From f4de605ede6164d3a124312f9463420923ae5cea Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 8 Dec 2020 09:33:37 -0500 Subject: [PATCH 001/186] Exposre SG editor assemblies to VFX so that it can use its code generator. --- com.unity.shadergraph/Editor/AssemblyInfo.cs | 1 + 1 file changed, 1 insertion(+) diff --git a/com.unity.shadergraph/Editor/AssemblyInfo.cs b/com.unity.shadergraph/Editor/AssemblyInfo.cs index 0797e86434e..d948626b156 100644 --- a/com.unity.shadergraph/Editor/AssemblyInfo.cs +++ b/com.unity.shadergraph/Editor/AssemblyInfo.cs @@ -5,3 +5,4 @@ [assembly: InternalsVisibleTo("Unity.ShaderGraph.GraphicsTests")] [assembly: InternalsVisibleTo("Unity.ShaderGraph.Editor.GraphicsTests")] [assembly: InternalsVisibleTo("Unity.RenderPipelines.HighDefinition.Editor")] +[assembly: InternalsVisibleTo("Unity.VisualEffectGraph.Editor")] From 5661267cacc853354c6766798d1bba6e4748c4b2 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 8 Dec 2020 09:34:49 -0500 Subject: [PATCH 002/186] Add a new path to VFX shader generation to use ShaderGraph generator. --- .../Editor/Compiler/VFXCodeGenerator.cs | 46 +++++++++++++++++++ 1 file changed, 46 insertions(+) diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index 4bbaedbafb4..388c7060f01 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; @@ -366,6 +370,12 @@ static private StringBuilder Build(VFXContext context, string templatePath, VFXC { if (!context.SetupCompilation()) return null; + + if (context is VFXShaderGraphParticleOutput) + { + return BuildFromShaderGraph(context as VFXShaderGraphParticleOutput); + } + var stringBuilder = GetFlattenedTemplateContent(templatePath, new List(), context.additionalDefines, dependencies); var allCurrentAttributes = context.GetData().GetAttributes().Where(a => @@ -555,6 +565,42 @@ static private StringBuilder Build(VFXContext context, string templatePath, VFXC return stringBuilder; } + private static StringBuilder BuildFromShaderGraph(VFXShaderGraphParticleOutput shaderGraphOutputContext) + { + var stringBuilder = new StringBuilder(); + + // Fetch the graph. + var path = AssetDatabase.GetAssetPath(shaderGraphOutputContext.shaderGraph); + + 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(); + + // // Create the new target for the current output context. + // var vfxTarget = new VFXTarget(); + // + // // Push it + // graph.SetTargetActive(vfxTarget); + + // Use ShaderGraph to generate the VFX shader with the VFX target. + var text = ShaderGraphImporter.GetShaderText(path, out configuredTextures, assetCollection, graph); + + // Append the shader + remove the Shader name (VFX stamps one in later on). + stringBuilder.Append(text); + stringBuilder.Remove(0, "Shader \"Shader Graphs/VFXSG\"".Length); + + 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 => From d5a4778aa3a4a27626ead009e46fb965c846af97 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 8 Dec 2020 20:33:35 -0500 Subject: [PATCH 003/186] Add a new VFX compatibility interface and have HDTarget implement it. --- .../ShaderGraph/HDLitSubTarget.Migration.cs | 2 +- .../Lit/ShaderGraph/HDLitSubTarget.cs | 2 +- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 17 ++ .../Lit/ShaderGraph/VFXLitSubTarget.cs.meta | 3 + .../Editor/Material/ShaderGraph/HDTarget.cs | 25 +- .../Templates/ShaderPassVFX.template | 289 ++++++++++++++++++ .../Templates/ShaderPassVFX.template.meta | 3 + .../Editor/Compiler/IVFXCompatibleTarget.cs | 7 + .../Compiler/IVFXCompatibleTarget.cs.meta | 3 + .../Editor/Compiler/VFXCodeGenerator.cs | 33 +- 10 files changed, 369 insertions(+), 15 deletions(-) create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs.meta create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template.meta create mode 100644 com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs create mode 100644 com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs.meta diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.Migration.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.Migration.cs index 9f96d7a439f..51c7bd896c7 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.Migration.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.Migration.cs @@ -13,7 +13,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { - sealed partial class HDLitSubTarget : LightingSubTarget, ILegacyTarget, IRequiresData + partial class HDLitSubTarget : LightingSubTarget, ILegacyTarget, IRequiresData { public bool TryUpgradeFromMasterNode(IMasterNode1 masterNode, out Dictionary blockMap) { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs index 6c8f37f37b9..e4bce16dbed 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs @@ -14,7 +14,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { - sealed partial class HDLitSubTarget : LightingSubTarget, ILegacyTarget, IRequiresData + partial class HDLitSubTarget : LightingSubTarget, ILegacyTarget, IRequiresData { HDLitData m_LitData; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs new file mode 100644 index 00000000000..b62e30cf741 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -0,0 +1,17 @@ +using UnityEditor.ShaderGraph; +using UnityEditor.VFX; + +using UnityEngine.Rendering.HighDefinition; + +namespace UnityEditor.Rendering.HighDefinition.ShaderGraph +{ + sealed class VFXLitSubTarget : HDLitSubTarget, IVFXCompatibleTarget + { + protected override string templatePath => $"{HDUtils.GetHDRenderPipelinePath()}Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template"; + + public bool TryConfigureVFX(VFXContext context) + { + return true; + } + } +} diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs.meta new file mode 100644 index 00000000000..d71ec0f3941 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: a4015296799c4bfd99499b48602f9e32 +timeCreated: 1607443406 \ No newline at end of file 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 8f382d1759d..caff6560421 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 { @@ -37,11 +38,16 @@ enum SpecularOcclusionMode Custom } - sealed class HDTarget : Target, IHasMetadata, ILegacyTarget + sealed class HDTarget : Target, IHasMetadata, IVFXCompatibleTarget, ILegacyTarget { // Constants static readonly GUID kSourceCodeGuid = new GUID("61d9843d4027e3e4a924953135f76f3c"); // HDTarget.cs + static readonly Dictionary kVFXSubTargetMap = new Dictionary + { + { typeof(HDLitSubTarget), typeof(VFXLitSubTarget) }, + }; + // SubTarget List m_SubTargets; List m_SubTargetNames; @@ -215,6 +221,23 @@ public ScriptableObject GetMetadataObject() return null; } + public bool TryConfigureVFX(VFXContext context) + { + var subTargetType = m_ActiveSubTarget.value.GetType(); + + if (!kVFXSubTargetMap.TryGetValue(subTargetType, out var vfxSubTargetType) || + vfxSubTargetType == null) + return false; + + if (!TrySetActiveSubTarget(vfxSubTargetType)) + return false; + + var vfxSubTarget = m_ActiveSubTarget.value as IVFXCompatibleTarget; + vfxSubTarget?.TryConfigureVFX(context); + + return true; + } + public bool TrySetActiveSubTarget(Type subTargetType) { if (!subTargetType.IsSubclassOf(typeof(SubTarget))) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template new file mode 100644 index 00000000000..0eb3acd9956 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template @@ -0,0 +1,289 @@ +Pass +{ + $splice(PassName) + Tags + { + $splice(LightMode) + } + + // Render State + $splice(RenderState) + + // Debug + $splice(Debug) + + // -------------------------------------------------- + // Pass + + HLSLPROGRAM + + // Pragmas + $splice(PassPragmas) + + // Keywords + $splice(PassKeywords) + $splice(GraphKeywords) + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" // Need to be here for Gradient struct definition + + // -------------------------------------------------- + // Defines + + // Attribute + $AttributesMesh.normalOS: #define ATTRIBUTES_NEED_NORMAL + $AttributesMesh.tangentOS: #define ATTRIBUTES_NEED_TANGENT + $AttributesMesh.uv0: #define ATTRIBUTES_NEED_TEXCOORD0 + $AttributesMesh.uv1: #define ATTRIBUTES_NEED_TEXCOORD1 + $AttributesMesh.uv2: #define ATTRIBUTES_NEED_TEXCOORD2 + $AttributesMesh.uv3: #define ATTRIBUTES_NEED_TEXCOORD3 + $AttributesMesh.color: #define ATTRIBUTES_NEED_COLOR + $VaryingsMeshToPS.positionRWS: #define VARYINGS_NEED_POSITION_WS + $VaryingsMeshToPS.normalWS: #define VARYINGS_NEED_TANGENT_TO_WORLD + $VaryingsMeshToPS.texCoord0: #define VARYINGS_NEED_TEXCOORD0 + $VaryingsMeshToPS.texCoord1: #define VARYINGS_NEED_TEXCOORD1 + $VaryingsMeshToPS.texCoord2: #define VARYINGS_NEED_TEXCOORD2 + $VaryingsMeshToPS.texCoord3: #define VARYINGS_NEED_TEXCOORD3 + $VaryingsMeshToPS.color: #define VARYINGS_NEED_COLOR + + $features.graphVertex: #define HAVE_MESH_MODIFICATION + + $SurfaceDescriptionInputs.FaceSign: // Define when IsFontFaceNode is included in ShaderGraph + $SurfaceDescriptionInputs.FaceSign: #define VARYINGS_NEED_CULLFACE + + $splice(GraphDefines) + + // Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode + // 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 + #define RAYTRACING_SHADER_GRAPH_HIGH + #endif + + #ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED + #define RAYTRACING_SHADER_GRAPH_LOW + #endif + // end + + #ifndef SHADER_UNLIT + // We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode + // VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph. + #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE) + #define VARYINGS_NEED_CULLFACE + #endif + #endif + + // Specific Material Define + $include("ShaderPassDefine.template.hlsl") + // Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it + + // To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings + // we should have a code like this: + // if !defined(_DISABLE_SSR_TRANSPARENT) + // pragma multi_compile _ WRITE_NORMAL_BUFFER + // endif + // i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive + // it based on if SSR transparent in frame settings and not (and stripper can strip it). + // this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define + // so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled. + // Ideally the shader graph generator should handle it but condition below can't be handle correctly for now. + #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS + #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) + #define WRITE_NORMAL_BUFFER + #endif + #endif + + #ifndef DEBUG_DISPLAY + // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) + // Don't do it with debug display mode as it is possible there is no depth prepass in this case + #if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST) + #if SHADERPASS == SHADERPASS_FORWARD + #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST + #elif SHADERPASS == SHADERPASS_GBUFFER + #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST + #endif + #endif + #endif + + // Translate transparent motion vector define + #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) + #define _WRITE_TRANSPARENT_MOTION_VECTOR + #endif + + // Dots Instancing + $splice(DotsInstancingOptions) + + // Various properties + + $splice(HybridV1InjectedBuiltinProperties) + + // -- Graph Properties + $splice(GraphProperties) + + // -- Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // -- Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + // Includes + $splice(PreGraphIncludes) + + // -------------------------------------------------- + // Structs and Packing + + $splice(PassStructs) + + $splice(InterpolatorPack) + + // -------------------------------------------------- + // Graph + + + // Graph Functions + $splice(GraphFunctions) + + // Graph Vertex + $splice(GraphVertex) + + // Graph Pixel + $splice(GraphPixel) + + // -------------------------------------------------- + // Build Graph Inputs + + $features.graphVertex: $include("VertexAnimation.template.hlsl") + $features.graphPixel: $include("SharedCode.template.hlsl") + + // -------------------------------------------------- + // Build Surface Data (Specific Material) + + $include("ShaderPass.template.hlsl") + + // -------------------------------------------------- + // Get Surface And BuiltinData + + void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS) + { + // Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD) + #if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT) + #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group + LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); + #endif + #endif + + #ifndef SHADER_UNLIT + #ifdef _DOUBLESIDED_ON + float3 doubleSidedConstants = _DoubleSidedConstants.xyz; + #else + float3 doubleSidedConstants = float3(1.0, 1.0, 1.0); + #endif + + ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal + #endif // SHADER_UNLIT + + SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V); + SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs); + + // 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.. + #ifdef _ALPHATEST_ON + float alphaCutoff = surfaceDescription.AlphaClipThreshold; + #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS + // The TransparentDepthPrepass is also used with SSR transparent. + // If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold + // otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass + $DoAlphaTestPrepass: alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPrepass; + #elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS + // DepthPostpass always use its own alpha threshold + alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass; + #elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY) + // If use shadow threshold isn't enable we don't allow any test + $DoAlphaTestShadow: alphaCutoff = _UseShadowThreshold ? surfaceDescription.AlphaClipThresholdShadow : alphaCutoff; + #endif + + GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff); + #endif + + #if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON + ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput); + #endif + + #ifndef SHADER_UNLIT + float3 bentNormalWS; + BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS); + + // Builtin Data + // For back lighting we use the oposite vertex normal + InitBuiltinData(posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[2], fragInputs.texCoord1, fragInputs.texCoord2, builtinData); + + #else + BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData); + + ZERO_INITIALIZE(BuiltinData, builtinData); // No call to InitBuiltinData as we don't have any lighting + builtinData.opacity = surfaceDescription.Alpha; + + #if defined(DEBUG_DISPLAY) + // Light Layers are currently not used for the Unlit shader (because it is not lit) + // But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to + // display in the light layers visualization mode, therefore we need the renderingLayers + builtinData.renderingLayers = GetMeshRenderingLightLayer(); + #endif + + #endif // SHADER_UNLIT + + #ifdef _ALPHATEST_ON + // Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass) + builtinData.alphaClipTreshold = alphaCutoff; + #endif + + // override sampleBakedGI - not used by Unlit + $LightingGI: builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI; + $BackLightingGI: builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI; + + $SurfaceDescription.Emission: builtinData.emissiveColor = surfaceDescription.Emission; + + // Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define) + // We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved + // This is a limitation of the current MRT approach. + $SurfaceDescription.VTPackedFeedback: builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback; + + #if _DEPTHOFFSET_ON + builtinData.depthOffset = surfaceDescription.DepthOffset; + #endif + + // TODO: We should generate distortion / distortionBlur for non distortion pass + #if (SHADERPASS == SHADERPASS_DISTORTION) + builtinData.distortion = surfaceDescription.Distortion; + builtinData.distortionBlur = surfaceDescription.DistortionBlur; + #endif + + #ifndef SHADER_UNLIT + // PostInitBuiltinData call ApplyDebugToBuiltinData + PostInitBuiltinData(V, posInput, surfaceData, builtinData); + #else + ApplyDebugToBuiltinData(builtinData); + #endif + + builtinData.emissiveColor = float3(40000,0,0); + + RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS + } + + // -------------------------------------------------- + // Main + + $splice(PostGraphIncludes) + + ENDHLSL +} diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template.meta new file mode 100644 index 00000000000..90e8a9f9235 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 00125cbfec644626b787cb3008d408b3 +timeCreated: 1607448654 \ No newline at end of file diff --git a/com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs b/com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs new file mode 100644 index 00000000000..5183abc6f4a --- /dev/null +++ b/com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs @@ -0,0 +1,7 @@ +namespace UnityEditor.VFX +{ + interface IVFXCompatibleTarget + { + bool TryConfigureVFX(VFXContext context); + } +} diff --git a/com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs.meta b/com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs.meta new file mode 100644 index 00000000000..be373b5f217 --- /dev/null +++ b/com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 6e4459bc94524956a73bfce3f0a7de40 +timeCreated: 1607439735 \ No newline at end of file diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index 388c7060f01..c3832c4c763 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -9,6 +9,7 @@ using UnityEditor.ShaderGraph; using UnityEditor.Graphing.Util; using UnityEditor.ShaderGraph.Serialization; +using UnityEditor.Rendering.HighDefinition; using Object = UnityEngine.Object; using System.Text.RegularExpressions; @@ -371,9 +372,14 @@ static private StringBuilder Build(VFXContext context, string templatePath, VFXC if (!context.SetupCompilation()) return null; - if (context is VFXShaderGraphParticleOutput) + if (context is VFXShaderGraphParticleOutput shaderGraphContext) { - return BuildFromShaderGraph(context as VFXShaderGraphParticleOutput); + var result = TryBuildFromShaderGraph(shaderGraphContext); + + if (result != null) + return result; + + Debug.LogError("Attempt to build from shader graph failed. Falling back to normal generation."); } var stringBuilder = GetFlattenedTemplateContent(templatePath, new List(), context.additionalDefines, dependencies); @@ -565,12 +571,12 @@ static private StringBuilder Build(VFXContext context, string templatePath, VFXC return stringBuilder; } - private static StringBuilder BuildFromShaderGraph(VFXShaderGraphParticleOutput shaderGraphOutputContext) + private static StringBuilder TryBuildFromShaderGraph(VFXShaderGraphParticleOutput context) { var stringBuilder = new StringBuilder(); - // Fetch the graph. - var path = AssetDatabase.GetAssetPath(shaderGraphOutputContext.shaderGraph); + // Reconstruct the ShaderGraph. + var path = AssetDatabase.GetAssetPath(context.shaderGraph); List configuredTextures; AssetCollection assetCollection = new AssetCollection(); @@ -585,18 +591,21 @@ private static StringBuilder BuildFromShaderGraph(VFXShaderGraphParticleOutput s graph.OnEnable(); graph.ValidateGraph(); - // // Create the new target for the current output context. - // var vfxTarget = new VFXTarget(); - // - // // Push it - // graph.SetTargetActive(vfxTarget); + // Prepare the target for VFX generation. + var target = graph.activeTargets.FirstOrDefault(); + + if (target is IVFXCompatibleTarget vfxTarget && + !vfxTarget.TryConfigureVFX(context)) + { + return null; + } // Use ShaderGraph to generate the VFX shader with the VFX target. var text = ShaderGraphImporter.GetShaderText(path, out configuredTextures, assetCollection, graph); - // Append the shader + remove the Shader name (VFX stamps one in later on). + // Append the shader + strip the name header (VFX stamps one in later on). stringBuilder.Append(text); - stringBuilder.Remove(0, "Shader \"Shader Graphs/VFXSG\"".Length); + stringBuilder.Remove(0, text.IndexOf("{", StringComparison.Ordinal)); return stringBuilder; } From 53324e4a6b1c7449a90c60e418979966433682b9 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 8 Dec 2020 23:19:34 -0500 Subject: [PATCH 004/186] Override pass creation --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 40 +++++++++++++++++++ .../Templates/ShaderPassVFX.template | 2 - 2 files changed, 40 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index b62e30cf741..7eb92ac8347 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -7,10 +7,50 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { sealed class VFXLitSubTarget : HDLitSubTarget, IVFXCompatibleTarget { + private VFXAbstractParticleHDRPLitOutput m_Context; + protected override string templatePath => $"{HDUtils.GetHDRenderPipelinePath()}Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template"; + protected override bool supportRaytracing => false; + protected override bool supportPathtracing => false; + + protected override SubShaderDescriptor GetSubShaderDescriptor() + { + return new SubShaderDescriptor + { + generatesPreview = true, + passes = GetPasses() + }; + + PassCollection GetPasses() + { + var passes = new PassCollection + { + // TODO: Generate motion vectors, shadow pass if the context asks for it. + HDShaderPasses.GenerateSceneSelection(supportLighting), + HDShaderPasses.GenerateLitDepthOnly(), + HDShaderPasses.GenerateGBuffer(), + HDShaderPasses.GenerateLitForward() + }; + + if (m_Context.hasShadowCasting) + { + passes.Add(HDShaderPasses.GenerateShadowCaster(supportLighting)); + } + + if (m_Context.hasMotionVector) + { + passes.Add(HDShaderPasses.GenerateMotionVectors(supportLighting, supportForward)); + } + + return passes; + } + } + public bool TryConfigureVFX(VFXContext context) { + m_Context = context as VFXAbstractParticleHDRPLitOutput; + return true; } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template index 0eb3acd9956..abf83954d22 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template @@ -275,8 +275,6 @@ ApplyDebugToBuiltinData(builtinData); #endif - builtinData.emissiveColor = float3(40000,0,0); - RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS } From 8d7c738558a3d68df87f078173e475fd6fb60c0d Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 9 Dec 2020 15:16:14 -0500 Subject: [PATCH 005/186] Splicing support for VFX cbuffer properties --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 26 ++++++++++++++++--- .../Editor/Material/ShaderGraph/HDTarget.cs | 5 ++-- .../Templates/ShaderPassVFX.template | 3 +++ .../Data/Graphs/AbstractShaderProperty.cs | 1 + .../Editor/Generation/Processors/Generator.cs | 11 ++++++++ .../Processors/PropertyCollector.cs | 23 ++++++++++++++++ .../Editor/Compiler/VFXCodeGenerator.cs | 6 +++-- 7 files changed, 68 insertions(+), 7 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index 7eb92ac8347..22d080dc0ee 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -1,6 +1,9 @@ +using System; +using System.Linq; using UnityEditor.ShaderGraph; +using UnityEditor.ShaderGraph.Internal; using UnityEditor.VFX; - +using UnityEngine; using UnityEngine.Rendering.HighDefinition; namespace UnityEditor.Rendering.HighDefinition.ShaderGraph @@ -9,6 +12,9 @@ sealed class VFXLitSubTarget : HDLitSubTarget, IVFXCompatibleTarget { private VFXAbstractParticleHDRPLitOutput m_Context; + static readonly GUID kSubTargetSourceCodeGuid = new GUID("a4015296799c4bfd99499b48602f9e32"); // VFXLitSubTarget.cs + protected override GUID subTargetAssetGuid => kSubTargetSourceCodeGuid; + protected override string templatePath => $"{HDUtils.GetHDRenderPipelinePath()}Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template"; protected override bool supportRaytracing => false; @@ -18,15 +24,16 @@ protected override SubShaderDescriptor GetSubShaderDescriptor() { return new SubShaderDescriptor { - generatesPreview = true, + generatesPreview = false, passes = GetPasses() }; PassCollection GetPasses() { + // TODO: Use the VFX context to configure the passes + var passes = new PassCollection { - // TODO: Generate motion vectors, shadow pass if the context asks for it. HDShaderPasses.GenerateSceneSelection(supportLighting), HDShaderPasses.GenerateLitDepthOnly(), HDShaderPasses.GenerateGBuffer(), @@ -47,6 +54,19 @@ PassCollection GetPasses() } } + public override void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode) + { + base.CollectShaderProperties(collector, generationMode); + + // Add the VFX properties + collector.AddShaderProperty(new Vector1ShaderProperty + { + overrideReferenceName = "Test", + overrideHLSLDeclaration = true, + hlslDeclarationOverride = HLSLDeclaration.VFX + }); + } + public bool TryConfigureVFX(VFXContext context) { m_Context = context as VFXAbstractParticleHDRPLitOutput; 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 caff6560421..2634c888406 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 @@ -232,8 +232,9 @@ public bool TryConfigureVFX(VFXContext context) if (!TrySetActiveSubTarget(vfxSubTargetType)) return false; - var vfxSubTarget = m_ActiveSubTarget.value as IVFXCompatibleTarget; - vfxSubTarget?.TryConfigureVFX(context); + if (!(m_ActiveSubTarget.value is IVFXCompatibleTarget vfxSubTarget) || + !vfxSubTarget.TryConfigureVFX(context)) + return false; return true; } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template index abf83954d22..be44dc8e16d 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template @@ -125,6 +125,9 @@ // -- Graph Properties $splice(GraphProperties) + // -- VFX Graph Properties + $splice(VFXGraphProperties) + // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; diff --git a/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs b/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs index d7a3e9b23de..ce3e0f423ad 100644 --- a/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs +++ b/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs @@ -178,6 +178,7 @@ internal enum HLSLDeclaration Global, // declared in the global scope, mainly for use with state coming from Shader.SetGlobal*() UnityPerMaterial, // declared in the UnityPerMaterial cbuffer, populated by Material or MaterialPropertyBlock HybridPerInstance, // declared using HybridRenderer path (v1 or v2) to get DOTS GPU instancing + VFX // declared in the VFX Parameters cbuffer, populated by a VFX Graph context } internal struct HLSLProperty diff --git a/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs index 8baaa235f7c..0ad6305742b 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs @@ -653,6 +653,17 @@ void ProcessStackForPass(ContextData contextData, BlockFieldDescriptor[] passBlo spliceCommands.Add("GraphProperties", propertyBuilder.ToCodeBlock()); } + // -------------------------------------------------- + // VFX Graph Properties + + using (var vfxPropertyBuilder = new ShaderStringBuilder()) + { + propertyCollector.GetVFXPropertiesDeclaration(vfxPropertyBuilder); + if (vfxPropertyBuilder.length == 0) + vfxPropertyBuilder.AppendLine("// VFXGraphProperties: "); + spliceCommands.Add("VFXGraphProperties", vfxPropertyBuilder.ToCodeBlock()); + } + // -------------------------------------------------- // Dots Instanced Graph Properties diff --git a/com.unity.shadergraph/Editor/Generation/Processors/PropertyCollector.cs b/com.unity.shadergraph/Editor/Generation/Processors/PropertyCollector.cs index fa46a5f501a..d40f4ec574c 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/PropertyCollector.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/PropertyCollector.cs @@ -150,6 +150,29 @@ public void GetPropertiesDeclaration(ShaderStringBuilder builder, GenerationMode h.AppendTo(builder); } + public void GetVFXPropertiesDeclaration(ShaderStringBuilder builder) + { + // Build a list of VFX properties. + var vfxHLSLProps = new List(); + properties.ForEach(p => p.ForeachHLSLProperty(h => + { + if (h.declaration == HLSLDeclaration.VFX) + vfxHLSLProps.Add(h); + })); + + if (vfxHLSLProps.Any()) + { + builder.AppendLine("CBUFFER_START(VFXParameters)"); + + foreach (var prop in vfxHLSLProps) + { + prop.AppendTo(builder); + } + + builder.AppendLine("CBUFFER_END"); + } + } + public string GetDotsInstancingPropertiesDeclaration(GenerationMode mode) { // Hybrid V1 needs to declare a special macro to that is injected into diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index c3832c4c763..c018607ea67 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -376,10 +376,12 @@ static private StringBuilder Build(VFXContext context, string templatePath, VFXC { var result = TryBuildFromShaderGraph(shaderGraphContext); + // 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; - - Debug.LogError("Attempt to build from shader graph failed. Falling back to normal generation."); + } } var stringBuilder = GetFlattenedTemplateContent(templatePath, new List(), context.additionalDefines, dependencies); From 0c8b519afa18f07a6b13287615db994e16fb3e71 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 9 Dec 2020 17:19:16 -0500 Subject: [PATCH 006/186] Generate VFX Shader Properties for Shader Graph --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 97 +++++++++++++++---- .../Editor/Material/ShaderGraph/HDTarget.cs | 4 +- .../Processors/PropertyCollector.cs | 2 + .../Editor/Compiler/IVFXCompatibleTarget.cs | 2 +- .../Editor/Compiler/VFXCodeGenerator.cs | 6 +- 5 files changed, 88 insertions(+), 23 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index 22d080dc0ee..329efa02112 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -1,16 +1,19 @@ using System; +using System.Collections.Generic; using System.Linq; using UnityEditor.ShaderGraph; using UnityEditor.ShaderGraph.Internal; using UnityEditor.VFX; using UnityEngine; using UnityEngine.Rendering.HighDefinition; +using UnityEngine.VFX; namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { sealed class VFXLitSubTarget : HDLitSubTarget, IVFXCompatibleTarget { - private VFXAbstractParticleHDRPLitOutput m_Context; + private VFXContext m_Context; + private VFXContextCompiledData m_ContextData; static readonly GUID kSubTargetSourceCodeGuid = new GUID("a4015296799c4bfd99499b48602f9e32"); // VFXLitSubTarget.cs protected override GUID subTargetAssetGuid => kSubTargetSourceCodeGuid; @@ -31,7 +34,6 @@ protected override SubShaderDescriptor GetSubShaderDescriptor() PassCollection GetPasses() { // TODO: Use the VFX context to configure the passes - var passes = new PassCollection { HDShaderPasses.GenerateSceneSelection(supportLighting), @@ -40,37 +42,98 @@ PassCollection GetPasses() HDShaderPasses.GenerateLitForward() }; - if (m_Context.hasShadowCasting) + if (m_Context is VFXAbstractParticleOutput m_ContextHDRP) { - passes.Add(HDShaderPasses.GenerateShadowCaster(supportLighting)); - } + if (m_ContextHDRP.hasShadowCasting) + { + passes.Add(HDShaderPasses.GenerateShadowCaster(supportLighting)); + } - if (m_Context.hasMotionVector) - { - passes.Add(HDShaderPasses.GenerateMotionVectors(supportLighting, supportForward)); + if (m_ContextHDRP.hasMotionVector) + { + passes.Add(HDShaderPasses.GenerateMotionVectors(supportLighting, supportForward)); + } } return passes; } } + // See: VFXShaderWriter.TypeToUniformCode + 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 AbstractShaderProperty VFXExpressionToShaderProperty(VFXExpression expression, string name) + { + var type = VFXExpression.TypeToType(expression.valueType); + + if (!kVFXShaderPropertyMap.TryGetValue(type, out var shaderPropertyType)) + return null; + + // Must flag for non public here since all shader property constructors are internal. + var property = (AbstractShaderProperty)Activator.CreateInstance(shaderPropertyType, true); + + property.overrideReferenceName = name; + property.overrideHLSLDeclaration = true; + property.hlslDeclarationOverride = HLSLDeclaration.VFX; + + return property; + } + + static void CollectVFXShaderProperties(PropertyCollector collector, VFXContextCompiledData contextData) + { + // See: VFXShaderWriter.WriteCBuffer + var mapper = contextData.uniformMapper; + var uniformValues = mapper.uniforms + .Where(e => !e.IsAny(VFXExpression.Flags.Constant | VFXExpression.Flags.InvalidOnCPU)) // Filter out constant expressions + .OrderByDescending(e => VFXValue.TypeToSize(e.valueType)); + + var uniformBlocks = new List>(); + foreach (var value in uniformValues) + { + var block = uniformBlocks.FirstOrDefault(b => b.Sum(e => VFXValue.TypeToSize(e.valueType)) + VFXValue.TypeToSize(value.valueType) <= 4); + if (block != null) + block.Add(value); + else + uniformBlocks.Add(new List() { value }); + } + + foreach (var block in uniformBlocks) + { + foreach (var value in block) + { + string name = mapper.GetName(value); + + //Reserved unity variable name (could be filled manually see : VFXCameraUpdate) + if (name.StartsWith("unity_")) + continue; + + var property = VFXExpressionToShaderProperty(value, name); + collector.AddShaderProperty(property); + } + } + } + public override void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode) { base.CollectShaderProperties(collector, generationMode); - // Add the VFX properties - collector.AddShaderProperty(new Vector1ShaderProperty - { - overrideReferenceName = "Test", - overrideHLSLDeclaration = true, - hlslDeclarationOverride = HLSLDeclaration.VFX - }); + CollectVFXShaderProperties(collector, m_ContextData); } - public bool TryConfigureVFX(VFXContext context) + public bool TryConfigureVFX(VFXContext context, VFXContextCompiledData contextData) { m_Context = context as VFXAbstractParticleHDRPLitOutput; - + m_ContextData = contextData; return true; } } 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 2634c888406..62f7c3b675d 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 @@ -221,7 +221,7 @@ public ScriptableObject GetMetadataObject() return null; } - public bool TryConfigureVFX(VFXContext context) + public bool TryConfigureVFX(VFXContext context, VFXContextCompiledData contextData) { var subTargetType = m_ActiveSubTarget.value.GetType(); @@ -233,7 +233,7 @@ public bool TryConfigureVFX(VFXContext context) return false; if (!(m_ActiveSubTarget.value is IVFXCompatibleTarget vfxSubTarget) || - !vfxSubTarget.TryConfigureVFX(context)) + !vfxSubTarget.TryConfigureVFX(context, contextData)) return false; return true; diff --git a/com.unity.shadergraph/Editor/Generation/Processors/PropertyCollector.cs b/com.unity.shadergraph/Editor/Generation/Processors/PropertyCollector.cs index d40f4ec574c..0ea743cd6c0 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/PropertyCollector.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/PropertyCollector.cs @@ -169,6 +169,8 @@ public void GetVFXPropertiesDeclaration(ShaderStringBuilder builder) prop.AppendTo(builder); } + builder.AppendLine("// TODO: Padding"); + builder.AppendLine("CBUFFER_END"); } } diff --git a/com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs b/com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs index 5183abc6f4a..c9c3bf2bfca 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs @@ -2,6 +2,6 @@ namespace UnityEditor.VFX { interface IVFXCompatibleTarget { - bool TryConfigureVFX(VFXContext context); + bool TryConfigureVFX(VFXContext context, VFXContextCompiledData contextData); } } diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index c018607ea67..ec7ae6b7327 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -374,7 +374,7 @@ static private StringBuilder Build(VFXContext context, string templatePath, VFXC if (context is VFXShaderGraphParticleOutput shaderGraphContext) { - var result = TryBuildFromShaderGraph(shaderGraphContext); + 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) @@ -573,7 +573,7 @@ static private StringBuilder Build(VFXContext context, string templatePath, VFXC return stringBuilder; } - private static StringBuilder TryBuildFromShaderGraph(VFXShaderGraphParticleOutput context) + private static StringBuilder TryBuildFromShaderGraph(VFXShaderGraphParticleOutput context, VFXContextCompiledData contextData) { var stringBuilder = new StringBuilder(); @@ -597,7 +597,7 @@ private static StringBuilder TryBuildFromShaderGraph(VFXShaderGraphParticleOutpu var target = graph.activeTargets.FirstOrDefault(); if (target is IVFXCompatibleTarget vfxTarget && - !vfxTarget.TryConfigureVFX(context)) + !vfxTarget.TryConfigureVFX(context, contextData)) { return null; } From 863b76683425d4d9e50a9147f9ab66faf81de208 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 10 Dec 2020 11:04:27 -0500 Subject: [PATCH 007/186] Add VFX sub shader post processing, attributes struct generation from context --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 77 ++++++++++++++++++- 1 file changed, 76 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index 329efa02112..7a5524194c3 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -25,7 +25,7 @@ sealed class VFXLitSubTarget : HDLitSubTarget, IVFXCompatibleTarget protected override SubShaderDescriptor GetSubShaderDescriptor() { - return new SubShaderDescriptor + var baseSubShaderDescriptor = new SubShaderDescriptor { generatesPreview = false, passes = GetPasses() @@ -57,6 +57,59 @@ PassCollection GetPasses() return passes; } + + // Use the current VFX context to configure the subshader. + return PostProcessSubShaderVFX(baseSubShaderDescriptor, m_Context); + } + + static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShaderDescriptor, VFXContext context) + { + if (String.IsNullOrEmpty(subShaderDescriptor.pipelineTag)) + subShaderDescriptor.pipelineTag = HDRenderPipeline.k_ShaderTagName; + + var attributesStruct = GenerateVFXAttributesStruct(context); + + var passes = subShaderDescriptor.passes.ToArray(); + PassCollection finalPasses = 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 + { + CoreStructCollections.Default, + attributesStruct + }; + + finalPasses.Add(passDescriptor, passes[i].fieldConditions); + } + + subShaderDescriptor.passes = finalPasses; + + return subShaderDescriptor; + } + + static StructDescriptor GenerateVFXAttributesStruct(VFXContext context) + { + 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 attributes = allCurrentAttributes.Select(a => a.attrib); + + var attributeFieldDescriptors = new List(); + foreach (var attribute in attributes) + { + var afd = VFXAttributeToFieldDescriptor(attribute); + attributeFieldDescriptors.Add(afd); + } + + return new StructDescriptor + { + name = "Attributes", + fields = attributeFieldDescriptors.ToArray() + }; } // See: VFXShaderWriter.TypeToUniformCode @@ -72,6 +125,28 @@ PassCollection GetPasses() { typeof(bool), typeof(BooleanShaderProperty) }, }; + static readonly Dictionary kVFXShaderValueTypeyMap = 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.Boolean }, + }; + + static FieldDescriptor VFXAttributeToFieldDescriptor(VFXAttribute attribute) + { + var type = VFXExpression.TypeToType(attribute.type); + + if (!kVFXShaderValueTypeyMap.TryGetValue(type, out var shaderValueType)) + return null; + + return new FieldDescriptor("Attributes", attribute.name, "", shaderValueType); + } + static AbstractShaderProperty VFXExpressionToShaderProperty(VFXExpression expression, string name) { var type = VFXExpression.TypeToType(expression.valueType); From 14744977638e92043beb5d0100304bffd6fe2bf4 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 10 Dec 2020 12:44:15 -0500 Subject: [PATCH 008/186] Enable debug symbols --- .../Material/Lit/ShaderGraph/VFXLitSubTarget.cs | 17 +++++++++++------ .../Generation/Descriptors/PragmaDescriptor.cs | 1 + 2 files changed, 12 insertions(+), 6 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index 7a5524194c3..c39c11f301f 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -64,13 +64,10 @@ PassCollection GetPasses() static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShaderDescriptor, VFXContext context) { - if (String.IsNullOrEmpty(subShaderDescriptor.pipelineTag)) - subShaderDescriptor.pipelineTag = HDRenderPipeline.k_ShaderTagName; - var attributesStruct = GenerateVFXAttributesStruct(context); var passes = subShaderDescriptor.passes.ToArray(); - PassCollection finalPasses = new PassCollection(); + PassCollection vfxPasses = new PassCollection(); for (int i = 0; i < passes.Length; i++) { var passDescriptor = passes[i].descriptor; @@ -80,12 +77,19 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader { CoreStructCollections.Default, attributesStruct + // TODO: Source Attributes + }; + + passDescriptor.pragmas = new PragmaCollection + { + passDescriptor.pragmas, + Pragma.DebugSymbolsD3D }; - finalPasses.Add(passDescriptor, passes[i].fieldConditions); + vfxPasses.Add(passDescriptor, passes[i].fieldConditions); } - subShaderDescriptor.passes = finalPasses; + subShaderDescriptor.passes = vfxPasses; return subShaderDescriptor; } @@ -113,6 +117,7 @@ static StructDescriptor GenerateVFXAttributesStruct(VFXContext context) } // See: VFXShaderWriter.TypeToUniformCode + // TODO: Collapse these two maps into one static readonly Dictionary kVFXShaderPropertyMap = new Dictionary { { typeof(float), typeof(Vector1ShaderProperty) }, diff --git a/com.unity.shadergraph/Editor/Generation/Descriptors/PragmaDescriptor.cs b/com.unity.shadergraph/Editor/Generation/Descriptors/PragmaDescriptor.cs index 0b784b2c025..7b4f916dcb4 100644 --- a/com.unity.shadergraph/Editor/Generation/Descriptors/PragmaDescriptor.cs +++ b/com.unity.shadergraph/Editor/Generation/Descriptors/PragmaDescriptor.cs @@ -32,5 +32,6 @@ static string GetPlatformList(Platform[] platforms) public static PragmaDescriptor DOTSInstancing => new PragmaDescriptor { value = "multi_compile _ DOTS_INSTANCING_ON" }; public static PragmaDescriptor MultiCompileFog => new PragmaDescriptor { value = "multi_compile_fog" }; public static PragmaDescriptor EditorSyncCompilation => new PragmaDescriptor { value = "editor_sync_compilation" }; + public static PragmaDescriptor DebugSymbolsD3D => new PragmaDescriptor { value = "enable_d3d11_debug_symbols" }; } } From b29e639dea8044984d178dc0a6b49889a4c06182 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 10 Dec 2020 20:24:22 -0500 Subject: [PATCH 009/186] Source attributes struct generation from context --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 65 ++++++++++++++++--- .../Templates/ShaderPassVFX.template | 31 +++++++++ 2 files changed, 86 insertions(+), 10 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index c39c11f301f..61870155b74 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -64,7 +64,8 @@ PassCollection GetPasses() static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShaderDescriptor, VFXContext context) { - var attributesStruct = GenerateVFXAttributesStruct(context); + var attributesStruct = GenerateVFXAttributesStruct(context, VFXAttributeType.Current); + var sourceAttributesStruct = GenerateVFXAttributesStruct(context, VFXAttributeType.Source); var passes = subShaderDescriptor.passes.ToArray(); PassCollection vfxPasses = new PassCollection(); @@ -75,9 +76,12 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader // Warning: Touching the structs field may require to manually append the default structs here. passDescriptor.structs = new StructCollection { - CoreStructCollections.Default, - attributesStruct - // TODO: Source Attributes + HDStructs.AttributesMesh, // TODO: Could probably re-use the original HD Attributes Mesh and just ensure Instancing enabled. + HDStructs.VaryingsMeshToPS, + Structs.SurfaceDescriptionInputs, + Structs.VertexDescriptionInputs, + attributesStruct, + sourceAttributesStruct }; passDescriptor.pragmas = new PragmaCollection @@ -86,6 +90,12 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader Pragma.DebugSymbolsD3D }; + passDescriptor.defines = new DefineCollection + { + passDescriptor.defines, + // { InstancingOverride, 1 } + }; + vfxPasses.Add(passDescriptor, passes[i].fieldConditions); } @@ -94,13 +104,48 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader return subShaderDescriptor; } - static StructDescriptor GenerateVFXAttributesStruct(VFXContext context) + public static KeywordDescriptor InstancingOverride = new KeywordDescriptor() + { + displayName = "Instancing Override", + referenceName = "UNITY_ANY_INSTANCING_ENABLED", + type = KeywordType.Boolean, + definition = KeywordDefinition.Predefined, + scope = KeywordScope.Global, + }; + + enum VFXAttributeType + { + Current, + Source + } + + private static string[] kVFXAttributeStructNames = + { + "Attributes", + "SourceAttributes" + }; + + static StructDescriptor GenerateVFXAttributesMeshStruct() + { + return new StructDescriptor(); + } + + static StructDescriptor GenerateVFXAttributesStruct(VFXContext context, VFXAttributeType attributeType) { - 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 + 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 = allCurrentAttributes.Select(a => a.attrib); + var attributes = attributeInfos.Select(a => a.attrib); var attributeFieldDescriptors = new List(); foreach (var attribute in attributes) @@ -111,7 +156,7 @@ static StructDescriptor GenerateVFXAttributesStruct(VFXContext context) return new StructDescriptor { - name = "Attributes", + name = kVFXAttributeStructNames[(int)attributeType], fields = attributeFieldDescriptors.ToArray() }; } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template index be44dc8e16d..0f063848a82 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template @@ -31,6 +31,37 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" // Need to be here for Gradient struct definition + // ------------------------------------------------- + #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 WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS + ByteAddressBuffer elementToVFXBufferPrevious; + #endif + + CBUFFER_START(outputParams) + float nbMax; + float systemSeed; + CBUFFER_END + // -------------------------------------------------- // Defines From 91a47c8a5947f683c8d5bc2b271203c09fceb53a Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 11 Dec 2020 12:05:30 -0500 Subject: [PATCH 010/186] Begin moving static function into a VFX helper class --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 154 +----------------- .../Editor/Compiler/ShaderGraph.meta | 3 + .../ShaderGraph/VFXShaderGraphGeneration.cs | 143 ++++++++++++++++ .../VFXShaderGraphGeneration.cs.meta | 3 + 4 files changed, 154 insertions(+), 149 deletions(-) create mode 100644 com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph.meta create mode 100644 com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph/VFXShaderGraphGeneration.cs create mode 100644 com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph/VFXShaderGraphGeneration.cs.meta diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index 61870155b74..8a2f92dfa9c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -8,6 +8,8 @@ using UnityEngine.Rendering.HighDefinition; using UnityEngine.VFX; +using Util = UnityEditor.VFX.VFXShaderGraphGeneration; + namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { sealed class VFXLitSubTarget : HDLitSubTarget, IVFXCompatibleTarget @@ -64,8 +66,8 @@ PassCollection GetPasses() static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShaderDescriptor, VFXContext context) { - var attributesStruct = GenerateVFXAttributesStruct(context, VFXAttributeType.Current); - var sourceAttributesStruct = GenerateVFXAttributesStruct(context, VFXAttributeType.Source); + var attributesStruct = Util.GenerateVFXAttributesStruct(context, Util.VFXAttributeType.Current); + var sourceAttributesStruct = Util.GenerateVFXAttributesStruct(context, Util.VFXAttributeType.Source); var passes = subShaderDescriptor.passes.ToArray(); PassCollection vfxPasses = new PassCollection(); @@ -93,7 +95,6 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader passDescriptor.defines = new DefineCollection { passDescriptor.defines, - // { InstancingOverride, 1 } }; vfxPasses.Add(passDescriptor, passes[i].fieldConditions); @@ -104,155 +105,10 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader return subShaderDescriptor; } - public static KeywordDescriptor InstancingOverride = new KeywordDescriptor() - { - displayName = "Instancing Override", - referenceName = "UNITY_ANY_INSTANCING_ENABLED", - type = KeywordType.Boolean, - definition = KeywordDefinition.Predefined, - scope = KeywordScope.Global, - }; - - enum VFXAttributeType - { - Current, - Source - } - - private static string[] kVFXAttributeStructNames = - { - "Attributes", - "SourceAttributes" - }; - - static StructDescriptor GenerateVFXAttributesMeshStruct() - { - return new StructDescriptor(); - } - - 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 kVFXShaderValueTypeyMap = 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.Boolean }, - }; - - static FieldDescriptor VFXAttributeToFieldDescriptor(VFXAttribute attribute) - { - var type = VFXExpression.TypeToType(attribute.type); - - if (!kVFXShaderValueTypeyMap.TryGetValue(type, out var shaderValueType)) - return null; - - return new FieldDescriptor("Attributes", attribute.name, "", shaderValueType); - } - - static AbstractShaderProperty VFXExpressionToShaderProperty(VFXExpression expression, string name) - { - var type = VFXExpression.TypeToType(expression.valueType); - - if (!kVFXShaderPropertyMap.TryGetValue(type, out var shaderPropertyType)) - return null; - - // Must flag for non public here since all shader property constructors are internal. - var property = (AbstractShaderProperty)Activator.CreateInstance(shaderPropertyType, true); - - property.overrideReferenceName = name; - property.overrideHLSLDeclaration = true; - property.hlslDeclarationOverride = HLSLDeclaration.VFX; - - return property; - } - - static void CollectVFXShaderProperties(PropertyCollector collector, VFXContextCompiledData contextData) - { - // See: VFXShaderWriter.WriteCBuffer - var mapper = contextData.uniformMapper; - var uniformValues = mapper.uniforms - .Where(e => !e.IsAny(VFXExpression.Flags.Constant | VFXExpression.Flags.InvalidOnCPU)) // Filter out constant expressions - .OrderByDescending(e => VFXValue.TypeToSize(e.valueType)); - - var uniformBlocks = new List>(); - foreach (var value in uniformValues) - { - var block = uniformBlocks.FirstOrDefault(b => b.Sum(e => VFXValue.TypeToSize(e.valueType)) + VFXValue.TypeToSize(value.valueType) <= 4); - if (block != null) - block.Add(value); - else - uniformBlocks.Add(new List() { value }); - } - - foreach (var block in uniformBlocks) - { - foreach (var value in block) - { - string name = mapper.GetName(value); - - //Reserved unity variable name (could be filled manually see : VFXCameraUpdate) - if (name.StartsWith("unity_")) - continue; - - var property = VFXExpressionToShaderProperty(value, name); - collector.AddShaderProperty(property); - } - } - } - public override void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode) { base.CollectShaderProperties(collector, generationMode); - - CollectVFXShaderProperties(collector, m_ContextData); + VFXShaderGraphGeneration.CollectVFXShaderProperties(collector, m_ContextData); } public bool TryConfigureVFX(VFXContext context, VFXContextCompiledData contextData) diff --git a/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph.meta b/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph.meta new file mode 100644 index 00000000000..865136ae910 --- /dev/null +++ b/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 69893d3ec372464398deabb123e62cb2 +timeCreated: 1607704380 \ No newline at end of file diff --git a/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph/VFXShaderGraphGeneration.cs b/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph/VFXShaderGraphGeneration.cs new file mode 100644 index 00000000000..e9850327e6a --- /dev/null +++ b/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph/VFXShaderGraphGeneration.cs @@ -0,0 +1,143 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Numerics; + +using UnityEditor.ShaderGraph; +using UnityEditor.ShaderGraph.Internal; + +namespace UnityEditor.VFX +{ + static class VFXShaderGraphGeneration + { + internal enum VFXAttributeType + { + Current, + Source + } + + private static string[] kVFXAttributeStructNames = + { + "Attributes", + "SourceAttributes" + }; + + // 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 kVFXShaderValueTypeyMap = 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.Boolean }, + }; + + internal static FieldDescriptor VFXAttributeToFieldDescriptor(VFXAttribute attribute) + { + var type = VFXExpression.TypeToType(attribute.type); + + if (!kVFXShaderValueTypeyMap.TryGetValue(type, out var shaderValueType)) + return null; + + return new FieldDescriptor("Attributes", attribute.name, "", shaderValueType); + } + + internal static AbstractShaderProperty VFXExpressionToShaderProperty(VFXExpression expression, string name) + { + var type = VFXExpression.TypeToType(expression.valueType); + + if (!kVFXShaderPropertyMap.TryGetValue(type, out var shaderPropertyType)) + return null; + + // Must flag for non public here since all shader property constructors are internal. + var property = (AbstractShaderProperty)Activator.CreateInstance(shaderPropertyType, true); + + property.overrideReferenceName = name; + property.overrideHLSLDeclaration = true; + property.hlslDeclarationOverride = HLSLDeclaration.VFX; + + return property; + } + + internal static void CollectVFXShaderProperties(PropertyCollector collector, VFXContextCompiledData contextData) + { + // See: VFXShaderWriter.WriteCBuffer + var mapper = contextData.uniformMapper; + var uniformValues = mapper.uniforms + .Where(e => !e.IsAny(VFXExpression.Flags.Constant | VFXExpression.Flags.InvalidOnCPU)) // Filter out constant expressions + .OrderByDescending(e => VFXValue.TypeToSize(e.valueType)); + + var uniformBlocks = new List>(); + foreach (var value in uniformValues) + { + var block = uniformBlocks.FirstOrDefault(b => b.Sum(e => VFXValue.TypeToSize(e.valueType)) + VFXValue.TypeToSize(value.valueType) <= 4); + if (block != null) + block.Add(value); + else + uniformBlocks.Add(new List() { value }); + } + + foreach (var block in uniformBlocks) + { + foreach (var value in block) + { + string name = mapper.GetName(value); + + //Reserved unity variable name (could be filled manually see : VFXCameraUpdate) + if (name.StartsWith("unity_")) + continue; + + var property = VFXShaderGraphGeneration.VFXExpressionToShaderProperty(value, name); + collector.AddShaderProperty(property); + } + } + } + + internal 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 = VFXShaderGraphGeneration.VFXAttributeToFieldDescriptor(attribute); + attributeFieldDescriptors.Add(afd); + } + + return new StructDescriptor + { + name = kVFXAttributeStructNames[(int)attributeType], + fields = attributeFieldDescriptors.ToArray() + }; + } + } +} diff --git a/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph/VFXShaderGraphGeneration.cs.meta b/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph/VFXShaderGraphGeneration.cs.meta new file mode 100644 index 00000000000..e45e6cda644 --- /dev/null +++ b/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph/VFXShaderGraphGeneration.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 08ccbe155b3f4b2493c6f37cd755b7f9 +timeCreated: 1607704433 \ No newline at end of file From ab6511fa5b1d08cbe0b3377cd3e22bb76d4a2f84 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 11 Dec 2020 12:43:07 -0500 Subject: [PATCH 011/186] Revert previous commit, was causing unexpected issues and will be dealt with later --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 154 +++++++++++++++++- .../Editor/Compiler/ShaderGraph.meta | 3 - .../ShaderGraph/VFXShaderGraphGeneration.cs | 143 ---------------- .../VFXShaderGraphGeneration.cs.meta | 3 - 4 files changed, 149 insertions(+), 154 deletions(-) delete mode 100644 com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph.meta delete mode 100644 com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph/VFXShaderGraphGeneration.cs delete mode 100644 com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph/VFXShaderGraphGeneration.cs.meta diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index 8a2f92dfa9c..61870155b74 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -8,8 +8,6 @@ using UnityEngine.Rendering.HighDefinition; using UnityEngine.VFX; -using Util = UnityEditor.VFX.VFXShaderGraphGeneration; - namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { sealed class VFXLitSubTarget : HDLitSubTarget, IVFXCompatibleTarget @@ -66,8 +64,8 @@ PassCollection GetPasses() static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShaderDescriptor, VFXContext context) { - var attributesStruct = Util.GenerateVFXAttributesStruct(context, Util.VFXAttributeType.Current); - var sourceAttributesStruct = Util.GenerateVFXAttributesStruct(context, Util.VFXAttributeType.Source); + var attributesStruct = GenerateVFXAttributesStruct(context, VFXAttributeType.Current); + var sourceAttributesStruct = GenerateVFXAttributesStruct(context, VFXAttributeType.Source); var passes = subShaderDescriptor.passes.ToArray(); PassCollection vfxPasses = new PassCollection(); @@ -95,6 +93,7 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader passDescriptor.defines = new DefineCollection { passDescriptor.defines, + // { InstancingOverride, 1 } }; vfxPasses.Add(passDescriptor, passes[i].fieldConditions); @@ -105,10 +104,155 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader return subShaderDescriptor; } + public static KeywordDescriptor InstancingOverride = new KeywordDescriptor() + { + displayName = "Instancing Override", + referenceName = "UNITY_ANY_INSTANCING_ENABLED", + type = KeywordType.Boolean, + definition = KeywordDefinition.Predefined, + scope = KeywordScope.Global, + }; + + enum VFXAttributeType + { + Current, + Source + } + + private static string[] kVFXAttributeStructNames = + { + "Attributes", + "SourceAttributes" + }; + + static StructDescriptor GenerateVFXAttributesMeshStruct() + { + return new StructDescriptor(); + } + + 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 kVFXShaderValueTypeyMap = 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.Boolean }, + }; + + static FieldDescriptor VFXAttributeToFieldDescriptor(VFXAttribute attribute) + { + var type = VFXExpression.TypeToType(attribute.type); + + if (!kVFXShaderValueTypeyMap.TryGetValue(type, out var shaderValueType)) + return null; + + return new FieldDescriptor("Attributes", attribute.name, "", shaderValueType); + } + + static AbstractShaderProperty VFXExpressionToShaderProperty(VFXExpression expression, string name) + { + var type = VFXExpression.TypeToType(expression.valueType); + + if (!kVFXShaderPropertyMap.TryGetValue(type, out var shaderPropertyType)) + return null; + + // Must flag for non public here since all shader property constructors are internal. + var property = (AbstractShaderProperty)Activator.CreateInstance(shaderPropertyType, true); + + property.overrideReferenceName = name; + property.overrideHLSLDeclaration = true; + property.hlslDeclarationOverride = HLSLDeclaration.VFX; + + return property; + } + + static void CollectVFXShaderProperties(PropertyCollector collector, VFXContextCompiledData contextData) + { + // See: VFXShaderWriter.WriteCBuffer + var mapper = contextData.uniformMapper; + var uniformValues = mapper.uniforms + .Where(e => !e.IsAny(VFXExpression.Flags.Constant | VFXExpression.Flags.InvalidOnCPU)) // Filter out constant expressions + .OrderByDescending(e => VFXValue.TypeToSize(e.valueType)); + + var uniformBlocks = new List>(); + foreach (var value in uniformValues) + { + var block = uniformBlocks.FirstOrDefault(b => b.Sum(e => VFXValue.TypeToSize(e.valueType)) + VFXValue.TypeToSize(value.valueType) <= 4); + if (block != null) + block.Add(value); + else + uniformBlocks.Add(new List() { value }); + } + + foreach (var block in uniformBlocks) + { + foreach (var value in block) + { + string name = mapper.GetName(value); + + //Reserved unity variable name (could be filled manually see : VFXCameraUpdate) + if (name.StartsWith("unity_")) + continue; + + var property = VFXExpressionToShaderProperty(value, name); + collector.AddShaderProperty(property); + } + } + } + public override void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode) { base.CollectShaderProperties(collector, generationMode); - VFXShaderGraphGeneration.CollectVFXShaderProperties(collector, m_ContextData); + + CollectVFXShaderProperties(collector, m_ContextData); } public bool TryConfigureVFX(VFXContext context, VFXContextCompiledData contextData) diff --git a/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph.meta b/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph.meta deleted file mode 100644 index 865136ae910..00000000000 --- a/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: 69893d3ec372464398deabb123e62cb2 -timeCreated: 1607704380 \ No newline at end of file diff --git a/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph/VFXShaderGraphGeneration.cs b/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph/VFXShaderGraphGeneration.cs deleted file mode 100644 index e9850327e6a..00000000000 --- a/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph/VFXShaderGraphGeneration.cs +++ /dev/null @@ -1,143 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using System.Numerics; - -using UnityEditor.ShaderGraph; -using UnityEditor.ShaderGraph.Internal; - -namespace UnityEditor.VFX -{ - static class VFXShaderGraphGeneration - { - internal enum VFXAttributeType - { - Current, - Source - } - - private static string[] kVFXAttributeStructNames = - { - "Attributes", - "SourceAttributes" - }; - - // 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 kVFXShaderValueTypeyMap = 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.Boolean }, - }; - - internal static FieldDescriptor VFXAttributeToFieldDescriptor(VFXAttribute attribute) - { - var type = VFXExpression.TypeToType(attribute.type); - - if (!kVFXShaderValueTypeyMap.TryGetValue(type, out var shaderValueType)) - return null; - - return new FieldDescriptor("Attributes", attribute.name, "", shaderValueType); - } - - internal static AbstractShaderProperty VFXExpressionToShaderProperty(VFXExpression expression, string name) - { - var type = VFXExpression.TypeToType(expression.valueType); - - if (!kVFXShaderPropertyMap.TryGetValue(type, out var shaderPropertyType)) - return null; - - // Must flag for non public here since all shader property constructors are internal. - var property = (AbstractShaderProperty)Activator.CreateInstance(shaderPropertyType, true); - - property.overrideReferenceName = name; - property.overrideHLSLDeclaration = true; - property.hlslDeclarationOverride = HLSLDeclaration.VFX; - - return property; - } - - internal static void CollectVFXShaderProperties(PropertyCollector collector, VFXContextCompiledData contextData) - { - // See: VFXShaderWriter.WriteCBuffer - var mapper = contextData.uniformMapper; - var uniformValues = mapper.uniforms - .Where(e => !e.IsAny(VFXExpression.Flags.Constant | VFXExpression.Flags.InvalidOnCPU)) // Filter out constant expressions - .OrderByDescending(e => VFXValue.TypeToSize(e.valueType)); - - var uniformBlocks = new List>(); - foreach (var value in uniformValues) - { - var block = uniformBlocks.FirstOrDefault(b => b.Sum(e => VFXValue.TypeToSize(e.valueType)) + VFXValue.TypeToSize(value.valueType) <= 4); - if (block != null) - block.Add(value); - else - uniformBlocks.Add(new List() { value }); - } - - foreach (var block in uniformBlocks) - { - foreach (var value in block) - { - string name = mapper.GetName(value); - - //Reserved unity variable name (could be filled manually see : VFXCameraUpdate) - if (name.StartsWith("unity_")) - continue; - - var property = VFXShaderGraphGeneration.VFXExpressionToShaderProperty(value, name); - collector.AddShaderProperty(property); - } - } - } - - internal 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 = VFXShaderGraphGeneration.VFXAttributeToFieldDescriptor(attribute); - attributeFieldDescriptors.Add(afd); - } - - return new StructDescriptor - { - name = kVFXAttributeStructNames[(int)attributeType], - fields = attributeFieldDescriptors.ToArray() - }; - } - } -} diff --git a/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph/VFXShaderGraphGeneration.cs.meta b/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph/VFXShaderGraphGeneration.cs.meta deleted file mode 100644 index e45e6cda644..00000000000 --- a/com.unity.visualeffectgraph/Editor/Compiler/ShaderGraph/VFXShaderGraphGeneration.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: 08ccbe155b3f4b2493c6f37cd755b7f9 -timeCreated: 1607704433 \ No newline at end of file From 3f9e1df0094d28696acfd1943cae53649822b678 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 11 Dec 2020 12:43:40 -0500 Subject: [PATCH 012/186] Introduce Additional Commands for VFX splice support --- .../AdditionalCommandCollection.cs | 52 +++++++++++++++++++ .../AdditionalCommandCollection.cs.meta | 3 ++ .../AdditionalCommandDescriptor.cs | 16 ++++++ .../AdditionalCommandDescriptor.cs.meta | 3 ++ 4 files changed, 74 insertions(+) create mode 100644 com.unity.shadergraph/Editor/Generation/Collections/AdditionalCommandCollection.cs create mode 100644 com.unity.shadergraph/Editor/Generation/Collections/AdditionalCommandCollection.cs.meta create mode 100644 com.unity.shadergraph/Editor/Generation/Descriptors/AdditionalCommandDescriptor.cs create mode 100644 com.unity.shadergraph/Editor/Generation/Descriptors/AdditionalCommandDescriptor.cs.meta 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/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 From d6383adce0924fb314ec88e169ee960548115c21 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 11 Dec 2020 15:35:39 -0500 Subject: [PATCH 013/186] Initial usage of additional commands within the generator --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 22 +++++++++---------- .../Templates/ShaderPassVFX.template | 3 +++ .../Generation/Descriptors/PassDescriptor.cs | 1 + .../Editor/Generation/Processors/Generator.cs | 11 ++++++++++ 4 files changed, 25 insertions(+), 12 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index 61870155b74..6a935900841 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -93,7 +93,11 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader passDescriptor.defines = new DefineCollection { passDescriptor.defines, - // { InstancingOverride, 1 } + }; + + passDescriptor.additionalCommands = new AdditionalCommandCollection + { + GenerateVFXAttributeLoad(context) }; vfxPasses.Add(passDescriptor, passes[i].fieldConditions); @@ -104,15 +108,6 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader return subShaderDescriptor; } - public static KeywordDescriptor InstancingOverride = new KeywordDescriptor() - { - displayName = "Instancing Override", - referenceName = "UNITY_ANY_INSTANCING_ENABLED", - type = KeywordType.Boolean, - definition = KeywordDefinition.Predefined, - scope = KeywordScope.Global, - }; - enum VFXAttributeType { Current, @@ -125,9 +120,12 @@ enum VFXAttributeType "SourceAttributes" }; - static StructDescriptor GenerateVFXAttributesMeshStruct() + static AdditionalCommandDescriptor GenerateVFXAttributeLoad(VFXContext context) { - return new StructDescriptor(); + var token = "VFXLoadAttributeTest"; + var content = "// Test"; + + return new AdditionalCommandDescriptor(token, content); } static StructDescriptor GenerateVFXAttributesStruct(VFXContext context, VFXAttributeType attributeType) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template index 0f063848a82..ee46c2b255e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template @@ -193,6 +193,9 @@ // Graph Pixel $splice(GraphPixel) + // VFX Splice Test + $splice(VFXLoadAttributeTest) + // -------------------------------------------------- // Build Graph Inputs diff --git a/com.unity.shadergraph/Editor/Generation/Descriptors/PassDescriptor.cs b/com.unity.shadergraph/Editor/Generation/Descriptors/PassDescriptor.cs index f5ce47f9c05..de9b7c0be96 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; // Methods public bool Equals(PassDescriptor other) diff --git a/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs index 0ad6305742b..d462348818a 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs @@ -790,6 +790,17 @@ 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 From 41d82ea6ce9e81cd3a800ee6cb92715c5106fabc Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 11 Dec 2020 18:01:28 -0500 Subject: [PATCH 014/186] Add the apply VFX modification --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 33 ++++++++++++++--- .../Templates/ShaderPassVFX.template | 36 ++++++++++++++++++- .../RenderPipeline/ShaderPass/VertMesh.hlsl | 4 +++ .../Editor/Compiler/VFXCodeGenerator.cs | 2 +- 4 files changed, 69 insertions(+), 6 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index 6a935900841..3854fa8e034 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -76,7 +76,7 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader // Warning: Touching the structs field may require to manually append the default structs here. passDescriptor.structs = new StructCollection { - HDStructs.AttributesMesh, // TODO: Could probably re-use the original HD Attributes Mesh and just ensure Instancing enabled. + AttributesMeshVFX, // TODO: Could probably re-use the original HD Attributes Mesh and just ensure Instancing enabled. HDStructs.VaryingsMeshToPS, Structs.SurfaceDescriptionInputs, Structs.VertexDescriptionInputs, @@ -87,7 +87,8 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader passDescriptor.pragmas = new PragmaCollection { passDescriptor.pragmas, - Pragma.DebugSymbolsD3D + Pragma.DebugSymbolsD3D, + Pragma.MultiCompileInstancing }; passDescriptor.defines = new DefineCollection @@ -108,6 +109,30 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader return subShaderDescriptor; } + public 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, + + // AttributesMesh without the Preprocessor. + new FieldDescriptor(HDStructFields.AttributesMesh.name, "instanceID", "", ShaderValueType.Uint, "INSTANCEID_SEMANTIC"), + + HDStructFields.AttributesMesh.weights, + HDStructFields.AttributesMesh.indices, + HDStructFields.AttributesMesh.vertexID, + } + }; + enum VFXAttributeType { Current, @@ -123,9 +148,9 @@ enum VFXAttributeType static AdditionalCommandDescriptor GenerateVFXAttributeLoad(VFXContext context) { var token = "VFXLoadAttributeTest"; - var content = "// Test"; + var content = VFXCodeGenerator.GenerateLoadAttribute(".", context); - return new AdditionalCommandDescriptor(token, content); + return new AdditionalCommandDescriptor(token, content.ToString()); } static StructDescriptor GenerateVFXAttributesStruct(VFXContext context, VFXAttributeType attributeType) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template index ee46c2b255e..9d3e65b1a74 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template @@ -31,6 +31,11 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" // Need to be here for Gradient struct definition + + #define VFX_LOCAL_SPACE 1 + #include "Packages/Graphics/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl" + #include "Packages/Graphics/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl" + // ------------------------------------------------- #define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT) #if HAS_STRIPS @@ -62,6 +67,8 @@ float systemSeed; CBUFFER_END + #define HAVE_VFX_MODIFICATION + // -------------------------------------------------- // Defines @@ -194,7 +201,34 @@ $splice(GraphPixel) // VFX Splice Test - $splice(VFXLoadAttributeTest) + #define VaryingsMeshType VaryingsMeshToPS + VaryingsMeshType ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) + { + Attributes attributes = (Attributes)0; + + uint index = input.instanceID; + + $splice(VFXLoadAttributeTest) + + float3 inputVertexPosition = input.positionOS; + + float3 size3 = float3(attributes.size,attributes.size,attributes.size); + float4x4 elementToVFX = GetElementToVFXMatrix( + attributes.axisX, + attributes.axisY, + attributes.axisZ, + float3(attributes.angleX,attributes.angleY,attributes.angleZ), + float3(attributes.pivotX,attributes.pivotY,attributes.pivotZ), + size3, + attributes.position); + + float3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz; + float4 csPos = TransformPositionVFXToClip(vPos); + + output.positionCS = csPos; + + return output; + } // -------------------------------------------------- // Build Graph Inputs 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 624e5f02dbb..27a3bdd1229 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 @@ -193,6 +193,10 @@ VaryingsMeshType VertMesh(AttributesMesh input) output.color = input.color; #endif +#if defined(HAVE_VFX_MODIFICATION) + ApplyVFXModification(input, output); +#endif + return output; } diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index ec7ae6b7327..06a2d42e8fe 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -62,7 +62,7 @@ private static void ReplaceMultiline(StringBuilder target, string targetQuery, S } } - static private VFXShaderWriter GenerateLoadAttribute(string matching, VFXContext context) + internal static VFXShaderWriter GenerateLoadAttribute(string matching, VFXContext context) { var r = new VFXShaderWriter(); From cf850d0fb179eaf69de7d934d9beb307a6e54b08 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 11 Dec 2020 18:46:48 -0500 Subject: [PATCH 015/186] Add block generation --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 35 +++++++++++++------ .../Templates/ShaderPassVFX.template | 10 ++++-- .../Editor/Compiler/VFXCodeGenerator.cs | 26 +++++++++++++- .../Editor/GraphView/VFXViewPreference.cs | 12 +++++++ 4 files changed, 69 insertions(+), 14 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index 3854fa8e034..e0bc5dd782b 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -59,14 +59,17 @@ PassCollection GetPasses() } // Use the current VFX context to configure the subshader. - return PostProcessSubShaderVFX(baseSubShaderDescriptor, m_Context); + return PostProcessSubShaderVFX(baseSubShaderDescriptor, m_Context, m_ContextData); } - static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShaderDescriptor, VFXContext context) + static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShaderDescriptor, VFXContext context, VFXContextCompiledData contextData) { var attributesStruct = GenerateVFXAttributesStruct(context, VFXAttributeType.Current); var sourceAttributesStruct = GenerateVFXAttributesStruct(context, VFXAttributeType.Source); + // Call VFX Generator to process blocks etc. + GenerateVFXProcessBlocks(context, contextData, out var blockFunctionDescriptor, out var blockCallFunctionDescriptor); + var passes = subShaderDescriptor.passes.ToArray(); PassCollection vfxPasses = new PassCollection(); for (int i = 0; i < passes.Length; i++) @@ -91,14 +94,16 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader Pragma.MultiCompileInstancing }; - passDescriptor.defines = new DefineCollection - { - passDescriptor.defines, - }; + // passDescriptor.defines = new DefineCollection + // { + // passDescriptor.defines, + // }; passDescriptor.additionalCommands = new AdditionalCommandCollection { - GenerateVFXAttributeLoad(context) + GenerateVFLoadAttribute(context), + blockFunctionDescriptor, + blockCallFunctionDescriptor }; vfxPasses.Add(passDescriptor, passes[i].fieldConditions); @@ -145,12 +150,20 @@ enum VFXAttributeType "SourceAttributes" }; - static AdditionalCommandDescriptor GenerateVFXAttributeLoad(VFXContext context) + static AdditionalCommandDescriptor GenerateVFLoadAttribute(VFXContext context) => new AdditionalCommandDescriptor( + "VFXLoadAttribute", + VFXCodeGenerator.GenerateLoadAttribute(".", context).ToString() + ); + + static void GenerateVFXProcessBlocks(VFXContext context, + VFXContextCompiledData contextData, + out AdditionalCommandDescriptor blockFunctionDescriptor, + out AdditionalCommandDescriptor blockCallFunctionDescriptor) { - var token = "VFXLoadAttributeTest"; - var content = VFXCodeGenerator.GenerateLoadAttribute(".", context); + VFXCodeGenerator.BuildContextBlocks(context, contextData, out var blockFunction, out var blockCallFunction); - return new AdditionalCommandDescriptor(token, content.ToString()); + blockFunctionDescriptor = new AdditionalCommandDescriptor("VFXGeneratedBlockFunction", blockFunction); + blockCallFunctionDescriptor = new AdditionalCommandDescriptor("VFXProcessBlocks", blockCallFunction); } static StructDescriptor GenerateVFXAttributesStruct(VFXContext context, VFXAttributeType attributeType) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template index 9d3e65b1a74..2babf81e9fd 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template @@ -200,6 +200,9 @@ // Graph Pixel $splice(GraphPixel) + // VFX Graph Block Functions + $splice(VFXGeneratedBlockFunction) + // VFX Splice Test #define VaryingsMeshType VaryingsMeshToPS VaryingsMeshType ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) @@ -208,11 +211,14 @@ uint index = input.instanceID; - $splice(VFXLoadAttributeTest) + $splice(VFXLoadAttribute) - float3 inputVertexPosition = input.positionOS; + $splice(VFXProcessBlocks) float3 size3 = float3(attributes.size,attributes.size,attributes.size); + + float3 inputVertexPosition = input.positionOS; + float4x4 elementToVFX = GetElementToVFXMatrix( attributes.axisX, attributes.axisY, diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index 06a2d42e8fe..e577c7681c8 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -367,12 +367,36 @@ 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(); + } + static private StringBuilder Build(VFXContext context, string templatePath, VFXCompilationMode compilationMode, VFXContextCompiledData contextData, HashSet dependencies) { if (!context.SetupCompilation()) return null; - if (context is VFXShaderGraphParticleOutput shaderGraphContext) + if (context is VFXShaderGraphParticleOutput shaderGraphContext && + VFXViewPreference.generateOutputContextWithShaderGraph) { var result = TryBuildFromShaderGraph(shaderGraphContext, contextData); diff --git a/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs b/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs index c4909f39cf6..5db4c82ab6e 100644 --- a/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs +++ b/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs @@ -8,12 +8,22 @@ 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; private static bool m_ForceEditionCompilation = false; private static bool m_AdvancedLogs = false; + public static bool generateOutputContextWithShaderGraph + { + get + { + LoadIfNeeded(); + return m_GenerateOutputContextWithShaderGraph; + } + } + public static bool displayExperimentalOperator { get @@ -60,6 +70,7 @@ 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); @@ -86,6 +97,7 @@ public override void OnGUI(string searchContext) using (new SettingsWindow.GUIScope()) { LoadIfNeeded(); + m_GenerateOutputContextWithShaderGraph = EditorGUILayout.Toggle(new GUIContent("Improved ShaderGraph Generation", ""), 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); From 6f3fdc2e4940f8cc5dbd6029a97f2f52481b5805 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 5 Jan 2021 15:20:34 -0500 Subject: [PATCH 016/186] Append VFX Interpolators to the VaryingMeshToPS --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 66 +++++++++++++++---- .../Templates/ShaderPassVFX.template | 2 + .../Editor/Compiler/VFXCodeGenerator.cs | 2 +- 3 files changed, 57 insertions(+), 13 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index e0bc5dd782b..c6ec1011710 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -67,8 +67,15 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader var attributesStruct = GenerateVFXAttributesStruct(context, VFXAttributeType.Current); var sourceAttributesStruct = GenerateVFXAttributesStruct(context, VFXAttributeType.Source); - // Call VFX Generator to process blocks etc. - GenerateVFXProcessBlocks(context, contextData, out var blockFunctionDescriptor, out var blockCallFunctionDescriptor); + // 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, contextData, + out var loadAttributeDescriptor, + out var blockFunctionDescriptor, + out var blockCallFunctionDescriptor + ); var passes = subShaderDescriptor.passes.ToArray(); PassCollection vfxPasses = new PassCollection(); @@ -80,7 +87,8 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader passDescriptor.structs = new StructCollection { AttributesMeshVFX, // TODO: Could probably re-use the original HD Attributes Mesh and just ensure Instancing enabled. - HDStructs.VaryingsMeshToPS, + AppendVFXInterpolator(HDStructs.VaryingsMeshToPS, context, contextData), + //HDStructs.VaryingsMeshToPS, Structs.SurfaceDescriptionInputs, Structs.VertexDescriptionInputs, attributesStruct, @@ -90,7 +98,7 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader passDescriptor.pragmas = new PragmaCollection { passDescriptor.pragmas, - Pragma.DebugSymbolsD3D, + // Pragma.DebugSymbolsD3D, Pragma.MultiCompileInstancing }; @@ -101,7 +109,7 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader passDescriptor.additionalCommands = new AdditionalCommandCollection { - GenerateVFLoadAttribute(context), + loadAttributeDescriptor, blockFunctionDescriptor, blockCallFunctionDescriptor }; @@ -138,6 +146,42 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader } }; + // 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(); + + int normalSemanticIndex = 0; + + // 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 (!kVFXShaderValueTypeyMap.TryGetValue(type, out var shaderValueType)) + continue; + + fields.Add(new FieldDescriptor(HDStructFields.VaryingsMeshToPS.name, filteredNamedExpression.name, "", shaderValueType, $"NORMAL{normalSemanticIndex++}")); + } + } + + interpolator.fields = fields.ToArray(); + return interpolator; + } + enum VFXAttributeType { Current, @@ -150,16 +194,13 @@ enum VFXAttributeType "SourceAttributes" }; - static AdditionalCommandDescriptor GenerateVFLoadAttribute(VFXContext context) => new AdditionalCommandDescriptor( - "VFXLoadAttribute", - VFXCodeGenerator.GenerateLoadAttribute(".", context).ToString() - ); - - static void GenerateVFXProcessBlocks(VFXContext context, - VFXContextCompiledData contextData, + static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiledData contextData, + out AdditionalCommandDescriptor loadAttributeDescriptor, out AdditionalCommandDescriptor blockFunctionDescriptor, out AdditionalCommandDescriptor blockCallFunctionDescriptor) { + loadAttributeDescriptor = new AdditionalCommandDescriptor("VFXLoadAttribute", VFXCodeGenerator.GenerateLoadAttribute(".", context).ToString()); + VFXCodeGenerator.BuildContextBlocks(context, contextData, out var blockFunction, out var blockCallFunction); blockFunctionDescriptor = new AdditionalCommandDescriptor("VFXGeneratedBlockFunction", blockFunction); @@ -253,6 +294,7 @@ static AbstractShaderProperty VFXExpressionToShaderProperty(VFXExpression expres static void CollectVFXShaderProperties(PropertyCollector collector, VFXContextCompiledData contextData) { // See: VFXShaderWriter.WriteCBuffer + // TODO: It may just be better to replace this with another AdditionalCommand and let VFX do it, since it also handles padding. var mapper = contextData.uniformMapper; var uniformValues = mapper.uniforms .Where(e => !e.IsAny(VFXExpression.Flags.Constant | VFXExpression.Flags.InvalidOnCPU)) // Filter out constant expressions diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template index 2babf81e9fd..2895d5fca35 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template @@ -233,6 +233,8 @@ output.positionCS = csPos; + $splice(VFXInterpolantGenerationVS) + return output; } diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index e5088648954..2d0c4648af6 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -620,7 +620,7 @@ private static StringBuilder TryBuildFromShaderGraph(VFXShaderGraphParticleOutpu // Prepare the target for VFX generation. var target = graph.activeTargets.FirstOrDefault(); - if (target is IVFXCompatibleTarget vfxTarget && + if (!(target is IVFXCompatibleTarget vfxTarget) || !vfxTarget.TryConfigureVFX(context, contextData)) { return null; From 39ca06168da2d11b834b7792887f18089ad3ac26 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 5 Jan 2021 16:17:29 -0500 Subject: [PATCH 017/186] Interpolants generation --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 16 ++++++-- .../Templates/ShaderPassVFX.template | 6 ++- .../Editor/Compiler/VFXCodeGenerator.cs | 39 +++++++++++++++++++ 3 files changed, 57 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index c6ec1011710..b0a264b4e58 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -74,7 +74,8 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader context, contextData, out var loadAttributeDescriptor, out var blockFunctionDescriptor, - out var blockCallFunctionDescriptor + out var blockCallFunctionDescriptor, + out var interpolantsGenerationDescriptor ); var passes = subShaderDescriptor.passes.ToArray(); @@ -111,7 +112,8 @@ out var blockCallFunctionDescriptor { loadAttributeDescriptor, blockFunctionDescriptor, - blockCallFunctionDescriptor + blockCallFunctionDescriptor, + interpolantsGenerationDescriptor }; vfxPasses.Add(passDescriptor, passes[i].fieldConditions); @@ -197,14 +199,22 @@ enum VFXAttributeType static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiledData contextData, out AdditionalCommandDescriptor loadAttributeDescriptor, out AdditionalCommandDescriptor blockFunctionDescriptor, - out AdditionalCommandDescriptor blockCallFunctionDescriptor) + out AdditionalCommandDescriptor blockCallFunctionDescriptor, + out AdditionalCommandDescriptor interpolantsGenerationDescriptor) { + // 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); + + // Interpolator + VFXCodeGenerator.BuildInterpolatorBlocks(context, contextData, out var interpolatorsGeneration); + + interpolantsGenerationDescriptor = new AdditionalCommandDescriptor("VFXInterpolantsGeneration", interpolatorsGeneration); } static StructDescriptor GenerateVFXAttributesStruct(VFXContext context, VFXAttributeType attributeType) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template index 2895d5fca35..96806c25318 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template @@ -211,10 +211,13 @@ uint index = input.instanceID; + // Load Attributes $splice(VFXLoadAttribute) + // Process Blocks $splice(VFXProcessBlocks) + // Instance to Particle float3 size3 = float3(attributes.size,attributes.size,attributes.size); float3 inputVertexPosition = input.positionOS; @@ -233,7 +236,8 @@ output.positionCS = csPos; - $splice(VFXInterpolantGenerationVS) + // Interpolants Generation + $splice(VFXInterpolantsGeneration) return output; } diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index 2d0c4648af6..9981aa73a37 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -390,6 +390,45 @@ internal static void BuildContextBlocks(VFXContext context, VFXContextCompiledDa blockCallFunctionContent = blockCallFunction.builder.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(); + } + static private StringBuilder Build(VFXContext context, string templatePath, VFXCompilationMode compilationMode, VFXContextCompiledData contextData, HashSet dependencies) { if (!context.SetupCompilation()) From 3ffa73bbff00911d8c89606b0c187853e55f47d2 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 5 Jan 2021 17:09:10 -0500 Subject: [PATCH 018/186] Add interpolation modifier support for struct field generation --- .../Material/Lit/ShaderGraph/VFXLitSubTarget.cs | 5 ++++- .../Editor/Extensions/FieldExtensions.cs | 13 +++++++++++++ .../Generation/Descriptors/FieldDescriptor.cs | 8 ++++++-- .../Enumerations/InterpolationModifier.cs | 12 ++++++++++++ .../Enumerations/InterpolationModifier.cs.meta | 3 +++ .../Editor/Generation/Processors/GenerationUtils.cs | 3 ++- 6 files changed, 40 insertions(+), 4 deletions(-) create mode 100644 com.unity.shadergraph/Editor/Generation/Enumerations/InterpolationModifier.cs create mode 100644 com.unity.shadergraph/Editor/Generation/Enumerations/InterpolationModifier.cs.meta diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index b0a264b4e58..6f9c6acc559 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -176,7 +176,10 @@ static StructDescriptor AppendVFXInterpolator(StructDescriptor interpolator, VFX if (!kVFXShaderValueTypeyMap.TryGetValue(type, out var shaderValueType)) continue; - fields.Add(new FieldDescriptor(HDStructFields.VaryingsMeshToPS.name, filteredNamedExpression.name, "", shaderValueType, $"NORMAL{normalSemanticIndex++}")); + // TODO: NoInterpolation only for non-strips. + var interpolationModifier = InterpolationModifier.NoInterpolation; + + fields.Add(new FieldDescriptor(HDStructFields.VaryingsMeshToPS.name, filteredNamedExpression.name, "", shaderValueType, $"NORMAL{normalSemanticIndex++}", "", StructFieldOptions.Static, interpolationModifier)); } } diff --git a/com.unity.shadergraph/Editor/Extensions/FieldExtensions.cs b/com.unity.shadergraph/Editor/Extensions/FieldExtensions.cs index 31486434034..f47fb690038 100644 --- a/com.unity.shadergraph/Editor/Extensions/FieldExtensions.cs +++ b/com.unity.shadergraph/Editor/Extensions/FieldExtensions.cs @@ -26,5 +26,18 @@ public static string ToFieldString(this FieldDescriptor descriptor) else return descriptor.name; } + + public static string ToInterpolationModifierString(this FieldDescriptor descriptor) + { + switch (descriptor.interpolationModifier) + { + // Only handle the nointerpolation case (for VFX) for now. + // The default interpolation modifier is linear. + case InterpolationModifier.NoInterpolation: + return "nointerpolation"; + default: + return ""; + } + } } } diff --git a/com.unity.shadergraph/Editor/Generation/Descriptors/FieldDescriptor.cs b/com.unity.shadergraph/Editor/Generation/Descriptors/FieldDescriptor.cs index 0f75e395462..0d6d201c4fd 100644 --- a/com.unity.shadergraph/Editor/Generation/Descriptors/FieldDescriptor.cs +++ b/com.unity.shadergraph/Editor/Generation/Descriptors/FieldDescriptor.cs @@ -15,6 +15,8 @@ internal class FieldDescriptor public string preprocessor { get; } public StructFieldOptions subscriptOptions { get; } + public InterpolationModifier interpolationModifier { get; } + public FieldDescriptor(string tag, string name, string define) { this.tag = tag; @@ -23,7 +25,7 @@ public FieldDescriptor(string tag, string name, string define) } public FieldDescriptor(string tag, string name, string define, ShaderValueType type, - string semantic = "", string preprocessor = "", StructFieldOptions subscriptOptions = StructFieldOptions.Static) + string semantic = "", string preprocessor = "", StructFieldOptions subscriptOptions = StructFieldOptions.Static, InterpolationModifier interpolationModifier = InterpolationModifier.Linear) { this.tag = tag; this.name = name; @@ -33,10 +35,11 @@ public FieldDescriptor(string tag, string name, string define, ShaderValueType t this.semantic = semantic; this.preprocessor = preprocessor; this.subscriptOptions = subscriptOptions; + this.interpolationModifier = interpolationModifier; } public FieldDescriptor(string tag, string name, string define, string type, - string semantic = "", string preprocessor = "", StructFieldOptions subscriptOptions = StructFieldOptions.Static) + string semantic = "", string preprocessor = "", StructFieldOptions subscriptOptions = StructFieldOptions.Static, InterpolationModifier interpolationModifier = InterpolationModifier.Linear) { this.tag = tag; this.name = name; @@ -46,6 +49,7 @@ public FieldDescriptor(string tag, string name, string define, string type, this.semantic = semantic; this.preprocessor = preprocessor; this.subscriptOptions = subscriptOptions; + this.interpolationModifier = interpolationModifier; } } } diff --git a/com.unity.shadergraph/Editor/Generation/Enumerations/InterpolationModifier.cs b/com.unity.shadergraph/Editor/Generation/Enumerations/InterpolationModifier.cs new file mode 100644 index 00000000000..e69ce3af0cf --- /dev/null +++ b/com.unity.shadergraph/Editor/Generation/Enumerations/InterpolationModifier.cs @@ -0,0 +1,12 @@ +namespace UnityEditor.ShaderGraph +{ + [GenerationAPI] + internal enum InterpolationModifier + { + Linear, + Centroid, + NoInterpolation, + NoPerspective, + Sample + } +} diff --git a/com.unity.shadergraph/Editor/Generation/Enumerations/InterpolationModifier.cs.meta b/com.unity.shadergraph/Editor/Generation/Enumerations/InterpolationModifier.cs.meta new file mode 100644 index 00000000000..f3d388c943e --- /dev/null +++ b/com.unity.shadergraph/Editor/Generation/Enumerations/InterpolationModifier.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: fef04801533f48ff9f969022feda8a11 +timeCreated: 1609882007 \ No newline at end of file diff --git a/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs index 2f7f1223d52..cdd2f96d148 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs @@ -102,7 +102,8 @@ internal static void GenerateShaderStruct(StructDescriptor shaderStruct, ActiveF //check for a semantic, build string if valid string semantic = subscript.HasSemantic() ? $" : {subscript.semantic}" : string.Empty; - structBuilder.AppendLine($"{subscript.type} {subscript.name}{semantic};"); + string modifier = subscript.ToInterpolationModifierString(); + structBuilder.AppendLine($"{modifier} {subscript.type} {subscript.name}{semantic};"); //if in permutation, add permutation endif if (!string.IsNullOrEmpty(keywordIfDefs)) From ba95a01f363b87edc187ba6a5fea08e302c37539 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 7 Jan 2021 09:45:39 -0500 Subject: [PATCH 019/186] Initial generation of VFX FragInputs --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 52 ++++++++++++++++++- .../Templates/ShaderPassVFX.template | 21 +++++--- 2 files changed, 66 insertions(+), 7 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index 6f9c6acc559..806f42edff9 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -89,7 +89,7 @@ out var interpolantsGenerationDescriptor { AttributesMeshVFX, // TODO: Could probably re-use the original HD Attributes Mesh and just ensure Instancing enabled. AppendVFXInterpolator(HDStructs.VaryingsMeshToPS, context, contextData), - //HDStructs.VaryingsMeshToPS, + GenerateFragInputs(context, contextData), Structs.SurfaceDescriptionInputs, Structs.VertexDescriptionInputs, attributesStruct, @@ -148,6 +148,56 @@ out var interpolantsGenerationDescriptor } }; + public static StructDescriptor GenerateFragInputs(VFXContext context, VFXContextCompiledData contextData) + { + var fields = new List(); + + // Default + // Note: These are all already defined in HDStructFields, but marked as "Optional". + // For now just be explicit here that we NEED everything to define the struct. + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "positionSS", "", ShaderValueType.Float4)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "positionRWS", "", ShaderValueType.Float3)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "tangentToWorld", "", ShaderValueType.Matrix3)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "texCoord0", "", ShaderValueType.Float4)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "texCoord1", "", ShaderValueType.Float4)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "texCoord2", "", ShaderValueType.Float4)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "texCoord3", "", ShaderValueType.Float4)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "color", "", ShaderValueType.Float4)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "primitiveID", "", ShaderValueType.Uint)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "isFrontFace", "", ShaderValueType.Boolean)); + + // VFX Material Properties + // TODO: This can be merged with AppendVFXInterpolater. Lots of duplicated code just to query simple info. + 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 && + !(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 (!kVFXShaderValueTypeyMap.TryGetValue(type, out var shaderValueType)) + continue; + + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, filteredNamedExpression.name, "", shaderValueType)); + } + } + + var fragInputs = new StructDescriptor + { + name = HDStructFields.FragInputs.name, + fields = fields.ToArray() + }; + + return fragInputs; + } + // 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. diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template index 96806c25318..2b9583580ee 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template @@ -26,7 +26,18 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" + + // NOTE: Omit the HDRP FragInput struct definition here since VFX provides an arbitrary number of interpolators + // (this is because properties are evaluated by the graph on the fly in the vertex stage) + // These interpolates must be transfered into the FragInputs so they are available for the Surface evaluation. + // Thus we procedurally generate a FragInput struct. + // Warning: Omitting this means we no longer define the GetVaryingsDataDebug.. + // #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" + + // -------------------------------------------------- + // Structs and Packing + $splice(PassStructs) + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" // Need to be here for Gradient struct definition @@ -180,11 +191,6 @@ // Includes $splice(PreGraphIncludes) - // -------------------------------------------------- - // Structs and Packing - - $splice(PassStructs) - $splice(InterpolatorPack) // -------------------------------------------------- @@ -275,6 +281,9 @@ ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal #endif // SHADER_UNLIT + // VFX Interpolants Preparation + $splice(VFXInterpolantsPreparation) + SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V); SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs); From 5d47b67230c6b79fc6b45079940c2001926656f4 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 14 Jan 2021 17:19:22 -0500 Subject: [PATCH 020/186] Generate frag inputs assignment, surface description generation, introduce VFX generation mode --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 16 +++++++++---- .../Templates/ShaderPassVFX.template | 11 +++++---- .../Templates/SharedCode.template.hlsl | 5 ++++ .../Data/Graphs/AbstractShaderProperty.cs | 2 +- .../Editor/Data/Graphs/GraphData.cs | 8 +++++++ .../Editor/Data/Interfaces/GenerationMode.cs | 3 ++- .../Generation/Processors/GenerationUtils.cs | 18 ++++++++++++++- .../Editor/Generation/Processors/Generator.cs | 13 +++++++++++ .../Editor/Importers/ShaderGraphImporter.cs | 4 ++-- .../Editor/Compiler/VFXCodeGenerator.cs | 23 ++++++++++++++++++- 10 files changed, 87 insertions(+), 16 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index 806f42edff9..56e949b5c44 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -75,7 +75,8 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader out var loadAttributeDescriptor, out var blockFunctionDescriptor, out var blockCallFunctionDescriptor, - out var interpolantsGenerationDescriptor + out var interpolantsGenerationDescriptor, + out var buildVFXFragInputs ); var passes = subShaderDescriptor.passes.ToArray(); @@ -113,7 +114,8 @@ out var interpolantsGenerationDescriptor loadAttributeDescriptor, blockFunctionDescriptor, blockCallFunctionDescriptor, - interpolantsGenerationDescriptor + interpolantsGenerationDescriptor, + buildVFXFragInputs }; vfxPasses.Add(passDescriptor, passes[i].fieldConditions); @@ -175,8 +177,7 @@ public static StructDescriptor GenerateFragInputs(VFXContext context, VFXContext 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 + var filteredNamedExpression = mainParameters.FirstOrDefault(o => fragmentParameter == o.name); if (filteredNamedExpression.exp != null) { @@ -253,7 +254,8 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled out AdditionalCommandDescriptor loadAttributeDescriptor, out AdditionalCommandDescriptor blockFunctionDescriptor, out AdditionalCommandDescriptor blockCallFunctionDescriptor, - out AdditionalCommandDescriptor interpolantsGenerationDescriptor) + out AdditionalCommandDescriptor interpolantsGenerationDescriptor, + out AdditionalCommandDescriptor buildVFXFragInputs) { // Load Attributes loadAttributeDescriptor = new AdditionalCommandDescriptor("VFXLoadAttribute", VFXCodeGenerator.GenerateLoadAttribute(".", context).ToString()); @@ -268,6 +270,10 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled 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); + buildVFXFragInputs = new AdditionalCommandDescriptor("VFXSetFragInputs", buildFragInputsGeneration); } static StructDescriptor GenerateVFXAttributesStruct(VFXContext context, VFXAttributeType attributeType) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template index 2b9583580ee..0d6f0b45d93 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template @@ -206,11 +206,14 @@ // Graph Pixel $splice(GraphPixel) + // ---------------------------------------------------- + // Evaluate VFX Vertex + // VFX Graph Block Functions $splice(VFXGeneratedBlockFunction) - // VFX Splice Test #define VaryingsMeshType VaryingsMeshToPS + VaryingsMeshType ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) { Attributes attributes = (Attributes)0; @@ -281,11 +284,9 @@ ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal #endif // SHADER_UNLIT - // VFX Interpolants Preparation - $splice(VFXInterpolantsPreparation) - SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V); - SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs); + + SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs $splice(VFXSurfaceDescriptionInputs)); // 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.. 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 b449a5e862d..843ac46647d 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 +17,11 @@ 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) + #endif + return output; } diff --git a/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs b/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs index e2a0635b274..8432c2979d3 100644 --- a/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs +++ b/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs @@ -183,7 +183,7 @@ internal enum HLSLDeclaration Global, // declared in the global scope, mainly for use with state coming from Shader.SetGlobal*() UnityPerMaterial, // declared in the UnityPerMaterial cbuffer, populated by Material or MaterialPropertyBlock HybridPerInstance, // declared using HybridRenderer path (v1 or v2) to get DOTS GPU instancing - VFX // declared in the VFX Parameters cbuffer, populated by a VFX Graph context + VFX, // declared in the VFX Parameters cbuffer, populated by a VFX Graph context } internal struct HLSLProperty diff --git a/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs b/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs index a102bb8a818..a19bd638173 100644 --- a/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs +++ b/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs @@ -1161,6 +1161,14 @@ 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.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/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/Generation/Processors/GenerationUtils.cs b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs index cdd2f96d148..42624681ff1 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs @@ -794,7 +794,18 @@ internal static void GenerateSurfaceDescriptionFunction( graph.CollectShaderProperties(shaderProperties, mode); - surfaceDescriptionFunction.AppendLine(String.Format("{0} {1}(SurfaceDescriptionInputs IN)", surfaceDescriptionName, functionName), false); + var vfxPropertiesBuilder = new ShaderStringBuilder(); + + // Extend the SurfaceDescriptionFunction prototype with properties computed by VFX. + if (mode == GenerationMode.VFX) + { + graph.ForeachHLSLProperty(h => + { + vfxPropertiesBuilder.Append($", {h.GetValueTypeString()} {h.name}"); + }); + } + + surfaceDescriptionFunction.AppendLine(String.Format("{0} {1}(SurfaceDescriptionInputs IN{2})", surfaceDescriptionName, functionName, vfxPropertiesBuilder.ToString()), false); using (surfaceDescriptionFunction.BlockScope()) { surfaceDescriptionFunction.AppendLine("{0} surface = ({0})0;", surfaceDescriptionName); @@ -991,6 +1002,11 @@ internal static void GenerateVertexDescriptionFunction( } } + internal static string GenerateVFXPropertyInputs(PropertyCollector properties) + { + return string.Empty; + } + internal static string GetSpliceCommand(string command, string token) { return !string.IsNullOrEmpty(command) ? command : $"// {token}: "; diff --git a/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs index 216156a1fb7..3d8a4d8eda4 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs @@ -617,6 +617,19 @@ void ProcessStackForPass(ContextData contextData, BlockFieldDescriptor[] passBlo pixelGraphInputName, pass.virtualTextureFeedback); + if (m_Mode == GenerationMode.VFX) + { + using (var vfxSurfaceDescriptionInputs = new ShaderStringBuilder()) + { + m_GraphData.ForeachHLSLProperty(h => + { + vfxSurfaceDescriptionInputs.Append($", fragInputs.{h.name}"); + }); + + spliceCommands.Add("VFXSurfaceDescriptionInputs", vfxSurfaceDescriptionInputs.ToString()); + } + } + using (var pixelBuilder = new ShaderStringBuilder()) { // Generate final shader strings diff --git a/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs index f0a644a4810..ea3bcab8b61 100644 --- a/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs +++ b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs @@ -266,7 +266,7 @@ public override void OnImportAsset(AssetImportContext ctx) } } - 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) { string shaderString = null; var shaderName = Path.GetFileNameWithoutExtension(path); @@ -274,7 +274,7 @@ internal static string GetShaderText(string path, out List 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.{filteredNamedExpression.name}", $"{(isInterpolant ? "input." : string.Empty)}{filteredNamedExpression.name}"); + fragInputsGeneration.WriteLine(); + } + + buildFragInputsGeneration = fragInputsGeneration.ToString(); + } + static private StringBuilder Build(VFXContext context, string templatePath, VFXCompilationMode compilationMode, VFXContextCompiledData contextData, HashSet dependencies) { if (!context.SetupCompilation()) @@ -666,7 +687,7 @@ private static StringBuilder TryBuildFromShaderGraph(VFXShaderGraphParticleOutpu } // Use ShaderGraph to generate the VFX shader with the VFX target. - var text = ShaderGraphImporter.GetShaderText(path, out configuredTextures, assetCollection, graph); + var text = ShaderGraphImporter.GetShaderText(path, out configuredTextures, assetCollection, graph, GenerationMode.VFX); // Append the shader + strip the name header (VFX stamps one in later on). stringBuilder.Append(text); From 58a8e5e8056bb70b5583351224ee366de9eae3fb Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 14 Jan 2021 18:07:38 -0500 Subject: [PATCH 021/186] Splice vfx space define and fix VFX world position --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 19 ++++++++++++++++--- .../Templates/ShaderPassVFX.template | 8 +++++++- 2 files changed, 23 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index 56e949b5c44..6917d301b16 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -76,7 +76,8 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader out var blockFunctionDescriptor, out var blockCallFunctionDescriptor, out var interpolantsGenerationDescriptor, - out var buildVFXFragInputs + out var buildVFXFragInputs, + out var defineSpaceDescriptor ); var passes = subShaderDescriptor.passes.ToArray(); @@ -115,7 +116,8 @@ out var buildVFXFragInputs blockFunctionDescriptor, blockCallFunctionDescriptor, interpolantsGenerationDescriptor, - buildVFXFragInputs + buildVFXFragInputs, + defineSpaceDescriptor }; vfxPasses.Add(passDescriptor, passes[i].fieldConditions); @@ -255,7 +257,8 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled out AdditionalCommandDescriptor blockFunctionDescriptor, out AdditionalCommandDescriptor blockCallFunctionDescriptor, out AdditionalCommandDescriptor interpolantsGenerationDescriptor, - out AdditionalCommandDescriptor buildVFXFragInputs) + out AdditionalCommandDescriptor buildVFXFragInputs, + out AdditionalCommandDescriptor defineSpaceDescriptor) { // Load Attributes loadAttributeDescriptor = new AdditionalCommandDescriptor("VFXLoadAttribute", VFXCodeGenerator.GenerateLoadAttribute(".", context).ToString()); @@ -274,6 +277,16 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled // Frag Inputs - Only VFX will know if frag inputs come from interpolator or the CBuffer. VFXCodeGenerator.BuildFragInputsGeneration(context, contextData, out var buildFragInputsGeneration); buildVFXFragInputs = new AdditionalCommandDescriptor("VFXSetFragInputs", buildFragInputsGeneration); + + // 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); } static StructDescriptor GenerateVFXAttributesStruct(VFXContext context, VFXAttributeType attributeType) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template index 0d6f0b45d93..494886c8b95 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template @@ -42,8 +42,8 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" // Need to be here for Gradient struct definition + $splice(VFXDefineSpace) - #define VFX_LOCAL_SPACE 1 #include "Packages/Graphics/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl" #include "Packages/Graphics/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl" @@ -245,6 +245,12 @@ output.positionCS = csPos; +#ifdef VARYINGS_NEED_POSITION_WS + // Need to overwrite the position with the result from VFX. + // Warning: Need to be explicit about relative space. + output.positionRWS = TransformPositionVFXToWorld(vPos); +#endif + // Interpolants Generation $splice(VFXInterpolantsGeneration) From bf3addfc2eb015e8a5abe2076b8206c6b84984cb Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 14 Jan 2021 18:57:54 -0500 Subject: [PATCH 022/186] Accidentally was including the local graphics package --- .../Material/ShaderGraph/Templates/ShaderPassVFX.template | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template index 494886c8b95..2959a64d34a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template @@ -44,8 +44,8 @@ $splice(VFXDefineSpace) - #include "Packages/Graphics/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl" - #include "Packages/Graphics/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl" + #include "Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl" // ------------------------------------------------- #define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT) From 3e2022d1d852a665135e7f45078ae47d364ff648 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 19 Jan 2021 09:17:16 -0500 Subject: [PATCH 023/186] Cleanup unused function in generation util --- .../Editor/Generation/Processors/GenerationUtils.cs | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) diff --git a/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs index 42624681ff1..d339d338eb8 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs @@ -796,7 +796,7 @@ internal static void GenerateSurfaceDescriptionFunction( var vfxPropertiesBuilder = new ShaderStringBuilder(); - // Extend the SurfaceDescriptionFunction prototype with properties computed by VFX. + // Extend the SurfaceDescriptionFunction signature with properties computed by VFX. if (mode == GenerationMode.VFX) { graph.ForeachHLSLProperty(h => @@ -1002,11 +1002,6 @@ internal static void GenerateVertexDescriptionFunction( } } - internal static string GenerateVFXPropertyInputs(PropertyCollector properties) - { - return string.Empty; - } - internal static string GetSpliceCommand(string command, string token) { return !string.IsNullOrEmpty(command) ? command : $"// {token}: "; From 0866bed4bcf407783cf5141579896898952408bb Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 22 Jan 2021 18:06:04 -0500 Subject: [PATCH 024/186] Initial progress to configure render state with a transient material --- .../Editor/Compiler/VFXGraphCompiledData.cs | 13 +++ .../Editor/Data/VFXDataParticle.cs | 79 +++++++++++++++++++ .../VFXShaderGraphParticleOutput.cs | 76 ++++++++++++++++++ 3 files changed, 168 insertions(+) diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs index 0119701b79f..18878de0dd5 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs @@ -909,6 +909,14 @@ VFXRendererSettings GetRendererSettings(VFXRendererSettings initialSettings, IEn return settings; } + Shader GetShaderAsset(VFXShaderSourceDesc[] shaderSources) + { + // TODO: Currently this just assumes one .shader output in a system, which is not always the case. + var shaderSource = shaderSources.FirstOrDefault(o => !o.compute); + + return ShaderUtil.CreateShaderAsset(shaderSource.source); + } + private class VFXImplicitContextOfExposedExpression : VFXContext { private VFXExpressionMapper mapper; @@ -1125,6 +1133,11 @@ public void Compile(VFXCompilationMode compilationMode, bool forceShaderValidati var contextSpawnToBufferIndex = contextSpawnToSpawnInfo.Select(o => new { o.Key, o.Value.bufferIndex }).ToDictionary(o => o.Key, o => o.bufferIndex); foreach (var data in compilableData) { + if (data is VFXDataParticle dataParticle) + { + dataParticle.shader = GetShaderAsset(shaderSources); + } + data.FillDescs(VFXGraph.compileReporter, bufferDescs, temporaryBufferDescs, systemDescs, diff --git a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs index b9cbc4ad493..4382ed8ddd5 100644 --- a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs +++ b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs @@ -193,6 +193,78 @@ public BucketInfo[] GetBucketLayoutInfo() class VFXDataParticle : VFXData, ISpaceable { + // Transient material constructed based on the current shader. + // Utilized by the output inspector to re-use a material's inspector + // (And thus the handling of keyword, properties, render state). + private Material m_CachedMaterial = null; + + internal event Action OnMaterialChange; + + [SerializeField] + private Shader m_Shader; + + public Shader shader + { + get => m_Shader; + + set + { + DestroyCachedMaterial(); + OnMaterialChange?.Invoke(); + m_Shader = value; + } + } + + static VFXEditorTaskDesc CreateMaterialTask(Material material) + { + var paramList = new List(); + + var keywords = new StringBuilder(); + foreach (var k in material.shaderKeywords) + { + keywords.Append(k); + keywords.Append(' '); + } + + // Hack: Extract the material information (keywords, properties) into VFXMappings. + // These mappings will be applied to the internal C++ material. + // This can be removed after the full material is serialized. + const int kKeywordID = 0x5a52714b; + paramList.Add(new VFXMapping(keywords.ToString(), kKeywordID)); + + // TODO: Properties + + return new VFXEditorTaskDesc() + { + type = (UnityEngine.VFX.VFXTaskType)VFXTaskType.Output, + parameters = paramList.ToArray() + }; + } + + public Material GetOrCreateMaterial() + { + if (m_CachedMaterial == null && shader != null) + { + m_CachedMaterial = new Material(shader) + { + hideFlags = HideFlags.HideAndDontSave + }; + } + + return m_CachedMaterial; + } + + private void DestroyCachedMaterial() + { + DestroyImmediate(m_CachedMaterial); + m_CachedMaterial = null; + } + + public void OnDisable() + { + DestroyCachedMaterial(); + } + public override VFXDataType type { get { return hasStrip ? VFXDataType.ParticleStrip : VFXDataType.Particle; } } internal enum DataType @@ -911,6 +983,13 @@ public override void FillDescs( } } } + + if (context is VFXShaderGraphParticleOutput) + { + var material = GetOrCreateMaterial(); + var materialTask = CreateMaterialTask(material); + // taskDescs.Add(materialTask); + } } string nativeName = string.Empty; diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index d15aba7442b..de582b06f3b 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -13,6 +13,82 @@ namespace UnityEditor.VFX { + [CustomEditor(typeof(VFXShaderGraphParticleOutput), true)] + [CanEditMultipleObjects] + class VFXShaderGraphParticleOutputEditor : VFXContextEditor + { + private MaterialEditor m_MaterialEditor = null; + private VFXDataParticle m_Data = null; + + private bool m_RequireUpdateMaterialEditor = false; + + private void RequireUpdateMaterialEditor() => m_RequireUpdateMaterialEditor = true; + + protected new void OnEnable() + { + m_Data = (target as VFXContext)?.GetData() as VFXDataParticle; + + UpdateMaterialEditor(); + + if (m_Data != null) + m_Data.OnMaterialChange += RequireUpdateMaterialEditor; + + base.OnEnable(); + } + + protected new void OnDisable() + { + if (m_Data != null) + m_Data.OnMaterialChange -= RequireUpdateMaterialEditor; + + DestroyImmediate(m_MaterialEditor); + base.OnDisable(); + } + + void UpdateMaterialEditor() + { + var material = m_Data.GetOrCreateMaterial(); + m_MaterialEditor = (MaterialEditor)CreateEditor(material); + } + + public override void OnInspectorGUI() + { + serializedObject.Update(); + + if (m_RequireUpdateMaterialEditor) + { + UpdateMaterialEditor(); + m_RequireUpdateMaterialEditor = false; + } + + if (m_MaterialEditor != null) + { + EditorGUI.BeginChangeCheck(); + + // Required to draw the header to draw OnInspectorGUI. + m_MaterialEditor.DrawHeader(); + m_MaterialEditor.OnInspectorGUI(); + + // Configure the keywords + pass if a change was made. + // TODO: Currently this does nothing as the resetter is never found by HDRP (due to how we create the shader) + if (EditorGUI.EndChangeCheck()) + VFXLibrary.currentSRPBinder.SetupMaterial((Material)m_MaterialEditor.target); + } + + // TODO: Must draw the other various VFX Output Context info (indirect draw, shadow caster, etc.) + + if (serializedObject.ApplyModifiedProperties()) + { + foreach (var context in targets.OfType()) + { + context.Invalidate(VFXModel.InvalidationCause.kSettingChanged); + } + } + + DisplaySummary(); + } + } + class VFXShaderGraphParticleOutput : VFXAbstractParticleOutput { [SerializeField, VFXSetting] From 94c7ec72d251114513da6f367373efac3e0f3d65 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 25 Jan 2021 19:24:19 -0500 Subject: [PATCH 025/186] Introduction of serialized truncated material --- .../Editor/Compiler/VFXGraphCompiledData.cs | 21 +- .../Editor/Data/VFXDataParticle.cs | 232 +++++++++++++++--- .../VFXShaderGraphParticleOutput.cs | 21 +- 3 files changed, 215 insertions(+), 59 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs index 18878de0dd5..158264760c5 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs @@ -909,12 +909,24 @@ VFXRendererSettings GetRendererSettings(VFXRendererSettings initialSettings, IEn return settings; } - Shader GetShaderAsset(VFXShaderSourceDesc[] shaderSources) + void TrySetShader(VFXData data, VFXShaderSourceDesc[] shaderSources) { + if (!(data is VFXDataParticle dataParticle)) + return; + // TODO: Currently this just assumes one .shader output in a system, which is not always the case. var shaderSource = shaderSources.FirstOrDefault(o => !o.compute); - return ShaderUtil.CreateShaderAsset(shaderSource.source); + // TODO: Confirm this is the best way to compare two shaders source. + var shaderHash = shaderSource.GetHashCode(); + + // Nothing to do if the shader is assigned and the contents are the same. + if (dataParticle.shader != null && + dataParticle.shaderHash == shaderHash) + return; + + dataParticle.shader = ShaderUtil.CreateShaderAsset(shaderSource.source); + dataParticle.shaderHash = shaderHash; } private class VFXImplicitContextOfExposedExpression : VFXContext @@ -1133,10 +1145,7 @@ public void Compile(VFXCompilationMode compilationMode, bool forceShaderValidati var contextSpawnToBufferIndex = contextSpawnToSpawnInfo.Select(o => new { o.Key, o.Value.bufferIndex }).ToDictionary(o => o.Key, o => o.bufferIndex); foreach (var data in compilableData) { - if (data is VFXDataParticle dataParticle) - { - dataParticle.shader = GetShaderAsset(shaderSources); - } + TrySetShader(data, shaderSources); data.FillDescs(VFXGraph.compileReporter, bufferDescs, temporaryBufferDescs, diff --git a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs index 4382ed8ddd5..3eeff70508a 100644 --- a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs +++ b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs @@ -191,16 +191,144 @@ public BucketInfo[] GetBucketLayoutInfo() private List m_BucketOffsets = new List(); } - class VFXDataParticle : VFXData, ISpaceable + [Serializable] + class TruncatedMaterial : ISerializationCallbackReceiver { - // Transient material constructed based on the current shader. - // Utilized by the output inspector to re-use a material's inspector - // (And thus the handling of keyword, properties, render state). - private Material m_CachedMaterial = null; + [NonSerialized] + Dictionary m_KeywordMap = new Dictionary(); + + [NonSerialized] + Dictionary m_FloatMap = new Dictionary(); + + public void Set(Material material) + { + var shader = material.shader; - internal event Action OnMaterialChange; + void Set(Dictionary dict, K key, V value) + { + if (dict.ContainsKey(key)) + dict[key] = value; + else + dict.Add(key, value); + } + + foreach (var k in ShaderUtil.GetShaderLocalKeywords(shader)) + Set(m_KeywordMap, k, material.IsKeywordEnabled(k)); + + for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); ++i) + { + var name = ShaderUtil.GetPropertyName(shader, i); + var type = ShaderUtil.GetPropertyType(shader, i); + + switch (type) + { + case ShaderUtil.ShaderPropertyType.Float: + { + if (material.HasFloat(name)) + Set(m_FloatMap, name, material.GetFloat(name)); + } + break; + } + } + } + + // Construct a full material with the provided shader. + // Fills the material with the cached properties and keywords. + public Material Get(Shader shader) + { + var material = new Material(shader) + { + hideFlags = HideFlags.HideAndDontSave + }; + + void SetKeyword(string keyword, bool state) + { + if (state) + material.EnableKeyword(keyword); + else + material.DisableKeyword(keyword); + } + + foreach (var k in ShaderUtil.GetShaderLocalKeywords(shader)) + { + if (m_KeywordMap.TryGetValue(k, out var value)) + SetKeyword(k, value); + } + + for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); ++i) + { + var name = ShaderUtil.GetPropertyName(shader, i); + var type = ShaderUtil.GetPropertyType(shader, i); + + switch (type) + { + case ShaderUtil.ShaderPropertyType.Float: + { + if (m_FloatMap.TryGetValue(name, out var value)) + material.SetFloat(name, value); + } + break; + } + } + + return material; + } + + [SerializeField] + private List m_KeywordKey = new List(); [SerializeField] + private List m_KeywordVal = new List(); + + [SerializeField] + private List m_FloatKey = new List(); + + [SerializeField] + private List m_FloatVal = new List(); + + public void OnBeforeSerialize() + { + m_KeywordKey.Clear(); + m_KeywordVal.Clear(); + foreach (var kvp in m_KeywordMap) + { + m_KeywordKey.Add(kvp.Key); + m_KeywordVal.Add(kvp.Value); + } + + m_FloatKey.Clear(); + m_FloatVal.Clear(); + foreach (var kvp in m_FloatMap) + { + m_FloatKey.Add(kvp.Key); + m_FloatVal.Add(kvp.Value); + } + } + + public void OnAfterDeserialize() + { + m_KeywordMap = new Dictionary(); + for (int i = 0; i != Math.Min(m_KeywordKey.Count, m_KeywordVal.Count); i++) + m_KeywordMap.Add(m_KeywordKey[i], m_KeywordVal[i]); + + m_FloatMap = new Dictionary(); + for (int i = 0; i != Math.Min(m_KeywordKey.Count, m_KeywordVal.Count); i++) + m_FloatMap.Add(m_FloatKey[i], m_FloatVal[i]); + } + } + + class VFXDataParticle : VFXData, ISpaceable, ISerializationCallbackReceiver + { + [SerializeField] + private int m_ShaderHash; + + public int shaderHash + { + get => m_ShaderHash; + set => m_ShaderHash = value; + } + + [NonSerialized] private Shader m_Shader; public Shader shader @@ -209,12 +337,72 @@ public Shader shader set { - DestroyCachedMaterial(); - OnMaterialChange?.Invoke(); m_Shader = value; + DestroyEditorMaterial(); + } + } + + // Maintain a truncated version of material to serialize just the + // keywords and properties that define the render state. + [SerializeField] + private TruncatedMaterial m_RuntimeMaterial = new TruncatedMaterial(); + + public TruncatedMaterial runtimeMaterial + { + get + { + // if (m_RuntimeMaterial == null) + // m_RuntimeMaterial = CreateInstance(); + + return m_RuntimeMaterial; + } + } + + // Transient material used to call the correct material inspector, + // which controls the SRP specific render state configuration. + [NonSerialized] + private Material m_EditorMaterial; + + public Material editorMaterial + { + get + { + if (m_EditorMaterial == null && m_Shader != null) + SyncEditorMaterial(); + + return m_EditorMaterial; } + + private set => m_EditorMaterial = value; + } + + void SyncRuntimeMaterial() + { + if (editorMaterial == null) + return; + + runtimeMaterial.Set(editorMaterial); + } + + void SyncEditorMaterial() + { + if (shader == null) + return; + + editorMaterial = runtimeMaterial.Get(shader); } + private void DestroyEditorMaterial() + { + DestroyImmediate(m_EditorMaterial); + m_EditorMaterial = null; + } + + public void OnBeforeSerialize() => SyncRuntimeMaterial(); + public void OnAfterDeserialize() {} + + private void OnDisable() => DestroyEditorMaterial(); + static VFXEditorTaskDesc CreateMaterialTask(Material material) { var paramList = new List(); @@ -241,30 +429,6 @@ static VFXEditorTaskDesc CreateMaterialTask(Material material) }; } - public Material GetOrCreateMaterial() - { - if (m_CachedMaterial == null && shader != null) - { - m_CachedMaterial = new Material(shader) - { - hideFlags = HideFlags.HideAndDontSave - }; - } - - return m_CachedMaterial; - } - - private void DestroyCachedMaterial() - { - DestroyImmediate(m_CachedMaterial); - m_CachedMaterial = null; - } - - public void OnDisable() - { - DestroyCachedMaterial(); - } - public override VFXDataType type { get { return hasStrip ? VFXDataType.ParticleStrip : VFXDataType.Particle; } } internal enum DataType @@ -986,8 +1150,8 @@ public override void FillDescs( if (context is VFXShaderGraphParticleOutput) { - var material = GetOrCreateMaterial(); - var materialTask = CreateMaterialTask(material); + SyncRuntimeMaterial(); + var materialTask = CreateMaterialTask(editorMaterial); // taskDescs.Add(materialTask); } } diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index de582b06f3b..b4c5d0d4d47 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -30,32 +30,22 @@ class VFXShaderGraphParticleOutputEditor : VFXContextEditor UpdateMaterialEditor(); - if (m_Data != null) - m_Data.OnMaterialChange += RequireUpdateMaterialEditor; - base.OnEnable(); } protected new void OnDisable() { - if (m_Data != null) - m_Data.OnMaterialChange -= RequireUpdateMaterialEditor; - DestroyImmediate(m_MaterialEditor); base.OnDisable(); } - void UpdateMaterialEditor() - { - var material = m_Data.GetOrCreateMaterial(); - m_MaterialEditor = (MaterialEditor)CreateEditor(material); - } + void UpdateMaterialEditor() => m_MaterialEditor = (MaterialEditor)CreateEditor(m_Data.editorMaterial); public override void OnInspectorGUI() { serializedObject.Update(); - if (m_RequireUpdateMaterialEditor) + if (m_RequireUpdateMaterialEditor || m_MaterialEditor == null) { UpdateMaterialEditor(); m_RequireUpdateMaterialEditor = false; @@ -63,16 +53,9 @@ public override void OnInspectorGUI() if (m_MaterialEditor != null) { - EditorGUI.BeginChangeCheck(); - // Required to draw the header to draw OnInspectorGUI. m_MaterialEditor.DrawHeader(); m_MaterialEditor.OnInspectorGUI(); - - // Configure the keywords + pass if a change was made. - // TODO: Currently this does nothing as the resetter is never found by HDRP (due to how we create the shader) - if (EditorGUI.EndChangeCheck()) - VFXLibrary.currentSRPBinder.SetupMaterial((Material)m_MaterialEditor.target); } // TODO: Must draw the other various VFX Output Context info (indirect draw, shadow caster, etc.) From baf3d70a43bad5eaa42a98daf7a7ea3bf62b7c0b Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 25 Jan 2021 21:12:09 -0500 Subject: [PATCH 026/186] Invalidate the context on material change --- .../Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index b4c5d0d4d47..89b4f30f4b3 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -51,16 +51,20 @@ public override void OnInspectorGUI() m_RequireUpdateMaterialEditor = false; } + EditorGUI.BeginChangeCheck(); + if (m_MaterialEditor != null) { // Required to draw the header to draw OnInspectorGUI. m_MaterialEditor.DrawHeader(); + + // NOTE: This will correctly handle the configuration of keyword and pass setup. m_MaterialEditor.OnInspectorGUI(); } // TODO: Must draw the other various VFX Output Context info (indirect draw, shadow caster, etc.) - if (serializedObject.ApplyModifiedProperties()) + if (serializedObject.ApplyModifiedProperties() || EditorGUI.EndChangeCheck()) { foreach (var context in targets.OfType()) { From 1fff258aadeeb27bb4c1f5151992097b915cfb05 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 25 Jan 2021 22:12:18 -0500 Subject: [PATCH 027/186] Introduce VFX ShaderGraph GUI --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 2 ++ .../Material/UIBlocks/VFXShaderGraphGUI.cs | 21 +++++++++++++++++++ .../UIBlocks/VFXShaderGraphGUI.cs.meta | 3 +++ .../Editor/Data/VFXDataParticle.cs | 21 ++++++------------- 4 files changed, 32 insertions(+), 15 deletions(-) create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/VFXShaderGraphGUI.cs create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/VFXShaderGraphGUI.cs.meta diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index 6917d301b16..b597f152b2f 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -23,6 +23,8 @@ sealed class VFXLitSubTarget : HDLitSubTarget, IVFXCompatibleTarget protected override bool supportRaytracing => false; protected override bool supportPathtracing => false; + protected override string customInspector => "Rendering.HighDefinition.VFXShaderGraphGUI"; + protected override SubShaderDescriptor GetSubShaderDescriptor() { var baseSubShaderDescriptor = new SubShaderDescriptor diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/VFXShaderGraphGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/VFXShaderGraphGUI.cs new file mode 100644 index 00000000000..6abf364cd22 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/VFXShaderGraphGUI.cs @@ -0,0 +1,21 @@ +using UnityEngine; +using UnityEngine.Rendering; + +// Include material common properties names +using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties; + +namespace UnityEditor.Rendering.HighDefinition +{ + internal class VFXShaderGraphGUI : LightingShaderGraphGUI + { + // TODO: Sort out which surface options VFX needs + 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/Material/UIBlocks/VFXShaderGraphGUI.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/VFXShaderGraphGUI.cs.meta new file mode 100644 index 00000000000..836f1e0078f --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/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.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs index 3eeff70508a..9d87776ce6c 100644 --- a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs +++ b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs @@ -204,7 +204,7 @@ public void Set(Material material) { var shader = material.shader; - void Set(Dictionary dict, K key, V value) + static void SetValue(IDictionary dict, K key, V value) { if (dict.ContainsKey(key)) dict[key] = value; @@ -213,7 +213,7 @@ void Set(Dictionary dict, K key, V value) } foreach (var k in ShaderUtil.GetShaderLocalKeywords(shader)) - Set(m_KeywordMap, k, material.IsKeywordEnabled(k)); + SetValue(m_KeywordMap, k, material.IsKeywordEnabled(k)); for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); ++i) { @@ -225,7 +225,7 @@ void Set(Dictionary dict, K key, V value) case ShaderUtil.ShaderPropertyType.Float: { if (material.HasFloat(name)) - Set(m_FloatMap, name, material.GetFloat(name)); + SetValue(m_FloatMap, name, material.GetFloat(name)); } break; } @@ -286,7 +286,7 @@ void SetKeyword(string keyword, bool state) [SerializeField] private List m_FloatVal = new List(); - public void OnBeforeSerialize() + void ISerializationCallbackReceiver.OnBeforeSerialize() { m_KeywordKey.Clear(); m_KeywordVal.Clear(); @@ -305,7 +305,7 @@ public void OnBeforeSerialize() } } - public void OnAfterDeserialize() + void ISerializationCallbackReceiver.OnAfterDeserialize() { m_KeywordMap = new Dictionary(); for (int i = 0; i != Math.Min(m_KeywordKey.Count, m_KeywordVal.Count); i++) @@ -347,16 +347,7 @@ public Shader shader [SerializeField] private TruncatedMaterial m_RuntimeMaterial = new TruncatedMaterial(); - public TruncatedMaterial runtimeMaterial - { - get - { - // if (m_RuntimeMaterial == null) - // m_RuntimeMaterial = CreateInstance(); - - return m_RuntimeMaterial; - } - } + public TruncatedMaterial runtimeMaterial => m_RuntimeMaterial; // Transient material used to call the correct material inspector, // which controls the SRP specific render state configuration. From c1317a69efc49e417d24bae865b58e8560ae2bd9 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 27 Jan 2021 23:57:30 -0500 Subject: [PATCH 028/186] Introduce VFX material collection to manage multiple materials per system --- .../Editor/Compiler/VFXGraphCompiledData.cs | 33 +-- .../Editor/Data/VFXDataParticle.cs | 233 ++++-------------- .../VFXShaderGraphParticleOutput.cs | 32 ++- 3 files changed, 84 insertions(+), 214 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs index 158264760c5..416bb2f0088 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs @@ -843,6 +843,17 @@ private static VFXShaderSourceDesc[] SaveShaderFiles(VisualEffectResource resour descs[i].source = generated.content.ToString(); descs[i].name = fileName; descs[i].compute = generated.computeShader; + + // Configure the material + if (generated.computeShader) + continue; + + if (!(generated.context is VFXShaderGraphParticleOutput shaderGraphOutputContext)) + continue; + + var data = (VFXDataParticle)shaderGraphOutputContext.GetData(); + var material = data.GetOrCreateMaterial(shaderGraphOutputContext); + material.shader = ShaderUtil.CreateShaderAsset(descs[i].source); } for (int i = 0; i < generatedCodeData.Count; ++i) @@ -909,26 +920,6 @@ VFXRendererSettings GetRendererSettings(VFXRendererSettings initialSettings, IEn return settings; } - void TrySetShader(VFXData data, VFXShaderSourceDesc[] shaderSources) - { - if (!(data is VFXDataParticle dataParticle)) - return; - - // TODO: Currently this just assumes one .shader output in a system, which is not always the case. - var shaderSource = shaderSources.FirstOrDefault(o => !o.compute); - - // TODO: Confirm this is the best way to compare two shaders source. - var shaderHash = shaderSource.GetHashCode(); - - // Nothing to do if the shader is assigned and the contents are the same. - if (dataParticle.shader != null && - dataParticle.shaderHash == shaderHash) - return; - - dataParticle.shader = ShaderUtil.CreateShaderAsset(shaderSource.source); - dataParticle.shaderHash = shaderHash; - } - private class VFXImplicitContextOfExposedExpression : VFXContext { private VFXExpressionMapper mapper; @@ -1145,8 +1136,6 @@ public void Compile(VFXCompilationMode compilationMode, bool forceShaderValidati var contextSpawnToBufferIndex = contextSpawnToSpawnInfo.Select(o => new { o.Key, o.Value.bufferIndex }).ToDictionary(o => o.Key, o => o.bufferIndex); foreach (var data in compilableData) { - TrySetShader(data, shaderSources); - data.FillDescs(VFXGraph.compileReporter, bufferDescs, temporaryBufferDescs, systemDescs, diff --git a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs index 9d87776ce6c..7f990da2aac 100644 --- a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs +++ b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs @@ -192,226 +192,89 @@ public BucketInfo[] GetBucketLayoutInfo() } [Serializable] - class TruncatedMaterial : ISerializationCallbackReceiver + class VFXMaterialCollection : ISerializationCallbackReceiver { [NonSerialized] - Dictionary m_KeywordMap = new Dictionary(); + private Dictionary m_ContextMaterials = new Dictionary(); - [NonSerialized] - Dictionary m_FloatMap = new Dictionary(); - - public void Set(Material material) + public Material GetOrCreate(VFXContext context) { - var shader = material.shader; - - static void SetValue(IDictionary dict, K key, V value) - { - if (dict.ContainsKey(key)) - dict[key] = value; - else - dict.Add(key, value); - } - - foreach (var k in ShaderUtil.GetShaderLocalKeywords(shader)) - SetValue(m_KeywordMap, k, material.IsKeywordEnabled(k)); + Material mat; - for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); ++i) + if (!m_ContextMaterials.TryGetValue(context, out mat)) { - var name = ShaderUtil.GetPropertyName(shader, i); - var type = ShaderUtil.GetPropertyType(shader, i); - - switch (type) + mat = new Material(VFXResources.defaultResources.shader) { - case ShaderUtil.ShaderPropertyType.Float: - { - if (material.HasFloat(name)) - SetValue(m_FloatMap, name, material.GetFloat(name)); - } - break; - } - } - } - - // Construct a full material with the provided shader. - // Fills the material with the cached properties and keywords. - public Material Get(Shader shader) - { - var material = new Material(shader) - { - hideFlags = HideFlags.HideAndDontSave - }; - - void SetKeyword(string keyword, bool state) - { - if (state) - material.EnableKeyword(keyword); - else - material.DisableKeyword(keyword); - } - - foreach (var k in ShaderUtil.GetShaderLocalKeywords(shader)) - { - if (m_KeywordMap.TryGetValue(k, out var value)) - SetKeyword(k, value); + name = "Render Settings", + }; + m_ContextMaterials.Add(context, mat); } - - for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); ++i) + else if (mat == null) { - var name = ShaderUtil.GetPropertyName(shader, i); - var type = ShaderUtil.GetPropertyType(shader, i); - - switch (type) + mat = new Material(VFXResources.defaultResources.shader) { - case ShaderUtil.ShaderPropertyType.Float: - { - if (m_FloatMap.TryGetValue(name, out var value)) - material.SetFloat(name, value); - } - break; - } + name = "Render Settings" + }; + m_ContextMaterials[context] = mat; } - return material; + return mat; } [SerializeField] - private List m_KeywordKey = new List(); - - [SerializeField] - private List m_KeywordVal = new List(); - - [SerializeField] - private List m_FloatKey = new List(); + private List m_Contexts = new List(); [SerializeField] - private List m_FloatVal = new List(); + private List m_Materials = new List(); - void ISerializationCallbackReceiver.OnBeforeSerialize() + public void OnBeforeSerialize() { - m_KeywordKey.Clear(); - m_KeywordVal.Clear(); - foreach (var kvp in m_KeywordMap) + m_Contexts.Clear(); + m_Materials.Clear(); + foreach (var kvp in m_ContextMaterials) { - m_KeywordKey.Add(kvp.Key); - m_KeywordVal.Add(kvp.Value); - } - - m_FloatKey.Clear(); - m_FloatVal.Clear(); - foreach (var kvp in m_FloatMap) - { - m_FloatKey.Add(kvp.Key); - m_FloatVal.Add(kvp.Value); + m_Contexts.Add(kvp.Key); + m_Materials.Add(kvp.Value); } } - void ISerializationCallbackReceiver.OnAfterDeserialize() + public void OnAfterDeserialize() { - m_KeywordMap = new Dictionary(); - for (int i = 0; i != Math.Min(m_KeywordKey.Count, m_KeywordVal.Count); i++) - m_KeywordMap.Add(m_KeywordKey[i], m_KeywordVal[i]); - - m_FloatMap = new Dictionary(); - for (int i = 0; i != Math.Min(m_KeywordKey.Count, m_KeywordVal.Count); i++) - m_FloatMap.Add(m_FloatKey[i], m_FloatVal[i]); + m_ContextMaterials = new Dictionary(); + for (int i = 0; i != Math.Min(m_Contexts.Count, m_Materials.Count); i++) + m_ContextMaterials.Add(m_Contexts[i], m_Materials[i]); } } - class VFXDataParticle : VFXData, ISpaceable, ISerializationCallbackReceiver + class VFXDataParticle : VFXData, ISpaceable { + // Maintain a collection since one particle data may contain multiple contexts with multiple materials. [SerializeField] - private int m_ShaderHash; + private VFXMaterialCollection m_MaterialCollection = new VFXMaterialCollection(); - public int shaderHash + public Material GetOrCreateMaterial(VFXContext context) { - get => m_ShaderHash; - set => m_ShaderHash = value; + return m_MaterialCollection.GetOrCreate(context); } - [NonSerialized] - private Shader m_Shader; - - public Shader shader - { - get => m_Shader; - - set - { - m_Shader = value; - DestroyEditorMaterial(); - } - } - - // Maintain a truncated version of material to serialize just the - // keywords and properties that define the render state. - [SerializeField] - private TruncatedMaterial m_RuntimeMaterial = new TruncatedMaterial(); - - public TruncatedMaterial runtimeMaterial => m_RuntimeMaterial; - - // Transient material used to call the correct material inspector, - // which controls the SRP specific render state configuration. - [NonSerialized] - private Material m_EditorMaterial; - - public Material editorMaterial - { - get - { - if (m_EditorMaterial == null && m_Shader != null) - SyncEditorMaterial(); - - return m_EditorMaterial; - } - - private set => m_EditorMaterial = value; - } - - void SyncRuntimeMaterial() - { - if (editorMaterial == null) - return; - - runtimeMaterial.Set(editorMaterial); - } - - void SyncEditorMaterial() - { - if (shader == null) - return; - - editorMaterial = runtimeMaterial.Get(shader); - } - - private void DestroyEditorMaterial() - { - DestroyImmediate(m_EditorMaterial); - m_EditorMaterial = null; - } - - public void OnBeforeSerialize() => SyncRuntimeMaterial(); - public void OnAfterDeserialize() {} - - private void OnDisable() => DestroyEditorMaterial(); - static VFXEditorTaskDesc CreateMaterialTask(Material material) { var paramList = new List(); - var keywords = new StringBuilder(); - foreach (var k in material.shaderKeywords) - { - keywords.Append(k); - keywords.Append(' '); - } - - // Hack: Extract the material information (keywords, properties) into VFXMappings. - // These mappings will be applied to the internal C++ material. - // This can be removed after the full material is serialized. - const int kKeywordID = 0x5a52714b; - paramList.Add(new VFXMapping(keywords.ToString(), kKeywordID)); - - // TODO: Properties + // var keywords = new StringBuilder(); + // foreach (var k in material.shaderKeywords) + // { + // keywords.Append(k); + // keywords.Append(' '); + // } + // + // // Hack: Extract the material information (keywords, properties) into VFXMappings. + // // These mappings will be applied to the internal C++ material. + // // This can be removed after the full material is serialized. + // const int kKeywordID = 0x5a52714b; + // paramList.Add(new VFXMapping(keywords.ToString(), kKeywordID)); + // + // // TODO: Properties return new VFXEditorTaskDesc() { @@ -1141,8 +1004,8 @@ public override void FillDescs( if (context is VFXShaderGraphParticleOutput) { - SyncRuntimeMaterial(); - var materialTask = CreateMaterialTask(editorMaterial); + var material = GetOrCreateMaterial(context); + var materialTask = CreateMaterialTask(material); // taskDescs.Add(materialTask); } } diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 89b4f30f4b3..d294d6e8f24 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -39,7 +39,11 @@ class VFXShaderGraphParticleOutputEditor : VFXContextEditor base.OnDisable(); } - void UpdateMaterialEditor() => m_MaterialEditor = (MaterialEditor)CreateEditor(m_Data.editorMaterial); + void UpdateMaterialEditor() + { + var material = m_Data.GetOrCreateMaterial((VFXContext)target); + m_MaterialEditor = (MaterialEditor)CreateEditor(material); + } public override void OnInspectorGUI() { @@ -51,20 +55,34 @@ public override void OnInspectorGUI() m_RequireUpdateMaterialEditor = false; } - EditorGUI.BeginChangeCheck(); + var materialChanged = false; if (m_MaterialEditor != null) { - // Required to draw the header to draw OnInspectorGUI. - m_MaterialEditor.DrawHeader(); + if ((m_MaterialEditor.target as Material)?.shader == VFXResources.defaultResources.shader) + { + EditorGUILayout.HelpBox("Failed to create the render state material.", MessageType.Warning); + } + else + { + using (new EditorGUI.DisabledScope(true)) + { + // Required to draw the header to draw OnInspectorGUI. + m_MaterialEditor.DrawHeader(); + } + + EditorGUI.BeginChangeCheck(); - // NOTE: This will correctly handle the configuration of keyword and pass setup. - m_MaterialEditor.OnInspectorGUI(); + // This will correctly handle the configuration of keyword and pass setup. + m_MaterialEditor.OnInspectorGUI(); + + materialChanged = EditorGUI.EndChangeCheck(); + } } // TODO: Must draw the other various VFX Output Context info (indirect draw, shadow caster, etc.) - if (serializedObject.ApplyModifiedProperties() || EditorGUI.EndChangeCheck()) + if (serializedObject.ApplyModifiedProperties() || materialChanged) { foreach (var context in targets.OfType()) { From 3f4ebd704e314420041cd83cdf051cff0630b6b7 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 28 Jan 2021 13:33:51 -0500 Subject: [PATCH 029/186] Manually serialize material render state properties into the vfx asset --- .../Editor/Compiler/VFXGraphCompiledData.cs | 6 ++ .../Editor/Data/VFXDataParticle.cs | 86 +++++++++++++++---- 2 files changed, 75 insertions(+), 17 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs index 416bb2f0088..8b74443681b 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs @@ -853,7 +853,13 @@ private static VFXShaderSourceDesc[] SaveShaderFiles(VisualEffectResource resour var data = (VFXDataParticle)shaderGraphOutputContext.GetData(); var material = data.GetOrCreateMaterial(shaderGraphOutputContext); + + var requiresSync = material.shader.name != shaderName; + material.shader = ShaderUtil.CreateShaderAsset(descs[i].source); + + if (requiresSync) + data.SyncContextMaterial(shaderGraphOutputContext); } for (int i = 0; i < generatedCodeData.Count; ++i) diff --git a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs index 7f990da2aac..68e9eaa59d2 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 { @@ -195,19 +196,22 @@ public BucketInfo[] GetBucketLayoutInfo() class VFXMaterialCollection : ISerializationCallbackReceiver { [NonSerialized] - private Dictionary m_ContextMaterials = new Dictionary(); + private Dictionary m_MaterialMap = new Dictionary(); + + [NonSerialized] + private Dictionary m_RenderStatePropertyMap = new Dictionary(); public Material GetOrCreate(VFXContext context) { Material mat; - if (!m_ContextMaterials.TryGetValue(context, out mat)) + if (!m_MaterialMap.TryGetValue(context, out mat)) { mat = new Material(VFXResources.defaultResources.shader) { name = "Render Settings", }; - m_ContextMaterials.Add(context, mat); + m_MaterialMap.Add(context, mat); } else if (mat == null) { @@ -215,34 +219,83 @@ public Material GetOrCreate(VFXContext context) { name = "Render Settings" }; - m_ContextMaterials[context] = mat; + m_MaterialMap[context] = mat; } return mat; } + public void TrySyncRenderStateProperties(VFXContext context) + { + if (!m_MaterialMap.ContainsKey(context) || !m_RenderStatePropertyMap.ContainsKey(context)) + return; + + var material = m_MaterialMap[context]; + var renderStateProperty = m_RenderStatePropertyMap[context]; + + renderStateProperty.ConfigureMaterial(material); + } + + [Serializable] + class RenderStateProperties + { + [SerializeField] + private List m_PropertyNames = new List(); + + [SerializeField] + private List m_PropertyValues = new List(); + + public RenderStateProperties(Material material) + { + var shader = material.shader; + + if (shader == null) + return; + + var properties = ShaderUtil.GetMaterialProperties(new Object[] {material}); + + foreach (var property in properties) + { + if (property.type != MaterialProperty.PropType.Float) + continue; + + m_PropertyNames.Add(property.name); + m_PropertyValues.Add(property.floatValue); + } + } + + public void ConfigureMaterial(Material material) + { + for (int i = 0; i < Mathf.Min(m_PropertyNames.Count, m_PropertyValues.Count); i++) + material.SetFloat(m_PropertyNames[i], m_PropertyValues[i]); + } + } + [SerializeField] private List m_Contexts = new List(); [SerializeField] - private List m_Materials = new List(); + private List m_CachedRenderState = new List(); + + public void OnBeforeSerialize() => CacheRenderStates(); + public void OnAfterDeserialize() => LoadRenderStates(); - public void OnBeforeSerialize() + public void CacheRenderStates() { m_Contexts.Clear(); - m_Materials.Clear(); - foreach (var kvp in m_ContextMaterials) + m_CachedRenderState.Clear(); + foreach (var kvp in m_MaterialMap) { m_Contexts.Add(kvp.Key); - m_Materials.Add(kvp.Value); + m_CachedRenderState.Add(new RenderStateProperties(kvp.Value)); } } - public void OnAfterDeserialize() + public void LoadRenderStates() { - m_ContextMaterials = new Dictionary(); - for (int i = 0; i != Math.Min(m_Contexts.Count, m_Materials.Count); i++) - m_ContextMaterials.Add(m_Contexts[i], m_Materials[i]); + m_RenderStatePropertyMap = new Dictionary(); + for (int i = 0; i != Math.Min(m_Contexts.Count, m_CachedRenderState.Count); i++) + m_RenderStatePropertyMap.Add(m_Contexts[i], m_CachedRenderState[i]); } } @@ -252,10 +305,9 @@ class VFXDataParticle : VFXData, ISpaceable [SerializeField] private VFXMaterialCollection m_MaterialCollection = new VFXMaterialCollection(); - public Material GetOrCreateMaterial(VFXContext context) - { - return m_MaterialCollection.GetOrCreate(context); - } + public Material GetOrCreateMaterial(VFXContext context) => m_MaterialCollection.GetOrCreate(context); + + public void SyncContextMaterial(VFXContext context) => m_MaterialCollection.TrySyncRenderStateProperties(context); static VFXEditorTaskDesc CreateMaterialTask(Material material) { From a2dd1516ec6dd88a458076c93132d43276b737ac Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 28 Jan 2021 14:16:35 -0500 Subject: [PATCH 030/186] Provide comment on vfx material mechanism --- .../Editor/Compiler/VFXGraphCompiledData.cs | 6 +++-- .../Editor/Data/VFXDataParticle.cs | 27 +++++++++++-------- .../VFXShaderGraphParticleOutput.cs | 2 ++ 3 files changed, 22 insertions(+), 13 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs index 8b74443681b..91fc911ff94 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs @@ -844,7 +844,6 @@ private static VFXShaderSourceDesc[] SaveShaderFiles(VisualEffectResource resour descs[i].name = fileName; descs[i].compute = generated.computeShader; - // Configure the material if (generated.computeShader) continue; @@ -854,10 +853,13 @@ private static VFXShaderSourceDesc[] SaveShaderFiles(VisualEffectResource resour var data = (VFXDataParticle)shaderGraphOutputContext.GetData(); var material = data.GetOrCreateMaterial(shaderGraphOutputContext); - var requiresSync = material.shader.name != shaderName; + var requiresSync = material.shader == VFXResources.defaultResources.shader; + // This is a non-serialized transient shader (the real one is made in C++). We create it here to produce + // the appropriate material inspector to control render state. See: [NOTE-VFX-MATERIALS] material.shader = ShaderUtil.CreateShaderAsset(descs[i].source); + // In the case of the default shader, force sync the render state. if (requiresSync) data.SyncContextMaterial(shaderGraphOutputContext); } diff --git a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs index 68e9eaa59d2..82d0fe42798 100644 --- a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs +++ b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs @@ -192,13 +192,23 @@ public BucketInfo[] GetBucketLayoutInfo() private List m_BucketOffsets = new List(); } + // [NOTE-VFX-MATERIALS] + // Maintain a collection of materials that represent the render state, keyword, and enabled passes for the output. + // Currently we maintain this serialized collection of render state properties due to the following reasons: + // 1) Due to the native VFX importer overriding it, we cannot write the full .mat as a sub-asset from C# and store a reference. + // 2) Currently there is no concept of a serialized material on the C++ side, it is instantiated on the fly. + // Because of these reasons, we instead do the following to inject render state per-context: + // 1) Maintain a map of output contexts and materials. + // 2) Serialize a truncated version of the material that describe the render state (properties, keywords). + // 3) When "compiling" shaders, update the material and sync the render state if necesarry + // 4) When building the runtime data, extract the material render state and pack it into a VFXMapping (HACK). + // In the future, the full material will be serialized in C++ and this functionality removed. [Serializable] class VFXMaterialCollection : ISerializationCallbackReceiver { - [NonSerialized] - private Dictionary m_MaterialMap = new Dictionary(); + private const string k_RenderSettingsMaterialName = "Render Settings"; - [NonSerialized] + private Dictionary m_MaterialMap = new Dictionary(); private Dictionary m_RenderStatePropertyMap = new Dictionary(); public Material GetOrCreate(VFXContext context) @@ -207,18 +217,12 @@ public Material GetOrCreate(VFXContext context) if (!m_MaterialMap.TryGetValue(context, out mat)) { - mat = new Material(VFXResources.defaultResources.shader) - { - name = "Render Settings", - }; + mat = new Material(VFXResources.defaultResources.shader) { name = k_RenderSettingsMaterialName }; m_MaterialMap.Add(context, mat); } else if (mat == null) { - mat = new Material(VFXResources.defaultResources.shader) - { - name = "Render Settings" - }; + mat = new Material(VFXResources.defaultResources.shader) { name = k_RenderSettingsMaterialName }; m_MaterialMap[context] = mat; } @@ -233,6 +237,7 @@ public void TrySyncRenderStateProperties(VFXContext context) var material = m_MaterialMap[context]; var renderStateProperty = m_RenderStatePropertyMap[context]; + // Configure this material properties to the serialized render state cache. renderStateProperty.ConfigureMaterial(material); } diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index d294d6e8f24..5702e398ab6 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -41,6 +41,8 @@ class VFXShaderGraphParticleOutputEditor : VFXContextEditor void UpdateMaterialEditor() { + // See: [NOTE-VFX-MATERIALS] + // TODO: When the material is serialized fully in C++, we will need to grab it in a different way. var material = m_Data.GetOrCreateMaterial((VFXContext)target); m_MaterialEditor = (MaterialEditor)CreateEditor(material); } From 227ca78f57bde59f683d1999aef9f12ffb004d0e Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 28 Jan 2021 15:41:43 -0500 Subject: [PATCH 031/186] Append the render state mapping to the additional parameters --- .../Editor/Data/VFXDataParticle.cs | 48 ++++++++----------- 1 file changed, 19 insertions(+), 29 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs index 82d0fe42798..3c0cce3c1b7 100644 --- a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs +++ b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs @@ -314,30 +314,21 @@ class VFXDataParticle : VFXData, ISpaceable public void SyncContextMaterial(VFXContext context) => m_MaterialCollection.TrySyncRenderStateProperties(context); - static VFXEditorTaskDesc CreateMaterialTask(Material material) + static void AppendMaterialParameters(Material material, List parameters) { - var paramList = new List(); - - // var keywords = new StringBuilder(); - // foreach (var k in material.shaderKeywords) - // { - // keywords.Append(k); - // keywords.Append(' '); - // } - // - // // Hack: Extract the material information (keywords, properties) into VFXMappings. - // // These mappings will be applied to the internal C++ material. - // // This can be removed after the full material is serialized. - // const int kKeywordID = 0x5a52714b; - // paramList.Add(new VFXMapping(keywords.ToString(), kKeywordID)); - // - // // TODO: Properties - - return new VFXEditorTaskDesc() + // Keywords + var keywords = new StringBuilder(); + + foreach (var k in material.shaderKeywords) { - type = (UnityEngine.VFX.VFXTaskType)VFXTaskType.Output, - parameters = paramList.ToArray() - }; + keywords.Append(k); + keywords.Append(' '); + } + + const int kKeywordID = 0x5a93213a; + parameters.Add(new VFXMapping(keywords.ToString(), kKeywordID)); + + // Properties } public override VFXDataType type { get { return hasStrip ? VFXDataType.ParticleStrip : VFXDataType.Particle; } } @@ -1007,6 +998,12 @@ public override void FillDescs( } } + if (context is VFXShaderGraphParticleOutput) + { + var material = GetOrCreateMaterial(context); + AppendMaterialParameters(material, additionalParameters); + } + taskDesc.buffers = bufferMappings.ToArray(); taskDesc.temporaryBuffers = temporaryBufferMappings.ToArray(); taskDesc.values = uniformMappings.ToArray(); @@ -1058,13 +1055,6 @@ public override void FillDescs( } } } - - if (context is VFXShaderGraphParticleOutput) - { - var material = GetOrCreateMaterial(context); - var materialTask = CreateMaterialTask(material); - // taskDescs.Add(materialTask); - } } string nativeName = string.Empty; From a6c674852ea2e305fb71aad920762e2f4bbb1f2b Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 28 Jan 2021 15:47:08 -0500 Subject: [PATCH 032/186] Force material setup in case of no keywords --- com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs index 3c0cce3c1b7..0dd6c10a609 100644 --- a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs +++ b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs @@ -319,6 +319,10 @@ static void AppendMaterialParameters(Material material, List paramet // Keywords var keywords = new StringBuilder(); + // If there are no keyword, attempt to force them. + if (material.shaderKeywords.Length == 0) + VFXLibrary.currentSRPBinder.SetupMaterial(material); + foreach (var k in material.shaderKeywords) { keywords.Append(k); From 4a5e6f3912584226914b278e704903870b081ddd Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 28 Jan 2021 15:57:48 -0500 Subject: [PATCH 033/186] Configure CPU Expression mapping of material render state props --- .../VFXShaderGraphParticleOutput.cs | 38 ++++++++++++++++++- 1 file changed, 37 insertions(+), 1 deletion(-) diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 5702e398ab6..ce87980503e 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -414,11 +414,47 @@ protected virtual RPInfo currentRP public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) { var mapper = base.GetExpressionMapper(target); + var particleData = (VFXDataParticle)GetData(); switch (target) { case VFXDeviceTarget.CPU: - break; + { + var material = particleData.GetOrCreateMaterial(this); + var shader = material.shader; + + // Map the material properties for render state. + if (shader != null) + { + 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 (!material.HasProperty(nameId)) + continue; + + VFXExpression expr = null; + + switch (ShaderUtil.GetPropertyType(shader, i)) + { + case ShaderUtil.ShaderPropertyType.Float: + expr = VFXValue.Constant(material.GetFloat(nameId)); + break; + default: + break; + } + + if (expr != null) + { + mapper.AddExpression(expr, name, -1); + } + } + } + } + } + break; case VFXDeviceTarget.GPU: RefreshShaderGraphObject(); From 7fadceb1f8c3f175ca79550cb1c7bcdb7234fc1d Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 28 Jan 2021 16:14:06 -0500 Subject: [PATCH 034/186] Write the render state properties to the task parameters --- .../Editor/Data/VFXDataParticle.cs | 19 +++++++++++++++++-- 1 file changed, 17 insertions(+), 2 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs index 0dd6c10a609..6d19274ba5e 100644 --- a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs +++ b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs @@ -314,7 +314,7 @@ class VFXDataParticle : VFXData, ISpaceable public void SyncContextMaterial(VFXContext context) => m_MaterialCollection.TrySyncRenderStateProperties(context); - static void AppendMaterialParameters(Material material, List parameters) + static void AppendMaterialParameters(Material material, List parameters, VFXContextCompiledData contextData, VFXExpressionGraph expressionGraph) { // Keywords var keywords = new StringBuilder(); @@ -333,6 +333,21 @@ static void AppendMaterialParameters(Material material, List paramet parameters.Add(new VFXMapping(keywords.ToString(), kKeywordID)); // Properties + var shader = material.shader; + 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) + parameters.Add(new VFXMapping(name, propIndex)); + } + } + } } public override VFXDataType type { get { return hasStrip ? VFXDataType.ParticleStrip : VFXDataType.Particle; } } @@ -1005,7 +1020,7 @@ public override void FillDescs( if (context is VFXShaderGraphParticleOutput) { var material = GetOrCreateMaterial(context); - AppendMaterialParameters(material, additionalParameters); + AppendMaterialParameters(material, additionalParameters, contextData, expressionGraph); } taskDesc.buffers = bufferMappings.ToArray(); From 211ab6da5926328121235835b051ba1dd659c5ef Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Sun, 31 Jan 2021 16:57:12 -0500 Subject: [PATCH 035/186] Inject the remaining material state info (pass, queue) --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 5 ++- .../Templates/ShaderPassVFX.template | 6 ++++ .../Editor/Data/VFXDataParticle.cs | 34 ++++++++++++++++--- .../VFXShaderGraphParticleOutput.cs | 21 +++++++++++- 4 files changed, 59 insertions(+), 7 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index b597f152b2f..c3bd3a08601 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -27,6 +27,9 @@ sealed class VFXLitSubTarget : HDLitSubTarget, IVFXCompatibleTarget protected override SubShaderDescriptor GetSubShaderDescriptor() { + var baseSubShaderDescriptor = base.GetSubShaderDescriptor(); + + /* var baseSubShaderDescriptor = new SubShaderDescriptor { generatesPreview = false, @@ -58,7 +61,7 @@ PassCollection GetPasses() } return passes; - } + }*/ // Use the current VFX context to configure the subshader. return PostProcessSubShaderVFX(baseSubShaderDescriptor, m_Context, m_ContextData); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template index 2959a64d34a..36890bd637f 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template @@ -57,6 +57,8 @@ ByteAddressBuffer attributeBuffer; + #define VFX_HAS_INDIRECT_DRAW 1 + #if VFX_HAS_INDIRECT_DRAW StructuredBuffer indirectBuffer; #endif @@ -220,6 +222,10 @@ uint index = input.instanceID; + #if VFX_HAS_INDIRECT_DRAW + index = indirectBuffer[index]; + #endif + // Load Attributes $splice(VFXLoadAttribute) diff --git a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs index 6d19274ba5e..4ec0c2537a5 100644 --- a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs +++ b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs @@ -314,15 +314,18 @@ class VFXDataParticle : VFXData, ISpaceable public void SyncContextMaterial(VFXContext context) => m_MaterialCollection.TrySyncRenderStateProperties(context); + static VFXMapping InjectMaterialState() => new VFXMapping("injectMaterialState", 1); + static void AppendMaterialParameters(Material material, List parameters, VFXContextCompiledData contextData, VFXExpressionGraph expressionGraph) { + var shader = material.shader; + + VFXLibrary.currentSRPBinder.SetupMaterial(material); + parameters.Add(InjectMaterialState()); + // Keywords var keywords = new StringBuilder(); - // If there are no keyword, attempt to force them. - if (material.shaderKeywords.Length == 0) - VFXLibrary.currentSRPBinder.SetupMaterial(material); - foreach (var k in material.shaderKeywords) { keywords.Append(k); @@ -332,8 +335,16 @@ static void AppendMaterialParameters(Material material, List paramet const int kKeywordID = 0x5a93213a; parameters.Add(new VFXMapping(keywords.ToString(), kKeywordID)); + // Render Type + const int kRenderTypeID = 0x5a93214a; + parameters.Add(new VFXMapping(material.GetTag("RenderType", false), kRenderTypeID)); + + // Render Queue + var renderQueueExpression = contextData.cpuMapper.FromNameAndId("RenderQueue", -1); + var renderQueueIndex = expressionGraph.GetFlattenedIndex(renderQueueExpression); + parameters.Add(new VFXMapping("RenderQueue", renderQueueIndex)); + // Properties - var shader = material.shader; for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); ++i) { if (ShaderUtil.IsShaderPropertyHidden(shader, i)) @@ -348,6 +359,19 @@ static void AppendMaterialParameters(Material material, List paramet } } } + + // Pass + for (int i = 0; i < material.passCount; i++) + { + var passName = material.GetPassName(i); + var propExp = contextData.cpuMapper.FromNameAndId(passName, -1); + if (propExp != null) + { + int propIndex = expressionGraph.GetFlattenedIndex(propExp); + if (propIndex != -1) + parameters.Add(new VFXMapping(passName, propIndex)); + } + } } public override VFXDataType type { get { return hasStrip ? VFXDataType.ParticleStrip : VFXDataType.Particle; } } diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index ce87980503e..c9d968c404f 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -83,6 +83,7 @@ public override void OnInspectorGUI() } // TODO: Must draw the other various VFX Output Context info (indirect draw, shadow caster, etc.) + // base.OnInspectorGUI(); if (serializedObject.ApplyModifiedProperties() || materialChanged) { @@ -423,9 +424,12 @@ public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) var material = particleData.GetOrCreateMaterial(this); var shader = material.shader; - // Map the material properties for render state. + // Map the material state values if (shader != null) { + VFXLibrary.currentSRPBinder.SetupMaterial(material); + + // Properties for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); ++i) { if (ShaderUtil.IsShaderPropertyHidden(shader, i)) @@ -452,6 +456,21 @@ public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) } } } + + // Pass + for (int i = 0; i < material.passCount; i++) + { + var passName = material.GetPassName(i); + if (passName == string.Empty) + continue; + + var expr = VFXValue.Constant(material.GetShaderPassEnabled(passName)); + mapper.AddExpression(expr, passName, -1); + } + + // Render Queue + var renderQueueExpression = VFXValue.Constant(material.renderQueue); + mapper.AddExpression(renderQueueExpression, "RenderQueue", -1); } } break; From 5b7324220a19bb46d95dcb730027d610aabff94f Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Sun, 31 Jan 2021 19:23:09 -0500 Subject: [PATCH 036/186] Begin to collapse the VFX code into a feature so that we can merge into the shaderpass.template --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 7 ++ .../Templates/ShaderPassVFX.template | 105 ++---------------- .../Templates/VFXModification.template.hlsl | 88 +++++++++++++++ .../VFXModification.template.hlsl.meta | 3 + .../Generation/TargetResources/Fields.cs | 1 + 5 files changed, 106 insertions(+), 98 deletions(-) create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl.meta diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index c3bd3a08601..38cbdfc3413 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -413,6 +413,13 @@ static void CollectVFXShaderProperties(PropertyCollector collector, VFXContextCo } } + public override void GetFields(ref TargetFieldContext context) + { + base.GetFields(ref context); + + context.AddField(Fields.GraphVFX); + } + public override void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode) { base.CollectShaderProperties(collector, generationMode); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template index 36890bd637f..31fbf8364eb 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template @@ -27,12 +27,16 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" - // NOTE: Omit the HDRP FragInput struct definition here since VFX provides an arbitrary number of interpolators + $features.graphVFX: #define HAVE_VFX_MODIFICATION + + // NOTE: Omit the HDRP FragInput struct definition since VFX provides an arbitrary number of interpolators // (this is because properties are evaluated by the graph on the fly in the vertex stage) // These interpolates must be transfered into the FragInputs so they are available for the Surface evaluation. // Thus we procedurally generate a FragInput struct. // Warning: Omitting this means we no longer define the GetVaryingsDataDebug.. - // #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" + #ifndef HAVE_VFX_MODIFICATION + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" + #endif // -------------------------------------------------- // Structs and Packing @@ -42,46 +46,6 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" // Need to be here for Gradient struct definition - $splice(VFXDefineSpace) - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl" - #include "Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl" - - // ------------------------------------------------- - #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; - - #define VFX_HAS_INDIRECT_DRAW 1 - - #if VFX_HAS_INDIRECT_DRAW - StructuredBuffer indirectBuffer; - #endif - - #if USE_DEAD_LIST_COUNT - ByteAddressBuffer deadListCount; - #endif - - #if HAS_STRIPS - Buffer stripDataBuffer; - #endif - - #if WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS - ByteAddressBuffer elementToVFXBufferPrevious; - #endif - - CBUFFER_START(outputParams) - float nbMax; - float systemSeed; - CBUFFER_END - - #define HAVE_VFX_MODIFICATION - // -------------------------------------------------- // Defines @@ -198,7 +162,6 @@ // -------------------------------------------------- // Graph - // Graph Functions $splice(GraphFunctions) @@ -208,64 +171,10 @@ // Graph Pixel $splice(GraphPixel) - // ---------------------------------------------------- - // Evaluate VFX Vertex - - // VFX Graph Block Functions - $splice(VFXGeneratedBlockFunction) - - #define VaryingsMeshType VaryingsMeshToPS - - VaryingsMeshType ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) - { - Attributes attributes = (Attributes)0; - - uint index = input.instanceID; - - #if VFX_HAS_INDIRECT_DRAW - index = indirectBuffer[index]; - #endif - - // Load Attributes - $splice(VFXLoadAttribute) - - // Process Blocks - $splice(VFXProcessBlocks) - - // Instance to Particle - float3 size3 = float3(attributes.size,attributes.size,attributes.size); - - float3 inputVertexPosition = input.positionOS; - - float4x4 elementToVFX = GetElementToVFXMatrix( - attributes.axisX, - attributes.axisY, - attributes.axisZ, - float3(attributes.angleX,attributes.angleY,attributes.angleZ), - float3(attributes.pivotX,attributes.pivotY,attributes.pivotZ), - size3, - attributes.position); - - float3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz; - float4 csPos = TransformPositionVFXToClip(vPos); - - output.positionCS = csPos; - -#ifdef VARYINGS_NEED_POSITION_WS - // Need to overwrite the position with the result from VFX. - // Warning: Need to be explicit about relative space. - output.positionRWS = TransformPositionVFXToWorld(vPos); -#endif - - // Interpolants Generation - $splice(VFXInterpolantsGeneration) - - return output; - } - // -------------------------------------------------- // Build Graph Inputs + $features.graphVFX: $include("VFXModification.template.hlsl") $features.graphVertex: $include("VertexAnimation.template.hlsl") $features.graphPixel: $include("SharedCode.template.hlsl") diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl new file mode 100644 index 00000000000..651ab09eb6f --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl @@ -0,0 +1,88 @@ +$splice(VFXDefineSpace) + +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl" +#include "Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl" + +#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; + +#define VFX_HAS_INDIRECT_DRAW 1 + +#if VFX_HAS_INDIRECT_DRAW +StructuredBuffer indirectBuffer; +#endif + +#if USE_DEAD_LIST_COUNT +ByteAddressBuffer deadListCount; +#endif + +#if HAS_STRIPS +Buffer stripDataBuffer; +#endif + +#if WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS +ByteAddressBuffer elementToVFXBufferPrevious; +#endif + +CBUFFER_START(outputParams) + float nbMax; +float systemSeed; +CBUFFER_END + +// VFX Graph Block Functions +$splice(VFXGeneratedBlockFunction) + +#define VaryingsMeshType VaryingsMeshToPS + +VaryingsMeshType ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) +{ + Attributes attributes = (Attributes)0; + + uint index = input.instanceID; + + #if VFX_HAS_INDIRECT_DRAW + index = indirectBuffer[index]; + #endif + + // Load Attributes + $splice(VFXLoadAttribute) + + // Process Blocks + $splice(VFXProcessBlocks) + + // Instance to Particle + float3 size3 = float3(attributes.size,attributes.size,attributes.size); + + float3 inputVertexPosition = input.positionOS; + + float4x4 elementToVFX = GetElementToVFXMatrix( + attributes.axisX, + attributes.axisY, + attributes.axisZ, + float3(attributes.angleX,attributes.angleY,attributes.angleZ), + float3(attributes.pivotX,attributes.pivotY,attributes.pivotZ), + size3, + attributes.position); + + float3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz; + float4 csPos = TransformPositionVFXToClip(vPos); + + output.positionCS = csPos; + + #ifdef VARYINGS_NEED_POSITION_WS + // Need to overwrite the position with the result from VFX. + // Warning: Need to be explicit about relative space. + output.positionRWS = TransformPositionVFXToWorld(vPos); + #endif + + // Interpolants Generation + $splice(VFXInterpolantsGeneration) + + return output; +} diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl.meta new file mode 100644 index 00000000000..72da7b48e9b --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 28699faedeb84bef90a49a93ed15fd46 +timeCreated: 1612135910 \ No newline at end of file diff --git a/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs b/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs index 8eefe78a4aa..872cfe322ed 100644 --- a/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs +++ b/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs @@ -11,6 +11,7 @@ internal static class Fields #region Fields // These are core Fields shared between URP and HDRP etc. + public static FieldDescriptor GraphVFX = new FieldDescriptor(kFeatures, "graphVFX", "FEATURES_GRAPH_VFX"); public static FieldDescriptor GraphVertex = new FieldDescriptor(kFeatures, "graphVertex", "FEATURES_GRAPH_VERTEX"); public static FieldDescriptor GraphPixel = new FieldDescriptor(kFeatures, "graphPixel", "FEATURES_GRAPH_PIXEL"); public static FieldDescriptor GraphColorInterp = new FieldDescriptor(kFeatures, "graphColorInterp", "FEATURES_GRAPH_COLOR_INTERP"); From df00b7e7e8b0b45aca112021ca47492449d9b075 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Sun, 31 Jan 2021 19:41:50 -0500 Subject: [PATCH 037/186] Remove the explicit vfx property declaraction in SG generator in favor of command descriptor. This allows padding. --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 77 ++++--------------- .../Templates/ShaderPassVFX.template | 3 - .../Templates/VFXModification.template.hlsl | 2 + .../Editor/Generation/Processors/Generator.cs | 13 +--- .../Processors/PropertyCollector.cs | 25 ------ .../Editor/Compiler/VFXCodeGenerator.cs | 7 ++ 6 files changed, 23 insertions(+), 104 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index 38cbdfc3413..5637d330495 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -82,7 +82,8 @@ static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShader out var blockCallFunctionDescriptor, out var interpolantsGenerationDescriptor, out var buildVFXFragInputs, - out var defineSpaceDescriptor + out var defineSpaceDescriptor, + out var parameterBufferDescriptor ); var passes = subShaderDescriptor.passes.ToArray(); @@ -122,7 +123,8 @@ out var defineSpaceDescriptor blockCallFunctionDescriptor, interpolantsGenerationDescriptor, buildVFXFragInputs, - defineSpaceDescriptor + defineSpaceDescriptor, + parameterBufferDescriptor }; vfxPasses.Add(passDescriptor, passes[i].fieldConditions); @@ -262,8 +264,9 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled out AdditionalCommandDescriptor blockFunctionDescriptor, out AdditionalCommandDescriptor blockCallFunctionDescriptor, out AdditionalCommandDescriptor interpolantsGenerationDescriptor, - out AdditionalCommandDescriptor buildVFXFragInputs, - out AdditionalCommandDescriptor defineSpaceDescriptor) + out AdditionalCommandDescriptor buildVFXFragInputsDescriptor, + out AdditionalCommandDescriptor defineSpaceDescriptor, + out AdditionalCommandDescriptor parameterBufferDescriptor) { // Load Attributes loadAttributeDescriptor = new AdditionalCommandDescriptor("VFXLoadAttribute", VFXCodeGenerator.GenerateLoadAttribute(".", context).ToString()); @@ -281,7 +284,7 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled // Frag Inputs - Only VFX will know if frag inputs come from interpolator or the CBuffer. VFXCodeGenerator.BuildFragInputsGeneration(context, contextData, out var buildFragInputsGeneration); - buildVFXFragInputs = new AdditionalCommandDescriptor("VFXSetFragInputs", buildFragInputsGeneration); + buildVFXFragInputsDescriptor = new AdditionalCommandDescriptor("VFXSetFragInputs", buildFragInputsGeneration); // Define coordinate space var defineSpaceDescriptorContent = string.Empty; @@ -292,6 +295,11 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled $"#define {(spaceable.space == VFXCoordinateSpace.World ? "VFX_WORLD_SPACE" : "VFX_LOCAL_SPACE")} 1"; } defineSpaceDescriptor = new AdditionalCommandDescriptor("VFXDefineSpace", defineSpaceDescriptorContent); + + // Parameter Cbuffer + // TODO: Maybe possible to collapse all of this into one global declaration command. + VFXCodeGenerator.BuildParameterBuffer(contextData, out var parameterBuffer); + parameterBufferDescriptor = new AdditionalCommandDescriptor("VFXParameterBuffer", parameterBuffer); } static StructDescriptor GenerateVFXAttributesStruct(VFXContext context, VFXAttributeType attributeType) @@ -361,58 +369,6 @@ static FieldDescriptor VFXAttributeToFieldDescriptor(VFXAttribute attribute) return new FieldDescriptor("Attributes", attribute.name, "", shaderValueType); } - static AbstractShaderProperty VFXExpressionToShaderProperty(VFXExpression expression, string name) - { - var type = VFXExpression.TypeToType(expression.valueType); - - if (!kVFXShaderPropertyMap.TryGetValue(type, out var shaderPropertyType)) - return null; - - // Must flag for non public here since all shader property constructors are internal. - var property = (AbstractShaderProperty)Activator.CreateInstance(shaderPropertyType, true); - - property.overrideReferenceName = name; - property.overrideHLSLDeclaration = true; - property.hlslDeclarationOverride = HLSLDeclaration.VFX; - - return property; - } - - static void CollectVFXShaderProperties(PropertyCollector collector, VFXContextCompiledData contextData) - { - // See: VFXShaderWriter.WriteCBuffer - // TODO: It may just be better to replace this with another AdditionalCommand and let VFX do it, since it also handles padding. - var mapper = contextData.uniformMapper; - var uniformValues = mapper.uniforms - .Where(e => !e.IsAny(VFXExpression.Flags.Constant | VFXExpression.Flags.InvalidOnCPU)) // Filter out constant expressions - .OrderByDescending(e => VFXValue.TypeToSize(e.valueType)); - - var uniformBlocks = new List>(); - foreach (var value in uniformValues) - { - var block = uniformBlocks.FirstOrDefault(b => b.Sum(e => VFXValue.TypeToSize(e.valueType)) + VFXValue.TypeToSize(value.valueType) <= 4); - if (block != null) - block.Add(value); - else - uniformBlocks.Add(new List() { value }); - } - - foreach (var block in uniformBlocks) - { - foreach (var value in block) - { - string name = mapper.GetName(value); - - //Reserved unity variable name (could be filled manually see : VFXCameraUpdate) - if (name.StartsWith("unity_")) - continue; - - var property = VFXExpressionToShaderProperty(value, name); - collector.AddShaderProperty(property); - } - } - } - public override void GetFields(ref TargetFieldContext context) { base.GetFields(ref context); @@ -420,13 +376,6 @@ public override void GetFields(ref TargetFieldContext context) context.AddField(Fields.GraphVFX); } - public override void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode) - { - base.CollectShaderProperties(collector, generationMode); - - CollectVFXShaderProperties(collector, m_ContextData); - } - public bool TryConfigureVFX(VFXContext context, VFXContextCompiledData contextData) { m_Context = context as VFXAbstractParticleHDRPLitOutput; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template index 31fbf8364eb..1afeb5bf078 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template @@ -140,9 +140,6 @@ // -- Graph Properties $splice(GraphProperties) - // -- VFX Graph Properties - $splice(VFXGraphProperties) - // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl index 651ab09eb6f..98c4a4a60b6 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl @@ -3,6 +3,8 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl" #include "Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl" +$splice(VFXParameterBuffer) + #define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT) #if HAS_STRIPS #define VFX_OPTIONAL_INTERPOLATION diff --git a/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs index 3d8a4d8eda4..f444f739c70 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs @@ -671,18 +671,7 @@ void ProcessStackForPass(ContextData contextData, BlockFieldDescriptor[] passBlo propertyBuilder.AppendLine("// GraphProperties: "); spliceCommands.Add("GraphProperties", propertyBuilder.ToCodeBlock()); } - - // -------------------------------------------------- - // VFX Graph Properties - - using (var vfxPropertyBuilder = new ShaderStringBuilder()) - { - propertyCollector.GetVFXPropertiesDeclaration(vfxPropertyBuilder); - if (vfxPropertyBuilder.length == 0) - vfxPropertyBuilder.AppendLine("// VFXGraphProperties: "); - spliceCommands.Add("VFXGraphProperties", vfxPropertyBuilder.ToCodeBlock()); - } - + // -------------------------------------------------- // Dots Instanced Graph Properties diff --git a/com.unity.shadergraph/Editor/Generation/Processors/PropertyCollector.cs b/com.unity.shadergraph/Editor/Generation/Processors/PropertyCollector.cs index 0ea743cd6c0..fa46a5f501a 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/PropertyCollector.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/PropertyCollector.cs @@ -150,31 +150,6 @@ public void GetPropertiesDeclaration(ShaderStringBuilder builder, GenerationMode h.AppendTo(builder); } - public void GetVFXPropertiesDeclaration(ShaderStringBuilder builder) - { - // Build a list of VFX properties. - var vfxHLSLProps = new List(); - properties.ForEach(p => p.ForeachHLSLProperty(h => - { - if (h.declaration == HLSLDeclaration.VFX) - vfxHLSLProps.Add(h); - })); - - if (vfxHLSLProps.Any()) - { - builder.AppendLine("CBUFFER_START(VFXParameters)"); - - foreach (var prop in vfxHLSLProps) - { - prop.AppendTo(builder); - } - - builder.AppendLine("// TODO: Padding"); - - builder.AppendLine("CBUFFER_END"); - } - } - public string GetDotsInstancingPropertiesDeclaration(GenerationMode mode) { // Hybrid V1 needs to declare a special macro to that is injected into diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index af8565f6f0d..2dfb23bac3a 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -390,6 +390,13 @@ internal static void BuildContextBlocks(VFXContext context, VFXContextCompiledDa 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 BuildInterpolatorBlocks(VFXContext context, VFXContextCompiledData contextData, out string interpolatorsGeneration) { From f583724a095c34af096a6a8ab3c3c55179f424a2 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Sun, 31 Jan 2021 19:58:54 -0500 Subject: [PATCH 038/186] merge everything into ShaderPass.template and remove ShaderPassVFX.template --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 2 - .../ShaderGraph/Templates/ShaderPass.template | 23 +- .../Templates/ShaderPassVFX.template | 298 ------------------ .../Templates/ShaderPassVFX.template.meta | 3 - 4 files changed, 21 insertions(+), 305 deletions(-) delete mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template delete mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template.meta diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index 5637d330495..2bb610836d0 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -18,8 +18,6 @@ sealed class VFXLitSubTarget : HDLitSubTarget, IVFXCompatibleTarget static readonly GUID kSubTargetSourceCodeGuid = new GUID("a4015296799c4bfd99499b48602f9e32"); // VFXLitSubTarget.cs protected override GUID subTargetAssetGuid => kSubTargetSourceCodeGuid; - protected override string templatePath => $"{HDUtils.GetHDRenderPipelinePath()}Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template"; - protected override bool supportRaytracing => false; protected override bool supportPathtracing => false; 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 c5abaa8c21b..03cc303d3bf 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 @@ -27,7 +27,22 @@ Pass #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" + + $features.graphVFX: #define HAVE_VFX_MODIFICATION + + // [NOTE-FRAG-INPUTS] + // Omit the HDRP FragInput struct definition since VFX provides an arbitrary number of interpolators + // (this is because properties are evaluated by the graph on the fly in the vertex stage) + // These interpolates must be transfered into the FragInputs so they are available for the Surface evaluation. + // Thus we procedurally generate a FragInput struct. + // Warning: Omitting this means we no longer define the GetVaryingsDataDebug.. + #ifndef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" + #else + // For now, move the full struct splice to this point (contains FragInputs). + $splice(PassStructs) + #endif + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" // Need to be here for Gradient struct definition @@ -62,7 +77,7 @@ 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 @@ -143,7 +158,10 @@ Pass // -------------------------------------------------- // Structs and Packing + // See: [NOTE-FRAG-INPUTS] + #ifndef HAVE_VFX_MODIFICATION $splice(PassStructs) + #endif $splice(InterpolatorPack) @@ -163,6 +181,7 @@ Pass // -------------------------------------------------- // Build Graph Inputs + $features.graphVFX: $include("VFXModification.template.hlsl") $features.graphVertex: $include("VertexAnimation.template.hlsl") $features.graphPixel: $include("SharedCode.template.hlsl") @@ -194,7 +213,7 @@ Pass #endif // SHADER_UNLIT SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V); - SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs); + SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs $splice(VFXSurfaceDescriptionInputs)); // 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.. diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template deleted file mode 100644 index 1afeb5bf078..00000000000 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template +++ /dev/null @@ -1,298 +0,0 @@ -Pass -{ - $splice(PassName) - Tags - { - $splice(LightMode) - } - - // Render State - $splice(RenderState) - - // Debug - $splice(Debug) - - // -------------------------------------------------- - // Pass - - HLSLPROGRAM - - // Pragmas - $splice(PassPragmas) - - // Keywords - $splice(PassKeywords) - $splice(GraphKeywords) - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" - - $features.graphVFX: #define HAVE_VFX_MODIFICATION - - // NOTE: Omit the HDRP FragInput struct definition since VFX provides an arbitrary number of interpolators - // (this is because properties are evaluated by the graph on the fly in the vertex stage) - // These interpolates must be transfered into the FragInputs so they are available for the Surface evaluation. - // Thus we procedurally generate a FragInput struct. - // Warning: Omitting this means we no longer define the GetVaryingsDataDebug.. - #ifndef HAVE_VFX_MODIFICATION - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" - #endif - - // -------------------------------------------------- - // Structs and Packing - $splice(PassStructs) - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" // Need to be here for Gradient struct definition - - // -------------------------------------------------- - // Defines - - // Attribute - $AttributesMesh.normalOS: #define ATTRIBUTES_NEED_NORMAL - $AttributesMesh.tangentOS: #define ATTRIBUTES_NEED_TANGENT - $AttributesMesh.uv0: #define ATTRIBUTES_NEED_TEXCOORD0 - $AttributesMesh.uv1: #define ATTRIBUTES_NEED_TEXCOORD1 - $AttributesMesh.uv2: #define ATTRIBUTES_NEED_TEXCOORD2 - $AttributesMesh.uv3: #define ATTRIBUTES_NEED_TEXCOORD3 - $AttributesMesh.color: #define ATTRIBUTES_NEED_COLOR - $VaryingsMeshToPS.positionRWS: #define VARYINGS_NEED_POSITION_WS - $VaryingsMeshToPS.normalWS: #define VARYINGS_NEED_TANGENT_TO_WORLD - $VaryingsMeshToPS.texCoord0: #define VARYINGS_NEED_TEXCOORD0 - $VaryingsMeshToPS.texCoord1: #define VARYINGS_NEED_TEXCOORD1 - $VaryingsMeshToPS.texCoord2: #define VARYINGS_NEED_TEXCOORD2 - $VaryingsMeshToPS.texCoord3: #define VARYINGS_NEED_TEXCOORD3 - $VaryingsMeshToPS.color: #define VARYINGS_NEED_COLOR - - $features.graphVertex: #define HAVE_MESH_MODIFICATION - - $SurfaceDescriptionInputs.FaceSign: // Define when IsFontFaceNode is included in ShaderGraph - $SurfaceDescriptionInputs.FaceSign: #define VARYINGS_NEED_CULLFACE - - $splice(GraphDefines) - - // Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode - // 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 - #define RAYTRACING_SHADER_GRAPH_HIGH - #endif - - #ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED - #define RAYTRACING_SHADER_GRAPH_LOW - #endif - // end - - #ifndef SHADER_UNLIT - // We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode - // VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph. - #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE) - #define VARYINGS_NEED_CULLFACE - #endif - #endif - - // Specific Material Define - $include("ShaderPassDefine.template.hlsl") - // Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it - - // To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings - // we should have a code like this: - // if !defined(_DISABLE_SSR_TRANSPARENT) - // pragma multi_compile _ WRITE_NORMAL_BUFFER - // endif - // i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive - // it based on if SSR transparent in frame settings and not (and stripper can strip it). - // this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define - // so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled. - // Ideally the shader graph generator should handle it but condition below can't be handle correctly for now. - #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS - #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) - #define WRITE_NORMAL_BUFFER - #endif - #endif - - #ifndef DEBUG_DISPLAY - // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) - // Don't do it with debug display mode as it is possible there is no depth prepass in this case - #if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST) - #if SHADERPASS == SHADERPASS_FORWARD - #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST - #elif SHADERPASS == SHADERPASS_GBUFFER - #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST - #endif - #endif - #endif - - // Translate transparent motion vector define - #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) - #define _WRITE_TRANSPARENT_MOTION_VECTOR - #endif - - // Dots Instancing - $splice(DotsInstancingOptions) - - // Various properties - - $splice(HybridV1InjectedBuiltinProperties) - - // -- Graph Properties - $splice(GraphProperties) - - // -- Property used by ScenePickingPass - #ifdef SCENEPICKINGPASS - float4 _SelectionID; - #endif - - // -- Properties used by SceneSelectionPass - #ifdef SCENESELECTIONPASS - int _ObjectId; - int _PassValue; - #endif - - // Includes - $splice(PreGraphIncludes) - - $splice(InterpolatorPack) - - // -------------------------------------------------- - // Graph - - // Graph Functions - $splice(GraphFunctions) - - // Graph Vertex - $splice(GraphVertex) - - // Graph Pixel - $splice(GraphPixel) - - // -------------------------------------------------- - // Build Graph Inputs - - $features.graphVFX: $include("VFXModification.template.hlsl") - $features.graphVertex: $include("VertexAnimation.template.hlsl") - $features.graphPixel: $include("SharedCode.template.hlsl") - - // -------------------------------------------------- - // Build Surface Data (Specific Material) - - $include("ShaderPass.template.hlsl") - - // -------------------------------------------------- - // Get Surface And BuiltinData - - void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS) - { - // Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD) - #if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT) - #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group - LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); - #endif - #endif - - #ifndef SHADER_UNLIT - #ifdef _DOUBLESIDED_ON - float3 doubleSidedConstants = _DoubleSidedConstants.xyz; - #else - float3 doubleSidedConstants = float3(1.0, 1.0, 1.0); - #endif - - ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal - #endif // SHADER_UNLIT - - SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V); - - SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs $splice(VFXSurfaceDescriptionInputs)); - - // 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.. - #ifdef _ALPHATEST_ON - float alphaCutoff = surfaceDescription.AlphaClipThreshold; - #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS - // The TransparentDepthPrepass is also used with SSR transparent. - // If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold - // otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass - $DoAlphaTestPrepass: alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPrepass; - #elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS - // DepthPostpass always use its own alpha threshold - alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass; - #elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY) - // If use shadow threshold isn't enable we don't allow any test - $DoAlphaTestShadow: alphaCutoff = _UseShadowThreshold ? surfaceDescription.AlphaClipThresholdShadow : alphaCutoff; - #endif - - GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff); - #endif - - #if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON - ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput); - #endif - - #ifndef SHADER_UNLIT - float3 bentNormalWS; - BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS); - - // Builtin Data - // For back lighting we use the oposite vertex normal - InitBuiltinData(posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[2], fragInputs.texCoord1, fragInputs.texCoord2, builtinData); - - #else - BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData); - - ZERO_INITIALIZE(BuiltinData, builtinData); // No call to InitBuiltinData as we don't have any lighting - builtinData.opacity = surfaceDescription.Alpha; - - #if defined(DEBUG_DISPLAY) - // Light Layers are currently not used for the Unlit shader (because it is not lit) - // But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to - // display in the light layers visualization mode, therefore we need the renderingLayers - builtinData.renderingLayers = GetMeshRenderingLightLayer(); - #endif - - #endif // SHADER_UNLIT - - #ifdef _ALPHATEST_ON - // Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass) - builtinData.alphaClipTreshold = alphaCutoff; - #endif - - // override sampleBakedGI - not used by Unlit - $LightingGI: builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI; - $BackLightingGI: builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI; - - $SurfaceDescription.Emission: builtinData.emissiveColor = surfaceDescription.Emission; - - // Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define) - // We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved - // This is a limitation of the current MRT approach. - $SurfaceDescription.VTPackedFeedback: builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback; - - #if _DEPTHOFFSET_ON - builtinData.depthOffset = surfaceDescription.DepthOffset; - #endif - - // TODO: We should generate distortion / distortionBlur for non distortion pass - #if (SHADERPASS == SHADERPASS_DISTORTION) - builtinData.distortion = surfaceDescription.Distortion; - builtinData.distortionBlur = surfaceDescription.DistortionBlur; - #endif - - #ifndef SHADER_UNLIT - // PostInitBuiltinData call ApplyDebugToBuiltinData - PostInitBuiltinData(V, posInput, surfaceData, builtinData); - #else - ApplyDebugToBuiltinData(builtinData); - #endif - - RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS - } - - // -------------------------------------------------- - // Main - - $splice(PostGraphIncludes) - - ENDHLSL -} diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template.meta deleted file mode 100644 index 90e8a9f9235..00000000000 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPassVFX.template.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: 00125cbfec644626b787cb3008d408b3 -timeCreated: 1607448654 \ No newline at end of file From 58019336cd60aac30662678102d01b7340d6fa0c Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 4 Feb 2021 12:49:01 -0500 Subject: [PATCH 039/186] Make PostProcessSubShaderVFX reuseable --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 304 +---------------- .../Material/ShaderGraph/VFXTargetUtility.cs | 315 ++++++++++++++++++ .../ShaderGraph/VFXTargetUtility.cs.meta | 3 + 3 files changed, 319 insertions(+), 303 deletions(-) create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/VFXTargetUtility.cs create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/VFXTargetUtility.cs.meta diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs index 2bb610836d0..4e3776ce1cf 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs @@ -62,309 +62,7 @@ PassCollection GetPasses() }*/ // Use the current VFX context to configure the subshader. - return PostProcessSubShaderVFX(baseSubShaderDescriptor, m_Context, m_ContextData); - } - - static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShaderDescriptor, VFXContext context, VFXContextCompiledData contextData) - { - 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, contextData, - out var loadAttributeDescriptor, - out var blockFunctionDescriptor, - out var blockCallFunctionDescriptor, - out var interpolantsGenerationDescriptor, - out var buildVFXFragInputs, - out var defineSpaceDescriptor, - out var parameterBufferDescriptor - ); - - var passes = subShaderDescriptor.passes.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, contextData), - GenerateFragInputs(context, contextData), - Structs.SurfaceDescriptionInputs, - Structs.VertexDescriptionInputs, - attributesStruct, - sourceAttributesStruct - }; - - passDescriptor.pragmas = new PragmaCollection - { - passDescriptor.pragmas, - // Pragma.DebugSymbolsD3D, - Pragma.MultiCompileInstancing - }; - - // passDescriptor.defines = new DefineCollection - // { - // passDescriptor.defines, - // }; - - passDescriptor.additionalCommands = new AdditionalCommandCollection - { - loadAttributeDescriptor, - blockFunctionDescriptor, - blockCallFunctionDescriptor, - interpolantsGenerationDescriptor, - buildVFXFragInputs, - defineSpaceDescriptor, - parameterBufferDescriptor - }; - - vfxPasses.Add(passDescriptor, passes[i].fieldConditions); - } - - subShaderDescriptor.passes = vfxPasses; - - return subShaderDescriptor; - } - - public 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, - - // AttributesMesh without the Preprocessor. - new FieldDescriptor(HDStructFields.AttributesMesh.name, "instanceID", "", ShaderValueType.Uint, "INSTANCEID_SEMANTIC"), - - HDStructFields.AttributesMesh.weights, - HDStructFields.AttributesMesh.indices, - HDStructFields.AttributesMesh.vertexID, - } - }; - - public static StructDescriptor GenerateFragInputs(VFXContext context, VFXContextCompiledData contextData) - { - var fields = new List(); - - // Default - // Note: These are all already defined in HDStructFields, but marked as "Optional". - // For now just be explicit here that we NEED everything to define the struct. - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "positionSS", "", ShaderValueType.Float4)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "positionRWS", "", ShaderValueType.Float3)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "tangentToWorld", "", ShaderValueType.Matrix3)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "texCoord0", "", ShaderValueType.Float4)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "texCoord1", "", ShaderValueType.Float4)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "texCoord2", "", ShaderValueType.Float4)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "texCoord3", "", ShaderValueType.Float4)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "color", "", ShaderValueType.Float4)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "primitiveID", "", ShaderValueType.Uint)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "isFrontFace", "", ShaderValueType.Boolean)); - - // VFX Material Properties - // TODO: This can be merged with AppendVFXInterpolater. Lots of duplicated code just to query simple info. - 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 (!kVFXShaderValueTypeyMap.TryGetValue(type, out var shaderValueType)) - continue; - - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, filteredNamedExpression.name, "", shaderValueType)); - } - } - - var fragInputs = new StructDescriptor - { - name = HDStructFields.FragInputs.name, - fields = fields.ToArray() - }; - - return fragInputs; - } - - // 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(); - - int normalSemanticIndex = 0; - - // 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 (!kVFXShaderValueTypeyMap.TryGetValue(type, out var shaderValueType)) - continue; - - // TODO: NoInterpolation only for non-strips. - var interpolationModifier = InterpolationModifier.NoInterpolation; - - fields.Add(new FieldDescriptor(HDStructFields.VaryingsMeshToPS.name, filteredNamedExpression.name, "", shaderValueType, $"NORMAL{normalSemanticIndex++}", "", StructFieldOptions.Static, interpolationModifier)); - } - } - - interpolator.fields = fields.ToArray(); - return interpolator; - } - - enum VFXAttributeType - { - Current, - Source - } - - private static string[] kVFXAttributeStructNames = - { - "Attributes", - "SourceAttributes" - }; - - static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiledData contextData, - out AdditionalCommandDescriptor loadAttributeDescriptor, - out AdditionalCommandDescriptor blockFunctionDescriptor, - out AdditionalCommandDescriptor blockCallFunctionDescriptor, - out AdditionalCommandDescriptor interpolantsGenerationDescriptor, - out AdditionalCommandDescriptor buildVFXFragInputsDescriptor, - out AdditionalCommandDescriptor defineSpaceDescriptor, - out AdditionalCommandDescriptor parameterBufferDescriptor) - { - // 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); - - // 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); - - // 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 - // TODO: Maybe possible to collapse all of this into one global declaration command. - VFXCodeGenerator.BuildParameterBuffer(contextData, out var parameterBuffer); - parameterBufferDescriptor = new AdditionalCommandDescriptor("VFXParameterBuffer", parameterBuffer); - } - - 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 kVFXShaderValueTypeyMap = 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.Boolean }, - }; - - static FieldDescriptor VFXAttributeToFieldDescriptor(VFXAttribute attribute) - { - var type = VFXExpression.TypeToType(attribute.type); - - if (!kVFXShaderValueTypeyMap.TryGetValue(type, out var shaderValueType)) - return null; - - return new FieldDescriptor("Attributes", attribute.name, "", shaderValueType); + return VFXTargetUtility.PostProcessSubShaderVFX(baseSubShaderDescriptor, m_Context, m_ContextData); } public override void GetFields(ref TargetFieldContext context) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/VFXTargetUtility.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/VFXTargetUtility.cs new file mode 100644 index 00000000000..dd5bf20b818 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/VFXTargetUtility.cs @@ -0,0 +1,315 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEditor.ShaderGraph; +using UnityEditor.ShaderGraph.Internal; +using UnityEditor.VFX; + +namespace UnityEditor.Rendering.HighDefinition.ShaderGraph +{ + static class VFXTargetUtility + { + internal static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShaderDescriptor, VFXContext context, VFXContextCompiledData contextData) + { + 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, contextData, + out var loadAttributeDescriptor, + out var blockFunctionDescriptor, + out var blockCallFunctionDescriptor, + out var interpolantsGenerationDescriptor, + out var buildVFXFragInputs, + out var defineSpaceDescriptor, + out var parameterBufferDescriptor + ); + + var passes = subShaderDescriptor.passes.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, contextData), + GenerateFragInputs(context, contextData), + Structs.SurfaceDescriptionInputs, + Structs.VertexDescriptionInputs, + attributesStruct, + sourceAttributesStruct + }; + + passDescriptor.pragmas = new PragmaCollection + { + passDescriptor.pragmas, + // Pragma.DebugSymbolsD3D, + Pragma.MultiCompileInstancing + }; + + // passDescriptor.defines = new DefineCollection + // { + // passDescriptor.defines, + // }; + + passDescriptor.additionalCommands = new AdditionalCommandCollection + { + loadAttributeDescriptor, + blockFunctionDescriptor, + blockCallFunctionDescriptor, + interpolantsGenerationDescriptor, + buildVFXFragInputs, + defineSpaceDescriptor, + parameterBufferDescriptor + }; + + vfxPasses.Add(passDescriptor, passes[i].fieldConditions); + } + + subShaderDescriptor.passes = vfxPasses; + + return subShaderDescriptor; + } + + 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, + + // AttributesMesh without the Preprocessor. + new FieldDescriptor(HDStructFields.AttributesMesh.name, "instanceID", "", ShaderValueType.Uint, "INSTANCEID_SEMANTIC"), + + HDStructFields.AttributesMesh.weights, + HDStructFields.AttributesMesh.indices, + HDStructFields.AttributesMesh.vertexID, + } + }; + + static StructDescriptor GenerateFragInputs(VFXContext context, VFXContextCompiledData contextData) + { + var fields = new List(); + + // Default + // Note: These are all already defined in HDStructFields, but marked as "Optional". + // For now just be explicit here that we NEED everything to define the struct. + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "positionSS", "", ShaderValueType.Float4)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "positionRWS", "", ShaderValueType.Float3)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "tangentToWorld", "", ShaderValueType.Matrix3)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "texCoord0", "", ShaderValueType.Float4)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "texCoord1", "", ShaderValueType.Float4)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "texCoord2", "", ShaderValueType.Float4)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "texCoord3", "", ShaderValueType.Float4)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "color", "", ShaderValueType.Float4)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "primitiveID", "", ShaderValueType.Uint)); + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "isFrontFace", "", ShaderValueType.Boolean)); + + // VFX Material Properties + // TODO: This can be merged with AppendVFXInterpolater. Lots of duplicated code just to query simple info. + 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 (!kVFXShaderValueTypeyMap.TryGetValue(type, out var shaderValueType)) + continue; + + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, filteredNamedExpression.name, "", shaderValueType)); + } + } + + var fragInputs = new StructDescriptor + { + name = HDStructFields.FragInputs.name, + fields = fields.ToArray() + }; + + return fragInputs; + } + + // 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(); + + int normalSemanticIndex = 0; + + // 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 (!kVFXShaderValueTypeyMap.TryGetValue(type, out var shaderValueType)) + continue; + + // TODO: NoInterpolation only for non-strips. + var interpolationModifier = InterpolationModifier.NoInterpolation; + + fields.Add(new FieldDescriptor(HDStructFields.VaryingsMeshToPS.name, filteredNamedExpression.name, "", shaderValueType, $"NORMAL{normalSemanticIndex++}", "", StructFieldOptions.Static, interpolationModifier)); + } + } + + interpolator.fields = fields.ToArray(); + return interpolator; + } + + enum VFXAttributeType + { + Current, + Source + } + + static string[] kVFXAttributeStructNames = + { + "Attributes", + "SourceAttributes" + }; + + static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiledData contextData, + out AdditionalCommandDescriptor loadAttributeDescriptor, + out AdditionalCommandDescriptor blockFunctionDescriptor, + out AdditionalCommandDescriptor blockCallFunctionDescriptor, + out AdditionalCommandDescriptor interpolantsGenerationDescriptor, + out AdditionalCommandDescriptor buildVFXFragInputsDescriptor, + out AdditionalCommandDescriptor defineSpaceDescriptor, + out AdditionalCommandDescriptor parameterBufferDescriptor) + { + // 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); + + // 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); + + // 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 + // TODO: Maybe possible to collapse all of this into one global declaration command. + VFXCodeGenerator.BuildParameterBuffer(contextData, out var parameterBuffer); + parameterBufferDescriptor = new AdditionalCommandDescriptor("VFXParameterBuffer", parameterBuffer); + } + + 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 kVFXShaderValueTypeyMap = 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.Boolean }, + }; + + static FieldDescriptor VFXAttributeToFieldDescriptor(VFXAttribute attribute) + { + var type = VFXExpression.TypeToType(attribute.type); + + if (!kVFXShaderValueTypeyMap.TryGetValue(type, out var shaderValueType)) + return null; + + return new FieldDescriptor("Attributes", attribute.name, "", shaderValueType); + } + } +} diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/VFXTargetUtility.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/VFXTargetUtility.cs.meta new file mode 100644 index 00000000000..c55b55728cd --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/VFXTargetUtility.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 76f9b3adbf7f4c7286bde9d75469362d +timeCreated: 1612457295 \ No newline at end of file From be93c713c575f7fd051526530c3ceccb659e9625 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 5 Feb 2021 13:41:46 -0500 Subject: [PATCH 040/186] Add support for all HDRP sub targets --- .../Lit/ShaderGraph/VFXLitSubTarget.cs | 82 ------------------- .../Lit/ShaderGraph/VFXLitSubTarget.cs.meta | 3 - .../Material/ShaderGraph/HDSubTarget.cs | 5 ++ .../Editor/Material/ShaderGraph/HDTarget.cs | 25 +----- ...{VFXTargetUtility.cs => HDVFXSubTarget.cs} | 17 ++-- ...Utility.cs.meta => HDVFXSubTarget.cs.meta} | 0 .../Editor/Compiler/IVFXCompatibleTarget.cs | 7 -- .../Compiler/IVFXCompatibleTarget.cs.meta | 3 - .../Editor/Compiler/VFXCodeGenerator.cs | 22 ++--- .../Editor/ShaderGraph/VFXSubTarget.cs | 42 ++++++++++ .../Editor/ShaderGraph/VFXSubTarget.cs.meta | 3 + 11 files changed, 72 insertions(+), 137 deletions(-) delete mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs delete mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs.meta rename com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/{VFXTargetUtility.cs => HDVFXSubTarget.cs} (96%) rename com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/{VFXTargetUtility.cs.meta => HDVFXSubTarget.cs.meta} (100%) delete mode 100644 com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs delete mode 100644 com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs.meta create mode 100644 com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs create mode 100644 com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs.meta diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs deleted file mode 100644 index 4e3776ce1cf..00000000000 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs +++ /dev/null @@ -1,82 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using UnityEditor.ShaderGraph; -using UnityEditor.ShaderGraph.Internal; -using UnityEditor.VFX; -using UnityEngine; -using UnityEngine.Rendering.HighDefinition; -using UnityEngine.VFX; - -namespace UnityEditor.Rendering.HighDefinition.ShaderGraph -{ - sealed class VFXLitSubTarget : HDLitSubTarget, IVFXCompatibleTarget - { - private VFXContext m_Context; - private VFXContextCompiledData m_ContextData; - - static readonly GUID kSubTargetSourceCodeGuid = new GUID("a4015296799c4bfd99499b48602f9e32"); // VFXLitSubTarget.cs - protected override GUID subTargetAssetGuid => kSubTargetSourceCodeGuid; - - protected override bool supportRaytracing => false; - protected override bool supportPathtracing => false; - - protected override string customInspector => "Rendering.HighDefinition.VFXShaderGraphGUI"; - - protected override SubShaderDescriptor GetSubShaderDescriptor() - { - var baseSubShaderDescriptor = base.GetSubShaderDescriptor(); - - /* - var baseSubShaderDescriptor = new SubShaderDescriptor - { - generatesPreview = false, - passes = GetPasses() - }; - - PassCollection GetPasses() - { - // TODO: Use the VFX context to configure the passes - var passes = new PassCollection - { - HDShaderPasses.GenerateSceneSelection(supportLighting), - HDShaderPasses.GenerateLitDepthOnly(), - HDShaderPasses.GenerateGBuffer(), - HDShaderPasses.GenerateLitForward() - }; - - if (m_Context is VFXAbstractParticleOutput m_ContextHDRP) - { - if (m_ContextHDRP.hasShadowCasting) - { - passes.Add(HDShaderPasses.GenerateShadowCaster(supportLighting)); - } - - if (m_ContextHDRP.hasMotionVector) - { - passes.Add(HDShaderPasses.GenerateMotionVectors(supportLighting, supportForward)); - } - } - - return passes; - }*/ - - // Use the current VFX context to configure the subshader. - return VFXTargetUtility.PostProcessSubShaderVFX(baseSubShaderDescriptor, m_Context, m_ContextData); - } - - public override void GetFields(ref TargetFieldContext context) - { - base.GetFields(ref context); - - context.AddField(Fields.GraphVFX); - } - - public bool TryConfigureVFX(VFXContext context, VFXContextCompiledData contextData) - { - m_Context = context as VFXAbstractParticleHDRPLitOutput; - m_ContextData = contextData; - return true; - } - } -} diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs.meta deleted file mode 100644 index d71ec0f3941..00000000000 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/VFXLitSubTarget.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: a4015296799c4bfd99499b48602f9e32 -timeCreated: 1607443406 \ No newline at end of file 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 90c8c99da3b..1c67de7af31 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 @@ -8,6 +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; @@ -118,6 +119,9 @@ public override void Setup(ref TargetSetupContext context) protected SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subShaderDescriptor) { + if (VFXSubTarget.IsConfigured()) + subShaderDescriptor = VFXSubTarget.PostProcessSubShader(subShaderDescriptor); + if (String.IsNullOrEmpty(subShaderDescriptor.pipelineTag)) subShaderDescriptor.pipelineTag = HDRenderPipeline.k_ShaderTagName; @@ -192,6 +196,7 @@ public override void GetFields(ref TargetFieldContext context) // Common properties between all HD master nodes // Dots context.AddField(HDFields.DotsInstancing, systemData.dotsInstancing); + context.AddField(Fields.GraphVFX, VFXSubTarget.IsConfigured()); } protected abstract IEnumerable EnumerateSubShaders(); 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 5adc7d5d77b..50ae4c6d9b0 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 @@ -38,16 +38,11 @@ enum SpecularOcclusionMode Custom } - sealed class HDTarget : Target, IHasMetadata, IVFXCompatibleTarget, ILegacyTarget + sealed class HDTarget : Target, IHasMetadata, ILegacyTarget { // Constants static readonly GUID kSourceCodeGuid = new GUID("61d9843d4027e3e4a924953135f76f3c"); // HDTarget.cs - static readonly Dictionary kVFXSubTargetMap = new Dictionary - { - { typeof(HDLitSubTarget), typeof(VFXLitSubTarget) }, - }; - // SubTarget List m_SubTargets; List m_SubTargetNames; @@ -221,24 +216,6 @@ public ScriptableObject GetMetadataObject() return null; } - public bool TryConfigureVFX(VFXContext context, VFXContextCompiledData contextData) - { - var subTargetType = m_ActiveSubTarget.value.GetType(); - - if (!kVFXSubTargetMap.TryGetValue(subTargetType, out var vfxSubTargetType) || - vfxSubTargetType == null) - return false; - - if (!TrySetActiveSubTarget(vfxSubTargetType)) - return false; - - if (!(m_ActiveSubTarget.value is IVFXCompatibleTarget vfxSubTarget) || - !vfxSubTarget.TryConfigureVFX(context, contextData)) - return false; - - return true; - } - public bool TrySetActiveSubTarget(Type subTargetType) { if (!subTargetType.IsSubclassOf(typeof(SubTarget))) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/VFXTargetUtility.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDVFXSubTarget.cs similarity index 96% rename from com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/VFXTargetUtility.cs rename to com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDVFXSubTarget.cs index dd5bf20b818..44e7e92f79a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/VFXTargetUtility.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDVFXSubTarget.cs @@ -8,9 +8,16 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { - static class VFXTargetUtility + [InitializeOnLoad] + static class HDVFXSubTarget { - internal static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor subShaderDescriptor, VFXContext context, VFXContextCompiledData contextData) + static HDVFXSubTarget() + { + 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); @@ -19,7 +26,7 @@ internal static SubShaderDescriptor PostProcessSubShaderVFX(SubShaderDescriptor // 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, contextData, + context, data, out var loadAttributeDescriptor, out var blockFunctionDescriptor, out var blockCallFunctionDescriptor, @@ -39,8 +46,8 @@ out var parameterBufferDescriptor passDescriptor.structs = new StructCollection { AttributesMeshVFX, // TODO: Could probably re-use the original HD Attributes Mesh and just ensure Instancing enabled. - AppendVFXInterpolator(HDStructs.VaryingsMeshToPS, context, contextData), - GenerateFragInputs(context, contextData), + AppendVFXInterpolator(HDStructs.VaryingsMeshToPS, context, data), + GenerateFragInputs(context, data), Structs.SurfaceDescriptionInputs, Structs.VertexDescriptionInputs, attributesStruct, diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/VFXTargetUtility.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDVFXSubTarget.cs.meta similarity index 100% rename from com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/VFXTargetUtility.cs.meta rename to com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDVFXSubTarget.cs.meta diff --git a/com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs b/com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs deleted file mode 100644 index c9c3bf2bfca..00000000000 --- a/com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs +++ /dev/null @@ -1,7 +0,0 @@ -namespace UnityEditor.VFX -{ - interface IVFXCompatibleTarget - { - bool TryConfigureVFX(VFXContext context, VFXContextCompiledData contextData); - } -} diff --git a/com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs.meta b/com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs.meta deleted file mode 100644 index be373b5f217..00000000000 --- a/com.unity.visualeffectgraph/Editor/Compiler/IVFXCompatibleTarget.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: 6e4459bc94524956a73bfce3f0a7de40 -timeCreated: 1607439735 \ No newline at end of file diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index 2dfb23bac3a..38a7f5d5c0a 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -463,6 +463,7 @@ static private StringBuilder Build(VFXContext context, string templatePath, VFXC return null; if (context is VFXShaderGraphParticleOutput shaderGraphContext && + shaderGraphContext.shaderGraph != null && VFXViewPreference.generateOutputContextWithShaderGraph) { var result = TryBuildFromShaderGraph(shaderGraphContext, contextData); @@ -684,21 +685,16 @@ private static StringBuilder TryBuildFromShaderGraph(VFXShaderGraphParticleOutpu graph.OnEnable(); graph.ValidateGraph(); - // Prepare the target for VFX generation. - var target = graph.activeTargets.FirstOrDefault(); - - if (!(target is IVFXCompatibleTarget vfxTarget) || - !vfxTarget.TryConfigureVFX(context, contextData)) + // Configure the state of VFX target generation utils. + using (new VFXSubTarget.CompilationScope(context, contextData)) { - return null; - } + // Use ShaderGraph to generate the VFX shader. + var text = ShaderGraphImporter.GetShaderText(path, out configuredTextures, assetCollection, graph, GenerationMode.VFX); - // Use ShaderGraph to generate the VFX shader with the VFX target. - var text = ShaderGraphImporter.GetShaderText(path, out configuredTextures, assetCollection, graph, GenerationMode.VFX); - - // Append the shader + strip the name header (VFX stamps one in later on). - stringBuilder.Append(text); - stringBuilder.Remove(0, text.IndexOf("{", StringComparison.Ordinal)); + // 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; } diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs new file mode 100644 index 00000000000..536ddf149c0 --- /dev/null +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs @@ -0,0 +1,42 @@ +using System; +using UnityEditor.ShaderGraph; + +namespace UnityEditor.VFX +{ + static class VFXSubTarget + { + // TODO: Find a better way to track this state + private static bool s_Configured; + private static VFXContext s_Context; + private static VFXContextCompiledData s_Data; + + public static event Func OnPostProcessSubShader; + + internal class CompilationScope : IDisposable + { + internal CompilationScope(VFXContext context, VFXContextCompiledData data) + { + s_Configured = true; + s_Context = context; + s_Data = data; + } + + public void Dispose() + { + s_Configured = false; + s_Context = null; + } + } + + internal static bool IsConfigured() => s_Configured; + + internal static SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor descriptor) + { + // TODO: Move generic VFX sub shader processing in here. + if (OnPostProcessSubShader != null) + return OnPostProcessSubShader.Invoke(descriptor, s_Context, s_Data); + + return descriptor; + } + } +} 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 From 392fae959319e4b732888d9e09aff2ec1c8f6c5e Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 8 Feb 2021 12:39:53 -0500 Subject: [PATCH 041/186] Add vfx support option to system data --- .../Material/ShaderGraph/AdvancedOptionsPropertyBlock.cs | 5 +++++ .../Editor/Material/ShaderGraph/TargetData/SystemData.cs | 8 ++++++++ .../Editor/ShaderGraph/VFXSubTarget.cs | 9 +++------ 3 files changed, 16 insertions(+), 6 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/AdvancedOptionsPropertyBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/AdvancedOptionsPropertyBlock.cs index 085eae5c979..e52207ca4da 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/AdvancedOptionsPropertyBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/AdvancedOptionsPropertyBlock.cs @@ -21,6 +21,7 @@ public enum Features { None = 0, SpecularOcclusion = 1 << 0, + VFX = 1 << 1, StackLit = All ^ SpecularOcclusion, All = ~0 @@ -30,6 +31,7 @@ class Styles { public static GUIContent overrideBakedGI = new GUIContent("Override Baked GI", "When enabled, inputs to override the current GI are exposed on the master node."); public static GUIContent supportLodCrossFade = new GUIContent("Support LOD CrossFade", "When enabled, allow to use the animated transition for LOD feature on this material."); + public static GUIContent supportVFX = new GUIContent("Support VFX Output", "TODO"); } Features enabledFeatures; @@ -49,6 +51,9 @@ protected override void CreatePropertyGUI() } AddProperty(Styles.supportLodCrossFade, () => builtinData.supportLodCrossFade, (newValue) => builtinData.supportLodCrossFade = newValue); AddProperty(addPrecomputedVelocityText, () => builtinData.addPrecomputedVelocity, (newValue) => builtinData.addPrecomputedVelocity = newValue); + + if ((enabledFeatures & Features.VFX) != 0) + AddProperty(Styles.supportVFX, () => systemData.supportsVFX, (newValue) => systemData.supportsVFX = newValue); } } } 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..f94bd8e36a5 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 @@ -134,6 +134,14 @@ public bool firstTimeMigrationExecuted set => m_FirstTimeMigrationExecuted = value; } + [SerializeField] + private bool m_SupportsVFX = false; + + public bool supportsVFX + { + get => m_SupportsVFX; + set => m_SupportsVFX = value; + } [SerializeField] internal int inspectorFoldoutMask; diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs index 536ddf149c0..67662cc8d1a 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs @@ -5,7 +5,7 @@ namespace UnityEditor.VFX { static class VFXSubTarget { - // TODO: Find a better way to track this state + // TODO: Find a safer way to track this state private static bool s_Configured; private static VFXContext s_Context; private static VFXContextCompiledData s_Data; @@ -32,11 +32,8 @@ public void Dispose() internal static SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor descriptor) { - // TODO: Move generic VFX sub shader processing in here. - if (OnPostProcessSubShader != null) - return OnPostProcessSubShader.Invoke(descriptor, s_Context, s_Data); - - return descriptor; + // 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, s_Context, s_Data) ?? descriptor; } } } From 9ad3c1e189fd8bc3c1c715d72750ddf468c004f3 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 8 Feb 2021 18:39:10 -0500 Subject: [PATCH 042/186] Add the supports VFX toggle to HDRP target --- .../AdvancedOptionsPropertyBlock.cs | 3 -- .../Material/ShaderGraph/HDSubTarget.cs | 6 ++-- .../Editor/Material/ShaderGraph/HDTarget.cs | 33 +++++++++++++++++++ .../Material/ShaderGraph/HDVFXSubTarget.cs | 4 ++- .../ShaderGraph/TargetData/SystemData.cs | 9 ----- .../Editor/Data/Graphs/GraphData.cs | 16 +++++++-- .../Editor/Generation/Target.cs | 2 ++ .../Generation/Targets/PreviewTarget.cs | 2 ++ .../Editor/Generation/Targets/VFXTarget.cs | 2 ++ .../Editor/Importers/ShaderGraphImporter.cs | 20 ++++++++--- .../Editor/Serialization/MultiJsonInternal.cs | 2 ++ 11 files changed, 78 insertions(+), 21 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/AdvancedOptionsPropertyBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/AdvancedOptionsPropertyBlock.cs index e52207ca4da..90310372549 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/AdvancedOptionsPropertyBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/AdvancedOptionsPropertyBlock.cs @@ -51,9 +51,6 @@ protected override void CreatePropertyGUI() } AddProperty(Styles.supportLodCrossFade, () => builtinData.supportLodCrossFade, (newValue) => builtinData.supportLodCrossFade = newValue); AddProperty(addPrecomputedVelocityText, () => builtinData.addPrecomputedVelocity, (newValue) => builtinData.addPrecomputedVelocity = newValue); - - if ((enabledFeatures & Features.VFX) != 0) - AddProperty(Styles.supportVFX, () => systemData.supportsVFX, (newValue) => systemData.supportsVFX = newValue); } } } 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 f6f51c5d81d..b30f6a567e0 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 @@ -92,8 +92,9 @@ public override void Setup(ref TargetSetupContext context) { context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); context.AddAssetDependency(subTargetAssetGuid, AssetCollection.Flags.SourceDependency); + var inspector = VFXSubTarget.IsConfigured() ? HDVFXSubTarget.Inspector : customInspector; if (!context.HasCustomEditorForRenderPipeline(typeof(HDRenderPipelineAsset))) - context.AddCustomEditorForRenderPipeline(customInspector, typeof(HDRenderPipelineAsset)); + context.AddCustomEditorForRenderPipeline(inspector, typeof(HDRenderPipelineAsset)); if (migrationSteps.Migrate(this)) OnBeforeSerialize(); @@ -197,7 +198,8 @@ 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 context.AddField(Fields.GraphVFX, VFXSubTarget.IsConfigured()); } 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 cee252f514d..53d8ca76b28 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 @@ -51,6 +51,7 @@ sealed class HDTarget : Target, IHasMetadata, ILegacyTarget // View PopupField m_SubTargetField; TextField m_CustomGUIField; + Toggle m_SupportVFXToggle; [SerializeField] JsonData m_ActiveSubTarget; @@ -61,6 +62,15 @@ 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) + }; + public override bool IsNodeAllowedByTarget(Type nodeType) { SRPFilterAttribute srpFilter = NodeClassCache.GetAttributeOnNodeType(nodeType); @@ -173,6 +183,18 @@ public override void GetPropertiesGUI(ref TargetPropertyGUIContext context, Acti }); context.AddProperty("Custom Editor GUI", m_CustomGUIField, (evt) => {}); + // 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 }; + context.AddProperty("Support VFX Graph", m_SupportVFXToggle, (evt) => + { + m_SupportVFX = m_SupportVFXToggle.value; + }); + } + context.globalIndentLevel--; } @@ -328,6 +350,17 @@ public override bool WorksWithSRP(RenderPipelineAsset scriptableRenderPipeline) { return scriptableRenderPipeline?.GetType() == typeof(HDRenderPipelineAsset); } + + public override bool WorksWithVFX() + { + if (m_ActiveSubTarget.value == null) + return false; + + if (m_IncompatibleVFXSubTargets.Contains(m_ActiveSubTarget.value.GetType())) + return false; + + return m_SupportVFX; + } } #region BlockMasks diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDVFXSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDVFXSubTarget.cs index 44e7e92f79a..5ee8792c71e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDVFXSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDVFXSubTarget.cs @@ -1,4 +1,4 @@ -using System; +using System; using System.Collections.Generic; using System.Linq; using UnityEngine; @@ -11,6 +11,8 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph [InitializeOnLoad] static class HDVFXSubTarget { + internal const string Inspector = "Rendering.HighDefinition.VFXShaderGraphGUI"; + static HDVFXSubTarget() { VFXSubTarget.OnPostProcessSubShader += PostProcessSubShader; 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 f94bd8e36a5..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 @@ -134,15 +134,6 @@ public bool firstTimeMigrationExecuted set => m_FirstTimeMigrationExecuted = value; } - [SerializeField] - private bool m_SupportsVFX = false; - - public bool supportsVFX - { - get => m_SupportsVFX; - set => m_SupportsVFX = value; - } - [SerializeField] internal int inspectorFoldoutMask; } diff --git a/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs b/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs index 9d406939a8c..fc5ca15a2ab 100644 --- a/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs +++ b/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs @@ -471,8 +471,20 @@ 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.WorksWithVFX()); + 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 => hasVFXTarget && activeTargets.Count() == 1 && !hasVFXCompatibleTarget; #else public bool isVFXTarget => false; public bool isOnlyVFXTarget => false; diff --git a/com.unity.shadergraph/Editor/Generation/Target.cs b/com.unity.shadergraph/Editor/Generation/Target.cs index 45973eba3b6..85333603a7d 100644 --- a/com.unity.shadergraph/Editor/Generation/Target.cs +++ b/com.unity.shadergraph/Editor/Generation/Target.cs @@ -28,5 +28,7 @@ public virtual bool IsNodeAllowedByTarget(Type nodeType) } public abstract bool WorksWithSRP(RenderPipelineAsset scriptableRenderPipeline); + + public abstract bool WorksWithVFX(); } } diff --git a/com.unity.shadergraph/Editor/Generation/Targets/PreviewTarget.cs b/com.unity.shadergraph/Editor/Generation/Targets/PreviewTarget.cs index 3af558da8bc..5d54a65f188 100644 --- a/com.unity.shadergraph/Editor/Generation/Targets/PreviewTarget.cs +++ b/com.unity.shadergraph/Editor/Generation/Targets/PreviewTarget.cs @@ -38,6 +38,8 @@ public override void GetPropertiesGUI(ref TargetPropertyGUIContext context, Acti public override bool WorksWithSRP(RenderPipelineAsset scriptableRenderPipeline) => true; + public override bool WorksWithVFX() => false; + static class SubShaders { public static SubShaderDescriptor Preview = new SubShaderDescriptor() diff --git a/com.unity.shadergraph/Editor/Generation/Targets/VFXTarget.cs b/com.unity.shadergraph/Editor/Generation/Targets/VFXTarget.cs index 7bfc3d9bf20..0387779a467 100644 --- a/com.unity.shadergraph/Editor/Generation/Targets/VFXTarget.cs +++ b/com.unity.shadergraph/Editor/Generation/Targets/VFXTarget.cs @@ -143,6 +143,8 @@ public override bool WorksWithSRP(RenderPipelineAsset scriptableRenderPipeline) { return GraphicsSettings.currentRenderPipeline != null && scriptableRenderPipeline?.GetType() == GraphicsSettings.currentRenderPipeline.GetType(); } + + public override bool WorksWithVFX() => true; } } #endif diff --git a/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs index 04391e2cddb..62a1411f643 100644 --- a/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs +++ b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs @@ -323,10 +323,14 @@ internal static string GetShaderText(string path, out List x is VFXTarget) as VFXTarget; + var target = graph.activeTargets.FirstOrDefault(x => x.WorksWithVFX()); + if (target == null) return null; @@ -345,8 +349,16 @@ 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; + } + else + { + asset.lit = true; + asset.alphaClipping = false; + } var assetGuid = graph.assetGuid; var assetPath = AssetDatabase.GUIDToAssetPath(assetGuid); diff --git a/com.unity.shadergraph/Editor/Serialization/MultiJsonInternal.cs b/com.unity.shadergraph/Editor/Serialization/MultiJsonInternal.cs index 8963dba0a18..89ca8216c41 100644 --- a/com.unity.shadergraph/Editor/Serialization/MultiJsonInternal.cs +++ b/com.unity.shadergraph/Editor/Serialization/MultiJsonInternal.cs @@ -184,6 +184,8 @@ public override void Setup(ref TargetSetupContext context) } public override bool WorksWithSRP(RenderPipelineAsset scriptableRenderPipeline) => false; + + public override bool WorksWithVFX() => false; } private class UnknownSubTargetType : SubTarget From f8c19794eee5c019fc75a89eb31335134e61938b Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 9 Feb 2021 09:50:10 -0500 Subject: [PATCH 043/186] Only offer the vfx graph support if the preference is enabled --- .../Editor/Material/ShaderGraph/HDTarget.cs | 19 +++++++++++-------- 1 file changed, 11 insertions(+), 8 deletions(-) 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 53d8ca76b28..d781042a118 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 @@ -183,16 +183,19 @@ public override void GetPropertiesGUI(ref TargetPropertyGUIContext context, Acti }); context.AddProperty("Custom Editor GUI", m_CustomGUIField, (evt) => {}); - // 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 + if (VFXViewPreference.generateOutputContextWithShaderGraph) { - m_SupportVFXToggle = new Toggle("") { value = m_SupportVFX }; - context.AddProperty("Support VFX Graph", m_SupportVFXToggle, (evt) => + // 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_SupportVFX = m_SupportVFXToggle.value; - }); + m_SupportVFXToggle = new Toggle("") { value = m_SupportVFX }; + context.AddProperty("Support VFX Graph", m_SupportVFXToggle, (evt) => + { + m_SupportVFX = m_SupportVFXToggle.value; + }); + } } context.globalIndentLevel--; From ee18527f8114eed089a416556643baf4ea60a9eb Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 9 Feb 2021 09:56:28 -0500 Subject: [PATCH 044/186] Reorganize some VFX HDRP files into the proper directory --- .../Editor/Material/ShaderGraph/HDSubTarget.cs | 2 +- .../Editor/VFXGraph/UIBlocks.meta | 3 +++ .../{Material => VFXGraph}/UIBlocks/VFXShaderGraphGUI.cs | 4 ++-- .../{Material => VFXGraph}/UIBlocks/VFXShaderGraphGUI.cs.meta | 0 .../HDVFXSubTarget.cs => VFXGraph/VFXHDRPSubTarget.cs} | 4 ++-- .../VFXHDRPSubTarget.cs.meta} | 0 6 files changed, 8 insertions(+), 5 deletions(-) create mode 100644 com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks.meta rename com.unity.render-pipelines.high-definition/Editor/{Material => VFXGraph}/UIBlocks/VFXShaderGraphGUI.cs (81%) rename com.unity.render-pipelines.high-definition/Editor/{Material => VFXGraph}/UIBlocks/VFXShaderGraphGUI.cs.meta (100%) rename com.unity.render-pipelines.high-definition/Editor/{Material/ShaderGraph/HDVFXSubTarget.cs => VFXGraph/VFXHDRPSubTarget.cs} (99%) rename com.unity.render-pipelines.high-definition/Editor/{Material/ShaderGraph/HDVFXSubTarget.cs.meta => VFXGraph/VFXHDRPSubTarget.cs.meta} (100%) 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 b30f6a567e0..1a6c589ab69 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 @@ -92,7 +92,7 @@ public override void Setup(ref TargetSetupContext context) { context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); context.AddAssetDependency(subTargetAssetGuid, AssetCollection.Flags.SourceDependency); - var inspector = VFXSubTarget.IsConfigured() ? HDVFXSubTarget.Inspector : customInspector; + var inspector = VFXSubTarget.IsConfigured() ? VFXHDRPSubTarget.Inspector : customInspector; if (!context.HasCustomEditorForRenderPipeline(typeof(HDRenderPipelineAsset))) context.AddCustomEditorForRenderPipeline(inspector, typeof(HDRenderPipelineAsset)); 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/Material/UIBlocks/VFXShaderGraphGUI.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs similarity index 81% rename from com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/VFXShaderGraphGUI.cs rename to com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs index 6abf364cd22..22f016ca713 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/VFXShaderGraphGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs @@ -1,4 +1,4 @@ -using UnityEngine; +using UnityEngine; using UnityEngine.Rendering; // Include material common properties names @@ -10,7 +10,7 @@ internal class VFXShaderGraphGUI : LightingShaderGraphGUI { // TODO: Sort out which surface options VFX needs const SurfaceOptionUIBlock.Features vfxSurfaceOptionFeatures = SurfaceOptionUIBlock.Features.Lit - | SurfaceOptionUIBlock.Features.ShowDepthOffsetOnly; + | SurfaceOptionUIBlock.Features.ShowDepthOffsetOnly; public VFXShaderGraphGUI() { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/VFXShaderGraphGUI.cs.meta b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs.meta similarity index 100% rename from com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/VFXShaderGraphGUI.cs.meta rename to com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs.meta diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDVFXSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs similarity index 99% rename from com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDVFXSubTarget.cs rename to com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 5ee8792c71e..81a490eccb9 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDVFXSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -9,11 +9,11 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { [InitializeOnLoad] - static class HDVFXSubTarget + static class VFXHDRPSubTarget { internal const string Inspector = "Rendering.HighDefinition.VFXShaderGraphGUI"; - static HDVFXSubTarget() + static VFXHDRPSubTarget() { VFXSubTarget.OnPostProcessSubShader += PostProcessSubShader; } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDVFXSubTarget.cs.meta b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs.meta similarity index 100% rename from com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDVFXSubTarget.cs.meta rename to com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs.meta From 46f24d310c2c92a4ad7401fa5d49c893126cdf42 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 9 Feb 2021 13:17:11 -0500 Subject: [PATCH 045/186] Splice all VFX context defines --- .../Templates/VFXModification.template.hlsl | 17 ++++++------- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 24 ++++++++++++++----- 2 files changed, 27 insertions(+), 14 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl index 98c4a4a60b6..2d95a3a68d2 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl @@ -1,9 +1,6 @@ -$splice(VFXDefineSpace) +$splice(VFXDefineSpace) -#include "Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl" -#include "Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl" - -$splice(VFXParameterBuffer) +$splice(VFXDefines) #define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT) #if HAS_STRIPS @@ -14,8 +11,6 @@ $splice(VFXParameterBuffer) ByteAddressBuffer attributeBuffer; -#define VFX_HAS_INDIRECT_DRAW 1 - #if VFX_HAS_INDIRECT_DRAW StructuredBuffer indirectBuffer; #endif @@ -34,9 +29,14 @@ ByteAddressBuffer elementToVFXBufferPrevious; CBUFFER_START(outputParams) float nbMax; -float systemSeed; + float systemSeed; CBUFFER_END +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl" +#include "Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl" + +$splice(VFXParameterBuffer) + // VFX Graph Block Functions $splice(VFXGeneratedBlockFunction) @@ -46,6 +46,7 @@ VaryingsMeshType ApplyVFXModification(AttributesMesh input, inout VaryingsMeshTy { Attributes attributes = (Attributes)0; + // Index Setup uint index = input.instanceID; #if VFX_HAS_INDIRECT_DRAW diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 81a490eccb9..78a1bd6f278 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -35,7 +35,8 @@ private static SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subS out var interpolantsGenerationDescriptor, out var buildVFXFragInputs, out var defineSpaceDescriptor, - out var parameterBufferDescriptor + out var parameterBufferDescriptor, + out var additionalDefinesDescriptor ); var passes = subShaderDescriptor.passes.ToArray(); @@ -76,7 +77,8 @@ out var parameterBufferDescriptor interpolantsGenerationDescriptor, buildVFXFragInputs, defineSpaceDescriptor, - parameterBufferDescriptor + parameterBufferDescriptor, + additionalDefinesDescriptor }; vfxPasses.Add(passDescriptor, passes[i].fieldConditions); @@ -102,12 +104,14 @@ out var parameterBufferDescriptor HDStructFields.AttributesMesh.uv3, HDStructFields.AttributesMesh.color, - // AttributesMesh without the Preprocessor. + // InstanceID without the Preprocessor. new FieldDescriptor(HDStructFields.AttributesMesh.name, "instanceID", "", ShaderValueType.Uint, "INSTANCEID_SEMANTIC"), HDStructFields.AttributesMesh.weights, HDStructFields.AttributesMesh.indices, - HDStructFields.AttributesMesh.vertexID, + + // VertexID without the Preprocessor. + new FieldDescriptor(HDStructFields.AttributesMesh.name, "vertexID", "ATTRIBUTES_NEED_VERTEXID", ShaderValueType.Uint, "SV_VertexID") } }; @@ -218,8 +222,11 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled out AdditionalCommandDescriptor interpolantsGenerationDescriptor, out AdditionalCommandDescriptor buildVFXFragInputsDescriptor, out AdditionalCommandDescriptor defineSpaceDescriptor, - out AdditionalCommandDescriptor parameterBufferDescriptor) + out AdditionalCommandDescriptor parameterBufferDescriptor, + out AdditionalCommandDescriptor additionalDefinesDescriptor) { + // TODO: Collapse as much of this as possible into a single generate header descriptor. + // Load Attributes loadAttributeDescriptor = new AdditionalCommandDescriptor("VFXLoadAttribute", VFXCodeGenerator.GenerateLoadAttribute(".", context).ToString()); @@ -249,9 +256,14 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled defineSpaceDescriptor = new AdditionalCommandDescriptor("VFXDefineSpace", defineSpaceDescriptorContent); // Parameter Cbuffer - // TODO: Maybe possible to collapse all of this into one global declaration command. VFXCodeGenerator.BuildParameterBuffer(contextData, out var parameterBuffer); parameterBufferDescriptor = new AdditionalCommandDescriptor("VFXParameterBuffer", parameterBuffer); + + // Defines - Not all are necessary, however some important ones are mixed in like indirect draw, strips, flipbook... + ShaderStringBuilder additionalDefines = new ShaderStringBuilder(); + foreach (var define in context.additionalDefines) + additionalDefines.AppendLine($"#define {define} 1"); + additionalDefinesDescriptor = new AdditionalCommandDescriptor("VFXDefines", additionalDefines.ToString()); } static StructDescriptor GenerateVFXAttributesStruct(VFXContext context, VFXAttributeType attributeType) From 789f9a3c32c469979db99a868f615abf2712add2 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 9 Feb 2021 13:17:36 -0500 Subject: [PATCH 046/186] Fixup the context inspector if no shadergraph is linked --- .../Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index c9d968c404f..82f2de9f408 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -49,6 +49,12 @@ void UpdateMaterialEditor() public override void OnInspectorGUI() { + if (targets.OfType().Any(context => context.shaderGraph == null)) + { + base.OnInspectorGUI(); + return; + } + serializedObject.Update(); if (m_RequireUpdateMaterialEditor || m_MaterialEditor == null) From 60861141d00e8da105f8efc6a2cce42ecf4e142b Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 9 Feb 2021 14:40:04 -0500 Subject: [PATCH 047/186] Begin initial support for the various VFX primitives --- .../Material/ShaderGraph/HDSubTarget.cs | 3 +- .../ShaderGraph/Templates/ShaderPass.template | 2 +- .../Material/ShaderGraph/Templates/VFX.meta | 3 ++ .../Templates/VFX/Config.template.hlsl | 47 +++++++++++++++++++ .../Config.template.hlsl.meta} | 0 .../ConfigMesh.template.hlsl} | 44 ----------------- .../VFX/ConfigMesh.template.hlsl.meta | 3 ++ .../Editor/ShaderGraph/VFXSubTarget.cs | 9 +++- 8 files changed, 64 insertions(+), 47 deletions(-) create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX.meta create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/Config.template.hlsl rename com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/{VFXModification.template.hlsl.meta => VFX/Config.template.hlsl.meta} (100%) rename com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/{VFXModification.template.hlsl => VFX/ConfigMesh.template.hlsl} (57%) create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigMesh.template.hlsl.meta 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 1a6c589ab69..1da6aa3bb37 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 @@ -199,8 +199,9 @@ public override void GetFields(ref TargetFieldContext context) // Common properties between all HD master nodes // Dots context.AddField(HDFields.DotsInstancing, systemData.dotsInstancing); + // VFX Setup - context.AddField(Fields.GraphVFX, VFXSubTarget.IsConfigured()); + VFXSubTarget.GetFields(ref context); } protected abstract IEnumerable EnumerateSubShaders(); 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 03cc303d3bf..2c57d523380 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 @@ -181,7 +181,7 @@ Pass // -------------------------------------------------- // Build Graph Inputs - $features.graphVFX: $include("VFXModification.template.hlsl") + $features.graphVFX: $include("VFX/Config.template.hlsl") $features.graphVertex: $include("VertexAnimation.template.hlsl") $features.graphPixel: $include("SharedCode.template.hlsl") diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX.meta new file mode 100644 index 00000000000..8c65870141f --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 5b5e8b1b32dc4972a442db4a1cc5d204 +timeCreated: 1612896415 \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/Config.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/Config.template.hlsl new file mode 100644 index 00000000000..6827359c583 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/Config.template.hlsl @@ -0,0 +1,47 @@ +$splice(VFXDefineSpace) + +$splice(VFXDefines) + +#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT) +#if HAS_STRIPS +#define VFX_OPTIONAL_INTERPOLATION +#else// +#define VFX_OPTIONAL_INTERPOLATION nointerpolation +#endif + +ByteAddressBuffer attributeBuffer; + +#if VFX_HAS_INDIRECT_DRAW +StructuredBuffer indirectBuffer; +#endif + +#if USE_DEAD_LIST_COUNT +ByteAddressBuffer deadListCount; +#endif + +#if HAS_STRIPS +Buffer stripDataBuffer; +#endif + +#if WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS +ByteAddressBuffer elementToVFXBufferPrevious; +#endif + +CBUFFER_START(outputParams) + float nbMax; + float systemSeed; +CBUFFER_END + +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl" +#include "Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl" + +$splice(VFXParameterBuffer) + +// VFX Graph Block Functions +$splice(VFXGeneratedBlockFunction) + +#define VaryingsMeshType VaryingsMeshToPS + +// Support the various VFX Primitive types. +// TODO: Add the VFX template directory? +$include("VFX/ConfigMesh.template.hlsl") diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/Config.template.hlsl.meta similarity index 100% rename from com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl.meta rename to com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/Config.template.hlsl.meta diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigMesh.template.hlsl similarity index 57% rename from com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl rename to com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigMesh.template.hlsl index 2d95a3a68d2..b86c2cb9025 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFXModification.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigMesh.template.hlsl @@ -1,47 +1,3 @@ -$splice(VFXDefineSpace) - -$splice(VFXDefines) - -#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 WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS -ByteAddressBuffer elementToVFXBufferPrevious; -#endif - -CBUFFER_START(outputParams) - float nbMax; - float systemSeed; -CBUFFER_END - -#include "Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl" -#include "Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl" - -$splice(VFXParameterBuffer) - -// VFX Graph Block Functions -$splice(VFXGeneratedBlockFunction) - -#define VaryingsMeshType VaryingsMeshToPS - VaryingsMeshType ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) { Attributes attributes = (Attributes)0; 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.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs index 67662cc8d1a..7de56cc2968 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs @@ -1,4 +1,4 @@ -using System; +using System; using UnityEditor.ShaderGraph; namespace UnityEditor.VFX @@ -35,5 +35,12 @@ internal static SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor des // 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, s_Context, s_Data) ?? descriptor; } + + internal static void GetFields(ref TargetFieldContext fieldsContext) + { + fieldsContext.AddField(Fields.GraphVFX, IsConfigured()); + + // Configure the primitive + } } } From 1fba1cebff018280e43eabcd66eee1c6c65f06ed Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 9 Feb 2021 15:14:17 -0500 Subject: [PATCH 048/186] Begin to use generation predicates to support the primitive types --- .../Templates/VFX/Config.template.hlsl | 8 +++- .../VFX/ConfigPlanarPrimitive.template.hlsl | 47 +++++++++++++++++++ .../ConfigPlanarPrimitive.template.hlsl.meta | 3 ++ .../Editor/ShaderGraph/VFXSubTarget.cs | 20 +++++++- 4 files changed, 76 insertions(+), 2 deletions(-) create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigPlanarPrimitive.template.hlsl create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigPlanarPrimitive.template.hlsl.meta 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 index 6827359c583..858e9f51e29 100644 --- 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 @@ -44,4 +44,10 @@ $splice(VFXGeneratedBlockFunction) // Support the various VFX Primitive types. // TODO: Add the VFX template directory? -$include("VFX/ConfigMesh.template.hlsl") +$PrimitiveType.Mesh: $include("VFX/ConfigMesh.template.hlsl") +$PrimitiveType.PlanarPrimitive: $include("VFX/ConfigPlanarPrimitive.template.hlsl") + + +// #ifndef VFX_PRIMITIVE_DEFINED +// #error Error: No Primitive Defined. +// #endif 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..b86c2cb9025 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigPlanarPrimitive.template.hlsl @@ -0,0 +1,47 @@ +VaryingsMeshType ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) +{ + Attributes attributes = (Attributes)0; + + // Index Setup + uint index = input.instanceID; + + #if VFX_HAS_INDIRECT_DRAW + index = indirectBuffer[index]; + #endif + + // Load Attributes + $splice(VFXLoadAttribute) + + // Process Blocks + $splice(VFXProcessBlocks) + + // Instance to Particle + float3 size3 = float3(attributes.size,attributes.size,attributes.size); + + float3 inputVertexPosition = input.positionOS; + + float4x4 elementToVFX = GetElementToVFXMatrix( + attributes.axisX, + attributes.axisY, + attributes.axisZ, + float3(attributes.angleX,attributes.angleY,attributes.angleZ), + float3(attributes.pivotX,attributes.pivotY,attributes.pivotZ), + size3, + attributes.position); + + float3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz; + float4 csPos = TransformPositionVFXToClip(vPos); + + output.positionCS = csPos; + + #ifdef VARYINGS_NEED_POSITION_WS + // Need to overwrite the position with the result from VFX. + // Warning: Need to be explicit about relative space. + output.positionRWS = TransformPositionVFXToWorld(vPos); + #endif + + // Interpolants Generation + $splice(VFXInterpolantsGeneration) + + return output; +} 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.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs index 7de56cc2968..9b0ce032d71 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs @@ -10,6 +10,13 @@ static class VFXSubTarget private static VFXContext s_Context; private static VFXContextCompiledData s_Data; + static class VFXFields + { + public const string kTag = "PrimitiveType"; + 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 class CompilationScope : IDisposable @@ -40,7 +47,18 @@ internal static void GetFields(ref TargetFieldContext fieldsContext) { fieldsContext.AddField(Fields.GraphVFX, IsConfigured()); - // Configure the primitive + // Support the various context primitive types. + switch (s_Context.taskType) + { + case VFXTaskType.ParticleMeshOutput: + fieldsContext.AddField(VFXFields.ParticleMesh); + break; + case VFXTaskType.ParticleTriangleOutput: + case VFXTaskType.ParticleOctagonOutput: + case VFXTaskType.ParticleQuadOutput: + fieldsContext.AddField(VFXFields.ParticlePlanarPrimitive); + break; + } } } } From 47fd0797874eb609585a860f94f8aea1454b37bc Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 9 Feb 2021 15:46:02 -0500 Subject: [PATCH 049/186] Do not append fields if not configured --- com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs | 3 +++ 1 file changed, 3 insertions(+) diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs index 9b0ce032d71..0413b8d5d16 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs @@ -47,6 +47,9 @@ internal static void GetFields(ref TargetFieldContext fieldsContext) { fieldsContext.AddField(Fields.GraphVFX, IsConfigured()); + if (!IsConfigured()) + return; + // Support the various context primitive types. switch (s_Context.taskType) { From 608f4cd20f5451287bfc3d296ca2ef0354614bb9 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 9 Feb 2021 18:00:21 -0500 Subject: [PATCH 050/186] Initial support for planar primitives + particle strip quads --- .../Templates/VFX/Config.template.hlsl | 15 +- .../Templates/VFX/ConfigMesh.template.hlsl | 4 +- .../VFX/ConfigPlanarPrimitive.template.hlsl | 150 +++++++++++++++++- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 16 +- .../Editor/ShaderGraph/VFXSubTarget.cs | 2 +- 5 files changed, 170 insertions(+), 17 deletions(-) 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 index 858e9f51e29..77910c2b70e 100644 --- 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 @@ -2,6 +2,9 @@ $splice(VFXDefineSpace) $splice(VFXDefines) +// Explicitly defined here for now (similar to how it was done in the previous VFX code-gen) +#define HAS_ATTRIBUTES 1 + #define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT) #if HAS_STRIPS #define VFX_OPTIONAL_INTERPOLATION @@ -32,6 +35,15 @@ CBUFFER_START(outputParams) 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" @@ -43,11 +55,10 @@ $splice(VFXGeneratedBlockFunction) #define VaryingsMeshType VaryingsMeshToPS // Support the various VFX Primitive types. -// TODO: Add the VFX template directory? +// TODO: Add as new template directory? $PrimitiveType.Mesh: $include("VFX/ConfigMesh.template.hlsl") $PrimitiveType.PlanarPrimitive: $include("VFX/ConfigPlanarPrimitive.template.hlsl") - // #ifndef VFX_PRIMITIVE_DEFINED // #error Error: No Primitive Defined. // #endif 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 index b86c2cb9025..25d55bc14d0 100644 --- 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 @@ -1,4 +1,4 @@ -VaryingsMeshType ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) +void ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) { Attributes attributes = (Attributes)0; @@ -42,6 +42,4 @@ VaryingsMeshType ApplyVFXModification(AttributesMesh input, inout VaryingsMeshTy // Interpolants Generation $splice(VFXInterpolantsGeneration) - - return output; } 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 index b86c2cb9025..dd7bca71824 100644 --- 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 @@ -1,9 +1,69 @@ -VaryingsMeshType ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) +#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 + +#if HAS_STRIPS +#define PARTICLE_IN_EDGE (id & 1) +float3 GetParticlePosition(uint index) +{ + struct Attributes attributes = (Attributes)0; + + // 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 ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) { Attributes attributes = (Attributes)0; + uint id = input.vertexID; + // Index Setup - uint index = input.instanceID; + #if VFX_PRIMITIVE_TRIANGLE + uint 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; + + uint index = GetParticleIndex(relativeIndexInStrip, stripData); + #else + uint index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048; + #endif + #elif VFX_PRIMITIVE_OCTAGON + uint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024; + #endif #if VFX_HAS_INDIRECT_DRAW index = indirectBuffer[index]; @@ -12,15 +72,92 @@ VaryingsMeshType ApplyVFXModification(AttributesMesh input, inout VaryingsMeshTy // Load Attributes $splice(VFXLoadAttribute) + // Initialize built-in needed attributes + #if HAS_STRIPS + InitStripAttributes(index, attributes, stripData); + #endif + // Process Blocks $splice(VFXProcessBlocks) +#if !HAS_STRIPS + if (!attributes.alive) + return o; +#endif + + // Generate Vertex Offset +// #if VFX_PRIMITIVE_QUAD +// #if HAS_STRIPS +// #if VFX_STRIPS_UV_STRECHED +// o.VFX_VARYING_UV.x = (float)(relativeIndexInStrip) / (stripData.nextIndex - 1); +// #elif VFX_STRIPS_UV_PER_SEGMENT +// o.VFX_VARYING_UV.x = PARTICLE_IN_EDGE; +// #else +// ${VFXLoadParameter:{texCoord}} +// o.VFX_VARYING_UV.x = texCoord; +// #endif +// +// o.VFX_VARYING_UV.y = float((id & 2) >> 1); +// const float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f); +// +// #if VFX_STRIPS_SWAP_UV +// o.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, o.VFX_VARYING_UV.x); +// #endif +// +// #else +// o.VFX_VARYING_UV.x = float(id & 1); +// o.VFX_VARYING_UV.y = float((id & 2) >> 1); +// const float2 vOffsets = o.VFX_VARYING_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]; +// // o.VFX_VARYING_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), +// }; +// +// ${VFXLoadParameter:{cropFactor}} // TODO +// cropFactor = id & 1 ? 1.0f - cropFactor : 1.0f; +// const float2 vOffsets = kUvs[id & 7] * cropFactor; +// // o.VFX_VARYING_UV.xy = vOffsets + 0.5f; +// #endif + + // TEMP: Implement the above + const float2 vOffsets = float2(0.0f, float((id & 2) >> 1) - 0.5f); + // Instance to Particle float3 size3 = float3(attributes.size,attributes.size,attributes.size); + #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 + size3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // Add an epsilon so that size is never 0 for strips +#endif - float3 inputVertexPosition = input.positionOS; - - float4x4 elementToVFX = GetElementToVFXMatrix( + const float4x4 elementToVFX = GetElementToVFXMatrix( attributes.axisX, attributes.axisY, attributes.axisZ, @@ -29,6 +166,7 @@ VaryingsMeshType ApplyVFXModification(AttributesMesh input, inout VaryingsMeshTy size3, attributes.position); + float3 inputVertexPosition = float3(vOffsets, 0.0f); float3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz; float4 csPos = TransformPositionVFXToClip(vPos); @@ -42,6 +180,4 @@ VaryingsMeshType ApplyVFXModification(AttributesMesh input, inout VaryingsMeshTy // Interpolants Generation $splice(VFXInterpolantsGeneration) - - return output; } diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 78a1bd6f278..57ac833aabb 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -36,7 +36,8 @@ private static SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subS out var buildVFXFragInputs, out var defineSpaceDescriptor, out var parameterBufferDescriptor, - out var additionalDefinesDescriptor + out var additionalDefinesDescriptor, + out var loadPositionAttributeDescriptor ); var passes = subShaderDescriptor.passes.ToArray(); @@ -78,7 +79,8 @@ out var additionalDefinesDescriptor buildVFXFragInputs, defineSpaceDescriptor, parameterBufferDescriptor, - additionalDefinesDescriptor + additionalDefinesDescriptor, + loadPositionAttributeDescriptor }; vfxPasses.Add(passDescriptor, passes[i].fieldConditions); @@ -223,7 +225,8 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled out AdditionalCommandDescriptor buildVFXFragInputsDescriptor, out AdditionalCommandDescriptor defineSpaceDescriptor, out AdditionalCommandDescriptor parameterBufferDescriptor, - out AdditionalCommandDescriptor additionalDefinesDescriptor) + out AdditionalCommandDescriptor additionalDefinesDescriptor, + out AdditionalCommandDescriptor loadPositionAttributeDescriptor) { // TODO: Collapse as much of this as possible into a single generate header descriptor. @@ -259,11 +262,16 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled VFXCodeGenerator.BuildParameterBuffer(contextData, out var parameterBuffer); parameterBufferDescriptor = new AdditionalCommandDescriptor("VFXParameterBuffer", parameterBuffer); - // Defines - Not all are necessary, however some important ones are mixed in like indirect draw, strips, flipbook... + // 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(); + 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()); } static StructDescriptor GenerateVFXAttributesStruct(VFXContext context, VFXAttributeType attributeType) diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs index 0413b8d5d16..55b223dadc7 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs @@ -50,7 +50,7 @@ internal static void GetFields(ref TargetFieldContext fieldsContext) if (!IsConfigured()) return; - // Support the various context primitive types. + // Select the primitive implementation. switch (s_Context.taskType) { case VFXTaskType.ParticleMeshOutput: From 9a90eff58a845b18d7bb486e12ca3222aa7367cb Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 10 Feb 2021 18:24:02 -0500 Subject: [PATCH 051/186] Support the rest of the planar primitives (UV, Normal, Position) --- .../Templates/VFX/Config.template.hlsl | 6 - .../Templates/VFX/ConfigMesh.template.hlsl | 2 + .../VFX/ConfigPlanarPrimitive.template.hlsl | 135 ++++++++++-------- 3 files changed, 81 insertions(+), 62 deletions(-) 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 index 77910c2b70e..8d0d80808bb 100644 --- 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 @@ -54,11 +54,5 @@ $splice(VFXGeneratedBlockFunction) #define VaryingsMeshType VaryingsMeshToPS -// Support the various VFX Primitive types. -// TODO: Add as new template directory? $PrimitiveType.Mesh: $include("VFX/ConfigMesh.template.hlsl") $PrimitiveType.PlanarPrimitive: $include("VFX/ConfigPlanarPrimitive.template.hlsl") - -// #ifndef VFX_PRIMITIVE_DEFINED -// #error Error: No Primitive Defined. -// #endif 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 index 25d55bc14d0..69ce02bc579 100644 --- 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 @@ -1,3 +1,5 @@ +// Output Type: Mesh + void ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) { Attributes attributes = (Attributes)0; 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 index dd7bca71824..ef6401e4fa8 100644 --- 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 @@ -1,3 +1,5 @@ +// 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 @@ -82,65 +84,68 @@ void ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) #if !HAS_STRIPS if (!attributes.alive) - return o; + return; #endif // Generate Vertex Offset -// #if VFX_PRIMITIVE_QUAD -// #if HAS_STRIPS -// #if VFX_STRIPS_UV_STRECHED -// o.VFX_VARYING_UV.x = (float)(relativeIndexInStrip) / (stripData.nextIndex - 1); -// #elif VFX_STRIPS_UV_PER_SEGMENT -// o.VFX_VARYING_UV.x = PARTICLE_IN_EDGE; -// #else -// ${VFXLoadParameter:{texCoord}} -// o.VFX_VARYING_UV.x = texCoord; -// #endif -// -// o.VFX_VARYING_UV.y = float((id & 2) >> 1); -// const float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f); -// -// #if VFX_STRIPS_SWAP_UV -// o.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, o.VFX_VARYING_UV.x); -// #endif -// -// #else -// o.VFX_VARYING_UV.x = float(id & 1); -// o.VFX_VARYING_UV.y = float((id & 2) >> 1); -// const float2 vOffsets = o.VFX_VARYING_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]; -// // o.VFX_VARYING_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), -// }; -// -// ${VFXLoadParameter:{cropFactor}} // TODO -// cropFactor = id & 1 ? 1.0f - cropFactor : 1.0f; -// const float2 vOffsets = kUvs[id & 7] * cropFactor; -// // o.VFX_VARYING_UV.xy = vOffsets + 0.5f; -// #endif - - // TEMP: Implement the above - const float2 vOffsets = float2(0.0f, float((id & 2) >> 1) - 0.5f); + 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 + ${VFXLoadParameter:{texCoord}} + 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), + }; + + ${VFXLoadParameter:{cropFactor}} + cropFactor = id & 1 ? 1.0f - cropFactor : 1.0f; + const float2 vOffsets = kUvs[id & 7] * cropFactor; + uv.xy = vOffsets + 0.5f; + #endif + +#if defined(VARYINGS_NEED_TEXCOORD0) + output.texCoord0 = uv; +#endif // Instance to Particle float3 size3 = float3(attributes.size,attributes.size,attributes.size); @@ -178,6 +183,24 @@ void ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) output.positionRWS = TransformPositionVFXToWorld(vPos); #endif +#if VFX_NON_UNIFORM_SCALE + float3x3 elementToVFX_N = GetElementToVFXMatrixNormal( + attributes.axisX, + attributes.axisY, + attributes.axisZ, + float3(attributes.angleX,attributes.angleY,attributes.angleZ), + size3); +#else + float3x3 elementToVFX_N = (float3x3)elementToVFX; +#endif + + float3 normalWS = normalize(TransformNormalVFXToWorld((-transpose(elementToVFX_N)[2]))); + + #ifdef VARYINGS_NEED_TANGENT_TO_WORLD + float normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1; + output.normalWS = normalFlip * normalWS; + #endif + // Interpolants Generation $splice(VFXInterpolantsGeneration) } From 20d983c87f17865eb9650f7f43784eb18554d8f5 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 10 Feb 2021 18:35:27 -0500 Subject: [PATCH 052/186] Skip the lit/unlit check if the SGVFX asset is marked for SG generation --- .../Editor/Generation/ShaderGraphVfxAsset.cs | 3 +++ com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs | 2 ++ .../Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs | 4 ++-- 3 files changed, 7 insertions(+), 2 deletions(-) diff --git a/com.unity.shadergraph/Editor/Generation/ShaderGraphVfxAsset.cs b/com.unity.shadergraph/Editor/Generation/ShaderGraphVfxAsset.cs index ba77b23a3fd..a172c3fdcfc 100644 --- a/com.unity.shadergraph/Editor/Generation/ShaderGraphVfxAsset.cs +++ b/com.unity.shadergraph/Editor/Generation/ShaderGraphVfxAsset.cs @@ -30,6 +30,9 @@ private class ShaderGraphVfxAssetData : JsonObject public const int ColorSlotId = 6; public const int AlphaThresholdSlotId = 7; + [SerializeField] + public bool generatesWithShaderGraph; + [SerializeField] public bool lit; diff --git a/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs index 62a1411f643..a2e091f7c97 100644 --- a/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs +++ b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs @@ -353,11 +353,13 @@ static ShaderGraphVfxAsset GenerateVfxShaderGraphAsset(GraphData graph) { 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; diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 82f2de9f408..24164d39710 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -549,12 +549,12 @@ public override bool SetupCompilation() RefreshShaderGraphObject(); 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; From 18f932dce4c7673fdfbe063956272f16a02be690 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 11 Feb 2021 10:01:28 -0500 Subject: [PATCH 053/186] Add back the support for debug --- .../Templates/VFX/Config.template.hlsl | 41 ++++++++++++++++++- .../Editor/ShaderGraph/VFXSubTarget.cs | 2 +- 2 files changed, 40 insertions(+), 3 deletions(-) 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 index 8d0d80808bb..7ef65e9d2a5 100644 --- 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 @@ -54,5 +54,42 @@ $splice(VFXGeneratedBlockFunction) #define VaryingsMeshType VaryingsMeshToPS -$PrimitiveType.Mesh: $include("VFX/ConfigMesh.template.hlsl") -$PrimitiveType.PlanarPrimitive: $include("VFX/ConfigPlanarPrimitive.template.hlsl") +$OutputType.Mesh: $include("VFX/ConfigMesh.template.hlsl") +$OutputType.PlanarPrimitive: $include("VFX/ConfigPlanarPrimitive.template.hlsl") + +// Need to redefine GetVaryingsDataDebug since we omit FragInputs.hlsl and generate one procedurally. +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/MaterialDebug.cs.hlsl" + +void GetVaryingsDataDebug(uint paramId, FragInputs input, inout float3 result, inout bool needLinearToSRGB) +{ + switch (paramId) + { + case DEBUGVIEWVARYING_TEXCOORD0: + result = input.texCoord0.xyz; + break; + case DEBUGVIEWVARYING_TEXCOORD1: + result = input.texCoord1.xyz; + break; + case DEBUGVIEWVARYING_TEXCOORD2: + result = input.texCoord2.xyz; + break; + case DEBUGVIEWVARYING_TEXCOORD3: + result = input.texCoord3.xyz; + break; + case DEBUGVIEWVARYING_VERTEX_TANGENT_WS: + result = input.tangentToWorld[0].xyz * 0.5 + 0.5; + break; + case DEBUGVIEWVARYING_VERTEX_BITANGENT_WS: + result = input.tangentToWorld[1].xyz * 0.5 + 0.5; + break; + case DEBUGVIEWVARYING_VERTEX_NORMAL_WS: + result = IsNormalized(input.tangentToWorld[2].xyz) ? input.tangentToWorld[2].xyz * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); + break; + case DEBUGVIEWVARYING_VERTEX_COLOR: + result = input.color.rgb; needLinearToSRGB = true; + break; + case DEBUGVIEWVARYING_VERTEX_COLOR_ALPHA: + result = input.color.aaa; + break; + } +} diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs index 55b223dadc7..ede2e0763ef 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs @@ -12,7 +12,7 @@ static class VFXSubTarget static class VFXFields { - public const string kTag = "PrimitiveType"; + 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"); } From 768ccee0757ce3908a3f839a65779dd1bcab1fac Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 11 Feb 2021 15:04:19 -0500 Subject: [PATCH 054/186] Small change to regain compatibility with merged vfx work --- .../Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index c691275f78f..3ebd15b01b9 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -107,7 +107,7 @@ class VFXShaderGraphParticleOutput : VFXAbstractParticleOutput { //"protected" is only to be listed by VFXModel.GetSettings, we should always use GetOrRefreshShaderGraphObject [SerializeField, VFXSetting] - protected ShaderGraphVfxAsset shaderGraph; + internal ShaderGraphVfxAsset shaderGraph; public override void OnEnable() { From 67ad00e2b1641db12daee63a6b5ad06da8618e5f Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 17 Feb 2021 09:06:09 -0500 Subject: [PATCH 055/186] Initial commit adding vertex transformation flow for VFX (motion vector, mesh modification) --- .../ShaderGraph/Templates/ShaderPass.template | 1 + .../Templates/VFX/Config.template.hlsl | 110 +++++++++++++++++- .../Templates/VFX/ConfigMesh.template.hlsl | 42 +------ .../VFX/ConfigPlanarPrimitive.template.hlsl | 95 +++------------ .../MotionVectorVertexShaderCommon.hlsl | 12 +- .../RenderPipeline/ShaderPass/VertMesh.hlsl | 27 ++++- .../VFXShaderGraphParticleOutput.cs | 2 +- 7 files changed, 160 insertions(+), 129 deletions(-) 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 12add438217..ccb758be27d 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 @@ -19,6 +19,7 @@ Pass // Pragmas $splice(PassPragmas) + #pragma enable_d3d11_debug_symbols // Keywords $splice(PassKeywords) 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 index 7ef65e9d2a5..bc006bc29b3 100644 --- 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 @@ -26,9 +26,9 @@ ByteAddressBuffer deadListCount; Buffer stripDataBuffer; #endif -#if WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS +// #if WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS ByteAddressBuffer elementToVFXBufferPrevious; -#endif +// #endif CBUFFER_START(outputParams) float nbMax; @@ -49,14 +49,118 @@ CBUFFER_END $splice(VFXParameterBuffer) -// VFX Graph Block Functions $splice(VFXGeneratedBlockFunction) #define VaryingsMeshType VaryingsMeshToPS +void GetElementData(uint index, inout Attributes attributes, inout VaryingsMeshType output) +{ + uint deadCount = 0; + #if USE_DEAD_LIST_COUNT + deadCount = deadListCount.Load(0); + #endif + if (index >= asuint(nbMax) - deadCount) + return; + + $splice(VFXLoadAttribute) + + #if HAS_STRIPS + InitStripAttributes(index, attributes, stripData); + #endif + + $splice(VFXProcessBlocks) + + #if !HAS_STRIPS + if (!attributes.alive) + return; + #endif + + $splice(VFXInterpolantsGeneration) +} + $OutputType.Mesh: $include("VFX/ConfigMesh.template.hlsl") $OutputType.PlanarPrimitive: $include("VFX/ConfigPlanarPrimitive.template.hlsl") +float3 TransformElementToWorld(float3 positionOS, Attributes attributes) +{ + // TODO: Collapse + float3 size3 = float3(attributes.size,attributes.size,attributes.size); + #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 + size3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // Add an epsilon so that size is never 0 for strips + #endif + + float4x4 elementToVFX = GetElementToVFXMatrix( + attributes.axisX, + attributes.axisY, + attributes.axisZ, + float3(attributes.angleX, attributes.angleY, attributes.angleZ), + float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ), + size3, + attributes.position); + + float3 positionPS = mul(elementToVFX, float4(positionOS, 1.0f)).xyz; + float3 positionWS = TransformPositionVFXToWorld(positionPS); + +#ifdef VFX_WORLD_SPACE + positionWS = GetCameraRelativePositionWS(positionWS); +#endif + + return positionWS; +} + +float3 TransformElementToWorldNormal(float3 normalOS, Attributes attributes) +{ + float3 size3 = float3(attributes.size,attributes.size,attributes.size); + + float3x3 elementToVFX_N = GetElementToVFXMatrixNormal( + attributes.axisX, + attributes.axisY, + attributes.axisZ, + float3(attributes.angleX,attributes.angleY,attributes.angleZ), + size3); + + float3 normalPS = normalize(mul(elementToVFX_N, normalOS)); + return TransformObjectToWorldNormal(normalPS); +} + +float3 TransformPreviousElementToWorld(float3 positionOS, uint index) +{ + uint elementToVFXBaseIndex = index * 13; + uint previousFrameIndex = elementToVFXBufferPrevious.Load(elementToVFXBaseIndex++ << 2); + + if (asuint(currentFrameIndex) - previousFrameIndex == 1u) //if (dot(previousElementToVFX[0], 1) != 0) + { + 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); + } + + float3 positionPS = mul(previousElementToVFX, float4(positionOS, 1.0f)).xyz; + float3 positionWS = TransformPositionVFXToWorld(positionPS); + + #ifdef VFX_WORLD_SPACE + positionWS = GetCameraRelativePositionWS(positionWS); + #endif + return positionWS; + } + + return TransformPreviousObjectToWorld(positionOS); +} + // Need to redefine GetVaryingsDataDebug since we omit FragInputs.hlsl and generate one procedurally. #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/MaterialDebug.cs.hlsl" 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 index 69ce02bc579..fb2b13dc9b6 100644 --- 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 @@ -1,47 +1,13 @@ // Output Type: Mesh -void ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) +AttributesMesh GetMeshVFX(AttributesMesh input, inout uint index) { - Attributes attributes = (Attributes)0; - - // Index Setup - uint index = input.instanceID; + index = input.instanceID; #if VFX_HAS_INDIRECT_DRAW index = indirectBuffer[index]; #endif - // Load Attributes - $splice(VFXLoadAttribute) - - // Process Blocks - $splice(VFXProcessBlocks) - - // Instance to Particle - float3 size3 = float3(attributes.size,attributes.size,attributes.size); - - float3 inputVertexPosition = input.positionOS; - - float4x4 elementToVFX = GetElementToVFXMatrix( - attributes.axisX, - attributes.axisY, - attributes.axisZ, - float3(attributes.angleX,attributes.angleY,attributes.angleZ), - float3(attributes.pivotX,attributes.pivotY,attributes.pivotZ), - size3, - attributes.position); - - float3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz; - float4 csPos = TransformPositionVFXToClip(vPos); - - output.positionCS = csPos; - - #ifdef VARYINGS_NEED_POSITION_WS - // Need to overwrite the position with the result from VFX. - // Warning: Need to be explicit about relative space. - output.positionRWS = TransformPositionVFXToWorld(vPos); - #endif - - // Interpolants Generation - $splice(VFXInterpolantsGeneration) + // Mesh output requires no preliminary configuration. + return input; } 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 index ef6401e4fa8..c9a27f41d86 100644 --- 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 @@ -38,15 +38,13 @@ float3 GetStripTangent(float3 currentPos, uint relativeIndex, const StripData st } #endif -void ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) +AttributesMesh GetMeshVFX(AttributesMesh input, inout uint index) { - Attributes attributes = (Attributes)0; - uint id = input.vertexID; // Index Setup #if VFX_PRIMITIVE_TRIANGLE - uint index = id / 3; + index = id / 3; #elif VFX_PRIMITIVE_QUAD #if HAS_STRIPS id += VFX_GET_INSTANCE_ID(i) * 8192; @@ -57,37 +55,21 @@ void ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) uint maxEdgeIndex = relativeIndexInStrip - PARTICLE_IN_EDGE + 1; if (maxEdgeIndex >= stripData.nextIndex) - return; + return input; - uint index = GetParticleIndex(relativeIndexInStrip, stripData); + index = GetParticleIndex(relativeIndexInStrip, stripData); #else - uint index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048; + index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048; #endif #elif VFX_PRIMITIVE_OCTAGON - uint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024; + index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024; #endif #if VFX_HAS_INDIRECT_DRAW index = indirectBuffer[index]; #endif - // Load Attributes - $splice(VFXLoadAttribute) - - // Initialize built-in needed attributes - #if HAS_STRIPS - InitStripAttributes(index, attributes, stripData); - #endif - - // Process Blocks - $splice(VFXProcessBlocks) - -#if !HAS_STRIPS - if (!attributes.alive) - return; -#endif - - // Generate Vertex Offset + // Configure planar Primitive float4 uv = 0; #if VFX_PRIMITIVE_QUAD @@ -143,64 +125,13 @@ void ApplyVFXModification(AttributesMesh input, inout VaryingsMeshType output) uv.xy = vOffsets + 0.5f; #endif -#if defined(VARYINGS_NEED_TEXCOORD0) - output.texCoord0 = uv; -#endif - - // Instance to Particle - float3 size3 = float3(attributes.size,attributes.size,attributes.size); - #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 - size3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // Add an epsilon so that size is never 0 for strips + input.positionOS = float3(vOffsets, 0.0); +#ifdef ATTRIBUTES_NEED_NORMAL + input.normalOS = float3(0, 0, -1); #endif - - const float4x4 elementToVFX = GetElementToVFXMatrix( - attributes.axisX, - attributes.axisY, - attributes.axisZ, - float3(attributes.angleX,attributes.angleY,attributes.angleZ), - float3(attributes.pivotX,attributes.pivotY,attributes.pivotZ), - size3, - attributes.position); - - float3 inputVertexPosition = float3(vOffsets, 0.0f); - float3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz; - float4 csPos = TransformPositionVFXToClip(vPos); - - output.positionCS = csPos; - - #ifdef VARYINGS_NEED_POSITION_WS - // Need to overwrite the position with the result from VFX. - // Warning: Need to be explicit about relative space. - output.positionRWS = TransformPositionVFXToWorld(vPos); - #endif - -#if VFX_NON_UNIFORM_SCALE - float3x3 elementToVFX_N = GetElementToVFXMatrixNormal( - attributes.axisX, - attributes.axisY, - attributes.axisZ, - float3(attributes.angleX,attributes.angleY,attributes.angleZ), - size3); -#else - float3x3 elementToVFX_N = (float3x3)elementToVFX; +#ifdef ATTRIBUTES_NEED_TEXCOORD0 + input.uv0 = uv; #endif - float3 normalWS = normalize(TransformNormalVFXToWorld((-transpose(elementToVFX_N)[2]))); - - #ifdef VARYINGS_NEED_TANGENT_TO_WORLD - float normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1; - output.normalWS = normalFlip * normalWS; - #endif - - // Interpolants Generation - $splice(VFXInterpolantsGeneration) + return input; } 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 3fbb684ce00..7f79abe25d9 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 @@ -107,6 +107,12 @@ PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMes { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target + // Re-configure the input mesh (in case of procedural primitive output). +#if defined(HAVE_VFX_MODIFICATION) + uint indexVFX = 0; + inputMesh = GetMeshVFX(inputMesh, indexVFX); +#endif + float3 effectivePositionOS = (hasDeformation ? inputPass.previousPositionOS : inputMesh.positionOS); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= inputPass.precomputedVelocity; @@ -115,10 +121,14 @@ PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMes // Need to apply any vertex animation to the previous worldspace position, if we want it to show up in the motion vector buffer #if defined(HAVE_MESH_MODIFICATION) AttributesMesh previousMesh = inputMesh; - previousMesh.positionOS = effectivePositionOS ; + previousMesh.positionOS = effectivePositionOS; previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz); +#if defined(HAVE_VFX_MODIFICATION) + float3 previousPositionRWS = TransformPreviousElementToWorld(previousMesh.positionOS, indexVFX); +#else float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS); +#endif #else float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS); #endif 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 4b1ee4a9a22..a04da5c81c0 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 @@ -135,14 +135,37 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset) UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); + // Preliminary configuration of vertex in case of VFX output like planar primitives. +#if defined(HAVE_VFX_MODIFICATION) + uint indexVFX = 0; + input = GetMeshVFX(input, indexVFX); +#endif + #if defined(HAVE_MESH_MODIFICATION) input = ApplyMeshModification(input, _TimeParameters.xyz); #endif +#if defined(HAVE_VFX_MODIFICATION) + // Ensure we initialize in case VFX partially injects some interpolants. + Attributes attributes; + ZERO_INITIALIZE(VaryingsMeshType, output); + ZERO_INITIALIZE(Attributes, attributes); + + GetElementData(indexVFX, attributes, output); + + float3 positionRWS = TransformElementToWorld(input.positionOS, attributes); +#else // This return the camera relative position (if enable) float3 positionRWS = TransformObjectToWorld(input.positionOS) + worldSpaceOffset; +#endif + + #ifdef ATTRIBUTES_NEED_NORMAL +#if defined(HAVE_VFX_MODIFICATION) + float3 normalWS = TransformElementToWorldNormal(input.normalOS, attributes); +#else float3 normalWS = TransformObjectToWorldNormal(input.normalOS); +#endif #else float3 normalWS = float3(0.0, 0.0, 0.0); // We need this case to be able to compile ApplyVertexModification that doesn't use normal. #endif @@ -193,10 +216,6 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset) output.color = input.color; #endif -#if defined(HAVE_VFX_MODIFICATION) - ApplyVFXModification(input, output); -#endif - return output; } diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 3ebd15b01b9..7078d97fb06 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -89,7 +89,7 @@ public override void OnInspectorGUI() } // TODO: Must draw the other various VFX Output Context info (indirect draw, shadow caster, etc.) - // base.OnInspectorGUI(); + base.OnInspectorGUI(); if (serializedObject.ApplyModifiedProperties() || materialChanged) { From 77e520481da3757ed7391c6709d7e0e94649c246 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 17 Feb 2021 14:12:11 -0500 Subject: [PATCH 056/186] Refactor vertex transformations so that particle space is considered as object space --- .../Templates/VFX/Config.template.hlsl | 135 +++++++++++------- .../Templates/VFX/ConfigMesh.template.hlsl | 5 +- .../VFX/ConfigPlanarPrimitive.template.hlsl | 6 +- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 1 + .../MotionVectorVertexShaderCommon.hlsl | 13 +- .../RenderPipeline/ShaderPass/VertMesh.hlsl | 28 ++-- 6 files changed, 100 insertions(+), 88 deletions(-) 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 index bc006bc29b3..3f92beaf138 100644 --- 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 @@ -51,9 +51,32 @@ $splice(VFXParameterBuffer) $splice(VFXGeneratedBlockFunction) -#define VaryingsMeshType VaryingsMeshToPS +float3 GetSize(Attributes 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; +} -void GetElementData(uint index, inout Attributes attributes, inout VaryingsMeshType output) +// Loads the element-specific attribute data, as well as fills any interpolator. +#define VaryingsMeshType VaryingsMeshToPS +void GetElementAndInterpolator(uint index, inout Attributes attributes, inout VaryingsMeshType output) { uint deadCount = 0; #if USE_DEAD_LIST_COUNT @@ -78,25 +101,16 @@ void GetElementData(uint index, inout Attributes attributes, inout VaryingsMeshT $splice(VFXInterpolantsGeneration) } +// 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") -float3 TransformElementToWorld(float3 positionOS, Attributes attributes) +// Transform utility for going from object space into particle space. +// For the current frame, this is done by constructing the particle (element) space matrix. +// For the previous frame, the element matrices are cached and read back by the mesh element index. +AttributesMesh TransformMeshToElement(AttributesMesh input, Attributes attributes) { - // TODO: Collapse - float3 size3 = float3(attributes.size,attributes.size,attributes.size); - #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 - size3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // Add an epsilon so that size is never 0 for strips - #endif + float3 size = GetSize(attributes); float4x4 elementToVFX = GetElementToVFXMatrix( attributes.axisX, @@ -104,63 +118,74 @@ float3 TransformElementToWorld(float3 positionOS, Attributes attributes) attributes.axisZ, float3(attributes.angleX, attributes.angleY, attributes.angleZ), float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ), - size3, + size, attributes.position); - float3 positionPS = mul(elementToVFX, float4(positionOS, 1.0f)).xyz; - float3 positionWS = TransformPositionVFXToWorld(positionPS); - -#ifdef VFX_WORLD_SPACE - positionWS = GetCameraRelativePositionWS(positionWS); -#endif - - return positionWS; -} - -float3 TransformElementToWorldNormal(float3 normalOS, Attributes attributes) -{ - float3 size3 = float3(attributes.size,attributes.size,attributes.size); + input.positionOS = mul(elementToVFX, float4(input.positionOS, 1.0f)).xyz; +#ifdef ATTRIBUTES_NEED_NORMAL float3x3 elementToVFX_N = GetElementToVFXMatrixNormal( attributes.axisX, attributes.axisY, attributes.axisZ, - float3(attributes.angleX,attributes.angleY,attributes.angleZ), - size3); + float3(attributes.angleX, attributes.angleY, attributes.angleZ), + size); - float3 normalPS = normalize(mul(elementToVFX_N, normalOS)); - return TransformObjectToWorldNormal(normalPS); + input.normalOS = normalize(mul(elementToVFX_N, input.normalOS)); +#endif + + return input; } -float3 TransformPreviousElementToWorld(float3 positionOS, uint index) +AttributesMesh TransformMeshToPreviousElement(AttributesMesh input, uint elementIndex) { - uint elementToVFXBaseIndex = index * 13; + uint elementToVFXBaseIndex = elementIndex * 13; uint previousFrameIndex = elementToVFXBufferPrevious.Load(elementToVFXBaseIndex++ << 2); - if (asuint(currentFrameIndex) - previousFrameIndex == 1u) //if (dot(previousElementToVFX[0], 1) != 0) - { - float4x4 previousElementToVFX = (float4x4)0; - previousElementToVFX[3] = float4(0,0,0,1); + 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); - } + UNITY_UNROLL + for (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow) + { + uint4 read = elementToVFXBufferPrevious.Load4((elementToVFXBaseIndex + itIndexMatrixRow * 4) << 2); + previousElementToVFX[itIndexMatrixRow] = asfloat(read); + } - float3 positionPS = mul(previousElementToVFX, float4(positionOS, 1.0f)).xyz; - float3 positionWS = TransformPositionVFXToWorld(positionPS); + input.positionOS = mul(previousElementToVFX, float4(input.positionOS, 1.0f)).xyz; - #ifdef VFX_WORLD_SPACE - positionWS = GetCameraRelativePositionWS(positionWS); - #endif - return positionWS; - } +#ifdef ATTRIBUTES_NEED_NORMAL + // TODO? Not necesarry for MV? +#endif - return TransformPreviousObjectToWorld(positionOS); + return input; } +// Here we define some overrides of the core space transforms. +// VFX lets users work in two spaces: Local and World. +// Local means local to "Particle Space" which in this case we treat similarly to Object Space. +// World means that position users define in their graph are placed in the absolute world. +// Becuase of these two spaces we must be careful how we transform into world space for current and previous frame. +#define TransformObjectToWorld TransformObjectToWorldVFX +float3 TransformObjectToWorldVFX(float3 positionOS) +{ + float3 positionWS = TransformPositionVFXToWorld(positionOS); + +#ifdef VFX_WORLD_SPACE + positionWS = GetCameraRelativePositionWS(positionOS); +#endif + + return positionWS; +} + +#ifdef VFX_WORLD_SPACE +#define TransformPreviousObjectToWorld TransformPreviousObjectToWorldVFX +float3 TransformPreviousObjectToWorldVFX(float3 positionOS) +{ + return GetCameraRelativePositionWS(positionOS); +} +#endif + // Need to redefine GetVaryingsDataDebug since we omit FragInputs.hlsl and generate one procedurally. #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/MaterialDebug.cs.hlsl" 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 index fb2b13dc9b6..f4f598b4534 100644 --- 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 @@ -1,6 +1,6 @@ // Output Type: Mesh -AttributesMesh GetMeshVFX(AttributesMesh input, inout uint index) +void GetMeshAndElementIndex(inout AttributesMesh input, inout uint index) { index = input.instanceID; @@ -8,6 +8,5 @@ AttributesMesh GetMeshVFX(AttributesMesh input, inout uint index) index = indirectBuffer[index]; #endif - // Mesh output requires no preliminary configuration. - return input; + // Mesh requires no preliminary configuration. } 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 index c9a27f41d86..9398e89f97f 100644 --- 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 @@ -38,7 +38,7 @@ float3 GetStripTangent(float3 currentPos, uint relativeIndex, const StripData st } #endif -AttributesMesh GetMeshVFX(AttributesMesh input, inout uint index) +void GetMeshAndElementIndex(inout AttributesMesh input, inout uint index) { uint id = input.vertexID; @@ -55,7 +55,7 @@ AttributesMesh GetMeshVFX(AttributesMesh input, inout uint index) uint maxEdgeIndex = relativeIndexInStrip - PARTICLE_IN_EDGE + 1; if (maxEdgeIndex >= stripData.nextIndex) - return input; + return; index = GetParticleIndex(relativeIndexInStrip, stripData); #else @@ -132,6 +132,4 @@ AttributesMesh GetMeshVFX(AttributesMesh input, inout uint index) #ifdef ATTRIBUTES_NEED_TEXCOORD0 input.uv0 = uv; #endif - - return input; } diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 57ac833aabb..7d0d7704bcc 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -264,6 +264,7 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled // 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). foreach (var header in context.additionalDataHeaders) additionalDefines.AppendLine(header); foreach (var define in context.additionalDefines) 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 7f79abe25d9..2b0a8982936 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 @@ -107,10 +107,13 @@ PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMes { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target - // Re-configure the input mesh (in case of procedural primitive output). #if defined(HAVE_VFX_MODIFICATION) - uint indexVFX = 0; - inputMesh = GetMeshVFX(inputMesh, indexVFX); + // Re-construct the VFX mesh (i.e. in case of procedural output like planar primitives). + // And fetch element index to sample the previous element matrix. + uint elementIndex; + GetMeshAndElementIndex(inputMesh, elementIndex); + + inputMesh = TransformMeshToPreviousElement(inputMesh, elementIndex); #endif float3 effectivePositionOS = (hasDeformation ? inputPass.previousPositionOS : inputMesh.positionOS); @@ -124,11 +127,7 @@ PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMes previousMesh.positionOS = effectivePositionOS; previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz); -#if defined(HAVE_VFX_MODIFICATION) - float3 previousPositionRWS = TransformPreviousElementToWorld(previousMesh.positionOS, indexVFX); -#else float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS); -#endif #else float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS); #endif 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 a04da5c81c0..a1adc309881 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 @@ -135,37 +135,27 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset) UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); - // Preliminary configuration of vertex in case of VFX output like planar primitives. #if defined(HAVE_VFX_MODIFICATION) - uint indexVFX = 0; - input = GetMeshVFX(input, indexVFX); + uint elementIndex; + GetMeshAndElementIndex(input, elementIndex); + + // TODO: Maybe split this up. + Attributes element; + ZERO_INITIALIZE(VaryingsMeshType, output); + GetElementAndInterpolator(elementIndex, element, output); + + input = TransformMeshToElement(input, element); #endif #if defined(HAVE_MESH_MODIFICATION) input = ApplyMeshModification(input, _TimeParameters.xyz); #endif -#if defined(HAVE_VFX_MODIFICATION) - // Ensure we initialize in case VFX partially injects some interpolants. - Attributes attributes; - ZERO_INITIALIZE(VaryingsMeshType, output); - ZERO_INITIALIZE(Attributes, attributes); - - GetElementData(indexVFX, attributes, output); - - float3 positionRWS = TransformElementToWorld(input.positionOS, attributes); -#else // This return the camera relative position (if enable) float3 positionRWS = TransformObjectToWorld(input.positionOS) + worldSpaceOffset; -#endif - #ifdef ATTRIBUTES_NEED_NORMAL -#if defined(HAVE_VFX_MODIFICATION) - float3 normalWS = TransformElementToWorldNormal(input.normalOS, attributes); -#else float3 normalWS = TransformObjectToWorldNormal(input.normalOS); -#endif #else float3 normalWS = float3(0.0, 0.0, 0.0); // We need this case to be able to compile ApplyVertexModification that doesn't use normal. #endif From 617c907ff04b27b512ccb918ef52069fdc778e1c Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 17 Feb 2021 16:11:27 -0500 Subject: [PATCH 057/186] Reintroduce culling for dead particle vertices --- .../Templates/VFX/Config.template.hlsl | 22 +++++++++++-------- .../Templates/VFX/ConfigMesh.template.hlsl | 6 ++++- .../VFX/ConfigPlanarPrimitive.template.hlsl | 9 ++++++-- .../RenderPipeline/ShaderPass/VertMesh.hlsl | 10 +++++---- 4 files changed, 31 insertions(+), 16 deletions(-) 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 index 3f92beaf138..812791db2f9 100644 --- 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 @@ -76,15 +76,8 @@ float3 GetSize(Attributes attributes) // Loads the element-specific attribute data, as well as fills any interpolator. #define VaryingsMeshType VaryingsMeshToPS -void GetElementAndInterpolator(uint index, inout Attributes attributes, inout VaryingsMeshType output) +bool GetElementAndInterpolator(uint index, inout Attributes attributes, inout VaryingsMeshType output) { - uint deadCount = 0; - #if USE_DEAD_LIST_COUNT - deadCount = deadListCount.Load(0); - #endif - if (index >= asuint(nbMax) - deadCount) - return; - $splice(VFXLoadAttribute) #if HAS_STRIPS @@ -95,10 +88,21 @@ void GetElementAndInterpolator(uint index, inout Attributes attributes, inout Va #if !HAS_STRIPS if (!attributes.alive) - return; + return false; #endif $splice(VFXInterpolantsGeneration) + + return true; +} + +bool ShouldCull(uint index) +{ + uint deadCount = 0; +#if USE_DEAD_LIST_COUNT + deadCount = deadListCount.Load(0); +#endif + return (index >= asuint(nbMax) - deadCount); } // Configure the output type-spcific mesh definition and index calculation for the rest of the element data. 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 index f4f598b4534..3ef1c954419 100644 --- 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 @@ -1,12 +1,16 @@ // Output Type: Mesh -void GetMeshAndElementIndex(inout AttributesMesh input, inout uint index) +bool GetMeshAndElementIndex(inout AttributesMesh input, inout uint index) { index = input.instanceID; + if (ShouldCull(index)) + return false; + #if VFX_HAS_INDIRECT_DRAW index = indirectBuffer[index]; #endif // Mesh requires no preliminary configuration. + return true; } 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 index 9398e89f97f..b71637631eb 100644 --- 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 @@ -38,7 +38,7 @@ float3 GetStripTangent(float3 currentPos, uint relativeIndex, const StripData st } #endif -void GetMeshAndElementIndex(inout AttributesMesh input, inout uint index) +bool GetMeshAndElementIndex(inout AttributesMesh input, inout uint index) { uint id = input.vertexID; @@ -55,7 +55,7 @@ void GetMeshAndElementIndex(inout AttributesMesh input, inout uint index) uint maxEdgeIndex = relativeIndexInStrip - PARTICLE_IN_EDGE + 1; if (maxEdgeIndex >= stripData.nextIndex) - return; + return false; index = GetParticleIndex(relativeIndexInStrip, stripData); #else @@ -65,6 +65,9 @@ void GetMeshAndElementIndex(inout AttributesMesh input, inout uint index) index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024; #endif + if (ShouldCull(index)) + return false; + #if VFX_HAS_INDIRECT_DRAW index = indirectBuffer[index]; #endif @@ -132,4 +135,6 @@ void GetMeshAndElementIndex(inout AttributesMesh input, inout uint index) #ifdef ATTRIBUTES_NEED_TEXCOORD0 input.uv0 = uv; #endif + + return true; } 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 a1adc309881..2a5015055dc 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 @@ -136,13 +136,15 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset) UNITY_TRANSFER_INSTANCE_ID(input, output); #if defined(HAVE_VFX_MODIFICATION) + ZERO_INITIALIZE(VaryingsMeshType, output); + uint elementIndex; - GetMeshAndElementIndex(input, elementIndex); + if(!GetMeshAndElementIndex(input, elementIndex)) + return output; - // TODO: Maybe split this up. Attributes element; - ZERO_INITIALIZE(VaryingsMeshType, output); - GetElementAndInterpolator(elementIndex, element, output); + if(!GetElementAndInterpolator(elementIndex, element, output)) + return output; input = TransformMeshToElement(input, element); #endif From debc4b22fbc6d89edd0f3972d0b78d811582c375 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 17 Feb 2021 16:35:38 -0500 Subject: [PATCH 058/186] Splice in the last of the VFX defines (source/current directives) --- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 12 ++++++++++++ .../Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl | 6 ++++-- 2 files changed, 16 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 7d0d7704bcc..a13aab92a8f 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -1,5 +1,6 @@ using System; using System.Collections.Generic; +using System.Globalization; using System.Linq; using UnityEngine; using UnityEditor.ShaderGraph; @@ -265,6 +266,17 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled // 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) 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 2a5015055dc..a08f3059519 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 @@ -136,16 +136,18 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset) UNITY_TRANSFER_INSTANCE_ID(input, output); #if defined(HAVE_VFX_MODIFICATION) + // The particle may be culled early, so ensure the varyings are initialized to zero. ZERO_INITIALIZE(VaryingsMeshType, output); uint elementIndex; if(!GetMeshAndElementIndex(input, elementIndex)) - return output; + return output; // Culled index. Attributes element; if(!GetElementAndInterpolator(elementIndex, element, output)) - return output; + return output; // Dead particle. + // In VFX, "Element Space" is treated as Object Space. input = TransformMeshToElement(input, element); #endif From 63dd2aa2cfd37f7a2f1d3fb56bbd1b5cf0c9b3fb Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 17 Feb 2021 17:35:41 -0500 Subject: [PATCH 059/186] Refactor for attributeselement container (to pass around strip data etc.) --- .../Templates/VFX/Config.template.hlsl | 76 +++++++++++-------- .../Templates/VFX/ConfigMesh.template.hlsl | 6 +- .../VFX/ConfigPlanarPrimitive.template.hlsl | 8 +- .../MotionVectorVertexShaderCommon.hlsl | 8 +- .../RenderPipeline/ShaderPass/VertMesh.hlsl | 11 +-- 5 files changed, 68 insertions(+), 41 deletions(-) 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 index 812791db2f9..ec03d09d3f1 100644 --- 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 @@ -51,6 +51,25 @@ $splice(VFXParameterBuffer) $splice(VFXGeneratedBlockFunction) +struct AttributesElement +{ + uint index; + Attributes attributes; +#if HAS_STRIPS + uint relativeIndexInStrip; + StripData stripData; +#endif +}; + +bool ShouldCull(uint index) +{ + uint deadCount = 0; +#if USE_DEAD_LIST_COUNT + deadCount = deadListCount.Load(0); +#endif + return (index >= asuint(nbMax) - deadCount); +} + float3 GetSize(Attributes attributes) { float3 size3 = float3(attributes.size,attributes.size,attributes.size); @@ -74,14 +93,23 @@ float3 GetSize(Attributes attributes) return size3; } +// Configure the output type-spcific mesh definition and index calculation for the rest of the element data. +$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 GetElementAndInterpolator(uint index, inout Attributes attributes, inout VaryingsMeshType output) +bool GetInterpolatorAndElementData(inout VaryingsMeshType output, inout AttributesElement element) { + uint index = element.index; + + Attributes attributes; $splice(VFXLoadAttribute) #if HAS_STRIPS - InitStripAttributes(index, attributes, stripData); + const StripData stripData = element.stripData; + const uint relativeIndexInStrip = element.relativeIndexInStrip; + InitStripAttributes(index, attributes, element.stripData); #endif $splice(VFXProcessBlocks) @@ -93,46 +121,34 @@ bool GetElementAndInterpolator(uint index, inout Attributes attributes, inout Va $splice(VFXInterpolantsGeneration) + element.attributes = attributes; return true; } -bool ShouldCull(uint index) -{ - uint deadCount = 0; -#if USE_DEAD_LIST_COUNT - deadCount = deadListCount.Load(0); -#endif - return (index >= asuint(nbMax) - deadCount); -} - -// Configure the output type-spcific mesh definition and index calculation for the rest of the element data. -$OutputType.Mesh: $include("VFX/ConfigMesh.template.hlsl") -$OutputType.PlanarPrimitive: $include("VFX/ConfigPlanarPrimitive.template.hlsl") - // Transform utility for going from object space into particle space. // For the current frame, this is done by constructing the particle (element) space matrix. // For the previous frame, the element matrices are cached and read back by the mesh element index. -AttributesMesh TransformMeshToElement(AttributesMesh input, Attributes attributes) +AttributesMesh TransformMeshToElement(AttributesMesh input, AttributesElement element) { - float3 size = GetSize(attributes); + float3 size = GetSize(element.attributes); float4x4 elementToVFX = GetElementToVFXMatrix( - attributes.axisX, - attributes.axisY, - attributes.axisZ, - float3(attributes.angleX, attributes.angleY, attributes.angleZ), - float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ), + 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), size, - attributes.position); + element.attributes.position); input.positionOS = mul(elementToVFX, float4(input.positionOS, 1.0f)).xyz; #ifdef ATTRIBUTES_NEED_NORMAL float3x3 elementToVFX_N = GetElementToVFXMatrixNormal( - attributes.axisX, - attributes.axisY, - attributes.axisZ, - float3(attributes.angleX, attributes.angleY, attributes.angleZ), + element.attributes.axisX, + element.attributes.axisY, + element.attributes.axisZ, + float3(element.attributes.angleX, element.attributes.angleY, element.attributes.angleZ), size); input.normalOS = normalize(mul(elementToVFX_N, input.normalOS)); @@ -141,9 +157,9 @@ AttributesMesh TransformMeshToElement(AttributesMesh input, Attributes attribute return input; } -AttributesMesh TransformMeshToPreviousElement(AttributesMesh input, uint elementIndex) +AttributesMesh TransformMeshToPreviousElement(AttributesMesh input, AttributesElement element) { - uint elementToVFXBaseIndex = elementIndex * 13; + uint elementToVFXBaseIndex = element.index * 13; uint previousFrameIndex = elementToVFXBufferPrevious.Load(elementToVFXBaseIndex++ << 2); float4x4 previousElementToVFX = (float4x4)0; @@ -167,7 +183,7 @@ AttributesMesh TransformMeshToPreviousElement(AttributesMesh input, uint element // Here we define some overrides of the core space transforms. // VFX lets users work in two spaces: Local and World. -// Local means local to "Particle Space" which in this case we treat similarly to Object Space. +// Local means local to "Particle Space" (or Element) which in this case we treat similarly to Object Space. // World means that position users define in their graph are placed in the absolute world. // Becuase of these two spaces we must be careful how we transform into world space for current and previous frame. #define TransformObjectToWorld TransformObjectToWorldVFX 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 index 3ef1c954419..fdef40c4b35 100644 --- 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 @@ -1,8 +1,8 @@ // Output Type: Mesh -bool GetMeshAndElementIndex(inout AttributesMesh input, inout uint index) +bool GetMeshAndElementIndex(inout AttributesMesh input, inout AttributesElement element) { - index = input.instanceID; + uint index = input.instanceID; if (ShouldCull(index)) return false; @@ -11,6 +11,8 @@ bool GetMeshAndElementIndex(inout AttributesMesh input, inout uint index) 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/ConfigPlanarPrimitive.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/ConfigPlanarPrimitive.template.hlsl index b71637631eb..b45e199ecf7 100644 --- 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 @@ -38,11 +38,12 @@ float3 GetStripTangent(float3 currentPos, uint relativeIndex, const StripData st } #endif -bool GetMeshAndElementIndex(inout AttributesMesh input, inout uint index) +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 @@ -57,6 +58,9 @@ bool GetMeshAndElementIndex(inout AttributesMesh input, inout uint index) 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; @@ -72,6 +76,8 @@ bool GetMeshAndElementIndex(inout AttributesMesh input, inout uint index) index = indirectBuffer[index]; #endif + element.index = index; + // Configure planar Primitive float4 uv = 0; 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 2b0a8982936..ccd5c116cc7 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 @@ -110,10 +110,12 @@ PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMes #if defined(HAVE_VFX_MODIFICATION) // Re-construct the VFX mesh (i.e. in case of procedural output like planar primitives). // And fetch element index to sample the previous element matrix. - uint elementIndex; - GetMeshAndElementIndex(inputMesh, elementIndex); + AttributesElement element; + ZERO_INITIALIZE(AttributesElement, element); - inputMesh = TransformMeshToPreviousElement(inputMesh, elementIndex); + GetMeshAndElementIndex(inputMesh, element); + + inputMesh = TransformMeshToPreviousElement(inputMesh, element); #endif float3 effectivePositionOS = (hasDeformation ? inputPass.previousPositionOS : inputMesh.positionOS); 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 a08f3059519..f16274022c9 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 @@ -136,15 +136,16 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset) UNITY_TRANSFER_INSTANCE_ID(input, output); #if defined(HAVE_VFX_MODIFICATION) - // The particle may be culled early, so ensure the varyings are initialized to zero. + AttributesElement element; + ZERO_INITIALIZE(AttributesElement, element); + + // Vertex might be culled early, thus we ensure the varyings are initialized to zero. ZERO_INITIALIZE(VaryingsMeshType, output); - uint elementIndex; - if(!GetMeshAndElementIndex(input, elementIndex)) + if(!GetMeshAndElementIndex(input, element)) return output; // Culled index. - Attributes element; - if(!GetElementAndInterpolator(elementIndex, element, output)) + if(!GetInterpolatorAndElementData(output, element)) return output; // Dead particle. // In VFX, "Element Space" is treated as Object Space. From 8ec0e4844d2f460a02212b84dbb4dde5aa84e0bd Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 17 Feb 2021 18:31:50 -0500 Subject: [PATCH 060/186] Disable motion vectors on a material level --- .../Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 7078d97fb06..c03242993ed 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -429,6 +429,10 @@ public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) case VFXDeviceTarget.CPU: { var material = particleData.GetOrCreateMaterial(this); + + // Enforce the disabling of motion vectors on the material level. + material.SetShaderPassEnabled("MotionVectors", hasMotionVector); + var shader = material.shader; // Map the material state values From da73ba88e6b2697ba17636529c6328ed040cfd3f Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 18 Feb 2021 10:45:34 -0500 Subject: [PATCH 061/186] Fixed issue with VFXTarget not using the previous generation path --- .../Editor/Compiler/VFXCodeGenerator.cs | 1 + .../Editor/Data/VFXDataParticle.cs | 11 +- .../VFXShaderGraphParticleOutput.cs | 112 ++++++++++-------- 3 files changed, 69 insertions(+), 55 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index 6adadfebfde..56058dabb9e 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -464,6 +464,7 @@ static private StringBuilder Build(VFXContext context, string templatePath, VFXC if (context is VFXShaderGraphParticleOutput shaderGraphContext && shaderGraphContext.shaderGraph != null && + shaderGraphContext.shaderGraph.generatesWithShaderGraph && VFXViewPreference.generateOutputContextWithShaderGraph) { var result = TryBuildFromShaderGraph(shaderGraphContext, contextData); diff --git a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs index 1bfaf29b55e..dd1c9ab83e7 100644 --- a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs +++ b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs @@ -1049,10 +1049,15 @@ public override void FillDescs( } } - if (context is VFXShaderGraphParticleOutput) + if (context is VFXShaderGraphParticleOutput shaderGraphOutputContext) { - var material = GetOrCreateMaterial(context); - AppendMaterialParameters(material, additionalParameters, contextData, expressionGraph); + var shaderGraph = shaderGraphOutputContext.GetOrRefreshShaderGraphObject(); + + if (shaderGraph.generatesWithShaderGraph) + { + var material = GetOrCreateMaterial(context); + AppendMaterialParameters(material, additionalParameters, contextData, expressionGraph); + } } taskDesc.buffers = bufferMappings.ToArray(); diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index c03242993ed..828c6a5f695 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -418,75 +418,83 @@ protected virtual RPInfo currentRP get { return hdrpInfo; } } - - public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) + void InjectMaterialState(Material material, VFXExpressionMapper mapper) { - var mapper = base.GetExpressionMapper(target); - var particleData = (VFXDataParticle)GetData(); + if (material == null) + return; - switch (target) - { - case VFXDeviceTarget.CPU: - { - var material = particleData.GetOrCreateMaterial(this); + // Enforce the disabling of motion vectors on the material level. + material.SetShaderPassEnabled("MotionVectors", hasMotionVector); - // Enforce the disabling of motion vectors on the material level. - material.SetShaderPassEnabled("MotionVectors", hasMotionVector); + var shader = material.shader; - var shader = material.shader; + // Map the material state values + if (shader != null) + { + VFXLibrary.currentSRPBinder.SetupMaterial(material); - // Map the material state values - if (shader != null) + // Properties + for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); ++i) + { + if (ShaderUtil.IsShaderPropertyHidden(shader, i)) { - VFXLibrary.currentSRPBinder.SetupMaterial(material); + var name = ShaderUtil.GetPropertyName(shader, i); + var nameId = Shader.PropertyToID(name); + if (!material.HasProperty(nameId)) + continue; + + VFXExpression expr = null; - // Properties - for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); ++i) + switch (ShaderUtil.GetPropertyType(shader, i)) { - if (ShaderUtil.IsShaderPropertyHidden(shader, i)) - { - var name = ShaderUtil.GetPropertyName(shader, i); - var nameId = Shader.PropertyToID(name); - if (!material.HasProperty(nameId)) - continue; + case ShaderUtil.ShaderPropertyType.Float: + expr = VFXValue.Constant(material.GetFloat(nameId)); + break; + default: + break; + } - VFXExpression expr = null; + if (expr != null) + { + mapper.AddExpression(expr, name, -1); + } + } + } - switch (ShaderUtil.GetPropertyType(shader, i)) - { - case ShaderUtil.ShaderPropertyType.Float: - expr = VFXValue.Constant(material.GetFloat(nameId)); - break; - default: - break; - } + // Pass + for (int i = 0; i < material.passCount; i++) + { + var passName = material.GetPassName(i); + if (passName == string.Empty) + continue; - if (expr != null) - { - mapper.AddExpression(expr, name, -1); - } - } - } + var expr = VFXValue.Constant(material.GetShaderPassEnabled(passName)); + mapper.AddExpression(expr, passName, -1); + } - // Pass - for (int i = 0; i < material.passCount; i++) - { - var passName = material.GetPassName(i); - if (passName == string.Empty) - continue; + // Render Queue + var renderQueueExpression = VFXValue.Constant(material.renderQueue); + mapper.AddExpression(renderQueueExpression, "RenderQueue", -1); + } + } - var expr = VFXValue.Constant(material.GetShaderPassEnabled(passName)); - mapper.AddExpression(expr, passName, -1); - } + public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) + { + var mapper = base.GetExpressionMapper(target); + var particleData = (VFXDataParticle)GetData(); + var shaderGraph = GetOrRefreshShaderGraphObject(); - // Render Queue - var renderQueueExpression = VFXValue.Constant(material.renderQueue); - mapper.AddExpression(renderQueueExpression, "RenderQueue", -1); - } + switch (target) + { + case VFXDeviceTarget.CPU: + { + var material = particleData.GetOrCreateMaterial(this); + + if (shaderGraph.generatesWithShaderGraph) + InjectMaterialState(material, mapper); } break; case VFXDeviceTarget.GPU: - var shaderGraph = GetOrRefreshShaderGraphObject(); if (shaderGraph != null) { foreach (var tex in shaderGraph.textureInfos.Where(t => t.texture != null).OrderBy(t => t.name)) From a168f5e3d1165c471ed8e8a9758e52aeda214839 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 18 Feb 2021 18:42:56 -0500 Subject: [PATCH 062/186] Integrate SG vertex properties for VFX --- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 13 +++++-- .../Editor/Generation/ShaderGraphVfxAsset.cs | 35 +++++++++++++++++++ .../Editor/Importers/ShaderGraphImporter.cs | 5 +++ .../Editor/Compiler/VFXCodeGenerator.cs | 35 +++++++++++++++++++ .../Editor/Models/Contexts/VFXContext.cs | 1 + .../VFXShaderGraphParticleOutput.cs | 14 +++++++- 6 files changed, 99 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index a13aab92a8f..72277b5336a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -38,7 +38,8 @@ private static SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subS out var defineSpaceDescriptor, out var parameterBufferDescriptor, out var additionalDefinesDescriptor, - out var loadPositionAttributeDescriptor + out var loadPositionAttributeDescriptor, + out var vertexPropertiesGenerationDescriptor ); var passes = subShaderDescriptor.passes.ToArray(); @@ -81,7 +82,8 @@ out var loadPositionAttributeDescriptor defineSpaceDescriptor, parameterBufferDescriptor, additionalDefinesDescriptor, - loadPositionAttributeDescriptor + loadPositionAttributeDescriptor, + vertexPropertiesGenerationDescriptor }; vfxPasses.Add(passDescriptor, passes[i].fieldConditions); @@ -227,7 +229,8 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled out AdditionalCommandDescriptor defineSpaceDescriptor, out AdditionalCommandDescriptor parameterBufferDescriptor, out AdditionalCommandDescriptor additionalDefinesDescriptor, - out AdditionalCommandDescriptor loadPositionAttributeDescriptor) + out AdditionalCommandDescriptor loadPositionAttributeDescriptor, + out AdditionalCommandDescriptor vertexPropertiesGenerationDescriptor) { // TODO: Collapse as much of this as possible into a single generate header descriptor. @@ -240,6 +243,10 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled blockFunctionDescriptor = new AdditionalCommandDescriptor("VFXGeneratedBlockFunction", blockFunction); blockCallFunctionDescriptor = new AdditionalCommandDescriptor("VFXProcessBlocks", blockCallFunction); + // Vertex Input + VFXCodeGenerator.BuildVertexPropertes(context, contextData, out var vertexPropertiesGeneration); + vertexPropertiesGenerationDescriptor = new AdditionalCommandDescriptor("VFXVertexPropertiesGeneration", vertexPropertiesGeneration); + // Interpolator VFXCodeGenerator.BuildInterpolatorBlocks(context, contextData, out var interpolatorsGeneration); diff --git a/com.unity.shadergraph/Editor/Generation/ShaderGraphVfxAsset.cs b/com.unity.shadergraph/Editor/Generation/ShaderGraphVfxAsset.cs index a172c3fdcfc..6ecb0b58a28 100644 --- a/com.unity.shadergraph/Editor/Generation/ShaderGraphVfxAsset.cs +++ b/com.unity.shadergraph/Editor/Generation/ShaderGraphVfxAsset.cs @@ -39,6 +39,9 @@ private class ShaderGraphVfxAssetData : JsonObject [SerializeField] public bool alphaClipping; + [SerializeField] + internal ShaderStageCapability[] m_PropertiesStages; + [SerializeField] internal GraphCompilationResult compilationResult; @@ -126,6 +129,38 @@ 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/Importers/ShaderGraphImporter.cs b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs index 9c3e7d2eefc..a0301810e5a 100644 --- a/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs +++ b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs @@ -667,6 +667,7 @@ 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(); @@ -682,6 +683,7 @@ void AddCoordinateSpaceSnippets(InterpolatorType interpolatorType, Func 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 BuildInterpolatorBlocks(VFXContext context, VFXContextCompiledData contextData, out string interpolatorsGeneration) { diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs index bc4e742c480..6843ccb48e3 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/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 828c6a5f695..b0c01b3bd10 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -545,7 +545,19 @@ public override IEnumerable fragmentParameters { var shaderGraph = GetOrRefreshShaderGraphObject(); if (shaderGraph != null) - foreach (var param in shaderGraph.properties) + foreach (var param in shaderGraph.fragmentProperties) + if (!IsTexture(param.propertyType)) // Remove exposed textures from list of interpolants + yield return param.referenceName; + } + } + + 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; } From b4c60fd17ebbd8129cc4cb20c5e30a7785e1b794 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 19 Feb 2021 17:19:41 -0500 Subject: [PATCH 063/186] Support vertex graph support for per-element data --- .../ShaderGraph/Templates/ShaderPass.template | 12 +++++- .../Templates/VFX/Config.template.hlsl | 28 +++++++++++-- .../Templates/VertexAnimation.template.hlsl | 14 +++++++ .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 23 ++++++++--- .../MotionVectorVertexShaderCommon.hlsl | 9 ++++ .../RenderPipeline/ShaderPass/VertMesh.hlsl | 4 +- .../Data/Graphs/AbstractShaderProperty.cs | 10 ++++- .../Editor/Data/Nodes/Input/PropertyNode.cs | 22 +++++----- .../Generation/Processors/GenerationUtils.cs | 21 ++++++---- .../Editor/Generation/Processors/Generator.cs | 27 ++++++------ .../Editor/Compiler/VFXCodeGenerator.cs | 41 ++++++++++++++++++- .../VFXShaderGraphParticleOutput.cs | 2 +- 12 files changed, 165 insertions(+), 48 deletions(-) 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 ccb758be27d..6391a6758ec 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 @@ -215,7 +215,17 @@ Pass #endif // SHADER_UNLIT SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V); - SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs $splice(VFXSurfaceDescriptionInputs)); + + #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.. 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 index ec03d09d3f1..61fcc2a80dc 100644 --- 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 @@ -97,9 +97,7 @@ float3 GetSize(Attributes attributes) $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) +void GetElementData(inout AttributesElement element) { uint index = element.index; @@ -114,6 +112,16 @@ bool GetInterpolatorAndElementData(inout VaryingsMeshType output, inout Attribut $splice(VFXProcessBlocks) + element.attributes = attributes; +} + +// 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); + const Attributes attributes = element.attributes; + #if !HAS_STRIPS if (!attributes.alive) return false; @@ -121,7 +129,6 @@ bool GetInterpolatorAndElementData(inout VaryingsMeshType output, inout Attribut $splice(VFXInterpolantsGeneration) - element.attributes = attributes; return true; } @@ -206,6 +213,19 @@ float3 TransformPreviousObjectToWorldVFX(float3 positionOS) } #endif +// Vertex + Pixel Graph Properties Generation +void GetElementVertexProperties(AttributesElement element, inout GraphProperties properties) +{ + const Attributes attributes = element.attributes; + $splice(VFXVertexPropertiesGeneration) + $splice(VFXVertexPropertiesAssign) +} + +void GetElementPixelProperties(FragInputs fragInputs, inout GraphProperties properties) +{ + $splice(VFXPixelPropertiesAssign) +} + // Need to redefine GetVaryingsDataDebug since we omit FragInputs.hlsl and generate one procedurally. #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/MaterialDebug.cs.hlsl" 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 0a6f733bdb0..3a7c39ecf43 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 @@ -39,7 +39,11 @@ VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh i return output; } +#if defined(HAVE_VFX_MODIFICATION) +AttributesMesh ApplyMeshModification(AttributesMesh input, AttributesElement element, float3 timeParameters) +#else AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters) +#endif { // build graph inputs VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input); @@ -47,7 +51,17 @@ AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters $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/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 72277b5336a..6e93ffbaa36 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -35,11 +35,13 @@ private static SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subS 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 vertexPropertiesGenerationDescriptor + out var vertexPropertiesGenerationDescriptor, + out var vertexPropertiesAssignDescriptor ); var passes = subShaderDescriptor.passes.ToArray(); @@ -79,11 +81,13 @@ out var vertexPropertiesGenerationDescriptor blockCallFunctionDescriptor, interpolantsGenerationDescriptor, buildVFXFragInputs, + pixelPropertiesAssignDescriptor, defineSpaceDescriptor, parameterBufferDescriptor, additionalDefinesDescriptor, loadPositionAttributeDescriptor, - vertexPropertiesGenerationDescriptor + vertexPropertiesGenerationDescriptor, + vertexPropertiesAssignDescriptor }; vfxPasses.Add(passDescriptor, passes[i].fieldConditions); @@ -226,13 +230,15 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled 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 vertexPropertiesGenerationDescriptor) + out AdditionalCommandDescriptor vertexPropertiesGenerationDescriptor, + out AdditionalCommandDescriptor vertexPropertiesAssignDescriptor) { - // TODO: Collapse as much of this as possible into a single generate header descriptor. + // 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()); @@ -244,18 +250,23 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled blockCallFunctionDescriptor = new AdditionalCommandDescriptor("VFXProcessBlocks", blockCallFunction); // Vertex Input - VFXCodeGenerator.BuildVertexPropertes(context, contextData, out var vertexPropertiesGeneration); + 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) 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 ccd5c116cc7..573f4184375 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 @@ -115,6 +115,10 @@ PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMes GetMeshAndElementIndex(inputMesh, element); + // NOTE: We have to re-evaluate the attributes here, not good. + // TODO: organize things so that VFX mesh and attributes get computed once. + GetElementData(element); + inputMesh = TransformMeshToPreviousElement(inputMesh, element); #endif @@ -128,7 +132,12 @@ PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMes AttributesMesh previousMesh = inputMesh; previousMesh.positionOS = effectivePositionOS; +#if defined(HAVE_VFX_MODIFICATION) + previousMesh = ApplyMeshModification(previousMesh, element, _LastTimeParameters.xyz); +#else previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz); +#endif + float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS); #else float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS); 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 f16274022c9..72604e4d64b 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 @@ -152,7 +152,9 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset) input = TransformMeshToElement(input, element); #endif -#if defined(HAVE_MESH_MODIFICATION) +#if defined(HAVE_MESH_MODIFICATION) && defined(HAVE_VFX_MODIFICATION) + input = ApplyMeshModification(input, element, _TimeParameters.xyz); +#elif defined(HAVE_MESH_MODIFICATION) input = ApplyMeshModification(input, _TimeParameters.xyz); #endif diff --git a/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs b/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs index 8432c2979d3..7fded7799ca 100644 --- a/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs +++ b/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs @@ -22,11 +22,19 @@ public bool gpuInstanced set {} } - internal virtual string GetHLSLVariableName(bool isSubgraphProperty) + internal virtual string GetHLSLVariableName(bool isSubgraphProperty, GenerationMode mode) { + if (mode == GenerationMode.VFX) + return $"PROP.{referenceName}"; + return referenceName; } + internal virtual string GetHLSLVariableName(bool isSubgraphProperty) + { + return GetHLSLVariableName(isSubgraphProperty, GenerationMode.ForReals); + } + // NOTE: this does not tell you the HLSLDeclaration of the entire property... // instead, it tells you what the DEFAULT HLSL Declaration would be, IF the property makes use of the default // to check ACTUAL HLSL Declaration types, enumerate the HLSL Properties and check their HLSLDeclarations... diff --git a/com.unity.shadergraph/Editor/Data/Nodes/Input/PropertyNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/Input/PropertyNode.cs index f6200cd3cac..720e2a37b6d 100644 --- a/com.unity.shadergraph/Editor/Data/Nodes/Input/PropertyNode.cs +++ b/com.unity.shadergraph/Editor/Data/Nodes/Input/PropertyNode.cs @@ -147,34 +147,34 @@ void AddOutputSlot() } } - public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode) + public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode mode) { // preview is always generating a full shader, even when previewing within a subgraph - bool isGeneratingSubgraph = owner.isSubGraph && (generationMode != GenerationMode.Preview); + bool isGeneratingSubgraph = owner.isSubGraph && (mode != GenerationMode.Preview); switch (property.propertyType) { case PropertyType.Boolean: - sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};"); + sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};"); break; case PropertyType.Float: - sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};"); + sb.AppendLine($"$precision {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};"); break; case PropertyType.Vector2: - sb.AppendLine($"$precision2 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};"); + sb.AppendLine($"$precision2 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};"); break; case PropertyType.Vector3: - sb.AppendLine($"$precision3 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};"); + sb.AppendLine($"$precision3 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};"); break; case PropertyType.Vector4: - sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};"); + sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};"); break; case PropertyType.Color: switch (property.sgVersion) { case 0: case 2: - sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};"); + sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};"); break; case 1: case 3: @@ -182,11 +182,11 @@ public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMo //for consistency with other places in the editor, we assume HDR colors are in linear space, and correct for gamma space here if ((property as ColorShaderProperty).colorMode == ColorMode.HDR) { - sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = IsGammaSpace() ? LinearToSRGB({property.GetHLSLVariableName(isGeneratingSubgraph)}) : {property.GetHLSLVariableName(isGeneratingSubgraph)};"); + sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = IsGammaSpace() ? LinearToSRGB({property.GetHLSLVariableName(isGeneratingSubgraph, mode)}) : {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};"); } else { - sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph)};"); + sb.AppendLine($"$precision4 {GetVariableNameForSlot(OutputSlotId)} = {property.GetHLSLVariableName(isGeneratingSubgraph, mode)};"); } break; default: @@ -218,7 +218,7 @@ public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMo sb.AppendLine($"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/Generation/Processors/GenerationUtils.cs b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs index d3dbf7d300d..64e40bb6b17 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs @@ -794,18 +794,14 @@ internal static void GenerateSurfaceDescriptionFunction( graph.CollectShaderProperties(shaderProperties, mode); - var vfxPropertiesBuilder = new ShaderStringBuilder(); - - // Extend the SurfaceDescriptionFunction signature with properties computed by VFX. if (mode == GenerationMode.VFX) { - graph.ForeachHLSLProperty(h => - { - vfxPropertiesBuilder.Append($", {h.GetValueTypeString()} {h.name}"); - }); + 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); - surfaceDescriptionFunction.AppendLine(String.Format("{0} {1}(SurfaceDescriptionInputs IN{2})", surfaceDescriptionName, functionName, vfxPropertiesBuilder.ToString()), false); using (surfaceDescriptionFunction.BlockScope()) { surfaceDescriptionFunction.AppendLine("{0} surface = ({0})0;", surfaceDescriptionName); @@ -972,7 +968,14 @@ 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 dd2d25cb7b4..d3e4c0d5400 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs @@ -604,19 +604,6 @@ void ProcessStackForPass(ContextData contextData, BlockFieldDescriptor[] passBlo pixelGraphInputName, pass.virtualTextureFeedback); - if (m_Mode == GenerationMode.VFX) - { - using (var vfxSurfaceDescriptionInputs = new ShaderStringBuilder()) - { - m_GraphData.ForeachHLSLProperty(h => - { - vfxSurfaceDescriptionInputs.Append($", fragInputs.{h.name}"); - }); - - spliceCommands.Add("VFXSurfaceDescriptionInputs", vfxSurfaceDescriptionInputs.ToString()); - } - } - using (var pixelBuilder = new ShaderStringBuilder()) { // Generate final shader strings @@ -654,6 +641,20 @@ void ProcessStackForPass(ContextData contextData, BlockFieldDescriptor[] passBlo using (var propertyBuilder = new ShaderStringBuilder()) { propertyCollector.GetPropertiesDeclaration(propertyBuilder, m_Mode, m_GraphData.concretePrecision); + + if (m_Mode == GenerationMode.VFX) + { + const string k_GraphPropertiesStruct = "GraphProperties"; + propertyBuilder.AppendLine($"struct {k_GraphPropertiesStruct}"); + using (propertyBuilder.BlockSemicolonScope()) + { + m_GraphData.ForeachHLSLProperty(h => + { + h.AppendTo(propertyBuilder); + }); + } + } + if (propertyBuilder.length == 0) propertyBuilder.AppendLine("// GraphProperties: "); spliceCommands.Add("GraphProperties", propertyBuilder.ToCodeBlock()); diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index 8c231752852..6ba6652d30f 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -397,7 +397,7 @@ internal static void BuildParameterBuffer(VFXContextCompiledData contextData, ou parameterBufferContent = parameterBuffer.ToString(); } - internal static void BuildVertexPropertes(VFXContext context, VFXContextCompiledData contextData, out string vertexProperties) + 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); @@ -432,6 +432,26 @@ internal static void BuildVertexPropertes(VFXContext context, VFXContextCompiled 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); + + 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) { @@ -492,6 +512,25 @@ internal static void BuildFragInputsGeneration(VFXContext context, VFXContextCom 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.{filteredNamedExpression.name}"); + fragInputsGeneration.WriteLine(); + } + + buildFragInputsGeneration = fragInputsGeneration.ToString(); + } + static private StringBuilder Build(VFXContext context, string templatePath, VFXCompilationMode compilationMode, VFXContextCompiledData contextData, HashSet dependencies) { if (!context.SetupCompilation()) diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index b0c01b3bd10..640cad7cee7 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -545,7 +545,7 @@ public override IEnumerable fragmentParameters { var shaderGraph = GetOrRefreshShaderGraphObject(); if (shaderGraph != null) - foreach (var param in shaderGraph.fragmentProperties) + foreach (var param in shaderGraph.properties) if (!IsTexture(param.propertyType)) // Remove exposed textures from list of interpolants yield return param.referenceName; } From 161a48bed946fb542c95af2d5a608cafc024f3ae Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 22 Feb 2021 10:13:38 -0500 Subject: [PATCH 064/186] Sanitize branch of stale functionality (no longer used). --- .../Editor/Material/Lit/ShaderGraph/HDLitSubTarget.Migration.cs | 2 +- .../Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs | 2 +- .../Editor/Material/ShaderGraph/AdvancedOptionsPropertyBlock.cs | 2 -- .../Editor/Data/Graphs/AbstractShaderProperty.cs | 1 - 4 files changed, 2 insertions(+), 5 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.Migration.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.Migration.cs index 810cc52a8c5..13b0691811e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.Migration.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.Migration.cs @@ -13,7 +13,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { - partial class HDLitSubTarget : LightingSubTarget, ILegacyTarget, IRequiresData + sealed partial class HDLitSubTarget : LightingSubTarget, ILegacyTarget, IRequiresData { public bool TryUpgradeFromMasterNode(IMasterNode1 masterNode, out Dictionary blockMap) { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs index c9029455ecf..4e7bd6c8287 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs @@ -14,7 +14,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { - partial class HDLitSubTarget : LightingSubTarget, ILegacyTarget, IRequiresData + sealed partial class HDLitSubTarget : LightingSubTarget, ILegacyTarget, IRequiresData { HDLitData m_LitData; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/AdvancedOptionsPropertyBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/AdvancedOptionsPropertyBlock.cs index 90310372549..085eae5c979 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/AdvancedOptionsPropertyBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/AdvancedOptionsPropertyBlock.cs @@ -21,7 +21,6 @@ public enum Features { None = 0, SpecularOcclusion = 1 << 0, - VFX = 1 << 1, StackLit = All ^ SpecularOcclusion, All = ~0 @@ -31,7 +30,6 @@ class Styles { public static GUIContent overrideBakedGI = new GUIContent("Override Baked GI", "When enabled, inputs to override the current GI are exposed on the master node."); public static GUIContent supportLodCrossFade = new GUIContent("Support LOD CrossFade", "When enabled, allow to use the animated transition for LOD feature on this material."); - public static GUIContent supportVFX = new GUIContent("Support VFX Output", "TODO"); } Features enabledFeatures; diff --git a/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs b/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs index 7fded7799ca..f6d20731013 100644 --- a/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs +++ b/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs @@ -191,7 +191,6 @@ internal enum HLSLDeclaration Global, // declared in the global scope, mainly for use with state coming from Shader.SetGlobal*() UnityPerMaterial, // declared in the UnityPerMaterial cbuffer, populated by Material or MaterialPropertyBlock HybridPerInstance, // declared using HybridRenderer path (v1 or v2) to get DOTS GPU instancing - VFX, // declared in the VFX Parameters cbuffer, populated by a VFX Graph context } internal struct HLSLProperty From ef2d791456f8a6002fc273c41eb8c7de60372591 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 23 Feb 2021 12:01:30 -0500 Subject: [PATCH 065/186] Remove the debug symbol pragma --- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 1 - .../Editor/Generation/Descriptors/PragmaDescriptor.cs | 1 - 2 files changed, 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 6e93ffbaa36..720c8d8c9fc 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -65,7 +65,6 @@ out var vertexPropertiesAssignDescriptor passDescriptor.pragmas = new PragmaCollection { passDescriptor.pragmas, - // Pragma.DebugSymbolsD3D, Pragma.MultiCompileInstancing }; diff --git a/com.unity.shadergraph/Editor/Generation/Descriptors/PragmaDescriptor.cs b/com.unity.shadergraph/Editor/Generation/Descriptors/PragmaDescriptor.cs index 7b4f916dcb4..0b784b2c025 100644 --- a/com.unity.shadergraph/Editor/Generation/Descriptors/PragmaDescriptor.cs +++ b/com.unity.shadergraph/Editor/Generation/Descriptors/PragmaDescriptor.cs @@ -32,6 +32,5 @@ static string GetPlatformList(Platform[] platforms) public static PragmaDescriptor DOTSInstancing => new PragmaDescriptor { value = "multi_compile _ DOTS_INSTANCING_ON" }; public static PragmaDescriptor MultiCompileFog => new PragmaDescriptor { value = "multi_compile_fog" }; public static PragmaDescriptor EditorSyncCompilation => new PragmaDescriptor { value = "editor_sync_compilation" }; - public static PragmaDescriptor DebugSymbolsD3D => new PragmaDescriptor { value = "enable_d3d11_debug_symbols" }; } } From f90951b39732aa26850d1030e31cb323f8c18e20 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 23 Feb 2021 17:13:46 -0500 Subject: [PATCH 066/186] Ommit HLSL Object Types from GraphProperties struct --- .../Editor/Data/Graphs/AbstractShaderProperty.cs | 9 +++++++++ .../Editor/Generation/Processors/Generator.cs | 3 ++- 2 files changed, 11 insertions(+), 1 deletion(-) diff --git a/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs b/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs index f6d20731013..a0183566462 100644 --- a/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs +++ b/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs @@ -228,6 +228,15 @@ 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/Generation/Processors/Generator.cs b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs index d3e4c0d5400..d5db2adf77c 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs @@ -650,7 +650,8 @@ void ProcessStackForPass(ContextData contextData, BlockFieldDescriptor[] passBlo { m_GraphData.ForeachHLSLProperty(h => { - h.AppendTo(propertyBuilder); + if (!h.IsObjectType()) + h.AppendTo(propertyBuilder); }); } } From 6d969b8f2fc1a728c407ea4c1177c8a9dc49c4c8 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 23 Feb 2021 17:26:39 -0500 Subject: [PATCH 067/186] Fix up some nullrefs --- .../Editor/Data/VFXDataParticle.cs | 2 +- .../Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs | 9 ++++++--- 2 files changed, 7 insertions(+), 4 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs index dd1c9ab83e7..fa009eeb40d 100644 --- a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs +++ b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs @@ -1053,7 +1053,7 @@ public override void FillDescs( { var shaderGraph = shaderGraphOutputContext.GetOrRefreshShaderGraphObject(); - if (shaderGraph.generatesWithShaderGraph) + if (shaderGraph != null && shaderGraph.generatesWithShaderGraph) { var material = GetOrCreateMaterial(context); AppendMaterialParameters(material, additionalParameters, contextData, expressionGraph); diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 640cad7cee7..1f20b901f21 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -488,10 +488,13 @@ public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) { case VFXDeviceTarget.CPU: { - var material = particleData.GetOrCreateMaterial(this); + if (shaderGraph != null) + { + var material = particleData.GetOrCreateMaterial(this); - if (shaderGraph.generatesWithShaderGraph) - InjectMaterialState(material, mapper); + if (shaderGraph.generatesWithShaderGraph) + InjectMaterialState(material, mapper); + } } break; case VFXDeviceTarget.GPU: From f078b385eb0761388eb759b86b1e8bca626eb95c Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 25 Feb 2021 17:40:29 -0500 Subject: [PATCH 068/186] Filter the builtin VFX output settings (defer to material inspector) --- .../VFXGraph/UIBlocks/VFXShaderGraphGUI.cs | 2 +- .../Editor/VFXGraph/VFXHDRPSubOutput.cs | 8 +++++++ .../VFXShaderGraphParticleOutput.cs | 24 ++++++++++++++++--- 3 files changed, 30 insertions(+), 4 deletions(-) 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 index 22f016ca713..ffc2c0c1237 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs @@ -9,7 +9,7 @@ namespace UnityEditor.Rendering.HighDefinition internal class VFXShaderGraphGUI : LightingShaderGraphGUI { // TODO: Sort out which surface options VFX needs - const SurfaceOptionUIBlock.Features vfxSurfaceOptionFeatures = SurfaceOptionUIBlock.Features.Lit + const SurfaceOptionUIBlock.Features vfxSurfaceOptionFeatures = SurfaceOptionUIBlock.Features.Lit | SurfaceOptionUIBlock.Features.ShowDepthOffsetOnly; public VFXShaderGraphGUI() 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 c9e07daf2c6..a637266cb3e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubOutput.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubOutput.cs @@ -44,6 +44,14 @@ protected override IEnumerable filteredOutSettings yield return "transparentRenderQueue"; else yield return "opaqueRenderQueue"; + + if (owner is VFXShaderGraphParticleOutput shaderGraphOutput && + shaderGraphOutput.GetOrRefreshShaderGraphObject() != null && + shaderGraphOutput.shaderGraph.generatesWithShaderGraph) + { + yield return "transparentRenderQueue"; + yield return "opaqueRenderQueue"; + } } } diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 1f20b901f21..099372173e3 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -88,7 +88,6 @@ public override void OnInspectorGUI() } } - // TODO: Must draw the other various VFX Output Context info (indirect draw, shadow caster, etc.) base.OnInspectorGUI(); if (serializedObject.ApplyModifiedProperties() || materialChanged) @@ -98,8 +97,6 @@ public override void OnInspectorGUI() context.Invalidate(VFXModel.InvalidationCause.kSettingChanged); } } - - DisplaySummary(); } } @@ -197,6 +194,21 @@ public static object GetSGPropertyValue(AbstractShaderProperty property) } } + // 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() + { + // TODO: blendMode indirectly configures indirect draw, need to let SG configure it. + 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"; + } + protected override IEnumerable filteredOutSettings { get @@ -207,6 +219,12 @@ protected override IEnumerable filteredOutSettings { yield return "colorMapping"; yield return "useAlphaClipping"; + + if (shaderGraph.generatesWithShaderGraph) + { + foreach (var builtinSetting in FilterOutBuiltinSettings()) + yield return builtinSetting; + } } if (!VFXViewPreference.displayExperimentalOperator) yield return "shaderGraph"; From d6c36be00f3b16f561025817824a321d04002a04 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 26 Feb 2021 11:04:25 -0500 Subject: [PATCH 069/186] Configure VFX Sort Mode by the shadergraph material blend mode --- .../Editor/VFXGraph/VFXHDRPBinder.cs | 30 +++++++++++++++++++ .../Editor/Core/VFXLibrary.cs | 5 ++++ .../VFXAbstractParticleOutput.cs | 2 +- .../VFXShaderGraphParticleOutput.cs | 25 ++++++++++++---- 4 files changed, 56 insertions(+), 6 deletions(-) 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..456259552cf 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs @@ -23,5 +23,35 @@ public override void SetupMaterial(Material mat) catch (ArgumentException) // Silently catch the 'Unknown shader' in case of non HDRP shaders {} } + + public override VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(Material mat) + { + var blendMode = VFXAbstractRenderedOutput.BlendMode.Opaque; + + if (!mat.HasProperty(HDMaterialProperties.kSurfaceType) || + !mat.HasProperty(HDMaterialProperties.kBlendMode)) + { + return blendMode; + } + + var surfaceType = mat.GetFloat(HDMaterialProperties.kSurfaceType); + if (surfaceType == (int)SurfaceType.Transparent) + { + switch (mat.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; + } } } diff --git a/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs b/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs index 1879ed257ea..e7a3742311f 100644 --- a/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs +++ b/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs @@ -161,6 +161,11 @@ abstract class VFXSRPBinder abstract public Type SRPOutputDataType { get; } public virtual void SetupMaterial(Material mat) {} + + public virtual VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(Material mat) + { + return VFXAbstractRenderedOutput.BlendMode.Opaque; + } } // Not in Universal package because we dont want to add a dependency on VFXGraph diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs index c410af6a50f..128d9c7c649 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs @@ -124,7 +124,7 @@ protected enum FlipbookLayout private bool hasExposure { get { return needsExposureWeight && subOutput.supportsExposure; } } 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/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 099372173e3..fd7cdcc3f62 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -194,10 +194,27 @@ public static object GetSGPropertyValue(AbstractShaderProperty property) } } + public override bool HasSorting() + { + var materialBlendMode = 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. + var particleData = (VFXDataParticle)GetData(); + var material = particleData.GetOrCreateMaterial(this); + materialBlendMode = VFXLibrary.currentSRPBinder.GetBlendModeFromMaterial(material); + } + + return base.HasSorting() || (sort == SortMode.Auto && (materialBlendMode == BlendMode.Alpha || materialBlendMode == BlendMode.AlphaPremultiplied)); + } + // 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() { - // TODO: blendMode indirectly configures indirect draw, need to let SG configure it. yield return "blendMode"; yield return "cullMode"; yield return "zWriteMode"; @@ -506,12 +523,10 @@ public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) { case VFXDeviceTarget.CPU: { - if (shaderGraph != null) + if (shaderGraph != null && shaderGraph.generatesWithShaderGraph) { var material = particleData.GetOrCreateMaterial(this); - - if (shaderGraph.generatesWithShaderGraph) - InjectMaterialState(material, mapper); + InjectMaterialState(material, mapper); } } break; From 5b275a90deb675e333522df27e40c11489464206 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 26 Feb 2021 15:12:52 -0500 Subject: [PATCH 070/186] Syncronize material state on VFX compilation --- .../Editor/RenderPipeline/HDShaderUtils.cs | 8 +++- .../Editor/VFXGraph/VFXHDRPBinder.cs | 40 ++++++++++++++++++- .../Editor/Core/VFXLibrary.cs | 3 +- .../Editor/Data/VFXDataParticle.cs | 1 + .../VFXShaderGraphParticleOutput.cs | 1 + 5 files changed, 49 insertions(+), 4 deletions(-) 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..eca50bb340b 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDShaderUtils.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDShaderUtils.cs @@ -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/VFXHDRPBinder.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs index 456259552cf..8967ae899bc 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs @@ -1,5 +1,7 @@ using System; using UnityEditor.Rendering.HighDefinition; +using UnityEditor.Rendering.HighDefinition.ShaderGraph; +using UnityEditor.ShaderGraph.Internal; using UnityEditor.VFX; using UnityEngine; using UnityEngine.Rendering.HighDefinition; @@ -14,11 +16,45 @@ 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) + 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, 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); + } + else + HDShaderUtils.ResetMaterialKeywords(mat); } catch (ArgumentException) // Silently catch the 'Unknown shader' in case of non HDRP shaders {} diff --git a/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs b/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs index e7a3742311f..dad6ccd08e0 100644 --- a/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs +++ b/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs @@ -2,6 +2,7 @@ using System.Text; using System.Collections.Generic; using System.Linq; +using UnityEditor.ShaderGraph.Internal; using UnityEngine; using UnityEngine.Rendering; using Object = System.Object; @@ -160,7 +161,7 @@ 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, ShaderGraphVfxAsset shaderGraph = null) {} public virtual VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(Material mat) { diff --git a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs index fa009eeb40d..f2b8f5e5070 100644 --- a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs +++ b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs @@ -1056,6 +1056,7 @@ public override void FillDescs( if (shaderGraph != null && shaderGraph.generatesWithShaderGraph) { var material = GetOrCreateMaterial(context); + VFXLibrary.currentSRPBinder.SetupMaterial(material, shaderGraph); AppendMaterialParameters(material, additionalParameters, contextData, expressionGraph); } } diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index fd7cdcc3f62..36a4929f8b8 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -224,6 +224,7 @@ static IEnumerable FilterOutBuiltinSettings() yield return "doubleSided"; yield return "onlyAmbientLighting"; yield return "useExposureWeight"; + yield return "alphaThreshold"; } protected override IEnumerable filteredOutSettings From d2f6a324eb00322dfaf6c434d07ca914e442a798 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 26 Feb 2021 18:18:40 -0500 Subject: [PATCH 071/186] Resolve conflicts (mostly with the new custom interpolator work) --- .../Editor/Material/ShaderGraph/HDTarget.cs | 37 +++++++++++++++++++ .../Templates/SharedCode.template.hlsl | 5 +++ .../Templates/VertexAnimation.template.hlsl | 20 ++++++++-- .../MotionVectorVertexShaderCommon.hlsl | 21 ++++++++++- .../RenderPipeline/ShaderPass/VertMesh.hlsl | 22 ++++++++++- .../Generation/Descriptors/PassDescriptor.cs | 1 + .../Editor/Generation/Processors/Generator.cs | 26 +++++++++++++ .../Editor/Importers/ShaderGraphImporter.cs | 31 +++++++++++++--- 8 files changed, 152 insertions(+), 11 deletions(-) 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 706a2d45746..7540a803e18 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 { @@ -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 +193,21 @@ 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 }; + context.AddProperty("Support VFX Graph", m_SupportVFXToggle, (evt) => + { + m_SupportVFX = m_SupportVFXToggle.value; + }); + } + } + context.globalIndentLevel--; } @@ -337,6 +363,17 @@ public override bool WorksWithSRP(RenderPipelineAsset scriptableRenderPipeline) { return scriptableRenderPipeline?.GetType() == typeof(HDRenderPipelineAsset); } + + public override bool WorksWithVFX() + { + if (m_ActiveSubTarget.value == null) + return false; + + if (m_IncompatibleVFXSubTargets.Contains(m_ActiveSubTarget.value.GetType())) + return false; + + return m_SupportVFX; + } } #region BlockMasks 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..0dbafd986a5 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 +17,11 @@ 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) + #endif + // splice point to copy custom interpolator fields from varyings to frag inputs $splice(CustomInterpolatorVaryingsToFragInputs) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VertexAnimation.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VertexAnimation.template.hlsl index 6ed2271bf91..3a60bd03419 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VertexAnimation.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VertexAnimation.template.hlsl @@ -39,12 +39,16 @@ VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh i return output; } -// This is used for injecting the define below. -$splice(CustomInterpolatorPreVertex) + // This is used for injecting the define below. + $splice(CustomInterpolatorPreVertex) - AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters + AttributesMesh ApplyMeshModification(AttributesMesh input, +#if defined(HAVE_VFX_MODIFICATION) + AttributesElement element, +#endif + 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 @@ -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/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl index 1ee26e19542..29422fd5a7a 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 @@ -107,6 +107,21 @@ PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMes { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target +#if defined(HAVE_VFX_MODIFICATION) + // Re-construct the VFX mesh (i.e. in case of procedural output like planar primitives). + // And fetch element index to sample the previous element matrix. + AttributesElement element; + ZERO_INITIALIZE(AttributesElement, element); + + GetMeshAndElementIndex(inputMesh, element); + + // NOTE: We have to re-evaluate the attributes here, not good. + // TODO: organize things so that VFX mesh and attributes get computed once. + GetElementData(element); + + inputMesh = TransformMeshToPreviousElement(inputMesh, element); +#endif + float3 effectivePositionOS = (hasDeformation ? inputPass.previousPositionOS : inputMesh.positionOS); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= inputPass.precomputedVelocity; @@ -117,7 +132,11 @@ PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMes AttributesMesh previousMesh = inputMesh; previousMesh.positionOS = effectivePositionOS; - previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz + previousMesh = ApplyMeshModification(previousMesh, + #if defined(HAVE_VFX_MODIFICATION) + element, + #endif + _LastTimeParameters.xyz #if defined(USE_CUSTOMINTERP_APPLYMESHMOD) , varyingsType.vmesh #endif 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..7c85134c4f1 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 @@ -136,9 +136,29 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset) UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); +#if defined(HAVE_VFX_MODIFICATION) + AttributesElement element; + ZERO_INITIALIZE(AttributesElement, element); + + // Vertex might be culled early, thus we ensure the varyings are initialized to zero. + ZERO_INITIALIZE(VaryingsMeshType, output); + + if(!GetMeshAndElementIndex(input, element)) + return output; // Culled index. + + if(!GetInterpolatorAndElementData(output, element)) + return output; // Dead particle. + + // In VFX, "Element Space" is treated as Object Space. + input = TransformMeshToElement(input, element); +#endif #if defined(HAVE_MESH_MODIFICATION) - input = ApplyMeshModification(input, _TimeParameters.xyz + input = ApplyMeshModification(input, + #if defined(HAVE_VFX_MODIFICATION) + element, + #endif + _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 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/Generator.cs b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs index 63746047c35..72faca3a831 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs @@ -730,6 +730,21 @@ 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()); @@ -887,6 +902,17 @@ 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/Importers/ShaderGraphImporter.cs b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs index f3d51b6aca4..6f8f09ca2d5 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) { string shaderString = null; var shaderName = Path.GetFileNameWithoutExtension(path); @@ -289,7 +289,7 @@ internal static string GetShaderText(string path, out List x is VFXTarget) as VFXTarget; + var target = graph.activeTargets.FirstOrDefault(x => x.WorksWithVFX()); + if (target == null) return null; @@ -351,8 +355,18 @@ 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); @@ -656,6 +670,7 @@ 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 +686,7 @@ void AddCoordinateSpaceSnippets(InterpolatorType interpolatorType, Func Date: Mon, 1 Mar 2021 17:08:39 -0500 Subject: [PATCH 072/186] Clean up the predicates for apply mesh modification --- .../ShaderGraph/Templates/VertexAnimation.template.hlsl | 6 +++--- .../ShaderPass/MotionVectorVertexShaderCommon.hlsl | 6 +++--- .../Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl | 6 +++--- 3 files changed, 9 insertions(+), 9 deletions(-) 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 3a60bd03419..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 @@ -45,13 +45,13 @@ VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh i AttributesMesh ApplyMeshModification(AttributesMesh input, -#if defined(HAVE_VFX_MODIFICATION) - AttributesElement element, -#endif 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 ) { 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 29422fd5a7a..8d495b0b5e6 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 @@ -133,12 +133,12 @@ PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMes previousMesh.positionOS = effectivePositionOS; previousMesh = ApplyMeshModification(previousMesh, - #if defined(HAVE_VFX_MODIFICATION) - element, - #endif _LastTimeParameters.xyz #if defined(USE_CUSTOMINTERP_APPLYMESHMOD) , varyingsType.vmesh + #endif + #if defined(HAVE_VFX_MODIFICATION) + , element #endif ); 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 7c85134c4f1..a76d24e00b4 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 @@ -155,14 +155,14 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset) #if defined(HAVE_MESH_MODIFICATION) input = ApplyMeshModification(input, - #if defined(HAVE_VFX_MODIFICATION) - element, - #endif _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 From 609cf3ccf7511581d01c9b416a88ace36f5ed886 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 1 Mar 2021 17:08:56 -0500 Subject: [PATCH 073/186] Support octagon crop factor --- .../ShaderGraph/Templates/VFX/Config.template.hlsl | 8 ++++---- .../Templates/VFX/ConfigPlanarPrimitive.template.hlsl | 6 +++++- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 9 +++++++++ .../Editor/Compiler/VFXCodeGenerator.cs | 2 +- 4 files changed, 19 insertions(+), 6 deletions(-) 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 index 61fcc2a80dc..166482e2efd 100644 --- 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 @@ -93,10 +93,6 @@ float3 GetSize(Attributes attributes) return size3; } -// 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: $include("VFX/ConfigPlanarPrimitive.template.hlsl") - void GetElementData(inout AttributesElement element) { uint index = element.index; @@ -115,6 +111,10 @@ void GetElementData(inout AttributesElement element) element.attributes = attributes; } +// Configure the output type-spcific mesh definition and index calculation for the rest of the element data. +$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) 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 index b45e199ecf7..74497a71ed5 100644 --- 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 @@ -128,7 +128,11 @@ bool GetMeshAndElementIndex(inout AttributesMesh input, inout AttributesElement float2(-0.5f, -0.5f), }; - ${VFXLoadParameter:{cropFactor}} + GetElementData(element); + const Attributes 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; diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 720c8d8c9fc..664eae68505 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -40,6 +40,7 @@ private static SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subS out var parameterBufferDescriptor, out var additionalDefinesDescriptor, out var loadPositionAttributeDescriptor, + out var loadCropFactorAttributesDescriptor, out var vertexPropertiesGenerationDescriptor, out var vertexPropertiesAssignDescriptor ); @@ -85,6 +86,7 @@ out var vertexPropertiesAssignDescriptor parameterBufferDescriptor, additionalDefinesDescriptor, loadPositionAttributeDescriptor, + loadCropFactorAttributesDescriptor, vertexPropertiesGenerationDescriptor, vertexPropertiesAssignDescriptor }; @@ -234,6 +236,7 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled out AdditionalCommandDescriptor parameterBufferDescriptor, out AdditionalCommandDescriptor additionalDefinesDescriptor, out AdditionalCommandDescriptor loadPositionAttributeDescriptor, + out AdditionalCommandDescriptor loadCropFactorAttributesDescriptor, out AdditionalCommandDescriptor vertexPropertiesGenerationDescriptor, out AdditionalCommandDescriptor vertexPropertiesAssignDescriptor) { @@ -302,6 +305,12 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled // 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()); } static StructDescriptor GenerateVFXAttributesStruct(VFXContext context, VFXAttributeType attributeType) diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index 6ba6652d30f..b260899f6d6 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -152,7 +152,7 @@ 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); From 093b6ceb4e3f9785dbd21e4c30f180595a9cff44 Mon Sep 17 00:00:00 2001 From: jfryer_unity Date: Tue, 2 Mar 2021 23:26:47 +0100 Subject: [PATCH 074/186] Implement SetupMaterial callback --- .../Editor/Compiler/VFXGraphCompiledData.cs | 3 +- .../Editor/Data/VFXDataMesh.cs | 37 +------------------ .../Editor/Data/VFXDataParticle.cs | 2 + .../Editor/Models/Contexts/IVFXSubRenderer.cs | 4 ++ .../VFXAbstractParticleOutput.cs | 2 + .../Implementations/VFXStaticMeshOutput.cs | 7 ++++ .../Editor/Models/VFXGraph.cs | 32 +++++++++++++++- 7 files changed, 50 insertions(+), 37 deletions(-) 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/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..5f0ca8803c4 100644 --- a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs +++ b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs @@ -873,6 +873,7 @@ 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 +901,7 @@ 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/Models/Contexts/IVFXSubRenderer.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs index 33f7cef182b..81f9e677ace 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs @@ -1,4 +1,5 @@ using System; +using UnityEngine; namespace UnityEditor.VFX { @@ -8,5 +9,8 @@ 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); } } diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs index c410af6a50f..473e61697c0 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs @@ -123,6 +123,8 @@ 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 bool HasComputeCulling() { return computeCulling && !HasStrips(true); } diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXStaticMeshOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXStaticMeshOutput.cs index 9bce556d038..6d95bef12eb 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() diff --git a/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs b/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs index 47db0ffb9b1..1b2dcba8937 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() From 77f0227a4db9c9be3e9abcf51f2c3e2b97d3ba6a Mon Sep 17 00:00:00 2001 From: jfryer_unity Date: Wed, 3 Mar 2021 11:32:43 +0100 Subject: [PATCH 075/186] Add VFXMaterialSerializedSettings --- .../Editor/Models/Contexts/IVFXSubRenderer.cs | 48 +++++++++++++++++++ 1 file changed, 48 insertions(+) diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs index 81f9e677ace..8c4d6027ecd 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs @@ -1,4 +1,5 @@ using System; +using System.Collections.Generic; using UnityEngine; namespace UnityEditor.VFX @@ -13,4 +14,51 @@ interface IVFXSubRenderer // Allow to setup material generated during import void SetupMaterial(Material material); } + + [Serializable] + class VFXMaterialSerializedSettings + { + [Serializable] + private struct FloatProperty + { + public string name; + public float value; + } + + [SerializeField] + private List properties = new List(); + + public static VFXMaterialSerializedSettings CreateFromMaterial(Material material) + { + VFXMaterialSerializedSettings settings = new VFXMaterialSerializedSettings(); + settings.SyncFromMaterial(material); + return settings; + } + + public void SyncFromMaterial(Material material) + { + properties.Clear(); + + var matProperties = ShaderUtil.GetMaterialProperties(new UnityEngine.Object[] { material }); + + foreach (var p in matProperties) + { + // TODO we probably want to also filter out potential properties coming from compilation? (No compilation output data should be serialized) + if (p.type != MaterialProperty.PropType.Float) + continue; + + properties.Add(new FloatProperty() + { + name = p.name, + value = p.floatValue + }); + } + } + + public void ApplyToMaterial(Material material) + { + foreach (var p in properties) + material.SetFloat(p.name, p.value); + } + } } From 21a0a2c389ab390be808f68d2ee88b37c70b1d32 Mon Sep 17 00:00:00 2001 From: jfryer_unity Date: Wed, 3 Mar 2021 14:02:27 +0100 Subject: [PATCH 076/186] Serialize only hidden float properties + add editor test --- .../DummyMaterialSettingsContainerModel.cs | 11 +++ ...ummyMaterialSettingsContainerModel.cs.meta | 11 +++ .../Editor/Tests/VFXSerializationTests.cs | 99 +++++++++++++------ .../AllTests/Editor/Tests/testShader0.shader | 35 +++++++ .../Editor/Tests/testShader0.shader.meta | 10 ++ .../Editor/Models/Contexts/IVFXSubRenderer.cs | 4 +- 6 files changed, 138 insertions(+), 32 deletions(-) create mode 100644 TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/DummyMaterialSettingsContainerModel.cs create mode 100644 TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/DummyMaterialSettingsContainerModel.cs.meta create mode 100644 TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/testShader0.shader create mode 100644 TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/testShader0.shader.meta 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/VFXSerializationTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSerializationTests.cs index 4c409b270bd..5da38c51d19 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSerializationTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSerializationTests.cs @@ -39,21 +39,6 @@ public void OneTimeSetUpAttribute() } } - /* - [Test] - public void SerializeModel() - { - VisualEffectAsset assetSrc = new VisualEffectAsset(); - VisualEffectAsset assetDst = new VisualEffectAsset(); - - InitAsset(assetSrc); - EditorUtility.CopySerialized(assetSrc, assetDst); - CheckAsset(assetDst); - - Object.DestroyImmediate(assetSrc); - Object.DestroyImmediate(assetDst); - }*/ - [Test] public void LoadAssetFromPath() { @@ -119,10 +104,10 @@ private void CheckAsset(VisualEffectAsset asset) Assert.IsNotNull((graph[1])[0]); Assert.IsNotNull((graph[2])[0]); - Assert.AreEqual(VFXContextType.Init, ((VFXContext)(graph[0])).contextType); + Assert.AreEqual(VFXContextType.Init, ((VFXContext)(graph[0])).contextType); Assert.AreEqual(VFXContextType.Update, ((VFXContext)(graph[1])).contextType); Assert.AreEqual(VFXContextType.Output, ((VFXContext)(graph[2])).contextType); - Assert.AreEqual(VFXContextType.Init, ((VFXContext)(graph[3])).contextType); + Assert.AreEqual(VFXContextType.Init, ((VFXContext)(graph[3])).contextType); Assert.AreEqual(VFXContextType.Output, ((VFXContext)(graph[4])).contextType); Assert.IsNotNull(graph[5] as Operator.Add); @@ -269,7 +254,7 @@ public void SerializeTwoOperatorsLink() public void SerializeOperatorMaskWithState() { var expectedValue = "xyxy"; - Action write = delegate(VisualEffectAsset asset) + Action write = delegate (VisualEffectAsset asset) { var mask = ScriptableObject.CreateInstance(); mask.SetSettingValue("mask", expectedValue); @@ -277,7 +262,7 @@ public void SerializeOperatorMaskWithState() Assert.AreEqual(expectedValue, mask.mask); }; - Action read = delegate(VisualEffectAsset asset) + Action read = delegate (VisualEffectAsset asset) { var graph = asset.GetResource().GetOrCreateGraph(); Assert.AreEqual(1, graph.GetNbChildren()); @@ -294,7 +279,7 @@ public void SerializeOperatorMaskWithState() public void SerializeParameter() { var name = "unity"; - Action write = delegate(VisualEffectAsset asset) + Action write = delegate (VisualEffectAsset asset) { var parameter = VFXLibrary.GetParameters().First(o => o.name == "Vector2").CreateInstance(); parameter.SetSettingValue("m_Exposed", true); @@ -303,7 +288,7 @@ public void SerializeParameter() Assert.AreEqual(VFXValueType.Float2, parameter.outputSlots[0].GetExpression().valueType); }; - Action read = delegate(VisualEffectAsset asset) + Action read = delegate (VisualEffectAsset asset) { var parameter = asset.GetResource().GetOrCreateGraph()[0] as VFXParameter; Assert.AreNotEqual(null, parameter); @@ -318,7 +303,7 @@ public void SerializeParameter() [Test] public void SerializeOperatorAndParameter() { - Action write = delegate(VisualEffectAsset asset) + Action write = delegate (VisualEffectAsset asset) { var graph = asset.GetResource().GetOrCreateGraph(); var add = ScriptableObject.CreateInstance(); @@ -331,7 +316,7 @@ public void SerializeOperatorAndParameter() Assert.AreEqual(VFXValueType.Float2, add.outputSlots[0].GetExpression().valueType); }; - Action read = delegate(VisualEffectAsset asset) + Action read = delegate (VisualEffectAsset asset) { var graph = asset.GetResource().GetOrCreateGraph(); var add = graph[0] as Operator.Add; @@ -346,14 +331,14 @@ public void SerializeOperatorAndParameter() [Test] public void SerializeBuiltInParameter() { - Action write = delegate(VisualEffectAsset asset) + Action write = delegate (VisualEffectAsset asset) { var builtIn = VFXLibrary.GetOperators().First(o => o.name.StartsWith("Total Time (VFX)")).CreateInstance(); asset.GetResource().GetOrCreateGraph().AddChild(builtIn); Assert.AreEqual(VFXExpressionOperation.TotalTime, builtIn.outputSlots[0].GetExpression().operation); }; - Action read = delegate(VisualEffectAsset asset) + Action read = delegate (VisualEffectAsset asset) { var builtIn = asset.GetResource().GetOrCreateGraph()[0] as VFXDynamicBuiltInParameter; Assert.AreNotEqual(null, builtIn); @@ -365,7 +350,7 @@ public void SerializeBuiltInParameter() [Test] public void SerializeOperatorAndBuiltInParameter() { - Action write = delegate(VisualEffectAsset asset) + Action write = delegate (VisualEffectAsset asset) { var graph = asset.GetResource().GetOrCreateGraph(); var add = ScriptableObject.CreateInstance(); @@ -378,7 +363,7 @@ public void SerializeOperatorAndBuiltInParameter() Assert.IsTrue(add.inputSlots[0].HasLink()); }; - Action read = delegate(VisualEffectAsset asset) + Action read = delegate (VisualEffectAsset asset) { var graph = asset.GetResource().GetOrCreateGraph(); var builtIn = graph[0] as VFXDynamicBuiltInParameter; @@ -396,7 +381,7 @@ public void SerializeOperatorAndBuiltInParameter() public void SerializeAttributeParameter() { var testAttribute = "lifetime"; - Action test = delegate(VFXAttributeParameter parameter, VFXAttributeLocation location) + Action test = delegate (VFXAttributeParameter parameter, VFXAttributeLocation location) { Assert.AreEqual(VFXExpressionOperation.None, parameter.outputSlots[0].GetExpression().operation); Assert.AreEqual(VFXValueType.Float, parameter.outputSlots[0].GetExpression().valueType); @@ -405,7 +390,7 @@ public void SerializeAttributeParameter() Assert.AreEqual(testAttribute, (parameter.outputSlots[0].GetExpression() as VFXAttributeExpression).attributeName); }; - Action write = delegate(VisualEffectAsset asset) + Action write = delegate (VisualEffectAsset asset) { var sizeCurrent = VFXLibrary.GetOperators().First(o => o.name.Contains(testAttribute) && o.modelType == typeof(VFXAttributeParameter)).CreateInstance(); var sizeSource = VFXLibrary.GetOperators().First(o => o.name.Contains(testAttribute) && o.modelType == typeof(VFXAttributeParameter)).CreateInstance(); @@ -416,7 +401,7 @@ public void SerializeAttributeParameter() test(sizeSource as VFXAttributeParameter, VFXAttributeLocation.Source); }; - Action read = delegate(VisualEffectAsset asset) + Action read = delegate (VisualEffectAsset asset) { var sizeCurrent = asset.GetResource().GetOrCreateGraph()[0] as VFXAttributeParameter; var sizeSource = asset.GetResource().GetOrCreateGraph()[1] as VFXAttributeParameter; @@ -427,6 +412,60 @@ public void SerializeAttributeParameter() }; InnerSaveAndReloadTest("AttributeParameter", write, read); } + + [Test] + public void SerializeMaterialSettings() + { + Action write = delegate (VisualEffectAsset asset) + { + var model = ScriptableObject.CreateInstance(); + var material = new Material(Shader.Find("Hidden/MaterialPropertiesTest")); + + var properties = ShaderUtil.GetMaterialProperties(new UnityEngine.Object[] { material }); + Assert.AreEqual(5, properties.Length); + + // Integrity check + Assert.AreEqual(1.0f, material.GetFloat("floatProperty1")); + Assert.AreEqual(2.0f, material.GetFloat("floatProperty2")); + Assert.AreEqual(3.0f, material.GetFloat("floatProperty3_Visible")); + Assert.AreEqual(4.0f, material.GetFloat("floatProperty4_PerRenderer")); + Assert.AreEqual(new Vector4(5.1f,5.2f,5.3f,5.4f), material.GetVector("vectorProperty")); + + // Just negate properties + foreach (MaterialProperty p in properties) + { + if (p.type == MaterialProperty.PropType.Float) + material.SetFloat(p.name, -p.floatValue); + if (p.type == MaterialProperty.PropType.Vector) + material.SetVector(p.name, -p.vectorValue); + } + + model.materialSettings = VFXMaterialSerializedSettings.CreateFromMaterial(material); + + asset.GetResource().GetOrCreateGraph().AddChild(model); + }; + + Action read = delegate (VisualEffectAsset asset) + { + var model = asset.GetResource().GetOrCreateGraph()[0] as DummyMaterialSettingsContainerModel; + var material = new Material(Shader.Find("Hidden/MaterialPropertiesTest")); + + var properties = ShaderUtil.GetMaterialProperties(new UnityEngine.Object[]{ material }); + Assert.AreEqual(5, properties.Length); + + model.materialSettings.ApplyToMaterial(material); + + // Expected to be modified (negated) + Assert.AreEqual(-1.0f, material.GetFloat("floatProperty1")); + Assert.AreEqual(-2.0f, material.GetFloat("floatProperty2")); + // Expected to be untouched + Assert.AreEqual(3.0f, material.GetFloat("floatProperty3_Visible")); + Assert.AreEqual(4.0f, material.GetFloat("floatProperty4_PerRenderer")); + Assert.AreEqual(new Vector4(5.1f, 5.2f, 5.3f, 5.4f), material.GetVector("vectorProperty")); + }; + + InnerSaveAndReloadTest("MaterialSettings", write, read); + } } } #endif 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 @@ +fileFormatVersion: 2 +guid: bd01ba2cb211e124f9a59e2935a7fdd0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs index 8c4d6027ecd..1a42b5c1544 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs @@ -43,8 +43,8 @@ public void SyncFromMaterial(Material material) foreach (var p in matProperties) { - // TODO we probably want to also filter out potential properties coming from compilation? (No compilation output data should be serialized) - if (p.type != MaterialProperty.PropType.Float) + 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; properties.Add(new FloatProperty() From 3654462ff52bf52c34edafbb32cf1808efdbdf6e Mon Sep 17 00:00:00 2001 From: jfryer_unity Date: Wed, 3 Mar 2021 15:07:48 +0100 Subject: [PATCH 077/186] Deactivate a check because it fails with subgraphs :( --- com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs b/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs index 1b2dcba8937..d99e711e40d 100644 --- a/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs +++ b/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs @@ -78,11 +78,11 @@ static void OnSetupMaterial(VisualEffectResource resource, Material material, Un 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; - } + //if (resource.graph != ((VFXModel)model).GetGraph()) + //{ + // Debug.LogError("OnSetupMaterial error - VisualEffectResource and VFXModel graph do not match"); + // return; + //} // Actual call if (model is IVFXSubRenderer) From 9b41c532b60dfcf6f1d56337dc9392c86de12a60 Mon Sep 17 00:00:00 2001 From: jfryer_unity Date: Wed, 3 Mar 2021 15:23:28 +0100 Subject: [PATCH 078/186] Reformating --- .../Editor/Tests/VFXSerializationTests.cs | 34 +++++++++---------- .../Editor/Models/Contexts/IVFXSubRenderer.cs | 2 +- .../VFXAbstractParticleOutput.cs | 2 +- .../Implementations/VFXStaticMeshOutput.cs | 2 +- 4 files changed, 20 insertions(+), 20 deletions(-) diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSerializationTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSerializationTests.cs index 5da38c51d19..6795db18ba0 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSerializationTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSerializationTests.cs @@ -104,10 +104,10 @@ private void CheckAsset(VisualEffectAsset asset) Assert.IsNotNull((graph[1])[0]); Assert.IsNotNull((graph[2])[0]); - Assert.AreEqual(VFXContextType.Init, ((VFXContext)(graph[0])).contextType); + Assert.AreEqual(VFXContextType.Init, ((VFXContext)(graph[0])).contextType); Assert.AreEqual(VFXContextType.Update, ((VFXContext)(graph[1])).contextType); Assert.AreEqual(VFXContextType.Output, ((VFXContext)(graph[2])).contextType); - Assert.AreEqual(VFXContextType.Init, ((VFXContext)(graph[3])).contextType); + Assert.AreEqual(VFXContextType.Init, ((VFXContext)(graph[3])).contextType); Assert.AreEqual(VFXContextType.Output, ((VFXContext)(graph[4])).contextType); Assert.IsNotNull(graph[5] as Operator.Add); @@ -254,7 +254,7 @@ public void SerializeTwoOperatorsLink() public void SerializeOperatorMaskWithState() { var expectedValue = "xyxy"; - Action write = delegate (VisualEffectAsset asset) + Action write = delegate(VisualEffectAsset asset) { var mask = ScriptableObject.CreateInstance(); mask.SetSettingValue("mask", expectedValue); @@ -262,7 +262,7 @@ public void SerializeOperatorMaskWithState() Assert.AreEqual(expectedValue, mask.mask); }; - Action read = delegate (VisualEffectAsset asset) + Action read = delegate(VisualEffectAsset asset) { var graph = asset.GetResource().GetOrCreateGraph(); Assert.AreEqual(1, graph.GetNbChildren()); @@ -279,7 +279,7 @@ public void SerializeOperatorMaskWithState() public void SerializeParameter() { var name = "unity"; - Action write = delegate (VisualEffectAsset asset) + Action write = delegate(VisualEffectAsset asset) { var parameter = VFXLibrary.GetParameters().First(o => o.name == "Vector2").CreateInstance(); parameter.SetSettingValue("m_Exposed", true); @@ -288,7 +288,7 @@ public void SerializeParameter() Assert.AreEqual(VFXValueType.Float2, parameter.outputSlots[0].GetExpression().valueType); }; - Action read = delegate (VisualEffectAsset asset) + Action read = delegate(VisualEffectAsset asset) { var parameter = asset.GetResource().GetOrCreateGraph()[0] as VFXParameter; Assert.AreNotEqual(null, parameter); @@ -303,7 +303,7 @@ public void SerializeParameter() [Test] public void SerializeOperatorAndParameter() { - Action write = delegate (VisualEffectAsset asset) + Action write = delegate(VisualEffectAsset asset) { var graph = asset.GetResource().GetOrCreateGraph(); var add = ScriptableObject.CreateInstance(); @@ -316,7 +316,7 @@ public void SerializeOperatorAndParameter() Assert.AreEqual(VFXValueType.Float2, add.outputSlots[0].GetExpression().valueType); }; - Action read = delegate (VisualEffectAsset asset) + Action read = delegate(VisualEffectAsset asset) { var graph = asset.GetResource().GetOrCreateGraph(); var add = graph[0] as Operator.Add; @@ -331,14 +331,14 @@ public void SerializeOperatorAndParameter() [Test] public void SerializeBuiltInParameter() { - Action write = delegate (VisualEffectAsset asset) + Action write = delegate(VisualEffectAsset asset) { var builtIn = VFXLibrary.GetOperators().First(o => o.name.StartsWith("Total Time (VFX)")).CreateInstance(); asset.GetResource().GetOrCreateGraph().AddChild(builtIn); Assert.AreEqual(VFXExpressionOperation.TotalTime, builtIn.outputSlots[0].GetExpression().operation); }; - Action read = delegate (VisualEffectAsset asset) + Action read = delegate(VisualEffectAsset asset) { var builtIn = asset.GetResource().GetOrCreateGraph()[0] as VFXDynamicBuiltInParameter; Assert.AreNotEqual(null, builtIn); @@ -350,7 +350,7 @@ public void SerializeBuiltInParameter() [Test] public void SerializeOperatorAndBuiltInParameter() { - Action write = delegate (VisualEffectAsset asset) + Action write = delegate(VisualEffectAsset asset) { var graph = asset.GetResource().GetOrCreateGraph(); var add = ScriptableObject.CreateInstance(); @@ -363,7 +363,7 @@ public void SerializeOperatorAndBuiltInParameter() Assert.IsTrue(add.inputSlots[0].HasLink()); }; - Action read = delegate (VisualEffectAsset asset) + Action read = delegate(VisualEffectAsset asset) { var graph = asset.GetResource().GetOrCreateGraph(); var builtIn = graph[0] as VFXDynamicBuiltInParameter; @@ -381,7 +381,7 @@ public void SerializeOperatorAndBuiltInParameter() public void SerializeAttributeParameter() { var testAttribute = "lifetime"; - Action test = delegate (VFXAttributeParameter parameter, VFXAttributeLocation location) + Action test = delegate(VFXAttributeParameter parameter, VFXAttributeLocation location) { Assert.AreEqual(VFXExpressionOperation.None, parameter.outputSlots[0].GetExpression().operation); Assert.AreEqual(VFXValueType.Float, parameter.outputSlots[0].GetExpression().valueType); @@ -390,7 +390,7 @@ public void SerializeAttributeParameter() Assert.AreEqual(testAttribute, (parameter.outputSlots[0].GetExpression() as VFXAttributeExpression).attributeName); }; - Action write = delegate (VisualEffectAsset asset) + Action write = delegate(VisualEffectAsset asset) { var sizeCurrent = VFXLibrary.GetOperators().First(o => o.name.Contains(testAttribute) && o.modelType == typeof(VFXAttributeParameter)).CreateInstance(); var sizeSource = VFXLibrary.GetOperators().First(o => o.name.Contains(testAttribute) && o.modelType == typeof(VFXAttributeParameter)).CreateInstance(); @@ -401,7 +401,7 @@ public void SerializeAttributeParameter() test(sizeSource as VFXAttributeParameter, VFXAttributeLocation.Source); }; - Action read = delegate (VisualEffectAsset asset) + Action read = delegate(VisualEffectAsset asset) { var sizeCurrent = asset.GetResource().GetOrCreateGraph()[0] as VFXAttributeParameter; var sizeSource = asset.GetResource().GetOrCreateGraph()[1] as VFXAttributeParameter; @@ -416,7 +416,7 @@ public void SerializeAttributeParameter() [Test] public void SerializeMaterialSettings() { - Action write = delegate (VisualEffectAsset asset) + Action write = delegate(VisualEffectAsset asset) { var model = ScriptableObject.CreateInstance(); var material = new Material(Shader.Find("Hidden/MaterialPropertiesTest")); @@ -445,7 +445,7 @@ public void SerializeMaterialSettings() asset.GetResource().GetOrCreateGraph().AddChild(model); }; - Action read = delegate (VisualEffectAsset asset) + Action read = delegate(VisualEffectAsset asset) { var model = asset.GetResource().GetOrCreateGraph()[0] as DummyMaterialSettingsContainerModel; var material = new Material(Shader.Find("Hidden/MaterialPropertiesTest")); diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs index 1a42b5c1544..50dd13c0dfa 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs @@ -44,7 +44,7 @@ public void SyncFromMaterial(Material 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 + (p.flags & (MaterialProperty.PropFlags.HideInInspector | MaterialProperty.PropFlags.PerRendererData)) != MaterialProperty.PropFlags.HideInInspector) // Only properties hidden in inspector that are not per renderer continue; properties.Add(new FloatProperty() diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs index 473e61697c0..3dcc09cddcb 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs @@ -123,7 +123,7 @@ protected enum FlipbookLayout private bool hasExposure { get { return needsExposureWeight && subOutput.supportsExposure; } } - public virtual void SetupMaterial(Material material) { } + 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); } diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXStaticMeshOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXStaticMeshOutput.cs index 6d95bef12eb..e98215649ac 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXStaticMeshOutput.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXStaticMeshOutput.cs @@ -43,7 +43,7 @@ int IVFXSubRenderer.sortPriority public virtual void SetupMaterial(Material material) { - VFXLibrary.currentSRPBinder.SetupMaterial(material); + VFXLibrary.currentSRPBinder.SetupMaterial(material); // TODO Deactivate mv and shadow passes if needed } From bda976f81d35e6e1804897e47ee0289f67716f55 Mon Sep 17 00:00:00 2001 From: jfryer_unity Date: Wed, 3 Mar 2021 15:26:30 +0100 Subject: [PATCH 079/186] Forgot to remove some code from old path for mesh output --- .../Implementations/VFXStaticMeshOutput.cs | 30 ------------------- 1 file changed, 30 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXStaticMeshOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXStaticMeshOutput.cs index e98215649ac..668cf8e59f2 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXStaticMeshOutput.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXStaticMeshOutput.cs @@ -222,36 +222,6 @@ 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; } From 52a65b2088c928d1967e489b3d8d42ce399028a1 Mon Sep 17 00:00:00 2001 From: Paul Demeulenaere Date: Wed, 3 Mar 2021 17:16:22 +0100 Subject: [PATCH 080/186] Fix build of URP project - WorksWithVFX is optionnal, implement default behavior - Unexpected HighDefinition in VFXCodeGenerator --- com.unity.shadergraph/Editor/Generation/Target.cs | 5 ++++- .../Editor/Compiler/VFXCodeGenerator.cs | 1 - 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/com.unity.shadergraph/Editor/Generation/Target.cs b/com.unity.shadergraph/Editor/Generation/Target.cs index 1e8cf5cbefd..05568d4dc0e 100644 --- a/com.unity.shadergraph/Editor/Generation/Target.cs +++ b/com.unity.shadergraph/Editor/Generation/Target.cs @@ -30,6 +30,9 @@ public virtual bool IsNodeAllowedByTarget(Type nodeType) public abstract bool WorksWithSRP(RenderPipelineAsset scriptableRenderPipeline); - public abstract bool WorksWithVFX(); + public virtual bool WorksWithVFX() + { + return false; + } } } diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index 6ba6652d30f..e426903a6b0 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -9,7 +9,6 @@ using UnityEditor.ShaderGraph; using UnityEditor.Graphing.Util; using UnityEditor.ShaderGraph.Serialization; -using UnityEditor.Rendering.HighDefinition; using Object = UnityEngine.Object; using System.Text.RegularExpressions; From 0256f8dde15938cce641a9417cd0970e9a6408c3 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 3 Mar 2021 17:01:24 -0500 Subject: [PATCH 081/186] Initial commit of the new material mechanism on top of the new C++ --- .../Editor/VFXGraph/VFXHDRPBinder.cs | 5 +- .../Editor/Compiler/VFXGraphCompiledData.cs | 19 -- .../Editor/Core/VFXLibrary.cs | 2 +- .../Editor/Data/VFXDataParticle.cs | 192 ------------------ .../VFXShaderGraphParticleOutput.cs | 118 ++++------- 5 files changed, 47 insertions(+), 289 deletions(-) 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 8967ae899bc..555d8c10f5f 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs @@ -60,10 +60,12 @@ public override void SetupMaterial(Material mat, ShaderGraphVfxAsset shaderGraph {} } - public override VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(Material mat) + public override VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(VFXMaterialSerializedSettings materialSettings) { var blendMode = VFXAbstractRenderedOutput.BlendMode.Opaque; + /* + TODO: Extract blend mode from serialized settings if (!mat.HasProperty(HDMaterialProperties.kSurfaceType) || !mat.HasProperty(HDMaterialProperties.kBlendMode)) { @@ -86,6 +88,7 @@ public override VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(Mat break; } } + */ return blendMode; } diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs index e1e15ed9d51..fd1a0ec189f 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs @@ -846,25 +846,6 @@ private static VFXShaderSourceDesc[] SaveShaderFiles(VisualEffectResource resour descs[i].source = generated.content.ToString(); descs[i].name = fileName; descs[i].compute = generated.computeShader; - - if (generated.computeShader) - continue; - - if (!(generated.context is VFXShaderGraphParticleOutput shaderGraphOutputContext)) - continue; - - var data = (VFXDataParticle)shaderGraphOutputContext.GetData(); - var material = data.GetOrCreateMaterial(shaderGraphOutputContext); - - var requiresSync = material.shader == VFXResources.defaultResources.shader; - - // This is a non-serialized transient shader (the real one is made in C++). We create it here to produce - // the appropriate material inspector to control render state. See: [NOTE-VFX-MATERIALS] - material.shader = ShaderUtil.CreateShaderAsset(descs[i].source); - - // In the case of the default shader, force sync the render state. - if (requiresSync) - data.SyncContextMaterial(shaderGraphOutputContext); } for (int i = 0; i < generatedCodeData.Count; ++i) diff --git a/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs b/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs index dad6ccd08e0..269363f768c 100644 --- a/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs +++ b/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs @@ -163,7 +163,7 @@ abstract class VFXSRPBinder public virtual void SetupMaterial(Material mat, ShaderGraphVfxAsset shaderGraph = null) {} - public virtual VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(Material mat) + public virtual VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(VFXMaterialSerializedSettings materialSettings) { return VFXAbstractRenderedOutput.BlendMode.Opaque; } diff --git a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs index a895eea6969..aff8f907628 100644 --- a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs +++ b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs @@ -192,188 +192,8 @@ public BucketInfo[] GetBucketLayoutInfo() private List m_BucketOffsets = new List(); } - // [NOTE-VFX-MATERIALS] - // Maintain a collection of materials that represent the render state, keyword, and enabled passes for the output. - // Currently we maintain this serialized collection of render state properties due to the following reasons: - // 1) Due to the native VFX importer overriding it, we cannot write the full .mat as a sub-asset from C# and store a reference. - // 2) Currently there is no concept of a serialized material on the C++ side, it is instantiated on the fly. - // Because of these reasons, we instead do the following to inject render state per-context: - // 1) Maintain a map of output contexts and materials. - // 2) Serialize a truncated version of the material that describe the render state (properties, keywords). - // 3) When "compiling" shaders, update the material and sync the render state if necesarry - // 4) When building the runtime data, extract the material render state and pack it into a VFXMapping (HACK). - // In the future, the full material will be serialized in C++ and this functionality removed. - [Serializable] - class VFXMaterialCollection : ISerializationCallbackReceiver - { - private const string k_RenderSettingsMaterialName = "Render Settings"; - - private Dictionary m_MaterialMap = new Dictionary(); - private Dictionary m_RenderStatePropertyMap = new Dictionary(); - - public Material GetOrCreate(VFXContext context) - { - Material mat; - - if (!m_MaterialMap.TryGetValue(context, out mat)) - { - mat = new Material(VFXResources.defaultResources.shader) { name = k_RenderSettingsMaterialName }; - m_MaterialMap.Add(context, mat); - } - else if (mat == null) - { - mat = new Material(VFXResources.defaultResources.shader) { name = k_RenderSettingsMaterialName }; - m_MaterialMap[context] = mat; - } - - return mat; - } - - public void TrySyncRenderStateProperties(VFXContext context) - { - if (!m_MaterialMap.ContainsKey(context) || !m_RenderStatePropertyMap.ContainsKey(context)) - return; - - var material = m_MaterialMap[context]; - var renderStateProperty = m_RenderStatePropertyMap[context]; - - // Configure this material properties to the serialized render state cache. - renderStateProperty.ConfigureMaterial(material); - } - - [Serializable] - class RenderStateProperties - { - [SerializeField] - private List m_PropertyNames = new List(); - - [SerializeField] - private List m_PropertyValues = new List(); - - public RenderStateProperties(Material material) - { - var shader = material.shader; - - if (shader == null) - return; - - var properties = ShaderUtil.GetMaterialProperties(new Object[] {material}); - - foreach (var property in properties) - { - if (property.type != MaterialProperty.PropType.Float) - continue; - - m_PropertyNames.Add(property.name); - m_PropertyValues.Add(property.floatValue); - } - } - - public void ConfigureMaterial(Material material) - { - for (int i = 0; i < Mathf.Min(m_PropertyNames.Count, m_PropertyValues.Count); i++) - material.SetFloat(m_PropertyNames[i], m_PropertyValues[i]); - } - } - - [SerializeField] - private List m_Contexts = new List(); - - [SerializeField] - private List m_CachedRenderState = new List(); - - public void OnBeforeSerialize() => CacheRenderStates(); - public void OnAfterDeserialize() => LoadRenderStates(); - - public void CacheRenderStates() - { - m_Contexts.Clear(); - m_CachedRenderState.Clear(); - foreach (var kvp in m_MaterialMap) - { - m_Contexts.Add(kvp.Key); - m_CachedRenderState.Add(new RenderStateProperties(kvp.Value)); - } - } - - public void LoadRenderStates() - { - m_RenderStatePropertyMap = new Dictionary(); - for (int i = 0; i != Math.Min(m_Contexts.Count, m_CachedRenderState.Count); i++) - m_RenderStatePropertyMap.Add(m_Contexts[i], m_CachedRenderState[i]); - } - } - class VFXDataParticle : VFXData, ISpaceable { - // Maintain a collection since one particle data may contain multiple contexts with multiple materials. - [SerializeField] - private VFXMaterialCollection m_MaterialCollection = new VFXMaterialCollection(); - - public Material GetOrCreateMaterial(VFXContext context) => m_MaterialCollection.GetOrCreate(context); - - public void SyncContextMaterial(VFXContext context) => m_MaterialCollection.TrySyncRenderStateProperties(context); - - static VFXMapping InjectMaterialState() => new VFXMapping("injectMaterialState", 1); - - static void AppendMaterialParameters(Material material, List parameters, VFXContextCompiledData contextData, VFXExpressionGraph expressionGraph) - { - var shader = material.shader; - - VFXLibrary.currentSRPBinder.SetupMaterial(material); - parameters.Add(InjectMaterialState()); - - // Keywords - var keywords = new StringBuilder(); - - foreach (var k in material.shaderKeywords) - { - keywords.Append(k); - keywords.Append(' '); - } - - const int kKeywordID = 0x5a93213a; - parameters.Add(new VFXMapping(keywords.ToString(), kKeywordID)); - - // Render Type - const int kRenderTypeID = 0x5a93214a; - parameters.Add(new VFXMapping(material.GetTag("RenderType", false), kRenderTypeID)); - - // Render Queue - var renderQueueExpression = contextData.cpuMapper.FromNameAndId("RenderQueue", -1); - var renderQueueIndex = expressionGraph.GetFlattenedIndex(renderQueueExpression); - parameters.Add(new VFXMapping("RenderQueue", renderQueueIndex)); - - // Properties - 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) - parameters.Add(new VFXMapping(name, propIndex)); - } - } - } - - // Pass - for (int i = 0; i < material.passCount; i++) - { - var passName = material.GetPassName(i); - var propExp = contextData.cpuMapper.FromNameAndId(passName, -1); - if (propExp != null) - { - int propIndex = expressionGraph.GetFlattenedIndex(propExp); - if (propIndex != -1) - parameters.Add(new VFXMapping(passName, propIndex)); - } - } - } - public override VFXDataType type { get { return hasStrip ? VFXDataType.ParticleStrip : VFXDataType.Particle; } } internal enum DataType @@ -1049,18 +869,6 @@ public override void FillDescs( } } - if (context is VFXShaderGraphParticleOutput shaderGraphOutputContext) - { - var shaderGraph = shaderGraphOutputContext.GetOrRefreshShaderGraphObject(); - - if (shaderGraph != null && shaderGraph.generatesWithShaderGraph) - { - var material = GetOrCreateMaterial(context); - VFXLibrary.currentSRPBinder.SetupMaterial(material, shaderGraph); - AppendMaterialParameters(material, additionalParameters, contextData, expressionGraph); - } - } - taskDesc.buffers = bufferMappings.ToArray(); taskDesc.temporaryBuffers = temporaryBufferMappings.ToArray(); taskDesc.values = uniformMappings.ToArray(); diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index d6f36a14c3e..47f080e2ee3 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -18,7 +18,6 @@ namespace UnityEditor.VFX class VFXShaderGraphParticleOutputEditor : VFXContextEditor { private MaterialEditor m_MaterialEditor = null; - private VFXDataParticle m_Data = null; private bool m_RequireUpdateMaterialEditor = false; @@ -26,24 +25,31 @@ class VFXShaderGraphParticleOutputEditor : VFXContextEditor protected new void OnEnable() { - m_Data = (target as VFXContext)?.GetData() as VFXDataParticle; - 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() { - // See: [NOTE-VFX-MATERIALS] - // TODO: When the material is serialized fully in C++, we will need to grab it in a different way. - var material = m_Data.GetOrCreateMaterial((VFXContext)target); + var material = ((VFXShaderGraphParticleOutput)target).transientMaterial; m_MaterialEditor = (MaterialEditor)CreateEditor(material); } @@ -57,7 +63,7 @@ public override void OnInspectorGUI() serializedObject.Update(); - if (m_RequireUpdateMaterialEditor || m_MaterialEditor == null) + if (m_RequireUpdateMaterialEditor) { UpdateMaterialEditor(); m_RequireUpdateMaterialEditor = false; @@ -94,6 +100,7 @@ public override void OnInspectorGUI() { foreach (var context in targets.OfType()) { + context.UpdateMaterialSettings(); context.Invalidate(VFXModel.InvalidationCause.kSettingChanged); } } @@ -106,6 +113,13 @@ class VFXShaderGraphParticleOutput : VFXAbstractParticleOutput [SerializeField, VFXSetting] internal ShaderGraphVfxAsset shaderGraph; + [SerializeField] + internal VFXMaterialSerializedSettings materialSettings = new VFXMaterialSerializedSettings(); + + public event Action OnMaterialChange; + + internal Material transientMaterial; + public override void OnEnable() { base.OnEnable(); @@ -127,6 +141,26 @@ public ShaderGraphVfxAsset GetOrRefreshShaderGraphObject() return shaderGraph; } + public override void SetupMaterial(Material material) + { + var shaderGraph = GetOrRefreshShaderGraphObject(); + + if (shaderGraph != null && shaderGraph.generatesWithShaderGraph) + { + materialSettings.ApplyToMaterial(material); + VFXLibrary.currentSRPBinder.SetupMaterial(material, shaderGraph); + transientMaterial = material; + } + } + + public void UpdateMaterialSettings() + { + if (transientMaterial != null) + { + materialSettings.SyncFromMaterial(transientMaterial); + } + } + public override void GetImportDependentAssets(HashSet dependencies) { base.GetImportDependentAssets(dependencies); @@ -204,9 +238,7 @@ public override bool HasSorting() // 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. - var particleData = (VFXDataParticle)GetData(); - var material = particleData.GetOrCreateMaterial(this); - materialBlendMode = VFXLibrary.currentSRPBinder.GetBlendModeFromMaterial(material); + materialBlendMode = VFXLibrary.currentSRPBinder.GetBlendModeFromMaterial(materialSettings); } return base.HasSorting() || (sort == SortMode.Auto && (materialBlendMode == BlendMode.Alpha || materialBlendMode == BlendMode.AlphaPremultiplied)); @@ -454,81 +486,15 @@ protected virtual RPInfo currentRP get { return hdrpInfo; } } - void InjectMaterialState(Material material, VFXExpressionMapper mapper) - { - if (material == null) - return; - - // Enforce the disabling of motion vectors on the material level. - material.SetShaderPassEnabled("MotionVectors", hasMotionVector); - - var shader = material.shader; - - // Map the material state values - if (shader != null) - { - VFXLibrary.currentSRPBinder.SetupMaterial(material); - - // Properties - 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 (!material.HasProperty(nameId)) - continue; - - VFXExpression expr = null; - - switch (ShaderUtil.GetPropertyType(shader, i)) - { - case ShaderUtil.ShaderPropertyType.Float: - expr = VFXValue.Constant(material.GetFloat(nameId)); - break; - default: - break; - } - - if (expr != null) - { - mapper.AddExpression(expr, name, -1); - } - } - } - - // Pass - for (int i = 0; i < material.passCount; i++) - { - var passName = material.GetPassName(i); - if (passName == string.Empty) - continue; - - var expr = VFXValue.Constant(material.GetShaderPassEnabled(passName)); - mapper.AddExpression(expr, passName, -1); - } - - // Render Queue - var renderQueueExpression = VFXValue.Constant(material.renderQueue); - mapper.AddExpression(renderQueueExpression, "RenderQueue", -1); - } - } - public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) { var mapper = base.GetExpressionMapper(target); - var particleData = (VFXDataParticle)GetData(); var shaderGraph = GetOrRefreshShaderGraphObject(); switch (target) { case VFXDeviceTarget.CPU: { - if (shaderGraph != null && shaderGraph.generatesWithShaderGraph) - { - var material = particleData.GetOrCreateMaterial(this); - InjectMaterialState(material, mapper); - } } break; case VFXDeviceTarget.GPU: From fdc2b299a3d7a14e82065bd381a20008819707f7 Mon Sep 17 00:00:00 2001 From: jfryer_unity Date: Thu, 4 Mar 2021 12:47:00 +0100 Subject: [PATCH 082/186] Add a way to resync material without recompiling (test) --- .../Editor/GraphView/Views/VFXView.cs | 10 +++++++ .../Editor/Models/VFXGraph.cs | 29 +++++++++++++++++-- .../Editor/Models/VFXModel.cs | 1 + 3 files changed, 38 insertions(+), 2 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs b/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs index c9e04b31cf9..6cb680ff400 100644 --- a/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs +++ b/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs @@ -441,6 +441,11 @@ 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"; @@ -1400,6 +1405,11 @@ 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/Models/VFXGraph.cs b/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs index d99e711e40d..8dfb3b958cb 100644 --- a/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs +++ b/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs @@ -600,6 +600,11 @@ 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) @@ -887,6 +892,19 @@ public void CompileForImport() public static VFXCompileErrorReporter compileReporter = null; + public void ResyncComponentsMaterials() + { + var asset = visualEffectResource?.asset; + + if (asset != null) + foreach (var component in UnityEngine.VFX.VFXManager.GetComponents()) + if (component.visualEffectAsset == asset) + { + Debug.Log("Resync materials for " + component); + component.ResyncMaterials(); + } + } + public void RecompileIfNeeded(bool preventRecompilation = false, bool preventDependencyRecompilation = false) { SanitizeGraph(); @@ -901,14 +919,19 @@ 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) + ResyncComponentsMaterials(); } if (considerGraphDirty) m_ExpressionGraphDirty = false; + m_ExpressionValuesDirty = false; + m_MaterialsDirty = false; } else if (m_ExpressionGraphDirty && !preventRecompilation) { @@ -952,6 +975,8 @@ 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 ea434f4d04d..502206c756d 100644 --- a/com.unity.visualeffectgraph/Editor/Models/VFXModel.cs +++ b/com.unity.visualeffectgraph/Editor/Models/VFXModel.cs @@ -51,6 +51,7 @@ 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 + kMaterialChanged, // Some asset material properties has changed } public new virtual string name { get { return string.Empty; } } From 515b79a812258af087819ea2f7bcd85b406ff668 Mon Sep 17 00:00:00 2001 From: jfryer_unity Date: Thu, 4 Mar 2021 17:05:44 +0100 Subject: [PATCH 083/186] Change ResyncMaterials editor API a bit --- .../Editor/Models/VFXGraph.cs | 17 ++--------------- 1 file changed, 2 insertions(+), 15 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs b/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs index 8dfb3b958cb..3151f54a9f1 100644 --- a/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs +++ b/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs @@ -892,19 +892,6 @@ public void CompileForImport() public static VFXCompileErrorReporter compileReporter = null; - public void ResyncComponentsMaterials() - { - var asset = visualEffectResource?.asset; - - if (asset != null) - foreach (var component in UnityEngine.VFX.VFXManager.GetComponents()) - if (component.visualEffectAsset == asset) - { - Debug.Log("Resync materials for " + component); - component.ResyncMaterials(); - } - } - public void RecompileIfNeeded(bool preventRecompilation = false, bool preventDependencyRecompilation = false) { SanitizeGraph(); @@ -923,8 +910,8 @@ public void RecompileIfNeeded(bool preventRecompilation = false, bool preventDep { if (m_ExpressionValuesDirty && !m_ExpressionGraphDirty) compiledData.UpdateValues(); - if (m_MaterialsDirty) - ResyncComponentsMaterials(); + if (m_MaterialsDirty && GetResource().asset != null) + UnityEngine.VFX.VFXManager.ResyncMaterials(GetResource().asset); } if (considerGraphDirty) From 02b788fccad30a3c8a8280564a85d981f5c4088f Mon Sep 17 00:00:00 2001 From: jfryer_unity Date: Thu, 4 Mar 2021 12:47:00 +0100 Subject: [PATCH 084/186] Add a way to resync material without recompiling (test) --- .../Editor/GraphView/Views/VFXView.cs | 10 +++++++ .../Editor/Models/VFXGraph.cs | 29 +++++++++++++++++-- .../Editor/Models/VFXModel.cs | 1 + 3 files changed, 38 insertions(+), 2 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs b/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs index c9e04b31cf9..6cb680ff400 100644 --- a/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs +++ b/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs @@ -441,6 +441,11 @@ 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"; @@ -1400,6 +1405,11 @@ 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/Models/VFXGraph.cs b/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs index 0dab6c7b741..332d7b48f03 100644 --- a/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs +++ b/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs @@ -600,6 +600,11 @@ 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) @@ -887,6 +892,19 @@ public void CompileForImport() public static VFXCompileErrorReporter compileReporter = null; + public void ResyncComponentsMaterials() + { + var asset = visualEffectResource?.asset; + + if (asset != null) + foreach (var component in UnityEngine.VFX.VFXManager.GetComponents()) + if (component.visualEffectAsset == asset) + { + Debug.Log("Resync materials for " + component); + component.ResyncMaterials(); + } + } + public void RecompileIfNeeded(bool preventRecompilation = false, bool preventDependencyRecompilation = false) { SanitizeGraph(); @@ -901,14 +919,19 @@ 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) + ResyncComponentsMaterials(); } if (considerGraphDirty) m_ExpressionGraphDirty = false; + m_ExpressionValuesDirty = false; + m_MaterialsDirty = false; } else if (m_ExpressionGraphDirty && !preventRecompilation) { @@ -952,6 +975,8 @@ 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 ea434f4d04d..502206c756d 100644 --- a/com.unity.visualeffectgraph/Editor/Models/VFXModel.cs +++ b/com.unity.visualeffectgraph/Editor/Models/VFXModel.cs @@ -51,6 +51,7 @@ 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 + kMaterialChanged, // Some asset material properties has changed } public new virtual string name { get { return string.Empty; } } From 33acc43d0e0f1be021b2f59ff1b2db5bef96b8a9 Mon Sep 17 00:00:00 2001 From: jfryer_unity Date: Thu, 4 Mar 2021 17:05:44 +0100 Subject: [PATCH 085/186] Change ResyncMaterials editor API a bit --- .../Editor/Models/VFXGraph.cs | 17 ++--------------- 1 file changed, 2 insertions(+), 15 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs b/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs index 332d7b48f03..7ff5f26562c 100644 --- a/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs +++ b/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs @@ -892,19 +892,6 @@ public void CompileForImport() public static VFXCompileErrorReporter compileReporter = null; - public void ResyncComponentsMaterials() - { - var asset = visualEffectResource?.asset; - - if (asset != null) - foreach (var component in UnityEngine.VFX.VFXManager.GetComponents()) - if (component.visualEffectAsset == asset) - { - Debug.Log("Resync materials for " + component); - component.ResyncMaterials(); - } - } - public void RecompileIfNeeded(bool preventRecompilation = false, bool preventDependencyRecompilation = false) { SanitizeGraph(); @@ -923,8 +910,8 @@ public void RecompileIfNeeded(bool preventRecompilation = false, bool preventDep { if (m_ExpressionValuesDirty && !m_ExpressionGraphDirty) compiledData.UpdateValues(); - if (m_MaterialsDirty) - ResyncComponentsMaterials(); + if (m_MaterialsDirty && GetResource().asset != null) + UnityEngine.VFX.VFXManager.ResyncMaterials(GetResource().asset); } if (considerGraphDirty) From 3b0fc6f482f146eb272a945fbd289f7200b7c706 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 4 Mar 2021 17:33:38 -0500 Subject: [PATCH 086/186] Update sub renderer to maintain dictioary instead to mimic material API --- .../Editor/Models/Contexts/IVFXSubRenderer.cs | 63 +++++++++++++------ 1 file changed, 45 insertions(+), 18 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs index 50dd13c0dfa..52d527267f5 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs @@ -16,17 +16,9 @@ interface IVFXSubRenderer } [Serializable] - class VFXMaterialSerializedSettings + class VFXMaterialSerializedSettings : ISerializationCallbackReceiver { - [Serializable] - private struct FloatProperty - { - public string name; - public float value; - } - - [SerializeField] - private List properties = new List(); + private Dictionary m_PropertyMap = new Dictionary(); public static VFXMaterialSerializedSettings CreateFromMaterial(Material material) { @@ -37,7 +29,7 @@ public static VFXMaterialSerializedSettings CreateFromMaterial(Material material public void SyncFromMaterial(Material material) { - properties.Clear(); + m_PropertyMap.Clear(); var matProperties = ShaderUtil.GetMaterialProperties(new UnityEngine.Object[] { material }); @@ -47,18 +39,53 @@ public void SyncFromMaterial(Material material) (p.flags & (MaterialProperty.PropFlags.HideInInspector | MaterialProperty.PropFlags.PerRendererData)) != MaterialProperty.PropFlags.HideInInspector) // Only properties hidden in inspector that are not per renderer continue; - properties.Add(new FloatProperty() - { - name = p.name, - value = p.floatValue - }); + m_PropertyMap.Add(p.name, p.floatValue); } } public void ApplyToMaterial(Material material) { - foreach (var p in properties) - material.SetFloat(p.name, p.value); + 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]); } } } From 8c00f35dbcd7433acb92db2dbf1f9c78c767ca22 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 4 Mar 2021 17:35:00 -0500 Subject: [PATCH 087/186] Use the new material settings to get the vfx blend mode --- .../Editor/VFXGraph/VFXHDRPBinder.cs | 11 ++++------- .../ShaderGraph/VFXShaderGraphParticleOutput.cs | 6 +++++- 2 files changed, 9 insertions(+), 8 deletions(-) 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 555d8c10f5f..ba2769b7898 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs @@ -64,18 +64,16 @@ public override VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(VFX { var blendMode = VFXAbstractRenderedOutput.BlendMode.Opaque; - /* - TODO: Extract blend mode from serialized settings - if (!mat.HasProperty(HDMaterialProperties.kSurfaceType) || - !mat.HasProperty(HDMaterialProperties.kBlendMode)) + if (!materialSettings.HasProperty(HDMaterialProperties.kSurfaceType) || + !materialSettings.HasProperty(HDMaterialProperties.kBlendMode)) { return blendMode; } - var surfaceType = mat.GetFloat(HDMaterialProperties.kSurfaceType); + var surfaceType = materialSettings.GetFloat(HDMaterialProperties.kSurfaceType); if (surfaceType == (int)SurfaceType.Transparent) { - switch (mat.GetFloat(HDMaterialProperties.kBlendMode)) + switch (materialSettings.GetFloat(HDMaterialProperties.kBlendMode)) { case (int)BlendMode.Additive: blendMode = VFXAbstractRenderedOutput.BlendMode.Additive; @@ -88,7 +86,6 @@ public override VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(VFX break; } } - */ return blendMode; } diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 47f080e2ee3..dae9b7ef60c 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -73,7 +73,7 @@ public override void OnInspectorGUI() if (m_MaterialEditor != null) { - if ((m_MaterialEditor.target as Material)?.shader == VFXResources.defaultResources.shader) + if ((m_MaterialEditor.target as Material)?.shader == null) { EditorGUILayout.HelpBox("Failed to create the render state material.", MessageType.Warning); } @@ -149,7 +149,11 @@ public override void SetupMaterial(Material material) { materialSettings.ApplyToMaterial(material); VFXLibrary.currentSRPBinder.SetupMaterial(material, shaderGraph); + transientMaterial = material; + + if (OnMaterialChange != null) + OnMaterialChange(); } } From 865b97cdf5c085bc485d9d7e46703f44837d5516 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 4 Mar 2021 18:20:05 -0500 Subject: [PATCH 088/186] Trigger full recompile on blend mode change --- .../VFXShaderGraphParticleOutput.cs | 58 +++++++++++-------- 1 file changed, 35 insertions(+), 23 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index dae9b7ef60c..8098178830e 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -3,11 +3,9 @@ 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; @@ -71,6 +69,8 @@ public override void OnInspectorGUI() var materialChanged = false; + var previousBlendMode = ((VFXShaderGraphParticleOutput)target).GetMaterialBlendMode(); + if (m_MaterialEditor != null) { if ((m_MaterialEditor.target as Material)?.shader == null) @@ -96,12 +96,25 @@ public override void OnInspectorGUI() base.OnInspectorGUI(); - if (serializedObject.ApplyModifiedProperties() || materialChanged) + if (serializedObject.ApplyModifiedProperties()) + { + foreach (var context in targets.OfType()) + context.Invalidate(VFXModel.InvalidationCause.kSettingChanged); + } + + if (materialChanged) { foreach (var context in targets.OfType()) { context.UpdateMaterialSettings(); - context.Invalidate(VFXModel.InvalidationCause.kSettingChanged); + + 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); } } } @@ -120,11 +133,6 @@ class VFXShaderGraphParticleOutput : VFXAbstractParticleOutput internal Material transientMaterial; - public override void OnEnable() - { - base.OnEnable(); - } - public ShaderGraphVfxAsset GetOrRefreshShaderGraphObject() { //This is the only place where shaderGraph property is updated or read @@ -141,6 +149,22 @@ 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(); @@ -151,9 +175,7 @@ public override void SetupMaterial(Material material) VFXLibrary.currentSRPBinder.SetupMaterial(material, shaderGraph); transientMaterial = material; - - if (OnMaterialChange != null) - OnMaterialChange(); + OnMaterialChange?.Invoke(); } } @@ -234,17 +256,7 @@ public static object GetSGPropertyValue(AbstractShaderProperty property) public override bool HasSorting() { - var materialBlendMode = 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. - materialBlendMode = VFXLibrary.currentSRPBinder.GetBlendModeFromMaterial(materialSettings); - } - + var materialBlendMode = GetMaterialBlendMode(); return base.HasSorting() || (sort == SortMode.Auto && (materialBlendMode == BlendMode.Alpha || materialBlendMode == BlendMode.AlphaPremultiplied)); } From 8269ee31d2b90d2e433d0162d0bd92ed65efd8ef Mon Sep 17 00:00:00 2001 From: jfryer_unity Date: Fri, 5 Mar 2021 12:03:21 +0100 Subject: [PATCH 089/186] Fix "show generated" shader --- .../Editor/Inspector/VFXAssetEditor.cs | 17 ++++++++++++----- 1 file changed, 12 insertions(+), 5 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs b/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs index 10425ccec4a..8afed396717 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); + GUI.Label(labelR, shader.name); + if (index >= 0) { if (VFXExternalShaderProcessor.allowExternalization && index < resource.GetShaderSourceCount()) From 658dacd2bfd148b0835646665d7dcad8516ddc0b Mon Sep 17 00:00:00 2001 From: jfryer_unity Date: Fri, 5 Mar 2021 12:53:18 +0100 Subject: [PATCH 090/186] Formatting --- com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs | 2 +- com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs b/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs index 8afed396717..a7ec5c94bf9 100644 --- a/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs +++ b/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs @@ -680,7 +680,7 @@ public override void OnInspectorGUI() Rect labelR = r; labelR.width -= buttonsWidth; - GUI.Label(labelR, shader.name); + GUI.Label(labelR, shader.name); if (index >= 0) { diff --git a/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs b/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs index 3151f54a9f1..654f0de7664 100644 --- a/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs +++ b/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs @@ -906,7 +906,7 @@ public void RecompileIfNeeded(bool preventRecompilation = false, bool preventDep compiledData.Compile(m_CompilationMode, m_ForceShaderValidation); } - else + else { if (m_ExpressionValuesDirty && !m_ExpressionGraphDirty) compiledData.UpdateValues(); From b428bc45ed5a09637e44d863cc7c35ba3025476b Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 5 Mar 2021 09:52:13 -0500 Subject: [PATCH 091/186] Fix strips --- .../Templates/VFX/Config.template.hlsl | 32 +++++++++++++++++++ .../VFX/ConfigPlanarPrimitive.template.hlsl | 32 ------------------- 2 files changed, 32 insertions(+), 32 deletions(-) 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 index 166482e2efd..ecd07cced4e 100644 --- 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 @@ -93,6 +93,38 @@ float3 GetSize(Attributes attributes) return size3; } +#if HAS_STRIPS +#define PARTICLE_IN_EDGE (id & 1) +float3 GetParticlePosition(uint index) +{ + struct Attributes attributes = (Attributes)0; + + // 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; 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 index 74497a71ed5..f8699dca9e4 100644 --- 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 @@ -6,38 +6,6 @@ #define VFX_NON_UNIFORM_SCALE VFX_LOCAL_SPACE -#if HAS_STRIPS -#define PARTICLE_IN_EDGE (id & 1) -float3 GetParticlePosition(uint index) -{ - struct Attributes attributes = (Attributes)0; - - // 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 - bool GetMeshAndElementIndex(inout AttributesMesh input, inout AttributesElement element) { uint id = input.vertexID; From 4fdfed3c239aef64ddfbcc2ab078f4d4f3cbf2f8 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 5 Mar 2021 10:08:04 -0500 Subject: [PATCH 092/186] Fix particle strip custom texcoord --- .../Templates/VFX/ConfigPlanarPrimitive.template.hlsl | 4 +++- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 4 ++++ 2 files changed, 7 insertions(+), 1 deletion(-) 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 index f8699dca9e4..894de443b70 100644 --- 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 @@ -56,7 +56,9 @@ bool GetMeshAndElementIndex(inout AttributesMesh input, inout AttributesElement #elif VFX_STRIPS_UV_PER_SEGMENT uv.x = PARTICLE_IN_EDGE; #else - ${VFXLoadParameter:{texCoord}} + GetElementData(element); + const Attributes attributes = element.attributes; + $splice(VFXLoadTexcoordParameter) uv.x = texCoord; #endif diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 664eae68505..ff189e9a374 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -41,6 +41,7 @@ private static SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subS out var additionalDefinesDescriptor, out var loadPositionAttributeDescriptor, out var loadCropFactorAttributesDescriptor, + out var loadTexcoordAttributesDescriptor, out var vertexPropertiesGenerationDescriptor, out var vertexPropertiesAssignDescriptor ); @@ -87,6 +88,7 @@ out var vertexPropertiesAssignDescriptor additionalDefinesDescriptor, loadPositionAttributeDescriptor, loadCropFactorAttributesDescriptor, + loadTexcoordAttributesDescriptor, vertexPropertiesGenerationDescriptor, vertexPropertiesAssignDescriptor }; @@ -237,6 +239,7 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled out AdditionalCommandDescriptor additionalDefinesDescriptor, out AdditionalCommandDescriptor loadPositionAttributeDescriptor, out AdditionalCommandDescriptor loadCropFactorAttributesDescriptor, + out AdditionalCommandDescriptor loadTexcoordAttributesDescriptor, out AdditionalCommandDescriptor vertexPropertiesGenerationDescriptor, out AdditionalCommandDescriptor vertexPropertiesAssignDescriptor) { @@ -311,6 +314,7 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled 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 StructDescriptor GenerateVFXAttributesStruct(VFXContext context, VFXAttributeType attributeType) From b2ae9c1c54e718fc0eeb0d0d27a2562f9d5d0065 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 8 Mar 2021 16:47:53 -0500 Subject: [PATCH 093/186] Remove redundant zero initialize --- .../Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl | 3 --- 1 file changed, 3 deletions(-) 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 a76d24e00b4..dd80acdbca4 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 @@ -140,9 +140,6 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset) AttributesElement element; ZERO_INITIALIZE(AttributesElement, element); - // Vertex might be culled early, thus we ensure the varyings are initialized to zero. - ZERO_INITIALIZE(VaryingsMeshType, output); - if(!GetMeshAndElementIndex(input, element)) return output; // Culled index. From 093c87f13e937c9e1231ad36be03e2a6ffd1cd43 Mon Sep 17 00:00:00 2001 From: Lewis Jordan Date: Tue, 9 Mar 2021 10:29:33 +0000 Subject: [PATCH 094/186] Updated the shared output settings with the shader graph property --- .../Documentation~/Context-OutputSharedSettings.md | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/com.unity.visualeffectgraph/Documentation~/Context-OutputSharedSettings.md b/com.unity.visualeffectgraph/Documentation~/Context-OutputSharedSettings.md index 1b0a35820fb..cb8d26862f4 100644 --- a/com.unity.visualeffectgraph/Documentation~/Context-OutputSharedSettings.md +++ b/com.unity.visualeffectgraph/Documentation~/Context-OutputSharedSettings.md @@ -1,6 +1,10 @@ # Shared Output Settings and Properties -All outputs share these settings and property ports. +All outputs share these settings and property ports. The only exception is the Shader Graph setting which most outputs support, but not all of them. + +| **Setting** | **Description** | +| ---------------- | ------------------------------------------------------------ | +| **Shader Graph** | Specifies the [Shader Graph](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest) Unity uses to render particles this output produces. If you assign a Shader Graph to this property, the Inspector hides some settings and properties that are duplicates of those in the Shader Graph. Also, the Inspector exposes all the Surface Options from the Shader Graph which allows you to edit the Shader Graph properties inside the Inspector for the context. For information on the Surface Options this adds to the Inspector, 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). | ## Render State Settings From 5d6e232a19495f6e3e84054361c2c00d5b8bcd97 Mon Sep 17 00:00:00 2001 From: Lewis Jordan Date: Tue, 9 Mar 2021 12:19:17 +0000 Subject: [PATCH 095/186] Added support vfx graph checkbox to master stack docs --- .../Documentation~/master-stack-eye.md | 9 +++++++++ .../Documentation~/master-stack-fabric.md | 8 ++++++++ .../Documentation~/master-stack-hair.md | 8 ++++++++ .../Documentation~/master-stack-lit.md | 8 ++++++++ .../Documentation~/master-stack-stacklit.md | 8 ++++++++ .../Documentation~/master-stack-unlit.md | 8 ++++++++ .../snippets/shader-properties/support-vfx-graph.md | 6 ++++++ 7 files changed, 55 insertions(+) create mode 100644 com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/support-vfx-graph.md 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 fc3e36013ad..3daa5ae00b3 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 @@ -146,3 +146,12 @@ 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 + + + + + +[!include[](snippets/shader-properties/support-vfx-graph.md)] +
PropertyDescription
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-fabric.md b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-fabric.md index befabad1c3c..286a551ad60 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-fabric.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-fabric.md @@ -147,6 +147,14 @@ 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 + + + + + +[!include[](snippets/shader-properties/support-vfx-graph.md)] +
PropertyDescription
## Limitations diff --git a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-hair.md b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-hair.md index aed484b3313..d435977c7d5 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-hair.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-hair.md @@ -141,6 +141,14 @@ Depending on the [Graph Settings](#graph-settings) you use, Shader Graph can add [!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)] [!include[](snippets/shader-properties/advanced-options/use-light-facing-normal.md)] +### Other top level settings + + + + + +[!include[](snippets/shader-properties/support-vfx-graph.md)] +
PropertyDescription
## Limitations 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 a59ba3c8202..612fdb93c66 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 @@ -172,3 +172,11 @@ 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 + + + + + +[!include[](snippets/shader-properties/support-vfx-graph.md)] +
PropertyDescription
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 c268e9dee66..8115eba4276 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 @@ -190,3 +190,11 @@ 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 + + + + + +[!include[](snippets/shader-properties/support-vfx-graph.md)] +
PropertyDescription
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 66a7702a978..3a68b8f86f8 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 @@ -139,3 +139,11 @@ 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 + + + + + +[!include[](snippets/shader-properties/support-vfx-graph.md)] +
PropertyDescription
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. + + From 3c2bb2f177cce6c9132aabd1475547c37c8d9e3a Mon Sep 17 00:00:00 2001 From: Lewis Jordan Date: Tue, 9 Mar 2021 12:29:02 +0000 Subject: [PATCH 096/186] Fixed a bug with incorrect formatting for headers in the build --- .../Documentation~/master-stack-fabric.md | 2 ++ .../Documentation~/master-stack-hair.md | 2 ++ .../Documentation~/master-stack-lit.md | 2 ++ .../Documentation~/master-stack-stacklit.md | 2 ++ .../Documentation~/master-stack-unlit.md | 2 ++ 5 files changed, 10 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-fabric.md b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-fabric.md index 286a551ad60..0320dbb04ce 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-fabric.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-fabric.md @@ -147,7 +147,9 @@ 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 + diff --git a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-hair.md b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-hair.md index d435977c7d5..0c2402f5c16 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/master-stack-hair.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/master-stack-hair.md @@ -141,7 +141,9 @@ Depending on the [Graph Settings](#graph-settings) you use, Shader Graph can add [!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)] [!include[](snippets/shader-properties/advanced-options/use-light-facing-normal.md)]
Property
+ ### Other top level settings + 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 612fdb93c66..669fc924ca9 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 @@ -172,7 +172,9 @@ 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)]
Property
+ ### Other top level settings + 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 8115eba4276..11e6d07d992 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 @@ -190,7 +190,9 @@ 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)]
Property
+ ### Other top level settings + 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 3a68b8f86f8..235573fdc2f 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 @@ -139,7 +139,9 @@ 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)]
Property
+ ### Other top level settings + From e82bded624a4488a014ce48e12a3fa025796c219 Mon Sep 17 00:00:00 2001 From: Lewis Jordan Date: Tue, 9 Mar 2021 12:42:14 +0000 Subject: [PATCH 097/186] Added vfx graph documentation --- .../Documentation~/TableOfContents.md | 3 + .../Documentation~/sg-target-visual-effect.md | 55 +++++++++++++++++++ .../Documentation~/sg-working-with.md | 54 ++++++++++++++++++ 3 files changed, 112 insertions(+) create mode 100644 com.unity.visualeffectgraph/Documentation~/sg-target-visual-effect.md create mode 100644 com.unity.visualeffectgraph/Documentation~/sg-working-with.md diff --git a/com.unity.visualeffectgraph/Documentation~/TableOfContents.md b/com.unity.visualeffectgraph/Documentation~/TableOfContents.md index c450746b80d..1e3146944d1 100644 --- a/com.unity.visualeffectgraph/Documentation~/TableOfContents.md +++ b/com.unity.visualeffectgraph/Documentation~/TableOfContents.md @@ -24,6 +24,9 @@ * [Property Binders](PropertyBinders.md) * [Event Binders](EventBinders.md) * [Output Event Handlers](OutputEventHandlers.md) +* Shader Graph Integration + * [Shader Graphs in Visual Effects](sg-working-with.md) + * [Visual Effect Target](sg-target-visual-effect.md) * Pipeline Tools * [ExposedProperty Helper](ExposedPropertyHelper.md) * [Vector Fields](VectorFields.md) diff --git a/com.unity.visualeffectgraph/Documentation~/sg-target-visual-effect.md b/com.unity.visualeffectgraph/Documentation~/sg-target-visual-effect.md new file mode 100644 index 00000000000..4cb22c17cbf --- /dev/null +++ b/com.unity.visualeffectgraph/Documentation~/sg-target-visual-effect.md @@ -0,0 +1,55 @@ +# Visual Effect Target + +The Visual Effect Shader Graph [Target](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest?subfolder=/manual/Graph-Target.html) enables you to create custom lit and unlit Shader Graphs to use in visual effects. + +To create a Shader Graph that uses the Visual Effect Target, select **Assets** > **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. From 7cad459f13d104a24ce80e0117736999d4138d25 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 9 Mar 2021 12:34:34 -0500 Subject: [PATCH 098/186] Re-use attributes element for motion vectors --- .../MotionVectorVertexShaderCommon.hlsl | 20 +++++++------------ .../ShaderPass/ShaderPassForward.hlsl | 6 ++++++ .../ShaderPass/ShaderPassForwardUnlit.hlsl | 6 ++++++ .../ShaderPass/ShaderPassMotionVectors.hlsl | 7 ++++++- .../RenderPipeline/ShaderPass/VertMesh.hlsl | 18 +++++++++++++++-- 5 files changed, 41 insertions(+), 16 deletions(-) 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 8d495b0b5e6..aff26a82f85 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 } +#ifdef HAVE_VFX_MODIFICATION +PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMesh inputMesh, AttributesPass inputPass, AttributesElement inputElement) +#else PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMesh inputMesh, AttributesPass inputPass) +#endif { #if !defined(TESSELLATION_ON) @@ -108,18 +112,8 @@ PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMes bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target #if defined(HAVE_VFX_MODIFICATION) - // Re-construct the VFX mesh (i.e. in case of procedural output like planar primitives). - // And fetch element index to sample the previous element matrix. - AttributesElement element; - ZERO_INITIALIZE(AttributesElement, element); - - GetMeshAndElementIndex(inputMesh, element); - - // NOTE: We have to re-evaluate the attributes here, not good. - // TODO: organize things so that VFX mesh and attributes get computed once. - GetElementData(element); - - inputMesh = TransformMeshToPreviousElement(inputMesh, element); + GetMeshAndElementIndex(inputMesh, inputElement); + inputMesh = TransformMeshToPreviousElement(inputMesh, inputElement); #endif float3 effectivePositionOS = (hasDeformation ? inputPass.previousPositionOS : inputMesh.positionOS); @@ -138,7 +132,7 @@ PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMes , varyingsType.vmesh #endif #if defined(HAVE_VFX_MODIFICATION) - , element + , inputElement #endif ); 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 b4b8f76bc69..f99dcbf0381 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 8627bbae2f3..4203582c451 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 3f30668dbd0..8b2d4071b24 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 dd80acdbca4..35cfbf51a0b 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. +#ifdef HAVE_VFX_MODIFICATION +VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset, out AttributesElement element) +#else VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset) +#endif { VaryingsMeshType output; ZERO_INITIALIZE(VaryingsMeshType, output); @@ -137,7 +140,6 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset) UNITY_TRANSFER_INSTANCE_ID(input, output); #if defined(HAVE_VFX_MODIFICATION) - AttributesElement element; ZERO_INITIALIZE(AttributesElement, element); if(!GetMeshAndElementIndex(input, element)) @@ -222,9 +224,21 @@ 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 VaryingsMeshToPS VertMeshTesselation(VaryingsMeshToDS input) From 7bca2819f27557af42c6b8cc93fb105b15e4a2e1 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 9 Mar 2021 13:16:23 -0500 Subject: [PATCH 099/186] Fix nulref for destroyed vfx material --- .../Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 8098178830e..24b22a0802d 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -73,9 +73,9 @@ public override void OnInspectorGUI() if (m_MaterialEditor != null) { - if ((m_MaterialEditor.target as Material)?.shader == null) + if (m_MaterialEditor.target == null || (m_MaterialEditor.target as Material)?.shader == null) { - EditorGUILayout.HelpBox("Failed to create the render state material.", MessageType.Warning); + EditorGUILayout.HelpBox("Material Destroyed.", MessageType.Warning); } else { From 68b5e87df439f2a62e654ae0a5a0c80d414f5d2d Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 9 Mar 2021 13:27:33 -0500 Subject: [PATCH 100/186] Make Shadows/MV setup work with new material serialization setup --- .../Editor/VFXGraph/VFXHDRPBinder.cs | 6 +++++- com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs | 2 +- .../Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs | 2 +- 3 files changed, 7 insertions(+), 3 deletions(-) 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 ba2769b7898..808c0ddb67c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs @@ -43,7 +43,7 @@ bool TryGetHDMetadata(out HDMetadata obj) return obj.shaderID; } - public override void SetupMaterial(Material mat, ShaderGraphVfxAsset shaderGraph = null) + public override void SetupMaterial(Material mat, bool hasMotionVector = false, bool hasShadowCasting = false, ShaderGraphVfxAsset shaderGraph = null) { try { @@ -52,6 +52,10 @@ public override void SetupMaterial(Material mat, ShaderGraphVfxAsset shaderGraph // 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); diff --git a/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs b/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs index 269363f768c..c5e9c60d3b8 100644 --- a/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs +++ b/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs @@ -161,7 +161,7 @@ abstract class VFXSRPBinder abstract public string SRPAssetTypeStr { get; } abstract public Type SRPOutputDataType { get; } - public virtual void SetupMaterial(Material mat, ShaderGraphVfxAsset shaderGraph = null) {} + public virtual void SetupMaterial(Material mat, bool hasMotionVector = false, bool hasShadowCasting = false, ShaderGraphVfxAsset shaderGraph = null) {} public virtual VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(VFXMaterialSerializedSettings materialSettings) { diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 24b22a0802d..c03fe1e0ed2 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -172,7 +172,7 @@ public override void SetupMaterial(Material material) if (shaderGraph != null && shaderGraph.generatesWithShaderGraph) { materialSettings.ApplyToMaterial(material); - VFXLibrary.currentSRPBinder.SetupMaterial(material, shaderGraph); + VFXLibrary.currentSRPBinder.SetupMaterial(material, hasMotionVector, hasShadowCasting, shaderGraph); transientMaterial = material; OnMaterialChange?.Invoke(); From 5b5882f93af17fe32a0d8c61e481bc68fc257230 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 9 Mar 2021 13:58:21 -0500 Subject: [PATCH 101/186] Integrate feedback for function prototype define --- .../ShaderPass/MotionVectorVertexShaderCommon.hlsl | 6 +++--- .../Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl | 6 +++--- 2 files changed, 6 insertions(+), 6 deletions(-) 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 aff26a82f85..06f0eed71a9 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 @@ -85,11 +85,11 @@ void MotionVectorPositionZBias(VaryingsToPS input) #endif } +PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMesh inputMesh, AttributesPass inputPass #ifdef HAVE_VFX_MODIFICATION -PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMesh inputMesh, AttributesPass inputPass, AttributesElement inputElement) -#else -PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMesh inputMesh, AttributesPass inputPass) + , AttributesElement inputElement #endif +) { #if !defined(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 35cfbf51a0b..8a57c35e8b5 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 @@ -127,11 +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) +VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset #ifdef HAVE_VFX_MODIFICATION -VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset, out AttributesElement element) -#else -VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset) + , out AttributesElement element #endif +) { VaryingsMeshType output; ZERO_INITIALIZE(VaryingsMeshType, output); From 9d94fd344c6cb910339cbd12ce9a3c81d66f74fd Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 9 Mar 2021 13:59:16 -0500 Subject: [PATCH 102/186] Integrate UI feedback for VFX preference toggle --- .../Editor/GraphView/VFXViewPreference.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs b/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs index 64f124f8817..6d49ab772d2 100644 --- a/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs +++ b/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs @@ -109,7 +109,7 @@ public override void OnGUI(string searchContext) using (new SettingsWindow.GUIScope()) { LoadIfNeeded(); - m_GenerateOutputContextWithShaderGraph = EditorGUILayout.Toggle(new GUIContent("Improved ShaderGraph Generation", ""), m_GenerateOutputContextWithShaderGraph); + m_GenerateOutputContextWithShaderGraph = EditorGUILayout.Toggle(new GUIContent("Improved Shader Graph Generation", ""), 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); From 875f45f61e1b938b5876beffa275947b3d46a209 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 10 Mar 2021 14:05:46 -0500 Subject: [PATCH 103/186] Fix the artifacts for VFX Unlit --- .../Material/ShaderGraph/HDShaderPasses.cs | 21 ++++++++++++++----- 1 file changed, 16 insertions(+), 5 deletions(-) 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 07105583d12..25561a2fc9c 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 @@ -5,6 +5,7 @@ using UnityEngine.Rendering.HighDefinition; using UnityEditor.ShaderGraph; using UnityEditor.ShaderGraph.Internal; +using UnityEditor.VFX; namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { @@ -417,11 +418,21 @@ FieldCollection GenerateRequiredFields() return CoreRequiredFields.LitFull; else { - return new FieldCollection - { - // TODO: add preprocessor protection for this interpolator: _TRANSPARENT_WRITES_MOTION_VEC - HDStructFields.FragInputs.positionRWS, - }; + if (VFXSubTarget.IsConfigured()) + return new FieldCollection + { + HDStructFields.FragInputs.positionRWS, + + // For VFX, we must include the TBN for Unlit. + // TODO: Figure out exactly why this is necessary. + HDStructFields.FragInputs.tangentToWorld, + }; + else + return new FieldCollection + { + // TODO: add preprocessor protection for this interpolator: _TRANSPARENT_WRITES_MOTION_VEC + HDStructFields.FragInputs.positionRWS, + }; } } From dc8388d62008800e81ed5dfd3bd507259464a138 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 10 Mar 2021 14:55:17 -0500 Subject: [PATCH 104/186] Add warning message box for transparent MV write disabled --- .../Editor/VFXGraph/VFXHDRPBinder.cs | 16 ++++++++++++++++ .../Editor/Core/VFXLibrary.cs | 2 ++ .../ShaderGraph/VFXShaderGraphParticleOutput.cs | 9 +++++++++ 3 files changed, 27 insertions(+) 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 808c0ddb67c..930b8f930fe 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs @@ -93,5 +93,21 @@ public override VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(VFX 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; + } } } diff --git a/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs b/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs index c5e9c60d3b8..f16136301b5 100644 --- a/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs +++ b/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs @@ -167,6 +167,8 @@ public virtual VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(VFXM { return VFXAbstractRenderedOutput.BlendMode.Opaque; } + + public virtual bool TransparentMotionVectorEnabled(Material mat) => true; } // Not in Universal package because we dont want to add a dependency on VFXGraph diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index c03fe1e0ed2..63b48a58ab2 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -94,6 +94,15 @@ public override void OnInspectorGUI() } } + // 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()) From f5b599b3950aa127b6b5d14045677d6a5499699b Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 10 Mar 2021 17:25:59 -0500 Subject: [PATCH 105/186] Filter out MV + Shadows if disabled on context --- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index ff189e9a374..487c321ddb9 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -46,7 +46,18 @@ private static SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subS out var vertexPropertiesAssignDescriptor ); - var passes = subShaderDescriptor.passes.ToArray(); + // 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++) { From 93c9e5eecec8f5a85fc532b18ea6bf09c9948e6a Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 10 Mar 2021 17:54:18 -0500 Subject: [PATCH 106/186] Hide the Visual Effect target --- .../Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs b/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs index bbc29b843fc..7a3fa8a0406 100644 --- a/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs +++ b/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs @@ -55,7 +55,14 @@ void RegisterActionToUndo(string actionName) false, // disallow reordering (active list is sorted) target => target.value.displayName); + #if true // <--- TODO: VFX Package Symbol Guard + // Enforce the new ShaderGraph VFX generation path by hiding the option of Visual Effect target. + // However, we still support Visual Effect targets if they already exist. + const string vfxTargetName = "Visual Effect"; + targetList.GetAddMenuOptions = () => graphData.GetPotentialTargetDisplayNames().Where(t => t != vfxTargetName).ToList(); + #else targetList.GetAddMenuOptions = () => graphData.GetPotentialTargetDisplayNames(); + #endif targetList.OnAddMenuItemCallback += (list, addMenuOptionIndex, addMenuOption) => From 335b02f3c86b064644fc92aacff2a695c78528bb Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 10 Mar 2021 18:30:27 -0500 Subject: [PATCH 107/186] Make context output name dynamic to shader graph ID --- .../Editor/VFXGraph/VFXHDRPBinder.cs | 9 +++++++++ .../Editor/Core/VFXLibrary.cs | 2 ++ .../Contexts/Implementations/VFXMeshOutput.cs | 2 +- .../Implementations/VFXPlanarPrimitiveOutput.cs | 2 +- .../Contexts/Implementations/VFXQuadStripOutput.cs | 2 +- .../ShaderGraph/VFXShaderGraphParticleOutput.cs | 13 +++++++++++++ 6 files changed, 27 insertions(+), 3 deletions(-) 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 930b8f930fe..2d13119cc1e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs @@ -109,5 +109,14 @@ public override bool TransparentMotionVectorEnabled(Material material) return false; } + + public override string GetShaderName(ShaderGraphVfxAsset shaderGraph) + { + // Recover the HDRP Shader Enum from the VFX Shader Graph. + var shaderID = GetShaderEnumFromShaderGraph(shaderGraph); + + // Remove the HDRP Enum Prefix of "SG_". + return shaderID.ToString().Remove(0, 3); + } } } diff --git a/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs b/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs index f16136301b5..cecbd6080f9 100644 --- a/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs +++ b/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs @@ -169,6 +169,8 @@ public virtual VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(VFXM } public virtual bool TransparentMotionVectorEnabled(Material mat) => true; + + public virtual string GetShaderName(ShaderGraphVfxAsset shaderGraph) => string.Empty; } // Not in Universal package because we dont want to add a dependency on VFXGraph diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs index 5ef457db70b..23d87c97237 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs @@ -9,7 +9,7 @@ namespace UnityEditor.VFX [VFXInfo] class VFXMeshOutput : VFXShaderGraphParticleOutput, IVFXMultiMeshOutput { - public override string name { get { return "Output Particle Mesh"; } } + public override string name { get { return $"Output Particle {shaderName} 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..763642deed3 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXPlanarPrimitiveOutput.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXPlanarPrimitiveOutput.cs @@ -18,7 +18,7 @@ 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 { return "Output Particle " + shaderName + " " + 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..3fb02e58082 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXQuadStripOutput.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXQuadStripOutput.cs @@ -19,7 +19,7 @@ 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 { return $"Output ParticleStrip {shaderName} Quad"; } } public override string codeGeneratorTemplate { get { return RenderPipeTemplate("VFXParticlePlanarPrimitive"); } } public override VFXTaskType taskType { get { return VFXTaskType.ParticleQuadOutput; } } diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 63b48a58ab2..54c66d895d8 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -269,6 +269,19 @@ public override bool HasSorting() return base.HasSorting() || (sort == SortMode.Auto && (materialBlendMode == BlendMode.Alpha || materialBlendMode == BlendMode.AlphaPremultiplied)); } + 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() { From e019db27636362f803e48da75c1f710303000955 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 11 Mar 2021 12:14:35 -0500 Subject: [PATCH 108/186] Improve the dynamic context naming --- .../Editor/VFXGraph/VFXHDRPBinder.cs | 17 +++++++++++++++-- .../Editor/VFXGraph/VFXHDRPSubOutput.cs | 2 +- .../Editor/Compiler/VFXCodeGenerator.cs | 6 +++--- .../ShaderGraph/VFXShaderGraphParticleOutput.cs | 8 ++++++-- 4 files changed, 25 insertions(+), 8 deletions(-) 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 2d13119cc1e..52a6cde245d 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs @@ -1,4 +1,5 @@ using System; +using System.Collections.Generic; using UnityEditor.Rendering.HighDefinition; using UnityEditor.Rendering.HighDefinition.ShaderGraph; using UnityEditor.ShaderGraph.Internal; @@ -16,6 +17,16 @@ class VFXHDRPBinder : VFXSRPBinder public override string SRPAssetTypeStr { get { return typeof(HDRenderPipelineAsset).Name; } } public override Type SRPOutputDataType { get { return typeof(VFXHDRPSubOutput); } } + 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) @@ -115,8 +126,10 @@ public override string GetShaderName(ShaderGraphVfxAsset shaderGraph) // Recover the HDRP Shader Enum from the VFX Shader Graph. var shaderID = GetShaderEnumFromShaderGraph(shaderGraph); - // Remove the HDRP Enum Prefix of "SG_". - return shaderID.ToString().Remove(0, 3); + if (s_ShaderNames.ContainsKey(shaderID)) + return s_ShaderNames[shaderID]; + + return string.Empty; } } } 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 a637266cb3e..1a817577e9b 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubOutput.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubOutput.cs @@ -47,7 +47,7 @@ protected override IEnumerable filteredOutSettings if (owner is VFXShaderGraphParticleOutput shaderGraphOutput && shaderGraphOutput.GetOrRefreshShaderGraphObject() != null && - shaderGraphOutput.shaderGraph.generatesWithShaderGraph) + shaderGraphOutput.GetOrRefreshShaderGraphObject().generatesWithShaderGraph) { yield return "transparentRenderQueue"; yield return "opaqueRenderQueue"; diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index b182c8e1bbd..c6345585dff 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -536,8 +536,8 @@ static private StringBuilder Build(VFXContext context, string templatePath, VFXC return null; if (context is VFXShaderGraphParticleOutput shaderGraphContext && - shaderGraphContext.shaderGraph != null && - shaderGraphContext.shaderGraph.generatesWithShaderGraph && + shaderGraphContext.GetOrRefreshShaderGraphObject() != null && + shaderGraphContext.GetOrRefreshShaderGraphObject().generatesWithShaderGraph && VFXViewPreference.generateOutputContextWithShaderGraph) { var result = TryBuildFromShaderGraph(shaderGraphContext, contextData); @@ -745,7 +745,7 @@ private static StringBuilder TryBuildFromShaderGraph(VFXShaderGraphParticleOutpu var stringBuilder = new StringBuilder(); // Reconstruct the ShaderGraph. - var path = AssetDatabase.GetAssetPath(context.shaderGraph); + var path = AssetDatabase.GetAssetPath(context.GetOrRefreshShaderGraphObject()); List configuredTextures; AssetCollection assetCollection = new AssetCollection(); diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 54c66d895d8..9c6ae9e9845 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -53,7 +53,7 @@ void UpdateMaterialEditor() public override void OnInspectorGUI() { - if (targets.OfType().Any(context => context.shaderGraph == null)) + if (targets.OfType().Any(context => context.GetOrRefreshShaderGraphObject() == null)) { base.OnInspectorGUI(); return; @@ -133,7 +133,7 @@ class VFXShaderGraphParticleOutput : VFXAbstractParticleOutput { //"protected" is only to be listed by VFXModel.GetSettings, we should always use GetOrRefreshShaderGraphObject [SerializeField, VFXSetting] - internal ShaderGraphVfxAsset shaderGraph; + protected ShaderGraphVfxAsset shaderGraph; [SerializeField] internal VFXMaterialSerializedSettings materialSettings = new VFXMaterialSerializedSettings(); @@ -360,6 +360,10 @@ 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().generatesWithShaderGraph) + Invalidate(InvalidationCause.kStructureChanged); } protected override IEnumerable inputProperties From 2483e18ac047cdd5066fba827456bdebad610bd1 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 11 Mar 2021 14:36:21 -0500 Subject: [PATCH 109/186] Fix nulref for resync of context name --- .../Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 9c6ae9e9845..ff1cbd30f05 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -362,7 +362,8 @@ public override void CheckGraphBeforeImport() ResyncSlots(true); // Ensure that the output context name is in sync with the shader graph shader enum name. - if (GetOrRefreshShaderGraphObject().generatesWithShaderGraph) + if (GetOrRefreshShaderGraphObject() != null && + GetOrRefreshShaderGraphObject().generatesWithShaderGraph) Invalidate(InvalidationCause.kStructureChanged); } From 70054aea9e8f96f56b2198a09bc9a5bfde7b45de Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 11 Mar 2021 18:03:55 -0500 Subject: [PATCH 110/186] Revert previous artifact fix and implement it to handle unlit shadow matte vfx case --- .../Material/ShaderGraph/HDShaderPasses.cs | 61 +++++++++---------- .../Unlit/ShaderGraph/HDUnlitSubTarget.cs | 15 +++++ 2 files changed, 45 insertions(+), 31 deletions(-) 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 25561a2fc9c..6d7bbb8ac56 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 @@ -5,7 +5,6 @@ using UnityEngine.Rendering.HighDefinition; using UnityEditor.ShaderGraph; using UnityEditor.ShaderGraph.Internal; -using UnityEditor.VFX; namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { @@ -281,22 +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() @@ -418,21 +427,11 @@ FieldCollection GenerateRequiredFields() return CoreRequiredFields.LitFull; else { - if (VFXSubTarget.IsConfigured()) - return new FieldCollection - { - HDStructFields.FragInputs.positionRWS, - - // For VFX, we must include the TBN for Unlit. - // TODO: Figure out exactly why this is necessary. - HDStructFields.FragInputs.tangentToWorld, - }; - else - return new FieldCollection - { - // TODO: add preprocessor protection for this interpolator: _TRANSPARENT_WRITES_MOTION_VEC - HDStructFields.FragInputs.positionRWS, - }; + return new FieldCollection + { + // TODO: add preprocessor protection for this interpolator: _TRANSPARENT_WRITES_MOTION_VEC + HDStructFields.FragInputs.positionRWS, + }; } } 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 c5d9d6c17c9..0f4864b937c 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 +78,20 @@ 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. + forwardUnlit.descriptor.requiredFields.Add(HDStructFields.FragInputs.tangentToWorld); + + if (VFXSubTarget.IsConfigured()) + { + // 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 depth pass otherwise the compiler induces potential reordering in transform computation, which introduces numerical error (and therefore z fighting) + var depthUnlit = descriptor.passes.FirstOrDefault(p => p.descriptor.lightMode == "DepthForwardOnly"); + depthUnlit.descriptor.requiredFields.Add(HDStructFields.FragInputs.tangentToWorld); + } + } + return descriptor; } } From 2b79cd83ed1a93d26993b3964514b913a8ec64be Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 11 Mar 2021 18:46:34 -0500 Subject: [PATCH 111/186] Hide the alpha threshold when in SG generation mode --- .../Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index ff1cbd30f05..0bcaaebca63 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -303,6 +303,7 @@ protected override IEnumerable filteredOutSettings { foreach (var setting in base.filteredOutSettings) yield return setting; + if (GetOrRefreshShaderGraphObject() != null) { yield return "colorMapping"; @@ -332,6 +333,9 @@ 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. From c37d6decc00cf62bfec88ded63171341c25a414a Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 12 Mar 2021 10:48:47 -0500 Subject: [PATCH 112/186] Fix regression with legacy vfx target inspector --- .../ShaderGraph/VFXShaderGraphParticleOutput.cs | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 0bcaaebca63..45564aa5e61 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -92,15 +92,15 @@ public override void 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); + // 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(); From 0cb6532619ed921454b385f48ea43f183bccb0e6 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 12 Mar 2021 10:52:21 -0500 Subject: [PATCH 113/186] Invest the injection of TBN for unlit shadow matte depth pass --- .../Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) 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 0f4864b937c..88a4ef0fb65 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 @@ -81,14 +81,15 @@ protected override SubShaderDescriptor GetSubShaderDescriptor() if (unlitData.enableShadowMatte) { // Shadow matte requires world normal provided from constructed TBN. - forwardUnlit.descriptor.requiredFields.Add(HDStructFields.FragInputs.tangentToWorld); + var depthUnlit = descriptor.passes.FirstOrDefault(p => p.descriptor.lightMode == "DepthForwardOnly"); + depthUnlit.descriptor.requiredFields.Add(HDStructFields.FragInputs.tangentToWorld); if (VFXSubTarget.IsConfigured()) { // 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 depth pass otherwise the compiler induces potential reordering in transform computation, which introduces numerical error (and therefore z fighting) - var depthUnlit = descriptor.passes.FirstOrDefault(p => p.descriptor.lightMode == "DepthForwardOnly"); - depthUnlit.descriptor.requiredFields.Add(HDStructFields.FragInputs.tangentToWorld); + // 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); } } From da14e9af9a70f81358bb72ca70cde265facbe3ce Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 12 Mar 2021 10:58:59 -0500 Subject: [PATCH 114/186] Omit DXR SubShader for VFX --- .../Editor/Material/ShaderGraph/SurfaceSubTarget.cs | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) 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 6877da0658f..43282f74b36 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 (!VFXSubTarget.IsConfigured()) + { + if (supportRaytracing || supportPathtracing) + yield return PostProcessSubShader(GetRaytracingSubShaderDescriptor()); + } } protected virtual SubShaderDescriptor GetSubShaderDescriptor() From 8699729ecda7a636cd893b43396fcbdf337f65b6 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 12 Mar 2021 15:14:51 -0500 Subject: [PATCH 115/186] Fix Shader.SetGlobalX --- .../Editor/Data/Graphs/AbstractShaderProperty.cs | 9 ++++++++- com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs | 2 +- 2 files changed, 9 insertions(+), 2 deletions(-) diff --git a/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs b/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs index 8cd6c4243e3..f82e2ef8dca 100644 --- a/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs +++ b/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs @@ -25,7 +25,14 @@ public bool gpuInstanced internal virtual string GetHLSLVariableName(bool isSubgraphProperty, GenerationMode mode) { if (mode == GenerationMode.VFX) - return $"PROP.{referenceName}"; + { + // 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; } diff --git a/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs b/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs index 97a9a6e4259..896dfc780fc 100644 --- a/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs +++ b/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs @@ -1220,7 +1220,7 @@ public void CollectShaderProperties(PropertyCollector collector, GenerationMode { // 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) + if (generationMode == GenerationMode.VFX && prop.isExposed) { prop.overrideHLSLDeclaration = true; prop.hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare; From 60ff3cb0c27a81945db2d8ce444230bd850deec8 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 16 Mar 2021 13:09:04 -0400 Subject: [PATCH 116/186] Fix sorting for new SG VFX contexts --- .../Editor/Models/Contexts/IVFXSubRenderer.cs | 2 ++ .../ShaderGraph/VFXShaderGraphParticleOutput.cs | 11 +++++++++++ 2 files changed, 13 insertions(+) diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs index 52d527267f5..219c880db7a 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/IVFXSubRenderer.cs @@ -27,6 +27,8 @@ public static VFXMaterialSerializedSettings CreateFromMaterial(Material material return settings; } + public bool NeedsSync() => m_PropertyMap.Count == 0; + public void SyncFromMaterial(Material material) { m_PropertyMap.Clear(); diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 45564aa5e61..13872cf8603 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -180,6 +180,16 @@ public override void SetupMaterial(Material material) 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); @@ -266,6 +276,7 @@ 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)); } From 00127eff4f3648ba51e0bf5d5f8cae4d4cd92886 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 16 Mar 2021 17:13:45 -0400 Subject: [PATCH 117/186] Check if default material has the setting as sometimes this is not the casE --- .../Editor/Material/UIBlocks/HDShaderGUI.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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); From fac2979b812f481a780263e2cce3d10ca1195114 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 16 Mar 2021 17:14:24 -0400 Subject: [PATCH 118/186] Validity check on the graph data for (currently) unsupported property or keyword types --- .../Editor/VFXGraph/VFXHDRPBinder.cs | 34 +++++++++++++++++++ .../Editor/Compiler/VFXCodeGenerator.cs | 7 ++++ .../Editor/Core/VFXLibrary.cs | 3 ++ 3 files changed, 44 insertions(+) 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 52a6cde245d..feedc82b79e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs @@ -1,11 +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 { @@ -131,5 +134,36 @@ public override string GetShaderName(ShaderGraphVfxAsset shaderGraph) 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" } + }; + + public override bool IsGraphDataValid(GraphData graph) + { + var valid = true; + + // Filter property list for any unsupported shader properties. + foreach (var property in graph.properties) + { + if (s_UnsupportedShaderPropertyTypes.ContainsKey(property.GetType())) + { + Debug.LogWarning($"{s_UnsupportedShaderPropertyTypes[property.GetType()]} properties are currently not supported in Visual Effect shaders."); + valid = false; + } + } + + // VFX currently does not support the concept of per-particle keywords. + if (graph.keywords.Any()) + { + Debug.LogWarning("Keywords are currently not supported in Visual Effect shaders."); + valid = false; + } + + return valid; + } } } diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index c6345585dff..02694415a1d 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -760,6 +760,13 @@ private static StringBuilder TryBuildFromShaderGraph(VFXShaderGraphParticleOutpu graph.OnEnable(); graph.ValidateGraph(); + // Check the validity of the shader graph (unsupported keywords or shader property usage). + if (!VFXLibrary.currentSRPBinder.IsGraphDataValid(graph)) + { + Debug.LogWarning($"There was an issue with using Shader Graph ({context.GetOrRefreshShaderGraphObject().name}) with the Visual Effect Output ({context.name}). Falling back to default shader generation."); + return null; + } + // Configure the state of VFX target generation utils. using (new VFXSubTarget.CompilationScope(context, contextData)) { diff --git a/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs b/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs index cecbd6080f9..8724220c5d6 100644 --- a/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs +++ b/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs @@ -2,6 +2,7 @@ using System.Text; using System.Collections.Generic; using System.Linq; +using UnityEditor.ShaderGraph; using UnityEditor.ShaderGraph.Internal; using UnityEngine; using UnityEngine.Rendering; @@ -171,6 +172,8 @@ public virtual VFXAbstractRenderedOutput.BlendMode GetBlendModeFromMaterial(VFXM 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 From 5f2259324303c4761907e9eef688e0e70dda925d Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 17 Mar 2021 14:18:45 -0400 Subject: [PATCH 119/186] Add Gradients to the list of unsupported properties --- .../Editor/VFXGraph/VFXHDRPBinder.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) 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 feedc82b79e..cadbc72458e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs @@ -139,7 +139,8 @@ public override string GetShaderName(ShaderGraphVfxAsset shaderGraph) private static readonly Dictionary s_UnsupportedShaderPropertyTypes = new Dictionary() { { typeof(DiffusionProfileShaderProperty), "Diffusion Profile" }, - { typeof(VirtualTextureShaderProperty), "Virtual Texture" } + { typeof(VirtualTextureShaderProperty), "Virtual Texture" }, + { typeof(GradientShaderProperty), "Gradient" } }; public override bool IsGraphDataValid(GraphData graph) From 2152f8fb02fd50deaed6abb18f350f84d067b99a Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 17 Mar 2021 14:40:09 -0400 Subject: [PATCH 120/186] Correct some of the wording of the generation warning message --- .../Editor/VFXGraph/VFXHDRPBinder.cs | 9 +++++++-- .../Editor/Compiler/VFXCodeGenerator.cs | 3 --- 2 files changed, 7 insertions(+), 5 deletions(-) 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 cadbc72458e..51f2ae863da 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPBinder.cs @@ -147,12 +147,14 @@ 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())) { - Debug.LogWarning($"{s_UnsupportedShaderPropertyTypes[property.GetType()]} properties are currently not supported in Visual Effect shaders."); + warnings.Add(s_UnsupportedShaderPropertyTypes[property.GetType()]); valid = false; } } @@ -160,10 +162,13 @@ public override bool IsGraphDataValid(GraphData graph) // VFX currently does not support the concept of per-particle keywords. if (graph.keywords.Any()) { - Debug.LogWarning("Keywords are currently not supported in Visual Effect shaders."); + warnings.Add("Keyword"); valid = false; } + if (!valid) + Debug.LogWarning($"({String.Join(", ", warnings)}) blackboard properties in Shader Graph are currently not supported in Visual Effect shaders. Falling back to default generation path."); + return valid; } } diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index 02694415a1d..419272d0001 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -762,10 +762,7 @@ private static StringBuilder TryBuildFromShaderGraph(VFXShaderGraphParticleOutpu // Check the validity of the shader graph (unsupported keywords or shader property usage). if (!VFXLibrary.currentSRPBinder.IsGraphDataValid(graph)) - { - Debug.LogWarning($"There was an issue with using Shader Graph ({context.GetOrRefreshShaderGraphObject().name}) with the Visual Effect Output ({context.name}). Falling back to default shader generation."); return null; - } // Configure the state of VFX target generation utils. using (new VFXSubTarget.CompilationScope(context, contextData)) From ee4573b7a67274c0fb2bdc0162b5aaee0fe81e5c Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 18 Mar 2021 14:55:11 -0400 Subject: [PATCH 121/186] Remove the hiding of the Visual Target and instead display warning box if user is using both --- .../Editor/Material/ShaderGraph/HDTarget.cs | 1 + .../GraphDataPropertyDrawer.cs | 20 ++++++++++++------- 2 files changed, 14 insertions(+), 7 deletions(-) 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 7540a803e18..9f41500b02a 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 @@ -204,6 +204,7 @@ public override void GetPropertiesGUI(ref TargetPropertyGUIContext context, Acti context.AddProperty("Support VFX Graph", m_SupportVFXToggle, (evt) => { m_SupportVFX = m_SupportVFXToggle.value; + onChange(); }); } } diff --git a/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs b/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs index 7a3fa8a0406..7c91cd6ff1e 100644 --- a/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs +++ b/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs @@ -55,14 +55,7 @@ void RegisterActionToUndo(string actionName) false, // disallow reordering (active list is sorted) target => target.value.displayName); - #if true // <--- TODO: VFX Package Symbol Guard - // Enforce the new ShaderGraph VFX generation path by hiding the option of Visual Effect target. - // However, we still support Visual Effect targets if they already exist. - const string vfxTargetName = "Visual Effect"; - targetList.GetAddMenuOptions = () => graphData.GetPotentialTargetDisplayNames().Where(t => t != vfxTargetName).ToList(); - #else targetList.GetAddMenuOptions = () => graphData.GetPotentialTargetDisplayNames(); - #endif targetList.OnAddMenuItemCallback += (list, addMenuOptionIndex, addMenuOption) => @@ -82,6 +75,19 @@ void RegisterActionToUndo(string actionName) element.Add(targetList); + // Warn the user if there are multiple VFX compatible targets and one of them is the legacy VFX Target. + if (graphData.m_ActiveTargets.Count(t => t.value.WorksWithVFX()) >= 2 && + graphData.m_ActiveTargets.Count(t => t.value is VFXTarget) == 1) + { + var vfxWarning = new HelpBoxRow(MessageType.Warning); + + var vfxWarningLabel = new Label("There are multiple VFX compatible active targets."); + vfxWarningLabel.style.color = new StyleColor(Color.black); + + vfxWarning.Add(vfxWarningLabel); + element.Add(vfxWarning); + } + // Iterate active TargetImplementations foreach (var target in graphData.activeTargets) { From d49925ef3f7dd35f2c838c938470915fadd65eb3 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 18 Mar 2021 15:30:42 -0400 Subject: [PATCH 122/186] Add tooltips and new ui prototype that accepts a property tooltip --- .../Editor/Material/ShaderGraph/HDTarget.cs | 3 ++- .../Generation/Contexts/TargetPropertyGUIContext.cs | 10 +++++++++- .../Editor/GraphView/VFXViewPreference.cs | 2 +- 3 files changed, 12 insertions(+), 3 deletions(-) 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 9f41500b02a..7f99cd3ddf4 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 @@ -201,7 +201,8 @@ public override void GetPropertiesGUI(ref TargetPropertyGUIContext context, Acti else { m_SupportVFXToggle = new Toggle("") { value = m_SupportVFX }; - context.AddProperty("Support VFX Graph", m_SupportVFXToggle, (evt) => + 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(); 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.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs b/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs index 6d49ab772d2..b4dbcf0e411 100644 --- a/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs +++ b/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs @@ -109,7 +109,7 @@ public override void OnGUI(string searchContext) using (new SettingsWindow.GUIScope()) { LoadIfNeeded(); - m_GenerateOutputContextWithShaderGraph = EditorGUILayout.Toggle(new GUIContent("Improved Shader Graph Generation", ""), m_GenerateOutputContextWithShaderGraph); + 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); From 96dd9c3d0c8a664e87d735db0551e75dbf3189f1 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 18 Mar 2021 16:27:39 -0400 Subject: [PATCH 123/186] Fix tangent support --- .../ShaderGraph/Templates/VFX/Config.template.hlsl | 8 +++++++- .../Templates/VFX/ConfigPlanarPrimitive.template.hlsl | 3 +++ 2 files changed, 10 insertions(+), 1 deletion(-) 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 index ecd07cced4e..78d4ad843f8 100644 --- 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 @@ -182,17 +182,23 @@ AttributesMesh TransformMeshToElement(AttributesMesh input, AttributesElement el input.positionOS = mul(elementToVFX, float4(input.positionOS, 1.0f)).xyz; -#ifdef ATTRIBUTES_NEED_NORMAL +#if defined(ATTRIBUTES_NEED_NORMAL) || defined(ATTRIBUTES_NEED_TANGENT) float3x3 elementToVFX_N = GetElementToVFXMatrixNormal( element.attributes.axisX, element.attributes.axisY, element.attributes.axisZ, float3(element.attributes.angleX, element.attributes.angleY, element.attributes.angleZ), size); +#endif +#ifdef ATTRIBUTES_NEED_NORMAL input.normalOS = normalize(mul(elementToVFX_N, input.normalOS)); #endif +#ifdef ATTRIBUTES_NEED_TANGENT + input.tangentOS = float4(normalize(mul(elementToVFX_N, input.tangentOS.xyz)), input.tangentOS.w); +#endif + return input; } 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 index 894de443b70..e7ac854aa63 100644 --- 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 @@ -112,6 +112,9 @@ bool GetMeshAndElementIndex(inout AttributesMesh input, inout AttributesElement #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 From dd8eba74f6340371a6827bae49fe3057e6a6a220 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 19 Mar 2021 14:08:57 -0400 Subject: [PATCH 124/186] Update the info message box for visual effect target deprecation --- .../GraphDataPropertyDrawer.cs | 28 ++++++++++--------- 1 file changed, 15 insertions(+), 13 deletions(-) diff --git a/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs b/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs index 7c91cd6ff1e..ff319f1a3a6 100644 --- a/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs +++ b/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs @@ -75,19 +75,6 @@ void RegisterActionToUndo(string actionName) element.Add(targetList); - // Warn the user if there are multiple VFX compatible targets and one of them is the legacy VFX Target. - if (graphData.m_ActiveTargets.Count(t => t.value.WorksWithVFX()) >= 2 && - graphData.m_ActiveTargets.Count(t => t.value is VFXTarget) == 1) - { - var vfxWarning = new HelpBoxRow(MessageType.Warning); - - var vfxWarningLabel = new Label("There are multiple VFX compatible active targets."); - vfxWarningLabel.style.color = new StyleColor(Color.black); - - vfxWarning.Add(vfxWarningLabel); - element.Add(vfxWarning); - } - // Iterate active TargetImplementations foreach (var target in graphData.activeTargets) { @@ -120,6 +107,21 @@ void RegisterActionToUndo(string actionName) } } + // Warn the user if there are multiple VFX compatible targets and one of them is the legacy VFX Target. + if (graphData.m_ActiveTargets.Count(t => t.value.WorksWithVFX()) == 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); + } + return element; } From 43aeeb39e362f9781f13a014d17abe569502b55b Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 19 Mar 2021 15:08:23 -0400 Subject: [PATCH 125/186] Disable sorting for strips --- .../Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 13872cf8603..e5b612675d1 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -277,7 +277,7 @@ public override bool HasSorting() { var materialBlendMode = GetMaterialBlendMode(); - return base.HasSorting() || (sort == SortMode.Auto && (materialBlendMode == BlendMode.Alpha || materialBlendMode == BlendMode.AlphaPremultiplied)); + return base.HasSorting() || ((sort == SortMode.Auto && (materialBlendMode == BlendMode.Alpha || materialBlendMode == BlendMode.AlphaPremultiplied)) && !HasStrips(true)); } protected string shaderName From 08cc749af67a049347d1784f7c32c56f19e401ec Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 22 Mar 2021 16:57:07 -0400 Subject: [PATCH 126/186] Particle space as object space --- .../Material/ShaderGraph/HDStructFields.cs | 8 +++ .../Material/ShaderGraph/HDSubTarget.cs | 3 + .../ShaderGraph/Templates/ShaderPass.template | 1 + .../Templates/SharedCode.template.hlsl | 31 +++++++--- .../Templates/VFX/Config.template.hlsl | 60 +++++++++++++++++++ .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 23 +++++++ .../RenderPipeline/ShaderPass/VertMesh.hlsl | 8 ++- 7 files changed, 122 insertions(+), 12 deletions(-) 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 95916dabd04..d9d34909abc 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 +55,11 @@ 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 Object Space + public static FieldDescriptor worldToElement0 = new FieldDescriptor(VaryingsMeshToPS.name, "worldToElement0", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolationModifier: InterpolationModifier.NoInterpolation); + public static FieldDescriptor worldToElement1 = new FieldDescriptor(VaryingsMeshToPS.name, "worldToElement1", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolationModifier: InterpolationModifier.NoInterpolation); + public static FieldDescriptor worldToElement2 = new FieldDescriptor(VaryingsMeshToPS.name, "worldToElement2", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolationModifier: InterpolationModifier.NoInterpolation); } public struct VaryingsMeshToDS @@ -99,6 +104,9 @@ public struct FragInputs subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor IsFrontFace = new FieldDescriptor(FragInputs.name, "isFrontFace", "", ShaderValueType.Boolean, subscriptOptions: StructFieldOptions.Optional); + + // VFX Object Space + public static FieldDescriptor worldToElement = new FieldDescriptor(FragInputs.name, "worldToElement", "", 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 1da6aa3bb37..fc42d940037 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 @@ -184,6 +184,9 @@ protected SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subShader if (passDescriptor.fieldDependencies == null) passDescriptor.fieldDependencies = CoreFieldDependencies.Default; + if (VFXSubTarget.IsConfigured()) + passDescriptor.fieldDependencies.Add(VFXHDRPSubTarget.ElementSpaceDependencies); + finalPasses.Add(passDescriptor, passes[i].fieldConditions); } 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 618a4b93dd9..805f9808fe8 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 @@ -71,6 +71,7 @@ Pass $VaryingsMeshToPS.texCoord2: #define VARYINGS_NEED_TEXCOORD2 $VaryingsMeshToPS.texCoord3: #define VARYINGS_NEED_TEXCOORD3 $VaryingsMeshToPS.color: #define VARYINGS_NEED_COLOR + $VaryingsMeshToPS.worldToElement0: #define VARYINGS_NEED_WORLD_TO_ELEMENT $features.graphVertex: #define HAVE_MESH_MODIFICATION 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 0dbafd986a5..2c43590a423 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 @@ -20,6 +20,8 @@ FragInputs BuildFragInputs(VaryingsMeshToPS input) #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. $splice(VFXSetFragInputs) + + $FragInputs.worldToElement: output.worldToElement = BuildWorldToElement(input); #endif // splice point to copy custom interpolator fields from varyings to frag inputs @@ -34,28 +36,19 @@ SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, ZERO_INITIALIZE(SurfaceDescriptionInputs, output); $SurfaceDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz); - #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 - #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); $SurfaceDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = input.tangentToWorld[0].xyz; - $SurfaceDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = TransformWorldToObjectDir(output.WorldSpaceTangent); $SurfaceDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent); $SurfaceDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f); $SurfaceDescriptionInputs.WorldSpaceBiTangent: output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz; - $SurfaceDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = TransformWorldToObjectDir(output.WorldSpaceBiTangent); $SurfaceDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent); $SurfaceDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f); $SurfaceDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = normalize(viewWS); - $SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection); $SurfaceDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection); $SurfaceDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal); $SurfaceDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = TransformWorldToTangent(output.WorldSpaceViewDirection, tangentSpaceTransform); $SurfaceDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = input.positionRWS; - $SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToObject(input.positionRWS); $SurfaceDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(input.positionRWS); $SurfaceDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f); $SurfaceDescriptionInputs.AbsoluteWorldSpacePosition:output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS); @@ -68,6 +61,26 @@ SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, $SurfaceDescriptionInputs.FaceSign: output.FaceSign = input.isFrontFace; $SurfaceDescriptionInputs.TimeParameters: output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value +#if defined(HAVE_VFX_MODIFICATION) + // VFX maintains an internal coordinate space and here we handle the case of going from world to element space (object space to the user). + $SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToElement(input.worldToElement, input.positionRWS); + $SurfaceDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = TransformWorldToElementDir(input.worldToElement, output.WorldSpaceTangent); + $SurfaceDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = TransformWorldToElementDir(input.worldToElement, output.WorldSpaceBiTangent); + $SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToElementDir(input.worldToElement, output.WorldSpaceViewDirection); + $SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = TransformWorldToElementDir(input.worldToElement, output.WorldSpaceNormal); +#else + $SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToObject(input.positionRWS); + $SurfaceDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = TransformWorldToObjectDir(output.WorldSpaceTangent); + $SurfaceDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = TransformWorldToObjectDir(output.WorldSpaceBiTangent); + $SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection); + + #if defined(SHADER_STAGE_RAY_TRACING) + $SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) ObjectToWorld3x4()); + #else + $SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale + #endif +#endif + // splice point to copy frag inputs custom interpolator pack into the SDI $splice(CustomInterpolatorCopyToSDI) 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 index 78d4ad843f8..2a39949cd6c 100644 --- 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 @@ -149,6 +149,30 @@ $OutputType.PlanarPrimitive: $include("VFX/ConfigPlanarPrimitive.template.hlsl") // Loads the element-specific attribute data, as well as fills any interpolator. #define VaryingsMeshType VaryingsMeshToPS + +// Reconstruct the VFX/World to Element matrix provided by interpolator. +float4x4 BuildWorldToElement(VaryingsMeshType input) +{ + float4x4 worldToElement; +#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 + return worldToElement; +} + +float3 TransformWorldToElement(float4x4 worldToElement, float3 position) +{ + return mul(worldToElement, float4(position, 1)).xyz; +} + +float3 TransformWorldToElementDir(float4x4 worldToElement, float3 direction) +{ + return normalize(mul((float3x3)worldToElement, direction)); +} + bool GetInterpolatorAndElementData(inout VaryingsMeshType output, inout AttributesElement element) { GetElementData(element); @@ -161,6 +185,42 @@ bool GetInterpolatorAndElementData(inout VaryingsMeshType output, inout Attribut $splice(VFXInterpolantsGeneration) + #ifdef VARYINGS_NEED_WORLD_TO_ELEMENT + float4x4 worldToElement = GetVFXToElementMatrix( + attributes.axisX, + attributes.axisY, + attributes.axisZ, + float3(attributes.angleX,attributes.angleY,attributes.angleZ), + float3(attributes.pivotX,attributes.pivotY,attributes.pivotZ), + GetSize(element.attributes), + attributes.position + ); + + #ifdef VFX_LOCAL_SPACE + worldToElement = mul(worldToElement, VFXGetWorldToObjectMatrix()); + #else + + // We still must handle the camera relative case for world space particles since they do not recieve the world matrix (which contains the camera pre-translation). + #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) + float4x4 relativeToAbsolute = float4x4 + ( + 1, 0, 0, _WorldSpaceCameraPos.x, + 0, 1, 0, _WorldSpaceCameraPos.y, + 0, 0, 1, _WorldSpaceCameraPos.z, + 0, 0, 0, 1 + ); + + worldToElement = mul(worldToElement, relativeToAbsolute); + #endif + + #endif // VFX_LOCAL_SPACE + + // Pack into interpolator + output.worldToElement0 = worldToElement[0]; + output.worldToElement1 = worldToElement[1]; + output.worldToElement2 = worldToElement[2]; + #endif + return true; } diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 487c321ddb9..0118941f446 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -14,6 +14,20 @@ static class VFXHDRPSubTarget { internal const string Inspector = "Rendering.HighDefinition.VFXShaderGraphGUI"; + // TODO: Note on VFX Coordinate Spaces in HDRP + public static readonly DependencyCollection ElementSpaceDependencies = new DependencyCollection + { + 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(StructFields.SurfaceDescriptionInputs.ObjectSpaceNormal, HDStructFields.FragInputs.worldToElement), + 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), + }; + static VFXHDRPSubTarget() { VFXSubTarget.OnPostProcessSubShader += PostProcessSubShader; @@ -138,6 +152,7 @@ out var vertexPropertiesAssignDescriptor } }; + // TODO: Reconstructing FragInputs like this is not good. We should be simply appending to its list of fields. static StructDescriptor GenerateFragInputs(VFXContext context, VFXContextCompiledData contextData) { var fields = new List(); @@ -156,6 +171,9 @@ static StructDescriptor GenerateFragInputs(VFXContext context, VFXContextCompile fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "primitiveID", "", ShaderValueType.Uint)); fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "isFrontFace", "", ShaderValueType.Boolean)); + // VFX Object Space + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "worldToElement", "", ShaderValueType.Matrix4)); + // VFX Material Properties // TODO: This can be merged with AppendVFXInterpolater. Lots of duplicated code just to query simple info. var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null)); @@ -222,6 +240,11 @@ static StructDescriptor AppendVFXInterpolator(StructDescriptor interpolator, VFX } } + // VFX Object Space Interpolators + fields.Add(HDStructFields.VaryingsMeshToPS.worldToElement0); + fields.Add(HDStructFields.VaryingsMeshToPS.worldToElement1); + fields.Add(HDStructFields.VaryingsMeshToPS.worldToElement2); + interpolator.fields = fields.ToArray(); return interpolator; } 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 8a57c35e8b5..1f828fa85bc 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 @@ -147,9 +147,6 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset if(!GetInterpolatorAndElementData(output, element)) return output; // Dead particle. - - // In VFX, "Element Space" is treated as Object Space. - input = TransformMeshToElement(input, element); #endif #if defined(HAVE_MESH_MODIFICATION) @@ -165,6 +162,11 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset ); #endif +#if defined(HAVE_VFX_MODIFICATION) + // Particle to VFX Space. + input = TransformMeshToElement(input, element); +#endif + // This return the camera relative position (if enable) float3 positionRWS = TransformObjectToWorld(input.positionOS) + worldSpaceOffset; #ifdef ATTRIBUTES_NEED_NORMAL From 0091153649557f99ad45025bd5f67f085f2ca5f7 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 22 Mar 2021 17:46:09 -0400 Subject: [PATCH 127/186] Fix MV for object space is particle space --- .../ShaderPass/MotionVectorVertexShaderCommon.hlsl | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) 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 06f0eed71a9..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 @@ -113,7 +113,6 @@ PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMes #if defined(HAVE_VFX_MODIFICATION) GetMeshAndElementIndex(inputMesh, inputElement); - inputMesh = TransformMeshToPreviousElement(inputMesh, inputElement); #endif float3 effectivePositionOS = (hasDeformation ? inputPass.previousPositionOS : inputMesh.positionOS); @@ -136,6 +135,11 @@ PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMes #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); From 99d61dcf417c88e1e0060ceb047f47c35b3b18c9 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 22 Mar 2021 17:49:50 -0400 Subject: [PATCH 128/186] Make less generic function names --- .../ShaderGraph/Templates/VFX/Config.template.hlsl | 8 ++++---- .../ShaderGraph/Templates/VFX/ConfigMesh.template.hlsl | 2 +- .../Templates/VFX/ConfigPlanarPrimitive.template.hlsl | 2 +- 3 files changed, 6 insertions(+), 6 deletions(-) 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 index 2a39949cd6c..e5d69e0d65b 100644 --- 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 @@ -61,7 +61,7 @@ struct AttributesElement #endif }; -bool ShouldCull(uint index) +bool ShouldCullElement(uint index) { uint deadCount = 0; #if USE_DEAD_LIST_COUNT @@ -70,7 +70,7 @@ bool ShouldCull(uint index) return (index >= asuint(nbMax) - deadCount); } -float3 GetSize(Attributes attributes) +float3 GetElementSize(Attributes attributes) { float3 size3 = float3(attributes.size,attributes.size,attributes.size); @@ -192,7 +192,7 @@ bool GetInterpolatorAndElementData(inout VaryingsMeshType output, inout Attribut attributes.axisZ, float3(attributes.angleX,attributes.angleY,attributes.angleZ), float3(attributes.pivotX,attributes.pivotY,attributes.pivotZ), - GetSize(element.attributes), + GetElementSize(element.attributes), attributes.position ); @@ -229,7 +229,7 @@ bool GetInterpolatorAndElementData(inout VaryingsMeshType output, inout Attribut // For the previous frame, the element matrices are cached and read back by the mesh element index. AttributesMesh TransformMeshToElement(AttributesMesh input, AttributesElement element) { - float3 size = GetSize(element.attributes); + float3 size = GetElementSize(element.attributes); float4x4 elementToVFX = GetElementToVFXMatrix( element.attributes.axisX, 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 index fdef40c4b35..3c949e1818e 100644 --- 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 @@ -4,7 +4,7 @@ bool GetMeshAndElementIndex(inout AttributesMesh input, inout AttributesElement { uint index = input.instanceID; - if (ShouldCull(index)) + if (ShouldCullElement(index)) return false; #if VFX_HAS_INDIRECT_DRAW 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 index e7ac854aa63..107288b806a 100644 --- 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 @@ -37,7 +37,7 @@ bool GetMeshAndElementIndex(inout AttributesMesh input, inout AttributesElement index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024; #endif - if (ShouldCull(index)) + if (ShouldCullElement(index)) return false; #if VFX_HAS_INDIRECT_DRAW From ab63ef22bf2a51b3f2b1abbbe70232cae8b4b3b2 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 23 Mar 2021 15:59:02 -0400 Subject: [PATCH 129/186] Fix the hasOnlyVFXTarget predicate to fix shader graph importing for VFX --- com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs b/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs index 8cc8660153d..9af2e837c66 100644 --- a/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs +++ b/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs @@ -526,7 +526,9 @@ public bool hasVFXTarget return supports; } } - public bool isOnlyVFXTarget => hasVFXTarget && activeTargets.Count() == 1 && !hasVFXCompatibleTarget; + + public bool isOnlyVFXTarget => activeTargets.Count() == 1 && + activeTargets.Count(t => t is VFXTarget) == 1; #else public bool isVFXTarget => false; public bool isOnlyVFXTarget => false; From 5e95e3fbdad4f45e46ce46adb4eeb6f5e29e52b9 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 24 Mar 2021 13:33:10 -0400 Subject: [PATCH 130/186] Fix --- .../Runtime/Debug/DebugDisplay.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs index 02519ff8e5b..6f36fa986e0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs @@ -1017,7 +1017,8 @@ void RefreshDecalsDebug(DebugUI.Field field, T value) void RefreshRenderingDebug(DebugUI.Field field, T value) { - UnregisterDebugItems(k_PanelRendering, m_DebugRenderingItems); + // Explicitly invoke the render debug unregister to handle render graph items. + UnregisterRenderingDebug(); RegisterRenderingDebug(); } From e5b75da047153a316dd1d23eaaf0382c58cecbac Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 24 Mar 2021 13:35:48 -0400 Subject: [PATCH 131/186] Changelog --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 3761d78b0ba..724ae9528b4 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -120,6 +120,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed issue in wizard when resource folder don't exist - Fixed issue with Decal projector edge on Metal (case 1286074) - Fixed Exposure Frame Settings control issues on Planar reflection probes (case 1312153). Dynamic reflections now keep their own exposure relative to their parent camera. +- Fixed Render Graph Debug UI not refreshing correctly in the Render Pipeline Debugger. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard From a250059e4bad5a1bdbfa6fad435de3533ee18b3d Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 24 Mar 2021 17:24:23 -0400 Subject: [PATCH 132/186] Fix output context system naming --- .../Models/Contexts/Implementations/VFXMeshOutput.cs | 10 +++++++++- .../Implementations/VFXPlanarPrimitiveOutput.cs | 10 +++++++++- .../Contexts/Implementations/VFXQuadStripOutput.cs | 11 ++++++++++- 3 files changed, 28 insertions(+), 3 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs index 23d87c97237..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 {shaderName} 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 763642deed3..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 " + shaderName + " " + 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 3fb02e58082..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 {shaderName} 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; } } From e936a10d5800913f9869d10bd5cb6a8a46e7d1ae Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 24 Mar 2021 18:25:56 -0400 Subject: [PATCH 133/186] Fix an issue with vertex properties generation and assignment --- .../Editor/Compiler/VFXCodeGenerator.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index 419272d0001..49afdaf8325 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -412,7 +412,7 @@ internal static void BuildVertexProperties(VFXContext context, VFXContextCompile if (filteredNamedExpression.exp != null) { - additionalVertexProperties.WriteVariable(filteredNamedExpression.exp.valueType, filteredNamedExpression.name, "0"); + additionalVertexProperties.WriteVariable(filteredNamedExpression.exp.valueType, filteredNamedExpression.name + "__", "0"); var expressionToNameLocal = new Dictionary(expressionToName); additionalVertexProperties.EnterScope(); { @@ -421,7 +421,7 @@ internal static void BuildVertexProperties(VFXContext context, VFXContextCompile additionalVertexProperties.WriteVariable(filteredNamedExpression.exp, expressionToNameLocal); additionalVertexProperties.WriteLine(); } - additionalVertexProperties.WriteAssignement(filteredNamedExpression.exp.valueType, filteredNamedExpression.name, expressionToNameLocal[filteredNamedExpression.exp]); + additionalVertexProperties.WriteAssignement(filteredNamedExpression.exp.valueType, filteredNamedExpression.name + "__", expressionToNameLocal[filteredNamedExpression.exp]); additionalVertexProperties.WriteLine(); } additionalVertexProperties.ExitScope(); @@ -444,7 +444,7 @@ internal static void BuildVertexPropertiesAssign(VFXContext context, VFXContextC { var filteredNamedExpression = mainParameters.FirstOrDefault(o => vertexParameter == o.name); - vertexInputsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, $"properties.{filteredNamedExpression.name}", $"{filteredNamedExpression.name}"); + vertexInputsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, $"properties.{filteredNamedExpression.name}", $"{filteredNamedExpression.name}__"); vertexInputsGeneration.WriteLine(); } From 0518a9b1a9cec67c7b3749f50800e632d4380252 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 24 Mar 2021 18:47:45 -0400 Subject: [PATCH 134/186] Fix more issues with VFX vertex properties generation --- .../Editor/Compiler/VFXCodeGenerator.cs | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index 49afdaf8325..1e695a33bf3 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -444,7 +444,12 @@ internal static void BuildVertexPropertiesAssign(VFXContext context, VFXContextC { var filteredNamedExpression = mainParameters.FirstOrDefault(o => vertexParameter == o.name); - vertexInputsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, $"properties.{filteredNamedExpression.name}", $"{filteredNamedExpression.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(); } From 47dd600122779898a9321c6d951d34b1a1b121fa Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 24 Mar 2021 19:25:27 -0400 Subject: [PATCH 135/186] Add new shader graph generation test (more robust testing will be done in FTP) --- .../34_ShaderGraphGeneration.shadergraph | 1739 +++ .../34_ShaderGraphGeneration.shadergraph.meta | 10 + .../34_ShaderGraphGeneration.unity | 586 + .../34_ShaderGraphGeneration.unity.meta | 7 + .../34_ShaderGraphGeneration.vfx | 12440 ++++++++++++++++ .../34_ShaderGraphGeneration.vfx.meta | 7 + .../Vulkan/None/34_ShaderGraphGeneration.png | 3 + .../None/34_ShaderGraphGeneration.png.meta | 97 + .../Vulkan/None/34_ShaderGraphGeneration.png | 3 + .../None/34_ShaderGraphGeneration.png.meta | 97 + .../Metal/None/34_ShaderGraphGeneration.png | 3 + .../None/34_ShaderGraphGeneration.png.meta | 97 + .../None/34_ShaderGraphGeneration.png | 3 + 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maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + nameFileIdTable: {} + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset b/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset index 0376f15e267..9c99fa1f837 100644 --- a/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset @@ -230,8 +230,6 @@ EditorBuildSettings: - enabled: 1 path: Assets/AllTests/VFXTests/GraphicsTests/28_FlipBookArray.unity guid: 69ce8d3ad279c734cbea097f07ebb1fc - path: Assets/AllTests/VFXTests/GraphicsTests/28_CameraProject.unity - guid: c479ba3b3ad2ba64dbfc1729ed0a7590 - enabled: 1 path: Assets/AllTests/VFXTests/GraphicsTests/30_PositionOnSDF.unity guid: 04855e9751809c7488746e5e54ae0cfa @@ -241,10 +239,10 @@ EditorBuildSettings: - enabled: 1 path: Assets/AllTests/VFXTests/GraphicsTests/31_CameraBuffer.unity guid: 022b924fd58e94e41bcc5a24218370fe - - enabled: 0 - path: Assets/AllTests/VFXTests/GraphicsTests/32_ExcludeFromTAA.unity - guid: 8f9c50f62a67d6d429a71cb9ad4a3f57 - enabled: 1 path: Assets/AllTests/VFXTests/GraphicsTests/33_LightProbe.unity guid: d3f8710940444f14c9f69cf044a9b0ef + - enabled: 1 + path: Assets/AllTests/VFXTests/GraphicsTests/34_ShaderGraphGeneration.unity + guid: 68b24f8c7561c5b4185ea39f7364e3c6 m_configObjects: {} From 2494ef2357c7ea28919c67bb0ddb4e2f8a395501 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 25 Mar 2021 16:23:06 -0400 Subject: [PATCH 136/186] Fix random node non-constant --- .../Material/ShaderGraph/Templates/VFX/Config.template.hlsl | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) 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 index e5d69e0d65b..9a53a6e9e96 100644 --- 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 @@ -176,7 +176,9 @@ float3 TransformWorldToElementDir(float4x4 worldToElement, float3 direction) bool GetInterpolatorAndElementData(inout VaryingsMeshType output, inout AttributesElement element) { GetElementData(element); - const Attributes attributes = element.attributes; + + // Note: Cannot be const due to some VFX generated function require l-value (out / inout). + Attributes attributes = element.attributes; #if !HAS_STRIPS if (!attributes.alive) From 3f5895d39d1df9631f313f8079ba92c6312c3bad Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 25 Mar 2021 16:34:52 -0400 Subject: [PATCH 137/186] Fix MV for Eye VFX --- .../Editor/RenderPipeline/HDShaderUtils.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 eca50bb340b..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 } }; /// From f51b66562ac6ab331a510d0accddbe7fb9a48f5c Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 25 Mar 2021 17:51:00 -0400 Subject: [PATCH 138/186] Fix custom interpolator support for VFX --- .../Material/ShaderGraph/Templates/ShaderPass.template | 8 ++++++++ .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 5 ++++- 2 files changed, 12 insertions(+), 1 deletion(-) 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 448e9fa2856..0b9381b74c1 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 @@ -44,6 +44,14 @@ Pass #ifndef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #else + + // For VFX, redefine the custom interpolator preprocessor so that it can be checked against the procedurally created FragInputs. + // TODO: VFX should also use the substruct method to procedurally append to VFX, or fully make use of custom interpolators. + #ifdef USE_CUSTOMINTERP_SUBSTRUCT + #undef USE_CUSTOMINTERP_SUBSTRUCT + #define USE_CUSTOMINTERP_SUBSTRUCT 1 + #endif//USE_CUSTOMINTERP_SUBSTRUCT + // For now, move the full struct splice to this point (contains FragInputs). $splice(PassStructs) #endif diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 8ed8cfe0207..c106f7b512f 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -152,7 +152,7 @@ out var vertexPropertiesAssignDescriptor } }; - // TODO: Reconstructing FragInputs like this is not good. We should be simply appending to its list of fields. + // TODO: Perhaps keep HDRP FragInputs alone and instead pack all VFX interpolators into a substruct (or see if we can just use SG CustomInterpolator). static StructDescriptor GenerateFragInputs(VFXContext context, VFXContextCompiledData contextData) { var fields = new List(); @@ -174,6 +174,9 @@ static StructDescriptor GenerateFragInputs(VFXContext context, VFXContextCompile // VFX Object Space fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "worldToElement", "", ShaderValueType.Matrix4)); + // Custom Interpolator + fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "customInterpolators", "", "CustomInterpolators", preprocessor: "USE_CUSTOMINTERP_SUBSTRUCT")); + // VFX Material Properties // TODO: This can be merged with AppendVFXInterpolater. Lots of duplicated code just to query simple info. var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null)); From c86e228051f1be9c72bd88e8d3b72519679b5f38 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 26 Mar 2021 10:13:38 -0400 Subject: [PATCH 139/186] Fix random node for vertex stage --- .../Material/ShaderGraph/Templates/VFX/Config.template.hlsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 index 9a53a6e9e96..7da0e4aa281 100644 --- 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 @@ -316,7 +316,7 @@ float3 TransformPreviousObjectToWorldVFX(float3 positionOS) // Vertex + Pixel Graph Properties Generation void GetElementVertexProperties(AttributesElement element, inout GraphProperties properties) { - const Attributes attributes = element.attributes; + Attributes attributes = element.attributes; $splice(VFXVertexPropertiesGeneration) $splice(VFXVertexPropertiesAssign) } From 937b26f576b471371c96c6a241a5d0eb7e1162d9 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 26 Mar 2021 13:11:37 -0400 Subject: [PATCH 140/186] Initial work to generate a graph with external target inputs --- .../Editor/Generation/Processors/Generator.cs | 24 ++++++++++++++----- .../Editor/Importers/ShaderGraphImporter.cs | 10 ++++++-- .../Editor/Compiler/VFXCodeGenerator.cs | 5 +++- 3 files changed, 30 insertions(+), 9 deletions(-) diff --git a/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs b/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs index 92d4cd045a7..7f3a170a578 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() }; } } diff --git a/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs index d2ef5c69579..5fd2f16c5d4 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, GenerationMode mode = GenerationMode.ForReals) + 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 Date: Mon, 29 Mar 2021 15:13:08 -0400 Subject: [PATCH 141/186] Introduce IMaySupportVFX and removal of WorksWithVFX from Target API --- .../Editor/Material/ShaderGraph/HDTarget.cs | 4 ++-- .../Editor/Data/Graphs/GraphData.cs | 2 +- .../Editor/Data/Interfaces/IMaySupportVFX.cs | 16 ++++++++++++++++ .../Data/Interfaces/IMaySupportVFX.cs.meta | 3 +++ .../PropertyDrawers/GraphDataPropertyDrawer.cs | 2 +- .../Editor/Generation/Target.cs | 5 ----- .../Editor/Generation/Targets/PreviewTarget.cs | 2 -- .../Editor/Generation/Targets/VFXTarget.cs | 4 ++-- .../Editor/Importers/ShaderGraphImporter.cs | 2 +- .../Editor/Serialization/MultiJsonInternal.cs | 2 -- 10 files changed, 26 insertions(+), 16 deletions(-) create mode 100644 com.unity.shadergraph/Editor/Data/Interfaces/IMaySupportVFX.cs create mode 100644 com.unity.shadergraph/Editor/Data/Interfaces/IMaySupportVFX.cs.meta 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 879293fae00..d131bd037d9 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 @@ -45,7 +45,7 @@ enum SpecularOcclusionMode Custom } - sealed class HDTarget : Target, IHasMetadata, ILegacyTarget + sealed class HDTarget : Target, IHasMetadata, ILegacyTarget, IMaySupportVFX { // Constants static readonly GUID kSourceCodeGuid = new GUID("61d9843d4027e3e4a924953135f76f3c"); // HDTarget.cs @@ -366,7 +366,7 @@ public override bool WorksWithSRP(RenderPipelineAsset scriptableRenderPipeline) return scriptableRenderPipeline?.GetType() == typeof(HDRenderPipelineAsset); } - public override bool WorksWithVFX() + public bool SupportsVFX() { if (m_ActiveSubTarget.value == null) return false; diff --git a/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs b/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs index 9af2e837c66..cc20f0c9643 100644 --- a/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs +++ b/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs @@ -513,7 +513,7 @@ public void SortActiveTargets() // TODO: Need a better way to handle this #if VFX_GRAPH_10_0_0_OR_NEWER - public bool hasVFXCompatibleTarget => activeTargets.Any(o => o.WorksWithVFX()); + public bool hasVFXCompatibleTarget => activeTargets.Any(o => o.SupportsVFX()); public bool hasVFXTarget { get 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/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs b/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs index ff319f1a3a6..ebcae2862fa 100644 --- a/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs +++ b/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs @@ -108,7 +108,7 @@ void RegisterActionToUndo(string actionName) } // Warn the user if there are multiple VFX compatible targets and one of them is the legacy VFX Target. - if (graphData.m_ActiveTargets.Count(t => t.value.WorksWithVFX()) == 1 && + 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); diff --git a/com.unity.shadergraph/Editor/Generation/Target.cs b/com.unity.shadergraph/Editor/Generation/Target.cs index 05568d4dc0e..058f137f903 100644 --- a/com.unity.shadergraph/Editor/Generation/Target.cs +++ b/com.unity.shadergraph/Editor/Generation/Target.cs @@ -29,10 +29,5 @@ public virtual bool IsNodeAllowedByTarget(Type nodeType) } public abstract bool WorksWithSRP(RenderPipelineAsset scriptableRenderPipeline); - - public virtual bool WorksWithVFX() - { - return false; - } } } diff --git a/com.unity.shadergraph/Editor/Generation/Targets/PreviewTarget.cs b/com.unity.shadergraph/Editor/Generation/Targets/PreviewTarget.cs index 4faadbbfa37..7093ac31693 100644 --- a/com.unity.shadergraph/Editor/Generation/Targets/PreviewTarget.cs +++ b/com.unity.shadergraph/Editor/Generation/Targets/PreviewTarget.cs @@ -39,8 +39,6 @@ public override void GetPropertiesGUI(ref TargetPropertyGUIContext context, Acti public override bool WorksWithSRP(RenderPipelineAsset scriptableRenderPipeline) => true; - public override bool WorksWithVFX() => false; - static class SubShaders { public static SubShaderDescriptor Preview = new SubShaderDescriptor() diff --git a/com.unity.shadergraph/Editor/Generation/Targets/VFXTarget.cs b/com.unity.shadergraph/Editor/Generation/Targets/VFXTarget.cs index 0387779a467..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; @@ -144,7 +144,7 @@ public override bool WorksWithSRP(RenderPipelineAsset scriptableRenderPipeline) return GraphicsSettings.currentRenderPipeline != null && scriptableRenderPipeline?.GetType() == GraphicsSettings.currentRenderPipeline.GetType(); } - public override bool WorksWithVFX() => true; + public bool SupportsVFX() => true; } } #endif diff --git a/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs index 376943e0ce6..32af6ee77cc 100644 --- a/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs +++ b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs @@ -350,7 +350,7 @@ internal static string GetShaderText(string path, out List x.WorksWithVFX()); + var target = graph.activeTargets.FirstOrDefault(x => x.SupportsVFX()); if (target == null) return null; diff --git a/com.unity.shadergraph/Editor/Serialization/MultiJsonInternal.cs b/com.unity.shadergraph/Editor/Serialization/MultiJsonInternal.cs index f7803e5b86c..b77f3fa2d5e 100644 --- a/com.unity.shadergraph/Editor/Serialization/MultiJsonInternal.cs +++ b/com.unity.shadergraph/Editor/Serialization/MultiJsonInternal.cs @@ -184,8 +184,6 @@ public override void Setup(ref TargetSetupContext context) } public override bool WorksWithSRP(RenderPipelineAsset scriptableRenderPipeline) => false; - - public override bool WorksWithVFX() => false; } private class UnknownSubTargetType : SubTarget From 8a7d91ba85198759bb5afb03109974ae6dbb2c63 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 29 Mar 2021 15:58:57 -0400 Subject: [PATCH 142/186] Introduce IRequiresVFXContext --- .../Editor/Material/ShaderGraph/HDTarget.cs | 7 +++++- .../Editor/Compiler/VFXCodeGenerator.cs | 7 ++++-- .../Editor/ShaderGraph/IRequireVFXContext.cs | 22 +++++++++++++++++++ .../ShaderGraph/IRequireVFXContext.cs.meta | 3 +++ 4 files changed, 36 insertions(+), 3 deletions(-) create mode 100644 com.unity.visualeffectgraph/Editor/ShaderGraph/IRequireVFXContext.cs create mode 100644 com.unity.visualeffectgraph/Editor/ShaderGraph/IRequireVFXContext.cs.meta 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 d131bd037d9..6a7f80041c0 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 @@ -45,7 +45,7 @@ enum SpecularOcclusionMode Custom } - sealed class HDTarget : Target, IHasMetadata, ILegacyTarget, IMaySupportVFX + sealed class HDTarget : Target, IHasMetadata, ILegacyTarget, IMaySupportVFX, IRequireVFXContext { // Constants static readonly GUID kSourceCodeGuid = new GUID("61d9843d4027e3e4a924953135f76f3c"); // HDTarget.cs @@ -376,6 +376,11 @@ public bool SupportsVFX() return m_SupportVFX; } + + public void ConfigureContextData(VFXContext context, VFXContextCompiledData data) + { + Debug.Log("Invoked HDTarget.ConfigureContextData."); + } } #region BlockMasks diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index d0505f7ef98..66fd45e3644 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -770,13 +770,16 @@ private static StringBuilder TryBuildFromShaderGraph(VFXShaderGraphParticleOutpu return null; // TODO: Configure a VFX Target here. - var targets = graph.activeTargets; + var target = graph.activeTargets.FirstOrDefault(); + + if (!target.TryConfigureContextData(context, contextData)) + return null; // Configure the state of VFX target generation utils. using (new VFXSubTarget.CompilationScope(context, contextData)) { // Use ShaderGraph to generate the VFX shader. - var text = ShaderGraphImporter.GetShaderText(path, out configuredTextures, assetCollection, graph, GenerationMode.VFX, targets.ToArray()); + 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); 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 From 0128cef4e89228dd6b8b44d436fc7171061b9d25 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 29 Mar 2021 16:22:42 -0400 Subject: [PATCH 143/186] First past removal of static global vfx generation configuration in favor of target configuration --- .../Material/ShaderGraph/HDSubTarget.cs | 24 +++++++++---- .../Editor/Material/ShaderGraph/HDTarget.cs | 5 ++- .../Material/ShaderGraph/SurfaceSubTarget.cs | 2 +- .../Unlit/ShaderGraph/HDUnlitSubTarget.cs | 2 +- .../Editor/Compiler/VFXCodeGenerator.cs | 15 +++----- .../Editor/ShaderGraph/VFXSubTarget.cs | 36 +++---------------- 6 files changed, 34 insertions(+), 50 deletions(-) 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 fc42d940037..035eb33e747 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 @@ -15,7 +15,7 @@ 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 @@ -35,6 +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; @@ -92,7 +97,7 @@ public override void Setup(ref TargetSetupContext context) { context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); context.AddAssetDependency(subTargetAssetGuid, AssetCollection.Flags.SourceDependency); - var inspector = VFXSubTarget.IsConfigured() ? VFXHDRPSubTarget.Inspector : customInspector; + var inspector = TargetsVFX() ? VFXHDRPSubTarget.Inspector : customInspector; if (!context.HasCustomEditorForRenderPipeline(typeof(HDRenderPipelineAsset))) context.AddCustomEditorForRenderPipeline(inspector, typeof(HDRenderPipelineAsset)); @@ -121,8 +126,8 @@ public override void Setup(ref TargetSetupContext context) protected SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subShaderDescriptor) { - if (VFXSubTarget.IsConfigured()) - subShaderDescriptor = VFXSubTarget.PostProcessSubShader(subShaderDescriptor); + if (TargetsVFX()) + subShaderDescriptor = VFXSubTarget.PostProcessSubShader(subShaderDescriptor, m_ContextVFX, m_ContextDataVFX); if (String.IsNullOrEmpty(subShaderDescriptor.pipelineTag)) subShaderDescriptor.pipelineTag = HDRenderPipeline.k_ShaderTagName; @@ -184,7 +189,7 @@ protected SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subShader if (passDescriptor.fieldDependencies == null) passDescriptor.fieldDependencies = CoreFieldDependencies.Default; - if (VFXSubTarget.IsConfigured()) + if (TargetsVFX()) passDescriptor.fieldDependencies.Add(VFXHDRPSubTarget.ElementSpaceDependencies); finalPasses.Add(passDescriptor, passes[i].fieldConditions); @@ -204,7 +209,8 @@ public override void GetFields(ref TargetFieldContext context) context.AddField(HDFields.DotsInstancing, systemData.dotsInstancing); // VFX Setup - VFXSubTarget.GetFields(ref context); + if (TargetsVFX()) + VFXSubTarget.GetFields(ref context, m_ContextVFX); } protected abstract IEnumerable EnumerateSubShaders(); @@ -230,5 +236,11 @@ 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 6a7f80041c0..9d71060700a 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 @@ -379,7 +379,10 @@ public bool SupportsVFX() public void ConfigureContextData(VFXContext context, VFXContextCompiledData data) { - Debug.Log("Invoked HDTarget.ConfigureContextData."); + if (!(m_ActiveSubTarget.value is IRequireVFXContext vfxSubtarget)) + return; + + vfxSubtarget.ConfigureContextData(context, data); } } 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 1a6726a13ba..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 @@ -63,7 +63,7 @@ protected override IEnumerable EnumerateSubShaders() yield return PostProcessSubShader(GetSubShaderDescriptor()); // Always omit DXR SubShader for VFX until DXR support is added. - if (!VFXSubTarget.IsConfigured()) + if (!TargetsVFX()) { if (supportRaytracing || supportPathtracing) yield return PostProcessSubShader(GetRaytracingSubShaderDescriptor()); 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 47c9795018e..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 @@ -84,7 +84,7 @@ protected override SubShaderDescriptor GetSubShaderDescriptor() var depthUnlit = descriptor.passes.FirstOrDefault(p => p.descriptor.lightMode == "DepthForwardOnly"); depthUnlit.descriptor.requiredFields.Add(HDStructFields.FragInputs.tangentToWorld); - if (VFXSubTarget.IsConfigured()) + 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, diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index 66fd45e3644..94285525eb8 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -769,22 +769,17 @@ private static StringBuilder TryBuildFromShaderGraph(VFXShaderGraphParticleOutpu if (!VFXLibrary.currentSRPBinder.IsGraphDataValid(graph)) return null; - // TODO: Configure a VFX Target here. var target = graph.activeTargets.FirstOrDefault(); if (!target.TryConfigureContextData(context, contextData)) return null; - // Configure the state of VFX target generation utils. - using (new VFXSubTarget.CompilationScope(context, contextData)) - { - // Use ShaderGraph to generate the VFX shader. - var text = ShaderGraphImporter.GetShaderText(path, out configuredTextures, assetCollection, graph, GenerationMode.VFX, new[] { target }); + // 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)); - } + // 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; } diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs index ede2e0763ef..1e9d5245e2a 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs @@ -5,11 +5,6 @@ namespace UnityEditor.VFX { static class VFXSubTarget { - // TODO: Find a safer way to track this state - private static bool s_Configured; - private static VFXContext s_Context; - private static VFXContextCompiledData s_Data; - static class VFXFields { public const string kTag = "OutputType"; @@ -19,39 +14,18 @@ static class VFXFields public static event Func OnPostProcessSubShader; - internal class CompilationScope : IDisposable - { - internal CompilationScope(VFXContext context, VFXContextCompiledData data) - { - s_Configured = true; - s_Context = context; - s_Data = data; - } - - public void Dispose() - { - s_Configured = false; - s_Context = null; - } - } - - internal static bool IsConfigured() => s_Configured; - - internal static SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor descriptor) + 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, s_Context, s_Data) ?? descriptor; + return OnPostProcessSubShader?.Invoke(descriptor, context, data) ?? descriptor; } - internal static void GetFields(ref TargetFieldContext fieldsContext) + internal static void GetFields(ref TargetFieldContext fieldsContext, VFXContext context) { - fieldsContext.AddField(Fields.GraphVFX, IsConfigured()); - - if (!IsConfigured()) - return; + fieldsContext.AddField(Fields.GraphVFX); // Select the primitive implementation. - switch (s_Context.taskType) + switch (context.taskType) { case VFXTaskType.ParticleMeshOutput: fieldsContext.AddField(VFXFields.ParticleMesh); From dd934e9f8cf0d122ebf264a4174b06efac41fd6d Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 29 Mar 2021 16:34:25 -0400 Subject: [PATCH 144/186] Append VFX field dependencies in a safer way --- .../Editor/Material/ShaderGraph/HDSubTarget.cs | 12 ++++++++---- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 4 +++- 2 files changed, 11 insertions(+), 5 deletions(-) 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 035eb33e747..b55a5235c0c 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 @@ -186,11 +186,15 @@ 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.Add(VFXHDRPSubTarget.ElementSpaceDependencies); + if (passDescriptor.fieldDependencies == null) + { + // For now we handle VFX here since the only target that specifies field dependencies is decal, which is currently not supported. + if (TargetsVFX()) + passDescriptor.fieldDependencies = VFXHDRPSubTarget.FieldDependencies; + else + passDescriptor.fieldDependencies = CoreFieldDependencies.Default; + } finalPasses.Add(passDescriptor, passes[i].fieldConditions); } diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index c106f7b512f..1e2c4373d80 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -15,8 +15,10 @@ static class VFXHDRPSubTarget internal const string Inspector = "Rendering.HighDefinition.VFXShaderGraphGUI"; // TODO: Note on VFX Coordinate Spaces in HDRP - public static readonly DependencyCollection ElementSpaceDependencies = new DependencyCollection + public static readonly DependencyCollection FieldDependencies = new DependencyCollection { + CoreFieldDependencies.Default, + new FieldDependency(HDStructFields.FragInputs.worldToElement, HDStructFields.VaryingsMeshToPS.worldToElement0), new FieldDependency(HDStructFields.FragInputs.worldToElement, HDStructFields.VaryingsMeshToPS.worldToElement1), new FieldDependency(HDStructFields.FragInputs.worldToElement, HDStructFields.VaryingsMeshToPS.worldToElement2), From 6b78324512ee351915be13ecf347fc14fbdeb365 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 29 Mar 2021 16:38:42 -0400 Subject: [PATCH 145/186] Bump shader graph importer version --- com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs index 32af6ee77cc..d379d9e7a55 100644 --- a/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs +++ b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs @@ -26,7 +26,7 @@ namespace UnityEditor.ShaderGraph // This ifdef can be removed once V2 is the only option. [ScriptedImporter(113, Extension, -902)] #else - [ScriptedImporter(46, Extension, -902)] + [ScriptedImporter(47, Extension, -902)] #endif class ShaderGraphImporter : ScriptedImporter From 4742e9bfb000d61fc937468e201b90569e68452a Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 29 Mar 2021 16:43:44 -0400 Subject: [PATCH 146/186] Address some minor code comments --- .../Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs | 1 - .../Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs | 2 +- 2 files changed, 1 insertion(+), 2 deletions(-) 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 index ffc2c0c1237..043f12ea159 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs @@ -8,7 +8,6 @@ namespace UnityEditor.Rendering.HighDefinition { internal class VFXShaderGraphGUI : LightingShaderGraphGUI { - // TODO: Sort out which surface options VFX needs const SurfaceOptionUIBlock.Features vfxSurfaceOptionFeatures = SurfaceOptionUIBlock.Features.Lit | SurfaceOptionUIBlock.Features.ShowDepthOffsetOnly; diff --git a/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs b/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs index ebcae2862fa..598da4308c2 100644 --- a/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs +++ b/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs @@ -107,7 +107,7 @@ void RegisterActionToUndo(string actionName) } } - // Warn the user if there are multiple VFX compatible targets and one of them is the legacy VFX Target. + // 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) { From cd19be30f28022a337c1ebdd38fac5b3e1f9736d Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 30 Mar 2021 12:29:16 -0400 Subject: [PATCH 147/186] Fix preprocessor for VFX motion vector --- .../ShaderGraph/Templates/VFX/Config.template.hlsl | 7 +++++-- .../Implementations/VFXAbstractRenderedOutput.cs | 2 +- .../ShaderGraph/VFXShaderGraphParticleOutput.cs | 12 ++++++++++++ 3 files changed, 18 insertions(+), 3 deletions(-) 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 index 7da0e4aa281..49f3555c72b 100644 --- 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 @@ -26,9 +26,9 @@ ByteAddressBuffer deadListCount; Buffer stripDataBuffer; #endif -// #if WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS +#if VFX_FEATURE_MOTION_VECTORS_FORWARD || USE_MOTION_VECTORS_PASS ByteAddressBuffer elementToVFXBufferPrevious; -// #endif +#endif CBUFFER_START(outputParams) float nbMax; @@ -266,6 +266,7 @@ AttributesMesh TransformMeshToElement(AttributesMesh input, AttributesElement el 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); @@ -285,6 +286,8 @@ AttributesMesh TransformMeshToPreviousElement(AttributesMesh input, AttributesEl // TODO? Not necesarry for MV? #endif +#endif//WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS + return input; } diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractRenderedOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractRenderedOutput.cs index 8db3f3eabd6..fcdfa7ac1af 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractRenderedOutput.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractRenderedOutput.cs @@ -29,7 +29,7 @@ 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 bool isBlendModeOpaque { get { return blendMode == BlendMode.Opaque; } } + public virtual bool isBlendModeOpaque { get { return blendMode == BlendMode.Opaque; } } public virtual bool hasMotionVector { diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index e5b612675d1..9720f4e9179 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -280,6 +280,18 @@ public override bool HasSorting() 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 From 3fd62d6b60328caa45df6239c0e01768cc25d53e Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 31 Mar 2021 10:49:10 -0400 Subject: [PATCH 148/186] Fix test project build settings --- .../ProjectSettings/EditorBuildSettings.asset | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset b/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset index 9c99fa1f837..3913087b8a9 100644 --- a/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset @@ -230,6 +230,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/AllTests/VFXTests/GraphicsTests/28_FlipBookArray.unity guid: 69ce8d3ad279c734cbea097f07ebb1fc + - enabled: 1 + path: Assets/AllTests/VFXTests/GraphicsTests/28_CameraProject.unity + guid: c479ba3b3ad2ba64dbfc1729ed0a7590 - enabled: 1 path: Assets/AllTests/VFXTests/GraphicsTests/30_PositionOnSDF.unity guid: 04855e9751809c7488746e5e54ae0cfa @@ -239,6 +242,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/AllTests/VFXTests/GraphicsTests/31_CameraBuffer.unity guid: 022b924fd58e94e41bcc5a24218370fe + - enabled: 0 + path: Assets/AllTests/VFXTests/GraphicsTests/32_ExcludeFromTAA.unity + guid: 8f9c50f62a67d6d429a71cb9ad4a3f57 - enabled: 1 path: Assets/AllTests/VFXTests/GraphicsTests/33_LightProbe.unity guid: d3f8710940444f14c9f69cf044a9b0ef From 1b5259a43d27cd3ba07df07d3d0c77f501a8b60a Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 31 Mar 2021 10:57:13 -0400 Subject: [PATCH 149/186] Clean up predicate for HDRP VFX settings --- .../Editor/VFXGraph/VFXHDRPSubOutput.cs | 14 +++++--------- 1 file changed, 5 insertions(+), 9 deletions(-) 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 1a817577e9b..399a08df336 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubOutput.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubOutput.cs @@ -31,11 +31,15 @@ public override bool supportsMotionVector } public override bool supportsExcludeFromTAA { get { return !owner.isBlendModeOpaque; } } + bool GeneratesWithShaderGraph() => owner is VFXShaderGraphParticleOutput shaderGraphOutput && + shaderGraphOutput.GetOrRefreshShaderGraphObject() != null && + shaderGraphOutput.GetOrRefreshShaderGraphObject().generatesWithShaderGraph; + protected override IEnumerable filteredOutSettings { get { - if (!supportsQueueSelection) + if (!supportsQueueSelection || GeneratesWithShaderGraph()) { yield return "transparentRenderQueue"; yield return "opaqueRenderQueue"; @@ -44,14 +48,6 @@ protected override IEnumerable filteredOutSettings yield return "transparentRenderQueue"; else yield return "opaqueRenderQueue"; - - if (owner is VFXShaderGraphParticleOutput shaderGraphOutput && - shaderGraphOutput.GetOrRefreshShaderGraphObject() != null && - shaderGraphOutput.GetOrRefreshShaderGraphObject().generatesWithShaderGraph) - { - yield return "transparentRenderQueue"; - yield return "opaqueRenderQueue"; - } } } From 3d34c1b856500884d4cfb28070a675969a1ad0cc Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 31 Mar 2021 11:24:38 -0400 Subject: [PATCH 150/186] Fix HDRP field dependency assignment --- .../Editor/Material/ShaderGraph/HDSubTarget.cs | 16 ++++++++++++++-- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 10 +--------- 2 files changed, 15 insertions(+), 11 deletions(-) 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 b55a5235c0c..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 @@ -189,12 +189,24 @@ protected SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subShader if (passDescriptor.fieldDependencies == null) { - // For now we handle VFX here since the only target that specifies field dependencies is decal, which is currently not supported. if (TargetsVFX()) - passDescriptor.fieldDependencies = VFXHDRPSubTarget.FieldDependencies; + 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); } diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 1e2c4373d80..ca7c204d1b2 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -14,11 +14,8 @@ static class VFXHDRPSubTarget { internal const string Inspector = "Rendering.HighDefinition.VFXShaderGraphGUI"; - // TODO: Note on VFX Coordinate Spaces in HDRP - public static readonly DependencyCollection FieldDependencies = new DependencyCollection + public static readonly DependencyCollection ElementSpaceDependencies = new DependencyCollection { - CoreFieldDependencies.Default, - new FieldDependency(HDStructFields.FragInputs.worldToElement, HDStructFields.VaryingsMeshToPS.worldToElement0), new FieldDependency(HDStructFields.FragInputs.worldToElement, HDStructFields.VaryingsMeshToPS.worldToElement1), new FieldDependency(HDStructFields.FragInputs.worldToElement, HDStructFields.VaryingsMeshToPS.worldToElement2), @@ -97,11 +94,6 @@ out var vertexPropertiesAssignDescriptor Pragma.MultiCompileInstancing }; - // passDescriptor.defines = new DefineCollection - // { - // passDescriptor.defines, - // }; - passDescriptor.additionalCommands = new AdditionalCommandCollection { loadAttributeDescriptor, From 444571a6c58ea7e7c6f87cecbc19576a55fb208f Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 31 Mar 2021 13:16:19 -0400 Subject: [PATCH 151/186] Hide normal bending for shader graph generation mode --- .../VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs | 6 ++++++ .../VFXGraph/Outputs/VFXLitPlanarPrimitiveOutput.cs | 6 +++--- .../Editor/VFXGraph/Outputs/VFXLitQuadStripOutput.cs | 6 +++--- .../Editor/VFXGraph/VFXHDRPSubOutput.cs | 9 ++++++--- .../Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs | 1 + 5 files changed, 19 insertions(+), 9 deletions(-) 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/VFXHDRPSubOutput.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubOutput.cs index 399a08df336..feb1aca5662 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubOutput.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubOutput.cs @@ -31,9 +31,12 @@ public override bool supportsMotionVector } public override bool supportsExcludeFromTAA { get { return !owner.isBlendModeOpaque; } } - bool GeneratesWithShaderGraph() => owner is VFXShaderGraphParticleOutput shaderGraphOutput && - shaderGraphOutput.GetOrRefreshShaderGraphObject() != null && - shaderGraphOutput.GetOrRefreshShaderGraphObject().generatesWithShaderGraph; + bool GeneratesWithShaderGraph() + { + return owner is VFXShaderGraphParticleOutput shaderGraphOutput && + shaderGraphOutput.GetOrRefreshShaderGraphObject() != null && + shaderGraphOutput.GetOrRefreshShaderGraphObject().generatesWithShaderGraph; + } protected override IEnumerable filteredOutSettings { diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 9720f4e9179..8e0fd3354cc 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -318,6 +318,7 @@ static IEnumerable FilterOutBuiltinSettings() yield return "onlyAmbientLighting"; yield return "useExposureWeight"; yield return "alphaThreshold"; + yield return "normalBending"; } protected override IEnumerable filteredOutSettings From d78ca0ff4a0a5bfcdb3a674ca5352397d032a27c Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 31 Mar 2021 16:51:54 -0400 Subject: [PATCH 152/186] Fix custom interpolator port properties --- .../Editor/Importers/ShaderGraphImporter.cs | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs index d379d9e7a55..16f9039c988 100644 --- a/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs +++ b/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs @@ -393,10 +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); From 9938fe933b843ef5d491a0cd30c718f959bb7d53 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 31 Mar 2021 19:09:45 -0400 Subject: [PATCH 153/186] Introduction of IMayRequireTransform --- .../Data/Graphs/ShaderGraphRequirements.cs | 10 ++++++ .../Data/Interfaces/IMayRequireTransform.cs | 34 +++++++++++++++++++ .../Interfaces/IMayRequireTransform.cs.meta | 3 ++ .../Data/Nodes/Math/Vector/TransformNode.cs | 7 +++- .../Generation/Processors/GenerationUtils.cs | 6 ++++ .../Generation/TargetResources/Fields.cs | 6 +++- 6 files changed, 64 insertions(+), 2 deletions(-) create mode 100644 com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs create mode 100644 com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs.meta diff --git a/com.unity.shadergraph/Editor/Data/Graphs/ShaderGraphRequirements.cs b/com.unity.shadergraph/Editor/Data/Graphs/ShaderGraphRequirements.cs index c931b3830f7..20f7a63f0ea 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().Select(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/IMayRequireTransform.cs b/com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs new file mode 100644 index 00000000000..9dabb5dea5d --- /dev/null +++ b/com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs @@ -0,0 +1,34 @@ +using UnityEditor.ShaderGraph.Internal; + +namespace UnityEditor.ShaderGraph +{ + public struct NeededTransform + { + 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.Object, NeededCoordinateSpace.World); + + public NeededTransform(NeededCoordinateSpace from, NeededCoordinateSpace to) + { + this.from = from; + this.to = to; + } + + public NeededCoordinateSpace from; + public NeededCoordinateSpace to; + } + + interface IMayRequireTransform + { + NeededTransform RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All); + } + + static class MayRequireTransformExtensions + { + public static NeededTransform RequiresTransform(this MaterialSlot slot) + { + var mayRequireTransform = slot as IMayRequireTransform; + return mayRequireTransform != null ? mayRequireTransform.RequiresTransform() : NeededTransform.None; + } + } +} 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/Nodes/Math/Vector/TransformNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/Math/Vector/TransformNode.cs index 728e6a30d0b..2d10070a959 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 +272,10 @@ public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapabilit return NeededCoordinateSpace.World; return conversion.from.ToNeededCoordinateSpace(); } + + public NeededTransform RequiresTransform(ShaderStageCapability stageCapability) + { + return new NeededTransform(conversion.from.ToNeededCoordinateSpace(), conversion.to.ToNeededCoordinateSpace()); + } } } diff --git a/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs index a01947d3c2e..e331d7c309e 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs @@ -404,6 +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)), }; } @@ -451,6 +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)), }; } diff --git a/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs b/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs index 872cfe322ed..d3dbd985803 100644 --- a/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs +++ b/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs @@ -11,7 +11,6 @@ internal static class Fields #region Fields // These are core Fields shared between URP and HDRP etc. - public static FieldDescriptor GraphVFX = new FieldDescriptor(kFeatures, "graphVFX", "FEATURES_GRAPH_VFX"); public static FieldDescriptor GraphVertex = new FieldDescriptor(kFeatures, "graphVertex", "FEATURES_GRAPH_VERTEX"); public static FieldDescriptor GraphPixel = new FieldDescriptor(kFeatures, "graphPixel", "FEATURES_GRAPH_PIXEL"); public static FieldDescriptor GraphColorInterp = new FieldDescriptor(kFeatures, "graphColorInterp", "FEATURES_GRAPH_COLOR_INTERP"); @@ -22,6 +21,11 @@ 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 + + // These + public static FieldDescriptor GraphVFX = new FieldDescriptor(kFeatures, "graphVFX", "FEATURES_GRAPH_VFX"); + public static FieldDescriptor ObjectToWorld = new FieldDescriptor(string.Empty, "ElementToWorld", "_ELEMENT_TO_WORLD"); + public static FieldDescriptor WorldToObject = new FieldDescriptor(string.Empty, "WorldToElement", "_WORLD_TO_ELEMENT"); #endregion } } From 93fa9cbb2a9d2c0680f93b3600649a127bc464c9 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 31 Mar 2021 22:48:54 -0400 Subject: [PATCH 154/186] Add additional interface implementation for transformation matrix node --- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 1 + .../Data/Interfaces/IMayRequireTransform.cs | 32 ++++++++++++++++++- .../Input/Matrix/TransformationMatrixNode.cs | 9 ++++-- .../Generation/TargetResources/Fields.cs | 6 ++-- 4 files changed, 42 insertions(+), 6 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index ca7c204d1b2..805879b23e8 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -20,6 +20,7 @@ static class VFXHDRPSubTarget new FieldDependency(HDStructFields.FragInputs.worldToElement, HDStructFields.VaryingsMeshToPS.worldToElement1), new FieldDependency(HDStructFields.FragInputs.worldToElement, HDStructFields.VaryingsMeshToPS.worldToElement2), + new FieldDependency(Fields.WorldToObject, HDStructFields.FragInputs.worldToElement), new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceNormal, HDStructFields.FragInputs.worldToElement), new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceTangent, HDStructFields.FragInputs.worldToElement), new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceBiTangent, HDStructFields.FragInputs.worldToElement), diff --git a/com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs b/com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs index 9dabb5dea5d..a68837863cc 100644 --- a/com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs +++ b/com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs @@ -1,12 +1,27 @@ +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.Object, NeededCoordinateSpace.World); + public static NeededTransform WorldToObject => new NeededTransform(NeededCoordinateSpace.World, NeededCoordinateSpace.Object); public NeededTransform(NeededCoordinateSpace from, NeededCoordinateSpace to) { @@ -14,6 +29,21 @@ public NeededTransform(NeededCoordinateSpace from, NeededCoordinateSpace to) 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; } 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..f2b56c1b6a5 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 NeededTransform(matrixType); + } } } diff --git a/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs b/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs index d3dbd985803..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 @@ -22,10 +23,9 @@ internal static class Fields 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 - // These public static FieldDescriptor GraphVFX = new FieldDescriptor(kFeatures, "graphVFX", "FEATURES_GRAPH_VFX"); - public static FieldDescriptor ObjectToWorld = new FieldDescriptor(string.Empty, "ElementToWorld", "_ELEMENT_TO_WORLD"); - public static FieldDescriptor WorldToObject = new FieldDescriptor(string.Empty, "WorldToElement", "_WORLD_TO_ELEMENT"); + public static FieldDescriptor ObjectToWorld = new FieldDescriptor(kTransforms, "ObjectToWorld", "_OBJECT_TO_WORLD"); + public static FieldDescriptor WorldToObject = new FieldDescriptor(kTransforms, "WorldToObject", "_WORLD_TO_OBJECT"); #endregion } } From 77b24ea8459d5d1c779e470b3fe46fccd28c6f03 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 1 Apr 2021 00:04:50 -0400 Subject: [PATCH 155/186] Initial commit of VFX matrix abstraction --- .../Material/ShaderGraph/HDStructFields.cs | 9 +- .../ShaderGraph/Templates/ShaderPass.template | 5 +- .../Templates/SharedCode.template.hlsl | 30 ++-- .../Templates/VFX/Config.template.hlsl | 129 ++++++------------ .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 15 +- .../RenderPipeline/ShaderPass/VertMesh.hlsl | 7 +- .../ShaderLibrary/ShaderVariables.hlsl | 3 + .../ShaderLibrary/VisualEffectMatrices.hlsl | 15 ++ .../VisualEffectMatrices.hlsl.meta | 10 ++ 9 files changed, 105 insertions(+), 118 deletions(-) create mode 100644 com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectMatrices.hlsl create mode 100644 com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectMatrices.hlsl.meta 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 31d84b91101..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 @@ -56,10 +56,14 @@ public struct VaryingsMeshToPS "CUSTOM_INSTANCE_ID", "UNITY_ANY_INSTANCING_ENABLED"); // Note: we don't generate cullFace here as it is always present in VertMesh.hlsl - // VFX Object Space + // 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 @@ -105,8 +109,9 @@ public struct FragInputs public static FieldDescriptor IsFrontFace = new FieldDescriptor(FragInputs.name, "isFrontFace", "", ShaderValueType.Boolean, subscriptOptions: StructFieldOptions.Optional); - // VFX Object Space + // 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/Templates/ShaderPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPass.template index e8493a5df43..43e1eeb2870 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 @@ -29,12 +29,12 @@ Pass // allowing for FragInputs to capture CI's intended for ShaderGraph's SDI. $splice(CustomInterpolatorPreInclude) + $features.graphVFX: #define HAVE_VFX_MODIFICATION + #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" - $features.graphVFX: #define HAVE_VFX_MODIFICATION - // [NOTE-FRAG-INPUTS] // Omit the HDRP FragInput struct definition since VFX provides an arbitrary number of interpolators // (this is because properties are evaluated by the graph on the fly in the vertex stage) @@ -79,6 +79,7 @@ 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 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 2c43590a423..5cb67f6d43d 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 @@ -21,7 +21,8 @@ FragInputs BuildFragInputs(VaryingsMeshToPS input) // FragInputs from VFX come from two places: Interpolator or CBuffer. $splice(VFXSetFragInputs) - $FragInputs.worldToElement: output.worldToElement = BuildWorldToElement(input); + $FragInputs.elementToWorld: UNITY_MATRIX_M = BuildElementToWorld(input); + $FragInputs.worldToElement: UNITY_MATRIX_I_M = BuildWorldToElement(input); #endif // splice point to copy custom interpolator fields from varyings to frag inputs @@ -36,19 +37,28 @@ SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, ZERO_INITIALIZE(SurfaceDescriptionInputs, output); $SurfaceDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz); + #if defined(SHADER_STAGE_RAY_TRACING) + $SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) ObjectToWorld3x4()); + #else + $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); $SurfaceDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = input.tangentToWorld[0].xyz; + $SurfaceDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = TransformWorldToObjectDir(output.WorldSpaceTangent); $SurfaceDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent); $SurfaceDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f); $SurfaceDescriptionInputs.WorldSpaceBiTangent: output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz; + $SurfaceDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = TransformWorldToObjectDir(output.WorldSpaceBiTangent); $SurfaceDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent); $SurfaceDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f); $SurfaceDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = normalize(viewWS); + $SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection); $SurfaceDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection); $SurfaceDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal); $SurfaceDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = TransformWorldToTangent(output.WorldSpaceViewDirection, tangentSpaceTransform); $SurfaceDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = input.positionRWS; + $SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToObject(input.positionRWS); $SurfaceDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(input.positionRWS); $SurfaceDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f); $SurfaceDescriptionInputs.AbsoluteWorldSpacePosition:output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS); @@ -61,26 +71,8 @@ SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, $SurfaceDescriptionInputs.FaceSign: output.FaceSign = input.isFrontFace; $SurfaceDescriptionInputs.TimeParameters: output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value -#if defined(HAVE_VFX_MODIFICATION) - // VFX maintains an internal coordinate space and here we handle the case of going from world to element space (object space to the user). - $SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToElement(input.worldToElement, input.positionRWS); - $SurfaceDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = TransformWorldToElementDir(input.worldToElement, output.WorldSpaceTangent); - $SurfaceDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = TransformWorldToElementDir(input.worldToElement, output.WorldSpaceBiTangent); - $SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToElementDir(input.worldToElement, output.WorldSpaceViewDirection); - $SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = TransformWorldToElementDir(input.worldToElement, output.WorldSpaceNormal); -#else - $SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToObject(input.positionRWS); - $SurfaceDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = TransformWorldToObjectDir(output.WorldSpaceTangent); - $SurfaceDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = TransformWorldToObjectDir(output.WorldSpaceBiTangent); $SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection); - #if defined(SHADER_STAGE_RAY_TRACING) - $SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) ObjectToWorld3x4()); - #else - $SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale - #endif -#endif - // splice point to copy frag inputs custom interpolator pack into the SDI $splice(CustomInterpolatorCopyToSDI) 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 index 49f3555c72b..5c5e1252841 100644 --- 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 @@ -97,7 +97,8 @@ float3 GetElementSize(Attributes attributes) #define PARTICLE_IN_EDGE (id & 1) float3 GetParticlePosition(uint index) { - struct Attributes attributes = (Attributes)0; + const Attributes attributes; + ZERO_INITIALIZE(Attributes, attributes); // Here we have to explicitly splice in the position (ShaderGraph splice system lacks regex support etc. :(, unlike VFX's). $splice(VFXLoadPositionAttribute) @@ -163,14 +164,16 @@ float4x4 BuildWorldToElement(VaryingsMeshType input) return worldToElement; } -float3 TransformWorldToElement(float4x4 worldToElement, float3 position) +float4x4 BuildElementToWorld(VaryingsMeshType input) { - return mul(worldToElement, float4(position, 1)).xyz; -} - -float3 TransformWorldToElementDir(float4x4 worldToElement, float3 direction) -{ - return normalize(mul((float3x3)worldToElement, direction)); + float4x4 elementToWorld; +#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 + return elementToWorld; } bool GetInterpolatorAndElementData(inout VaryingsMeshType output, inout AttributesElement element) @@ -187,81 +190,56 @@ bool GetInterpolatorAndElementData(inout VaryingsMeshType output, inout Attribut $splice(VFXInterpolantsGeneration) - #ifdef VARYINGS_NEED_WORLD_TO_ELEMENT - float4x4 worldToElement = GetVFXToElementMatrix( - attributes.axisX, - attributes.axisY, - attributes.axisZ, - float3(attributes.angleX,attributes.angleY,attributes.angleZ), - float3(attributes.pivotX,attributes.pivotY,attributes.pivotZ), - GetElementSize(element.attributes), - attributes.position - ); - - #ifdef VFX_LOCAL_SPACE - worldToElement = mul(worldToElement, VFXGetWorldToObjectMatrix()); - #else - - // We still must handle the camera relative case for world space particles since they do not recieve the world matrix (which contains the camera pre-translation). - #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) - float4x4 relativeToAbsolute = float4x4 - ( - 1, 0, 0, _WorldSpaceCameraPos.x, - 0, 1, 0, _WorldSpaceCameraPos.y, - 0, 0, 1, _WorldSpaceCameraPos.z, - 0, 0, 0, 1 - ); - - worldToElement = mul(worldToElement, relativeToAbsolute); - #endif - - #endif // VFX_LOCAL_SPACE - - // Pack into interpolator - output.worldToElement0 = worldToElement[0]; - output.worldToElement1 = worldToElement[1]; - output.worldToElement2 = worldToElement[2]; - #endif - return true; } -// Transform utility for going from object space into particle space. -// For the current frame, this is done by constructing the particle (element) space matrix. -// For the previous frame, the element matrices are cached and read back by the mesh element index. -AttributesMesh TransformMeshToElement(AttributesMesh input, AttributesElement element) +void SetupVFXMatrices(AttributesElement element, inout VaryingsMeshType output) { - float3 size = GetElementSize(element.attributes); - - float4x4 elementToVFX = GetElementToVFXMatrix( + // Element -> World + UNITY_MATRIX_M = 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), - size, + GetElementSize(element.attributes), element.attributes.position); - input.positionOS = mul(elementToVFX, float4(input.positionOS, 1.0f)).xyz; +#if VFX_LOCAL_SPACE + UNITY_MATRIX_M = mul(ApplyCameraTranslationToMatrix(GetRawUnityObjectToWorld()), UNITY_MATRIX_M); +#else + UNITY_MATRIX_M = ApplyCameraTranslationToMatrix(UNITY_MATRIX_M); +#endif -#if defined(ATTRIBUTES_NEED_NORMAL) || defined(ATTRIBUTES_NEED_TANGENT) - float3x3 elementToVFX_N = GetElementToVFXMatrixNormal( + // World -> Element + UNITY_MATRIX_I_M = GetVFXToElementMatrix( element.attributes.axisX, element.attributes.axisY, element.attributes.axisZ, - float3(element.attributes.angleX, element.attributes.angleY, element.attributes.angleZ), - size); -#endif + 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 + ); -#ifdef ATTRIBUTES_NEED_NORMAL - input.normalOS = normalize(mul(elementToVFX_N, input.normalOS)); +#if VFX_LOCAL_SPACE + UNITY_MATRIX_I_M = mul(ApplyCameraTranslationToInverseMatrix(GetRawUnityWorldToObject()), UNITY_MATRIX_I_M); +#else + UNITY_MATRIX_I_M = ApplyCameraTranslationToInverseMatrix(UNITY_MATRIX_I_M); #endif -#ifdef ATTRIBUTES_NEED_TANGENT - input.tangentOS = float4(normalize(mul(elementToVFX_N, input.tangentOS.xyz)), input.tangentOS.w); + // Pack matrices into interpolator if requested by any node. +#ifdef VARYINGS_NEED_ELEMENT_TO_WORLD + output.elementToWorld0 = UNITY_MATRIX_M[0]; + output.elementToWorld1 = UNITY_MATRIX_M[1]; + output.elementToWorld2 = UNITY_MATRIX_M[2]; #endif - return input; +#ifdef VARYINGS_NEED_WORLD_TO_ELEMENT + output.worldToElement0 = UNITY_MATRIX_I_M[0]; + output.worldToElement1 = UNITY_MATRIX_I_M[1]; + output.worldToElement2 = UNITY_MATRIX_I_M[2]; +#endif } AttributesMesh TransformMeshToPreviousElement(AttributesMesh input, AttributesElement element) @@ -291,31 +269,6 @@ AttributesMesh TransformMeshToPreviousElement(AttributesMesh input, AttributesEl return input; } -// Here we define some overrides of the core space transforms. -// VFX lets users work in two spaces: Local and World. -// Local means local to "Particle Space" (or Element) which in this case we treat similarly to Object Space. -// World means that position users define in their graph are placed in the absolute world. -// Becuase of these two spaces we must be careful how we transform into world space for current and previous frame. -#define TransformObjectToWorld TransformObjectToWorldVFX -float3 TransformObjectToWorldVFX(float3 positionOS) -{ - float3 positionWS = TransformPositionVFXToWorld(positionOS); - -#ifdef VFX_WORLD_SPACE - positionWS = GetCameraRelativePositionWS(positionOS); -#endif - - return positionWS; -} - -#ifdef VFX_WORLD_SPACE -#define TransformPreviousObjectToWorld TransformPreviousObjectToWorldVFX -float3 TransformPreviousObjectToWorldVFX(float3 positionOS) -{ - return GetCameraRelativePositionWS(positionOS); -} -#endif - // Vertex + Pixel Graph Properties Generation void GetElementVertexProperties(AttributesElement element, inout GraphProperties properties) { diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 805879b23e8..47bec65554d 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -20,12 +20,19 @@ static class VFXHDRPSubTarget new FieldDependency(HDStructFields.FragInputs.worldToElement, HDStructFields.VaryingsMeshToPS.worldToElement1), new FieldDependency(HDStructFields.FragInputs.worldToElement, HDStructFields.VaryingsMeshToPS.worldToElement2), - new FieldDependency(Fields.WorldToObject, HDStructFields.FragInputs.worldToElement), - new FieldDependency(StructFields.SurfaceDescriptionInputs.ObjectSpaceNormal, HDStructFields.FragInputs.worldToElement), + 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() @@ -241,6 +248,10 @@ static StructDescriptor AppendVFXInterpolator(StructDescriptor interpolator, VFX 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; } 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 1f828fa85bc..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 @@ -147,6 +147,8 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset if(!GetInterpolatorAndElementData(output, element)) return output; // Dead particle. + + SetupVFXMatrices(element, output); #endif #if defined(HAVE_MESH_MODIFICATION) @@ -162,11 +164,6 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset ); #endif -#if defined(HAVE_VFX_MODIFICATION) - // Particle to VFX Space. - input = TransformMeshToElement(input, element); -#endif - // This return the camera relative position (if enable) float3 positionRWS = TransformObjectToWorld(input.positionOS) + worldSpaceOffset; #ifdef ATTRIBUTES_NEED_NORMAL 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: From 5f53b92de6a3b57569e49202218b46e2844b205f Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 1 Apr 2021 11:42:03 -0400 Subject: [PATCH 156/186] Fix inverse world for local space VFX --- .../Templates/SharedCode.template.hlsl | 4 +- .../Templates/VFX/Config.template.hlsl | 48 +++++++++---------- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 1 + 3 files changed, 25 insertions(+), 28 deletions(-) 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 5cb67f6d43d..f51dee8d6ba 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 @@ -21,8 +21,8 @@ FragInputs BuildFragInputs(VaryingsMeshToPS input) // FragInputs from VFX come from two places: Interpolator or CBuffer. $splice(VFXSetFragInputs) - $FragInputs.elementToWorld: UNITY_MATRIX_M = BuildElementToWorld(input); - $FragInputs.worldToElement: UNITY_MATRIX_I_M = BuildWorldToElement(input); + $FragInputs.elementToWorld: BuildElementToWorld(input); + $FragInputs.worldToElement: BuildWorldToElement(input); #endif // splice point to copy custom interpolator fields from varyings to frag inputs 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 index 5c5e1252841..82a38a632c3 100644 --- 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 @@ -151,31 +151,6 @@ $OutputType.PlanarPrimitive: $include("VFX/ConfigPlanarPrimitive.template.hlsl") // Loads the element-specific attribute data, as well as fills any interpolator. #define VaryingsMeshType VaryingsMeshToPS -// Reconstruct the VFX/World to Element matrix provided by interpolator. -float4x4 BuildWorldToElement(VaryingsMeshType input) -{ - float4x4 worldToElement; -#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 - return worldToElement; -} - -float4x4 BuildElementToWorld(VaryingsMeshType input) -{ - float4x4 elementToWorld; -#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 - return elementToWorld; -} - bool GetInterpolatorAndElementData(inout VaryingsMeshType output, inout AttributesElement element) { GetElementData(element); @@ -193,6 +168,27 @@ bool GetInterpolatorAndElementData(inout VaryingsMeshType output, inout Attribut return true; } +// Reconstruct the VFX/World to Element matrix provided by interpolator. +void BuildWorldToElement(VaryingsMeshType input) +{ +#ifdef VARYINGS_NEED_WORLD_TO_ELEMENT + UNITY_MATRIX_I_M[0] = input.worldToElement0; + UNITY_MATRIX_I_M[1] = input.worldToElement1; + UNITY_MATRIX_I_M[2] = input.worldToElement2; + UNITY_MATRIX_I_M[3] = float4(0,0,0,1); +#endif +} + +void BuildElementToWorld(VaryingsMeshType input) +{ +#ifdef VARYINGS_NEED_ELEMENT_TO_WORLD + UNITY_MATRIX_M[0] = input.elementToWorld0; + UNITY_MATRIX_M[1] = input.elementToWorld1; + UNITY_MATRIX_M[2] = input.elementToWorld2; + UNITY_MATRIX_M[3] = float4(0,0,0,1); +#endif +} + void SetupVFXMatrices(AttributesElement element, inout VaryingsMeshType output) { // Element -> World @@ -223,7 +219,7 @@ void SetupVFXMatrices(AttributesElement element, inout VaryingsMeshType output) ); #if VFX_LOCAL_SPACE - UNITY_MATRIX_I_M = mul(ApplyCameraTranslationToInverseMatrix(GetRawUnityWorldToObject()), UNITY_MATRIX_I_M); + UNITY_MATRIX_I_M = mul(UNITY_MATRIX_I_M, ApplyCameraTranslationToInverseMatrix(GetRawUnityWorldToObject())); #else UNITY_MATRIX_I_M = ApplyCameraTranslationToInverseMatrix(UNITY_MATRIX_I_M); #endif diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 47bec65554d..981c17210a9 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -16,6 +16,7 @@ static class VFXHDRPSubTarget 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), From 750722936d136d412fd318cfc22c068f13d1b82d Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 1 Apr 2021 11:59:10 -0400 Subject: [PATCH 157/186] Fix VFX orientation nodes that use the abstracted matrices --- .../Runtime/VFXGraph/Shaders/VFXCommon.hlsl | 10 ++++++++++ 1 file changed, 10 insertions(+) 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() From 25d0c05d7477d84cfcc0073f61a1bbdd8d335cfe Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 1 Apr 2021 12:10:59 -0400 Subject: [PATCH 158/186] Fix strips --- .../Material/ShaderGraph/Templates/VFX/Config.template.hlsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 index 82a38a632c3..88b2b9ac986 100644 --- 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 @@ -97,7 +97,7 @@ float3 GetElementSize(Attributes attributes) #define PARTICLE_IN_EDGE (id & 1) float3 GetParticlePosition(uint index) { - const Attributes attributes; + Attributes attributes; ZERO_INITIALIZE(Attributes, attributes); // Here we have to explicitly splice in the position (ShaderGraph splice system lacks regex support etc. :(, unlike VFX's). From 2d40eef8dd6d5e63d1b522501b12bf382b0cefc4 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 1 Apr 2021 12:38:23 -0400 Subject: [PATCH 159/186] Add support for ObjectNode --- .../Editor/Data/Nodes/Input/Scene/ObjectNode.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) 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..22b4160902d 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) => NeededTransform.ObjectToWorld; } } From f1875cf7046eb748d8b1ea52539e4b1a7f7caf39 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 1 Apr 2021 12:56:02 -0400 Subject: [PATCH 160/186] SUpport CameraNode and extend IMayRequireTransform to return a list --- .../Editor/Data/Graphs/ShaderGraphRequirements.cs | 2 +- .../Editor/Data/Interfaces/IMayRequireTransform.cs | 11 +---------- .../Nodes/Input/Matrix/TransformationMatrixNode.cs | 4 ++-- .../Editor/Data/Nodes/Input/Scene/CameraNode.cs | 11 ++++++++++- .../Editor/Data/Nodes/Input/Scene/ObjectNode.cs | 2 +- .../Editor/Data/Nodes/Math/Vector/TransformNode.cs | 7 +++++-- 6 files changed, 20 insertions(+), 17 deletions(-) diff --git a/com.unity.shadergraph/Editor/Data/Graphs/ShaderGraphRequirements.cs b/com.unity.shadergraph/Editor/Data/Graphs/ShaderGraphRequirements.cs index 20f7a63f0ea..912e7063485 100644 --- a/com.unity.shadergraph/Editor/Data/Graphs/ShaderGraphRequirements.cs +++ b/com.unity.shadergraph/Editor/Data/Graphs/ShaderGraphRequirements.cs @@ -163,7 +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().Select(o => o.RequiresTransform()).Distinct().ToList(); + 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)); diff --git a/com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs b/com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs index a68837863cc..55befdc9c25 100644 --- a/com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs +++ b/com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireTransform.cs @@ -50,15 +50,6 @@ internal NeededTransform(UnityMatrixType matrix) interface IMayRequireTransform { - NeededTransform RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All); - } - - static class MayRequireTransformExtensions - { - public static NeededTransform RequiresTransform(this MaterialSlot slot) - { - var mayRequireTransform = slot as IMayRequireTransform; - return mayRequireTransform != null ? mayRequireTransform.RequiresTransform() : NeededTransform.None; - } + NeededTransform[] RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All); } } 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 f2b56c1b6a5..abb3ffcc5ee 100644 --- a/com.unity.shadergraph/Editor/Data/Nodes/Input/Matrix/TransformationMatrixNode.cs +++ b/com.unity.shadergraph/Editor/Data/Nodes/Input/Matrix/TransformationMatrixNode.cs @@ -111,9 +111,9 @@ public bool RequiresVertexColor() return true; } - public NeededTransform RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All) + public NeededTransform[] RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All) { - return new NeededTransform(matrixType); + return new[] { new NeededTransform(matrixType) }; } } } 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 22b4160902d..9119271d2ec 100644 --- a/com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/ObjectNode.cs +++ b/com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/ObjectNode.cs @@ -38,6 +38,6 @@ public override string GetVariableNameForSlot(int slotId) } } - public NeededTransform RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All) => NeededTransform.ObjectToWorld; + 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 2d10070a959..e69aa9fe245 100644 --- a/com.unity.shadergraph/Editor/Data/Nodes/Math/Vector/TransformNode.cs +++ b/com.unity.shadergraph/Editor/Data/Nodes/Math/Vector/TransformNode.cs @@ -273,9 +273,12 @@ public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapabilit return conversion.from.ToNeededCoordinateSpace(); } - public NeededTransform RequiresTransform(ShaderStageCapability stageCapability) + public NeededTransform[] RequiresTransform(ShaderStageCapability stageCapability) { - return new NeededTransform(conversion.from.ToNeededCoordinateSpace(), conversion.to.ToNeededCoordinateSpace()); + return new[] + { + new NeededTransform(conversion.from.ToNeededCoordinateSpace(), conversion.to.ToNeededCoordinateSpace()) + }; } } } From b96c81d267f3c57c8ce047e09ae04db5fde635f2 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 2 Apr 2021 08:36:40 -0400 Subject: [PATCH 161/186] Require transform for custom function node --- .../Editor/Data/Nodes/Utility/CustomFunctionNode.cs | 11 ++++++++++- 1 file changed, 10 insertions(+), 1 deletion(-) diff --git a/com.unity.shadergraph/Editor/Data/Nodes/Utility/CustomFunctionNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/Utility/CustomFunctionNode.cs index b25f4d4183f..5d8bc6c6536 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) @@ -472,5 +472,14 @@ public override void OnAfterMultiDeserialize(string json) ChangeVersion(1); } } + + public NeededTransform[] RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All) + { + return new[] + { + NeededTransform.ObjectToWorld, + NeededTransform.WorldToObject + }; + } } } From a4d29f4ca488414083a0d35decca9509d5c365da Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 2 Apr 2021 12:35:29 -0400 Subject: [PATCH 162/186] Rename Attributes to less generic InternalAttributesElement --- .../Templates/VFX/Config.template.hlsl | 26 +++++++++---------- .../VFX/ConfigPlanarPrimitive.template.hlsl | 7 ++--- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 4 +-- 3 files changed, 19 insertions(+), 18 deletions(-) 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 index 88b2b9ac986..46aea382b6b 100644 --- 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 @@ -54,7 +54,11 @@ $splice(VFXGeneratedBlockFunction) struct AttributesElement { uint index; - Attributes attributes; + + // 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; @@ -70,7 +74,7 @@ bool ShouldCullElement(uint index) return (index >= asuint(nbMax) - deadCount); } -float3 GetElementSize(Attributes attributes) +float3 GetElementSize(InternalAttributesElement attributes) { float3 size3 = float3(attributes.size,attributes.size,attributes.size); @@ -97,8 +101,8 @@ float3 GetElementSize(Attributes attributes) #define PARTICLE_IN_EDGE (id & 1) float3 GetParticlePosition(uint index) { - Attributes attributes; - ZERO_INITIALIZE(Attributes, attributes); + 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) @@ -130,7 +134,9 @@ void GetElementData(inout AttributesElement element) { uint index = element.index; - Attributes attributes; + InternalAttributesElement attributes; + ZERO_INITIALIZE(InternalAttributesElement, attributes); + $splice(VFXLoadAttribute) #if HAS_STRIPS @@ -155,8 +161,7 @@ bool GetInterpolatorAndElementData(inout VaryingsMeshType output, inout Attribut { GetElementData(element); - // Note: Cannot be const due to some VFX generated function require l-value (out / inout). - Attributes attributes = element.attributes; + InternalAttributesElement attributes = element.attributes; #if !HAS_STRIPS if (!attributes.alive) @@ -255,11 +260,6 @@ AttributesMesh TransformMeshToPreviousElement(AttributesMesh input, AttributesEl } input.positionOS = mul(previousElementToVFX, float4(input.positionOS, 1.0f)).xyz; - -#ifdef ATTRIBUTES_NEED_NORMAL - // TODO? Not necesarry for MV? -#endif - #endif//WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS return input; @@ -268,7 +268,7 @@ AttributesMesh TransformMeshToPreviousElement(AttributesMesh input, AttributesEl // Vertex + Pixel Graph Properties Generation void GetElementVertexProperties(AttributesElement element, inout GraphProperties properties) { - Attributes attributes = element.attributes; + InternalAttributesElement attributes = element.attributes; $splice(VFXVertexPropertiesGeneration) $splice(VFXVertexPropertiesAssign) } 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 index 107288b806a..87b6502f37b 100644 --- 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 @@ -57,7 +57,7 @@ bool GetMeshAndElementIndex(inout AttributesMesh input, inout AttributesElement uv.x = PARTICLE_IN_EDGE; #else GetElementData(element); - const Attributes attributes = element.attributes; + const InternalAttributesElement attributes = element.attributes; $splice(VFXLoadTexcoordParameter) uv.x = texCoord; #endif @@ -98,8 +98,9 @@ bool GetMeshAndElementIndex(inout AttributesMesh input, inout AttributesElement float2(-0.5f, -0.5f), }; - GetElementData(element); - const Attributes attributes = element.attributes; + GetElementData(element); + const InternalAttributesElement attributes = element.attributes; + // Here we have to explicitly splice in the crop factor. $splice(VFXLoadCropFactorParameter) diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 981c17210a9..287044ac6f7 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -265,8 +265,8 @@ enum VFXAttributeType static string[] kVFXAttributeStructNames = { - "Attributes", - "SourceAttributes" + "InternalAttributesElement", + "InternalSourceAttributesElement" }; static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiledData contextData, From b013321d5d2d4276525827b65a957153c5c73094 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 2 Apr 2021 13:41:12 -0400 Subject: [PATCH 163/186] Move VFX inputs to frag inputs substruct --- .../ShaderGraph/Templates/ShaderPass.template | 26 +---- .../Templates/SharedCode.template.hlsl | 2 - .../Templates/VFX/Config.template.hlsl | 37 -------- .../VFX/FragInputsDeclaration.template.hlsl | 4 + .../FragInputsDeclaration.template.hlsl.meta | 3 + .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 94 +++++++------------ .../RenderPipeline/ShaderPass/FragInputs.hlsl | 5 + .../Editor/Compiler/VFXCodeGenerator.cs | 4 +- 8 files changed, 49 insertions(+), 126 deletions(-) create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl.meta 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 43e1eeb2870..2f8d362bf79 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 @@ -29,33 +29,14 @@ Pass // allowing for FragInputs to capture CI's intended for ShaderGraph's SDI. $splice(CustomInterpolatorPreInclude) + // TODO: Merge FragInputsVFX with CustomInterpolators. $features.graphVFX: #define HAVE_VFX_MODIFICATION + $features.graphVFX: $include("VFX/FragInputsDeclaration.template.hlsl") #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" - - // [NOTE-FRAG-INPUTS] - // Omit the HDRP FragInput struct definition since VFX provides an arbitrary number of interpolators - // (this is because properties are evaluated by the graph on the fly in the vertex stage) - // These interpolates must be transfered into the FragInputs so they are available for the Surface evaluation. - // Thus we procedurally generate a FragInput struct. - // Warning: Omitting this means we no longer define the GetVaryingsDataDebug.. - #ifndef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" - #else - - // For VFX, redefine the custom interpolator preprocessor so that it can be checked against the procedurally created FragInputs. - // TODO: VFX should also use the substruct method to procedurally append to VFX, or fully make use of custom interpolators. - #ifdef USE_CUSTOMINTERP_SUBSTRUCT - #undef USE_CUSTOMINTERP_SUBSTRUCT - #define USE_CUSTOMINTERP_SUBSTRUCT 1 - #endif//USE_CUSTOMINTERP_SUBSTRUCT - - // For now, move the full struct splice to this point (contains FragInputs). - $splice(PassStructs) - #endif - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" // Need to be here for Gradient struct definition @@ -188,10 +169,7 @@ Pass // -------------------------------------------------- // Structs and Packing - // See: [NOTE-FRAG-INPUTS] - #ifndef HAVE_VFX_MODIFICATION $splice(PassStructs) - #endif $splice(InterpolatorPack) 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 f51dee8d6ba..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 @@ -71,8 +71,6 @@ SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, $SurfaceDescriptionInputs.FaceSign: output.FaceSign = input.isFrontFace; $SurfaceDescriptionInputs.TimeParameters: output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value - $SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection); - // splice point to copy frag inputs custom interpolator pack into the SDI $splice(CustomInterpolatorCopyToSDI) 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 index 46aea382b6b..1e8ed564dc5 100644 --- 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 @@ -277,40 +277,3 @@ void GetElementPixelProperties(FragInputs fragInputs, inout GraphProperties prop { $splice(VFXPixelPropertiesAssign) } - -// Need to redefine GetVaryingsDataDebug since we omit FragInputs.hlsl and generate one procedurally. -#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/MaterialDebug.cs.hlsl" - -void GetVaryingsDataDebug(uint paramId, FragInputs input, inout float3 result, inout bool needLinearToSRGB) -{ - switch (paramId) - { - case DEBUGVIEWVARYING_TEXCOORD0: - result = input.texCoord0.xyz; - break; - case DEBUGVIEWVARYING_TEXCOORD1: - result = input.texCoord1.xyz; - break; - case DEBUGVIEWVARYING_TEXCOORD2: - result = input.texCoord2.xyz; - break; - case DEBUGVIEWVARYING_TEXCOORD3: - result = input.texCoord3.xyz; - break; - case DEBUGVIEWVARYING_VERTEX_TANGENT_WS: - result = input.tangentToWorld[0].xyz * 0.5 + 0.5; - break; - case DEBUGVIEWVARYING_VERTEX_BITANGENT_WS: - result = input.tangentToWorld[1].xyz * 0.5 + 0.5; - break; - case DEBUGVIEWVARYING_VERTEX_NORMAL_WS: - result = IsNormalized(input.tangentToWorld[2].xyz) ? input.tangentToWorld[2].xyz * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); - break; - case DEBUGVIEWVARYING_VERTEX_COLOR: - result = input.color.rgb; needLinearToSRGB = true; - break; - case DEBUGVIEWVARYING_VERTEX_COLOR_ALPHA: - result = input.color.aaa; - break; - } -} diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl new file mode 100644 index 00000000000..f50de690228 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl @@ -0,0 +1,4 @@ +struct FragInputsVFX +{ + $splice(FragInputsVFX) +}; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl.meta new file mode 100644 index 00000000000..690acaf5a5f --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: fc942f1badc549ad8dbe28a14ee2f9f3 +timeCreated: 1617382059 \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 287044ac6f7..35fb4f475cb 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -90,7 +90,6 @@ out var vertexPropertiesAssignDescriptor { AttributesMeshVFX, // TODO: Could probably re-use the original HD Attributes Mesh and just ensure Instancing enabled. AppendVFXInterpolator(HDStructs.VaryingsMeshToPS, context, data), - GenerateFragInputs(context, data), Structs.SurfaceDescriptionInputs, Structs.VertexDescriptionInputs, attributesStruct, @@ -118,7 +117,8 @@ out var vertexPropertiesAssignDescriptor loadCropFactorAttributesDescriptor, loadTexcoordAttributesDescriptor, vertexPropertiesGenerationDescriptor, - vertexPropertiesAssignDescriptor + vertexPropertiesAssignDescriptor, + GenerateFragInputs(context, data) }; vfxPasses.Add(passDescriptor, passes[i].fieldConditions); @@ -155,62 +155,6 @@ out var vertexPropertiesAssignDescriptor } }; - // TODO: Perhaps keep HDRP FragInputs alone and instead pack all VFX interpolators into a substruct (or see if we can just use SG CustomInterpolator). - static StructDescriptor GenerateFragInputs(VFXContext context, VFXContextCompiledData contextData) - { - var fields = new List(); - - // Default - // Note: These are all already defined in HDStructFields, but marked as "Optional". - // For now just be explicit here that we NEED everything to define the struct. - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "positionSS", "", ShaderValueType.Float4)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "positionRWS", "", ShaderValueType.Float3)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "tangentToWorld", "", ShaderValueType.Matrix3)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "texCoord0", "", ShaderValueType.Float4)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "texCoord1", "", ShaderValueType.Float4)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "texCoord2", "", ShaderValueType.Float4)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "texCoord3", "", ShaderValueType.Float4)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "color", "", ShaderValueType.Float4)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "primitiveID", "", ShaderValueType.Uint)); - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "isFrontFace", "", ShaderValueType.Boolean)); - - // VFX Object Space - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "worldToElement", "", ShaderValueType.Matrix4)); - - // Custom Interpolator - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, "customInterpolators", "", "CustomInterpolators", preprocessor: "USE_CUSTOMINTERP_SUBSTRUCT")); - - // VFX Material Properties - // TODO: This can be merged with AppendVFXInterpolater. Lots of duplicated code just to query simple info. - 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 (!kVFXShaderValueTypeyMap.TryGetValue(type, out var shaderValueType)) - continue; - - fields.Add(new FieldDescriptor(HDStructFields.FragInputs.name, filteredNamedExpression.name, "", shaderValueType)); - } - } - - var fragInputs = new StructDescriptor - { - name = HDStructFields.FragInputs.name, - fields = fields.ToArray() - }; - - return fragInputs; - } - // 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. @@ -236,7 +180,7 @@ static StructDescriptor AppendVFXInterpolator(StructDescriptor interpolator, VFX { var type = VFXExpression.TypeToType(filteredNamedExpression.exp.valueType); - if (!kVFXShaderValueTypeyMap.TryGetValue(type, out var shaderValueType)) + if (!kVFXShaderValueTypeMap.TryGetValue(type, out var shaderValueType)) continue; // TODO: NoInterpolation only for non-strips. @@ -359,6 +303,34 @@ static void GenerateVFXAdditionalCommands(VFXContext context, VFXContextCompiled 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; @@ -404,7 +376,7 @@ static StructDescriptor GenerateVFXAttributesStruct(VFXContext context, VFXAttri { typeof(bool), typeof(BooleanShaderProperty) }, }; - static readonly Dictionary kVFXShaderValueTypeyMap = new Dictionary + static readonly Dictionary kVFXShaderValueTypeMap = new Dictionary { { typeof(float), ShaderValueType.Float }, { typeof(Vector2), ShaderValueType.Float2 }, @@ -420,7 +392,7 @@ static FieldDescriptor VFXAttributeToFieldDescriptor(VFXAttribute attribute) { var type = VFXExpression.TypeToType(attribute.type); - if (!kVFXShaderValueTypeyMap.TryGetValue(type, out var shaderValueType)) + 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/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.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index 94285525eb8..d1232972fa5 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -509,7 +509,7 @@ internal static void BuildFragInputsGeneration(VFXContext context, VFXContextCom 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.{filteredNamedExpression.name}", $"{(isInterpolant ? "input." : string.Empty)}{filteredNamedExpression.name}"); + fragInputsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, $"output.vfx.{filteredNamedExpression.name}", $"{(isInterpolant ? "input." : string.Empty)}{filteredNamedExpression.name}"); fragInputsGeneration.WriteLine(); } @@ -528,7 +528,7 @@ internal static void BuildPixelPropertiesAssign(VFXContext context, VFXContextCo foreach (string fragmentParameter in context.fragmentParameters) { var filteredNamedExpression = mainParameters.FirstOrDefault(o => fragmentParameter == o.name); - fragInputsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, $"properties.{filteredNamedExpression.name}", $"fragInputs.{filteredNamedExpression.name}"); + fragInputsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, $"properties.{filteredNamedExpression.name}", $"fragInputs.vfx.{filteredNamedExpression.name}"); fragInputsGeneration.WriteLine(); } From bdded158a0f42a3e309e92c7331a7a0950650c7a Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 2 Apr 2021 13:41:53 -0400 Subject: [PATCH 164/186] Fix generic struct name for strips --- .../Material/ShaderGraph/Templates/VFX/Config.template.hlsl | 6 ++++++ 1 file changed, 6 insertions(+) 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 index 1e8ed564dc5..f9fcf641c1e 100644 --- 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 @@ -5,6 +5,12 @@ $splice(VFXDefines) // 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 From b6d93cbbfdc3db28c0cd4b334cea8db6d4f74048 Mon Sep 17 00:00:00 2001 From: "noreply@unity3d.com" Date: Wed, 7 Apr 2021 03:09:17 +0000 Subject: [PATCH 165/186] [CI] Updated pinned editor versions --- .../_latest_editor_versions_trunk.metafile | 52 +++++++++---------- 1 file changed, 26 insertions(+), 26 deletions(-) diff --git a/.yamato/_latest_editor_versions_trunk.metafile b/.yamato/_latest_editor_versions_trunk.metafile index 063cf235347..decd2c7d438 100644 --- a/.yamato/_latest_editor_versions_trunk.metafile +++ b/.yamato/_latest_editor_versions_trunk.metafile @@ -5,12 +5,12 @@ editor_version_names: editor_versions: trunk_latest_internal: Android: - revision: 89526c83ded8ef11ada0c2368386b277d8879ea0 - updated_at: '2021-04-02 23:40:31.191500' + revision: f9d3f6bccaa2c03ee864d3b340c31814e05485e1 + updated_at: '2021-04-06 23:12:43.444688' version: '' Linux: - revision: 89526c83ded8ef11ada0c2368386b277d8879ea0 - updated_at: '2021-04-03 23:40:19.578005' + revision: f9d3f6bccaa2c03ee864d3b340c31814e05485e1 + updated_at: '2021-04-06 23:12:43.444688' version: '' OSX: revision: 89526c83ded8ef11ada0c2368386b277d8879ea0 @@ -21,48 +21,48 @@ editor_versions: updated_at: '2021-04-02 23:40:31.191500' version: '' iPhone: - revision: 89526c83ded8ef11ada0c2368386b277d8879ea0 - updated_at: '2021-04-02 23:40:31.191500' + revision: f9d3f6bccaa2c03ee864d3b340c31814e05485e1 + updated_at: '2021-04-06 23:12:43.444688' version: '' trunk_latest_public: Android: - revision: 89526c83ded8ef11ada0c2368386b277d8879ea0 - updated_at: '2021-04-02 23:40:31.191500' + revision: f9d3f6bccaa2c03ee864d3b340c31814e05485e1 + updated_at: '2021-04-06 23:12:43.444688' version: '' Linux: - revision: 89526c83ded8ef11ada0c2368386b277d8879ea0 - updated_at: '2021-04-02 23:40:31.191500' + revision: f9d3f6bccaa2c03ee864d3b340c31814e05485e1 + updated_at: '2021-04-06 23:12:43.444688' version: '' OSX: - revision: 89526c83ded8ef11ada0c2368386b277d8879ea0 - updated_at: '2021-04-02 23:40:31.191500' + revision: f9d3f6bccaa2c03ee864d3b340c31814e05485e1 + updated_at: '2021-04-06 23:12:43.444688' version: '' Win: - revision: 89526c83ded8ef11ada0c2368386b277d8879ea0 - updated_at: '2021-04-02 23:40:31.191500' + revision: f9d3f6bccaa2c03ee864d3b340c31814e05485e1 + updated_at: '2021-04-06 23:12:43.444688' version: '' iPhone: - revision: 89526c83ded8ef11ada0c2368386b277d8879ea0 - updated_at: '2021-04-02 23:40:31.191500' + revision: f9d3f6bccaa2c03ee864d3b340c31814e05485e1 + updated_at: '2021-04-06 23:12:43.444688' version: '' trunk_staging: Android: - revision: 89526c83ded8ef11ada0c2368386b277d8879ea0 - updated_at: '2021-04-02 23:40:31.191500' + revision: f9d3f6bccaa2c03ee864d3b340c31814e05485e1 + updated_at: '2021-04-06 23:12:43.444688' version: '' Linux: - revision: 89526c83ded8ef11ada0c2368386b277d8879ea0 - updated_at: '2021-04-02 23:40:31.191500' + revision: f9d3f6bccaa2c03ee864d3b340c31814e05485e1 + updated_at: '2021-04-06 23:12:43.444688' version: '' OSX: - revision: 89526c83ded8ef11ada0c2368386b277d8879ea0 - updated_at: '2021-04-02 23:40:31.191500' + revision: f9d3f6bccaa2c03ee864d3b340c31814e05485e1 + updated_at: '2021-04-06 23:12:43.444688' version: '' Win: - revision: 89526c83ded8ef11ada0c2368386b277d8879ea0 - updated_at: '2021-04-02 23:40:31.191500' + revision: f9d3f6bccaa2c03ee864d3b340c31814e05485e1 + updated_at: '2021-04-06 23:12:43.444688' version: '' iPhone: - revision: 89526c83ded8ef11ada0c2368386b277d8879ea0 - updated_at: '2021-04-02 23:40:31.191500' + revision: f9d3f6bccaa2c03ee864d3b340c31814e05485e1 + updated_at: '2021-04-06 23:12:43.444688' version: '' From a6765719bb1cfc508b1d02aeb075e952cd3d2fc7 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 8 Apr 2021 11:51:49 -0400 Subject: [PATCH 166/186] Remove frag inputs vfx template --- .../Material/ShaderGraph/Templates/ShaderPass.template | 10 ++++++++-- .../Templates/VFX/FragInputsDeclaration.template.hlsl | 4 ---- .../VFX/FragInputsDeclaration.template.hlsl.meta | 4 ++-- 3 files changed, 10 insertions(+), 8 deletions(-) delete mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl 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 2f8d362bf79..89ff9267fd4 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 @@ -29,9 +29,15 @@ Pass // allowing for FragInputs to capture CI's intended for ShaderGraph's SDI. $splice(CustomInterpolatorPreInclude) - // TODO: Merge FragInputsVFX with CustomInterpolators. $features.graphVFX: #define HAVE_VFX_MODIFICATION - $features.graphVFX: $include("VFX/FragInputsDeclaration.template.hlsl") + + // 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" diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl deleted file mode 100644 index f50de690228..00000000000 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl +++ /dev/null @@ -1,4 +0,0 @@ -struct FragInputsVFX -{ - $splice(FragInputsVFX) -}; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl.meta index 690acaf5a5f..43d6e5d4007 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl.meta +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl.meta @@ -1,3 +1,3 @@ fileFormatVersion: 2 -guid: fc942f1badc549ad8dbe28a14ee2f9f3 -timeCreated: 1617382059 \ No newline at end of file +guid: 7a9e70d6efcf4424bcda3c8107ed0ffa +timeCreated: 1617897082 \ No newline at end of file From 161915fab0255e63df08fe00c08f341ff2a29b81 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 8 Apr 2021 12:27:29 -0400 Subject: [PATCH 167/186] Fix the stubborn matrix define compiler bug --- .../Templates/VFX/Config.template.hlsl | 28 +++++++++++-------- .../FragInputsDeclaration.template.hlsl.meta | 3 -- 2 files changed, 16 insertions(+), 15 deletions(-) delete mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl.meta 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 index f9fcf641c1e..adfa13134b7 100644 --- 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 @@ -202,8 +202,12 @@ void BuildElementToWorld(VaryingsMeshType input) 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 - UNITY_MATRIX_M = GetElementToVFXMatrix( + elementToWorld = GetElementToVFXMatrix( element.attributes.axisX, element.attributes.axisY, element.attributes.axisZ, @@ -213,13 +217,13 @@ void SetupVFXMatrices(AttributesElement element, inout VaryingsMeshType output) element.attributes.position); #if VFX_LOCAL_SPACE - UNITY_MATRIX_M = mul(ApplyCameraTranslationToMatrix(GetRawUnityObjectToWorld()), UNITY_MATRIX_M); + elementToWorld = mul(ApplyCameraTranslationToMatrix(GetRawUnityObjectToWorld()), elementToWorld); #else - UNITY_MATRIX_M = ApplyCameraTranslationToMatrix(UNITY_MATRIX_M); + elementToWorld = ApplyCameraTranslationToMatrix(elementToWorld); #endif // World -> Element - UNITY_MATRIX_I_M = GetVFXToElementMatrix( + worldToElement = GetVFXToElementMatrix( element.attributes.axisX, element.attributes.axisY, element.attributes.axisZ, @@ -230,22 +234,22 @@ void SetupVFXMatrices(AttributesElement element, inout VaryingsMeshType output) ); #if VFX_LOCAL_SPACE - UNITY_MATRIX_I_M = mul(UNITY_MATRIX_I_M, ApplyCameraTranslationToInverseMatrix(GetRawUnityWorldToObject())); + worldToElement = mul(worldToElement, ApplyCameraTranslationToInverseMatrix(GetRawUnityWorldToObject())); #else - UNITY_MATRIX_I_M = ApplyCameraTranslationToInverseMatrix(UNITY_MATRIX_I_M); + worldToElement = ApplyCameraTranslationToInverseMatrix(worldToElement); #endif // Pack matrices into interpolator if requested by any node. #ifdef VARYINGS_NEED_ELEMENT_TO_WORLD - output.elementToWorld0 = UNITY_MATRIX_M[0]; - output.elementToWorld1 = UNITY_MATRIX_M[1]; - output.elementToWorld2 = UNITY_MATRIX_M[2]; + output.elementToWorld0 = elementToWorld[0]; + output.elementToWorld1 = elementToWorld[1]; + output.elementToWorld2 = elementToWorld[2]; #endif #ifdef VARYINGS_NEED_WORLD_TO_ELEMENT - output.worldToElement0 = UNITY_MATRIX_I_M[0]; - output.worldToElement1 = UNITY_MATRIX_I_M[1]; - output.worldToElement2 = UNITY_MATRIX_I_M[2]; + output.worldToElement0 = worldToElement[0]; + output.worldToElement1 = worldToElement[1]; + output.worldToElement2 = worldToElement[2]; #endif } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl.meta deleted file mode 100644 index 43d6e5d4007..00000000000 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/FragInputsDeclaration.template.hlsl.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: 7a9e70d6efcf4424bcda3c8107ed0ffa -timeCreated: 1617897082 \ No newline at end of file From c68e99e88e43dbd70b68c274c640230c2436adca Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 20 Apr 2021 12:55:03 -0400 Subject: [PATCH 168/186] Fix various DX12 + Vulkan issue for null geometry input (draw procedural) --- .../ShaderGraph/Templates/ShaderPass.template | 7 ++++ .../Templates/VFX/Config.template.hlsl | 18 ++++---- .../VFX/ConfigPlanarPrimitive.template.hlsl | 2 + .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 33 ++++++++++++++- .../ShaderLibrary/VisualEffectVertex.hlsl | 42 +++++++++++++++++++ .../VisualEffectVertex.hlsl.meta | 7 ++++ 6 files changed, 100 insertions(+), 9 deletions(-) create mode 100644 com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl create mode 100644 com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl.meta 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 89ff9267fd4..c775dea8d73 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 @@ -330,5 +330,12 @@ 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/VFX/Config.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/VFX/Config.template.hlsl index adfa13134b7..4d8ff82375f 100644 --- 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 @@ -2,6 +2,8 @@ $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 @@ -183,20 +185,20 @@ bool GetInterpolatorAndElementData(inout VaryingsMeshType output, inout Attribut void BuildWorldToElement(VaryingsMeshType input) { #ifdef VARYINGS_NEED_WORLD_TO_ELEMENT - UNITY_MATRIX_I_M[0] = input.worldToElement0; - UNITY_MATRIX_I_M[1] = input.worldToElement1; - UNITY_MATRIX_I_M[2] = input.worldToElement2; - UNITY_MATRIX_I_M[3] = float4(0,0,0,1); + 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 - UNITY_MATRIX_M[0] = input.elementToWorld0; - UNITY_MATRIX_M[1] = input.elementToWorld1; - UNITY_MATRIX_M[2] = input.elementToWorld2; - UNITY_MATRIX_M[3] = float4(0,0,0,1); + elementToWorld[0] = input.elementToWorld0; + elementToWorld[1] = input.elementToWorld1; + elementToWorld[2] = input.elementToWorld2; + elementToWorld[3] = float4(0,0,0,1); #endif } 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 index 87b6502f37b..3ef48030788 100644 --- 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 @@ -6,6 +6,8 @@ #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; diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 35fb4f475cb..4ee4b24a6fa 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -6,6 +6,7 @@ using UnityEditor.ShaderGraph; using UnityEditor.ShaderGraph.Internal; using UnityEditor.VFX; +using UnityEngine.Rendering; namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { @@ -98,7 +99,7 @@ out var vertexPropertiesAssignDescriptor passDescriptor.pragmas = new PragmaCollection { - passDescriptor.pragmas, + ModifyVertexEntry(passDescriptor.pragmas), Pragma.MultiCompileInstancing }; @@ -129,6 +130,36 @@ out var vertexPropertiesAssignDescriptor return subShaderDescriptor; } + private static readonly GraphicsDeviceType[] s_RequiresModifiedVertexEntry = new GraphicsDeviceType[] + { + GraphicsDeviceType.Direct3D12, + GraphicsDeviceType.Vulkan + }; + + static PragmaCollection ModifyVertexEntry(PragmaCollection pragmas) + { + // Only modify the entry for the required APIs. + var graphicsAPI = PlayerSettings.GetGraphicsAPIs(EditorUserBuildSettings.activeBuildTarget)[0]; + if (s_RequiresModifiedVertexEntry.All(o => o != graphicsAPI)) + return 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", 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..4fd7c959659 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl @@ -0,0 +1,42 @@ +// Wrapper vertex invocations for VFX. Necesarry to work around various null input geometry issues for vertex input layout on DX12 and Vulkan. +// These entrypoints will only be called in the case of DX12/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: From 1395d4df902d307819b0653b0d9906390b9fca16 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 20 Apr 2021 13:35:33 -0400 Subject: [PATCH 169/186] Fix Vulkan related interpolator issue --- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 4ee4b24a6fa..61cde6322a0 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -215,7 +215,7 @@ static StructDescriptor AppendVFXInterpolator(StructDescriptor interpolator, VFX continue; // TODO: NoInterpolation only for non-strips. - fields.Add(new FieldDescriptor(HDStructFields.VaryingsMeshToPS.name, filteredNamedExpression.name, "", shaderValueType, $"NORMAL{normalSemanticIndex++}", "", StructFieldOptions.Static, "nointerpolation")); + fields.Add(new FieldDescriptor(HDStructFields.VaryingsMeshToPS.name, filteredNamedExpression.name, "", shaderValueType, subscriptOptions: StructFieldOptions.Static, interpolation: "nointerpolation")); } } From 63f72789143313fc28029b9a97c754c86d1967a2 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 20 Apr 2021 14:16:51 -0400 Subject: [PATCH 170/186] Fix interpolator for boolean type --- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index 61cde6322a0..84694ce9d67 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -416,7 +416,7 @@ static StructDescriptor GenerateVFXAttributesStruct(VFXContext context, VFXAttri { typeof(int), ShaderValueType.Integer }, { typeof(uint), ShaderValueType.Uint }, { typeof(Matrix4x4), ShaderValueType.Matrix4 }, - { typeof(bool), ShaderValueType.Boolean }, + { 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) From 69ba752249d6a9e454b73080b5cafe6cc58e2769 Mon Sep 17 00:00:00 2001 From: Esmeralda Salamone Date: Tue, 20 Apr 2021 11:26:50 -0700 Subject: [PATCH 171/186] interpolation modifiers without a semantic now generate one to avoid packing issues --- .../Editor/Extensions/FieldExtensions.cs | 5 +++++ .../Editor/Generation/Processors/GenerationUtils.cs | 10 +++++++++- 2 files changed, 14 insertions(+), 1 deletion(-) diff --git a/com.unity.shadergraph/Editor/Extensions/FieldExtensions.cs b/com.unity.shadergraph/Editor/Extensions/FieldExtensions.cs index 2277b12353d..d27d25b5fb2 100644 --- a/com.unity.shadergraph/Editor/Extensions/FieldExtensions.cs +++ b/com.unity.shadergraph/Editor/Extensions/FieldExtensions.cs @@ -14,6 +14,11 @@ public static bool HasSemantic(this FieldDescriptor descriptor) return (descriptor.semantic?.Length > 0); } + public static bool HasInterpolationModifier(this FieldDescriptor descriptor) + { + return !string.IsNullOrEmpty(descriptor.interpolation); + } + public static bool HasFlag(this FieldDescriptor descriptor, StructFieldOptions options) { return (descriptor.subscriptOptions & options) == options; diff --git a/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs index 192f00c7f91..3fa0cb2163a 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs @@ -123,7 +123,7 @@ internal static void GeneratePackedStruct(StructDescriptor shaderStruct, ActiveF List packedSubscripts = new List(); List postUnpackedSubscripts = new List(); List packedCounts = new List(); - + int fillerSemanticCount = 0; foreach (FieldDescriptor subscript in shaderStruct.fields) { var fieldIsActive = false; @@ -148,8 +148,16 @@ internal static void GeneratePackedStruct(StructDescriptor shaderStruct, ActiveF // otherwise the vertex output struct will have different semantic ordering than the fragment input struct. if (subscript.HasPreprocessor() && subscript.preprocessor.Contains("SHADER_STAGE_FRAGMENT")) postUnpackedSubscripts.Add(subscript); + // don't pack nonvectors or those that have specific semantics already. else if (subscript.HasSemantic() || subscript.vectorCount == 0) packedSubscripts.Add(subscript); + else if (subscript.HasInterpolationModifier()) + { + // interpolation modifiers shouldn't be packed, but they are also not required to have a semantic, so we will have to fill one in. + var copyWithSemantic = new FieldDescriptor(subscript.tag, subscript.name, subscript.define, $"AUTOFILL{fillerSemanticCount++}", + subscript.type, preprocessor : subscript.preprocessor, subscriptOptions : subscript.subscriptOptions, interpolation : subscript.interpolation); + packedSubscripts.Add(copyWithSemantic); + } else { // pack float field From 8034ae7d6add11eb4f3291143780b6e2ebfba062 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 20 Apr 2021 14:32:32 -0400 Subject: [PATCH 172/186] Fix the graphics test --- .../34_ShaderGraphGeneration.vfx | 3068 +++++++++-------- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 2 - 2 files changed, 1537 insertions(+), 1533 deletions(-) diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/34_ShaderGraphGeneration.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/34_ShaderGraphGeneration.vfx index a6a06419e36..f7a058bae8b 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/34_ShaderGraphGeneration.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/34_ShaderGraphGeneration.vfx @@ -1079,9 +1079,9 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 8926484042661614675} - - {fileID: 8926484042661614955} - - {fileID: 8926484042661614961} + - {fileID: 8926484042661614998} + - {fileID: 8926484042661615003} + - {fileID: 8926484042661615004} m_OutputSlots: [] m_Label: m_Data: {fileID: 8926484042661614568} @@ -1095,6 +1095,7 @@ MonoBehaviour: useAlphaClipping: 0 generateMotionVector: 0 excludeFromTAA: 0 + materialOffset: 0 m_SubOutputs: - 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int normalSemanticIndex = 0; - // 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) From 766242b4f9f0385adf7d309706678b4657e1d6eb Mon Sep 17 00:00:00 2001 From: Esmeralda Salamone Date: Tue, 20 Apr 2021 13:47:59 -0700 Subject: [PATCH 173/186] accidentally mixed up some fields. --- .../Editor/Generation/Processors/GenerationUtils.cs | 12 ++++++++++-- 1 file changed, 10 insertions(+), 2 deletions(-) diff --git a/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs index 3fa0cb2163a..a02bf2edfda 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs @@ -154,8 +154,16 @@ internal static void GeneratePackedStruct(StructDescriptor shaderStruct, ActiveF else if (subscript.HasInterpolationModifier()) { // interpolation modifiers shouldn't be packed, but they are also not required to have a semantic, so we will have to fill one in. - var copyWithSemantic = new FieldDescriptor(subscript.tag, subscript.name, subscript.define, $"AUTOFILL{fillerSemanticCount++}", - subscript.type, preprocessor : subscript.preprocessor, subscriptOptions : subscript.subscriptOptions, interpolation : subscript.interpolation); + var copyWithSemantic = new FieldDescriptor( + tag :subscript.tag, + name : subscript.name, + define : subscript.define, + type : subscript.type, + semantic : $"AUTOFILL{fillerSemanticCount++}", + preprocessor : subscript.preprocessor, + subscriptOptions : subscript.subscriptOptions, + interpolation : subscript.interpolation); + packedSubscripts.Add(copyWithSemantic); } else From 8bdb1521bd82ddbd89211a268bc4b0751493ade6 Mon Sep 17 00:00:00 2001 From: Esmeralda Salamone Date: Tue, 20 Apr 2021 13:56:33 -0700 Subject: [PATCH 174/186] interpolation function wasn't updated correctly. --- .../Editor/Generation/Processors/GenerationUtils.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs index a02bf2edfda..733eae5bf6a 100644 --- a/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs +++ b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs @@ -228,7 +228,7 @@ internal static void GenerateInterpolatorFunctions(StructDescriptor shaderStruct packBuilder.AppendLine($"#if {subscript.preprocessor}"); unpackBuilder.AppendLine($"#if {subscript.preprocessor}"); } - if (subscript.HasSemantic() || vectorCount == 0) + if (subscript.HasSemantic() || vectorCount == 0 || subscript.HasInterpolationModifier()) { packBuilder.AppendLine($"output.{subscript.name} = input.{subscript.name};"); unpackBuilder.AppendLine($"output.{subscript.name} = input.{subscript.name};"); From 78dc9f1cffe3c89ce89224bd06ca9a86e1b7b111 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Wed, 21 Apr 2021 14:49:52 -0400 Subject: [PATCH 175/186] Temporary: Statically define particle matrices until shader graph hotfix for optional fields with interpolation modifiers --- .../Editor/Material/ShaderGraph/HDStructFields.cs | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) 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 b31adb67495..1c85d23e900 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 @@ -57,13 +57,13 @@ public struct VaryingsMeshToPS // 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 worldToElement0 = new FieldDescriptor(VaryingsMeshToPS.name, "worldToElement0", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Static, interpolation: "nointerpolation"); + public static FieldDescriptor worldToElement1 = new FieldDescriptor(VaryingsMeshToPS.name, "worldToElement1", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Static, interpolation: "nointerpolation"); + public static FieldDescriptor worldToElement2 = new FieldDescriptor(VaryingsMeshToPS.name, "worldToElement2", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Static, 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 static FieldDescriptor elementToWorld0 = new FieldDescriptor(VaryingsMeshToPS.name, "elementToWorld0", "VARYINGS_NEED_ELEMENT_TO_WORLD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Static, interpolation: "nointerpolation"); + public static FieldDescriptor elementToWorld1 = new FieldDescriptor(VaryingsMeshToPS.name, "elementToWorld1", "VARYINGS_NEED_ELEMENT_TO_WORLD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Static, interpolation: "nointerpolation"); + public static FieldDescriptor elementToWorld2 = new FieldDescriptor(VaryingsMeshToPS.name, "elementToWorld2", "VARYINGS_NEED_ELEMENT_TO_WORLD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Static, interpolation: "nointerpolation"); } public struct VaryingsMeshToDS From 2fa130e273372447885d5878cb9268e727a1c4cb Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 22 Apr 2021 11:32:35 -0400 Subject: [PATCH 176/186] Update test scene and reference images --- .../34_ShaderGraphGeneration.unity | 47 ++++++++++--------- .../Vulkan/None/34_ShaderGraphGeneration.png | 4 +- .../Vulkan/None/34_ShaderGraphGeneration.png | 4 +- .../Metal/None/34_ShaderGraphGeneration.png | 4 +- .../None/34_ShaderGraphGeneration.png | 4 +- .../None/34_ShaderGraphGeneration.png | 4 +- .../None/34_ShaderGraphGeneration.png.meta | 8 ++-- .../Vulkan/None/34_ShaderGraphGeneration.png | 4 +- .../None/34_ShaderGraphGeneration.png.meta | 8 ++-- .../None/34_ShaderGraphGeneration.png | 4 +- .../None/34_ShaderGraphGeneration.png | 4 +- .../Vulkan/None/34_ShaderGraphGeneration.png | 4 +- 12 files changed, 52 insertions(+), 47 deletions(-) diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/34_ShaderGraphGeneration.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/34_ShaderGraphGeneration.unity index cbd8e17426a..13b4f04cb10 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/34_ShaderGraphGeneration.unity +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/34_ShaderGraphGeneration.unity @@ -133,7 +133,7 @@ GameObject: serializedVersion: 6 m_Component: - component: {fileID: 1025858126} - - component: {fileID: 1025858125} + - component: {fileID: 1025858127} m_Layer: 0 m_Name: _VFX_Test_Settings m_TagString: Untagged @@ -141,7 +141,22 @@ GameObject: m_NavMeshLayer: 0 m_StaticEditorFlags: 0 m_IsActive: 1 ---- !u!114 &1025858125 +--- !u!4 &1025858126 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1025858124} + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 0, y: 0, z: 0} + m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 + m_Children: [] + m_Father: {fileID: 0} + m_RootOrder: 3 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!114 &1025858127 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -154,12 +169,12 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: ImageComparisonSettings: - TargetWidth: 1280 - TargetHeight: 720 + TargetWidth: 512 + TargetHeight: 512 PerPixelCorrectnessThreshold: 0 PerPixelGammaThreshold: 0.003921569 PerPixelAlphaThreshold: 0.003921569 - AverageCorrectnessThreshold: 0.0007 + AverageCorrectnessThreshold: 0.001 IncorrectPixelsThreshold: 0.0000038146973 UseHDR: 0 UseBackBuffer: 0 @@ -169,20 +184,6 @@ MonoBehaviour: captureFrameRate: 20 simulateTime: 5.95 xrCompatible: 1 ---- !u!4 &1025858126 -Transform: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 1025858124} - m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: 0, y: 0, z: 0} - m_LocalScale: {x: 1, y: 1, z: 1} - m_Children: [] - m_Father: {fileID: 0} - m_RootOrder: 3 - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &1138805523 GameObject: m_ObjectHideFlags: 1 @@ -225,6 +226,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 2 @@ -273,6 +275,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 5.5, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 1 @@ -382,6 +385,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 4 @@ -464,8 +468,9 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2059096375} m_LocalRotation: {x: 0, y: 0.9004707, z: -0.43491682, w: 0} - m_LocalPosition: {x: 0, y: 5.15, z: 4.519} + m_LocalPosition: {x: 0.93, y: 9.37, z: 7.87} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 0 @@ -489,7 +494,7 @@ MonoBehaviour: serializedVersion: 2 m_Bits: 1 volumeAnchorOverride: {fileID: 0} - antialiasing: 1 + antialiasing: 0 SMAAQuality: 2 dithering: 1 stopNaNs: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/34_ShaderGraphGeneration.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/34_ShaderGraphGeneration.png index 504c09c3c4a..29f4b98f58f 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/34_ShaderGraphGeneration.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/34_ShaderGraphGeneration.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f8db5e0c7186a1ffb6f1f54bedbe23d0687e61bd39076a9768cbf65bd3664e76 -size 525821 +oid sha256:f39c9661a77c3f7559e45fda72604561d448c59019c57f06c21ccfce4ea4ffdf +size 120111 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxPlayer/Vulkan/None/34_ShaderGraphGeneration.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxPlayer/Vulkan/None/34_ShaderGraphGeneration.png index 504c09c3c4a..29f4b98f58f 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxPlayer/Vulkan/None/34_ShaderGraphGeneration.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxPlayer/Vulkan/None/34_ShaderGraphGeneration.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f8db5e0c7186a1ffb6f1f54bedbe23d0687e61bd39076a9768cbf65bd3664e76 -size 525821 +oid sha256:f39c9661a77c3f7559e45fda72604561d448c59019c57f06c21ccfce4ea4ffdf +size 120111 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/34_ShaderGraphGeneration.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/34_ShaderGraphGeneration.png index 504c09c3c4a..29f4b98f58f 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/34_ShaderGraphGeneration.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/34_ShaderGraphGeneration.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f8db5e0c7186a1ffb6f1f54bedbe23d0687e61bd39076a9768cbf65bd3664e76 -size 525821 +oid sha256:f39c9661a77c3f7559e45fda72604561d448c59019c57f06c21ccfce4ea4ffdf +size 120111 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/34_ShaderGraphGeneration.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/34_ShaderGraphGeneration.png index 504c09c3c4a..29f4b98f58f 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/34_ShaderGraphGeneration.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/34_ShaderGraphGeneration.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f8db5e0c7186a1ffb6f1f54bedbe23d0687e61bd39076a9768cbf65bd3664e76 -size 525821 +oid sha256:f39c9661a77c3f7559e45fda72604561d448c59019c57f06c21ccfce4ea4ffdf +size 120111 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/34_ShaderGraphGeneration.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/34_ShaderGraphGeneration.png index 504c09c3c4a..29f4b98f58f 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/34_ShaderGraphGeneration.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/34_ShaderGraphGeneration.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f8db5e0c7186a1ffb6f1f54bedbe23d0687e61bd39076a9768cbf65bd3664e76 -size 525821 +oid sha256:f39c9661a77c3f7559e45fda72604561d448c59019c57f06c21ccfce4ea4ffdf +size 120111 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/34_ShaderGraphGeneration.png.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/34_ShaderGraphGeneration.png.meta index 208dafda4d3..26c61e91db2 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/34_ShaderGraphGeneration.png.meta +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/34_ShaderGraphGeneration.png.meta @@ -6,7 +6,7 @@ TextureImporter: serializedVersion: 11 mipmaps: mipMapMode: 0 - enableMipMap: 1 + enableMipMap: 0 sRGBTexture: 1 linearTexture: 0 fadeOut: 0 @@ -20,7 +20,7 @@ TextureImporter: externalNormalMap: 0 heightScale: 0.25 normalMapFilter: 0 - isReadable: 0 + isReadable: 1 streamingMipmaps: 0 streamingMipmapsPriority: 0 vTOnly: 0 @@ -38,7 +38,7 @@ TextureImporter: wrapU: 0 wrapV: 0 wrapW: 0 - nPOTScale: 1 + nPOTScale: 0 lightmap: 0 compressionQuality: 50 spriteMode: 0 @@ -68,7 +68,7 @@ TextureImporter: maxTextureSize: 2048 resizeAlgorithm: 0 textureFormat: -1 - textureCompression: 1 + textureCompression: 0 compressionQuality: 50 crunchedCompression: 0 allowsAlphaSplitting: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/34_ShaderGraphGeneration.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/34_ShaderGraphGeneration.png index 504c09c3c4a..29f4b98f58f 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/34_ShaderGraphGeneration.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/34_ShaderGraphGeneration.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f8db5e0c7186a1ffb6f1f54bedbe23d0687e61bd39076a9768cbf65bd3664e76 -size 525821 +oid sha256:f39c9661a77c3f7559e45fda72604561d448c59019c57f06c21ccfce4ea4ffdf +size 120111 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/34_ShaderGraphGeneration.png.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/34_ShaderGraphGeneration.png.meta index 592ba784e09..7b7d169cf36 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/34_ShaderGraphGeneration.png.meta +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/34_ShaderGraphGeneration.png.meta @@ -6,7 +6,7 @@ TextureImporter: serializedVersion: 11 mipmaps: mipMapMode: 0 - enableMipMap: 1 + enableMipMap: 0 sRGBTexture: 1 linearTexture: 0 fadeOut: 0 @@ -20,7 +20,7 @@ TextureImporter: externalNormalMap: 0 heightScale: 0.25 normalMapFilter: 0 - isReadable: 0 + isReadable: 1 streamingMipmaps: 0 streamingMipmapsPriority: 0 vTOnly: 0 @@ -38,7 +38,7 @@ TextureImporter: wrapU: 0 wrapV: 0 wrapW: 0 - nPOTScale: 1 + nPOTScale: 0 lightmap: 0 compressionQuality: 50 spriteMode: 0 @@ -68,7 +68,7 @@ TextureImporter: maxTextureSize: 2048 resizeAlgorithm: 0 textureFormat: -1 - textureCompression: 1 + textureCompression: 0 compressionQuality: 50 crunchedCompression: 0 allowsAlphaSplitting: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/34_ShaderGraphGeneration.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/34_ShaderGraphGeneration.png index 504c09c3c4a..29f4b98f58f 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/34_ShaderGraphGeneration.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/34_ShaderGraphGeneration.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f8db5e0c7186a1ffb6f1f54bedbe23d0687e61bd39076a9768cbf65bd3664e76 -size 525821 +oid sha256:f39c9661a77c3f7559e45fda72604561d448c59019c57f06c21ccfce4ea4ffdf +size 120111 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D12/None/34_ShaderGraphGeneration.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D12/None/34_ShaderGraphGeneration.png index 504c09c3c4a..29f4b98f58f 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D12/None/34_ShaderGraphGeneration.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D12/None/34_ShaderGraphGeneration.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f8db5e0c7186a1ffb6f1f54bedbe23d0687e61bd39076a9768cbf65bd3664e76 -size 525821 +oid sha256:f39c9661a77c3f7559e45fda72604561d448c59019c57f06c21ccfce4ea4ffdf +size 120111 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/34_ShaderGraphGeneration.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/34_ShaderGraphGeneration.png index 504c09c3c4a..29f4b98f58f 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/34_ShaderGraphGeneration.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/34_ShaderGraphGeneration.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f8db5e0c7186a1ffb6f1f54bedbe23d0687e61bd39076a9768cbf65bd3664e76 -size 525821 +oid sha256:f39c9661a77c3f7559e45fda72604561d448c59019c57f06c21ccfce4ea4ffdf +size 120111 From e555f927e59f676e91c2865070093d6ba08a5883 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 22 Apr 2021 12:02:59 -0400 Subject: [PATCH 177/186] Always modify the VFX vertex invocation (regardless of graphics API) --- .../Editor/VFXGraph/VFXHDRPSubTarget.cs | 11 ----------- .../Runtime/ShaderLibrary/VisualEffectVertex.hlsl | 1 - 2 files changed, 12 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs index f4058ca1044..45258974107 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubTarget.cs @@ -130,19 +130,8 @@ out var vertexPropertiesAssignDescriptor return subShaderDescriptor; } - private static readonly GraphicsDeviceType[] s_RequiresModifiedVertexEntry = new GraphicsDeviceType[] - { - GraphicsDeviceType.Direct3D12, - GraphicsDeviceType.Vulkan - }; - static PragmaCollection ModifyVertexEntry(PragmaCollection pragmas) { - // Only modify the entry for the required APIs. - var graphicsAPI = PlayerSettings.GetGraphicsAPIs(EditorUserBuildSettings.activeBuildTarget)[0]; - if (s_RequiresModifiedVertexEntry.All(o => o != graphicsAPI)) - return 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"; diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl index 4fd7c959659..910ebc491b5 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl @@ -1,5 +1,4 @@ // Wrapper vertex invocations for VFX. Necesarry to work around various null input geometry issues for vertex input layout on DX12 and Vulkan. -// These entrypoints will only be called in the case of DX12/Vulkan. #if NULL_GEOMETRY_INPUT #ifdef MOTION_VEC_VERTEX_COMMON_INCLUDED PackedVaryingsType VertVFX(uint vertexID : VERTEXID_SEMANTIC, uint instanceID : INSTANCEID_SEMANTIC) From 0cba3606a63a932f60b922f1f7a03e7d6e346a4f Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 22 Apr 2021 14:40:03 -0400 Subject: [PATCH 178/186] Revert the SG hotfix for now --- .../Material/ShaderGraph/HDStructFields.cs | 12 ++++++------ .../Editor/Extensions/FieldExtensions.cs | 5 ----- .../Generation/Processors/GenerationUtils.cs | 19 +------------------ 3 files changed, 7 insertions(+), 29 deletions(-) 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 1c85d23e900..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 @@ -57,13 +57,13 @@ public struct VaryingsMeshToPS // 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.Static, interpolation: "nointerpolation"); - public static FieldDescriptor worldToElement1 = new FieldDescriptor(VaryingsMeshToPS.name, "worldToElement1", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Static, interpolation: "nointerpolation"); - public static FieldDescriptor worldToElement2 = new FieldDescriptor(VaryingsMeshToPS.name, "worldToElement2", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Static, interpolation: "nointerpolation"); + 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.Static, interpolation: "nointerpolation"); - public static FieldDescriptor elementToWorld1 = new FieldDescriptor(VaryingsMeshToPS.name, "elementToWorld1", "VARYINGS_NEED_ELEMENT_TO_WORLD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Static, interpolation: "nointerpolation"); - public static FieldDescriptor elementToWorld2 = new FieldDescriptor(VaryingsMeshToPS.name, "elementToWorld2", "VARYINGS_NEED_ELEMENT_TO_WORLD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Static, 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 diff --git a/com.unity.shadergraph/Editor/Extensions/FieldExtensions.cs b/com.unity.shadergraph/Editor/Extensions/FieldExtensions.cs index d27d25b5fb2..2277b12353d 100644 --- a/com.unity.shadergraph/Editor/Extensions/FieldExtensions.cs +++ b/com.unity.shadergraph/Editor/Extensions/FieldExtensions.cs @@ -14,11 +14,6 @@ public static bool HasSemantic(this FieldDescriptor descriptor) return (descriptor.semantic?.Length > 0); } - public static bool HasInterpolationModifier(this FieldDescriptor descriptor) - { - return !string.IsNullOrEmpty(descriptor.interpolation); - } - public static bool HasFlag(this FieldDescriptor descriptor, StructFieldOptions options) { return (descriptor.subscriptOptions & options) == options; diff --git a/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs b/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs index 8d4b87ec6a5..8d578b77d1a 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(); - int fillerSemanticCount = 0; foreach (FieldDescriptor subscript in shaderStruct.fields) { var fieldIsActive = false; @@ -148,24 +147,8 @@ internal static void GeneratePackedStruct(StructDescriptor shaderStruct, ActiveF // otherwise the vertex output struct will have different semantic ordering than the fragment input struct. if (subscript.HasPreprocessor() && subscript.preprocessor.Contains("SHADER_STAGE_FRAGMENT")) postUnpackedSubscripts.Add(subscript); - // don't pack nonvectors or those that have specific semantics already. else if (subscript.HasSemantic() || subscript.vectorCount == 0) packedSubscripts.Add(subscript); - else if (subscript.HasInterpolationModifier()) - { - // interpolation modifiers shouldn't be packed, but they are also not required to have a semantic, so we will have to fill one in. - var copyWithSemantic = new FieldDescriptor( - tag: subscript.tag, - name: subscript.name, - define: subscript.define, - type: subscript.type, - semantic: $"AUTOFILL{fillerSemanticCount++}", - preprocessor: subscript.preprocessor, - subscriptOptions: subscript.subscriptOptions, - interpolation: subscript.interpolation); - - packedSubscripts.Add(copyWithSemantic); - } else { // pack float field @@ -228,7 +211,7 @@ internal static void GenerateInterpolatorFunctions(StructDescriptor shaderStruct packBuilder.AppendLine($"#if {subscript.preprocessor}"); unpackBuilder.AppendLine($"#if {subscript.preprocessor}"); } - if (subscript.HasSemantic() || vectorCount == 0 || subscript.HasInterpolationModifier()) + if (subscript.HasSemantic() || vectorCount == 0) { packBuilder.AppendLine($"output.{subscript.name} = input.{subscript.name};"); unpackBuilder.AppendLine($"output.{subscript.name} = input.{subscript.name};"); From b8644782a513f1fbc0193c07db5bfea090e086e6 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 23 Apr 2021 09:26:58 -0400 Subject: [PATCH 179/186] Material inspector unfolded by default --- .../Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 8e0fd3354cc..3f1d48322d8 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -48,7 +48,12 @@ class VFXShaderGraphParticleOutputEditor : VFXContextEditor void UpdateMaterialEditor() { var material = ((VFXShaderGraphParticleOutput)target).transientMaterial; - m_MaterialEditor = (MaterialEditor)CreateEditor(material); + + if (material != null) + { + m_MaterialEditor = (MaterialEditor)CreateEditor(material); + m_MaterialEditor.firstInspectedEditor = true; + } } public override void OnInspectorGUI() From 63615afbf9f68df1b39af9dbc760284b8cfeeae7 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 23 Apr 2021 11:04:22 -0400 Subject: [PATCH 180/186] Update graphics test images and settings --- .../VFXTests/GraphicsTests/34_ShaderGraphGeneration.unity | 7 ++++--- .../LinuxEditor/Vulkan/None/34_ShaderGraphGeneration.png | 4 ++-- .../LinuxPlayer/Vulkan/None/34_ShaderGraphGeneration.png | 4 ++-- .../OSXEditor/Metal/None/34_ShaderGraphGeneration.png | 4 ++-- .../Direct3D11/None/34_ShaderGraphGeneration.png | 4 ++-- .../Direct3D12/None/34_ShaderGraphGeneration.png | 4 ++-- .../WindowsEditor/Vulkan/None/34_ShaderGraphGeneration.png | 4 ++-- .../Direct3D11/None/34_ShaderGraphGeneration.png | 4 ++-- .../Direct3D12/None/34_ShaderGraphGeneration.png | 4 ++-- .../WindowsPlayer/Vulkan/None/34_ShaderGraphGeneration.png | 4 ++-- 10 files changed, 22 insertions(+), 21 deletions(-) diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/34_ShaderGraphGeneration.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/34_ShaderGraphGeneration.unity index 13b4f04cb10..91ffb8a3460 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/34_ShaderGraphGeneration.unity +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/34_ShaderGraphGeneration.unity @@ -181,8 +181,8 @@ MonoBehaviour: ImageResolution: 0 ActiveImageTests: 1 ActivePixelTests: 7 - captureFrameRate: 20 - simulateTime: 5.95 + captureFrameRate: 60 + simulateTime: 2.5 xrCompatible: 1 --- !u!1 &1138805523 GameObject: @@ -536,13 +536,14 @@ MonoBehaviour: sssQualityMode: 0 sssQualityLevel: 0 sssCustomSampleBudget: 20 + msaaMode: 9 materialQuality: 0 renderingPathCustomFrameSettingsOverrideMask: mask: data1: 0 data2: 0 defaultFrameSettings: 0 - m_Version: 7 + m_Version: 8 m_ObsoleteRenderingPath: 0 m_ObsoleteFrameSettings: overrides: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/34_ShaderGraphGeneration.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/34_ShaderGraphGeneration.png index 29f4b98f58f..a22f0c38fa0 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/34_ShaderGraphGeneration.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/34_ShaderGraphGeneration.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f39c9661a77c3f7559e45fda72604561d448c59019c57f06c21ccfce4ea4ffdf -size 120111 +oid sha256:c3b7114fd6d11924395e3f5cbfb453255055efa6c6599eb91e7326d70ef3c6f0 +size 111833 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxPlayer/Vulkan/None/34_ShaderGraphGeneration.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxPlayer/Vulkan/None/34_ShaderGraphGeneration.png index 29f4b98f58f..a22f0c38fa0 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxPlayer/Vulkan/None/34_ShaderGraphGeneration.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxPlayer/Vulkan/None/34_ShaderGraphGeneration.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f39c9661a77c3f7559e45fda72604561d448c59019c57f06c21ccfce4ea4ffdf -size 120111 +oid sha256:c3b7114fd6d11924395e3f5cbfb453255055efa6c6599eb91e7326d70ef3c6f0 +size 111833 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/34_ShaderGraphGeneration.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/34_ShaderGraphGeneration.png index 29f4b98f58f..a22f0c38fa0 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/34_ShaderGraphGeneration.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/34_ShaderGraphGeneration.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f39c9661a77c3f7559e45fda72604561d448c59019c57f06c21ccfce4ea4ffdf -size 120111 +oid sha256:c3b7114fd6d11924395e3f5cbfb453255055efa6c6599eb91e7326d70ef3c6f0 +size 111833 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/34_ShaderGraphGeneration.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/34_ShaderGraphGeneration.png index 29f4b98f58f..a22f0c38fa0 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/34_ShaderGraphGeneration.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/34_ShaderGraphGeneration.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f39c9661a77c3f7559e45fda72604561d448c59019c57f06c21ccfce4ea4ffdf -size 120111 +oid sha256:c3b7114fd6d11924395e3f5cbfb453255055efa6c6599eb91e7326d70ef3c6f0 +size 111833 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/34_ShaderGraphGeneration.png 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a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/34_ShaderGraphGeneration.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/34_ShaderGraphGeneration.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f39c9661a77c3f7559e45fda72604561d448c59019c57f06c21ccfce4ea4ffdf -size 120111 +oid sha256:c3b7114fd6d11924395e3f5cbfb453255055efa6c6599eb91e7326d70ef3c6f0 +size 111833 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/34_ShaderGraphGeneration.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/34_ShaderGraphGeneration.png index 29f4b98f58f..a22f0c38fa0 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/34_ShaderGraphGeneration.png +++ 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8a20d46ea1d26dee99c8292d0d16d43d83f7b5e3 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 23 Apr 2021 15:04:26 -0400 Subject: [PATCH 181/186] Add the FTP test for SG generation, with hopes that it will be more stable for Yamato --- .../35_ShaderGraphGenerationFTP.meta | 8 + .../35_ShaderGraphGenerationFTP.unity | 4505 ++++++++++++ .../35_ShaderGraphGenerationFTP.unity.meta | 7 + .../35_ShaderGraphGenerationFTP/Misc.meta | 8 + .../Misc/GlobalVFXProperty.cs | 17 + .../Misc/GlobalVFXProperty.cs.meta | 11 + .../Misc/HexagonalSphere.FBX | 3 + .../Misc/HexagonalSphere.FBX.meta | 103 + .../Misc/NormalTest_Albedo.png | 3 + .../Misc/NormalTest_Albedo.png.meta | 108 + .../Misc/NormalTest_Normal.png | 3 + .../Misc/NormalTest_Normal.png.meta | 108 + .../Misc/Volume.asset | 214 + .../Misc/Volume.asset.meta | 8 + .../35_ShaderGraphGenerationFTP/Shaders.meta | 8 + .../Shaders/Legacy_VFX_Lit.shadergraph | 2848 ++++++++ .../Shaders/Legacy_VFX_Lit.shadergraph.meta | 10 + .../Shaders/Legacy_VFX_Unlit.shadergraph | 2661 +++++++ .../Shaders/Legacy_VFX_Unlit.shadergraph.meta | 10 + .../Shaders/SG_AllProperties.shadergraph | 5736 +++++++++++++++ .../Shaders/SG_AllProperties.shadergraph.meta | 10 + .../SG_CustomInterpolators.shadergraph | 1845 +++++ .../SG_CustomInterpolators.shadergraph.meta | 10 + .../Shaders/SG_GlobalProperty.shadergraph | 614 ++ .../SG_GlobalProperty.shadergraph.meta | 10 + .../Shaders/SG_RotateAll.shadergraph | 4418 +++++++++++ .../Shaders/SG_RotateAll.shadergraph.meta | 10 + .../Shaders/SG_Sorting.shadergraph | 1490 ++++ .../Shaders/SG_Sorting.shadergraph.meta | 10 + .../SG_Space_AbsWorldAndView.shadergraph | 1183 +++ .../SG_Space_AbsWorldAndView.shadergraph.meta | 10 + .../Shaders/SG_Space_Object.shadergraph | 2348 ++++++ .../Shaders/SG_Space_Object.shadergraph.meta | 10 + .../Shaders/SG_Space_Tangent.shadergraph | 908 +++ .../Shaders/SG_Space_Tangent.shadergraph.meta | 10 + .../Shaders/SG_Strips.shadergraph | 4640 ++++++++++++ .../Shaders/SG_Strips.shadergraph.meta | 10 + .../35_ShaderGraphGenerationFTP/VFX.meta | 8 + .../VFX/VFX - All Properties.vfx | 1819 +++++ .../VFX/VFX - All Properties.vfx.meta | 7 + .../VFX/VFX - Custom Interpolator.vfx | 1687 +++++ .../VFX/VFX - Custom Interpolator.vfx.meta | 7 + .../VFX/VFX - CustomInterpolator.vfx | 1687 +++++ .../VFX/VFX - CustomInterpolator.vfx.meta | 7 + .../VFX/VFX - GlobalShaderProperty.vfx | 1112 +++ .../VFX/VFX - GlobalShaderProperty.vfx.meta | 7 + .../VFX/VFX - SortingTest.vfx | 2093 ++++++ .../VFX/VFX - SortingTest.vfx.meta | 7 + .../VFX/VFX - Space (Object).vfx | 4861 ++++++++++++ .../VFX/VFX - Space (Object).vfx.meta | 7 + .../VFX/VFX - Space (Tangent).vfx | 2532 +++++++ .../VFX/VFX - Space (Tangent).vfx.meta | 7 + .../VFX/VFX - Space (View).vfx | 1750 +++++ .../VFX/VFX - Space (View).vfx.meta | 7 + .../VFX/VFX - Space (World).vfx | 2723 +++++++ .../VFX/VFX - Space (World).vfx.meta | 7 + .../VFX/VFX - Strips.vfx | 2455 +++++++ .../VFX/VFX - Strips.vfx.meta | 7 + .../VFX/VFX - TestOpaque - Lit.vfx | 3538 +++++++++ .../VFX/VFX - TestOpaque - Lit.vfx.meta | 7 + .../VFX/VFX - TestOpaque.vfx | 3710 ++++++++++ .../VFX/VFX - TestOpaque.vfx.meta | 7 + .../VFX/VFX - TestTransparent - Lit.vfx | 3608 +++++++++ .../VFX/VFX - TestTransparent - Lit.vfx.meta | 7 + .../VFX/VFX - TestTransparent.vfx | 3576 +++++++++ .../VFX/VFX - TestTransparent.vfx.meta | 7 + .../VFX/VFX - VertexRotation.vfx | 6488 +++++++++++++++++ .../VFX/VFX - VertexRotation.vfx.meta | 7 + .../None/35_ShaderGraphGenerationFTP.png | 3 + .../None/35_ShaderGraphGenerationFTP.png.meta | 97 + .../None/35_ShaderGraphGenerationFTP.png | 3 + .../None/35_ShaderGraphGenerationFTP.png.meta | 97 + .../None/35_ShaderGraphGenerationFTP.png | 3 + .../None/35_ShaderGraphGenerationFTP.png.meta | 97 + .../None/35_ShaderGraphGenerationFTP.png | 3 + .../None/35_ShaderGraphGenerationFTP.png.meta | 97 + .../None/35_ShaderGraphGenerationFTP.png | 3 + .../None/35_ShaderGraphGenerationFTP.png.meta | 97 + .../None/35_ShaderGraphGenerationFTP.png | 3 + .../None/35_ShaderGraphGenerationFTP.png.meta | 97 + .../None/35_ShaderGraphGenerationFTP.png | 3 + .../None/35_ShaderGraphGenerationFTP.png.meta | 97 + .../None/35_ShaderGraphGenerationFTP.png | 3 + .../None/35_ShaderGraphGenerationFTP.png.meta | 97 + .../None/35_ShaderGraphGenerationFTP.png | 3 + .../None/35_ShaderGraphGenerationFTP.png.meta | 97 + .../ProjectSettings/EditorBuildSettings.asset | 4 +- 87 files changed, 78569 insertions(+), 2 deletions(-) create mode 100644 TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/35_ShaderGraphGenerationFTP.meta create mode 100644 TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/35_ShaderGraphGenerationFTP.unity create mode 100644 TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/35_ShaderGraphGenerationFTP.unity.meta create mode 100644 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spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + nameFileIdTable: {} + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/35_ShaderGraphGenerationFTP.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/35_ShaderGraphGenerationFTP.png new file mode 100644 index 00000000000..c8b4afcced6 --- /dev/null +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/35_ShaderGraphGenerationFTP.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0d7bd43e078c260ac9554c80db46901f3bf470df28aab9c75b7a796d936414be +size 127305 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/35_ShaderGraphGenerationFTP.png.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/35_ShaderGraphGenerationFTP.png.meta new file mode 100644 index 00000000000..7dcbed447fc --- /dev/null +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/35_ShaderGraphGenerationFTP.png.meta @@ -0,0 +1,97 @@ +fileFormatVersion: 2 +guid: 48c8310b50b779d44aec41458d840107 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 0 + wrapV: 0 + wrapW: 0 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + nameFileIdTable: {} + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset b/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset index b1ea468413d..4abc62fe104 100644 --- a/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset @@ -252,6 +252,6 @@ EditorBuildSettings: path: Assets/AllTests/VFXTests/GraphicsTests/33_LightProbe.unity guid: d3f8710940444f14c9f69cf044a9b0ef - enabled: 1 - path: Assets/AllTests/VFXTests/GraphicsTests/34_ShaderGraphGeneration.unity - guid: 68b24f8c7561c5b4185ea39f7364e3c6 + path: Assets/AllTests/VFXTests/GraphicsTests/35_ShaderGraphGenerationFTP.unity + guid: da06c943b1328a748a471abe815ea9f6 m_configObjects: {} From b3d13353efee9223fc677155a4739ff8162fa9f3 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Fri, 23 Apr 2021 15:37:24 -0400 Subject: [PATCH 183/186] update FTP test reference images --- .../35_ShaderGraphGenerationFTP.unity | 14 ++++++++++---- .../Vulkan/None/35_ShaderGraphGenerationFTP.png | 4 ++-- .../Vulkan/None/35_ShaderGraphGenerationFTP.png | 4 ++-- .../Metal/None/35_ShaderGraphGenerationFTP.png | 4 ++-- .../None/35_ShaderGraphGenerationFTP.png | 4 ++-- .../None/35_ShaderGraphGenerationFTP.png | 4 ++-- .../Vulkan/None/35_ShaderGraphGenerationFTP.png | 4 ++-- .../None/35_ShaderGraphGenerationFTP.png.meta | 16 ---------------- .../None/35_ShaderGraphGenerationFTP.png | 4 ++-- .../None/35_ShaderGraphGenerationFTP.png | 4 ++-- .../Vulkan/None/35_ShaderGraphGenerationFTP.png | 4 ++-- 11 files changed, 28 insertions(+), 38 deletions(-) diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/35_ShaderGraphGenerationFTP.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/35_ShaderGraphGenerationFTP.unity index bd28f95e4c1..b05922b6158 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/35_ShaderGraphGenerationFTP.unity +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/35_ShaderGraphGenerationFTP.unity @@ -688,7 +688,7 @@ VisualEffect: m_Overridden: 1 m_Bool: m_Array: - - m_Value: 1 + - m_Value: 0 m_Name: DoRotate m_Overridden: 1 --- !u!4 &281727114 @@ -1757,7 +1757,10 @@ VisualEffect: m_Name: Normal m_Overridden: 1 m_Bool: - m_Array: [] + m_Array: + - m_Value: 0 + m_Name: DoRotate + m_Overridden: 1 --- !u!4 &682661651 Transform: m_ObjectHideFlags: 0 @@ -2080,7 +2083,10 @@ VisualEffect: m_Name: Normal m_Overridden: 1 m_Bool: - m_Array: [] + m_Array: + - m_Value: 0 + m_Name: DoRotate + m_Overridden: 1 --- !u!4 &904616588 Transform: m_ObjectHideFlags: 0 @@ -3751,7 +3757,7 @@ VisualEffect: m_Overridden: 1 m_Bool: m_Array: - - m_Value: 1 + - m_Value: 0 m_Name: DoRotate m_Overridden: 1 --- !u!4 &1689535056 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/35_ShaderGraphGenerationFTP.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/35_ShaderGraphGenerationFTP.png index c8b4afcced6..20c00967307 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/35_ShaderGraphGenerationFTP.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/35_ShaderGraphGenerationFTP.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid 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a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/35_ShaderGraphGenerationFTP.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/35_ShaderGraphGenerationFTP.png index c8b4afcced6..20c00967307 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/35_ShaderGraphGenerationFTP.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/35_ShaderGraphGenerationFTP.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:0d7bd43e078c260ac9554c80db46901f3bf470df28aab9c75b7a796d936414be -size 127305 +oid sha256:afaca7cf00118ea3be2dfeb1a99b8b6e46506c3aa5d4e4d123ff2f69b0156d79 +size 124448 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/35_ShaderGraphGenerationFTP.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/35_ShaderGraphGenerationFTP.png index c8b4afcced6..20c00967307 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/35_ShaderGraphGenerationFTP.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/35_ShaderGraphGenerationFTP.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:0d7bd43e078c260ac9554c80db46901f3bf470df28aab9c75b7a796d936414be -size 127305 +oid sha256:afaca7cf00118ea3be2dfeb1a99b8b6e46506c3aa5d4e4d123ff2f69b0156d79 +size 124448 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/35_ShaderGraphGenerationFTP.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/35_ShaderGraphGenerationFTP.png index c8b4afcced6..20c00967307 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/35_ShaderGraphGenerationFTP.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/35_ShaderGraphGenerationFTP.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:0d7bd43e078c260ac9554c80db46901f3bf470df28aab9c75b7a796d936414be -size 127305 +oid sha256:afaca7cf00118ea3be2dfeb1a99b8b6e46506c3aa5d4e4d123ff2f69b0156d79 +size 124448 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/35_ShaderGraphGenerationFTP.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/35_ShaderGraphGenerationFTP.png index c8b4afcced6..20c00967307 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/35_ShaderGraphGenerationFTP.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/35_ShaderGraphGenerationFTP.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:0d7bd43e078c260ac9554c80db46901f3bf470df28aab9c75b7a796d936414be -size 127305 +oid sha256:afaca7cf00118ea3be2dfeb1a99b8b6e46506c3aa5d4e4d123ff2f69b0156d79 +size 124448 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/35_ShaderGraphGenerationFTP.png.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/35_ShaderGraphGenerationFTP.png.meta index 2bfeb8b777d..af00e450971 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/35_ShaderGraphGenerationFTP.png.meta +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/35_ShaderGraphGenerationFTP.png.meta @@ -6,11 +6,7 @@ TextureImporter: serializedVersion: 11 mipmaps: mipMapMode: 0 -<<<<<<< HEAD enableMipMap: 0 -======= - enableMipMap: 1 ->>>>>>> 8a20d46ea1d26dee99c8292d0d16d43d83f7b5e3 sRGBTexture: 1 linearTexture: 0 fadeOut: 0 @@ -24,11 +20,7 @@ TextureImporter: externalNormalMap: 0 heightScale: 0.25 normalMapFilter: 0 -<<<<<<< HEAD isReadable: 1 -======= - isReadable: 0 ->>>>>>> 8a20d46ea1d26dee99c8292d0d16d43d83f7b5e3 streamingMipmaps: 0 streamingMipmapsPriority: 0 vTOnly: 0 @@ -46,11 +38,7 @@ TextureImporter: wrapU: 0 wrapV: 0 wrapW: 0 -<<<<<<< HEAD nPOTScale: 0 -======= - nPOTScale: 1 ->>>>>>> 8a20d46ea1d26dee99c8292d0d16d43d83f7b5e3 lightmap: 0 compressionQuality: 50 spriteMode: 0 @@ -80,11 +68,7 @@ TextureImporter: maxTextureSize: 2048 resizeAlgorithm: 0 textureFormat: -1 -<<<<<<< HEAD textureCompression: 0 -======= - textureCompression: 1 ->>>>>>> 8a20d46ea1d26dee99c8292d0d16d43d83f7b5e3 compressionQuality: 50 crunchedCompression: 0 allowsAlphaSplitting: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/35_ShaderGraphGenerationFTP.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/35_ShaderGraphGenerationFTP.png index c8b4afcced6..20c00967307 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/35_ShaderGraphGenerationFTP.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/35_ShaderGraphGenerationFTP.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:0d7bd43e078c260ac9554c80db46901f3bf470df28aab9c75b7a796d936414be -size 127305 +oid sha256:afaca7cf00118ea3be2dfeb1a99b8b6e46506c3aa5d4e4d123ff2f69b0156d79 +size 124448 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D12/None/35_ShaderGraphGenerationFTP.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D12/None/35_ShaderGraphGenerationFTP.png index c8b4afcced6..20c00967307 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D12/None/35_ShaderGraphGenerationFTP.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D12/None/35_ShaderGraphGenerationFTP.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:0d7bd43e078c260ac9554c80db46901f3bf470df28aab9c75b7a796d936414be -size 127305 +oid sha256:afaca7cf00118ea3be2dfeb1a99b8b6e46506c3aa5d4e4d123ff2f69b0156d79 +size 124448 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/35_ShaderGraphGenerationFTP.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/35_ShaderGraphGenerationFTP.png index c8b4afcced6..20c00967307 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/35_ShaderGraphGenerationFTP.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/35_ShaderGraphGenerationFTP.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:0d7bd43e078c260ac9554c80db46901f3bf470df28aab9c75b7a796d936414be -size 127305 +oid sha256:afaca7cf00118ea3be2dfeb1a99b8b6e46506c3aa5d4e4d123ff2f69b0156d79 +size 124448 From e223cc34738ed32d6c5815459d0a25c986fbf641 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 26 Apr 2021 09:27:27 -0400 Subject: [PATCH 184/186] Fix instance ID for XR --- .../Material/ShaderGraph/Templates/VFX/ConfigMesh.template.hlsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 index 3c949e1818e..265c6b6ace8 100644 --- 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 @@ -2,7 +2,7 @@ bool GetMeshAndElementIndex(inout AttributesMesh input, inout AttributesElement element) { - uint index = input.instanceID; + uint index = VFX_GET_INSTANCE_ID(input);; if (ShouldCullElement(index)) return false; From dc0f89ba6d74ef4600dfe0d32f5a62b6403a7d5e Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 26 Apr 2021 09:29:54 -0400 Subject: [PATCH 185/186] Remove debug symbols from the shader template --- .../Editor/Material/ShaderGraph/Templates/ShaderPass.template | 1 - 1 file changed, 1 deletion(-) 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 43d9116d09f..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 @@ -19,7 +19,6 @@ Pass // Pragmas $splice(PassPragmas) - #pragma enable_d3d11_debug_symbols // Keywords $splice(PassKeywords) From ccfb8464a3b409d05cef57123439026bd6e3c86e Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Tue, 27 Apr 2021 22:14:07 -0400 Subject: [PATCH 186/186] Add the package version preprocessor for the deprecated VFXTarget --- .../Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs | 2 ++ 1 file changed, 2 insertions(+) diff --git a/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs b/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs index 598da4308c2..9296f9fa2ca 100644 --- a/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs +++ b/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs @@ -107,6 +107,7 @@ 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) @@ -121,6 +122,7 @@ void RegisterActionToUndo(string actionName) vfxWarning.Add(vfxWarningLabel); element.Add(vfxWarning); } +#endif return element; }
Property