Files
sbox-public/game/addons/tools/Code/ShaderGraph/Compiler/ShaderTemplate.cs
s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

747 lines
17 KiB
C#

using System.Reflection;
namespace Editor.ShaderGraph;
public static class ShaderTemplate
{
public static string Code => @"
HEADER
{{
Description = ""{0}"";
}}
FEATURES
{{
#include ""common/features.hlsl""
}}
MODES
{{
Forward();
Depth();
ToolsShadingComplexity( ""tools_shading_complexity.shader"" );
}}
COMMON
{{
{1}
#include ""common/shared.hlsl""
#include ""procedural.hlsl""
#define S_UV2 1
}}
struct VertexInput
{{
#include ""common/vertexinput.hlsl""
float4 vColor : COLOR0 < Semantic( Color ); >;
}};
struct PixelInput
{{
#include ""common/pixelinput.hlsl""
float3 vPositionOs : TEXCOORD14;
float3 vNormalOs : TEXCOORD15;
float4 vTangentUOs_flTangentVSign : TANGENT < Semantic( TangentU_SignV ); >;
float4 vColor : COLOR0;
float4 vTintColor : COLOR1;
#if ( PROGRAM == VFX_PROGRAM_PS )
bool vFrontFacing : SV_IsFrontFace;
#endif
}};
VS
{{
#include ""common/vertex.hlsl""
{7}{6}{10}
PixelInput MainVs( VertexInput v )
{{
{5}
}}
}}
PS
{{
#include ""common/pixel.hlsl""
{8}{2}{9}
float4 MainPs( PixelInput i ) : SV_Target0
{{
{11}
{3}
{4}
{12}
}}
}}
";
public static string Material_init => @"
Material m = Material::Init( i );
m.Albedo = float3( 1, 1, 1 );
m.Normal = float3( 0, 0, 1 );
m.Roughness = 1;
m.Metalness = 0;
m.AmbientOcclusion = 1;
m.TintMask = 1;
m.Opacity = 1;
m.Emission = float3( 0, 0, 0 );
m.Transmission = 0;";
public static string Material_output => @"
m.AmbientOcclusion = saturate( m.AmbientOcclusion );
m.Roughness = saturate( m.Roughness );
m.Metalness = saturate( m.Metalness );
m.Opacity = saturate( m.Opacity );
// Result node takes normal as tangent space, convert it to world space now
m.Normal = TransformNormal( m.Normal, i.vNormalWs, i.vTangentUWs, i.vTangentVWs );
// for some toolvis shit
m.WorldTangentU = i.vTangentUWs;
m.WorldTangentV = i.vTangentVWs;
m.TextureCoords = i.vTextureCoords.xy;
return ShadingModelStandard::Shade( m );";
[Function( "ColorBurn_blend" )]
public static string ColorBurn_blend => @"
float ColorBurn_blend( float a, float b )
{
if ( a >= 1.0f ) return 1.0f;
if ( b <= 0.0f ) return 0.0f;
return 1.0f - saturate( ( 1.0f - a ) / b );
}
float3 ColorBurn_blend( float3 a, float3 b )
{
return float3(
ColorBurn_blend( a.r, b.r ),
ColorBurn_blend( a.g, b.g ),
ColorBurn_blend( a.b, b.b )
);
}
float4 ColorBurn_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
ColorBurn_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? ColorBurn_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "LinearBurn_blend" )]
public static string LinearBurn_blend => @"
float LinearBurn_blend( float a, float b )
{
return max( 0.0f, a + b - 1.0f );
}
float3 LinearBurn_blend( float3 a, float3 b )
{
return float3(
LinearBurn_blend( a.r, b.r ),
LinearBurn_blend( a.g, b.g ),
LinearBurn_blend( a.b, b.b )
);
}
float4 LinearBurn_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
LinearBurn_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? LinearBurn_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "ColorDodge_blend" )]
public static string ColorDodge_blend => @"
float ColorDodge_blend( float a, float b )
{
if ( a <= 0.0f ) return 0.0f;
if ( b >= 1.0f ) return 1.0f;
return saturate( a / ( 1.0f - b ) );
}
float3 ColorDodge_blend( float3 a, float3 b )
{
return float3(
ColorDodge_blend( a.r, b.r ),
ColorDodge_blend( a.g, b.g ),
ColorDodge_blend( a.b, b.b )
);
}
float4 ColorDodge_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
ColorDodge_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? ColorDodge_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "LinearDodge_blend" )]
public static string LinearDodge_blend => @"
float LinearDodge_blend( float a, float b )
{
return min( 1.0f, a + b );
}
float3 LinearDodge_blend( float3 a, float3 b )
{
return float3(
LinearDodge_blend( a.r, b.r ),
LinearDodge_blend( a.g, b.g ),
LinearDodge_blend( a.b, b.b )
);
}
float4 LinearDodge_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
LinearDodge_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? LinearDodge_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "Overlay_blend" )]
public static string Overlay_blend => @"
float Overlay_blend( float a, float b )
{
if ( a <= 0.5f )
return 2.0f * a * b;
else
return 1.0f - 2.0f * ( 1.0f - a ) * ( 1.0f - b );
}
float3 Overlay_blend( float3 a, float3 b )
{
return float3(
Overlay_blend( a.r, b.r ),
Overlay_blend( a.g, b.g ),
Overlay_blend( a.b, b.b )
);
}
float4 Overlay_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
Overlay_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? Overlay_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "SoftLight_blend" )]
public static string SoftLight_blend => @"
float SoftLight_blend( float a, float b )
{
if ( b <= 0.5f )
return 2.0f * a * b + a * a * ( 1.0f * 2.0f * b );
else
return sqrt( a ) * ( 2.0f * b - 1.0f ) + 2.0f * a * (1.0f - b);
}
float3 SoftLight_blend( float3 a, float3 b )
{
return float3(
SoftLight_blend( a.r, b.r ),
SoftLight_blend( a.g, b.g ),
SoftLight_blend( a.b, b.b )
);
}
float4 SoftLight_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
SoftLight_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? SoftLight_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "HardLight_blend" )]
public static string HardLight_blend => @"
float HardLight_blend( float a, float b )
{
if(b <= 0.5f)
return 2.0f * a * b;
else
return 1.0f - 2.0f * (1.0f - a) * (1.0f - b);
}
float3 HardLight_blend( float3 a, float3 b )
{
return float3(
HardLight_blend( a.r, b.r ),
HardLight_blend( a.g, b.g ),
HardLight_blend( a.b, b.b )
);
}
float4 HardLight_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
HardLight_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? HardLight_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "VividLight_blend" )]
public static string VividLight_blend => @"
float VividLight_blend( float a, float b )
{
if ( b <= 0.5f )
{
b *= 2.0f;
if ( a >= 1.0f ) return 1.0f;
if ( b <= 0.0f ) return 0.0f;
return 1.0f - saturate( ( 1.0f - a ) / b );
}
else
{
b = 2.0f * ( b - 0.5f );
if ( a <= 0.0f ) return 0.0f;
if ( b >= 1.0f ) return 1.0f;
return saturate( a / ( 1.0f - b ) );
}
}
float3 VividLight_blend( float3 a, float3 b )
{
return float3(
VividLight_blend( a.r, b.r ),
VividLight_blend( a.g, b.g ),
VividLight_blend( a.b, b.b )
);
}
float4 VividLight_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
VividLight_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? VividLight_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "LinearLight_blend" )]
public static string LinearLight_blend => @"
float LinearLight_blend( float a, float b )
{
if ( b <= 0.5f )
{
b *= 2.0f;
return max( 0.0f, a + b - 1.0f );
}
else
{
b = 2.0f * ( b - 0.5f );
return min( 1.0f, a + b );
}
}
float3 LinearLight_blend( float3 a, float3 b )
{
return float3(
LinearLight_blend( a.r, b.r ),
LinearLight_blend( a.g, b.g ),
LinearLight_blend( a.b, b.b )
);
}
float4 LinearLight_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
LinearLight_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? LinearLight_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "HardMix_blend" )]
public static string HardMix_blend => @"
float HardMix_blend( float a, float b )
{
if(a + b >= 1.0f) return 1.0f;
else return 0.0f;
}
float3 HardMix_blend( float3 a, float3 b )
{
return float3(
HardMix_blend( a.r, b.r ),
HardMix_blend( a.g, b.g ),
HardMix_blend( a.b, b.b )
);
}
float4 HardMix_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
HardMix_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? HardMix_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "Divide_blend" )]
public static string Divide_blend => @"
float Divide_blend( float a, float b )
{
if( b > 0.0f )
return saturate( a / b );
else
return 0.0f;
}
float3 Divide_blend( float3 a, float3 b )
{
return float3(
Divide_blend( a.r, b.r ),
Divide_blend( a.g, b.g ),
Divide_blend( a.b, b.b )
);
}
float4 Divide_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
Divide_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? Divide_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "RGB2HSV" )]
public static string RGB2HSV => @"
float3 RGB2HSV( float3 c )
{
float4 K = float4( 0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0 );
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs( q.z + ( q.w - q.y ) / ( 6.0 * d + e ) ), d / ( q.x + e ), q.x );
}
";
[Function( "HSV2RGB" )]
public static string HSV2RGB => @"
float3 HSV2RGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y );
}
";
[Function( "TexTriplanar_Color" )]
public static string TexTriplanar_Color => @"
float4 TexTriplanar_Color( in Texture2D tTex, in SamplerState sSampler, float3 vPosition, float3 vNormal )
{
float2 uvX = vPosition.zy;
float2 uvY = vPosition.xz;
float2 uvZ = vPosition.xy;
float3 triblend = saturate(pow(abs(vNormal), 4));
triblend /= max(dot(triblend, half3(1,1,1)), 0.0001);
half3 axisSign = vNormal < 0 ? -1 : 1;
uvX.x *= axisSign.x;
uvY.x *= axisSign.y;
uvZ.x *= -axisSign.z;
float4 colX = Tex2DS( tTex, sSampler, uvX );
float4 colY = Tex2DS( tTex, sSampler, uvY );
float4 colZ = Tex2DS( tTex, sSampler, uvZ );
return colX * triblend.x + colY * triblend.y + colZ * triblend.z;
}
";
[Function( "TexTriplanar_Normal" )]
public static string TexTriplanar_Normal => @"
float3 TexTriplanar_Normal( in Texture2D tTex, in SamplerState sSampler, float3 vPosition, float3 vNormal )
{
float2 uvX = vPosition.zy;
float2 uvY = vPosition.xz;
float2 uvZ = vPosition.xy;
float3 triblend = saturate( pow( abs( vNormal ), 4 ) );
triblend /= max( dot( triblend, half3( 1, 1, 1 ) ), 0.0001 );
half3 axisSign = vNormal < 0 ? -1 : 1;
uvX.x *= axisSign.x;
uvY.x *= axisSign.y;
uvZ.x *= -axisSign.z;
float3 tnormalX = DecodeNormal( Tex2DS( tTex, sSampler, uvX ).xyz );
float3 tnormalY = DecodeNormal( Tex2DS( tTex, sSampler, uvY ).xyz );
float3 tnormalZ = DecodeNormal( Tex2DS( tTex, sSampler, uvZ ).xyz );
tnormalX.x *= axisSign.x;
tnormalY.x *= axisSign.y;
tnormalZ.x *= -axisSign.z;
tnormalX = half3( tnormalX.xy + vNormal.zy, vNormal.x );
tnormalY = half3( tnormalY.xy + vNormal.xz, vNormal.y );
tnormalZ = half3( tnormalZ.xy + vNormal.xy, vNormal.z );
return normalize(
tnormalX.zyx * triblend.x +
tnormalY.xzy * triblend.y +
tnormalZ.xyz * triblend.z +
vNormal
);
}
";
[Function( "Quaternion_FromAngles" )]
public static string Quaternion_FromAngles => @"
float4 Quaternion_FromAngles( float3 vAngles )
{
float4 rot = { 0.0, 0.0, 0.0, 1.0 };
const float ANGLE_CONVERSION = 3.14159265 / 360.0;
float pitch = vAngles.x * ANGLE_CONVERSION;
float yaw = vAngles.y * ANGLE_CONVERSION;
float roll = vAngles.z * ANGLE_CONVERSION;
float sp = sin( pitch );
float cp = cos( pitch );
float sy = sin( yaw );
float cy = cos( yaw );
float sr = sin( roll );
float cr = cos( roll );
float srXcp = sr * cp;
float crXsp = cr * sp;
rot.x = srXcp * cy - crXsp * sy; // X
rot.y = crXsp * cy + srXcp * sy; // Y
float crXcp = cr * cp;
float srXsp = sr * sp;
rot.z = crXcp * sy - srXsp * cy; // Z
rot.w = crXcp * cy + srXsp * sy; // W (real component)
return rot;
}
";
[Function( "Matrix_Identity" )]
public static string Matrix_Identity => @"
float4x4 Matrix_Identity()
{
return
{
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
}
";
[Function( "Matrix_FromQuaternion" )]
public static string Matrix_FromQuaternion => @"
float4x4 Matrix_FromQuaternion( float4 qRotation )
{
float xx = qRotation.x * qRotation.x;
float yy = qRotation.y * qRotation.y;
float zz = qRotation.z * qRotation.z;
float xy = qRotation.x * qRotation.y;
float wz = qRotation.z * qRotation.w;
float xz = qRotation.z * qRotation.x;
float wy = qRotation.y * qRotation.w;
float yz = qRotation.y * qRotation.z;
float wx = qRotation.x * qRotation.w;
float4x4 result =
{
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
result._11 = 1.0 - 2.0 * (yy + zz);
result._21 = 2.0 * (xy + wz);
result._31 = 2.0 * (xz - wy);
result._12 = 2.0 * (xy - wz);
result._22 = 1.0 - 2.0 * (zz + xx);
result._32 = 2.0 * (yz + wx);
result._13 = 2.0 * (xz + wy);
result._23 = 2.0 * (yz - wx);
result._33 = 1.0 - 2.0 * (yy + xx);
return result;
}
";
[Function( "Matrix_FromScale" )]
public static string Matrix_FromScale => @"
float4x4 Matrix_FromScale( float3 vScale )
{
float4x4 result =
{
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
result._11 = vScale.x;
result._22 = vScale.y;
result._33 = vScale.z;
return result;
}
";
[Function( "Matrix_FromTranslation" )]
public static string Matrix_FromTranslation => @"
float4x4 Matrix_FromTranslation( float3 vTranslation )
{
float4x4 result =
{
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
result._14 = vTranslation.x;
result._24 = vTranslation.y;
result._34 = vTranslation.z;
return result;
}
";
[Function( "Vec3OsToTs" )]
public static string Vec3OsToTs => @"
float3 Vec3OsToTs( float3 vVectorOs, float3 vNormalOs, float3 vTangentUOs, float3 vTangentVOs )
{
float3 vVectorTs;
vVectorTs.x = dot( vVectorOs.xyz, vTangentUOs.xyz );
vVectorTs.y = dot( vVectorOs.xyz, vTangentVOs.xyz );
vVectorTs.z = dot( vVectorOs.xyz, vNormalOs.xyz );
return vVectorTs.xyz;
}
";
public static string TextureDefinition => @"<!-- dmx encoding keyvalues2_noids 1 format vtex 1 -->
""CDmeVtex""
{{
""m_inputTextureArray"" ""element_array""
[
""CDmeInputTexture""
{{
""m_name"" ""string"" ""0""
""m_fileName"" ""string"" ""{0}""
""m_colorSpace"" ""string"" ""{1}""
""m_typeString"" ""string"" ""2D""
""m_imageProcessorArray"" ""element_array""
[
""CDmeImageProcessor""
{{
""m_algorithm"" ""string"" ""{3}""
""m_stringArg"" ""string"" """"
""m_vFloat4Arg"" ""vector4"" ""0 0 0 0""
}}
]
}}
]
""m_outputTypeString"" ""string"" ""2D""
""m_outputFormat"" ""string"" ""{2}""
""m_textureOutputChannelArray"" ""element_array""
[
""CDmeTextureOutputChannel""
{{
""m_inputTextureArray"" ""string_array""
[
""0""
]
""m_srcChannels"" ""string"" ""rgba""
""m_dstChannels"" ""string"" ""rgba""
""m_mipAlgorithm"" ""CDmeImageProcessor""
{{
""m_algorithm"" ""string"" ""Box""
""m_stringArg"" ""string"" """"
""m_vFloat4Arg"" ""vector4"" ""0 0 0 0""
}}
""m_outputColorSpace"" ""string"" ""{1}""
}}
]
}}";
[AttributeUsage( AttributeTargets.Property )]
private class FunctionAttribute : Attribute
{
public string Name { get; set; }
public FunctionAttribute( string name )
{
Name = name;
}
}
private static Dictionary<string, string> Functions;
public static bool TryGetFunction( string name, out string func )
{
return Functions.TryGetValue( name, out func );
}
public static bool HasFunction( string name )
{
return Functions.ContainsKey( name );
}
internal static bool RegisterFunction( string name, string code )
{
if ( Functions.ContainsKey( name ) )
return false;
Functions[name] = code;
return true;
}
static ShaderTemplate()
{
CreateFunctions();
}
[EditorEvent.Hotload]
private static void CreateFunctions()
{
Functions = new Dictionary<string, string>();
var properties = typeof( ShaderTemplate ).GetProperties( BindingFlags.Public | BindingFlags.Static );
foreach ( var property in properties )
{
if ( property.PropertyType == typeof( string ) )
{
var attr = (FunctionAttribute)Attribute.GetCustomAttribute( property, typeof( FunctionAttribute ) );
if ( attr != null )
{
Functions[attr.Name] = (string)property.GetValue( null );
}
}
}
}
}