mirror of
https://github.com/Eragon-Brisingr/UShaderLab.git
synced 2026-09-18 00:04:39 +00:00
Support Legacy shader mode
This commit is contained in:
@@ -8,6 +8,7 @@
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#include "MaterialTypes.h"
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#include "Materials/Material.h"
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#include "Materials/MaterialInterface.h"
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#include "RenderUtils.h" // Substrate::IsSubstrateEnabled()
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#include "ShaderLabModel.h"
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#include "ShaderLabSettingsApplier.h"
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@@ -44,6 +45,7 @@ namespace ShaderLabRuntime_Private
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static const FFieldToProperty GFieldToProperty[] = {
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{ TEXT(".DiffuseAlbedo"), MP_DiffuseColor }, // Substrate Slab albedo/F0 parameterization
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{ TEXT(".F0"), MP_SpecularColor },
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{ TEXT(".BaseColor"), MP_BaseColor }, // legacy (non-Substrate) DefaultLit parameterization
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{ TEXT(".Normal"), MP_Normal },
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{ TEXT(".Roughness"), MP_Roughness },
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{ TEXT(".Metallic"), MP_Metallic },
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@@ -78,7 +80,8 @@ namespace ShaderLabRuntime_Private
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// mask for the Decal domain even if field detection missed everything (e.g. body writes via a helper).
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if (!bAny && Model.Settings.Domain == EShaderLabDomain::Decal)
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{
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Data.SetPropertyConnected(MP_DiffuseColor);
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// Base-color channel differs by scheme: Substrate uses MP_DiffuseColor, legacy MP_BaseColor.
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Data.SetPropertyConnected(Substrate::IsSubstrateEnabled() ? MP_DiffuseColor : MP_BaseColor);
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Data.SetPropertyConnected(MP_Normal);
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}
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}
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@@ -112,6 +115,19 @@ void FShaderLabRuntimeBuilder::ApplySettings(UMaterial& Material, const FShaderL
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Material.TwoSided = Model.Settings.bTwoSided ? 1 : 0;
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// Legacy (non-Substrate): set the shell's shading model explicitly. A MIC with no ShadingModel override
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// derives its ShadingModels from Parent->GetShadingModels() (UMaterialInstance::UpdateOverridableBaseProperties,
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// MaterialInstance.cpp), so a shell left at the default MSM_DefaultLit would make an SL_UNLIT material's
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// instance render lit and mismatch its baked Unlit shader map. Mirror the editor graph builder's choice
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// (ShaderLabSurfaceEmitter_Legacy.inl). Under Substrate the shading model is driven by the FrontMaterial
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// graph (MSM_FromMaterialExpression), so leave it untouched — matching the Substrate shell's existing behavior.
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if (!Substrate::IsSubstrateEnabled() && Model.Settings.Domain == EShaderLabDomain::Surface)
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{
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const bool bUnlit = !Model.bHasSurface && Model.Slabs.Num() == 1
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&& Model.Slabs[0].BsdfType == EShaderLabBsdfType::Unlit;
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Material.SetShadingModel(bUnlit ? MSM_Unlit : MSM_DefaultLit);
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}
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// Reflected long-tail settings. A failure here means a malformed .usl shipped in the build, so
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// log it loudly. (No usage flags: the base shell is a never-rendered template; usage lives on
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// the instances.)
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@@ -49,6 +49,7 @@
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#include "Misc/FileHelper.h"
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#include "ShaderCore.h"
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#include "SceneTypes.h"
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#include "RenderUtils.h" // Substrate::IsSubstrateEnabled()
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#define SHADERLAB_COMMON_INCLUDE TEXT("/Plugin/ShaderLab/Private/ShaderLabCommon.ush")
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#define SHADERLAB_FUNCTIONS_INCLUDE TEXT("/Plugin/ShaderLab/Private/ShaderLabUEFunctions.ush")
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@@ -2521,6 +2522,10 @@ namespace ShaderLabGraph
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return nullptr;
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}
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}
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// Legacy (non-Substrate) pixel-stage emitter. Pulled into this TU (inside namespace ShaderLabGraph) so it
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// reuses the helpers above without a shared header. Deletable wholesale with the non-Substrate scheme.
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#include "ShaderLabSurfaceEmitter_Legacy.inl"
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}
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bool FShaderLabGraphBuilder::ResolveVirtualShaderFile(const FString& VirtualPath, FString& OutDiskPath)
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@@ -3099,6 +3104,17 @@ bool FShaderLabGraphBuilder::BuildInto(UMaterial& Material, const FShaderLabMode
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return false;
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}
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}
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else if (!Substrate::IsSubstrateEnabled())
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{
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// Legacy (non-Substrate) scheme: PostProcess/UI already handled above (mode-independent). Everything
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// else (SL_SURFACE -> DefaultLit, single SL_UNLIT -> Unlit) wires to the standard material pins; the
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// rest is rejected with a .usl error. See ShaderLabSurfaceEmitter_Legacy.inl.
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if (!EmitLegacyPixelStage(Material, *EditorOnly, Model, Program, Emit, PropertyNodes,
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InterpByName, UsedInterps, Samples, SurfaceOutParam, ParamY, OutErrors))
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{
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return false;
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}
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}
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else if (Model.bHasSurface)
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{
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// Single-Surface sugar: one slab straight to FrontMaterial, with the FShaderLabSurface material-level
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@@ -3526,9 +3542,22 @@ void FShaderLabGraphBuilder::BuildPoisonInto(UMaterial& Material, const TArray<F
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*SrcPath, *Combined);
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Custom->RebuildOutputs();
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UMaterialExpressionSubstrateSlabBSDF* Slab = NewExpr<UMaterialExpressionSubstrateSlabBSDF>(Material, IoY, 0);
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Slab->DiffuseAlbedo.Connect(0, Custom);
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EditorOnly->FrontMaterial.Connect(0, Slab);
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if (Substrate::IsSubstrateEnabled())
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{
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// Substrate: Custom -> Slab.DiffuseAlbedo -> FrontMaterial (DiffuseAlbedo is a core BSDF pin, always
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// translated, so the #error is reached).
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UMaterialExpressionSubstrateSlabBSDF* Slab = NewExpr<UMaterialExpressionSubstrateSlabBSDF>(Material, IoY, 0);
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Slab->DiffuseAlbedo.Connect(0, Custom);
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EditorOnly->FrontMaterial.Connect(0, Slab);
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}
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else
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{
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// Legacy (non-Substrate): FrontMaterial is inactive, so the Slab->FrontMaterial poison would be
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// dead-stripped and the #error never compiled. Wire the Custom to MP_BaseColor (a core DefaultLit pin
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// that is always translated) so the #error still aborts the compile with our diagnostics.
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Material.SetShadingModel(MSM_DefaultLit);
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EditorOnly->BaseColor.Connect(0, Custom);
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}
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Material.UpdateCachedExpressionData();
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}
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@@ -24,6 +24,7 @@
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#include "Serialization/JsonReader.h"
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#include "Serialization/JsonSerializer.h"
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#include "Serialization/JsonWriter.h"
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#include "RenderUtils.h" // Substrate::IsSubstrateEnabled()
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#include "ShaderCore.h"
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#include "ShaderLabIntrinsicRegistry.h"
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@@ -405,6 +406,20 @@ namespace ShaderLabIDEPrepare_Private
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bChanged = true;
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}
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// SHADERLAB_SUBSTRATE picks the surface-struct parameterization (Substrate Slab fields vs legacy
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// Metallic/Roughness) the IDE checks against. It mirrors the project's r.Substrate so authoring on
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// the legacy (r.Substrate=0) branch sees the legacy FShaderLabSurface (S.BaseColor/Metallic/...) and
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// does not red-underline it as "no member". The real compiler derives this from the engine's own
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// SUBSTRATE_ENABLED; this only affects the editor's shader-validator.
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const TCHAR* SubstrateValue = Substrate::IsSubstrateEnabled() ? TEXT("1") : TEXT("0");
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FString SubstrateDefine;
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if (!Defines->TryGetStringField(TEXT("SHADERLAB_SUBSTRATE"), SubstrateDefine) || SubstrateDefine != SubstrateValue)
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{
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Defines->SetStringField(TEXT("SHADERLAB_SUBSTRATE"), SubstrateValue);
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Settings->SetObjectField(TEXT("shader-validator.defines"), Defines);
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bChanged = true;
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}
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if (!bChanged)
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{
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UE_LOG(LogShaderLabIDE, Log, TEXT(" unchanged: %s"), *SettingsPath);
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@@ -0,0 +1,265 @@
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// Copyright UShaderLab. All Rights Reserved.
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//
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// Legacy (non-Substrate) pixel-stage emitter. This file is #included into ShaderLabGraphBuilder.cpp's
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// translation unit (inside namespace ShaderLabGraph) so it can reuse the mode-independent body-emission
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// helpers (PrepareBody / WirePropInputs / AddIncludes / NewExpr / WrapBodyWithLineMapping) directly,
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// without extracting a shared base or duplicating them. It is a plain #include (not a compiled .cpp), so
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// UBT does not build it standalone.
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//
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// It is the deletable "old scheme" slice on the C++ side: once UE removes the non-Substrate rendering path,
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// delete this file, its #include in ShaderLabGraphBuilder.cpp, the !IsSubstrateEnabled() dispatch branch,
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// and Surface_Legacy.ush. The Substrate path stays untouched.
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//
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// Scope (first cut): SL_SURFACE -> MSM_DefaultLit (classic Metallic/Roughness workflow) and a single
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// SL_UNLIT block -> MSM_Unlit. PostProcess/UI entries are mode-independent and handled by the shared
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// BuildEmissiveEntry, so they never reach here. Multi-slab topology, SL_SLAB, and the other Substrate
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// BSDFs (Hair/Eye/Water/ClearCoat/Toon/Volume/LightFunction) have no legacy equivalent and are rejected
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// with a .usl-mapped error (contract style, no silent fallback).
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// A legacy DefaultLit surface shading field -> its main-material-node pin. Fields mirror the legacy
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// FShaderLabSurface (Surface_Legacy.ush) shading section; names differ from the Substrate parameterization.
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struct FLegacyFieldDef { const TCHAR* Field; ECustomMaterialOutputType OutType; };
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static const FLegacyFieldDef GLegacySurfaceShadingFields[] = {
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{ TEXT("BaseColor"), CMOT_Float3 },
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{ TEXT("Metallic"), CMOT_Float1 },
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{ TEXT("Specular"), CMOT_Float1 },
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{ TEXT("Roughness"), CMOT_Float1 },
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{ TEXT("Anisotropy"), CMOT_Float1 },
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{ TEXT("Normal"), CMOT_Float3 },
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{ TEXT("Tangent"), CMOT_Float3 },
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{ TEXT("EmissiveColor"), CMOT_Float3 },
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};
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// Legacy material-level outputs (the Substrate FShaderLabMaterialOutput minus SurfaceThickness, which has no
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// legacy pin). Opacity here wires straight to MP_Opacity (no Substrate coverage-Weight indirection).
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static const FMatOutFieldDef GLegacyMatOutFields[] = {
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{ TEXT("Opacity"), CMOT_Float1 },
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{ TEXT("OpacityMask"), CMOT_Float1 },
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{ TEXT("Refraction"), CMOT_Float1 },
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{ TEXT("PixelDepthOffset"), CMOT_Float1 },
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{ TEXT("AmbientOcclusion"), CMOT_Float1 },
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};
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/** Legacy DefaultLit shading field -> its editor-only main-node pin. */
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static FExpressionInput* GetLegacySurfacePin(UMaterialEditorOnlyData& E, const FString& F)
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{
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if (F == TEXT("BaseColor")) return &E.BaseColor;
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if (F == TEXT("Metallic")) return &E.Metallic;
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if (F == TEXT("Specular")) return &E.Specular;
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if (F == TEXT("Roughness")) return &E.Roughness;
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if (F == TEXT("Anisotropy")) return &E.Anisotropy;
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if (F == TEXT("Normal")) return &E.Normal;
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if (F == TEXT("Tangent")) return &E.Tangent;
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if (F == TEXT("EmissiveColor")) return &E.EmissiveColor;
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return nullptr;
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}
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/** Legacy material-level output field -> its editor-only main-node pin (Opacity included, wired directly). */
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static FExpressionInput* GetLegacyMatOutPin(UMaterialEditorOnlyData& E, const FString& F)
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{
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if (F == TEXT("Opacity")) return &E.Opacity;
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if (F == TEXT("OpacityMask")) return &E.OpacityMask;
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if (F == TEXT("Refraction")) return &E.Refraction;
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if (F == TEXT("PixelDepthOffset")) return &E.PixelDepthOffset;
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if (F == TEXT("AmbientOcclusion")) return &E.AmbientOcclusion;
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return nullptr;
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}
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/**
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* Emit a legacy pixel-stage body as a single Custom node whose written struct fields are exposed as SLO_<F>
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* additional outputs, then connect each output to the given main-node pin. Mirrors the Custom-node middle of
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* BuildBsdf (shared machinery: intrinsics, property inputs, includes, #line mapping) but wires to fixed
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* material pins instead of a Substrate BSDF node. `ShadingFields`/`GetShadingPin` describe the BSDF-style
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* shading fields; `bAllowMatOut` additionally emits the legacy material-level outputs (Surface only).
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* Returns false on a contract violation (with .usl-mapped errors).
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*/
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static bool BuildLegacyCustomToPins(
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UMaterial& Material, UMaterialEditorOnlyData& EditorOnly, const FShaderLabModel& Model,
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const FShaderLabResolvedProgram& Program, const FLibraryEmit& Emit,
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const TMap<FName, FParamNode>& PropertyNodes,
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const TMap<FName, UMaterialExpression*>& InterpByName, TSet<FName>& UsedInterps,
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const FSampleNodes& Samples,
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const TCHAR* StructName, const TCHAR* DefaultFn, const FString& OutParamName,
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const FString& InBody, int32 BodyLine,
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const FLegacyFieldDef* ShadingFields, int32 NumShadingFields,
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FExpressionInput* (*GetShadingPin)(UMaterialEditorOnlyData&, const FString&),
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bool bAllowMatOut,
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int32& IoY, TArray<FString>& OutErrors)
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{
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TArray<const FLegacyFieldDef*> UsedShading;
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for (int32 i = 0; i < NumShadingFields; ++i)
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{
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if (ReferencesToken(InBody, OutParamName + TEXT(".") + ShadingFields[i].Field))
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{
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UsedShading.Add(&ShadingFields[i]);
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}
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}
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TArray<const FMatOutFieldDef*> UsedMatOut;
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if (bAllowMatOut)
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{
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for (const FMatOutFieldDef& F : GLegacyMatOutFields)
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{
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if (ReferencesToken(InBody, OutParamName + TEXT(".") + F.Field))
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{
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UsedMatOut.Add(&F);
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}
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}
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}
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if (UsedShading.Num() == 0 && UsedMatOut.Num() == 0)
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{
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// A single-Surface body (bAllowMatOut) that touches OutParam.<something> but matched no known legacy
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// field is almost certainly writing a Substrate-only field (DiffuseAlbedo/F0/SSSMFP/...) that the legacy
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// FShaderLabSurface does not have. Reject with a .usl-mapped error rather than silently emitting a flat
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// default-gray material (the body would never be compiled, so DXC's "no member" never fires). Unlit is
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// exempt: its unwired fields (Normal/TransmittanceColor) are real struct members, legal-but-ignored.
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if (bAllowMatOut && InBody.Contains(OutParamName + TEXT(".")))
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{
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OutErrors.Add(FString::Printf(
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TEXT("%s(%d): SL_SURFACE body writes no field of the legacy %s. The non-Substrate scheme supports "
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"BaseColor/Metallic/Specular/Roughness/Anisotropy/Normal/Tangent/EmissiveColor + material "
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"outputs (Opacity/OpacityMask/Refraction/PixelDepthOffset/AmbientOcclusion). Substrate-only "
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"fields (DiffuseAlbedo/F0/SSSMFP/Fuzz/Glint/SurfaceThickness) require r.Substrate=1."),
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*Model.SourceFilePath, BodyLine, StructName));
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return false;
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}
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// Genuinely empty body: leave all pins unconnected (the material uses its pin defaults). Still valid.
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return true;
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}
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UMaterialExpressionCustom* Custom = NewExpr<UMaterialExpressionCustom>(Material, IoY, -300);
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Custom->Description = TEXT("ShaderLab Surface");
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Custom->OutputType = CMOT_Float1;
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AddIncludes(*Custom, Model);
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FString Body = InBody;
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TArray<FIntrinsicWire> Wires;
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TSet<FName> ReqProps;
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if (!PrepareBody(Material, EShaderLabIntrinsicFrequency::PixelOnly, Body, BodyLine,
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MakeLineDirectivePath(Model.SourceFilePath), Emit, Wires, ReqProps, InterpByName, UsedInterps, Samples, OutErrors))
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{
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return false;
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}
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for (const FIntrinsicWire& Wire : Wires)
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{
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FCustomInput In;
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In.InputName = Wire.InputName;
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In.Input.Connect(Wire.OutputIndex, Wire.Expr);
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Custom->Inputs.Add(In);
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}
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WirePropInputs(*Custom, Program, PropertyNodes, InBody, ReqProps, Model.Collections);
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const FString SrcPath = MakeLineDirectivePath(Model.SourceFilePath);
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FString Code = FString::Printf(TEXT("%s %s = %s();\n{\n%s}\n"),
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StructName, *OutParamName, DefaultFn, *WrapBodyWithLineMapping(Body, BodyLine, SrcPath));
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int32 OutputIndex = 1; // index 0 is the (unused) main return
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TArray<TPair<const FLegacyFieldDef*, int32>> ShadingOutputs;
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for (const FLegacyFieldDef* F : UsedShading)
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{
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FCustomOutput Out;
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Out.OutputName = FName(*(FString(TEXT("SLO_")) + F->Field));
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Out.OutputType = F->OutType;
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Custom->AdditionalOutputs.Add(Out);
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Code += FString::Printf(TEXT("SLO_%s = %s.%s;\n"), F->Field, *OutParamName, F->Field);
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ShadingOutputs.Add(TPair<const FLegacyFieldDef*, int32>(F, OutputIndex));
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++OutputIndex;
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}
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TArray<TPair<FString, int32>> MatOutputs;
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for (const FMatOutFieldDef* F : UsedMatOut)
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{
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FCustomOutput Out;
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Out.OutputName = FName(*(FString(TEXT("SLO_")) + F->Field));
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Out.OutputType = F->OutType;
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Custom->AdditionalOutputs.Add(Out);
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Code += FString::Printf(TEXT("SLO_%s = %s.%s;\n"), F->Field, *OutParamName, F->Field);
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MatOutputs.Add(TPair<FString, int32>(F->Field, OutputIndex));
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++OutputIndex;
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}
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Code += TEXT("return 0.0f;\n");
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Custom->Code = Code;
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Custom->RebuildOutputs();
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for (const TPair<const FLegacyFieldDef*, int32>& Pair : ShadingOutputs)
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{
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if (FExpressionInput* Pin = GetShadingPin(EditorOnly, Pair.Key->Field))
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{
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Pin->Connect(Pair.Value, Custom);
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}
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}
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for (const TPair<FString, int32>& Out : MatOutputs)
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{
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// Same active-for-blend/domain contract as the Substrate path (reused verbatim); wiring differs
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// (legacy connects Opacity straight to MP_Opacity, no coverage-Weight).
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if (!ValidateMaterialOutputActive(Model, Out.Key, BodyLine, OutErrors)) { return false; }
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if (FExpressionInput* Pin = GetLegacyMatOutPin(EditorOnly, Out.Key))
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{
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Pin->Connect(Out.Value, Custom);
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}
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}
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return true;
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}
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/**
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* Legacy scheme entry: build the Surface / single-Unlit pixel stage and wire it to the standard material
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* pins + shading model. Returns false (with .usl errors) for any construct with no legacy equivalent.
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* Called only when Substrate is disabled and the entry is neither PostProcess nor UI.
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*/
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static bool EmitLegacyPixelStage(
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UMaterial& Material, UMaterialEditorOnlyData& EditorOnly, const FShaderLabModel& Model,
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const FShaderLabResolvedProgram& Program, const FLibraryEmit& Emit,
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const TMap<FName, FParamNode>& PropertyNodes,
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const TMap<FName, UMaterialExpression*>& InterpByName, TSet<FName>& UsedInterps,
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const FSampleNodes& Samples, const FShaderLabEntryParam* SurfaceOutParam,
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int32& IoY, TArray<FString>& OutErrors)
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{
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auto Reject = [&](const FString& Why) { OutErrors.Add(FString::Printf(TEXT("%s: %s"), *Model.SourceFilePath, *Why)); return false; };
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if (Model.bHasSurface)
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{
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// SL_SURFACE -> MSM_DefaultLit. (PostProcess/UI never reach here.)
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check(Model.SurfaceEntry == EShaderLabEntry::Surface);
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check(SurfaceOutParam);
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if (!Model.SurfaceModifiers.SubsurfaceProfilePath.IsEmpty()
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|| !Model.SurfaceModifiers.SpecularProfilePath.IsEmpty()
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|| !Model.SurfaceModifiers.SubSurfaceType.IsEmpty()
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|| !Model.SurfaceModifiers.ToonProfilePath.IsEmpty())
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{
|
||||
return Reject(TEXT("SL_SURFACE BSDF modifiers (SubsurfaceProfile/SpecularProfile/SubSurfaceType/ToonProfile) require Substrate (r.Substrate=1)"));
|
||||
}
|
||||
Material.SetShadingModel(MSM_DefaultLit);
|
||||
return BuildLegacyCustomToPins(
|
||||
Material, EditorOnly, Model, Program, Emit, PropertyNodes, InterpByName, UsedInterps, Samples,
|
||||
TEXT("FShaderLabSurface"), TEXT("ShaderLabDefaultSurface"), SurfaceOutParam->Name,
|
||||
Model.SurfaceBody, Model.SurfaceBodyLine,
|
||||
GLegacySurfaceShadingFields, UE_ARRAY_COUNT(GLegacySurfaceShadingFields), &GetLegacySurfacePin,
|
||||
/*bAllowMatOut*/ true, IoY, OutErrors);
|
||||
}
|
||||
|
||||
// Multi-BSDF path. Legacy only supports a single SL_UNLIT block auto-rooted to a lone SlabRef.
|
||||
if (Model.bHasMaterialOutput)
|
||||
{
|
||||
return Reject(TEXT("SL_MATERIAL (multi-slab material outputs) requires Substrate (r.Substrate=1); use SL_SURFACE in the legacy scheme"));
|
||||
}
|
||||
if (Model.Slabs.Num() != 1 || Model.Slabs[0].BsdfType != EShaderLabBsdfType::Unlit)
|
||||
{
|
||||
return Reject(TEXT("the legacy (non-Substrate) scheme supports only SL_SURFACE (DefaultLit) and a single SL_UNLIT block; multi-slab topology and the Slab/Hair/Eye/Water/ClearCoat/Toon/Volume/LightFunction BSDFs require Substrate (r.Substrate=1)"));
|
||||
}
|
||||
|
||||
// Single Unlit -> MSM_Unlit: only EmissiveColor is meaningful (Normal/TransmittanceColor are ignored by
|
||||
// the Unlit shading model). Wire EmissiveColor -> MP_EmissiveColor.
|
||||
const FShaderLabSlab& Unlit = Model.Slabs[0];
|
||||
static const FLegacyFieldDef GLegacyUnlitFields[] = { { TEXT("EmissiveColor"), CMOT_Float3 } };
|
||||
auto GetUnlitPin = [](UMaterialEditorOnlyData& E, const FString& F) -> FExpressionInput*
|
||||
{
|
||||
return F == TEXT("EmissiveColor") ? &E.EmissiveColor : nullptr;
|
||||
};
|
||||
Material.SetShadingModel(MSM_Unlit);
|
||||
return BuildLegacyCustomToPins(
|
||||
Material, EditorOnly, Model, Program, Emit, PropertyNodes, InterpByName, UsedInterps, Samples,
|
||||
TEXT("FShaderLabUnlit"), TEXT("ShaderLabDefaultUnlit"), Unlit.OutParamName,
|
||||
Unlit.Body, Unlit.BodyLine,
|
||||
GLegacyUnlitFields, UE_ARRAY_COUNT(GLegacyUnlitFields), +GetUnlitPin,
|
||||
/*bAllowMatOut*/ false, IoY, OutErrors);
|
||||
}
|
||||
Reference in New Issue
Block a user