+}
+
+float3 GetStripTangent(float3 currentPos, uint relativeIndex, const StripData stripData)
+{
+ float3 prevTangent = (float3)0.0f;
+ if (relativeIndex > 0)
+ {
+ uint prevIndex = GetParticleIndex(relativeIndex - 1,stripData);
+ prevTangent = normalize(currentPos - GetParticlePosition(prevIndex));
+ }
+
+ float3 nextTangent = (float3)0.0f;
+ if (relativeIndex < stripData.nextIndex - 1)
+ {
+ uint nextIndex = GetParticleIndex(relativeIndex + 1,stripData);
+ nextTangent = normalize(GetParticlePosition(nextIndex) - currentPos);
+ }
+
+ return normalize(prevTangent + nextTangent);
+}
+#endif
+
+void GetElementData(inout AttributesElement element)
+{
+ uint index = element.index;
+
+ InternalAttributesElement attributes;
+ ZERO_INITIALIZE(InternalAttributesElement, attributes);
+
+ $splice(VFXLoadAttribute)
+
+ #if HAS_STRIPS
+ const StripData stripData = element.stripData;
+ const uint relativeIndexInStrip = element.relativeIndexInStrip;
+ InitStripAttributes(index, attributes, element.stripData);
+ #endif
+
+ $splice(VFXProcessBlocks)
+
+ element.attributes = attributes;
+}
+
+// Configure the output type-spcific mesh definition and index calculation for the rest of the element data.
+$OutputType.Mesh: $include("VFX/ConfigMesh.template.hlsl")
+$OutputType.PlanarPrimitive: $include("VFX/ConfigPlanarPrimitive.template.hlsl")
+
+// Loads the element-specific attribute data, as well as fills any interpolator.
+#define VaryingsMeshType VaryingsMeshToPS
+
+bool GetInterpolatorAndElementData(inout VaryingsMeshType output, inout AttributesElement element)
+{
+ GetElementData(element);
+
+ InternalAttributesElement attributes = element.attributes;
+
+ #if !HAS_STRIPS
+ if (!attributes.alive)
+ return false;
+ #endif
+
+ $splice(VFXInterpolantsGeneration)
+
+ return true;
+}
+
+// Reconstruct the VFX/World to Element matrix provided by interpolator.
+void BuildWorldToElement(VaryingsMeshType input)
+{
+#ifdef VARYINGS_NEED_WORLD_TO_ELEMENT
+ worldToElement[0] = input.worldToElement0;
+ worldToElement[1] = input.worldToElement1;
+ worldToElement[2] = input.worldToElement2;
+ worldToElement[3] = float4(0,0,0,1);
+#endif
+}
+
+void BuildElementToWorld(VaryingsMeshType input)
+{
+#ifdef VARYINGS_NEED_ELEMENT_TO_WORLD
+ elementToWorld[0] = input.elementToWorld0;
+ elementToWorld[1] = input.elementToWorld1;
+ elementToWorld[2] = input.elementToWorld2;
+ elementToWorld[3] = float4(0,0,0,1);
+#endif
+}
+
+void SetupVFXMatrices(AttributesElement element, inout VaryingsMeshType output)
+{
+ // Due to a very stubborn compiler bug we cannot refer directly to the redefined UNITY_MATRIX_M / UNITY_MATRIX_I_M here, due to a rare case where the matrix alias
+ // is potentially still the constant object matrices (thus complaining about l-value specifying const object). Note even judicious use of preprocessors seems to
+ // fix it, so we instead we directly refer to the static matrices.
+
+ // Element -> World
+ elementToWorld = GetElementToVFXMatrix(
+ element.attributes.axisX,
+ element.attributes.axisY,
+ element.attributes.axisZ,
+ float3(element.attributes.angleX, element.attributes.angleY, element.attributes.angleZ),
+ float3(element.attributes.pivotX, element.attributes.pivotY, element.attributes.pivotZ),
+ GetElementSize(element.attributes),
+ element.attributes.position);
+
+#if VFX_LOCAL_SPACE
+ elementToWorld = mul(ApplyCameraTranslationToMatrix(GetRawUnityObjectToWorld()), elementToWorld);
+#else
+ elementToWorld = ApplyCameraTranslationToMatrix(elementToWorld);
+#endif
+
+ // World -> Element
+ worldToElement = GetVFXToElementMatrix(
+ element.attributes.axisX,
+ element.attributes.axisY,
+ element.attributes.axisZ,
+ float3(element.attributes.angleX,element.attributes.angleY,element.attributes.angleZ),
+ float3(element.attributes.pivotX,element.attributes.pivotY,element.attributes.pivotZ),
+ GetElementSize(element.attributes),
+ element.attributes.position
+ );
+
+#if VFX_LOCAL_SPACE
+ worldToElement = mul(worldToElement, ApplyCameraTranslationToInverseMatrix(GetRawUnityWorldToObject()));
+#else
+ worldToElement = ApplyCameraTranslationToInverseMatrix(worldToElement);
+#endif
+
+ // Pack matrices into interpolator if requested by any node.
+#ifdef VARYINGS_NEED_ELEMENT_TO_WORLD
+ output.elementToWorld0 = elementToWorld[0];
+ output.elementToWorld1 = elementToWorld[1];
+ output.elementToWorld2 = elementToWorld[2];
+#endif
+
+#ifdef VARYINGS_NEED_WORLD_TO_ELEMENT
+ output.worldToElement0 = worldToElement[0];
+ output.worldToElement1 = worldToElement[1];
+ output.worldToElement2 = worldToElement[2];
+#endif
+}
+
+AttributesMesh TransformMeshToPreviousElement(AttributesMesh input, AttributesElement element)
+{
+#if VFX_FEATURE_MOTION_VECTORS_FORWARD || USE_MOTION_VECTORS_PASS
+ uint elementToVFXBaseIndex = element.index * 13;
+ uint previousFrameIndex = elementToVFXBufferPrevious.Load(elementToVFXBaseIndex++ << 2);
+
+ float4x4 previousElementToVFX = (float4x4)0;
+ previousElementToVFX[3] = float4(0,0,0,1);
+
+ UNITY_UNROLL
+ for (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)
+ {
+ uint4 read = elementToVFXBufferPrevious.Load4((elementToVFXBaseIndex + itIndexMatrixRow * 4) << 2);
+ previousElementToVFX[itIndexMatrixRow] = asfloat(read);
+ }
+
+ input.positionOS = mul(previousElementToVFX, float4(input.positionOS, 1.0f)).xyz;
+#endif//WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS
+
+ return input;
+}
+
+// Vertex + Pixel Graph Properties Generation
+void GetElementVertexProperties(AttributesElement element, inout GraphProperties properties)
+{
+ InternalAttributesElement attributes = element.attributes;
+ $splice(VFXVertexPropertiesGeneration)
+ $splice(VFXVertexPropertiesAssign)
+}
+
+void GetElementPixelProperties(FragInputs fragInputs, inout GraphProperties properties)
+{
+ $splice(VFXPixelPropertiesAssign)
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/Config.template.hlsl.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/Config.template.hlsl.meta
new file mode 100644
index 00000000000..72da7b48e9b
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/Config.template.hlsl.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 28699faedeb84bef90a49a93ed15fd46
+timeCreated: 1612135910
\ No newline at end of file
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigMesh.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigMesh.template.hlsl
new file mode 100644
index 00000000000..265c6b6ace8
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigMesh.template.hlsl
@@ -0,0 +1,18 @@
+// Output Type: Mesh
+
+bool GetMeshAndElementIndex(inout AttributesMesh input, inout AttributesElement element)
+{
+ uint index = VFX_GET_INSTANCE_ID(input);;
+
+ if (ShouldCullElement(index))
+ return false;
+
+ #if VFX_HAS_INDIRECT_DRAW
+ index = indirectBuffer[index];
+ #endif
+
+ element.index = index;
+
+ // Mesh requires no preliminary configuration.
+ return true;
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigMesh.template.hlsl.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigMesh.template.hlsl.meta
new file mode 100644
index 00000000000..42006d48916
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigMesh.template.hlsl.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 6b718b7648b744fcac09abc997a7a27b
+timeCreated: 1612897173
\ No newline at end of file
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigPlanarPrimitive.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigPlanarPrimitive.template.hlsl
new file mode 100644
index 00000000000..3ef48030788
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigPlanarPrimitive.template.hlsl
@@ -0,0 +1,126 @@
+// Output Type: Planar Primitive (Triangle, Quad, Octagon)
+
+#if defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)
+#error VFX_PRIMITIVE_QUAD must be defined when HAS_STRIPS is.
+#endif
+
+#define VFX_NON_UNIFORM_SCALE VFX_LOCAL_SPACE
+
+#define HAVE_VFX_PLANAR_PRIMITIVE
+
+bool GetMeshAndElementIndex(inout AttributesMesh input, inout AttributesElement element)
+{
+ uint id = input.vertexID;
+
+ // Index Setup
+ uint index = 0;
+ #if VFX_PRIMITIVE_TRIANGLE
+ index = id / 3;
+ #elif VFX_PRIMITIVE_QUAD
+ #if HAS_STRIPS
+ id += VFX_GET_INSTANCE_ID(i) * 8192;
+ const uint vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;
+ const StripData stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);
+ uint relativeIndexInStrip = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index of particle
+
+ uint maxEdgeIndex = relativeIndexInStrip - PARTICLE_IN_EDGE + 1;
+
+ if (maxEdgeIndex >= stripData.nextIndex)
+ return false;
+
+ element.stripData = stripData;
+ element.relativeIndexInStrip = relativeIndexInStrip;
+
+ index = GetParticleIndex(relativeIndexInStrip, stripData);
+ #else
+ index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;
+ #endif
+ #elif VFX_PRIMITIVE_OCTAGON
+ index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;
+ #endif
+
+ if (ShouldCullElement(index))
+ return false;
+
+ #if VFX_HAS_INDIRECT_DRAW
+ index = indirectBuffer[index];
+ #endif
+
+ element.index = index;
+
+ // Configure planar Primitive
+ float4 uv = 0;
+
+ #if VFX_PRIMITIVE_QUAD
+ #if HAS_STRIPS
+ #if VFX_STRIPS_UV_STRECHED
+ uv.x = (float)(relativeIndexInStrip) / (stripData.nextIndex - 1);
+ #elif VFX_STRIPS_UV_PER_SEGMENT
+ uv.x = PARTICLE_IN_EDGE;
+ #else
+ GetElementData(element);
+ const InternalAttributesElement attributes = element.attributes;
+ $splice(VFXLoadTexcoordParameter)
+ uv.x = texCoord;
+ #endif
+
+ uv.y = float((id & 2) >> 1);
+ const float2 vOffsets = float2(0.0f, uv.y - 0.5f);
+
+ #if VFX_STRIPS_SWAP_UV
+ uv.xy = float2(1.0f - uv.y, uv.x);
+ #endif
+
+ #else
+ uv.x = float(id & 1);
+ uv.y = float((id & 2) >> 1);
+ const float2 vOffsets = uv.xy - 0.5f;
+ #endif
+ #elif VFX_PRIMITIVE_TRIANGLE
+ const float2 kOffsets[] = {
+ float2(-0.5f, -0.288675129413604736328125f),
+ float2(0.0f, 0.57735025882720947265625f),
+ float2(0.5f, -0.288675129413604736328125f),
+ };
+
+ const float kUVScale = 0.866025388240814208984375f;
+
+ const float2 vOffsets = kOffsets[id % 3];
+ uv.xy = (vOffsets * kUVScale) + 0.5f;
+ #elif VFX_PRIMITIVE_OCTAGON
+ const float2 kUvs[8] =
+ {
+ float2(-0.5f, 0.0f),
+ float2(-0.5f, 0.5f),
+ float2(0.0f, 0.5f),
+ float2(0.5f, 0.5f),
+ float2(0.5f, 0.0f),
+ float2(0.5f, -0.5f),
+ float2(0.0f, -0.5f),
+ float2(-0.5f, -0.5f),
+ };
+
+ GetElementData(element);
+ const InternalAttributesElement attributes = element.attributes;
+
+ // Here we have to explicitly splice in the crop factor.
+ $splice(VFXLoadCropFactorParameter)
+
+ cropFactor = id & 1 ? 1.0f - cropFactor : 1.0f;
+ const float2 vOffsets = kUvs[id & 7] * cropFactor;
+ uv.xy = vOffsets + 0.5f;
+ #endif
+
+ input.positionOS = float3(vOffsets, 0.0);
+#ifdef ATTRIBUTES_NEED_NORMAL
+ input.normalOS = float3(0, 0, -1);
+#endif
+#ifdef ATTRIBUTES_NEED_TANGENT
+ input.tangentOS = float4(1, 0, 0, 1);
+#endif
+#ifdef ATTRIBUTES_NEED_TEXCOORD0
+ input.uv0 = uv;
+#endif
+
+ return true;
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigPlanarPrimitive.template.hlsl.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigPlanarPrimitive.template.hlsl.meta
new file mode 100644
index 00000000000..ce024627cb8
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigPlanarPrimitive.template.hlsl.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 7ce0a38660674c0583bc6103191bf4eb
+timeCreated: 1612901005
\ No newline at end of file
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VertexAnimation.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VertexAnimation.template.hlsl
index 6ed2271bf91..1568f12417f 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VertexAnimation.template.hlsl
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VertexAnimation.template.hlsl
@@ -39,15 +39,19 @@ VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh i
return output;
}
-// This is used for injecting the define below.
-$splice(CustomInterpolatorPreVertex)
+ // This is used for injecting the define below.
+ $splice(CustomInterpolatorPreVertex)
- AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters
+ AttributesMesh ApplyMeshModification(AttributesMesh input,
+ float3 timeParameters
#if defined(USE_CUSTOMINTERP_APPLYMESHMOD) // mirrored in VertMesh.hlsl and MotionVectorVertexShaderCommon.hlsl
// use ifdef via TESSELLATION_ON to use VaryingsMeshToDS (Domain varyings instead of pixel varyings) whenever SG is modified to support Tess.
, inout VaryingsMeshToPS varyings
+#endif
+#if defined(HAVE_VFX_MODIFICATION)
+ , AttributesElement element
#endif
)
{
@@ -57,7 +61,17 @@ $splice(CustomInterpolatorPreVertex)
$VertexDescriptionInputs.TimeParameters: vertexDescriptionInputs.TimeParameters = timeParameters;
// evaluate vertex graph
+#if defined(HAVE_VFX_MODIFICATION)
+ GraphProperties properties;
+ ZERO_INITIALIZE(GraphProperties, properties);
+
+ // Fetch the vertex graph properties for the particle instance.
+ GetElementVertexProperties(element, properties);
+
+ VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs, properties);
+#else
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
+#endif
// copy graph output to the results
$VertexDescription.Position: input.positionOS = vertexDescription.Position;
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/HDShaderGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/HDShaderGUI.cs
index 8db4266eac5..6f6e59c8101 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/HDShaderGUI.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/HDShaderGUI.cs
@@ -106,7 +106,7 @@ protected static void SynchronizeShaderGraphProperties(Material material)
{
var defaultProperties = new Material(material.shader);
foreach (var floatToSync in floatPropertiesToSynchronize)
- if (material.HasProperty(floatToSync))
+ if (material.HasProperty(floatToSync) && defaultProperties.HasProperty(floatToSync))
material.SetFloat(floatToSync, defaultProperties.GetFloat(floatToSync));
CoreUtils.Destroy(defaultProperties);
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs
index f231f8c5f51..c26a77de526 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs
@@ -8,6 +8,7 @@
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Legacy;
using UnityEditor.Rendering.HighDefinition.ShaderGraph.Legacy;
+using UnityEditor.VFX;
using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties;
using static UnityEditor.Rendering.HighDefinition.HDShaderUtils;
using static UnityEditor.Rendering.HighDefinition.HDFields;
@@ -77,6 +78,21 @@ protected override SubShaderDescriptor GetSubShaderDescriptor()
forwardUnlit.descriptor.includes.Add(CoreIncludes.kPunctualLightCommon, IncludeLocation.Pregraph, new FieldCondition(EnableShadowMatte, true));
forwardUnlit.descriptor.includes.Add(CoreIncludes.kHDShadowLoop, IncludeLocation.Pregraph, new FieldCondition(EnableShadowMatte, true));
+ if (unlitData.enableShadowMatte)
+ {
+ // Shadow matte requires world normal provided from constructed TBN.
+ var depthUnlit = descriptor.passes.FirstOrDefault(p => p.descriptor.lightMode == "DepthForwardOnly");
+ depthUnlit.descriptor.requiredFields.Add(HDStructFields.FragInputs.tangentToWorld);
+
+ if (TargetsVFX())
+ {
+ // VFX currently suffers from an issue where expressions that lead to particle to clip space computation must be exactly identical in both depth and forward pass.
+ // Thus we are forced to include TBN for forward pass otherwise the compiler induces potential reordering in transform computation,
+ // which introduces numerical error (and therefore z fighting)
+ forwardUnlit.descriptor.requiredFields.Add(HDStructFields.FragInputs.tangentToWorld);
+ }
+ }
+
return descriptor;
}
}
diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDShaderUtils.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDShaderUtils.cs
index 8c961fab108..5b0172050ec 100644
--- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDShaderUtils.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDShaderUtils.cs
@@ -70,7 +70,7 @@ internal enum ShaderID
{ ShaderID.SG_StackLit, LightingShaderGraphGUI.SetupLightingKeywordsAndPass },
{ ShaderID.SG_Decal, DecalShaderGraphGUI.SetupDecalKeywordsAndPass },
// no entry for ShaderID.SG_Decal
- // no entry for ShaderID.SG_Eye
+ { ShaderID.SG_Eye, LightingShaderGraphGUI.SetupLightingKeywordsAndPass }
};
///
@@ -83,13 +83,19 @@ internal enum ShaderID
/// False: unknown shader used in material
///
public static bool ResetMaterialKeywords(Material material)
+ {
+ var shaderID = GetShaderEnumFromShader(material.shader);
+ return ResetMaterialKeywords(material, shaderID);
+ }
+
+ internal static bool ResetMaterialKeywords(Material material, ShaderID shaderId)
{
MaterialResetter resetter;
// If we send a non HDRP material we don't throw an exception, the return type already handles errors.
try
{
- k_MaterialResetters.TryGetValue(GetShaderEnumFromShader(material.shader), out resetter);
+ k_MaterialResetters.TryGetValue(shaderId, out resetter);
}
catch
{
diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs
index 04418c633d5..fb01a47897e 100644
--- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs
@@ -44,6 +44,12 @@ public enum BaseColorMapMode
"TranslucentProperties",
};
+ protected bool GeneratesWithShaderGraph()
+ {
+ return GetOrRefreshShaderGraphObject() != null &&
+ GetOrRefreshShaderGraphObject().generatesWithShaderGraph;
+ }
+
[VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Header("Lighting"), Tooltip("Specifies the surface type of this output. Surface types determine how the particle will react to light.")]
protected MaterialType materialType = MaterialType.Standard;
diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXLitPlanarPrimitiveOutput.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXLitPlanarPrimitiveOutput.cs
index 68df6f2e837..3987b37fad6 100644
--- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXLitPlanarPrimitiveOutput.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXLitPlanarPrimitiveOutput.cs
@@ -31,7 +31,7 @@ protected override IEnumerable inputProperties
get
{
var properties = base.inputProperties;
- if (normalBending)
+ if (normalBending && !GeneratesWithShaderGraph())
properties = properties.Concat(PropertiesFromType("NormalBendingProperties"));
if (primitiveType == VFXPrimitiveType.Octagon)
properties = properties.Concat(PropertiesFromType(typeof(VFXPlanarPrimitiveHelper.OctagonInputProperties)));
@@ -73,7 +73,7 @@ protected override IEnumerable CollectGPUExpressions(IEnumer
foreach (var exp in base.CollectGPUExpressions(slotExpressions))
yield return exp;
- if (normalBending)
+ if (normalBending && !GeneratesWithShaderGraph())
yield return slotExpressions.First(o => o.name == "normalBendingFactor");
if (primitiveType == VFXPrimitiveType.Octagon)
yield return slotExpressions.First(o => o.name == "cropFactor");
@@ -86,7 +86,7 @@ public override IEnumerable additionalDefines
foreach (var d in base.additionalDefines)
yield return d;
- if (normalBending)
+ if (normalBending && !GeneratesWithShaderGraph())
yield return "USE_NORMAL_BENDING";
yield return "FORCE_NORMAL_VARYING"; // To avoid discrepancy between depth and color pass which could cause glitch with ztest
diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXLitQuadStripOutput.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXLitQuadStripOutput.cs
index d603285fb27..1deb90fdb35 100644
--- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXLitQuadStripOutput.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXLitQuadStripOutput.cs
@@ -45,7 +45,7 @@ protected override IEnumerable inputProperties
get
{
var properties = base.inputProperties;
- if (normalBending)
+ if (normalBending && !GeneratesWithShaderGraph())
properties = properties.Concat(PropertiesFromType("NormalBendingProperties"));
if (tilingMode == StripTilingMode.Custom)
properties = properties.Concat(PropertiesFromType("CustomUVInputProperties"));
@@ -82,7 +82,7 @@ protected override IEnumerable CollectGPUExpressions(IEnumer
foreach (var exp in base.CollectGPUExpressions(slotExpressions))
yield return exp;
- if (normalBending)
+ if (normalBending && !GeneratesWithShaderGraph())
yield return slotExpressions.First(o => o.name == "normalBendingFactor");
if (tilingMode == StripTilingMode.Custom)
yield return slotExpressions.First(o => o.name == "texCoord");
@@ -95,7 +95,7 @@ public override IEnumerable additionalDefines
foreach (var d in base.additionalDefines)
yield return d;
- if (normalBending)
+ if (normalBending && !GeneratesWithShaderGraph())
yield return "USE_NORMAL_BENDING";
if (tilingMode == StripTilingMode.Stretch)
diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks.meta b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks.meta
new file mode 100644
index 00000000000..bbb2c8365dc
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 8baa8c9db9ea44289d6265693c9dd604
+timeCreated: 1612882363
\ No newline at end of file
diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs
new file mode 100644
index 00000000000..043f12ea159
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs
@@ -0,0 +1,20 @@
+using UnityEngine;
+using UnityEngine.Rendering;
+
+// Include material common properties names
+using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties;
+
+namespace UnityEditor.Rendering.HighDefinition
+{
+ internal class VFXShaderGraphGUI : LightingShaderGraphGUI
+ {
+ const SurfaceOptionUIBlock.Features vfxSurfaceOptionFeatures = SurfaceOptionUIBlock.Features.Lit
+ | SurfaceOptionUIBlock.Features.ShowDepthOffsetOnly;
+
+ public VFXShaderGraphGUI()
+ {
+ uiBlocks.Clear();
+ uiBlocks.Add(new SurfaceOptionUIBlock(MaterialUIBlock.ExpandableBit.Base, features: vfxSurfaceOptionFeatures));
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs.meta b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs.meta
new file mode 100644
index 00000000000..836f1e0078f
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 19760e28f507465db66c1b9c82b7bc41
+timeCreated: 1611630006
\ No newline at end of file
diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs
index f3545274799..51f2ae863da 100644
--- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs
@@ -1,8 +1,14 @@
using System;
+using System.Collections.Generic;
+using System.Linq;
using UnityEditor.Rendering.HighDefinition;
+using UnityEditor.Rendering.HighDefinition.ShaderGraph;
+using UnityEditor.ShaderGraph;
+using UnityEditor.ShaderGraph.Internal;
using UnityEditor.VFX;
using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
+using BlendMode = UnityEditor.Rendering.HighDefinition.BlendMode;
namespace UnityEditor.VFX.HDRP
{
@@ -14,14 +20,156 @@ class VFXHDRPBinder : VFXSRPBinder
public override string SRPAssetTypeStr { get { return typeof(HDRenderPipelineAsset).Name; } }
public override Type SRPOutputDataType { get { return typeof(VFXHDRPSubOutput); } }
- public override void SetupMaterial(Material mat)
+ static Dictionary s_ShaderNames = new Dictionary()
+ {
+ { HDShaderUtils.ShaderID.SG_Lit, "Lit" },
+ { HDShaderUtils.ShaderID.SG_StackLit, "StackLit" },
+ { HDShaderUtils.ShaderID.SG_Hair, "Hair" },
+ { HDShaderUtils.ShaderID.SG_Eye, "Eye" },
+ { HDShaderUtils.ShaderID.SG_Fabric, "Fabric" },
+ { HDShaderUtils.ShaderID.SG_Unlit, "Unlit" },
+ };
+
+ HDShaderUtils.ShaderID GetShaderEnumFromShaderGraph(ShaderGraphVfxAsset shaderGraph)
+ {
+ bool TryGetHDMetadata(out HDMetadata obj)
+ {
+ obj = null;
+
+ var path = AssetDatabase.GetAssetPath(shaderGraph);
+ foreach (var asset in AssetDatabase.LoadAllAssetsAtPath(path))
+ {
+ if (asset is HDMetadata metadataAsset)
+ {
+ obj = metadataAsset;
+ return true;
+ }
+ }
+
+ return false;
+ }
+
+ HDMetadata obj;
+
+ if (!TryGetHDMetadata(out obj))
+ throw new ArgumentException("Unknown shader");
+
+ return obj.shaderID;
+ }
+
+ public override void SetupMaterial(Material mat, bool hasMotionVector = false, bool hasShadowCasting = false, ShaderGraphVfxAsset shaderGraph = null)
{
try
{
- HDShaderUtils.ResetMaterialKeywords(mat);
+ if (shaderGraph != null)
+ {
+ // Recover the HDRP Shader Enum from the VFX Shader Graph.
+ var shaderID = GetShaderEnumFromShaderGraph(shaderGraph);
+ HDShaderUtils.ResetMaterialKeywords(mat, shaderID);
+
+ // Configure HDRP Shadow + MV
+ mat.SetShaderPassEnabled(HDShaderPassNames.s_MotionVectorsStr, hasMotionVector);
+ mat.SetShaderPassEnabled(HDShaderPassNames.s_ShadowCasterStr, hasShadowCasting);
+ }
+ else
+ HDShaderUtils.ResetMaterialKeywords(mat);
}
catch (ArgumentException) // Silently catch the 'Unknown shader' in case of non HDRP shaders
{}
}
+
+ public override VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(VFXMaterialSerializedSettings materialSettings)
+ {
+ var blendMode = VFXAbstractRenderedOutput.BlendMode.Opaque;
+
+ if (!materialSettings.HasProperty(HDMaterialProperties.kSurfaceType) ||
+ !materialSettings.HasProperty(HDMaterialProperties.kBlendMode))
+ {
+ return blendMode;
+ }
+
+ var surfaceType = materialSettings.GetFloat(HDMaterialProperties.kSurfaceType);
+ if (surfaceType == (int)SurfaceType.Transparent)
+ {
+ switch (materialSettings.GetFloat(HDMaterialProperties.kBlendMode))
+ {
+ case (int)BlendMode.Additive:
+ blendMode = VFXAbstractRenderedOutput.BlendMode.Additive;
+ break;
+ case (int)BlendMode.Alpha:
+ blendMode = VFXAbstractRenderedOutput.BlendMode.Alpha;
+ break;
+ case (int)BlendMode.Premultiply:
+ blendMode = VFXAbstractRenderedOutput.BlendMode.AlphaPremultiplied;
+ break;
+ }
+ }
+
+ return blendMode;
+ }
+
+ public override bool TransparentMotionVectorEnabled(Material material)
+ {
+ if (!material.HasProperty(HDMaterialProperties.kSurfaceType) ||
+ !material.HasProperty(HDMaterialProperties.kTransparentWritingMotionVec))
+ {
+ return false;
+ }
+
+ var surfaceType = material.GetFloat(HDMaterialProperties.kSurfaceType);
+
+ if (surfaceType == (int)SurfaceType.Transparent)
+ return material.GetFloat(HDMaterialProperties.kTransparentWritingMotionVec) == 1f;
+
+ return false;
+ }
+
+ public override string GetShaderName(ShaderGraphVfxAsset shaderGraph)
+ {
+ // Recover the HDRP Shader Enum from the VFX Shader Graph.
+ var shaderID = GetShaderEnumFromShaderGraph(shaderGraph);
+
+ if (s_ShaderNames.ContainsKey(shaderID))
+ return s_ShaderNames[shaderID];
+
+ return string.Empty;
+ }
+
+ // List of shader properties that currently are not supported for exposure in VFX shaders.
+ private static readonly Dictionary s_UnsupportedShaderPropertyTypes = new Dictionary()
+ {
+ { typeof(DiffusionProfileShaderProperty), "Diffusion Profile" },
+ { typeof(VirtualTextureShaderProperty), "Virtual Texture" },
+ { typeof(GradientShaderProperty), "Gradient" }
+ };
+
+ public override bool IsGraphDataValid(GraphData graph)
+ {
+ var valid = true;
+
+ var warnings = new List();
+
+ // Filter property list for any unsupported shader properties.
+ foreach (var property in graph.properties)
+ {
+ if (s_UnsupportedShaderPropertyTypes.ContainsKey(property.GetType()))
+ {
+ warnings.Add(s_UnsupportedShaderPropertyTypes[property.GetType()]);
+ valid = false;
+ }
+ }
+
+ // VFX currently does not support the concept of per-particle keywords.
+ if (graph.keywords.Any())
+ {
+ warnings.Add("Keyword");
+ valid = false;
+ }
+
+ if (!valid)
+ Debug.LogWarning($"({String.Join(", ", warnings)}) blackboard properties in Shader Graph are currently not supported in Visual Effect shaders. Falling back to default generation path.");
+
+ return valid;
+ }
}
}
diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubOutput.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubOutput.cs
index 3f943ffb635..2024b11df02 100644
--- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubOutput.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubOutput.cs
@@ -31,6 +31,13 @@ public override bool supportsMotionVector
}
public override bool supportsExcludeFromTAA { get { return !owner.isBlendModeOpaque; } }
+ bool GeneratesWithShaderGraph()
+ {
+ return owner is VFXShaderGraphParticleOutput shaderGraphOutput &&
+ shaderGraphOutput.GetOrRefreshShaderGraphObject() != null &&
+ shaderGraphOutput.GetOrRefreshShaderGraphObject().generatesWithShaderGraph;
+ }
+
public override bool supportsMaterialOffset
{
get
@@ -45,7 +52,7 @@ protected override IEnumerable filteredOutSettings
{
get
{
- if (!supportsQueueSelection)
+ if (!supportsQueueSelection || GeneratesWithShaderGraph())
{
yield return "transparentRenderQueue";
yield return "opaqueRenderQueue";
diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs
new file mode 100644
index 00000000000..45258974107
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs
@@ -0,0 +1,419 @@
+using System;
+using System.Collections.Generic;
+using System.Globalization;
+using System.Linq;
+using UnityEngine;
+using UnityEditor.ShaderGraph;
+using UnityEditor.ShaderGraph.Internal;
+using UnityEditor.VFX;
+using UnityEngine.Rendering;
+
+namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
+{
+ [InitializeOnLoad]
+ static class VFXHDRPSubTarget
+ {
+ internal const string Inspector = "Rendering.HighDefinition.VFXShaderGraphGUI";
+
+ public static readonly DependencyCollection ElementSpaceDependencies = new DependencyCollection
+ {
+ // Interpolator dependency.
+ new FieldDependency(HDStructFields.FragInputs.worldToElement, HDStructFields.VaryingsMeshToPS.worldToElement0),
+ new FieldDependency(HDStructFields.FragInputs.worldToElement, HDStructFields.VaryingsMeshToPS.worldToElement1),
+ new FieldDependency(HDStructFields.FragInputs.worldToElement, HDStructFields.VaryingsMeshToPS.worldToElement2),
+
+ new FieldDependency(HDStructFields.FragInputs.elementToWorld, HDStructFields.VaryingsMeshToPS.elementToWorld0),
+ new FieldDependency(HDStructFields.FragInputs.elementToWorld, HDStructFields.VaryingsMeshToPS.elementToWorld1),
+ new FieldDependency(HDStructFields.FragInputs.elementToWorld, HDStructFields.VaryingsMeshToPS.elementToWorld2),
+
+ // Note: Normal is dependent on elementToWorld for inverse transpose multiplication.
+ new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceNormal, HDStructFields.FragInputs.elementToWorld),
+ new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceTangent, HDStructFields.FragInputs.worldToElement),
+ new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceBiTangent, HDStructFields.FragInputs.worldToElement),
+ new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpacePosition, HDStructFields.FragInputs.worldToElement),
+ new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceViewDirection, HDStructFields.FragInputs.worldToElement),
+
+ new FieldDependency(Fields.WorldToObject, HDStructFields.FragInputs.worldToElement),
+ new FieldDependency(Fields.ObjectToWorld, HDStructFields.FragInputs.elementToWorld)
+ };
+
+ static VFXHDRPSubTarget()
+ {
+ VFXSubTarget.OnPostProcessSubShader += PostProcessSubShader;
+ }
+
+ // Configures an HDRP Subshader with a VFX context.
+ private static SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subShaderDescriptor, VFXContext context, VFXContextCompiledData data)
+ {
+ var attributesStruct = GenerateVFXAttributesStruct(context, VFXAttributeType.Current);
+ var sourceAttributesStruct = GenerateVFXAttributesStruct(context, VFXAttributeType.Source);
+
+ // Defer to VFX to generate various misc. code-gen that ShaderGraph currently can't handle.
+ // We use the AdditionalCommand descriptors for ShaderGraph generation to splice these in.
+ // ( i.e. VFX Graph Block Function declaration + calling, Property Mapping, etc. )
+ GenerateVFXAdditionalCommands(
+ context, data,
+ out var loadAttributeDescriptor,
+ out var blockFunctionDescriptor,
+ out var blockCallFunctionDescriptor,
+ out var interpolantsGenerationDescriptor,
+ out var buildVFXFragInputs,
+ out var pixelPropertiesAssignDescriptor,
+ out var defineSpaceDescriptor,
+ out var parameterBufferDescriptor,
+ out var additionalDefinesDescriptor,
+ out var loadPositionAttributeDescriptor,
+ out var loadCropFactorAttributesDescriptor,
+ out var loadTexcoordAttributesDescriptor,
+ out var vertexPropertiesGenerationDescriptor,
+ out var vertexPropertiesAssignDescriptor
+ );
+
+ // Omit MV or Shadow Pass if disabled on the context.
+ var filteredPasses = subShaderDescriptor.passes.AsEnumerable();
+
+ var outputContext = (VFXAbstractParticleOutput)context;
+ if (!outputContext.hasMotionVector)
+ filteredPasses = filteredPasses.Where(o => o.descriptor.lightMode != "MotionVectors");
+
+ if (!outputContext.hasShadowCasting)
+ filteredPasses = filteredPasses.Where(o => o.descriptor.lightMode != "ShadowCaster");
+
+ var passes = filteredPasses.ToArray();
+
+ PassCollection vfxPasses = new PassCollection();
+ for (int i = 0; i < passes.Length; i++)
+ {
+ var passDescriptor = passes[i].descriptor;
+
+ // Warning: Touching the structs field may require to manually append the default structs here.
+ passDescriptor.structs = new StructCollection
+ {
+ AttributesMeshVFX, // TODO: Could probably re-use the original HD Attributes Mesh and just ensure Instancing enabled.
+ AppendVFXInterpolator(HDStructs.VaryingsMeshToPS, context, data),
+ Structs.SurfaceDescriptionInputs,
+ Structs.VertexDescriptionInputs,
+ attributesStruct,
+ sourceAttributesStruct
+ };
+
+ passDescriptor.pragmas = new PragmaCollection
+ {
+ ModifyVertexEntry(passDescriptor.pragmas),
+ Pragma.MultiCompileInstancing
+ };
+
+ passDescriptor.additionalCommands = new AdditionalCommandCollection
+ {
+ loadAttributeDescriptor,
+ blockFunctionDescriptor,
+ blockCallFunctionDescriptor,
+ interpolantsGenerationDescriptor,
+ buildVFXFragInputs,
+ pixelPropertiesAssignDescriptor,
+ defineSpaceDescriptor,
+ parameterBufferDescriptor,
+ additionalDefinesDescriptor,
+ loadPositionAttributeDescriptor,
+ loadCropFactorAttributesDescriptor,
+ loadTexcoordAttributesDescriptor,
+ vertexPropertiesGenerationDescriptor,
+ vertexPropertiesAssignDescriptor,
+ GenerateFragInputs(context, data)
+ };
+
+ vfxPasses.Add(passDescriptor, passes[i].fieldConditions);
+ }
+
+ subShaderDescriptor.passes = vfxPasses;
+
+ return subShaderDescriptor;
+ }
+
+ static PragmaCollection ModifyVertexEntry(PragmaCollection pragmas)
+ {
+ // Replace the default vertex shader entry with one defined by VFX.
+ // NOTE: Assumes they are named "Vert" for all shader passes, which they are.
+ const string k_CoreBasicVertex = "#pragma vertex Vert";
+
+ var pragmaVFX = new PragmaCollection();
+
+ foreach (var pragma in pragmas)
+ {
+ if (pragma.value != k_CoreBasicVertex)
+ pragmaVFX.Add(pragma.descriptor);
+ else
+ pragmaVFX.Add(Pragma.Vertex("VertVFX"));
+ }
+
+ return pragmaVFX;
+ }
+
+ static StructDescriptor AttributesMeshVFX = new StructDescriptor()
+ {
+ name = "AttributesMesh",
+ packFields = false,
+ fields = new FieldDescriptor[]
+ {
+ HDStructFields.AttributesMesh.positionOS,
+ HDStructFields.AttributesMesh.normalOS,
+ HDStructFields.AttributesMesh.tangentOS,
+ HDStructFields.AttributesMesh.uv0,
+ HDStructFields.AttributesMesh.uv1,
+ HDStructFields.AttributesMesh.uv2,
+ HDStructFields.AttributesMesh.uv3,
+ HDStructFields.AttributesMesh.color,
+
+ // InstanceID without the Preprocessor.
+ new FieldDescriptor(HDStructFields.AttributesMesh.name, "instanceID", "", ShaderValueType.Uint, "INSTANCEID_SEMANTIC"),
+
+ HDStructFields.AttributesMesh.weights,
+ HDStructFields.AttributesMesh.indices,
+
+ // VertexID without the Preprocessor.
+ new FieldDescriptor(HDStructFields.AttributesMesh.name, "vertexID", "ATTRIBUTES_NEED_VERTEXID", ShaderValueType.Uint, "SV_VertexID")
+ }
+ };
+
+ // A key difference between Material Shader and VFX Shader generation is how surface properties are provided. Material Shaders
+ // simply provide properties via UnityPerMaterial cbuffer. VFX expects these same properties to be computed in the vertex
+ // stage (because we must evaluate them with the VFX blocks), and packed with the interpolators for the fragment stage.
+ static StructDescriptor AppendVFXInterpolator(StructDescriptor interpolator, VFXContext context, VFXContextCompiledData contextData)
+ {
+ var fields = interpolator.fields.ToList();
+
+ var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));
+ expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);
+
+ var mainParameters = contextData.gpuMapper.CollectExpression(-1).ToArray();
+
+ // Warning/TODO: FragmentParameters are created from the ShaderGraphVfxAsset.
+ // We may ultimately need to move this handling of VFX Interpolators + SurfaceDescriptionFunction function signature directly into the SG Generator (since it knows about the exposed properties).
+ foreach (string fragmentParameter in context.fragmentParameters)
+ {
+ var filteredNamedExpression = mainParameters.FirstOrDefault(o => fragmentParameter == o.name &&
+ !(expressionToName.ContainsKey(o.exp) && expressionToName[o.exp] == o.name)); // if parameter already in the global scope, there's nothing to do
+
+ if (filteredNamedExpression.exp != null)
+ {
+ var type = VFXExpression.TypeToType(filteredNamedExpression.exp.valueType);
+
+ if (!kVFXShaderValueTypeMap.TryGetValue(type, out var shaderValueType))
+ continue;
+
+ // TODO: NoInterpolation only for non-strips.
+ fields.Add(new FieldDescriptor(HDStructFields.VaryingsMeshToPS.name, filteredNamedExpression.name, "", shaderValueType, subscriptOptions: StructFieldOptions.Static, interpolation: "nointerpolation"));
+ }
+ }
+
+ // VFX Object Space Interpolators
+ fields.Add(HDStructFields.VaryingsMeshToPS.worldToElement0);
+ fields.Add(HDStructFields.VaryingsMeshToPS.worldToElement1);
+ fields.Add(HDStructFields.VaryingsMeshToPS.worldToElement2);
+
+ fields.Add(HDStructFields.VaryingsMeshToPS.elementToWorld0);
+ fields.Add(HDStructFields.VaryingsMeshToPS.elementToWorld1);
+ fields.Add(HDStructFields.VaryingsMeshToPS.elementToWorld2);
+
+ interpolator.fields = fields.ToArray();
+ return interpolator;
+ }
+
+ enum VFXAttributeType
+ {
+ Current,
+ Source
+ }
+
+ static string[] kVFXAttributeStructNames =
+ {
+ "InternalAttributesElement",
+ "InternalSourceAttributesElement"
+ };
+
+ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiledData contextData,
+ out AdditionalCommandDescriptor loadAttributeDescriptor,
+ out AdditionalCommandDescriptor blockFunctionDescriptor,
+ out AdditionalCommandDescriptor blockCallFunctionDescriptor,
+ out AdditionalCommandDescriptor interpolantsGenerationDescriptor,
+ out AdditionalCommandDescriptor buildVFXFragInputsDescriptor,
+ out AdditionalCommandDescriptor pixelPropertiesAssignDescriptor,
+ out AdditionalCommandDescriptor defineSpaceDescriptor,
+ out AdditionalCommandDescriptor parameterBufferDescriptor,
+ out AdditionalCommandDescriptor additionalDefinesDescriptor,
+ out AdditionalCommandDescriptor loadPositionAttributeDescriptor,
+ out AdditionalCommandDescriptor loadCropFactorAttributesDescriptor,
+ out AdditionalCommandDescriptor loadTexcoordAttributesDescriptor,
+ out AdditionalCommandDescriptor vertexPropertiesGenerationDescriptor,
+ out AdditionalCommandDescriptor vertexPropertiesAssignDescriptor)
+ {
+ // TODO: Clean all of this up. Currently just an adapter between VFX Code Gen + SG Code Gen and *everything* has been stuffed here.
+
+ // Load Attributes
+ loadAttributeDescriptor = new AdditionalCommandDescriptor("VFXLoadAttribute", VFXCodeGenerator.GenerateLoadAttribute(".", context).ToString());
+
+ // Graph Blocks
+ VFXCodeGenerator.BuildContextBlocks(context, contextData, out var blockFunction, out var blockCallFunction);
+
+ blockFunctionDescriptor = new AdditionalCommandDescriptor("VFXGeneratedBlockFunction", blockFunction);
+ blockCallFunctionDescriptor = new AdditionalCommandDescriptor("VFXProcessBlocks", blockCallFunction);
+
+ // Vertex Input
+ VFXCodeGenerator.BuildVertexProperties(context, contextData, out var vertexPropertiesGeneration);
+ vertexPropertiesGenerationDescriptor = new AdditionalCommandDescriptor("VFXVertexPropertiesGeneration", vertexPropertiesGeneration);
+
+ VFXCodeGenerator.BuildVertexPropertiesAssign(context, contextData, out var vertexPropertiesAssign);
+ vertexPropertiesAssignDescriptor = new AdditionalCommandDescriptor("VFXVertexPropertiesAssign", vertexPropertiesAssign);
+
+ // Interpolator
+ VFXCodeGenerator.BuildInterpolatorBlocks(context, contextData, out var interpolatorsGeneration);
+ interpolantsGenerationDescriptor = new AdditionalCommandDescriptor("VFXInterpolantsGeneration", interpolatorsGeneration);
+
+ // Frag Inputs - Only VFX will know if frag inputs come from interpolator or the CBuffer.
+ VFXCodeGenerator.BuildFragInputsGeneration(context, contextData, out var buildFragInputsGeneration);
+ buildVFXFragInputsDescriptor = new AdditionalCommandDescriptor("VFXSetFragInputs", buildFragInputsGeneration);
+
+ VFXCodeGenerator.BuildPixelPropertiesAssign(context, contextData, out var pixelPropertiesAssign);
+ pixelPropertiesAssignDescriptor = new AdditionalCommandDescriptor("VFXPixelPropertiesAssign", pixelPropertiesAssign);
+
+ // Define coordinate space
+ var defineSpaceDescriptorContent = string.Empty;
+ if (context.GetData() is ISpaceable)
+ {
+ var spaceable = context.GetData() as ISpaceable;
+ defineSpaceDescriptorContent =
+ $"#define {(spaceable.space == VFXCoordinateSpace.World ? "VFX_WORLD_SPACE" : "VFX_LOCAL_SPACE")} 1";
+ }
+ defineSpaceDescriptor = new AdditionalCommandDescriptor("VFXDefineSpace", defineSpaceDescriptorContent);
+
+ // Parameter Cbuffer
+ VFXCodeGenerator.BuildParameterBuffer(contextData, out var parameterBuffer);
+ parameterBufferDescriptor = new AdditionalCommandDescriptor("VFXParameterBuffer", parameterBuffer);
+
+ // Defines & Headers - Not all are necessary, however some important ones are mixed in like indirect draw, strips, flipbook, particle strip info...
+ ShaderStringBuilder additionalDefines = new ShaderStringBuilder();
+ // TODO: Need to add defines for current/source usage (i.e. scale).
+
+ var allCurrentAttributes = context.GetData().GetAttributes().Where(a =>
+ (context.GetData().IsCurrentAttributeUsed(a.attrib, context)) ||
+ (context.contextType == VFXContextType.Init && context.GetData().IsAttributeStored(a.attrib))); // In init, needs to declare all stored attributes for intialization
+
+ var allSourceAttributes = context.GetData().GetAttributes().Where(a => (context.GetData().IsSourceAttributeUsed(a.attrib, context)));
+
+ foreach (var attribute in allCurrentAttributes)
+ additionalDefines.AppendLine("#define VFX_USE_{0}_{1} 1", attribute.attrib.name.ToUpper(CultureInfo.InvariantCulture), "CURRENT");
+ foreach (var attribute in allSourceAttributes)
+ additionalDefines.AppendLine("#define VFX_USE_{0}_{1} 1", attribute.attrib.name.ToUpper(CultureInfo.InvariantCulture), "SOURCE");
+ foreach (var header in context.additionalDataHeaders)
+ additionalDefines.AppendLine(header);
+ foreach (var define in context.additionalDefines)
+ additionalDefines.AppendLine($"#define {define} 1");
+ additionalDefinesDescriptor = new AdditionalCommandDescriptor("VFXDefines", additionalDefines.ToString());
+
+ // Load Position Attribute
+ loadPositionAttributeDescriptor = new AdditionalCommandDescriptor("VFXLoadPositionAttribute", VFXCodeGenerator.GenerateLoadAttribute("position", context).ToString().ToString());
+
+ // Load Crop Factor Attribute
+ var mainParameters = contextData.gpuMapper.CollectExpression(-1).ToArray();
+ var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));
+ expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);
+ loadCropFactorAttributesDescriptor = new AdditionalCommandDescriptor("VFXLoadCropFactorParameter", VFXCodeGenerator.GenerateLoadParameter("cropFactor", mainParameters, expressionToName).ToString().ToString());
+ loadTexcoordAttributesDescriptor = new AdditionalCommandDescriptor("VFXLoadTexcoordParameter", VFXCodeGenerator.GenerateLoadParameter("texCoord", mainParameters, expressionToName).ToString().ToString());
+ }
+
+ static AdditionalCommandDescriptor GenerateFragInputs(VFXContext context, VFXContextCompiledData contextData)
+ {
+ var builder = new ShaderStringBuilder();
+
+ // VFX Material Properties
+ var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));
+ expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);
+
+ var mainParameters = contextData.gpuMapper.CollectExpression(-1).ToArray();
+
+ foreach (string fragmentParameter in context.fragmentParameters)
+ {
+ var filteredNamedExpression = mainParameters.FirstOrDefault(o => fragmentParameter == o.name);
+
+ if (filteredNamedExpression.exp != null)
+ {
+ var type = VFXExpression.TypeToType(filteredNamedExpression.exp.valueType);
+
+ if (!kVFXShaderValueTypeMap.TryGetValue(type, out var shaderValueType))
+ continue;
+
+ builder.AppendLine($"{shaderValueType.ToShaderString("float")} {filteredNamedExpression.name};");
+ }
+ }
+
+ return new AdditionalCommandDescriptor("FragInputsVFX", builder.ToString());
+ }
+
+ static StructDescriptor GenerateVFXAttributesStruct(VFXContext context, VFXAttributeType attributeType)
+ {
+ IEnumerable attributeInfos;
+
+ if (attributeType == VFXAttributeType.Current)
+ {
+ attributeInfos = context.GetData().GetAttributes().Where(a =>
+ (context.GetData().IsCurrentAttributeUsed(a.attrib, context)) ||
+ (context.contextType == VFXContextType.Init && context.GetData().IsAttributeStored(a.attrib))); // In init, needs to declare all stored attributes for intialization
+ }
+ else
+ {
+ attributeInfos = context.GetData().GetAttributes().Where(a => (context.GetData().IsSourceAttributeUsed(a.attrib, context)));
+ }
+
+ var attributes = attributeInfos.Select(a => a.attrib);
+
+ var attributeFieldDescriptors = new List();
+ foreach (var attribute in attributes)
+ {
+ var afd = VFXAttributeToFieldDescriptor(attribute);
+ attributeFieldDescriptors.Add(afd);
+ }
+
+ return new StructDescriptor
+ {
+ name = kVFXAttributeStructNames[(int)attributeType],
+ fields = attributeFieldDescriptors.ToArray()
+ };
+ }
+
+ // See: VFXShaderWriter.TypeToUniformCode
+ // TODO: Collapse these two maps into one
+ static readonly Dictionary kVFXShaderPropertyMap = new Dictionary
+ {
+ { typeof(float), typeof(Vector1ShaderProperty) },
+ { typeof(Vector2), typeof(Vector2ShaderProperty) },
+ { typeof(Vector3), typeof(Vector3ShaderProperty) },
+ { typeof(Vector4), typeof(Vector4ShaderProperty) },
+ { typeof(int), typeof(Vector1ShaderProperty) },
+ { typeof(uint), typeof(Vector1ShaderProperty) },
+ { typeof(Matrix4x4), typeof(Matrix4ShaderProperty) },
+ { typeof(bool), typeof(BooleanShaderProperty) },
+ };
+
+ static readonly Dictionary kVFXShaderValueTypeMap = new Dictionary
+ {
+ { typeof(float), ShaderValueType.Float },
+ { typeof(Vector2), ShaderValueType.Float2 },
+ { typeof(Vector3), ShaderValueType.Float3 },
+ { typeof(Vector4), ShaderValueType.Float4 },
+ { typeof(int), ShaderValueType.Integer },
+ { typeof(uint), ShaderValueType.Uint },
+ { typeof(Matrix4x4), ShaderValueType.Matrix4 },
+ { typeof(bool), ShaderValueType.Float }, // NOTE: Map boolean to float for VFX interpolator due to how ShaderGraph handles semantics for boolean interpolator.
+ };
+
+ static FieldDescriptor VFXAttributeToFieldDescriptor(VFXAttribute attribute)
+ {
+ var type = VFXExpression.TypeToType(attribute.type);
+
+ if (!kVFXShaderValueTypeMap.TryGetValue(type, out var shaderValueType))
+ return null;
+
+ return new FieldDescriptor("Attributes", attribute.name, "", shaderValueType);
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs.meta b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs.meta
new file mode 100644
index 00000000000..c55b55728cd
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 76f9b3adbf7f4c7286bde9d75469362d
+timeCreated: 1612457295
\ No newline at end of file
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl
index 43fe5663407..823afd30226 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl
@@ -35,6 +35,11 @@ struct FragInputs
#if defined(USE_CUSTOMINTERP_SUBSTRUCT)
CustomInterpolators customInterpolators;
#endif
+
+ // Append an additional substruct for VFX interpolators. Eventually, we should merge this with custom interpolators.
+ #if defined(HAVE_VFX_MODIFICATION)
+ FragInputsVFX vfx;
+ #endif
};
void GetVaryingsDataDebug(uint paramId, FragInputs input, inout float3 result, inout bool needLinearToSRGB)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl
index 1ee26e19542..c5892f780f7 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl
@@ -85,7 +85,11 @@ void MotionVectorPositionZBias(VaryingsToPS input)
#endif
}
-PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMesh inputMesh, AttributesPass inputPass)
+PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMesh inputMesh, AttributesPass inputPass
+#ifdef HAVE_VFX_MODIFICATION
+ , AttributesElement inputElement
+#endif
+)
{
#if !defined(TESSELLATION_ON)
@@ -107,6 +111,10 @@ PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMes
{
bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target
+#if defined(HAVE_VFX_MODIFICATION)
+ GetMeshAndElementIndex(inputMesh, inputElement);
+#endif
+
float3 effectivePositionOS = (hasDeformation ? inputPass.previousPositionOS : inputMesh.positionOS);
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= inputPass.precomputedVelocity;
@@ -117,12 +125,21 @@ PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMes
AttributesMesh previousMesh = inputMesh;
previousMesh.positionOS = effectivePositionOS;
- previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz
+ previousMesh = ApplyMeshModification(previousMesh,
+ _LastTimeParameters.xyz
#if defined(USE_CUSTOMINTERP_APPLYMESHMOD)
, varyingsType.vmesh
+ #endif
+ #if defined(HAVE_VFX_MODIFICATION)
+ , inputElement
#endif
);
+#if defined(HAVE_VFX_MODIFICATION)
+ // Only handle the VFX case here since it is only used with ShaderGraph (and ShaderGraph always has mesh modification enabled).
+ previousMesh = TransformMeshToPreviousElement(previousMesh, inputElement);
+#endif
+
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
#else
float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl
index 1c51d28eae5..e2950e7cd09 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl
@@ -8,8 +8,14 @@
PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
{
VaryingsType varyingsType;
+#ifdef HAVE_VFX_MODIFICATION
+ AttributesElement inputElement;
+ varyingsType.vmesh = VertMesh(inputMesh, inputElement);
+ return MotionVectorVS(varyingsType, inputMesh, inputPass, inputElement);
+#else
varyingsType.vmesh = VertMesh(inputMesh);
return MotionVectorVS(varyingsType, inputMesh, inputPass);
+#endif
}
#ifdef TESSELLATION_ON
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
index 8ddfc87c0d8..72abe8b0c0c 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
@@ -8,8 +8,14 @@
PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
{
VaryingsType varyingsType;
+#ifdef HAVE_VFX_MODIFICATION
+ AttributesElement inputElement;
+ varyingsType.vmesh = VertMesh(inputMesh, inputElement);
+ return MotionVectorVS(varyingsType, inputMesh, inputPass, inputElement);
+#else
varyingsType.vmesh = VertMesh(inputMesh);
return MotionVectorVS(varyingsType, inputMesh, inputPass);
+#endif
}
#ifdef TESSELLATION_ON
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl
index efa195361bb..83d2c3dabed 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl
@@ -11,9 +11,14 @@ PackedVaryingsType Vert(AttributesMesh inputMesh,
AttributesPass inputPass)
{
VaryingsType varyingsType;
+#ifdef HAVE_VFX_MODIFICATION
+ AttributesElement inputElement;
+ varyingsType.vmesh = VertMesh(inputMesh, inputElement);
+ return MotionVectorVS(varyingsType, inputMesh, inputPass, inputElement);
+#else
varyingsType.vmesh = VertMesh(inputMesh);
-
return MotionVectorVS(varyingsType, inputMesh, inputPass);
+#endif
}
#ifdef TESSELLATION_ON
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl
index e5af0245df3..de8861a1858 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl
@@ -127,8 +127,11 @@ VaryingsToDS InterpolateWithBaryCoordsToDS(VaryingsToDS input0, VaryingsToDS inp
#endif
// TODO: Here we will also have all the vertex deformation (GPU skinning, vertex animation, morph target...) or we will need to generate a compute shaders instead (better! but require work to deal with unpacking like fp16)
-// Make it inout so that MotionVectorPass can get the modified input values later.
-VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset)
+VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset
+#ifdef HAVE_VFX_MODIFICATION
+ , out AttributesElement element
+#endif
+)
{
VaryingsMeshType output;
ZERO_INITIALIZE(VaryingsMeshType, output);
@@ -136,13 +139,28 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset)
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
+#if defined(HAVE_VFX_MODIFICATION)
+ ZERO_INITIALIZE(AttributesElement, element);
+
+ if(!GetMeshAndElementIndex(input, element))
+ return output; // Culled index.
+
+ if(!GetInterpolatorAndElementData(output, element))
+ return output; // Dead particle.
+
+ SetupVFXMatrices(element, output);
+#endif
#if defined(HAVE_MESH_MODIFICATION)
- input = ApplyMeshModification(input, _TimeParameters.xyz
+ input = ApplyMeshModification(input,
+ _TimeParameters.xyz
// If custom interpolators are in use, we need to write them to the shader graph generated VaryingsMesh
#if defined(USE_CUSTOMINTERP_APPLYMESHMOD)
, output
#endif
+ #if defined(HAVE_VFX_MODIFICATION)
+ , element
+ #endif
);
#endif
@@ -205,8 +223,20 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset)
VaryingsMeshType VertMesh(AttributesMesh input)
{
+#ifdef HAVE_VFX_MODIFICATION
+ AttributesElement element;
+ return VertMesh(input, 0.0f, element);
+#else
return VertMesh(input, 0.0f);
+#endif
+}
+
+#ifdef HAVE_VFX_MODIFICATION
+VaryingsMeshType VertMesh(AttributesMesh input, out AttributesElement element)
+{
+ return VertMesh(input, 0.0f, element);
}
+#endif
#ifdef TESSELLATION_ON
diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl
index 86ee7a77d06..4118eeacf27 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl
@@ -348,6 +348,9 @@ float4x4 GetRawUnityWorldToObject() { return unity_WorldToObject; }
#define MODIFY_MATRIX_FOR_CAMERA_RELATIVE_RENDERING
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
+// VFX may also redefine UNITY_MATRIX_M / UNITY_MATRIX_I_M as static per-particle global matrices.
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectMatrices.hlsl"
+
#ifdef UNITY_DOTS_INSTANCING_ENABLED
// Undef the matrix error macros so that the DOTS instancing macro works
#undef unity_ObjectToWorld
diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectMatrices.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectMatrices.hlsl
new file mode 100644
index 00000000000..698441a2d95
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectMatrices.hlsl
@@ -0,0 +1,15 @@
+#ifndef UNITY_VISUAL_EFFECT_MATRICES_INCLUDED
+#define UNITY_VISUAL_EFFECT_MATRICES_INCLUDED
+#ifdef HAVE_VFX_MODIFICATION
+
+// Abstraction of Unity matrices for VFX element/particles.
+#undef UNITY_MATRIX_M
+static float4x4 elementToWorld;
+#define UNITY_MATRIX_M elementToWorld
+
+#undef UNITY_MATRIX_I_M
+static float4x4 worldToElement;
+#define UNITY_MATRIX_I_M worldToElement
+
+#endif
+#endif
diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectMatrices.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectMatrices.hlsl.meta
new file mode 100644
index 00000000000..90bb81dc7d2
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectMatrices.hlsl.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: c68a3eaa6e8065e42b02acb4926618b2
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ preprocessorOverride: 0
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl
new file mode 100644
index 00000000000..910ebc491b5
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl
@@ -0,0 +1,41 @@
+// Wrapper vertex invocations for VFX. Necesarry to work around various null input geometry issues for vertex input layout on DX12 and Vulkan.
+#if NULL_GEOMETRY_INPUT
+ #ifdef MOTION_VEC_VERTEX_COMMON_INCLUDED
+ PackedVaryingsType VertVFX(uint vertexID : VERTEXID_SEMANTIC, uint instanceID : INSTANCEID_SEMANTIC)
+ {
+ AttributesMesh inputMesh;
+ ZERO_INITIALIZE(AttributesMesh, inputMesh);
+
+ AttributesPass inputPass;
+ ZERO_INITIALIZE(AttributesPass, inputPass);
+
+ inputMesh.vertexID = vertexID;
+ inputMesh.instanceID = instanceID;
+
+ return Vert(inputMesh, inputPass);
+ }
+ #else
+ PackedVaryingsType VertVFX(uint vertexID : VERTEXID_SEMANTIC, uint instanceID : INSTANCEID_SEMANTIC)
+ {
+ AttributesMesh inputMesh;
+ ZERO_INITIALIZE(AttributesMesh, inputMesh);
+
+ inputMesh.vertexID = vertexID;
+ inputMesh.instanceID = instanceID;
+
+ return Vert(inputMesh);
+ }
+ #endif
+#else
+ #ifdef MOTION_VEC_VERTEX_COMMON_INCLUDED
+ PackedVaryingsType VertVFX(AttributesMesh inputMesh, AttributesPass inputPass)
+ {
+ return Vert(inputMesh, inputPass);
+ }
+ #else
+ PackedVaryingsType VertVFX(AttributesMesh inputMesh)
+ {
+ return Vert(inputMesh);
+ }
+ #endif
+#endif
diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl.meta
new file mode 100644
index 00000000000..8b437408421
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: e3edf3fd6f9e9de4da6e44f8b67075b6
+ShaderIncludeImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl b/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl
index 21d0d975192..836f53ae27d 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl
@@ -93,12 +93,22 @@ float3 VFXTransformPositionWorldToCameraRelative(float3 posWS)
float4x4 VFXGetObjectToWorldMatrix()
{
+// NOTE: If using the new generation path, explicitly call the object matrix (since the particle matrix is now baked into UNITY_MATRIX_M)
+#ifdef HAVE_VFX_MODIFICATION
+ return ApplyCameraTranslationToMatrix(GetRawUnityObjectToWorld());
+#else
return GetObjectToWorldMatrix();
+#endif
}
float4x4 VFXGetWorldToObjectMatrix()
{
+// NOTE: If using the new generation path, explicitly call the object matrix (since the particle matrix is now baked into UNITY_MATRIX_I_M)
+#ifdef HAVE_VFX_MODIFICATION
+ return ApplyCameraTranslationToInverseMatrix(GetRawUnityWorldToObject());
+#else
return GetWorldToObjectMatrix();
+#endif
}
float3x3 VFXGetWorldToViewRotMatrix()
diff --git a/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs b/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs
index 8fba595bc26..f82e2ef8dca 100644
--- a/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs
+++ b/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs
@@ -22,11 +22,26 @@ public bool gpuInstanced
set {}
}
- internal virtual string GetHLSLVariableName(bool isSubgraphProperty)
+ internal virtual string GetHLSLVariableName(bool isSubgraphProperty, GenerationMode mode)
{
+ if (mode == GenerationMode.VFX)
+ {
+ // Per-element exposed properties are provided by the properties structure filled by VFX.
+ if (overrideHLSLDeclaration)
+ return $"PROP.{referenceName}";
+ // For un-exposed global properties, just read from the cbuffer.
+ else
+ return referenceName;
+ }
+
return referenceName;
}
+ internal virtual string GetHLSLVariableName(bool isSubgraphProperty)
+ {
+ return GetHLSLVariableName(isSubgraphProperty, GenerationMode.ForReals);
+ }
+
// NOTE: this does not tell you the HLSLDeclaration of the entire property...
// instead, it tells you what the DEFAULT HLSL Declaration would be, IF the property makes use of the default
// to check ACTUAL HLSL Declaration types, enumerate the HLSL Properties and check their HLSLDeclarations...
@@ -225,6 +240,15 @@ public HLSLProperty(HLSLType type, string name, HLSLDeclaration declaration, Con
"SAMPLER",
};
+ public bool IsObjectType()
+ {
+ return type == HLSLType._SamplerState ||
+ type == HLSLType._Texture2D ||
+ type == HLSLType._Texture3D ||
+ type == HLSLType._TextureCube ||
+ type == HLSLType._Texture2DArray;
+ }
+
public string GetValueTypeString()
{
if (type < HLSLType.FirstObjectType)
diff --git a/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs b/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs
index c8744d9f37e..0452ea3b1d9 100644
--- a/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs
+++ b/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs
@@ -513,8 +513,22 @@ public void SortActiveTargets()
// TODO: Need a better way to handle this
#if VFX_GRAPH_10_0_0_OR_NEWER
- public bool hasVFXTarget => !isSubGraph && activeTargets.Count() > 0 && activeTargets.OfType().Any();
- public bool isOnlyVFXTarget => hasVFXTarget && activeTargets.Count() == 1;
+ public bool hasVFXCompatibleTarget => activeTargets.Any(o => o.SupportsVFX());
+ public bool hasVFXTarget
+ {
+ get
+ {
+ bool supports = true;
+ supports &= !isSubGraph;
+ supports &= activeTargets.Any();
+ // Maintain support for VFXTarget and VFX compatible targets.
+ supports &= activeTargets.OfType().Any() || hasVFXCompatibleTarget;
+ return supports;
+ }
+ }
+
+ public bool isOnlyVFXTarget => activeTargets.Count() == 1 &&
+ activeTargets.Count(t => t is VFXTarget) == 1;
#else
public bool isVFXTarget => false;
public bool isOnlyVFXTarget => false;
@@ -1216,6 +1230,14 @@ public void CollectShaderProperties(PropertyCollector collector, GenerationMode
{
foreach (var prop in properties)
{
+ // For VFX Shader generation, we must omit exposed properties from the Material CBuffer.
+ // This is because VFX computes properties on the fly in the vertex stage, and packed into interpolator.
+ if (generationMode == GenerationMode.VFX && prop.isExposed)
+ {
+ prop.overrideHLSLDeclaration = true;
+ prop.hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare;
+ }
+
// ugh, this needs to be moved to the gradient property implementation
if (prop is GradientShaderProperty gradientProp && generationMode == GenerationMode.Preview)
{
diff --git a/com.unity.shadergraph/Editor/Data/Graphs/ShaderGraphRequirements.cs b/com.unity.shadergraph/Editor/Data/Graphs/ShaderGraphRequirements.cs
index c931b3830f7..912e7063485 100644
--- a/com.unity.shadergraph/Editor/Data/Graphs/ShaderGraphRequirements.cs
+++ b/com.unity.shadergraph/Editor/Data/Graphs/ShaderGraphRequirements.cs
@@ -8,6 +8,7 @@ namespace UnityEditor.ShaderGraph.Internal
[Serializable]
public struct ShaderGraphRequirements
{
+ [SerializeField] List m_RequiresTransforms;
[SerializeField] NeededCoordinateSpace m_RequiresNormal;
[SerializeField] NeededCoordinateSpace m_RequiresBitangent;
[SerializeField] NeededCoordinateSpace m_RequiresTangent;
@@ -29,11 +30,18 @@ internal static ShaderGraphRequirements none
{
return new ShaderGraphRequirements
{
+ m_RequiresTransforms = new List(),
m_RequiresMeshUVs = new List()
};
}
}
+ public List requiresTransforms
+ {
+ get { return m_RequiresTransforms; }
+ internal set { m_RequiresTransforms = value; }
+ }
+
public NeededCoordinateSpace requiresNormal
{
get { return m_RequiresNormal; }
@@ -155,6 +163,7 @@ internal ShaderGraphRequirements Union(ShaderGraphRequirements other)
internal static ShaderGraphRequirements FromNodes(List nodes, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool includeIntermediateSpaces = true)
where T : AbstractMaterialNode
{
+ var requiresTransforms = nodes.OfType().SelectMany(o => o.RequiresTransform()).Distinct().ToList();
NeededCoordinateSpace requiresNormal = nodes.OfType().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresNormal(stageCapability));
NeededCoordinateSpace requiresBitangent = nodes.OfType().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresBitangent(stageCapability));
NeededCoordinateSpace requiresTangent = nodes.OfType().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresTangent(stageCapability));
@@ -196,6 +205,7 @@ internal static ShaderGraphRequirements FromNodes(List nodes, ShaderStageC
var reqs = new ShaderGraphRequirements()
{
+ m_RequiresTransforms = requiresTransforms,
m_RequiresNormal = requiresNormal,
m_RequiresBitangent = requiresBitangent,
m_RequiresTangent = requiresTangent,
diff --git a/com.unity.shadergraph/Editor/Data/Interfaces/GenerationMode.cs b/com.unity.shadergraph/Editor/Data/Interfaces/GenerationMode.cs
index c75fcb47465..d484c1d7c25 100644
--- a/com.unity.shadergraph/Editor/Data/Interfaces/GenerationMode.cs
+++ b/com.unity.shadergraph/Editor/Data/Interfaces/GenerationMode.cs
@@ -3,7 +3,8 @@ namespace UnityEditor.ShaderGraph
enum GenerationMode
{
Preview,
- ForReals
+ ForReals,
+ VFX
}
static class GenerationModeExtensions
{
diff --git a/com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs b/com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs
new file mode 100644
index 00000000000..55befdc9c25
--- /dev/null
+++ b/com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs
@@ -0,0 +1,55 @@
+using System.Collections.Generic;
+using UnityEditor.ShaderGraph.Internal;
+
+namespace UnityEditor.ShaderGraph
+{
+ public struct NeededTransform
+ {
+ static Dictionary s_TransformMap = new Dictionary
+ {
+ {UnityMatrixType.Model, ObjectToWorld},
+ {UnityMatrixType.InverseModel, WorldToObject},
+
+ // TODO: Define the rest.
+ {UnityMatrixType.View, None},
+ {UnityMatrixType.InverseView, None},
+ {UnityMatrixType.Projection, None},
+ {UnityMatrixType.InverseProjection, None},
+ {UnityMatrixType.ViewProjection, None},
+ {UnityMatrixType.InverseViewProjection, None},
+ };
+
+ public static NeededTransform None => new NeededTransform(NeededCoordinateSpace.None, NeededCoordinateSpace.None);
+ public static NeededTransform ObjectToWorld => new NeededTransform(NeededCoordinateSpace.Object, NeededCoordinateSpace.World);
+ public static NeededTransform WorldToObject => new NeededTransform(NeededCoordinateSpace.World, NeededCoordinateSpace.Object);
+
+ public NeededTransform(NeededCoordinateSpace from, NeededCoordinateSpace to)
+ {
+ this.from = from;
+ this.to = to;
+ }
+
+ // Secondary constructor for certain nodes like TransformationMatrix.
+ internal NeededTransform(UnityMatrixType matrix)
+ {
+ if (s_TransformMap.TryGetValue(matrix, out var transform))
+ {
+ from = transform.from;
+ to = transform.to;
+ }
+ else
+ {
+ from = NeededCoordinateSpace.None;
+ to = NeededCoordinateSpace.None;
+ }
+ }
+
+ public NeededCoordinateSpace from;
+ public NeededCoordinateSpace to;
+ }
+
+ interface IMayRequireTransform
+ {
+ NeededTransform[] RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All);
+ }
+}
diff --git a/com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs.meta b/com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs.meta
new file mode 100644
index 00000000000..bdbc91f7dc8
--- /dev/null
+++ b/com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: bd5f4be1039f4da9bbd03e729e6c6a69
+timeCreated: 1617224689
\ No newline at end of file
diff --git a/com.unity.shadergraph/Editor/Data/Interfaces/IMaySupportVFX.cs b/com.unity.shadergraph/Editor/Data/Interfaces/IMaySupportVFX.cs
new file mode 100644
index 00000000000..a9b3e6f2c0a
--- /dev/null
+++ b/com.unity.shadergraph/Editor/Data/Interfaces/IMaySupportVFX.cs
@@ -0,0 +1,16 @@
+namespace UnityEditor.ShaderGraph
+{
+ public interface IMaySupportVFX
+ {
+ bool SupportsVFX();
+ }
+
+ static class MaySupportVFXExtensions
+ {
+ public static bool SupportsVFX(this Target target)
+ {
+ var vfxTarget = target as IMaySupportVFX;
+ return vfxTarget != null && vfxTarget.SupportsVFX();
+ }
+ }
+}
diff --git a/com.unity.shadergraph/Editor/Data/Interfaces/IMaySupportVFX.cs.meta b/com.unity.shadergraph/Editor/Data/Interfaces/IMaySupportVFX.cs.meta
new file mode 100644
index 00000000000..001c4f68af8
--- /dev/null
+++ b/com.unity.shadergraph/Editor/Data/Interfaces/IMaySupportVFX.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: f908e994cc0047c99385d710cbbb0853
+timeCreated: 1617040225
\ No newline at end of file
diff --git a/com.unity.shadergraph/Editor/Data/Nodes/Input/Matrix/TransformationMatrixNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/Input/Matrix/TransformationMatrixNode.cs
index 0d94fee1642..abb3ffcc5ee 100644
--- a/com.unity.shadergraph/Editor/Data/Nodes/Input/Matrix/TransformationMatrixNode.cs
+++ b/com.unity.shadergraph/Editor/Data/Nodes/Input/Matrix/TransformationMatrixNode.cs
@@ -19,7 +19,7 @@ enum TransformationMatrixType
WorldToObject
};
- enum UnityMatrixType
+ internal enum UnityMatrixType
{
Model,
InverseModel,
@@ -32,7 +32,7 @@ enum UnityMatrixType
}
[Title("Input", "Matrix", "Transformation Matrix")]
- class TransformationMatrixNode : AbstractMaterialNode
+ class TransformationMatrixNode : AbstractMaterialNode, IMayRequireTransform
{
static Dictionary m_MatrixList = new Dictionary
{
@@ -110,5 +110,10 @@ public bool RequiresVertexColor()
{
return true;
}
+
+ public NeededTransform[] RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All)
+ {
+ return new[] { new NeededTransform(matrixType) };
+ }
}
}
diff --git a/com.unity.shadergraph/Editor/Data/Nodes/Input/PropertyNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/Input/PropertyNode.cs
index 99461b8cce5..b4cad5b42f7 100644
--- a/com.unity.shadergraph/Editor/Data/Nodes/Input/PropertyNode.cs
+++ b/com.unity.shadergraph/Editor/Data/Nodes/Input/PropertyNode.cs
@@ -148,34 +148,34 @@ void AddOutputSlot()
}
}
- public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
+ public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode mode)
{
// preview is always generating a full shader, even when previewing within a subgraph
- bool isGeneratingSubgraph = owner.isSubGraph && (generationMode != GenerationMode.Preview);
+ bool isGeneratingSubgraph = owner.isSubGraph && (mode != GenerationMode.Preview);
switch (property.propertyType)
{
case PropertyType.Boolean:
- sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
+ sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
break;
case PropertyType.Float:
- sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
+ sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
break;
case PropertyType.Vector2:
- sb.AppendLine($"$precision2 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
+ sb.AppendLine($"$precision2 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
break;
case PropertyType.Vector3:
- sb.AppendLine($"$precision3 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
+ sb.AppendLine($"$precision3 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
break;
case PropertyType.Vector4:
- sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
+ sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
break;
case PropertyType.Color:
switch (property.sgVersion)
{
case 0:
case 2:
- sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
+ sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
break;
case 1:
case 3:
@@ -183,11 +183,11 @@ public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMo
//for consistency with other places in the editor, we assume HDR colors are in linear space, and correct for gamma space here
if ((property as ColorShaderProperty).colorMode == ColorMode.HDR)
{
- sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = IsGammaSpace() ? LinearToSRGB({property.GetHLSLVariableName(isGeneratingSubgraph)}) : {property.GetHLSLVariableName(isGeneratingSubgraph)};");
+ sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = IsGammaSpace() ? LinearToSRGB({property.GetHLSLVariableName(isGeneratingSubgraph, mode)}) : {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
}
else
{
- sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
+ sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};");
}
break;
default:
@@ -219,7 +219,7 @@ public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMo
sb.AppendLine($"UnitySamplerState {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
break;
case PropertyType.Gradient:
- if (generationMode == GenerationMode.Preview)
+ if (mode == GenerationMode.Preview)
sb.AppendLine($"Gradient {GetVariableNameForSlot(OutputSlotId)} = {GradientUtil.GetGradientForPreview(property.GetHLSLVariableName(isGeneratingSubgraph))};");
else
sb.AppendLine($"Gradient {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};");
diff --git a/com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/CameraNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/CameraNode.cs
index a619d8e0151..42a7e71919b 100644
--- a/com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/CameraNode.cs
+++ b/com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/CameraNode.cs
@@ -4,7 +4,7 @@
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Scene", "Camera")]
- class CameraNode : AbstractMaterialNode
+ class CameraNode : AbstractMaterialNode, IMayRequireTransform
{
const string kOutputSlotName = "Position";
const string kOutputSlot1Name = "Direction";
@@ -65,5 +65,14 @@ public override string GetVariableNameForSlot(int slotId)
return "_WorldSpaceCameraPos";
}
}
+
+ public NeededTransform[] RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All)
+ {
+ return new[]
+ {
+ NeededTransform.ObjectToWorld,
+ NeededTransform.WorldToObject
+ };
+ }
}
}
diff --git a/com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/ObjectNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/ObjectNode.cs
index 695e09fe261..9119271d2ec 100644
--- a/com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/ObjectNode.cs
+++ b/com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/ObjectNode.cs
@@ -4,7 +4,7 @@
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Scene", "Object")]
- sealed class ObjectNode : AbstractMaterialNode
+ sealed class ObjectNode : AbstractMaterialNode, IMayRequireTransform
{
const string kOutputSlotName = "Position";
const string kOutputSlot1Name = "Scale";
@@ -37,5 +37,7 @@ public override string GetVariableNameForSlot(int slotId)
return "SHADERGRAPH_OBJECT_POSITION";
}
}
+
+ public NeededTransform[] RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All) => new[] { NeededTransform.ObjectToWorld };
}
}
diff --git a/com.unity.shadergraph/Editor/Data/Nodes/Math/Vector/TransformNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/Math/Vector/TransformNode.cs
index 728e6a30d0b..e69aa9fe245 100644
--- a/com.unity.shadergraph/Editor/Data/Nodes/Math/Vector/TransformNode.cs
+++ b/com.unity.shadergraph/Editor/Data/Nodes/Math/Vector/TransformNode.cs
@@ -38,7 +38,7 @@ Enum IEnumConversion.to
}
[Title("Math", "Vector", "Transform")]
- class TransformNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireTangent, IMayRequireBitangent, IMayRequireNormal
+ class TransformNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireTangent, IMayRequireBitangent, IMayRequireNormal, IMayRequireTransform
{
private const int InputSlotId = 0;
private const int OutputSlotId = 1;
@@ -272,5 +272,13 @@ public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapabilit
return NeededCoordinateSpace.World;
return conversion.from.ToNeededCoordinateSpace();
}
+
+ public NeededTransform[] RequiresTransform(ShaderStageCapability stageCapability)
+ {
+ return new[]
+ {
+ new NeededTransform(conversion.from.ToNeededCoordinateSpace(), conversion.to.ToNeededCoordinateSpace())
+ };
+ }
}
}
diff --git a/com.unity.shadergraph/Editor/Data/Nodes/Utility/CustomFunctionNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/Utility/CustomFunctionNode.cs
index daa32873c68..abd24fbf2e4 100644
--- a/com.unity.shadergraph/Editor/Data/Nodes/Utility/CustomFunctionNode.cs
+++ b/com.unity.shadergraph/Editor/Data/Nodes/Utility/CustomFunctionNode.cs
@@ -13,7 +13,7 @@ namespace UnityEditor.ShaderGraph
{
[HasDependencies(typeof(MinimalCustomFunctionNode))]
[Title("Utility", "Custom Function")]
- class CustomFunctionNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
+ class CustomFunctionNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireTransform
{
// 0 original version
// 1 differentiate between struct-based UnityTexture2D and bare Texture2D resources (for all texture and samplerstate resources)
@@ -493,5 +493,14 @@ public override void OnAfterMultiDeserialize(string json)
ChangeVersion(1);
}
}
+
+ public NeededTransform[] RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All)
+ {
+ return new[]
+ {
+ NeededTransform.ObjectToWorld,
+ NeededTransform.WorldToObject
+ };
+ }
}
}
diff --git a/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs b/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs
index bbc29b843fc..9296f9fa2ca 100644
--- a/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs
+++ b/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs
@@ -107,6 +107,23 @@ void RegisterActionToUndo(string actionName)
}
}
+#if VFX_GRAPH_10_0_0_OR_NEWER
+ // Inform the user that VFXTarget is deprecated, if they are using one.
+ if (graphData.m_ActiveTargets.Count(t => t.value.SupportsVFX()) == 1 &&
+ graphData.m_ActiveTargets.Count(t => t.value is VFXTarget) == 1)
+ {
+ var vfxWarning = new HelpBoxRow(MessageType.Info);
+
+ var vfxWarningLabel = new Label("The Visual Effect target is deprecated. \n" +
+ "Add a Universal or HDRP target instead, and enable 'Support VFX Graph' in the Graph Inspector.");
+
+ vfxWarningLabel.style.color = new StyleColor(Color.white);
+
+ vfxWarning.Add(vfxWarningLabel);
+ element.Add(vfxWarning);
+ }
+#endif
+
return element;
}
diff --git a/com.unity.shadergraph/Editor/Generation/Collections/AdditionalCommandCollection.cs b/com.unity.shadergraph/Editor/Generation/Collections/AdditionalCommandCollection.cs
new file mode 100644
index 00000000000..fcc5e6b57dd
--- /dev/null
+++ b/com.unity.shadergraph/Editor/Generation/Collections/AdditionalCommandCollection.cs
@@ -0,0 +1,52 @@
+using System.Collections;
+using System.Collections.Generic;
+
+namespace UnityEditor.ShaderGraph
+{
+ [GenerationAPI]
+ internal class AdditionalCommandCollection : IEnumerable
+ {
+ public class Item
+ {
+ public AdditionalCommandDescriptor field { get; }
+
+ public Item(AdditionalCommandDescriptor field)
+ {
+ this.field = field;
+ }
+ }
+
+ readonly List m_Items;
+
+ public AdditionalCommandCollection()
+ {
+ m_Items = new List();
+ }
+
+ public AdditionalCommandCollection Add(AdditionalCommandCollection fields)
+ {
+ foreach (AdditionalCommandCollection.Item item in fields)
+ {
+ m_Items.Add(item);
+ }
+
+ return this;
+ }
+
+ public AdditionalCommandCollection Add(AdditionalCommandDescriptor field)
+ {
+ m_Items.Add(new Item(field));
+ return this;
+ }
+
+ public IEnumerator GetEnumerator()
+ {
+ return m_Items.GetEnumerator();
+ }
+
+ IEnumerator IEnumerable.GetEnumerator()
+ {
+ return GetEnumerator();
+ }
+ }
+}
diff --git a/com.unity.shadergraph/Editor/Generation/Collections/AdditionalCommandCollection.cs.meta b/com.unity.shadergraph/Editor/Generation/Collections/AdditionalCommandCollection.cs.meta
new file mode 100644
index 00000000000..f033952ebf9
--- /dev/null
+++ b/com.unity.shadergraph/Editor/Generation/Collections/AdditionalCommandCollection.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: bb1187e3c30c4233ae250a361c54f26b
+timeCreated: 1607707593
\ No newline at end of file
diff --git a/com.unity.shadergraph/Editor/Generation/Contexts/TargetPropertyGUIContext.cs b/com.unity.shadergraph/Editor/Generation/Contexts/TargetPropertyGUIContext.cs
index 094dda1138b..3847bfd6ada 100644
--- a/com.unity.shadergraph/Editor/Generation/Contexts/TargetPropertyGUIContext.cs
+++ b/com.unity.shadergraph/Editor/Generation/Contexts/TargetPropertyGUIContext.cs
@@ -40,13 +40,21 @@ public void AddProperty(string label, BaseField field, EventCallback(string label, int indentLevel, BaseField field, EventCallback> evt)
+ {
+ AddProperty(label, string.Empty, indentLevel, field, evt);
+ }
+
+ public void AddProperty(string label, string tooltip, int indentLevel, BaseField field, EventCallback> evt)
{
if (field is INotifyValueChanged notifyValueChanged)
{
notifyValueChanged.RegisterValueChangedCallback(evt);
}
- var propertyRow = new PropertyRow(new Label(label));
+ var propertyLabel = new Label(label);
+ propertyLabel.tooltip = tooltip;
+ var propertyRow = new PropertyRow(propertyLabel);
+
ApplyPadding(propertyRow, indentLevel);
propertyRow.Add(field);
this.hierarchy.Add(propertyRow);
diff --git a/com.unity.shadergraph/Editor/Generation/Descriptors/AdditionalCommandDescriptor.cs b/com.unity.shadergraph/Editor/Generation/Descriptors/AdditionalCommandDescriptor.cs
new file mode 100644
index 00000000000..caa38e32adb
--- /dev/null
+++ b/com.unity.shadergraph/Editor/Generation/Descriptors/AdditionalCommandDescriptor.cs
@@ -0,0 +1,16 @@
+using System.Collections.Generic;
+
+namespace UnityEditor.ShaderGraph
+{
+ internal class AdditionalCommandDescriptor
+ {
+ public string token { get; }
+ public string content { get; }
+
+ public AdditionalCommandDescriptor(string token, string content)
+ {
+ this.token = token;
+ this.content = content;
+ }
+ }
+}
diff --git a/com.unity.shadergraph/Editor/Generation/Descriptors/AdditionalCommandDescriptor.cs.meta b/com.unity.shadergraph/Editor/Generation/Descriptors/AdditionalCommandDescriptor.cs.meta
new file mode 100644
index 00000000000..6821b17841c
--- /dev/null
+++ b/com.unity.shadergraph/Editor/Generation/Descriptors/AdditionalCommandDescriptor.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 443389252e1f464fb537873630611201
+timeCreated: 1607706972
\ No newline at end of file
diff --git a/com.unity.shadergraph/Editor/Generation/Descriptors/PassDescriptor.cs b/com.unity.shadergraph/Editor/Generation/Descriptors/PassDescriptor.cs
index 77a9d9c1f52..2e433a73ef4 100644
--- a/com.unity.shadergraph/Editor/Generation/Descriptors/PassDescriptor.cs
+++ b/com.unity.shadergraph/Editor/Generation/Descriptors/PassDescriptor.cs
@@ -27,6 +27,7 @@ internal struct PassDescriptor
public DefineCollection defines;
public KeywordCollection keywords;
public IncludeCollection includes;
+ public AdditionalCommandCollection additionalCommands;
public CustomInterpSubGen.Collection customInterpolators;
// Methods
diff --git a/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs
index fea5e578af1..3cbc3d87b19 100644
--- a/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs
+++ b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs
@@ -123,7 +123,6 @@ internal static void GeneratePackedStruct(StructDescriptor shaderStruct, ActiveF
List packedSubscripts = new List();
List postUnpackedSubscripts = new List();
List packedCounts = new List();
-
foreach (FieldDescriptor subscript in shaderStruct.fields)
{
var fieldIsActive = false;
@@ -405,6 +404,9 @@ static ConditionalField[] GetConditionalFieldsFromVertexRequirements(ShaderGraph
new ConditionalField(StructFields.VertexDescriptionInputs.BoneWeights, requirements.requiresVertexSkinning),
new ConditionalField(StructFields.VertexDescriptionInputs.BoneIndices, requirements.requiresVertexSkinning),
new ConditionalField(StructFields.VertexDescriptionInputs.VertexID, requirements.requiresVertexID),
+
+ new ConditionalField(Fields.ObjectToWorld, requirements.requiresTransforms.Contains(NeededTransform.ObjectToWorld)),
+ new ConditionalField(Fields.WorldToObject, requirements.requiresTransforms.Contains(NeededTransform.WorldToObject)),
};
}
@@ -452,6 +454,9 @@ static ConditionalField[] GetConditionalFieldsFromPixelRequirements(ShaderGraphR
new ConditionalField(StructFields.SurfaceDescriptionInputs.BoneWeights, requirements.requiresVertexSkinning),
new ConditionalField(StructFields.SurfaceDescriptionInputs.BoneIndices, requirements.requiresVertexSkinning),
new ConditionalField(StructFields.SurfaceDescriptionInputs.VertexID, requirements.requiresVertexID),
+
+ new ConditionalField(Fields.ObjectToWorld, requirements.requiresTransforms.Contains(NeededTransform.ObjectToWorld)),
+ new ConditionalField(Fields.WorldToObject, requirements.requiresTransforms.Contains(NeededTransform.WorldToObject)),
};
}
@@ -801,7 +806,14 @@ internal static void GenerateSurfaceDescriptionFunction(
graph.CollectShaderProperties(shaderProperties, mode);
- surfaceDescriptionFunction.AppendLine(String.Format("{0} {1}(SurfaceDescriptionInputs IN)", surfaceDescriptionName, functionName), false);
+ if (mode == GenerationMode.VFX)
+ {
+ const string k_GraphProperties = "GraphProperties";
+ surfaceDescriptionFunction.AppendLine(String.Format("{0} {1}(SurfaceDescriptionInputs IN, {2} PROP)", surfaceDescriptionName, functionName, k_GraphProperties), false);
+ }
+ else
+ surfaceDescriptionFunction.AppendLine(String.Format("{0} {1}(SurfaceDescriptionInputs IN)", surfaceDescriptionName, functionName), false);
+
using (surfaceDescriptionFunction.BlockScope())
{
surfaceDescriptionFunction.AppendLine("{0} surface = ({0})0;", surfaceDescriptionName);
@@ -967,7 +979,14 @@ internal static void GenerateVertexDescriptionFunction(
graph.CollectShaderProperties(shaderProperties, mode);
- builder.AppendLine("{0} {1}({2} IN)", graphOutputStructName, functionName, graphInputStructName);
+ if (mode == GenerationMode.VFX)
+ {
+ const string k_GraphProperties = "GraphProperties";
+ builder.AppendLine("{0} {1}({2} IN, {3} PROP)", graphOutputStructName, functionName, graphInputStructName, k_GraphProperties);
+ }
+ else
+ builder.AppendLine("{0} {1}({2} IN)", graphOutputStructName, functionName, graphInputStructName);
+
using (builder.BlockScope())
{
builder.AppendLine("{0} description = ({0})0;", graphOutputStructName);
diff --git a/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs
index 2568c37748e..25f07ca64d5 100644
--- a/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs
+++ b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs
@@ -34,8 +34,20 @@ class Generator
public Generator(GraphData graphData, AbstractMaterialNode outputNode, GenerationMode mode, string name, AssetCollection assetCollection)
{
- m_GraphData = graphData;
+ m_GraphData = graphData;
m_OutputNode = outputNode;
+ Generate(mode, name, assetCollection, GetTargetImplementations());
+ }
+
+ public Generator(GraphData graphData, AbstractMaterialNode outputNode, GenerationMode mode, string name, AssetCollection assetCollection, Target[] targets)
+ {
+ m_GraphData = graphData;
+ m_OutputNode = outputNode;
+ Generate(mode, name, assetCollection, targets);
+ }
+
+ void Generate(GenerationMode mode, string name, AssetCollection assetCollection, Target[] targets)
+ {
m_Mode = mode;
m_Name = name;
@@ -43,21 +55,21 @@ public Generator(GraphData graphData, AbstractMaterialNode outputNode, Generatio
m_ConfiguredTextures = new List();
m_assetCollection = assetCollection;
- m_ActiveBlocks = graphData.GetNodes().ToList();
+ m_ActiveBlocks = m_GraphData.GetNodes().ToList();
m_TemporaryBlocks = new List();
- GetTargetImplementations();
+ m_Targets = targets;
BuildShader();
}
- void GetTargetImplementations()
+ Target[] GetTargetImplementations()
{
if (m_OutputNode == null)
{
- m_Targets = m_GraphData.activeTargets.ToArray();
+ return m_GraphData.activeTargets.ToArray();
}
else
{
- m_Targets = new Target[] { new PreviewTarget() };
+ return new Target[] { new PreviewTarget() };
}
}
@@ -758,6 +770,21 @@ void ProcessStackForPass(ContextData contextData, BlockFieldDescriptor[] passBlo
using (var propertyBuilder = new ShaderStringBuilder())
{
subShaderProperties.GetPropertiesDeclaration(propertyBuilder, m_Mode, m_GraphData.graphDefaultConcretePrecision);
+
+ if (m_Mode == GenerationMode.VFX)
+ {
+ const string k_GraphPropertiesStruct = "GraphProperties";
+ propertyBuilder.AppendLine($"struct {k_GraphPropertiesStruct}");
+ using (propertyBuilder.BlockSemicolonScope())
+ {
+ m_GraphData.ForeachHLSLProperty(h =>
+ {
+ if (!h.IsObjectType())
+ h.AppendTo(propertyBuilder);
+ });
+ }
+ }
+
if (propertyBuilder.length == 0)
propertyBuilder.AppendLine("// GraphProperties: ");
spliceCommands.Add("GraphProperties", propertyBuilder.ToCodeBlock());
@@ -927,6 +954,17 @@ void ProcessStackForPass(ContextData contextData, BlockFieldDescriptor[] passBlo
spliceCommands.Add("Debug", debugBuilder.ToCodeBlock());
}
+ // --------------------------------------------------
+ // Additional Commands
+
+ if (pass.additionalCommands != null)
+ {
+ foreach (AdditionalCommandCollection.Item additionalCommand in pass.additionalCommands)
+ {
+ spliceCommands.Add(additionalCommand.field.token, additionalCommand.field.content);
+ }
+ }
+
// --------------------------------------------------
// Finalize
diff --git a/com.unity.shadergraph/Editor/Generation/ShaderGraphVfxAsset.cs b/com.unity.shadergraph/Editor/Generation/ShaderGraphVfxAsset.cs
index b4b16e3985e..b350cb39f43 100644
--- a/com.unity.shadergraph/Editor/Generation/ShaderGraphVfxAsset.cs
+++ b/com.unity.shadergraph/Editor/Generation/ShaderGraphVfxAsset.cs
@@ -42,12 +42,18 @@ private class ShaderGraphVfxAssetData : JsonObject
public const int ColorSlotId = 6;
public const int AlphaThresholdSlotId = 7;
+ [SerializeField]
+ public bool generatesWithShaderGraph;
+
[SerializeField]
public bool lit;
[SerializeField]
public bool alphaClipping;
+ [SerializeField]
+ internal ShaderStageCapability[] m_PropertiesStages;
+
[SerializeField]
internal GraphCompilationResult compilationResult;
@@ -135,6 +141,38 @@ public List properties
}
}
+ public List fragmentProperties
+ {
+ get
+ {
+ EnsureProperties();
+ var allProperties = m_Data.m_Properties.SelectValue().ToList();
+ var fragProperties = new List();
+ for (var i = 0; i < allProperties.Count(); i++)
+ {
+ if ((m_PropertiesStages[i] & ShaderStageCapability.Fragment) != 0)
+ fragProperties.Add(allProperties[i]);
+ }
+ return fragProperties;
+ }
+ }
+
+ public List vertexProperties
+ {
+ get
+ {
+ EnsureProperties();
+ var allProperties = m_Data.m_Properties.SelectValue().ToList();
+ var vertexProperties = new List();
+ for (var i = 0; i < allProperties.Count(); i++)
+ {
+ if ((m_PropertiesStages[i] & ShaderStageCapability.Vertex) != 0)
+ vertexProperties.Add(allProperties[i]);
+ }
+ return vertexProperties;
+ }
+ }
+
internal void SetProperties(List propertiesList)
{
m_Data.m_Properties.Clear();
diff --git a/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs b/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs
index 8eefe78a4aa..086efc2e69e 100644
--- a/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs
+++ b/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs
@@ -7,6 +7,7 @@ internal static class Fields
public const string kFeatures = "features";
public const string kSurfaceType = "SurfaceType";
public const string kBlendMode = "BlendMode";
+ public const string kTransforms = "Transforms";
#endregion
#region Fields
@@ -21,6 +22,10 @@ internal static class Fields
public static FieldDescriptor IsPreview = new FieldDescriptor(string.Empty, "isPreview", "SHADERGRAPH_PREVIEW");
public static FieldDescriptor LodCrossFade = new FieldDescriptor(string.Empty, "LodCrossFade", "_LODCROSSFADE 1"); // HD only
public static FieldDescriptor AlphaToMask = new FieldDescriptor(string.Empty, "AlphaToMask", "_ALPHATOMASK_ON 1"); // HD only
+
+ public static FieldDescriptor GraphVFX = new FieldDescriptor(kFeatures, "graphVFX", "FEATURES_GRAPH_VFX");
+ public static FieldDescriptor ObjectToWorld = new FieldDescriptor(kTransforms, "ObjectToWorld", "_OBJECT_TO_WORLD");
+ public static FieldDescriptor WorldToObject = new FieldDescriptor(kTransforms, "WorldToObject", "_WORLD_TO_OBJECT");
#endregion
}
}
diff --git a/com.unity.shadergraph/Editor/Generation/Targets/VFXTarget.cs b/com.unity.shadergraph/Editor/Generation/Targets/VFXTarget.cs
index 7bfc3d9bf20..8c7fb8349f5 100644
--- a/com.unity.shadergraph/Editor/Generation/Targets/VFXTarget.cs
+++ b/com.unity.shadergraph/Editor/Generation/Targets/VFXTarget.cs
@@ -14,7 +14,7 @@
namespace UnityEditor.ShaderGraph
{
- sealed class VFXTarget : Target, ILegacyTarget
+ sealed class VFXTarget : Target, ILegacyTarget, IMaySupportVFX
{
[SerializeField]
bool m_Lit;
@@ -143,6 +143,8 @@ public override bool WorksWithSRP(RenderPipelineAsset scriptableRenderPipeline)
{
return GraphicsSettings.currentRenderPipeline != null && scriptableRenderPipeline?.GetType() == GraphicsSettings.currentRenderPipeline.GetType();
}
+
+ public bool SupportsVFX() => true;
}
}
#endif
diff --git a/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs
index d9e6ba56068..7004ba6ed7f 100644
--- a/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs
+++ b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs
@@ -281,7 +281,7 @@ static void ReportErrors(GraphData graph, Shader shader, string path)
Debug.LogWarning($"Shader Graph at {path} has at least one warning.");
}
- internal static string GetShaderText(string path, out List configuredTextures, AssetCollection assetCollection, GraphData graph)
+ internal static string GetShaderText(string path, out List configuredTextures, AssetCollection assetCollection, GraphData graph, GenerationMode mode = GenerationMode.ForReals, Target[] targets = null)
{
string shaderString = null;
var shaderName = Path.GetFileNameWithoutExtension(path);
@@ -289,7 +289,13 @@ internal static string GetShaderText(string path, out List x is VFXTarget) as VFXTarget;
+ var target = graph.activeTargets.FirstOrDefault(x => x.SupportsVFX());
+
if (target == null)
return null;
@@ -351,8 +361,18 @@ static ShaderGraphVfxAsset GenerateVfxShaderGraphAsset(GraphData graph)
var result = asset.compilationResult = new GraphCompilationResult();
var mode = GenerationMode.ForReals;
- asset.lit = target.lit;
- asset.alphaClipping = target.alphaTest;
+ if (target is VFXTarget vfxTarget)
+ {
+ asset.lit = vfxTarget.lit;
+ asset.alphaClipping = vfxTarget.alphaTest;
+ asset.generatesWithShaderGraph = false;
+ }
+ else
+ {
+ asset.lit = true;
+ asset.alphaClipping = false;
+ asset.generatesWithShaderGraph = true;
+ }
var assetGuid = graph.assetGuid;
var assetPath = AssetDatabase.GUIDToAssetPath(assetGuid);
@@ -373,10 +393,15 @@ static ShaderGraphVfxAsset GenerateVfxShaderGraphAsset(GraphData graph)
NodeUtils.DepthFirstCollectNodesFromNode(nodes, fragmentBlock);
}
- //Remove inactive blocks from generation
+ //Remove inactive blocks from legacy generation
+ if (!asset.generatesWithShaderGraph)
{
var tmpCtx = new TargetActiveBlockContext(new List(), null);
+
+ // NOTE: For whatever reason, this call fails for custom interpolator ports (ie, active ones are not detected as active).
+ // For the sake of compatibility with custom interpolator with shadergraph generation, skip the removal of inactive blocks.
target.GetActiveBlocks(ref tmpCtx);
+
ports.RemoveAll(materialSlot =>
{
return !tmpCtx.activeBlocks.Any(o => materialSlot.RawDisplayName() == o.displayName);
@@ -656,6 +681,7 @@ void AddCoordinateSpaceSnippets(InterpolatorType interpolatorType, Func();
var portPropertyIndices = new List[ports.Count];
+ var propertiesStages = new List();
for (var portIndex = 0; portIndex < ports.Count; portIndex++)
{
portPropertyIndices[portIndex] = new List();
@@ -671,6 +697,7 @@ void AddCoordinateSpaceSnippets(InterpolatorType interpolatorType, Func **Create** > **Shader Graph** > **VFX Shader Graph**.
+
+## Contexts
+
+This Shader Graph Target its own set of Graph Settings. Because of the relationship between settings and Blocks, this has consequences on which Blocks are relevant to the Graph. This section contains information on the Blocks this Target adds by default, and which Blocks set properties for this Target's Graph Settings.
+
+### Vertex Context
+
+#### Default
+
+When you create a new Shader Graph with the Visual Effect Target, the Vertex Context contains the following Blocks by default:
+
+| **Property** | **Description** | **Setting Dependency** | **Default Value** |
+| ------------ | -------------------------------------------- | ---------------------- | ---------------------- |
+| **Position** | The object space vertex normal per vertex. | None | CoordinateSpace.Object |
+| **Normal** | The object space vertex position per vertex. | None | CoordinateSpace.Object |
+| **Tangent** | The object space vertex tangent per vertex. | None | CoordinateSpace.Object |
+
+#### Relevant
+
+This Target adds all its Vertex Blocks to the Vertex Context by default and has no extra relevant Blocks.
+
+### Fragment Context
+
+#### Default
+
+When you create a new Shader Graph with the Visual Effect Target, the Fragment Context contains the following Blocks by default:
+
+| **Property** | **Description** | **Setting Dependency** | **Default Value** |
+| -------------- | ------------------------------------------------------------ | ---------------------- | ----------------- |
+| **Base Color** | The base color of the material | None | Color.grey |
+| **Alpha** | The Material's alpha value. This determines how transparent the material is. The expected range is 0 - 1. | None | 1.0 |
+| **Emission** | The color of light to emit from this material's surface. Emissive materials appear as a source of light in your scene. | None | Color.black |
+
+#### Relevant
+
+Depending on the [Graph Settings](#graph-settings) you use, Shader Graph can add the following Blocks to the Fragment Context:
+
+| **Property** | **Description** | **Setting Dependency** | **Default Value** |
+| -------------------------- | ------------------------------------------------------------ | ----------------------------------- | ----------------------- |
+| **Alpha Clip Threshold** | The alpha value limit that HDRP uses to determine whether to render each pixel. If the alpha value of the pixel is equal to or higher than the limit, HDRP renders the pixel. If the value is lower than the limit, HDRP does not render the pixel. | • **Alpha Clipping** enabled | 0.5 |
+| **Metallic** | The material's metallic value. This defines how "metal-like" the surface of your Material is (between 0 and 1). When a surface is more metallic, it reflects the environment more and its albedo color becomes less visible. At a full metallic level, the surface color is entirely driven by reflections from the environment. When a surface is less metallic, its albedo color is clearer and any surface reflections are visible on top of the surface color, rather than obscuring it. | • **Material** set to **Lit** | 0.0 |
+| **Smoothness** | The material's smoothness. Every light ray that hits a smooth surface bounces off at predictable and consistent angles. For a perfectly smooth surface that reflects light like a mirror, set this to a value of 1. Less smooth surfaces reflect light over a wider range of angles (because the light hits the bumps in the microsurface), so the reflections have less detail and spread across the surface in a more diffused pattern. | • **Material** set to **Lit** | 0.5 |
+| **Normal (Tangent Space)** | The normal, in tangent space, for the material. | • **Material** set to **Lit** | CoordinateSpace.Tangent |
+
+## Graph Settings
+
+| **Property** | **Description** |
+| ------------------ | ------------------------------------------------------------ |
+| **Material** | Specifies whether the lighting in the Scene affects the material. The options are:
• **Unlit**: Scene lighting does not affect the material.
• **Lit**: Scene lighting affects the material. This option adds extra Blocks to the fragment Context. |
+| **Alpha Clipping** | Indicates whether this material acts like a[ Cutout Shader](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterRenderingMode.html). |
diff --git a/com.unity.visualeffectgraph/Documentation~/sg-working-with.md b/com.unity.visualeffectgraph/Documentation~/sg-working-with.md
new file mode 100644
index 00000000000..4075e58d643
--- /dev/null
+++ b/com.unity.visualeffectgraph/Documentation~/sg-working-with.md
@@ -0,0 +1,54 @@
+# Working with Shader Graph in the Visual Effect Graph
+
+Visual Effect Graphs can use compatible Shader Graphs to render particles. This enables you to visually build custom shaders for use in visual effects. This document explains:
+
+1. How to make a Shader Graph compatible with Visual Effect Graphs.
+2. How to set up a Visual Effect Graph to use a Shader Graph to render particles.
+
+## Setting up your Shader Graph
+
+To set up a Shader Graph so that it is compatible with the Visual Effect Graph, first, go to **Edit** > **Preferences** > **Visual Effects** and enable **Improved Shader Graph Generation**. Then, there are two methods you can use:
+
+- Use the **Visual Effect** [Target](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest?subfolder=/manual/Graph-Target.html). You can use this Target to make simple lit and unlit Shader Graphs.
+- Use the **HDRP** Target and enable **Support VFX Graph** in the Shader Graph's [Graph Settings](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest?subfolder=/manual/Graph-Settings-Menu.html) menu. You can use this Target to create Shader Graphs that support more complex, render pipeline-specific features.
+
+### Using the Visual Effect Target
+
+The Visual Effect Target is a Shader Graph [Target](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest?subfolder=/manual/Graph-Target.html) specifically for visual effects. If a Shader Graph includes Visual Effect as an active Target, it is compatible with visual effects. To make a Shader Graph use the Visual Effect Target:
+
+- If you already have a Shader Graph and want to make it use Visual Effect as an active Target:
+
+- 1. Open your Shader Graph in the [Shader Graph window](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest?subfolder=/manual/Shader-Graph-Window.html).
+ 2. In the [Graph Settings menu](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest?subfolder=/manual/Graph-Settings-Menu.html), go to the **Active Targets** list.
+ 3. If the list does not include **Visual Effect**, click the **Add** button then select **Visual Effect**.
+
+- If you want to create a new Shader Graph that uses the Visual Effect Target:
+
+- 1. Create a new VFX Shader Graph (menu: **Assets** > **Create** > **Shader Graph** > **VFX Shader Graph**). This Shader Graph automatically includes Visual Effect as an active Target.
+
+The Shader Graph is now compatible with the Visual Effect Graph. Also, the Graph Settings menu now contains a **Visual Effect** section which you can use to modify properties specific to rendering particles in a visual effect.
+
+### Using the HDRP Target
+
+The HDRP Target can be compatible with visual effects which enables you to render more complex-looking particles. For example, you can use the HDRP [Lit](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/master-stack-lit.html), [Eye](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/master-stack-eye.html), and [Hair](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/master-stack-hair.html) Shader Graphs to render particles. Note that HDRP's [Decal Shader Graph](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/master-stack-decal.html) does not support the Visual Effect Graph. To make a Shader Graph use the HDRP Target and be compatible with visual effects:
+
+1. Open your Shader Graph in the [Shader Graph window](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest?subfolder=/manual/Shader-Graph-Window.html). If you do not have a Shader Graph, create a new one (menu: **Assets** > **Create** > **Shader Graph** > **HDRP** then select the type of HDRP Shader Graph you want).
+2. In the [Graph Settings menu](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest?subfolder=/manual/Graph-Settings-Menu.html), go to the **Active Targets** list.
+3. If the list does not include **HDRP**, click the **Add** button then select **HDRP**.
+4. In the HDRP section of the Graph Settings menu, enable **Support VFX Graph**. The Shader Graph is now compatible with the Visual Effect Graph.
+
+## Using a Shader Graph in a visual effect
+
+After you set up a Shader Graph to be compatible with visual effects, Unity can use it to render particles. To make a visual effect use the Shader Graph:
+
+1. Go to **Edit** > **Preferences** > **Visual Effects** and enable **Experimental Operators/Blocks**.
+
+2. Open your Visual Effect Graph in the Visual Effect Graph window. If you do not have a Visual Effect Graph, create a new one (menu: **Assets** > **Create** > **Visual Effects** > **Visual Effect Graph**).
+
+3. In the interface for output contexts, assign your compatible Shader Graph to the **Shader Graph** property. The following output contexts support Shader Graphs:
+
+4. - [Particle Mesh](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@latest?subfolder=/manual/Context-OutputParticleMesh.html) (including Particle Lit Mesh)
+ - [Particle Primitive](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@latest?subfolder=/manual/Context-OutputPrimitive.html) (including Particle Quad, Particle Triangle, Particle Octagon, Particle Lit Quad, Particle Lit Triangle, and Particle Lit Octagon)
+ - Particle Strip Quad (including Particle Strip Lit Quad)
+
+5. After you assign the Shader Graph, click on the output context and view it in the Inspector. Here, you can see all the Shader Graph's Surface Options. For the list of properties this contains, see the documentation for the type of Shader Graph you assigned. For example, if you assigned an HDRP Lit Shader Graph, see the documentation for the [Lit Shader Graph](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/master-stack-lit.html). **Note**: Any edits you make here are local to the Visual Effect Graph and do not affect the Shader Graph asset itself.
diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
index a55e824bf3d..357da64f7cc 100644
--- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
+++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
@@ -6,6 +6,10 @@
using UnityEngine;
using UnityEngine.VFX;
+using UnityEditor.ShaderGraph;
+using UnityEditor.Graphing.Util;
+using UnityEditor.ShaderGraph.Serialization;
+
using Object = UnityEngine.Object;
using System.Text.RegularExpressions;
using System.Globalization;
@@ -62,7 +66,7 @@ private static void ReplaceMultiline(StringBuilder target, string targetQuery, S
Profiler.EndSample();
}
- static private VFXShaderWriter GenerateLoadAttribute(string matching, VFXContext context)
+ internal static VFXShaderWriter GenerateLoadAttribute(string matching, VFXContext context)
{
var r = new VFXShaderWriter();
@@ -152,7 +156,7 @@ static private VFXShaderWriter GenerateStoreAttribute(string matching, VFXContex
return r;
}
- static private VFXShaderWriter GenerateLoadParameter(string matching, VFXNamedExpression[] namedExpressions, Dictionary expressionToName)
+ static internal VFXShaderWriter GenerateLoadParameter(string matching, VFXNamedExpression[] namedExpressions, Dictionary expressionToName)
{
var r = new VFXShaderWriter();
var regex = new Regex(matching);
@@ -367,10 +371,195 @@ static private void SubstituteMacros(StringBuilder builder)
}
}
+ internal static void BuildContextBlocks(VFXContext context, VFXContextCompiledData contextData,
+ out string blockFunctionContent,
+ out string blockCallFunctionContent)
+ {
+ var linkedEventOut = context.allLinkedOutputSlot.Where(s => ((VFXModel)s.owner).GetFirstOfType().CanBeCompiled()).ToList();
+
+ //< Block processor
+ var blockFunction = new VFXShaderWriter();
+ var blockCallFunction = new VFXShaderWriter();
+ var blockDeclared = new HashSet();
+ var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));
+ expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);
+
+ int cpt = 0;
+ foreach (var current in context.activeFlattenedChildrenWithImplicit)
+ {
+ BuildBlock(contextData, linkedEventOut, blockFunction, blockCallFunction, blockDeclared, expressionToName, current, ref cpt);
+ }
+
+ blockFunctionContent = blockFunction.builder.ToString();
+ blockCallFunctionContent = blockCallFunction.builder.ToString();
+ }
+
+ internal static void BuildParameterBuffer(VFXContextCompiledData contextData, out string parameterBufferContent)
+ {
+ var parameterBuffer = new VFXShaderWriter();
+ parameterBuffer.WriteCBuffer(contextData.uniformMapper, "parameters");
+ parameterBufferContent = parameterBuffer.ToString();
+ }
+
+ internal static void BuildVertexProperties(VFXContext context, VFXContextCompiledData contextData, out string vertexProperties)
+ {
+ var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));
+ expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);
+
+ var mainParameters = contextData.gpuMapper.CollectExpression(-1).ToArray();
+
+ var additionalVertexProperties = new VFXShaderWriter();
+
+ foreach (string vertexParameter in context.vertexParameters)
+ {
+ var filteredNamedExpression = mainParameters.FirstOrDefault(o => vertexParameter == o.name &&
+ !(expressionToName.ContainsKey(o.exp) && expressionToName[o.exp] == o.name)); // if parameter already in the global scope, there's nothing to do
+
+ if (filteredNamedExpression.exp != null)
+ {
+ additionalVertexProperties.WriteVariable(filteredNamedExpression.exp.valueType, filteredNamedExpression.name + "__", "0");
+ var expressionToNameLocal = new Dictionary(expressionToName);
+ additionalVertexProperties.EnterScope();
+ {
+ if (!expressionToNameLocal.ContainsKey(filteredNamedExpression.exp))
+ {
+ additionalVertexProperties.WriteVariable(filteredNamedExpression.exp, expressionToNameLocal);
+ additionalVertexProperties.WriteLine();
+ }
+ additionalVertexProperties.WriteAssignement(filteredNamedExpression.exp.valueType, filteredNamedExpression.name + "__", expressionToNameLocal[filteredNamedExpression.exp]);
+ additionalVertexProperties.WriteLine();
+ }
+ additionalVertexProperties.ExitScope();
+ }
+ }
+
+ vertexProperties = additionalVertexProperties.ToString();
+ }
+
+ internal static void BuildVertexPropertiesAssign(VFXContext context, VFXContextCompiledData contextData, out string buildVertexPropertiesGeneration)
+ {
+ var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));
+ expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);
+
+ var mainParameters = contextData.gpuMapper.CollectExpression(-1).ToArray();
+
+ var vertexInputsGeneration = new VFXShaderWriter();
+
+ foreach (string vertexParameter in context.vertexParameters)
+ {
+ var filteredNamedExpression = mainParameters.FirstOrDefault(o => vertexParameter == o.name);
+
+ // If the parameter is in the global scope, read from the cbuffer directly (no suffix).
+ if (!(expressionToName.ContainsKey(filteredNamedExpression.exp) && expressionToName[filteredNamedExpression.exp] == filteredNamedExpression.name))
+ vertexInputsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, $"properties.{filteredNamedExpression.name}", $"{filteredNamedExpression.name}__");
+ else
+ vertexInputsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, $"properties.{filteredNamedExpression.name}", $"{filteredNamedExpression.name}");
+
+ vertexInputsGeneration.WriteLine();
+ }
+
+ buildVertexPropertiesGeneration = vertexInputsGeneration.ToString();
+ }
+
+ internal static void BuildInterpolatorBlocks(VFXContext context, VFXContextCompiledData contextData,
+ out string interpolatorsGeneration)
+ {
+ var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));
+ expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);
+
+ var mainParameters = contextData.gpuMapper.CollectExpression(-1).ToArray();
+
+ var additionalInterpolantsGeneration = new VFXShaderWriter();
+ var additionalInterpolantsPreparation = new VFXShaderWriter();
+
+ foreach (string fragmentParameter in context.fragmentParameters)
+ {
+ var filteredNamedExpression = mainParameters.FirstOrDefault(o => fragmentParameter == o.name &&
+ !(expressionToName.ContainsKey(o.exp) && expressionToName[o.exp] == o.name)); // if parameter already in the global scope, there's nothing to do
+
+ if (filteredNamedExpression.exp != null)
+ {
+ additionalInterpolantsGeneration.WriteVariable(filteredNamedExpression.exp.valueType, filteredNamedExpression.name + "__", "0");
+ var expressionToNameLocal = new Dictionary(expressionToName);
+ additionalInterpolantsGeneration.EnterScope();
+ {
+ if (!expressionToNameLocal.ContainsKey(filteredNamedExpression.exp))
+ {
+ additionalInterpolantsGeneration.WriteVariable(filteredNamedExpression.exp, expressionToNameLocal);
+ additionalInterpolantsGeneration.WriteLine();
+ }
+ additionalInterpolantsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, filteredNamedExpression.name + "__", expressionToNameLocal[filteredNamedExpression.exp]);
+ additionalInterpolantsGeneration.WriteLine();
+ }
+ additionalInterpolantsGeneration.ExitScope();
+ additionalInterpolantsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, "output." + filteredNamedExpression.name, filteredNamedExpression.name + "__");
+ additionalInterpolantsPreparation.WriteVariable(filteredNamedExpression.exp.valueType, filteredNamedExpression.name, "i." + filteredNamedExpression.name);
+ }
+ }
+
+ interpolatorsGeneration = additionalInterpolantsGeneration.ToString();
+ }
+
+ internal static void BuildFragInputsGeneration(VFXContext context, VFXContextCompiledData contextData, out string buildFragInputsGeneration)
+ {
+ var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));
+ expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);
+
+ var mainParameters = contextData.gpuMapper.CollectExpression(-1).ToArray();
+
+ var fragInputsGeneration = new VFXShaderWriter();
+
+ foreach (string fragmentParameter in context.fragmentParameters)
+ {
+ var filteredNamedExpression = mainParameters.FirstOrDefault(o => fragmentParameter == o.name);
+ var isInterpolant = !(expressionToName.ContainsKey(filteredNamedExpression.exp) && expressionToName[filteredNamedExpression.exp] == filteredNamedExpression.name);
+
+ fragInputsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, $"output.vfx.{filteredNamedExpression.name}", $"{(isInterpolant ? "input." : string.Empty)}{filteredNamedExpression.name}");
+ fragInputsGeneration.WriteLine();
+ }
+
+ buildFragInputsGeneration = fragInputsGeneration.ToString();
+ }
+
+ internal static void BuildPixelPropertiesAssign(VFXContext context, VFXContextCompiledData contextData, out string buildFragInputsGeneration)
+ {
+ var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));
+ expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);
+
+ var mainParameters = contextData.gpuMapper.CollectExpression(-1).ToArray();
+
+ var fragInputsGeneration = new VFXShaderWriter();
+
+ foreach (string fragmentParameter in context.fragmentParameters)
+ {
+ var filteredNamedExpression = mainParameters.FirstOrDefault(o => fragmentParameter == o.name);
+ fragInputsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, $"properties.{filteredNamedExpression.name}", $"fragInputs.vfx.{filteredNamedExpression.name}");
+ fragInputsGeneration.WriteLine();
+ }
+
+ buildFragInputsGeneration = fragInputsGeneration.ToString();
+ }
+
static private StringBuilder Build(VFXContext context, string templatePath, VFXCompilationMode compilationMode, VFXContextCompiledData contextData, HashSet dependencies)
{
if (!context.SetupCompilation())
return null;
+
+ if (context is VFXShaderGraphParticleOutput shaderGraphContext &&
+ shaderGraphContext.GetOrRefreshShaderGraphObject() != null &&
+ shaderGraphContext.GetOrRefreshShaderGraphObject().generatesWithShaderGraph &&
+ VFXViewPreference.generateOutputContextWithShaderGraph)
+ {
+ var result = TryBuildFromShaderGraph(shaderGraphContext, contextData);
+
+ // If the ShaderGraph generation path was successful, use the result, otherwise fall back to the VFX generation path.
+ if (result != null)
+ {
+ context.EndCompilation();
+ return result;
+ }
+ }
+
var stringBuilder = GetFlattenedTemplateContent(templatePath, new List(), context.additionalDefines, dependencies);
var allCurrentAttributes = context.GetData().GetAttributes().Where(a =>
@@ -566,6 +755,45 @@ static private StringBuilder Build(VFXContext context, string templatePath, VFXC
return stringBuilder;
}
+ private static StringBuilder TryBuildFromShaderGraph(VFXShaderGraphParticleOutput context, VFXContextCompiledData contextData)
+ {
+ var stringBuilder = new StringBuilder();
+
+ // Reconstruct the ShaderGraph.
+ var path = AssetDatabase.GetAssetPath(context.GetOrRefreshShaderGraphObject());
+
+ List configuredTextures;
+ AssetCollection assetCollection = new AssetCollection();
+ MinimalGraphData.GatherMinimalDependenciesFromFile(path, assetCollection);
+
+ var textGraph = File.ReadAllText(path, Encoding.UTF8);
+ var graph = new GraphData
+ {
+ messageManager = new MessageManager(), assetGuid = AssetDatabase.AssetPathToGUID(path)
+ };
+ MultiJson.Deserialize(graph, textGraph);
+ graph.OnEnable();
+ graph.ValidateGraph();
+
+ // Check the validity of the shader graph (unsupported keywords or shader property usage).
+ if (!VFXLibrary.currentSRPBinder.IsGraphDataValid(graph))
+ return null;
+
+ var target = graph.activeTargets.FirstOrDefault();
+
+ if (!target.TryConfigureContextData(context, contextData))
+ return null;
+
+ // Use ShaderGraph to generate the VFX shader.
+ var text = ShaderGraphImporter.GetShaderText(path, out configuredTextures, assetCollection, graph, GenerationMode.VFX, new[] { target });
+
+ // Append the shader + strip the name header (VFX stamps one in later on).
+ stringBuilder.Append(text);
+ stringBuilder.Remove(0, text.IndexOf("{", StringComparison.Ordinal));
+
+ return stringBuilder;
+ }
+
private static void BuildBlock(VFXContextCompiledData contextData, List linkedEventOut, VFXShaderWriter blockFunction, VFXShaderWriter blockCallFunction, HashSet blockDeclared, Dictionary expressionToName, VFXBlock block, ref int blockIndex)
{
var parameters = block.mergedAttributes.Select(o =>
diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs
index 79b592cc035..fd1a0ec189f 100644
--- a/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs
+++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs
@@ -39,7 +39,8 @@ class VFXDependentBuffersData
class VFXGraphCompiledData
{
- public const uint compiledVersion = 2;
+ // 3: Serialize material
+ public const uint compiledVersion = 3;
public VFXGraphCompiledData(VFXGraph graph)
{
diff --git a/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs b/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs
index 1879ed257ea..8724220c5d6 100644
--- a/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs
+++ b/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs
@@ -2,6 +2,8 @@
using System.Text;
using System.Collections.Generic;
using System.Linq;
+using UnityEditor.ShaderGraph;
+using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
using UnityEngine.Rendering;
using Object = System.Object;
@@ -160,7 +162,18 @@ abstract class VFXSRPBinder
abstract public string SRPAssetTypeStr { get; }
abstract public Type SRPOutputDataType { get; }
- public virtual void SetupMaterial(Material mat) {}
+ public virtual void SetupMaterial(Material mat, bool hasMotionVector = false, bool hasShadowCasting = false, ShaderGraphVfxAsset shaderGraph = null) {}
+
+ public virtual VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(VFXMaterialSerializedSettings materialSettings)
+ {
+ return VFXAbstractRenderedOutput.BlendMode.Opaque;
+ }
+
+ public virtual bool TransparentMotionVectorEnabled(Material mat) => true;
+
+ public virtual string GetShaderName(ShaderGraphVfxAsset shaderGraph) => string.Empty;
+
+ public virtual bool IsGraphDataValid(GraphData graph) => false;
}
// Not in Universal package because we dont want to add a dependency on VFXGraph
diff --git a/com.unity.visualeffectgraph/Editor/Data/VFXDataMesh.cs b/com.unity.visualeffectgraph/Editor/Data/VFXDataMesh.cs
index e0be540d546..1ef953e1041 100644
--- a/com.unity.visualeffectgraph/Editor/Data/VFXDataMesh.cs
+++ b/com.unity.visualeffectgraph/Editor/Data/VFXDataMesh.cs
@@ -130,45 +130,12 @@ public override void FillDescs(
mappings.Add(new VFXMapping(name, exprIndex));
}
- var paramList = new List(contextData.parameters);
-
- // TODO Remove once material are serialized
- {
- var mat = GetOrCreateMaterial();
- var keywordsStr = new StringBuilder();
-
- foreach (var k in mat.shaderKeywords)
- {
- keywordsStr.Append(k);
- keywordsStr.Append(' ');
- }
-
- const int kKeywordID = 0x5a93713b;
- paramList.Add(new VFXMapping(keywordsStr.ToString(), kKeywordID));
-
- // Add material properties mappings
- for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); ++i)
- {
- if (ShaderUtil.IsShaderPropertyHidden(shader, i))
- {
- var name = ShaderUtil.GetPropertyName(shader, i);
- var propExp = contextData.cpuMapper.FromNameAndId(name, -1);
- if (propExp != null)
- {
- int propIndex = expressionGraph.GetFlattenedIndex(propExp);
- if (propIndex != -1)
- paramList.Add(new VFXMapping(name, propIndex));
- }
- }
- }
- }
-
var task = new VFXEditorTaskDesc()
{
externalProcessor = shader,
values = mappings.ToArray(),
- parameters = paramList.ToArray(),
- type = (UnityEngine.VFX.VFXTaskType)VFXTaskType.Output
+ type = (UnityEngine.VFX.VFXTaskType)VFXTaskType.Output,
+ model = context
};
mappings.Clear();
diff --git a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs
index 29e6e3ab55f..aff8f907628 100644
--- a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs
+++ b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs
@@ -6,6 +6,7 @@
using UnityEditor.VFX;
using UnityEngine.VFX;
using UnityEngine.Serialization;
+using Object = UnityEngine.Object;
namespace UnityEditor.VFX
{
@@ -873,6 +874,7 @@ public override void FillDescs(
taskDesc.values = uniformMappings.ToArray();
taskDesc.parameters = cpuMappings.Concat(contextData.parameters).Concat(additionalParameters).ToArray();
taskDesc.shaderSourceIndex = contextToCompiledData[context].indexInShaderSource;
+ taskDesc.model = context;
if (context is IVFXMultiMeshOutput) // If the context is a multi mesh output, split and patch task desc into several tasks
{
@@ -900,6 +902,7 @@ public override void FillDescs(
VFXEditorTaskDesc sortTaskDesc = new VFXEditorTaskDesc();
sortTaskDesc.type = UnityEngine.VFX.VFXTaskType.PerCameraSort;
sortTaskDesc.externalProcessor = null;
+ sortTaskDesc.model = context;
sortTaskDesc.buffers = new VFXMapping[3];
sortTaskDesc.buffers[0] = new VFXMapping("srcBuffer", update.bufferIndex + j);
diff --git a/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs b/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs
index 97c82af4fcf..b4dbcf0e411 100644
--- a/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs
+++ b/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs
@@ -8,6 +8,7 @@ namespace UnityEditor.VFX
static class VFXViewPreference
{
private static bool m_Loaded = false;
+ private static bool m_GenerateOutputContextWithShaderGraph;
private static bool m_DisplayExperimentalOperator = false;
private static bool m_AllowShaderExternalization = false;
private static bool m_DisplayExtraDebugInfo = false;
@@ -15,6 +16,15 @@ static class VFXViewPreference
private static bool m_AdvancedLogs = false;
private static VFXMainCameraBufferFallback m_CameraBuffersFallback = VFXMainCameraBufferFallback.PreferMainCamera;
+ public static bool generateOutputContextWithShaderGraph
+ {
+ get
+ {
+ LoadIfNeeded();
+ return m_GenerateOutputContextWithShaderGraph;
+ }
+ }
+
public static bool displayExperimentalOperator
{
get
@@ -71,6 +81,7 @@ private static void LoadIfNeeded()
{
if (!m_Loaded)
{
+ m_GenerateOutputContextWithShaderGraph = true;
m_DisplayExperimentalOperator = EditorPrefs.GetBool(experimentalOperatorKey, false);
m_DisplayExtraDebugInfo = EditorPrefs.GetBool(extraDebugInfoKey, false);
m_ForceEditionCompilation = EditorPrefs.GetBool(forceEditionCompilationKey, false);
@@ -98,6 +109,7 @@ public override void OnGUI(string searchContext)
using (new SettingsWindow.GUIScope())
{
LoadIfNeeded();
+ m_GenerateOutputContextWithShaderGraph = EditorGUILayout.Toggle(new GUIContent("Improved Shader Graph Generation", "When enabled, any shadergraph shaders can be assigned to Visual Effect outputs as long as ‘Support VFX Graph’ is enabled in the ShaderGraph’s Graph Inspector."), m_GenerateOutputContextWithShaderGraph);
m_DisplayExperimentalOperator = EditorGUILayout.Toggle(new GUIContent("Experimental Operators/Blocks", "When enabled, operators and blocks which are still in an experimental state become available to use within the Visual Effect Graph."), m_DisplayExperimentalOperator);
m_DisplayExtraDebugInfo = EditorGUILayout.Toggle(new GUIContent("Show Additional Debug info", "When enabled, additional information becomes available in the inspector when selecting blocks, such as the attributes they use and their shader code."), m_DisplayExtraDebugInfo);
m_AdvancedLogs = EditorGUILayout.Toggle(new GUIContent("Verbose Mode for compilation", "When enabled, additional information about the data, expressions, and generated shaders is displayed in the console whenever a graph is compiled."), m_AdvancedLogs);
diff --git a/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs b/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs
index 076532955e8..6b1d7d554b3 100644
--- a/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs
+++ b/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs
@@ -445,6 +445,11 @@ public VFXView()
compileButton.text = "Compile";
m_Toolbar.Add(compileButton);
+ var resyncMatButton = new ToolbarButton(OnResyncMaterial);
+ resyncMatButton.style.unityTextAlign = TextAnchor.MiddleLeft;
+ resyncMatButton.text = "Resync Material";
+ m_Toolbar.Add(resyncMatButton);
+
m_SaveButton = new ToolbarButton(OnSave);
m_SaveButton.style.unityTextAlign = TextAnchor.MiddleLeft;
m_SaveButton.text = "Save";
@@ -1409,6 +1414,11 @@ void OnToggleCompile(ChangeEvent e)
VFXViewWindow.currentWindow.autoCompile = !VFXViewWindow.currentWindow.autoCompile;
}
+ void OnResyncMaterial()
+ {
+ controller.graph.Invalidate(VFXModel.InvalidationCause.kMaterialChanged);
+ }
+
void OnCompile()
{
if (controller.model.isSubgraph)
diff --git a/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs b/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs
index 10425ccec4a..a7ec5c94bf9 100644
--- a/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs
+++ b/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs
@@ -127,7 +127,7 @@ public static bool OnOpenVFX(int instanceID, int line)
VFXViewWindow.GetWindow().LoadResource(resource, null);
return true;
}
- else if (obj is Shader || obj is ComputeShader)
+ else if (obj is Material || obj is ComputeShader)
{
string path = AssetDatabase.GetAssetPath(instanceID);
@@ -661,20 +661,27 @@ public override void OnInspectorGUI()
UnityObject[] objects = AssetDatabase.LoadAllAssetsAtPath(assetPath);
string directory = Path.GetDirectoryName(assetPath) + "/" + VFXExternalShaderProcessor.k_ShaderDirectory + "/" + asset.name + "/";
- foreach (var shader in objects)
+ foreach (var obj in objects)
{
- if (shader is Shader || shader is ComputeShader)
+ if (obj is Material || obj is ComputeShader)
{
GUILayout.BeginHorizontal();
Rect r = GUILayoutUtility.GetRect(0, 18, GUILayout.ExpandWidth(true));
int buttonsWidth = VFXExternalShaderProcessor.allowExternalization ? 240 : 160;
+ int index = resource.GetShaderIndex(obj);
+
+ var shader = obj;
+ if (obj is Material) // Retrieve the shader from the material
+ shader = ((Material)(obj)).shader;
+ if (shader == null)
+ continue;
Rect labelR = r;
labelR.width -= buttonsWidth;
GUI.Label(labelR, shader.name);
- int index = resource.GetShaderIndex(shader);
+
if (index >= 0)
{
if (VFXExternalShaderProcessor.allowExternalization && index < resource.GetShaderSourceCount())
diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs
index 33f7cef182b..219c880db7a 100644
--- a/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs
+++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs
@@ -1,4 +1,6 @@
using System;
+using System.Collections.Generic;
+using UnityEngine;
namespace UnityEditor.VFX
{
@@ -8,5 +10,84 @@ interface IVFXSubRenderer
bool hasMotionVector { get; }
// TODO Add other per output rendering settings here
int sortPriority { get; set; }
+
+ // Allow to setup material generated during import
+ void SetupMaterial(Material material);
+ }
+
+ [Serializable]
+ class VFXMaterialSerializedSettings : ISerializationCallbackReceiver
+ {
+ private Dictionary m_PropertyMap = new Dictionary();
+
+ public static VFXMaterialSerializedSettings CreateFromMaterial(Material material)
+ {
+ VFXMaterialSerializedSettings settings = new VFXMaterialSerializedSettings();
+ settings.SyncFromMaterial(material);
+ return settings;
+ }
+
+ public bool NeedsSync() => m_PropertyMap.Count == 0;
+
+ public void SyncFromMaterial(Material material)
+ {
+ m_PropertyMap.Clear();
+
+ var matProperties = ShaderUtil.GetMaterialProperties(new UnityEngine.Object[] { material });
+
+ foreach (var p in matProperties)
+ {
+ if (p.type != MaterialProperty.PropType.Float || // Only float properties
+ (p.flags & (MaterialProperty.PropFlags.HideInInspector | MaterialProperty.PropFlags.PerRendererData)) != MaterialProperty.PropFlags.HideInInspector) // Only properties hidden in inspector that are not per renderer
+ continue;
+
+ m_PropertyMap.Add(p.name, p.floatValue);
+ }
+ }
+
+ public void ApplyToMaterial(Material material)
+ {
+ foreach (var kvp in m_PropertyMap)
+ material.SetFloat(kvp.Key, kvp.Value);
+ }
+
+ // Mimic some functionality of the Material API to check properties.
+ public bool HasProperty(string name) => m_PropertyMap.ContainsKey(name);
+
+ public float GetFloat(string name)
+ {
+ if (!m_PropertyMap.ContainsKey(name))
+ return -1;
+
+ return m_PropertyMap[name];
+ }
+
+ // Helper to serialize the property map dictionary.
+ public void OnBeforeSerialize() => StoreProperties();
+ public void OnAfterDeserialize() => LoadProperties();
+
+ [SerializeField]
+ private List m_PropertyNames = new List();
+
+ [SerializeField]
+ private List m_PropertyValues = new List();
+
+ void StoreProperties()
+ {
+ m_PropertyNames.Clear();
+ m_PropertyValues.Clear();
+ foreach (var kvp in m_PropertyMap)
+ {
+ m_PropertyNames.Add(kvp.Key);
+ m_PropertyValues.Add(kvp.Value);
+ }
+ }
+
+ void LoadProperties()
+ {
+ m_PropertyMap = new Dictionary();
+ for (int i = 0; i != Math.Min(m_PropertyNames.Count, m_PropertyValues.Count); i++)
+ m_PropertyMap.Add(m_PropertyNames[i], m_PropertyValues[i]);
+ }
}
}
diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs
index 882dab5500c..d474c65f019 100644
--- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs
+++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs
@@ -123,8 +123,10 @@ protected enum FlipbookLayout
private bool hasExposure { get { return needsExposureWeight && subOutput.supportsExposure; } }
+ public virtual void SetupMaterial(Material material) {}
+
public bool HasIndirectDraw() { return (indirectDraw || HasSorting() || VFXOutputUpdate.HasFeature(outputUpdateFeatures, VFXOutputUpdate.Features.IndirectDraw)) && !HasStrips(true); }
- public bool HasSorting() { return (sort == SortMode.On || (sort == SortMode.Auto && (blendMode == BlendMode.Alpha || blendMode == BlendMode.AlphaPremultiplied))) && !HasStrips(true); }
+ public virtual bool HasSorting() { return (sort == SortMode.On || (sort == SortMode.Auto && (blendMode == BlendMode.Alpha || blendMode == BlendMode.AlphaPremultiplied))) && !HasStrips(true); }
public bool HasComputeCulling() { return computeCulling && !HasStrips(true); }
public bool HasFrustumCulling() { return frustumCulling && !HasStrips(true); }
public bool NeedsOutputUpdate() { return outputUpdateFeatures != VFXOutputUpdate.Features.None; }
diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractRenderedOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractRenderedOutput.cs
index f3626cd9d67..b19597a2772 100644
--- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractRenderedOutput.cs
+++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractRenderedOutput.cs
@@ -29,6 +29,8 @@ public enum BlendMode
[VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Tooltip("When enabled, particles will not be affected by temporal anti-aliasing.")]
protected bool excludeFromTAA = false;
+ public virtual bool isBlendModeOpaque { get { return blendMode == BlendMode.Opaque; } }
+
[VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), Delayed, SerializeField, Tooltip("Specifies an offset applied to the material render queue.")]
protected int materialOffset = 0;
@@ -37,8 +39,6 @@ public int GetMaterialOffset()
return materialOffset;
}
- public bool isBlendModeOpaque { get { return blendMode == BlendMode.Opaque; } }
-
public virtual bool hasMotionVector
{
get
diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs
index 5ef457db70b..b68a56dacf3 100644
--- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs
+++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs
@@ -9,7 +9,15 @@ namespace UnityEditor.VFX
[VFXInfo]
class VFXMeshOutput : VFXShaderGraphParticleOutput, IVFXMultiMeshOutput
{
- public override string name { get { return "Output Particle Mesh"; } }
+ public override string name
+ {
+ get
+ {
+ if (shaderName != string.Empty)
+ return $"Output Particle {shaderName} Mesh";
+ return "Output Particle Mesh";
+ }
+ }
public override string codeGeneratorTemplate { get { return RenderPipeTemplate("VFXParticleMeshes"); } }
public override VFXTaskType taskType { get { return VFXTaskType.ParticleMeshOutput; } }
public override bool supportsUV { get { return GetOrRefreshShaderGraphObject() == null; } }
diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXPlanarPrimitiveOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXPlanarPrimitiveOutput.cs
index 97ff68d37ef..90ad97de4c4 100644
--- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXPlanarPrimitiveOutput.cs
+++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXPlanarPrimitiveOutput.cs
@@ -18,7 +18,15 @@ class VFXPlanarPrimitiveOutput : VFXShaderGraphParticleOutput
//[VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector)]
public bool useGeometryShader = false;
- public override string name { get { return "Output Particle " + primitiveType.ToString(); } }
+ public override string name
+ {
+ get
+ {
+ if (shaderName != string.Empty)
+ return $"Output Particle {shaderName} {primitiveType.ToString()}";
+ return $"Output Particle {primitiveType.ToString()}";
+ }
+ }
public override string codeGeneratorTemplate { get { return RenderPipeTemplate("VFXParticlePlanarPrimitive"); } }
public override VFXTaskType taskType
{
diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXQuadStripOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXQuadStripOutput.cs
index 6654cabe93a..f25649169ad 100644
--- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXQuadStripOutput.cs
+++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXQuadStripOutput.cs
@@ -19,7 +19,16 @@ class VFXQuadStripOutput : VFXShaderGraphParticleOutput
private bool UseCustomZAxis = false;
protected VFXQuadStripOutput() : base(true) {}
- public override string name { get { return "Output ParticleStrip Quad"; } }
+
+ public override string name
+ {
+ get
+ {
+ if (shaderName != string.Empty)
+ return $"Output ParticleStrip {shaderName} Quad";
+ return "Output ParticleStrip Quad";
+ }
+ }
public override string codeGeneratorTemplate { get { return RenderPipeTemplate("VFXParticlePlanarPrimitive"); } }
public override VFXTaskType taskType { get { return VFXTaskType.ParticleQuadOutput; } }
diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXStaticMeshOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXStaticMeshOutput.cs
index 82dc4579536..2647f1db87f 100644
--- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXStaticMeshOutput.cs
+++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXStaticMeshOutput.cs
@@ -41,6 +41,13 @@ int IVFXSubRenderer.sortPriority
}
}
+ public virtual void SetupMaterial(Material material)
+ {
+ VFXLibrary.currentSRPBinder.SetupMaterial(material);
+
+ // TODO Deactivate mv and shadow passes if needed
+ }
+
protected VFXStaticMeshOutput() : base(VFXContextType.Output, VFXDataType.Mesh, VFXDataType.None) {}
public override void OnEnable()
@@ -214,36 +221,6 @@ public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target)
mapper.AddExpression(GetInputSlot(1).GetExpression(), "transform", -1);
mapper.AddExpression(GetInputSlot(2).GetExpression(), "subMeshMask", -1);
- // TODO Remove this once material are serialized
- // Add material properties
- if (shader != null)
- {
- var mat = meshData.GetOrCreateMaterial();
- for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); ++i)
- {
- if (ShaderUtil.IsShaderPropertyHidden(shader, i))
- {
- var name = ShaderUtil.GetPropertyName(shader, i);
- var nameId = Shader.PropertyToID(name);
- if (!mat.HasProperty(nameId))
- continue;
-
- VFXExpression expr = null;
- switch (ShaderUtil.GetPropertyType(shader, i))
- {
- case ShaderUtil.ShaderPropertyType.Float:
- expr = VFXValue.Constant(mat.GetFloat(nameId));
- break;
- default:
- break;
- }
-
- if (expr != null)
- mapper.AddExpression(expr, name, -1);
- }
- }
- }
-
return mapper;
}
diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs
index 5a2457ac8f9..1688bd85be6 100644
--- a/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs
+++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs
@@ -139,6 +139,7 @@ public override void OnEnable()
public virtual IEnumerable additionalDefines { get { return Enumerable.Empty(); } }
public virtual IEnumerable> additionalReplacements { get { return Enumerable.Empty>(); } }
public virtual IEnumerable fragmentParameters { get { return Enumerable.Empty(); } }
+ public virtual IEnumerable vertexParameters { get { return Enumerable.Empty(); } }
public virtual bool CanBeCompiled()
{
diff --git a/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs b/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs
index 69838354490..e739471bfd9 100644
--- a/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs
+++ b/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs
@@ -59,7 +59,36 @@ static void OnCompileResource(VisualEffectResource resource)
if (graph != null)
resource.GetOrCreateGraph().CompileForImport();
else
- Debug.LogError("VisualEffectGraphResource without graph");
+ Debug.LogError("OnCompileResource error - VisualEffectResource without graph");
+ }
+ }
+
+ static void OnSetupMaterial(VisualEffectResource resource, Material material, UnityObject model)
+ {
+ if (resource != null)
+ {
+ // sanity checks
+ if (resource.graph == null)
+ {
+ Debug.LogError("OnSetupMaterial error - VisualEffectResource without graph");
+ return;
+ }
+ if (!(model is VFXModel))
+ {
+ Debug.LogError("OnSetupMaterial error - Passed object is not a VFXModel");
+ return;
+ }
+ //if (resource.graph != ((VFXModel)model).GetGraph())
+ //{
+ // Debug.LogError("OnSetupMaterial error - VisualEffectResource and VFXModel graph do not match");
+ // return;
+ //}
+
+ // Actual call
+ if (model is IVFXSubRenderer)
+ {
+ ((IVFXSubRenderer)model).SetupMaterial(material);
+ }
}
}
@@ -69,6 +98,7 @@ static VFXGraphPreprocessor()
VisualEffectResource.onAddResourceDependencies = OnAddResourceDependencies;
VisualEffectResource.onCompileResource = OnCompileResource;
+ VisualEffectResource.onSetupMaterial = OnSetupMaterial;
}
static void CheckCompilationVersion()
@@ -116,7 +146,7 @@ private static List GetAllVisualEffectObjects()
return vfxObjects;
}
- [MenuItem("Edit/Visual Effects/Rebuild And Save All Visual Effects Graphs", priority = 320)]
+ [MenuItem("Edit/VFX/Rebuild And Save All VFX Graphs", priority = 320)]
public static void Build()
{
var vfxObjects = GetAllVisualEffectObjects();
@@ -575,6 +605,11 @@ protected override void OnInvalidate(VFXModel model, VFXModel.InvalidationCause
m_ExpressionValuesDirty = true;
m_DependentDirty = true;
}
+
+ if (cause == VFXModel.InvalidationCause.kMaterialChanged)
+ {
+ m_MaterialsDirty = true;
+ }
}
public uint FindReducedExpressionIndexFromSlotCPU(VFXSlot slot)
@@ -876,14 +911,19 @@ public void RecompileIfNeeded(bool preventRecompilation = false, bool preventDep
compiledData.Compile(m_CompilationMode, m_ForceShaderValidation);
}
- else if (m_ExpressionValuesDirty && !m_ExpressionGraphDirty)
+ else
{
- compiledData.UpdateValues();
+ if (m_ExpressionValuesDirty && !m_ExpressionGraphDirty)
+ compiledData.UpdateValues();
+ if (m_MaterialsDirty && GetResource().asset != null)
+ UnityEngine.VFX.VFXManager.ResyncMaterials(GetResource().asset);
}
if (considerGraphDirty)
m_ExpressionGraphDirty = false;
+
m_ExpressionValuesDirty = false;
+ m_MaterialsDirty = false;
}
else if (m_ExpressionGraphDirty && !preventRecompilation)
{
@@ -927,6 +967,8 @@ private VFXGraphCompiledData compiledData
private bool m_ExpressionValuesDirty = true;
[NonSerialized]
private bool m_DependentDirty = true;
+ [NonSerialized]
+ private bool m_MaterialsDirty = false;
[NonSerialized]
private VFXGraphCompiledData m_CompiledData;
diff --git a/com.unity.visualeffectgraph/Editor/Models/VFXModel.cs b/com.unity.visualeffectgraph/Editor/Models/VFXModel.cs
index 96bf2765285..7a9167ee01a 100644
--- a/com.unity.visualeffectgraph/Editor/Models/VFXModel.cs
+++ b/com.unity.visualeffectgraph/Editor/Models/VFXModel.cs
@@ -51,7 +51,8 @@ public enum InvalidationCause
kExpressionGraphChanged,// Expression graph must be recomputed
kUIChanged, // UI stuff has changed
kUIChangedTransient, // UI stuff has been changed be does not require serialization
- kEnableChanged, // Node has been enabled/disabled
+ kMaterialChanged, // Some asset material properties has changed
+ kEnableChanged // Node has been enabled/disabled
}
public new virtual string name { get { return string.Empty; } }
diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/IRequireVFXContext.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/IRequireVFXContext.cs
new file mode 100644
index 00000000000..3483edfa40d
--- /dev/null
+++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/IRequireVFXContext.cs
@@ -0,0 +1,22 @@
+using UnityEditor.ShaderGraph;
+
+namespace UnityEditor.VFX
+{
+ interface IRequireVFXContext
+ {
+ void ConfigureContextData(VFXContext context, VFXContextCompiledData data);
+ }
+
+ static class RequireVFXContextExtensions
+ {
+ public static bool TryConfigureContextData(this Target target, VFXContext context, VFXContextCompiledData data)
+ {
+ if (!(target is IRequireVFXContext vfxTarget))
+ return false;
+
+ vfxTarget.ConfigureContextData(context, data);
+
+ return true;
+ }
+ }
+}
diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/IRequireVFXContext.cs.meta b/com.unity.visualeffectgraph/Editor/ShaderGraph/IRequireVFXContext.cs.meta
new file mode 100644
index 00000000000..b1237d68499
--- /dev/null
+++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/IRequireVFXContext.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 1e715ca2ef3e4909a54c8bfaffe38ccf
+timeCreated: 1617046649
\ No newline at end of file
diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs
index aa17bd2df84..3f1d48322d8 100644
--- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs
+++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs
@@ -3,26 +3,149 @@
using System.Globalization;
using System.Linq;
using System.Reflection;
-using UnityEditor.ShaderGraph;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
using UnityEngine.Rendering;
-
using UnityObject = UnityEngine.Object;
namespace UnityEditor.VFX
{
+ [CustomEditor(typeof(VFXShaderGraphParticleOutput), true)]
+ [CanEditMultipleObjects]
+ class VFXShaderGraphParticleOutputEditor : VFXContextEditor
+ {
+ private MaterialEditor m_MaterialEditor = null;
+
+ private bool m_RequireUpdateMaterialEditor = false;
+
+ private void RequireUpdateMaterialEditor() => m_RequireUpdateMaterialEditor = true;
+
+ protected new void OnEnable()
+ {
+ UpdateMaterialEditor();
+ foreach (VFXShaderGraphParticleOutput output in targets)
+ {
+ if (output != null)
+ output.OnMaterialChange += RequireUpdateMaterialEditor;
+ }
+
+ base.OnEnable();
+ }
+
+ protected new void OnDisable()
+ {
+ foreach (VFXShaderGraphParticleOutput output in targets)
+ {
+ if (output != null)
+ output.OnMaterialChange -= RequireUpdateMaterialEditor;
+ }
+
+ DestroyImmediate(m_MaterialEditor);
+ base.OnDisable();
+ }
+
+ void UpdateMaterialEditor()
+ {
+ var material = ((VFXShaderGraphParticleOutput)target).transientMaterial;
+
+ if (material != null)
+ {
+ m_MaterialEditor = (MaterialEditor)CreateEditor(material);
+ m_MaterialEditor.firstInspectedEditor = true;
+ }
+ }
+
+ public override void OnInspectorGUI()
+ {
+ if (targets.OfType().Any(context => context.GetOrRefreshShaderGraphObject() == null))
+ {
+ base.OnInspectorGUI();
+ return;
+ }
+
+ serializedObject.Update();
+
+ if (m_RequireUpdateMaterialEditor)
+ {
+ UpdateMaterialEditor();
+ m_RequireUpdateMaterialEditor = false;
+ }
+
+ var materialChanged = false;
+
+ var previousBlendMode = ((VFXShaderGraphParticleOutput)target).GetMaterialBlendMode();
+
+ if (m_MaterialEditor != null)
+ {
+ if (m_MaterialEditor.target == null || (m_MaterialEditor.target as Material)?.shader == null)
+ {
+ EditorGUILayout.HelpBox("Material Destroyed.", MessageType.Warning);
+ }
+ else
+ {
+ using (new EditorGUI.DisabledScope(true))
+ {
+ // Required to draw the header to draw OnInspectorGUI.
+ m_MaterialEditor.DrawHeader();
+ }
+
+ EditorGUI.BeginChangeCheck();
+
+ // This will correctly handle the configuration of keyword and pass setup.
+ m_MaterialEditor.OnInspectorGUI();
+
+ materialChanged = EditorGUI.EndChangeCheck();
+ }
+
+ // Indicate caution to the user if transparent motion vectors are disabled and motion vectors are enabled.
+ if ((m_MaterialEditor.target != null) &&
+ ((VFXAbstractParticleOutput)target).hasMotionVector &&
+ ((VFXShaderGraphParticleOutput)target).GetMaterialBlendMode() != VFXAbstractRenderedOutput.BlendMode.Opaque &&
+ !VFXLibrary.currentSRPBinder.TransparentMotionVectorEnabled(m_MaterialEditor.target as Material))
+ {
+ EditorGUILayout.HelpBox("Transparent Motion Vectors pass is disabled. Consider disabling Generate Motion Vector to improve performance.", MessageType.Warning);
+ }
+ }
+
+ base.OnInspectorGUI();
+
+ if (serializedObject.ApplyModifiedProperties())
+ {
+ foreach (var context in targets.OfType())
+ context.Invalidate(VFXModel.InvalidationCause.kSettingChanged);
+ }
+
+ if (materialChanged)
+ {
+ foreach (var context in targets.OfType())
+ {
+ context.UpdateMaterialSettings();
+
+ var currentBlendMode = ((VFXShaderGraphParticleOutput)target).GetMaterialBlendMode();
+
+ // If the blend mode is changed to one that may require sorting (Auto), we require a full recompilation.
+ if (previousBlendMode != currentBlendMode)
+ context.Invalidate(VFXModel.InvalidationCause.kSettingChanged);
+ else
+ context.Invalidate(VFXModel.InvalidationCause.kMaterialChanged);
+ }
+ }
+ }
+ }
+
class VFXShaderGraphParticleOutput : VFXAbstractParticleOutput
{
//"protected" is only to be listed by VFXModel.GetSettings, we should always use GetOrRefreshShaderGraphObject
[SerializeField, VFXSetting]
protected ShaderGraphVfxAsset shaderGraph;
- public override void OnEnable()
- {
- base.OnEnable();
- }
+ [SerializeField]
+ internal VFXMaterialSerializedSettings materialSettings = new VFXMaterialSerializedSettings();
+
+ public event Action OnMaterialChange;
+
+ internal Material transientMaterial;
public ShaderGraphVfxAsset GetOrRefreshShaderGraphObject()
{
@@ -40,6 +163,54 @@ public ShaderGraphVfxAsset GetOrRefreshShaderGraphObject()
return shaderGraph;
}
+ public BlendMode GetMaterialBlendMode()
+ {
+ var blendMode = BlendMode.Opaque;
+
+ var shaderGraph = GetOrRefreshShaderGraphObject();
+ if (shaderGraph != null && shaderGraph.generatesWithShaderGraph)
+ {
+ // VFX Blend Mode state configures important systems like sorting and indirect buffer.
+ // In the case of SG Generation path, we need to know the blend mode state of the SRP
+ // Material to configure the VFX blend mode.
+ blendMode = VFXLibrary.currentSRPBinder.GetBlendModeFromMaterial(materialSettings);
+ }
+
+ return blendMode;
+ }
+
+ public override void SetupMaterial(Material material)
+ {
+ var shaderGraph = GetOrRefreshShaderGraphObject();
+
+ if (shaderGraph != null && shaderGraph.generatesWithShaderGraph)
+ {
+ // In certain scenarios the context might not be configured with any serialized material information
+ // when assigned a shader graph for the first time. In this case we sync the settings to the incoming material,
+ // which will be pre-configured by shader graph with the render state & other properties (i.e. a SG with Transparent surface).
+ if (materialSettings.NeedsSync())
+ {
+ materialSettings.SyncFromMaterial(material);
+ Invalidate(InvalidationCause.kSettingChanged);
+ return;
+ }
+
+ materialSettings.ApplyToMaterial(material);
+ VFXLibrary.currentSRPBinder.SetupMaterial(material, hasMotionVector, hasShadowCasting, shaderGraph);
+
+ transientMaterial = material;
+ OnMaterialChange?.Invoke();
+ }
+ }
+
+ public void UpdateMaterialSettings()
+ {
+ if (transientMaterial != null)
+ {
+ materialSettings.SyncFromMaterial(transientMaterial);
+ }
+ }
+
public override void GetImportDependentAssets(HashSet dependencies)
{
base.GetImportDependentAssets(dependencies);
@@ -107,16 +278,71 @@ public static object GetSGPropertyValue(AbstractShaderProperty property)
}
}
+ public override bool HasSorting()
+ {
+ var materialBlendMode = GetMaterialBlendMode();
+
+ return base.HasSorting() || ((sort == SortMode.Auto && (materialBlendMode == BlendMode.Alpha || materialBlendMode == BlendMode.AlphaPremultiplied)) && !HasStrips(true));
+ }
+
+ public override bool isBlendModeOpaque
+ {
+ get
+ {
+ if (GetOrRefreshShaderGraphObject() != null &&
+ GetOrRefreshShaderGraphObject().generatesWithShaderGraph)
+ return GetMaterialBlendMode() == BlendMode.Opaque;
+
+ return base.isBlendModeOpaque;
+ }
+ }
+
+ protected string shaderName
+ {
+ get
+ {
+ var shaderGraph = GetOrRefreshShaderGraphObject();
+
+ if (shaderGraph == null || !shaderGraph.generatesWithShaderGraph)
+ return string.Empty;
+
+ return VFXLibrary.currentSRPBinder.GetShaderName(shaderGraph);
+ }
+ }
+
+ // Here we maintain a list of settings that we do not need if we are using the ShaderGraph generation path (it will be in the material inspector).
+ static IEnumerable FilterOutBuiltinSettings()
+ {
+ yield return "blendMode";
+ yield return "cullMode";
+ yield return "zWriteMode";
+ yield return "zTestMode";
+ yield return "excludeFromTAA";
+ yield return "preserveSpecularLighting";
+ yield return "doubleSided";
+ yield return "onlyAmbientLighting";
+ yield return "useExposureWeight";
+ yield return "alphaThreshold";
+ yield return "normalBending";
+ }
+
protected override IEnumerable filteredOutSettings
{
get
{
foreach (var setting in base.filteredOutSettings)
yield return setting;
+
if (GetOrRefreshShaderGraphObject() != null)
{
yield return "colorMapping";
yield return "useAlphaClipping";
+
+ if (shaderGraph.generatesWithShaderGraph)
+ {
+ foreach (var builtinSetting in FilterOutBuiltinSettings())
+ yield return builtinSetting;
+ }
}
if (!VFXViewPreference.displayExperimentalOperator)
yield return "shaderGraph";
@@ -136,6 +362,9 @@ public override bool exposeAlphaThreshold
}
else
{
+ if (shaderGraph.generatesWithShaderGraph)
+ return false;
+
if (!shaderGraph.alphaClipping)
{
//alpha clipping isn't enabled in shaderGraph, we implicitly still allows clipping for shadow & motion vector passes.
@@ -164,6 +393,11 @@ public override void CheckGraphBeforeImport()
// If the graph is reimported it can be because one of its depedency such as the shadergraphs, has been changed.
ResyncSlots(true);
+
+ // Ensure that the output context name is in sync with the shader graph shader enum name.
+ if (GetOrRefreshShaderGraphObject() != null &&
+ GetOrRefreshShaderGraphObject().generatesWithShaderGraph)
+ Invalidate(InvalidationCause.kStructureChanged);
}
protected override IEnumerable inputProperties
@@ -328,17 +562,18 @@ protected virtual RPInfo currentRP
get { return hdrpInfo; }
}
-
public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target)
{
var mapper = base.GetExpressionMapper(target);
+ var shaderGraph = GetOrRefreshShaderGraphObject();
switch (target)
{
case VFXDeviceTarget.CPU:
- break;
+ {
+ }
+ break;
case VFXDeviceTarget.GPU:
- var shaderGraph = GetOrRefreshShaderGraphObject();
if (shaderGraph != null)
{
foreach (var tex in shaderGraph.textureInfos)
@@ -396,6 +631,18 @@ public override IEnumerable fragmentParameters
}
}
+ public override IEnumerable vertexParameters
+ {
+ get
+ {
+ var shaderGraph = GetOrRefreshShaderGraphObject();
+ if (shaderGraph != null)
+ foreach (var param in shaderGraph.vertexProperties)
+ if (!IsTexture(param.propertyType)) // Remove exposed textures from list of interpolants
+ yield return param.referenceName;
+ }
+ }
+
public virtual bool isLitShader { get => false; }
Dictionary graphCodes;
@@ -406,12 +653,12 @@ public override bool SetupCompilation()
var shaderGraph = GetOrRefreshShaderGraphObject();
if (shaderGraph != null)
{
- if (!isLitShader && shaderGraph.lit)
+ if (!isLitShader && shaderGraph.lit && !shaderGraph.generatesWithShaderGraph)
{
Debug.LogError("You must use an unlit vfx master node with an unlit output");
return false;
}
- if (isLitShader && !shaderGraph.lit)
+ if (isLitShader && !shaderGraph.lit && !shaderGraph.generatesWithShaderGraph)
{
Debug.LogError("You must use a lit vfx master node with a lit output");
return false;
diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs
new file mode 100644
index 00000000000..1e9d5245e2a
--- /dev/null
+++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs
@@ -0,0 +1,41 @@
+using System;
+using UnityEditor.ShaderGraph;
+
+namespace UnityEditor.VFX
+{
+ static class VFXSubTarget
+ {
+ static class VFXFields
+ {
+ public const string kTag = "OutputType";
+ public static FieldDescriptor ParticleMesh = new FieldDescriptor(kTag, "Mesh", "VFX_PARTICLE_MESH 1");
+ public static FieldDescriptor ParticlePlanarPrimitive = new FieldDescriptor(kTag, "PlanarPrimitive", "VFX_PARTICLE_PLANAR_PRIMITIVE 1");
+ }
+
+ public static event Func OnPostProcessSubShader;
+
+ internal static SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor descriptor, VFXContext context, VFXContextCompiledData data)
+ {
+ // TODO: Move generic VFX sub shader processing in here and break up the callback into SRP-specific portions (like FragInputs struct).
+ return OnPostProcessSubShader?.Invoke(descriptor, context, data) ?? descriptor;
+ }
+
+ internal static void GetFields(ref TargetFieldContext fieldsContext, VFXContext context)
+ {
+ fieldsContext.AddField(Fields.GraphVFX);
+
+ // Select the primitive implementation.
+ switch (context.taskType)
+ {
+ case VFXTaskType.ParticleMeshOutput:
+ fieldsContext.AddField(VFXFields.ParticleMesh);
+ break;
+ case VFXTaskType.ParticleTriangleOutput:
+ case VFXTaskType.ParticleOctagonOutput:
+ case VFXTaskType.ParticleQuadOutput:
+ fieldsContext.AddField(VFXFields.ParticlePlanarPrimitive);
+ break;
+ }
+ }
+ }
+}
diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs.meta b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs.meta
new file mode 100644
index 00000000000..651251fe84f
--- /dev/null
+++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: fb8556982cb7441d813df7c9ebf0cc90
+timeCreated: 1612538652
\ No newline at end of file