Files
UShaderLab/Source/UShaderLabBuilder/Private/ShaderLabGraphBuilder.cpp
2026-07-05 11:26:32 +08:00

3327 lines
140 KiB
C++

// Copyright UShaderLab. All Rights Reserved.
#include "ShaderLabGraphBuilder.h"
#include "ShaderLabModel.h"
#include "MaterialDomain.h"
#include "Engine/EngineTypes.h"
#include "Misc/Paths.h"
#include "Engine/Texture.h"
#include "Engine/Texture2D.h"
#include "Materials/Material.h"
#include "Materials/MaterialExpressionConstant.h"
#include "Materials/MaterialExpressionCollectionParameter.h"
#include "Materials/MaterialExpressionCustom.h"
#include "Materials/MaterialParameterCollection.h"
#include "Materials/MaterialExpressionScalarParameter.h"
#include "Materials/MaterialExpressionStaticBoolParameter.h"
#include "Materials/MaterialExpressionStaticSwitch.h"
#include "Materials/MaterialExpressionQualitySwitch.h"
#include "Materials/MaterialExpressionFeatureLevelSwitch.h"
#include "Materials/MaterialExpressionShadingPathSwitch.h"
#include "SceneTypes.h"
#include "RHIDefinitions.h"
#include "Materials/MaterialExpressionSubstrate.h"
#include "Materials/MaterialExpressionSingleLayerWaterMaterialOutput.h"
#include "Materials/MaterialExpressionSceneTexture.h"
#include "Engine/SubsurfaceProfile.h"
#include "Engine/SpecularProfile.h"
#include "Engine/ToonProfile.h"
#include "Materials/MaterialExpressionTextureObjectParameter.h"
#include "Materials/MaterialExpressionTextureSampleParameter2D.h"
#include "Materials/MaterialExpressionTextureCoordinate.h"
#include "Materials/MaterialExpressionRuntimeVirtualTextureSampleParameter.h"
#include "Materials/MaterialExpressionRuntimeVirtualTextureOutput.h"
#include "VT/RuntimeVirtualTextureEnum.h"
#include "VT/RuntimeVirtualTexture.h"
#include "Materials/MaterialExpressionVectorParameter.h"
#include "Materials/MaterialExpressionVertexInterpolator.h"
#include "MaterialExpressionShaderLabParameterAnchor.h"
#include "ShaderLabIntrinsicRegistry.h"
#include "ShaderLabAnchorCapabilityRegistry.h"
#include "ShaderLabImportResolver.h"
#include "UObject/Class.h"
#include "ShaderLabSettingsApplier.h"
#include "UObject/UObjectGlobals.h"
#include "HAL/FileManager.h"
#include "Interfaces/IPluginManager.h"
#include "Misc/FileHelper.h"
#include "ShaderCore.h"
#include "SceneTypes.h"
#define SHADERLAB_COMMON_INCLUDE TEXT("/Plugin/ShaderLab/Private/ShaderLabCommon.ush")
#define SHADERLAB_FUNCTIONS_INCLUDE TEXT("/Plugin/ShaderLab/Private/ShaderLabUEFunctions.ush")
namespace ShaderLabGraph
{
// --- Surface fields that map to Substrate Slab pins (in deterministic order). ---
struct FSlabFieldDef
{
const TCHAR* Field;
ECustomMaterialOutputType OutType;
};
static const FSlabFieldDef GSlabFields[] = {
{ TEXT("DiffuseAlbedo"), CMOT_Float3 },
{ TEXT("F0"), CMOT_Float3 },
{ TEXT("F90"), CMOT_Float3 },
{ TEXT("Roughness"), CMOT_Float1 },
{ TEXT("Anisotropy"), CMOT_Float1 },
{ TEXT("Normal"), CMOT_Float3 },
{ TEXT("Tangent"), CMOT_Float3 },
{ TEXT("SSSMFP"), CMOT_Float3 },
{ TEXT("SSSMFPScale"), CMOT_Float1 },
{ TEXT("SSSPhaseAnisotropy"), CMOT_Float1 },
{ TEXT("EmissiveColor"), CMOT_Float3 },
{ TEXT("SecondRoughness"), CMOT_Float1 },
{ TEXT("SecondRoughnessWeight"), CMOT_Float1 },
{ TEXT("FuzzRoughness"), CMOT_Float1 },
{ TEXT("FuzzAmount"), CMOT_Float1 },
{ TEXT("FuzzColor"), CMOT_Float3 },
{ TEXT("GlintValue"), CMOT_Float1 },
{ TEXT("GlintUV"), CMOT_Float2 },
};
static FExpressionInput* GetSlabPin(UMaterialExpressionSubstrateSlabBSDF* Slab, const FString& Field)
{
if (Field == TEXT("DiffuseAlbedo")) return &Slab->DiffuseAlbedo;
if (Field == TEXT("F0")) return &Slab->F0;
if (Field == TEXT("F90")) return &Slab->F90;
if (Field == TEXT("Roughness")) return &Slab->Roughness;
if (Field == TEXT("Anisotropy")) return &Slab->Anisotropy;
if (Field == TEXT("Normal")) return &Slab->Normal;
if (Field == TEXT("Tangent")) return &Slab->Tangent;
if (Field == TEXT("SSSMFP")) return &Slab->SSSMFP;
if (Field == TEXT("SSSMFPScale")) return &Slab->SSSMFPScale;
if (Field == TEXT("SSSPhaseAnisotropy")) return &Slab->SSSPhaseAnisotropy;
if (Field == TEXT("EmissiveColor")) return &Slab->EmissiveColor;
if (Field == TEXT("SecondRoughness")) return &Slab->SecondRoughness;
if (Field == TEXT("SecondRoughnessWeight")) return &Slab->SecondRoughnessWeight;
if (Field == TEXT("FuzzRoughness")) return &Slab->FuzzRoughness;
if (Field == TEXT("FuzzAmount")) return &Slab->FuzzAmount;
if (Field == TEXT("FuzzColor")) return &Slab->FuzzColor;
if (Field == TEXT("GlintValue")) return &Slab->GlintValue;
if (Field == TEXT("GlintUV")) return &Slab->GlintUV;
return nullptr;
}
// --- Vertex-stage output fields. ---
struct FVertexFieldDef
{
const TCHAR* Field;
ECustomMaterialOutputType OutType;
};
static const FVertexFieldDef GVertexFields[] = {
{ TEXT("WorldPositionOffset"), CMOT_Float3 },
{ TEXT("Displacement"), CMOT_Float1 },
{ TEXT("CustomizedUV0"), CMOT_Float2 },
{ TEXT("CustomizedUV1"), CMOT_Float2 },
{ TEXT("CustomizedUV2"), CMOT_Float2 },
{ TEXT("CustomizedUV3"), CMOT_Float2 },
};
/** Absolute, forward-slashed path for use inside an HLSL `#line N "path"` directive. */
static FString MakeLineDirectivePath(const FString& SourceFilePath)
{
FString Full = FPaths::ConvertRelativePathToFull(SourceFilePath);
Full.ReplaceInline(TEXT("\\"), TEXT("/"));
return Full;
}
// Virtual-shader-path -> disk resolution is now the shared FShaderLabGraphBuilder::ResolveVirtualShaderFile
// (defined below, exposed in the header) so the editor module (hot-reload loader) and the VSCode button
// reuse the same longest-prefix-match logic instead of each hand-rolling it.
/**
* Wrap a user HLSL body so shader-compiler errors map back to the .usl source: a `#line`
* directive sets the file+line to the body's origin, and a trailing directive points past it to a
* sentinel so errors in our generated epilogue are not mis-attributed to the user's file.
*/
static FString WrapBodyWithLineMapping(const FString& Body, int32 BodyLine, const FString& SrcPath)
{
// BodyLine is the source line of the char right after '{' (usually the newline ending that
// line); the body's real content starts on the next line. Empirically the compiler reports
// content one line high relative to `#line BodyLine`, so map with BodyLine-1.
const int32 MappedLine = FMath::Max(BodyLine - 1, 1);
return FString::Printf(TEXT("#line %d \"%s\"\n%s\n#line 1 \"ShaderLabGenerated.ush\"\n"),
MappedLine, *SrcPath, *Body);
}
/** True if `Token` appears in `Body` delimited by non-identifier characters. */
static bool ReferencesToken(const FString& Body, const FString& Token)
{
auto IsIdent = [](TCHAR C) { return FChar::IsAlnum(C) || C == TEXT('_'); };
int32 From = 0;
while (true)
{
const int32 Idx = Body.Find(Token, ESearchCase::CaseSensitive, ESearchDir::FromStart, From);
if (Idx == INDEX_NONE)
{
return false;
}
const TCHAR Before = (Idx > 0) ? Body[Idx - 1] : TEXT(' ');
const int32 AfterIdx = Idx + Token.Len();
const TCHAR After = (AfterIdx < Body.Len()) ? Body[AfterIdx] : TEXT(' ');
if (!IsIdent(Before) && !IsIdent(After))
{
return true;
}
From = Idx + Token.Len();
}
}
static UTexture* ResolveDefaultTexture(const FString& Token, bool& bOutIsNormal)
{
bOutIsNormal = (Token == TEXT("normal"));
const TCHAR* Path = nullptr;
if (Token == TEXT("white")) { Path = TEXT("/Engine/EngineResources/WhiteSquareTexture.WhiteSquareTexture"); }
else if (Token == TEXT("black")) { Path = TEXT("/Engine/EngineResources/Black.Black"); }
else if (Token == TEXT("grey") || Token == TEXT("gray")) { Path = TEXT("/Engine/EngineResources/GreyTexture.GreyTexture"); }
else if (Token == TEXT("normal")) { Path = TEXT("/Engine/EngineMaterials/DefaultNormal.DefaultNormal"); }
UTexture* Tex = nullptr;
if (Path)
{
Tex = LoadObject<UTexture>(nullptr, Path);
}
else if (!Token.IsEmpty())
{
Tex = LoadObject<UTexture>(nullptr, *Token);
}
if (!Tex)
{
Tex = LoadObject<UTexture>(nullptr, TEXT("/Engine/EngineResources/WhiteSquareTexture.WhiteSquareTexture"));
}
return Tex;
}
/**
* Map a non-virtual SamplerType token (SL_PROPERTY(SamplerType=...)) to EMaterialSamplerType. Returns
* false for an unknown or Virtual* token (Virtual belongs to SL_VTSAMPLE, not a plain texture property).
*/
static bool MapSamplerType(const FString& Token, EMaterialSamplerType& Out)
{
if (Token == TEXT("Color")) { Out = SAMPLERTYPE_Color; return true; }
if (Token == TEXT("LinearColor")) { Out = SAMPLERTYPE_LinearColor; return true; }
if (Token == TEXT("Grayscale")) { Out = SAMPLERTYPE_Grayscale; return true; }
if (Token == TEXT("LinearGrayscale")) { Out = SAMPLERTYPE_LinearGrayscale; return true; }
if (Token == TEXT("Alpha")) { Out = SAMPLERTYPE_Alpha; return true; }
if (Token == TEXT("Normal")) { Out = SAMPLERTYPE_Normal; return true; }
if (Token == TEXT("Masks")) { Out = SAMPLERTYPE_Masks; return true; }
if (Token == TEXT("DistanceFieldFont")) { Out = SAMPLERTYPE_DistanceFieldFont; return true; }
if (Token == TEXT("Data")) { Out = SAMPLERTYPE_Data; return true; }
return false;
}
/** Map a Virtual* SamplerType token (SL_VTSAMPLE(SamplerType=...)) to EMaterialSamplerType. */
static bool MapVirtualSamplerType(const FString& Token, EMaterialSamplerType& Out)
{
if (Token == TEXT("VirtualColor")) { Out = SAMPLERTYPE_VirtualColor; return true; }
if (Token == TEXT("VirtualGrayscale")) { Out = SAMPLERTYPE_VirtualGrayscale; return true; }
if (Token == TEXT("VirtualAlpha")) { Out = SAMPLERTYPE_VirtualAlpha; return true; }
if (Token == TEXT("VirtualNormal")) { Out = SAMPLERTYPE_VirtualNormal; return true; }
if (Token == TEXT("VirtualMasks")) { Out = SAMPLERTYPE_VirtualMasks; return true; }
if (Token == TEXT("VirtualLinearColor")) { Out = SAMPLERTYPE_VirtualLinearColor; return true; }
if (Token == TEXT("VirtualLinearGrayscale")) { Out = SAMPLERTYPE_VirtualLinearGrayscale; return true; }
return false;
}
/** Map an SL_RVTSAMPLE MaterialType token to ERuntimeVirtualTextureMaterialType. */
static bool MapRVTMaterialType(const FString& Token, ERuntimeVirtualTextureMaterialType& Out)
{
if (Token == TEXT("BaseColor")) { Out = ERuntimeVirtualTextureMaterialType::BaseColor; return true; }
if (Token == TEXT("Mask4")) { Out = ERuntimeVirtualTextureMaterialType::Mask4; return true; }
if (Token == TEXT("BaseColor_Normal_Roughness")) { Out = ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Roughness; return true; }
if (Token == TEXT("BaseColor_Normal_Specular")) { Out = ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular; return true; }
if (Token == TEXT("BaseColor_Normal_Specular_YCoCg")) { Out = ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_YCoCg; return true; }
if (Token == TEXT("BaseColor_Normal_Specular_Mask_YCoCg")) { Out = ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_Mask_YCoCg; return true; }
if (Token == TEXT("WorldHeight")) { Out = ERuntimeVirtualTextureMaterialType::WorldHeight; return true; }
if (Token == TEXT("Displacement")) { Out = ERuntimeVirtualTextureMaterialType::Displacement; return true; }
return false;
}
// FShaderLabRVT member -> RuntimeVirtualTextureSample output pin index + Custom-input HLSL type.
// Pin order mirrors UMaterialExpressionRuntimeVirtualTextureSample::InitOutputs (MaterialExpressions.cpp).
struct FRVTMemberDef { const TCHAR* Member; int32 PinIndex; ECustomMaterialOutputType OutType; };
static const FRVTMemberDef GRVTMembers[] = {
{ TEXT("BaseColor"), 0, CMOT_Float3 },
{ TEXT("Specular"), 1, CMOT_Float1 },
{ TEXT("Roughness"), 2, CMOT_Float1 },
{ TEXT("Normal"), 3, CMOT_Float3 },
{ TEXT("WorldHeight"), 4, CMOT_Float1 },
{ TEXT("Mask"), 5, CMOT_Float1 },
{ TEXT("Displacement"), 6, CMOT_Float1 },
{ TEXT("Mask4"), 7, CMOT_Float4 },
};
// FShaderLabRVTOutput field -> RuntimeVirtualTextureOutput input pin + Custom-output HLSL type.
struct FRVTOutFieldDef { const TCHAR* Field; ECustomMaterialOutputType OutType; };
static const FRVTOutFieldDef GRVTOutFields[] = {
{ TEXT("BaseColor"), CMOT_Float3 },
{ TEXT("Specular"), CMOT_Float1 },
{ TEXT("Roughness"), CMOT_Float1 },
{ TEXT("Normal"), CMOT_Float3 },
{ TEXT("WorldHeight"), CMOT_Float1 },
{ TEXT("Opacity"), CMOT_Float1 },
{ TEXT("Mask"), CMOT_Float1 },
{ TEXT("Displacement"), CMOT_Float1 },
{ TEXT("Mask4"), CMOT_Float4 },
};
static FExpressionInput* GetRVTOutputPin(UMaterialExpressionRuntimeVirtualTextureOutput* N, const FString& F)
{
if (F == TEXT("BaseColor")) return &N->BaseColor;
if (F == TEXT("Specular")) return &N->Specular;
if (F == TEXT("Roughness")) return &N->Roughness;
if (F == TEXT("Normal")) return &N->Normal;
if (F == TEXT("WorldHeight")) return &N->WorldHeight;
if (F == TEXT("Opacity")) return &N->Opacity;
if (F == TEXT("Mask")) return &N->Mask;
if (F == TEXT("Displacement")) return &N->Displacement;
if (F == TEXT("Mask4")) return &N->Mask4;
return nullptr;
}
static EMaterialDomain MapDomain(EShaderLabDomain D)
{
switch (D)
{
case EShaderLabDomain::PostProcess: return MD_PostProcess;
case EShaderLabDomain::UI: return MD_UI;
case EShaderLabDomain::Decal: return MD_DeferredDecal;
case EShaderLabDomain::Volume: return MD_Volume;
case EShaderLabDomain::LightFunction: return MD_LightFunction;
case EShaderLabDomain::Surface:
default: return MD_Surface;
}
}
template <typename T>
static T* NewExpr(UMaterial& Material, int32& IoY, int32 Column);
// A Substrate material in the Decal domain must route its BSDF through a SubstrateConvertToDecal node — that
// node flags the material with the SSM_Decal shading model, without which the engine's Substrate sanitization
// (Material.cpp) silently resets MaterialDomain back to MD_Surface (→ DecalComponent then rejects it with
// "Decal Material must use Deferred Decal Material Domain"). This mirrors exactly what the material editor
// inserts when you pick the Deferred Decal domain. Returns the node to connect to FrontMaterial (the wrapper
// for Decal, otherwise the BSDF unchanged).
static UMaterialExpression* WrapBsdfForDecal(UMaterial& Material, const FShaderLabModel& Model, UMaterialExpression* Bsdf, int32& IoY)
{
if (Model.Settings.Domain != EShaderLabDomain::Decal)
{
return Bsdf;
}
UMaterialExpressionSubstrateConvertToDecal* Node = NewExpr<UMaterialExpressionSubstrateConvertToDecal>(Material, IoY, 300);
Node->DecalMaterial.Connect(0, Bsdf);
return Node;
}
static EBlendMode MapBlend(EShaderLabBlendMode B)
{
switch (B)
{
case EShaderLabBlendMode::Masked: return BLEND_Masked;
case EShaderLabBlendMode::Translucent: return BLEND_Translucent;
case EShaderLabBlendMode::Additive: return BLEND_Additive;
case EShaderLabBlendMode::Modulate: return BLEND_Modulate;
case EShaderLabBlendMode::AlphaComposite: return BLEND_AlphaComposite;
case EShaderLabBlendMode::AlphaHoldout: return BLEND_AlphaHoldout;
case EShaderLabBlendMode::Opaque:
default: return BLEND_Opaque;
}
}
template <typename T>
static T* NewExpr(UMaterial& Material, int32& IoY, int32 Column)
{
T* Expr = NewObject<T>(&Material);
Material.GetExpressionCollection().AddExpression(Expr);
Expr->MaterialExpressionEditorX = Column;
Expr->MaterialExpressionEditorY = IoY;
IoY += 120;
return Expr;
}
/** A trivial Custom node that emits `#define <Name> <Value>` (used for the before-attributes define leak). */
static UMaterialExpressionCustom* MakeDefineNode(UMaterial& Material, int32& IoY, const TCHAR* Name, const TCHAR* Value)
{
UMaterialExpressionCustom* D = NewExpr<UMaterialExpressionCustom>(Material, IoY, -1300);
D->Description = TEXT("ShaderLab Define");
D->OutputType = CMOT_Float1;
D->Code = TEXT("return 0;");
FCustomDefine DD;
DD.DefineName = Name;
DD.DefineValue = Value;
D->AdditionalDefines.Add(DD);
return D;
}
// --- Per-BSDF descriptor -----------------------------------------------------------------------
// Each Substrate BSDF is described by {output struct, default fn, field->pin table, node factory,
// pin resolver}. The generic BuildBsdf() works off this so all BSDFs share one code path. The engine
// BSDF node classes are distinct C++ types with no common named-pin base, so each descriptor supplies
// its own MakeNode (news the concrete node) and GetPin (casts + returns the FExpressionInput*).
struct FBsdfDesc
{
EShaderLabBsdfType Type;
const TCHAR* CustomDesc; // Custom-node Description (kept "ShaderLab Surface" for Slab: tests key on it)
const TCHAR* StructName; // e.g. "FShaderLabSurface"
const TCHAR* DefaultFn; // e.g. "ShaderLabDefaultSurface"
const FSlabFieldDef* Fields;
int32 NumFields;
UMaterialExpression* (*MakeNode)(UMaterial&, int32& IoY);
FExpressionInput* (*GetPin)(UMaterialExpression*, const FString& Field);
};
static UMaterialExpression* MakeSlabNode(UMaterial& M, int32& IoY)
{
return NewExpr<UMaterialExpressionSubstrateSlabBSDF>(M, IoY, 0);
}
static FExpressionInput* GetSlabPinGeneric(UMaterialExpression* Node, const FString& Field)
{
UMaterialExpressionSubstrateSlabBSDF* Slab = Cast<UMaterialExpressionSubstrateSlabBSDF>(Node);
return Slab ? GetSlabPin(Slab, Field) : nullptr;
}
// --- Unlit ---
static const FSlabFieldDef GUnlitFields[] = {
{ TEXT("EmissiveColor"), CMOT_Float3 }, { TEXT("TransmittanceColor"), CMOT_Float3 }, { TEXT("Normal"), CMOT_Float3 },
};
static UMaterialExpression* MakeUnlitNode(UMaterial& M, int32& IoY) { return NewExpr<UMaterialExpressionSubstrateUnlitBSDF>(M, IoY, 0); }
static FExpressionInput* GetUnlitPin(UMaterialExpression* N, const FString& F)
{
UMaterialExpressionSubstrateUnlitBSDF* B = Cast<UMaterialExpressionSubstrateUnlitBSDF>(N); if (!B) return nullptr;
if (F == TEXT("EmissiveColor")) return &B->EmissiveColor;
if (F == TEXT("TransmittanceColor")) return &B->TransmittanceColor;
if (F == TEXT("Normal")) return &B->Normal;
return nullptr;
}
// --- Hair ---
static const FSlabFieldDef GHairFields[] = {
{ TEXT("BaseColor"), CMOT_Float3 }, { TEXT("Scatter"), CMOT_Float1 }, { TEXT("Specular"), CMOT_Float1 },
{ TEXT("Roughness"), CMOT_Float1 }, { TEXT("Backlit"), CMOT_Float3 }, { TEXT("Tangent"), CMOT_Float3 },
{ TEXT("EmissiveColor"), CMOT_Float3 },
};
static UMaterialExpression* MakeHairNode(UMaterial& M, int32& IoY) { return NewExpr<UMaterialExpressionSubstrateHairBSDF>(M, IoY, 0); }
static FExpressionInput* GetHairPin(UMaterialExpression* N, const FString& F)
{
UMaterialExpressionSubstrateHairBSDF* B = Cast<UMaterialExpressionSubstrateHairBSDF>(N); if (!B) return nullptr;
if (F == TEXT("BaseColor")) return &B->BaseColor;
if (F == TEXT("Scatter")) return &B->Scatter;
if (F == TEXT("Specular")) return &B->Specular;
if (F == TEXT("Roughness")) return &B->Roughness;
if (F == TEXT("Backlit")) return &B->Backlit;
if (F == TEXT("Tangent")) return &B->Tangent;
if (F == TEXT("EmissiveColor")) return &B->EmissiveColor;
return nullptr;
}
// --- Eye ---
static const FSlabFieldDef GEyeFields[] = {
{ TEXT("DiffuseColor"), CMOT_Float3 }, { TEXT("Roughness"), CMOT_Float1 }, { TEXT("CorneaNormal"), CMOT_Float3 },
{ TEXT("IrisNormal"), CMOT_Float3 }, { TEXT("IrisPlaneNormal"), CMOT_Float3 }, { TEXT("IrisMask"), CMOT_Float1 },
{ TEXT("IrisDistance"), CMOT_Float1 }, { TEXT("EmissiveColor"), CMOT_Float3 },
};
static UMaterialExpression* MakeEyeNode(UMaterial& M, int32& IoY) { return NewExpr<UMaterialExpressionSubstrateEyeBSDF>(M, IoY, 0); }
static FExpressionInput* GetEyePin(UMaterialExpression* N, const FString& F)
{
UMaterialExpressionSubstrateEyeBSDF* B = Cast<UMaterialExpressionSubstrateEyeBSDF>(N); if (!B) return nullptr;
if (F == TEXT("DiffuseColor")) return &B->DiffuseColor;
if (F == TEXT("Roughness")) return &B->Roughness;
if (F == TEXT("CorneaNormal")) return &B->CorneaNormal;
if (F == TEXT("IrisNormal")) return &B->IrisNormal;
if (F == TEXT("IrisPlaneNormal")) return &B->IrisPlaneNormal;
if (F == TEXT("IrisMask")) return &B->IrisMask;
if (F == TEXT("IrisDistance")) return &B->IrisDistance;
if (F == TEXT("EmissiveColor")) return &B->EmissiveColor;
return nullptr;
}
// --- Single Layer Water ---
static const FSlabFieldDef GWaterFields[] = {
{ TEXT("BaseColor"), CMOT_Float3 }, { TEXT("Metallic"), CMOT_Float1 }, { TEXT("Specular"), CMOT_Float1 },
{ TEXT("Roughness"), CMOT_Float1 }, { TEXT("Normal"), CMOT_Float3 }, { TEXT("EmissiveColor"), CMOT_Float3 },
{ TEXT("TopMaterialOpacity"), CMOT_Float3 }, { TEXT("WaterAlbedo"), CMOT_Float3 }, { TEXT("WaterExtinction"), CMOT_Float3 },
{ TEXT("WaterPhaseG"), CMOT_Float1 }, { TEXT("ColorScaleBehindWater"), CMOT_Float3 },
};
static UMaterialExpression* MakeWaterNode(UMaterial& M, int32& IoY) { return NewExpr<UMaterialExpressionSubstrateSingleLayerWaterBSDF>(M, IoY, 0); }
static FExpressionInput* GetWaterPin(UMaterialExpression* N, const FString& F)
{
UMaterialExpressionSubstrateSingleLayerWaterBSDF* B = Cast<UMaterialExpressionSubstrateSingleLayerWaterBSDF>(N); if (!B) return nullptr;
if (F == TEXT("BaseColor")) return &B->BaseColor;
if (F == TEXT("Metallic")) return &B->Metallic;
if (F == TEXT("Specular")) return &B->Specular;
if (F == TEXT("Roughness")) return &B->Roughness;
if (F == TEXT("Normal")) return &B->Normal;
if (F == TEXT("EmissiveColor")) return &B->EmissiveColor;
if (F == TEXT("TopMaterialOpacity")) return &B->TopMaterialOpacity;
if (F == TEXT("WaterAlbedo")) return &B->WaterAlbedo;
if (F == TEXT("WaterExtinction")) return &B->WaterExtinction;
if (F == TEXT("WaterPhaseG")) return &B->WaterPhaseG;
if (F == TEXT("ColorScaleBehindWater")) return &B->ColorScaleBehindWater;
return nullptr;
}
// --- Volumetric-Fog-Cloud ---
static const FSlabFieldDef GVolumeFields[] = {
{ TEXT("Albedo"), CMOT_Float3 }, { TEXT("Extinction"), CMOT_Float3 }, { TEXT("EmissiveColor"), CMOT_Float3 },
{ TEXT("AmbientOcclusion"), CMOT_Float1 },
};
static UMaterialExpression* MakeVolumeNode(UMaterial& M, int32& IoY) { return NewExpr<UMaterialExpressionSubstrateVolumetricFogCloudBSDF>(M, IoY, 0); }
static FExpressionInput* GetVolumePin(UMaterialExpression* N, const FString& F)
{
UMaterialExpressionSubstrateVolumetricFogCloudBSDF* B = Cast<UMaterialExpressionSubstrateVolumetricFogCloudBSDF>(N); if (!B) return nullptr;
if (F == TEXT("Albedo")) return &B->Albedo;
if (F == TEXT("Extinction")) return &B->Extinction;
if (F == TEXT("EmissiveColor")) return &B->EmissiveColor;
if (F == TEXT("AmbientOcclusion")) return &B->AmbientOcclusion;
return nullptr;
}
// --- Simple Clear Coat ---
static const FSlabFieldDef GClearCoatFields[] = {
{ TEXT("DiffuseAlbedo"), CMOT_Float3 }, { TEXT("F0"), CMOT_Float3 }, { TEXT("Roughness"), CMOT_Float1 },
{ TEXT("ClearCoatCoverage"), CMOT_Float1 }, { TEXT("ClearCoatRoughness"), CMOT_Float1 }, { TEXT("Normal"), CMOT_Float3 },
{ TEXT("EmissiveColor"), CMOT_Float3 }, { TEXT("BottomNormal"), CMOT_Float3 },
};
static UMaterialExpression* MakeClearCoatNode(UMaterial& M, int32& IoY) { return NewExpr<UMaterialExpressionSubstrateSimpleClearCoatBSDF>(M, IoY, 0); }
static FExpressionInput* GetClearCoatPin(UMaterialExpression* N, const FString& F)
{
UMaterialExpressionSubstrateSimpleClearCoatBSDF* B = Cast<UMaterialExpressionSubstrateSimpleClearCoatBSDF>(N); if (!B) return nullptr;
if (F == TEXT("DiffuseAlbedo")) return &B->DiffuseAlbedo;
if (F == TEXT("F0")) return &B->F0;
if (F == TEXT("Roughness")) return &B->Roughness;
if (F == TEXT("ClearCoatCoverage")) return &B->ClearCoatCoverage;
if (F == TEXT("ClearCoatRoughness")) return &B->ClearCoatRoughness;
if (F == TEXT("Normal")) return &B->Normal;
if (F == TEXT("EmissiveColor")) return &B->EmissiveColor;
if (F == TEXT("BottomNormal")) return &B->BottomNormal;
return nullptr;
}
// --- Toon (experimental) ---
static const FSlabFieldDef GToonFields[] = {
{ TEXT("BaseColor"), CMOT_Float3 }, { TEXT("Metallic"), CMOT_Float1 }, { TEXT("Specular"), CMOT_Float1 },
{ TEXT("Roughness"), CMOT_Float1 }, { TEXT("Normal"), CMOT_Float3 }, { TEXT("EmissiveColor"), CMOT_Float3 },
{ TEXT("PatternUVs"), CMOT_Float2 }, { TEXT("Anisotropy"), CMOT_Float1 }, { TEXT("Tangent"), CMOT_Float3 },
};
static UMaterialExpression* MakeToonNode(UMaterial& M, int32& IoY) { return NewExpr<UMaterialExpressionSubstrateToonBSDF>(M, IoY, 0); }
static FExpressionInput* GetToonPin(UMaterialExpression* N, const FString& F)
{
UMaterialExpressionSubstrateToonBSDF* B = Cast<UMaterialExpressionSubstrateToonBSDF>(N); if (!B) return nullptr;
if (F == TEXT("BaseColor")) return &B->BaseColor;
if (F == TEXT("Metallic")) return &B->Metallic;
if (F == TEXT("Specular")) return &B->Specular;
if (F == TEXT("Roughness")) return &B->Roughness;
if (F == TEXT("Normal")) return &B->Normal;
if (F == TEXT("EmissiveColor")) return &B->EmissiveColor;
if (F == TEXT("PatternUVs")) return &B->PatternUVs;
if (F == TEXT("Anisotropy")) return &B->Anisotropy;
if (F == TEXT("Tangent")) return &B->Tangent;
return nullptr;
}
// --- Light Function ---
static const FSlabFieldDef GLightFunctionFields[] = {
{ TEXT("Color"), CMOT_Float3 },
};
static UMaterialExpression* MakeLightFunctionNode(UMaterial& M, int32& IoY) { return NewExpr<UMaterialExpressionSubstrateLightFunction>(M, IoY, 0); }
static FExpressionInput* GetLightFunctionPin(UMaterialExpression* N, const FString& F)
{
UMaterialExpressionSubstrateLightFunction* B = Cast<UMaterialExpressionSubstrateLightFunction>(N); if (!B) return nullptr;
if (F == TEXT("Color")) return &B->Color;
return nullptr;
}
static const FBsdfDesc GBsdfDescs[] = {
{ EShaderLabBsdfType::Slab, TEXT("ShaderLab Surface"), TEXT("FShaderLabSurface"), TEXT("ShaderLabDefaultSurface"),
GSlabFields, UE_ARRAY_COUNT(GSlabFields), &MakeSlabNode, &GetSlabPinGeneric },
{ EShaderLabBsdfType::Unlit, TEXT("ShaderLab Unlit"), TEXT("FShaderLabUnlit"), TEXT("ShaderLabDefaultUnlit"),
GUnlitFields, UE_ARRAY_COUNT(GUnlitFields), &MakeUnlitNode, &GetUnlitPin },
{ EShaderLabBsdfType::Hair, TEXT("ShaderLab Hair"), TEXT("FShaderLabHair"), TEXT("ShaderLabDefaultHair"),
GHairFields, UE_ARRAY_COUNT(GHairFields), &MakeHairNode, &GetHairPin },
{ EShaderLabBsdfType::Eye, TEXT("ShaderLab Eye"), TEXT("FShaderLabEye"), TEXT("ShaderLabDefaultEye"),
GEyeFields, UE_ARRAY_COUNT(GEyeFields), &MakeEyeNode, &GetEyePin },
{ EShaderLabBsdfType::Water, TEXT("ShaderLab Water"), TEXT("FShaderLabWater"), TEXT("ShaderLabDefaultWater"),
GWaterFields, UE_ARRAY_COUNT(GWaterFields), &MakeWaterNode, &GetWaterPin },
{ EShaderLabBsdfType::Volume, TEXT("ShaderLab Volume"), TEXT("FShaderLabVolume"), TEXT("ShaderLabDefaultVolume"),
GVolumeFields, UE_ARRAY_COUNT(GVolumeFields), &MakeVolumeNode, &GetVolumePin },
{ EShaderLabBsdfType::ClearCoat, TEXT("ShaderLab ClearCoat"), TEXT("FShaderLabClearCoat"), TEXT("ShaderLabDefaultClearCoat"),
GClearCoatFields, UE_ARRAY_COUNT(GClearCoatFields), &MakeClearCoatNode, &GetClearCoatPin },
{ EShaderLabBsdfType::Toon, TEXT("ShaderLab Toon"), TEXT("FShaderLabToon"), TEXT("ShaderLabDefaultToon"),
GToonFields, UE_ARRAY_COUNT(GToonFields), &MakeToonNode, &GetToonPin },
{ EShaderLabBsdfType::LightFunction, TEXT("ShaderLab LightFunction"), TEXT("FShaderLabLightFunction"), TEXT("ShaderLabDefaultLightFunction"),
GLightFunctionFields, UE_ARRAY_COUNT(GLightFunctionFields), &MakeLightFunctionNode, &GetLightFunctionPin },
};
static const FBsdfDesc* FindBsdfDesc(EShaderLabBsdfType Type)
{
for (const FBsdfDesc& D : GBsdfDescs) { if (D.Type == Type) { return &D; } }
return nullptr;
}
/** One intrinsic call resolved to a Custom-node input wired from an engine expression node. */
struct FIntrinsicWire
{
FName InputName;
UMaterialExpression* Expr = nullptr;
int32 OutputIndex = 0;
};
/**
* Pre-sampled VT/RVT read nodes available to a (pixel) body, keyed by the DSL name. Because a virtual
* texture cannot be sampled inside an opaque Custom node, these real sample nodes are built up-front and
* their outputs wired into the body as inputs by PrepareBody: a VT `<Name>` becomes a float4 input; an
* RVT `<Name>.<Member>` is rewritten to a per-member input carrying the matching output pin. Null maps
* (vertex/interpolator bodies) mean "no VT/RVT here" — a reference there is rejected as pixel-only.
*/
struct FSampleNodes
{
const TMap<FName, UMaterialExpression*>* VT = nullptr; // name -> UMaterialExpressionTextureSampleParameter2D (Virtual*)
const TMap<FName, UMaterialExpression*>* RVT = nullptr; // name -> UMaterialExpressionRuntimeVirtualTextureSampleParameter
bool HasAny() const { return (VT && VT->Num() > 0) || (RVT && RVT->Num() > 0); }
};
/** Split a call's argument text into trimmed, top-level comma-separated literals. */
static TArray<FString> SplitArgs(const FString& ArgsRaw)
{
TArray<FString> Out;
if (ArgsRaw.TrimStartAndEnd().IsEmpty())
{
return Out;
}
ArgsRaw.ParseIntoArray(Out, TEXT(","), /*CullEmpty*/ false);
for (FString& A : Out)
{
A.TrimStartAndEndInline();
}
return Out;
}
/** A stable, identifier-safe suffix encoding a call's literal args (e.g. "0, 2.0" -> "0_2_0"). */
static FString MakeArgSig(const FString& ArgsRaw)
{
FString Sig;
for (const TCHAR C : ArgsRaw)
{
if (FChar::IsAlnum(C)) { Sig.AppendChar(C); }
else if (!FChar::IsWhitespace(C)) { Sig.AppendChar(TEXT('_')); }
}
return Sig;
}
/**
* Scan a body for `UE_Name(args)` intrinsic calls, create the backing expression node for each
* unique (name,args), collect the resulting Custom-node inputs, and rewrite the body so each call
* becomes its input variable — space-padded to the original call's length so line/column layout is
* preserved (keeps `#line` compile-error mapping accurate). Returns false (and fills OutErrors) on
* an unknown intrinsic, a stage/usage violation, or a bad argument.
*/
/** True if `Arg` is a numeric literal (the only non-enum arg an intrinsic's const config accepts). */
static bool IsNumericLiteral(const FString& Arg)
{
const FString T = Arg.TrimStartAndEnd();
if (T.IsEmpty())
{
return false;
}
bool bAnyDigit = false;
for (int32 i = 0; i < T.Len(); ++i)
{
const TCHAR C = T[i];
if (FChar::IsDigit(C)) { bAnyDigit = true; }
else if (C == TEXT('.') || C == TEXT('+') || C == TEXT('-')
|| C == TEXT('e') || C == TEXT('E') || C == TEXT('f') || C == TEXT('F')) { /* allowed */ }
else { return false; }
}
return bAnyDigit;
}
static bool EmitIntrinsics(
UMaterial& Material,
EShaderLabIntrinsicFrequency Stage,
FString& InOutBody,
int32 BodyLine,
const FString& SrcPath,
TArray<FIntrinsicWire>& OutWires,
const TMap<FName, UMaterialExpression*>& InterpByName,
TSet<FName>& UsedInterps,
TArray<FString>& OutErrors)
{
const FShaderLabIntrinsicRegistry& Registry = FShaderLabIntrinsicRegistry::Get();
const FString& Body = InOutBody;
const int32 Len = Body.Len();
FString Result;
Result.Reserve(Len);
TMap<FString, FName> InputByKey; // (Name + argsig) -> already-created input name (dedup)
bool bOk = true;
auto IsIdent = [](TCHAR C) { return FChar::IsAlnum(C) || C == TEXT('_'); };
// Format a `path.usl(line,col): error: ` prefix from a body offset, so intrinsic diagnostics map
// to the real .usl location and flow through the same clickable/cook-failing path as compile errors.
auto Loc = [&Body, BodyLine, &SrcPath](int32 Offset) -> FString
{
int32 Line = BodyLine;
int32 Col = 1;
for (int32 p = 0; p < Offset && p < Body.Len(); ++p)
{
if (Body[p] == TEXT('\n')) { ++Line; Col = 1; }
else { ++Col; }
}
return FString::Printf(TEXT("%s(%d,%d): error: "), *SrcPath, Line, Col);
};
int32 i = 0;
while (i < Len)
{
const bool bBoundary = (i == 0) || !IsIdent(Body[i - 1]);
if (bBoundary && i + 3 <= Len &&
Body[i] == TEXT('U') && Body[i + 1] == TEXT('E') && Body[i + 2] == TEXT('_'))
{
int32 j = i + 3;
while (j < Len && IsIdent(Body[j])) { ++j; }
const FString Name = Body.Mid(i + 3, j - (i + 3));
int32 k = j;
while (k < Len && FChar::IsWhitespace(Body[k])) { ++k; }
if (!Name.IsEmpty() && k < Len && Body[k] == TEXT('('))
{
// Read balanced (...) for the argument list.
int32 Depth = 0;
int32 m = k;
for (; m < Len; ++m)
{
if (Body[m] == TEXT('(')) { ++Depth; }
else if (Body[m] == TEXT(')')) { if (--Depth == 0) { break; } }
}
if (m < Len)
{
const FString ArgsRaw = Body.Mid(k + 1, m - (k + 1));
const int32 CallLen = (m + 1) - i;
// UE_Interpolator(Name): read a Vertex Interpolator's value in the pixel shader. Not a
// registry intrinsic — its arg is an interpolator name (not a numeric/enum literal), so
// handle it before the registry lookup and arg-literal validation below.
if (Name == TEXT("Interpolator"))
{
const FString InterpNameStr = ArgsRaw.TrimStartAndEnd();
FName InputName; // None on error -> substituted blank (error already recorded)
if (Stage == EShaderLabIntrinsicFrequency::VertexOnly)
{
OutErrors.Add(Loc(i) + TEXT("intrinsic 'UE_Interpolator' is pixel-only and cannot be used in a Vertex or Interpolator body"));
bOk = false;
}
else if (InterpNameStr.IsEmpty())
{
OutErrors.Add(Loc(i) + TEXT("intrinsic 'UE_Interpolator' requires an interpolator name argument"));
bOk = false;
}
else
{
const FString Key = FString(TEXT("Interpolator|")) + InterpNameStr;
if (const FName* Existing = InputByKey.Find(Key))
{
InputName = *Existing;
}
else if (UMaterialExpression* const* Node = InterpByName.Find(FName(*InterpNameStr)))
{
InputName = FName(*(FString(TEXT("SLI_Interp_")) + InterpNameStr));
InputByKey.Add(Key, InputName);
OutWires.Add(FIntrinsicWire{ InputName, *Node, 0 });
UsedInterps.Add(FName(*InterpNameStr));
}
else
{
OutErrors.Add(Loc(i) + FString::Printf(TEXT("intrinsic 'UE_Interpolator' references unknown interpolator '%s'"), *InterpNameStr));
bOk = false;
}
}
FString Replacement = InputName.IsNone() ? FString() : InputName.ToString();
while (Replacement.Len() < CallLen) { Replacement.AppendChar(TEXT(' ')); }
Result += Replacement;
i = m + 1;
continue;
}
// Only registered node-intrinsics are rewritten into material-expression inputs.
// Any other `UE_X(...)` is left for the shader compiler: it's an HLSL library
// function (e.g. UE_Noise from ShaderLabFunctions.ush, auto-included) or a typo.
// Copy just the `UE_Name` identifier and keep scanning from the '(' — so any
// intrinsic nested in the arguments (e.g. UE_Noise(UE_WorldPosition(), ...)) still
// gets rewritten.
//
// Overloaded intrinsics (bAllowRawHelperWithArgs) also fall through here when the call
// carries arguments: the nullary form is the wired intrinsic, but `UE_Name(<args>)` is a
// same-named raw HLSL helper — leave it for the shader compiler (its side-effect binding
// is handled by an anchor capability).
const FShaderLabIntrinsicDesc* Found = Registry.Find(FName(*Name));
const bool bRawHelperOverload = Found && Found->bAllowRawHelperWithArgs
&& SplitArgs(ArgsRaw).Num() > Found->Params.Num();
if (!Found || bRawHelperOverload)
{
Result += Body.Mid(i, j - i);
i = j;
continue;
}
const FString ArgSig = MakeArgSig(ArgsRaw);
const FString Key = Name + TEXT("|") + ArgSig;
FName InputName;
if (const FName* Existing = InputByKey.Find(Key))
{
InputName = *Existing;
}
else
{
const FShaderLabIntrinsicDesc* Desc = Registry.Find(FName(*Name));
if (Desc->Frequency == EShaderLabIntrinsicFrequency::PixelOnly && Stage == EShaderLabIntrinsicFrequency::VertexOnly)
{
OutErrors.Add(Loc(i) + FString::Printf(TEXT("intrinsic 'UE_%s' is pixel-only and cannot be used in a Vertex body"), *Name));
bOk = false;
}
else if (Desc->Frequency == EShaderLabIntrinsicFrequency::VertexOnly && Stage == EShaderLabIntrinsicFrequency::PixelOnly)
{
OutErrors.Add(Loc(i) + FString::Printf(TEXT("intrinsic 'UE_%s' is vertex-only and cannot be used in a pixel body"), *Name));
bOk = false;
}
else
{
// Config args are baked into the node at graph-build time, so they must be
// compile-time constants (numeric literals, or the enum's token names) — a
// variable can't configure a node field. Reject non-literals instead of
// silently coercing them (e.g. Atoi("myVar") -> 0).
const TArray<FString> CallArgs = SplitArgs(ArgsRaw);
bool bArgsOk = true;
if (CallArgs.Num() > Desc->Params.Num())
{
OutErrors.Add(Loc(i) + FString::Printf(TEXT("intrinsic 'UE_%s' takes at most %d argument(s), got %d"),
*Name, Desc->Params.Num(), CallArgs.Num()));
bArgsOk = false;
}
for (int32 a = 0; bArgsOk && a < CallArgs.Num(); ++a)
{
const FShaderLabIntrinsicParam& P = Desc->Params[a];
if (P.Enum)
{
if (P.Enum->GetValueByNameString(CallArgs[a]) == INDEX_NONE)
{
OutErrors.Add(Loc(i) + FString::Printf(TEXT("intrinsic 'UE_%s' argument '%s' must be a %s token, got '%s'"),
*Name, *P.Name, *P.Enum->GetName(), *CallArgs[a]));
bArgsOk = false;
}
}
else if (!IsNumericLiteral(CallArgs[a]))
{
OutErrors.Add(Loc(i) + FString::Printf(TEXT("intrinsic 'UE_%s' argument '%s' must be a compile-time constant, got '%s'"),
*Name, *P.Name, *CallArgs[a]));
bArgsOk = false;
}
}
FString MakeError;
UMaterialExpression* Expr = bArgsOk ? Desc->MakeNode(Material, CallArgs, MakeError) : nullptr;
if (!bArgsOk)
{
bOk = false;
}
else if (!Expr)
{
OutErrors.Add(Loc(i) + FString::Printf(TEXT("intrinsic 'UE_%s': %s"), *Name,
MakeError.IsEmpty() ? TEXT("failed to create node") : *MakeError));
bOk = false;
}
else
{
InputName = FName(*(FString(TEXT("SLI_")) + Name + (ArgSig.IsEmpty() ? TEXT("") : (FString(TEXT("_")) + ArgSig))));
InputByKey.Add(Key, InputName);
OutWires.Add(FIntrinsicWire{ InputName, Expr, Desc->OutputIndex });
}
}
}
// Substitute the call with its input variable, space-padded to keep columns stable.
FString Replacement = InputName.IsNone() ? FString() : InputName.ToString();
while (Replacement.Len() < CallLen) { Replacement.AppendChar(TEXT(' ')); }
Result += Replacement;
i = m + 1;
continue;
}
}
}
Result.AppendChar(Body[i]);
++i;
}
InOutBody = MoveTemp(Result);
return bOk;
}
// =====================================================================================================
// Function-library emission (`.uslfunc` imports).
//
// A library function is reusable HLSL that may use `UE_` intrinsics, its library's promoted properties,
// and other library functions. Custom nodes are opaque HLSL blocks — a node-local value can't be wired
// out to another node — so we can't turn a library function into a separate graph node. Instead each
// function is emitted to the shader's generated `.gen.ush`, REWRITTEN to take the properties/intrinsics
// it (transitively) needs as trailing parameters, and every call site (in a body or in another function)
// is rewritten to pass those. The consuming Custom node wires the matching parameter/intrinsic nodes as
// node-local inputs so they are available to pass in. Everything downstream works in the promoted-name
// space produced by the resolver.
// =====================================================================================================
/** One `UE_Name(args)` intrinsic use pulled out of a function body. */
struct FIntrinsicUse
{
FString Name;
FString ArgsRaw;
FString ArgSig; // identifier-safe signature of ArgsRaw (matches EmitIntrinsics' naming)
};
/** The Custom-node input / function-parameter variable name for an intrinsic use. */
static FString MakeIntrinsicVar(const FString& Name, const FString& ArgSig)
{
return FString(TEXT("SLI_")) + Name + (ArgSig.IsEmpty() ? TEXT("") : (FString(TEXT("_")) + ArgSig));
}
/** Transitive context a library function needs: promoted property names + intrinsic uses (stable order). */
struct FFunctionCtx
{
TArray<FName> ReqProps;
TArray<FIntrinsicUse> ReqIntr;
int32 State = 0; // 0 = not computed, 1 = computing (recursion guard), 2 = done
};
/** Resolved program + per-function context, computed once per BuildInto. */
struct FLibraryEmit
{
const FShaderLabResolvedProgram* Program = nullptr;
TMap<FName, FFunctionCtx> Ctx;
bool HasLibraries() const { return Program && Program->Libraries.Num() > 0; }
};
/**
* Create the backing expression node for an intrinsic use (registry lookup + stage/arg validation).
* Mirrors EmitIntrinsics' registry path; used to wire intrinsics that a called library function needs
* but that do not appear literally in the calling body. Returns false + OutError on any violation.
*/
static bool CreateIntrinsicNode(UMaterial& Material, const FString& Name, const FString& ArgsRaw,
EShaderLabIntrinsicFrequency Stage, UMaterialExpression*& OutExpr, int32& OutOutputIndex, FString& OutError)
{
const FShaderLabIntrinsicRegistry& Registry = FShaderLabIntrinsicRegistry::Get();
const FShaderLabIntrinsicDesc* Desc = Registry.Find(FName(*Name));
if (!Desc)
{
OutError = FString::Printf(TEXT("unknown intrinsic 'UE_%s'"), *Name);
return false;
}
if (Desc->Frequency == EShaderLabIntrinsicFrequency::PixelOnly && Stage == EShaderLabIntrinsicFrequency::VertexOnly)
{
OutError = FString::Printf(TEXT("intrinsic 'UE_%s' is pixel-only and cannot be used in a Vertex body"), *Name);
return false;
}
if (Desc->Frequency == EShaderLabIntrinsicFrequency::VertexOnly && Stage == EShaderLabIntrinsicFrequency::PixelOnly)
{
OutError = FString::Printf(TEXT("intrinsic 'UE_%s' is vertex-only and cannot be used in a pixel body"), *Name);
return false;
}
const TArray<FString> CallArgs = SplitArgs(ArgsRaw);
if (CallArgs.Num() > Desc->Params.Num())
{
OutError = FString::Printf(TEXT("intrinsic 'UE_%s' takes at most %d argument(s), got %d"), *Name, Desc->Params.Num(), CallArgs.Num());
return false;
}
for (int32 a = 0; a < CallArgs.Num(); ++a)
{
const FShaderLabIntrinsicParam& P = Desc->Params[a];
if (P.Enum)
{
if (P.Enum->GetValueByNameString(CallArgs[a]) == INDEX_NONE)
{
OutError = FString::Printf(TEXT("intrinsic 'UE_%s' argument '%s' must be a %s token, got '%s'"), *Name, *P.Name, *P.Enum->GetName(), *CallArgs[a]);
return false;
}
}
else if (!IsNumericLiteral(CallArgs[a]))
{
OutError = FString::Printf(TEXT("intrinsic 'UE_%s' argument '%s' must be a compile-time constant, got '%s'"), *Name, *P.Name, *CallArgs[a]);
return false;
}
}
FString MakeError;
UMaterialExpression* Expr = Desc->MakeNode(Material, CallArgs, MakeError);
if (!Expr)
{
OutError = FString::Printf(TEXT("intrinsic 'UE_%s': %s"), *Name, MakeError.IsEmpty() ? TEXT("failed to create node") : *MakeError);
return false;
}
OutExpr = Expr;
OutOutputIndex = Desc->OutputIndex;
return true;
}
/** The HLSL parameter type token for a promoted property (textures also emit a paired sampler). */
static void AppendPropParam(const FShaderLabProperty& Prop, TArray<FString>& OutParams)
{
const FString Name = Prop.Name.ToString();
switch (Prop.Type)
{
case EShaderLabPropertyType::Scalar: OutParams.Add(FString::Printf(TEXT("float %s"), *Name)); break;
case EShaderLabPropertyType::Color: OutParams.Add(FString::Printf(TEXT("float3 %s"), *Name)); break;
case EShaderLabPropertyType::Vector: OutParams.Add(FString::Printf(TEXT("float4 %s"), *Name)); break;
case EShaderLabPropertyType::Texture2D:
OutParams.Add(FString::Printf(TEXT("Texture2D %s"), *Name));
OutParams.Add(FString::Printf(TEXT("SamplerState %sSampler"), *Name));
break;
case EShaderLabPropertyType::TextureCube:
OutParams.Add(FString::Printf(TEXT("TextureCube %s"), *Name));
OutParams.Add(FString::Printf(TEXT("SamplerState %sSampler"), *Name));
break;
case EShaderLabPropertyType::Texture2DArray:
OutParams.Add(FString::Printf(TEXT("Texture2DArray %s"), *Name));
OutParams.Add(FString::Printf(TEXT("SamplerState %sSampler"), *Name));
break;
case EShaderLabPropertyType::Texture3D:
OutParams.Add(FString::Printf(TEXT("Texture3D %s"), *Name));
OutParams.Add(FString::Printf(TEXT("SamplerState %sSampler"), *Name));
break;
case EShaderLabPropertyType::TextureCubeArray:
OutParams.Add(FString::Printf(TEXT("TextureCubeArray %s"), *Name));
OutParams.Add(FString::Printf(TEXT("SamplerState %sSampler"), *Name));
break;
default: break; // StaticBool never becomes a parameter (reaches bodies via the global #define).
}
}
/** The call-site argument(s) for a promoted property (textures pass texture + sampler). */
static void AppendPropArg(const FShaderLabProperty& Prop, TArray<FString>& OutArgs)
{
const FString Name = Prop.Name.ToString();
OutArgs.Add(Name);
if (ShaderLabIsTextureType(Prop.Type))
{
OutArgs.Add(Name + TEXT("Sampler"));
}
}
/**
* Build the trailing parameter-declaration list (bArgs=false) or call-argument list (bArgs=true) for a
* function context. Iterated in the same stable order for both so params and args line up positionally.
*/
static FString BuildTrailing(const FFunctionCtx& Ctx, const FShaderLabResolvedProgram& Program, bool bArgs)
{
TArray<FString> Parts;
for (const FName& PropName : Ctx.ReqProps)
{
const FShaderLabProperty* Prop = Program.Properties.FindByPredicate(
[PropName](const FShaderLabProperty& P) { return P.Name == PropName; });
if (!Prop)
{
continue; // Defensive: resolver guarantees membership; skip if somehow absent.
}
if (bArgs) { AppendPropArg(*Prop, Parts); }
else { AppendPropParam(*Prop, Parts); }
}
for (const FIntrinsicUse& Use : Ctx.ReqIntr)
{
const FString Var = MakeIntrinsicVar(Use.Name, Use.ArgSig);
if (bArgs)
{
Parts.Add(Var);
}
else
{
const FShaderLabIntrinsicDesc* Desc = FShaderLabIntrinsicRegistry::Get().Find(FName(*Use.Name));
const FString Type = (Desc && !Desc->ReturnType.IsEmpty()) ? Desc->ReturnType : FString(TEXT("float"));
Parts.Add(FString::Printf(TEXT("%s %s"), *Type, *Var));
}
}
return FString::Join(Parts, TEXT(", "));
}
/** True at an identifier start position (previous char is not part of an identifier). */
static bool IsIdentBoundary(const FString& B, int32 i)
{
auto IsIdent = [](TCHAR C) { return FChar::IsAlnum(C) || C == TEXT('_'); };
return (i == 0 || !IsIdent(B[i - 1])) && (IsIdent(B[i]) || B[i] == TEXT('_'));
}
/** Index just past an identifier starting at i (assumes IsIdentBoundary(B,i)). */
static int32 IdentEnd(const FString& B, int32 i)
{
auto IsIdent = [](TCHAR C) { return FChar::IsAlnum(C) || C == TEXT('_'); };
int32 j = i;
while (j < B.Len() && IsIdent(B[j])) { ++j; }
return j;
}
/** First non-whitespace index at/after i (B.Len() if none). */
static int32 SkipSpace(const FString& B, int32 i)
{
while (i < B.Len() && FChar::IsWhitespace(B[i])) { ++i; }
return i;
}
/** Scan a function body for its DIRECT promoted-property refs, intrinsic uses, and callee names. */
static bool ScanDirectRefs(const FString& Body, const FShaderLabResolvedLibrary& OwnerLib,
const FShaderLabResolvedProgram& Program, const FString& SrcPath, int32 BodyLine,
TSet<FName>& OutProps, TArray<FIntrinsicUse>& OutIntr, TSet<FName>& OutCallees, TArray<FString>& OutErrors)
{
const FShaderLabIntrinsicRegistry& Registry = FShaderLabIntrinsicRegistry::Get();
// Promoted properties visible in this library are found by whole-word reference.
for (const TPair<FName, FName>& Pair : OwnerLib.PropRewrite)
{
if (Program.PropertyOwner.Contains(Pair.Value) && ReferencesToken(Body, Pair.Key.ToString()))
{
OutProps.Add(Pair.Value);
}
}
const int32 Len = Body.Len();
int32 i = 0;
bool bOk = true;
while (i < Len)
{
const TCHAR C = Body[i];
// Skip comments and string/char literals so tokens inside them are not treated as code.
if (C == TEXT('/') && i + 1 < Len && Body[i + 1] == TEXT('/')) { while (i < Len && Body[i] != TEXT('\n')) { ++i; } continue; }
if (C == TEXT('/') && i + 1 < Len && Body[i + 1] == TEXT('*')) { i += 2; while (i + 1 < Len && !(Body[i] == TEXT('*') && Body[i + 1] == TEXT('/'))) { ++i; } i += 2; continue; }
if (C == TEXT('"') || C == TEXT('\'')) { const TCHAR Q = C; ++i; while (i < Len && Body[i] != Q) { if (Body[i] == TEXT('\\')) { ++i; } ++i; } ++i; continue; }
if (!IsIdentBoundary(Body, i)) { ++i; continue; }
const int32 e = IdentEnd(Body, i);
const FString Ident = Body.Mid(i, e - i);
const int32 paren = SkipSpace(Body, e);
const bool bCall = (paren < Len && Body[paren] == TEXT('('));
if (bCall && Ident.StartsWith(TEXT("UE_")))
{
const FString Name = Ident.Mid(3);
if (Name == TEXT("Interpolator"))
{
OutErrors.Add(FString::Printf(TEXT("%s(%d,1): error: UE_Interpolator cannot be used inside a library function"), *SrcPath, FMath::Max(BodyLine, 1)));
bOk = false;
i = e;
continue;
}
if (const FShaderLabIntrinsicDesc* Desc = Registry.Find(FName(*Name)))
{
// Registry intrinsic: read its balanced (...) and record the use (args are literals).
int32 depth = 0, m = paren;
for (; m < Len; ++m) { if (Body[m] == TEXT('(')) { ++depth; } else if (Body[m] == TEXT(')')) { if (--depth == 0) { break; } } }
const FString ArgsRaw = (m < Len) ? Body.Mid(paren + 1, m - (paren + 1)) : FString();
// Overloaded intrinsic called with args: it's the same-named raw HLSL helper, not the wired
// intrinsic — leave it and keep scanning its arguments (like an unknown UE_ helper below).
if (Desc->bAllowRawHelperWithArgs && SplitArgs(ArgsRaw).Num() > Desc->Params.Num())
{
i = e;
continue;
}
const FString ArgSig = MakeArgSig(ArgsRaw);
if (!OutIntr.ContainsByPredicate([&](const FIntrinsicUse& U) { return U.Name == Name && U.ArgSig == ArgSig; }))
{
OutIntr.Add(FIntrinsicUse{ Name, ArgsRaw, ArgSig });
}
i = (m < Len) ? m + 1 : e;
continue;
}
// Unknown UE_ (an HLSL library helper like UE_Noise): leave it; keep scanning its args.
i = e;
continue;
}
if (bCall && Program.FunctionOwnerLibrary.Contains(FName(*Ident)))
{
OutCallees.Add(FName(*Ident));
}
i = e;
}
return bOk;
}
/** Compute (memoized) the transitive context of a function; detects recursion (illegal in HLSL). */
static bool ComputeFunctionCtx(const FName FuncName, FLibraryEmit& Emit, TArray<FString>& OutErrors)
{
FFunctionCtx& Ctx = Emit.Ctx.FindOrAdd(FuncName);
if (Ctx.State == 2) { return true; }
if (Ctx.State == 1)
{
OutErrors.Add(FString::Printf(TEXT("ShaderLab: recursive library function call involving '%s' (not allowed)"), *FuncName.ToString()));
return false;
}
Ctx.State = 1;
int32 LibIdx = INDEX_NONE;
const FShaderLabFunction* Fn = Emit.Program->FindFunction(FuncName, LibIdx);
check(Fn); // caller only asks for known functions
const FShaderLabResolvedLibrary& Lib = Emit.Program->Libraries[LibIdx];
const FString SrcPath = MakeLineDirectivePath(Lib.Model.SourceFilePath);
TSet<FName> DirectProps, DirectCallees;
TArray<FIntrinsicUse> DirectIntr;
if (!ScanDirectRefs(Fn->Body, Lib, *Emit.Program, SrcPath, Fn->BodyLine, DirectProps, DirectIntr, DirectCallees, OutErrors))
{
return false;
}
TSet<FName> Props = DirectProps;
TArray<FIntrinsicUse> Intr = DirectIntr;
for (const FName& Callee : DirectCallees)
{
if (!ComputeFunctionCtx(Callee, Emit, OutErrors))
{
return false;
}
// Re-find after potential rehash of the map from recursive FindOrAdd.
const FFunctionCtx& CalleeCtx = Emit.Ctx[Callee];
for (const FName& P : CalleeCtx.ReqProps) { Props.Add(P); }
for (const FIntrinsicUse& U : CalleeCtx.ReqIntr)
{
if (!Intr.ContainsByPredicate([&](const FIntrinsicUse& X) { return X.Name == U.Name && X.ArgSig == U.ArgSig; }))
{
Intr.Add(U);
}
}
}
// Stable deterministic order (params and args must agree across all emission sites).
TArray<FName> SortedProps = Props.Array();
SortedProps.Sort([](const FName& A, const FName& B) { return A.LexicalLess(B); });
Intr.Sort([](const FIntrinsicUse& A, const FIntrinsicUse& B)
{
return (A.Name + TEXT("|") + A.ArgSig) < (B.Name + TEXT("|") + B.ArgSig);
});
FFunctionCtx& Store = Emit.Ctx.FindOrAdd(FuncName);
Store.ReqProps = MoveTemp(SortedProps);
Store.ReqIntr = MoveTemp(Intr);
Store.State = 2;
return true;
}
/**
* Append each library function call's trailing context arguments (the callee's required promoted
* properties + intrinsic variables) just before its closing paren. Used on both rewritten library
* function bodies and consuming shader bodies. Comments and string literals are skipped.
*/
static FString InjectCalleeArgs(const FString& P1, const FLibraryEmit& Emit)
{
if (!Emit.HasLibraries())
{
return P1;
}
FString Out;
Out.Reserve(P1.Len());
const int32 L2 = P1.Len();
struct FParenInfo { FString Trailing; bool bHasArgs = false; };
TArray<FParenInfo> Stack;
int32 k = 0;
while (k < L2)
{
const TCHAR C = P1[k];
if (C == TEXT('/') && k + 1 < L2 && P1[k + 1] == TEXT('/')) { const int32 s = k; while (k < L2 && P1[k] != TEXT('\n')) { ++k; } Out += P1.Mid(s, k - s); continue; }
if (C == TEXT('/') && k + 1 < L2 && P1[k + 1] == TEXT('*')) { const int32 s = k; k += 2; while (k + 1 < L2 && !(P1[k] == TEXT('*') && P1[k + 1] == TEXT('/'))) { ++k; } k = FMath::Min(k + 2, L2); Out += P1.Mid(s, k - s); continue; }
if (C == TEXT('"') || C == TEXT('\'')) { const int32 s = k; const TCHAR Q = C; ++k; while (k < L2 && P1[k] != Q) { if (P1[k] == TEXT('\\')) { ++k; } ++k; } ++k; Out += P1.Mid(s, FMath::Min(k, L2) - s); if (Stack.Num()) { Stack.Last().bHasArgs = true; } continue; }
if (IsIdentBoundary(P1, k))
{
const int32 e = IdentEnd(P1, k);
const FString Ident = P1.Mid(k, e - k);
const int32 paren = SkipSpace(P1, e);
if (paren < L2 && P1[paren] == TEXT('(') && Emit.Program->FunctionOwnerLibrary.Contains(FName(*Ident)))
{
Out += P1.Mid(k, (paren + 1) - k); // identifier + spaces + '('
FParenInfo Info;
Info.Trailing = BuildTrailing(Emit.Ctx[FName(*Ident)], *Emit.Program, /*bArgs*/ true);
Stack.Add(Info);
if (Stack.Num() > 1) { Stack[Stack.Num() - 2].bHasArgs = true; }
k = paren + 1;
continue;
}
if (Stack.Num()) { Stack.Last().bHasArgs = true; }
Out += Ident;
k = e;
continue;
}
if (C == TEXT('('))
{
Stack.Add(FParenInfo());
if (Stack.Num() > 1) { Stack[Stack.Num() - 2].bHasArgs = true; }
Out.AppendChar(C);
++k;
continue;
}
if (C == TEXT(')'))
{
FParenInfo Info = Stack.Num() ? Stack.Pop() : FParenInfo();
if (!Info.Trailing.IsEmpty())
{
Out += Info.bHasArgs ? (FString(TEXT(", ")) + Info.Trailing) : Info.Trailing;
}
Out.AppendChar(C);
++k;
continue;
}
if (!FChar::IsWhitespace(C) && Stack.Num()) { Stack.Last().bHasArgs = true; }
Out.AppendChar(C);
++k;
}
return Out;
}
/**
* Rewrite a library function body: promoted-property refs and registry-intrinsic calls are renamed
* (to their promoted / SLI variable names), then each call to another library function gets the callee's
* trailing context arguments appended. Comments and string literals are skipped.
*/
static FString RewriteFunctionBody(const FString& Body, const FShaderLabResolvedLibrary& OwnerLib,
const FLibraryEmit& Emit)
{
const FShaderLabIntrinsicRegistry& Registry = FShaderLabIntrinsicRegistry::Get();
const int32 Len = Body.Len();
// Pass 1: rename properties (bare -> promoted) and registry intrinsics (UE_X(...) -> SLI var).
FString P1;
P1.Reserve(Len);
int32 i = 0;
while (i < Len)
{
const TCHAR C = Body[i];
if (C == TEXT('/') && i + 1 < Len && Body[i + 1] == TEXT('/')) { const int32 s = i; while (i < Len && Body[i] != TEXT('\n')) { ++i; } P1 += Body.Mid(s, i - s); continue; }
if (C == TEXT('/') && i + 1 < Len && Body[i + 1] == TEXT('*')) { const int32 s = i; i += 2; while (i + 1 < Len && !(Body[i] == TEXT('*') && Body[i + 1] == TEXT('/'))) { ++i; } i = FMath::Min(i + 2, Len); P1 += Body.Mid(s, i - s); continue; }
if (C == TEXT('"') || C == TEXT('\'')) { const int32 s = i; const TCHAR Q = C; ++i; while (i < Len && Body[i] != Q) { if (Body[i] == TEXT('\\')) { ++i; } ++i; } ++i; P1 += Body.Mid(s, FMath::Min(i, Len) - s); continue; }
if (!IsIdentBoundary(Body, i)) { P1.AppendChar(C); ++i; continue; }
const int32 e = IdentEnd(Body, i);
const FString Ident = Body.Mid(i, e - i);
const int32 paren = SkipSpace(Body, e);
const bool bCall = (paren < Len && Body[paren] == TEXT('('));
if (bCall && Ident.StartsWith(TEXT("UE_")))
{
const FString Name = Ident.Mid(3);
if (const FShaderLabIntrinsicDesc* Desc = Registry.Find(FName(*Name)))
{
int32 depth = 0, m = paren;
for (; m < Len; ++m) { if (Body[m] == TEXT('(')) { ++depth; } else if (Body[m] == TEXT(')')) { if (--depth == 0) { break; } } }
const FString ArgsRaw = (m < Len) ? Body.Mid(paren + 1, m - (paren + 1)) : FString();
// Overloaded intrinsic called with args -> the same-named raw HLSL helper form: emit the
// identifier verbatim (do NOT rewrite to an SLI_ input) and keep scanning its arguments.
if (Desc->bAllowRawHelperWithArgs && SplitArgs(ArgsRaw).Num() > Desc->Params.Num())
{
P1 += Ident;
i = e;
continue;
}
P1 += MakeIntrinsicVar(Name, MakeArgSig(ArgsRaw));
i = (m < Len) ? m + 1 : e;
continue;
}
// Unknown UE_ helper: keep the identifier, keep scanning its args.
P1 += Ident;
i = e;
continue;
}
// Don't rewrite a member access (`s.Contrast`, `p->Contrast`): only a bare identifier is the
// promoted property. Member fields that happen to share a property's name must be left alone.
const bool bMemberAccess = (i > 0 && Body[i - 1] == TEXT('.'))
|| (i > 1 && Body[i - 1] == TEXT('>') && Body[i - 2] == TEXT('-'));
if (!bMemberAccess)
{
if (const FName* Promoted = OwnerLib.PropRewrite.Find(FName(*Ident)))
{
P1 += Promoted->ToString();
i = e;
continue;
}
}
P1 += Ident;
i = e;
}
// Pass 2: append trailing context args to each call of a library function.
return InjectCalleeArgs(P1, Emit);
}
/** Collect the names of library functions called (syntactically `Name(`) in a body. */
static void CollectCalledFunctions(const FString& Body, const FShaderLabResolvedProgram& Program, TSet<FName>& Out)
{
const int32 Len = Body.Len();
for (int32 i = 0; i < Len; )
{
if (!IsIdentBoundary(Body, i)) { ++i; continue; }
const int32 e = IdentEnd(Body, i);
const int32 paren = SkipSpace(Body, e);
if (paren < Len && Body[paren] == TEXT('('))
{
const FName Ident(*Body.Mid(i, e - i));
if (Program.FunctionOwnerLibrary.Contains(Ident)) { Out.Add(Ident); }
}
i = e;
}
}
/**
* Prepare a consuming body (Surface/Slab/Value/Interpolator/Vertex): rewrite calls to library functions
* (appending their context args), emit the body's own UE_ intrinsics, and additionally create+wire the
* intrinsics that called functions need (stage-validated). Fills OutWires (intrinsic inputs) and
* OutReqProps (promoted property names the called functions need, which the caller also wires).
*/
static bool PrepareBody(
UMaterial& Material, EShaderLabIntrinsicFrequency Stage,
FString& InOutBody, int32 BodyLine, const FString& SrcPath,
const FLibraryEmit& Emit,
TArray<FIntrinsicWire>& OutWires, TSet<FName>& OutReqProps,
const TMap<FName, UMaterialExpression*>& InterpByName, TSet<FName>& UsedInterps,
const FSampleNodes& Samples,
TArray<FString>& OutErrors)
{
// Which library functions does this body call? (Scan the original body — function names are not
// touched by intrinsic substitution, so the result is order-independent.)
TSet<FName> Called;
if (Emit.HasLibraries())
{
CollectCalledFunctions(InOutBody, *Emit.Program, Called);
}
// Pre-sampled VT / RVT reads (pixel-only): wire each referenced sample node's output into the body.
// Done before EmitIntrinsics so the RVT member rewrite doesn't disturb intrinsic column padding of
// UE_ substitutions (RVT rewrite only touches `<Name>.<Member>`, never `UE_...`).
if (Samples.VT || Samples.RVT)
{
if (Stage != EShaderLabIntrinsicFrequency::PixelOnly)
{
// Reject VT/RVT reads outside a pixel body (vertex/interpolator). Only flag when actually used.
auto FirstUsed = [&](const TMap<FName, UMaterialExpression*>* Map, const TCHAR* What) -> bool
{
if (!Map) { return false; }
for (const TPair<FName, UMaterialExpression*>& Pair : *Map)
{
if (ReferencesToken(InOutBody, Pair.Key.ToString()))
{
OutErrors.Add(FString::Printf(TEXT("%s(%d,1): error: %s read '%s' is only allowed in a pixel body"),
*SrcPath, FMath::Max(BodyLine - 1, 1), What, *Pair.Key.ToString()));
return true;
}
}
return false;
};
bool bMisuse = FirstUsed(Samples.VT, TEXT("Virtual texture"));
bMisuse |= FirstUsed(Samples.RVT, TEXT("Runtime virtual texture"));
if (bMisuse) { return false; }
}
else
{
// Streaming VT: `<Name>` used verbatim as a float4 -> wire the sample node's RGBA output (pin 5).
if (Samples.VT)
{
for (const TPair<FName, UMaterialExpression*>& Pair : *Samples.VT)
{
if (ReferencesToken(InOutBody, Pair.Key.ToString()))
{
OutWires.Add(FIntrinsicWire{ Pair.Key, Pair.Value, /*RGBA*/ 5 });
}
}
}
// RVT: rewrite `<Name>.<Member>` -> `SLRVT_<Name>_<Member>` and wire the matching output pin.
if (Samples.RVT)
{
for (const TPair<FName, UMaterialExpression*>& Pair : *Samples.RVT)
{
const FString NameStr = Pair.Key.ToString();
for (const FRVTMemberDef& M : GRVTMembers)
{
const FString Access = NameStr + TEXT(".") + M.Member;
if (!ReferencesToken(InOutBody, Access))
{
continue;
}
const FString InputVar = FString(TEXT("SLRVT_")) + NameStr + TEXT("_") + M.Member;
InOutBody.ReplaceInline(*Access, *InputVar, ESearchCase::CaseSensitive);
OutWires.Add(FIntrinsicWire{ FName(*InputVar), Pair.Value, M.PinIndex });
}
}
}
}
}
// The body's own UE_ intrinsics FIRST: EmitIntrinsics space-pads its substitutions so compile-error
// columns map accurately, and it reports offsets against THIS body — so it must run before callee-arg
// injection (which inserts text mid-line and would shift those columns).
if (!EmitIntrinsics(Material, Stage, InOutBody, BodyLine, SrcPath, OutWires, InterpByName, UsedInterps, OutErrors))
{
return false;
}
// Now rewrite each library-function call to pass the context args the callee needs. Safe to run
// after EmitIntrinsics: it only touches `Name(` for library functions, and appends already-final
// promoted/SLI identifiers.
if (Called.Num() > 0)
{
InOutBody = InjectCalleeArgs(InOutBody, Emit);
}
// Add intrinsics/props required by called functions (deduped against what the body already wired).
bool bOk = true;
for (const FName& Callee : Called)
{
const FFunctionCtx& Ctx = Emit.Ctx[Callee];
for (const FName& P : Ctx.ReqProps) { OutReqProps.Add(P); }
// Map a validation failure back to the library that actually contains the offending intrinsic,
// not this calling body (the intrinsic literal lives in the callee's source, not here).
int32 CalleeLib = INDEX_NONE;
Emit.Program->FindFunction(Callee, CalleeLib);
const FString CalleeSrc = (CalleeLib != INDEX_NONE)
? MakeLineDirectivePath(Emit.Program->Libraries[CalleeLib].Model.SourceFilePath) : SrcPath;
for (const FIntrinsicUse& Use : Ctx.ReqIntr)
{
const FName InputName(*MakeIntrinsicVar(Use.Name, Use.ArgSig));
if (OutWires.ContainsByPredicate([&](const FIntrinsicWire& W) { return W.InputName == InputName; }))
{
continue;
}
UMaterialExpression* Expr = nullptr;
int32 OutIdx = 0;
FString Err;
if (!CreateIntrinsicNode(Material, Use.Name, Use.ArgsRaw, Stage, Expr, OutIdx, Err))
{
OutErrors.Add(FString::Printf(TEXT("%s(1,1): error: %s (in library function '%s', reached from %s)"),
*CalleeSrc, *Err, *Callee.ToString(), *FPaths::GetCleanFilename(SrcPath)));
bOk = false;
continue;
}
OutWires.Add(FIntrinsicWire{ InputName, Expr, OutIdx });
}
}
return bOk;
}
/** A created property parameter node (shared across all slabs/values that reference it). */
struct FParamNode
{
UMaterialExpression* Expr = nullptr;
bool bIsTexture = false;
};
/**
* Wire the promoted-property parameter nodes a body needs onto its Custom node: every non-StaticBool
* property that is either referenced literally in the body OR required by a called library function.
* Iterating the (deduped) promoted property set once means a property that is both never doubles up.
*/
static void WirePropInputs(UMaterialExpressionCustom& Custom, const FShaderLabResolvedProgram& Program,
const TMap<FName, FParamNode>& PropertyNodes, const FString& InBody, const TSet<FName>& ReqProps,
const TArray<FShaderLabCollectionParam>& Collections)
{
for (const FShaderLabProperty& Prop : Program.Properties)
{
if (Prop.Type == EShaderLabPropertyType::StaticBool)
{
continue;
}
if (!ReqProps.Contains(Prop.Name) && !ReferencesToken(InBody, Prop.Name.ToString()))
{
continue;
}
const FParamNode* Node = PropertyNodes.Find(Prop.Name);
if (Node && Node->Expr)
{
FCustomInput In;
In.InputName = Prop.Name;
In.Input.Connect(0, Node->Expr);
Custom.Inputs.Add(In);
}
}
// Material Parameter Collection reads: same wiring as a property (deterministic declaration order).
for (const FShaderLabCollectionParam& C : Collections)
{
if (!ReferencesToken(InBody, C.Name.ToString()))
{
continue;
}
const FParamNode* Node = PropertyNodes.Find(C.Name);
if (Node && Node->Expr)
{
FCustomInput In;
In.InputName = C.Name;
In.Input.Connect(0, Node->Expr);
Custom.Inputs.Add(In);
}
}
}
/** Map an SL_INTERPOLATOR return type to a Custom-node output type (parser guarantees float1..4). */
static ECustomMaterialOutputType InterpolatorOutputType(const FString& ReturnType)
{
if (ReturnType == TEXT("float2")) { return CMOT_Float2; }
if (ReturnType == TEXT("float3")) { return CMOT_Float3; }
if (ReturnType == TEXT("float4")) { return CMOT_Float4; }
return CMOT_Float1; // "float"
}
/** File-name-safe stem from the shader name (identity), matching the registry's illegal->'_' rule. */
static FString SanitizeShaderFileStem(const FString& Name)
{
FString Out;
for (const TCHAR C : Name)
{
Out.AppendChar((FChar::IsAlnum(C) || C == TEXT('_') || C == TEXT('-')) ? C : TEXT('_'));
}
return Out.IsEmpty() ? FString(TEXT("Unnamed")) : Out;
}
/**
* Virtual `#include` path for a shader's generated header (free local code + emitted library functions),
* or empty when the shader has neither local code nor `.uslfunc` imports. Gated on Model alone so the
* node-include side (AddIncludes) and the file-writing side (WriteLocalCodeInclude) always agree.
*/
static FString LocalCodeVirtualPath(const FShaderLabModel& Model)
{
if (Model.LocalCode.Num() == 0 && Model.Imports.Num() == 0)
{
return FString();
}
return FString::Printf(TEXT("%s/%s.gen.ush"),
FShaderLabGraphBuilder::GetGeneratedVirtualRoot(), *SanitizeShaderFileStem(Model.ShaderName));
}
/**
* Guard: reject UE_ node intrinsics / UE_Interpolator inside free local code. Local functions are pure
* HLSL emitted at file scope — they can't reach material-graph nodes or per-primitive parameters, so a
* `UE_Time()` there would fail with an obscure "undefined symbol". Report it clearly, mapped to the .usl.
* (HLSL library helpers like UE_Noise are NOT in the registry and remain allowed.)
*/
static bool CheckLocalCodeIntrinsics(const FShaderLabModel& Model, TArray<FString>& OutErrors)
{
const FShaderLabIntrinsicRegistry& Registry = FShaderLabIntrinsicRegistry::Get();
const FString SrcPath = MakeLineDirectivePath(Model.SourceFilePath);
auto IsIdent = [](TCHAR C) { return FChar::IsAlnum(C) || C == TEXT('_'); };
bool bOk = true;
for (const FShaderLabLocalCode& LC : Model.LocalCode)
{
const FString& B = LC.Text;
const int32 Len = B.Len();
int32 i = 0;
while (i < Len)
{
const bool bBoundary = (i == 0) || !IsIdent(B[i - 1]);
if (bBoundary && i + 3 <= Len && B[i] == TEXT('U') && B[i + 1] == TEXT('E') && B[i + 2] == TEXT('_'))
{
int32 j = i + 3;
while (j < Len && IsIdent(B[j])) { ++j; }
const FString Name = B.Mid(i + 3, j - (i + 3));
int32 k = j;
while (k < Len && FChar::IsWhitespace(B[k])) { ++k; }
if (!Name.IsEmpty() && k < Len && B[k] == TEXT('(')
&& (Name == TEXT("Interpolator") || Registry.Find(FName(*Name))))
{
int32 Line = LC.Line;
for (int32 p = 0; p < i; ++p) { if (B[p] == TEXT('\n')) { ++Line; } }
OutErrors.Add(FString::Printf(
TEXT("%s(%d,1): error: UE_%s is a material-graph intrinsic and cannot be used inside a local function (pass its value in as a parameter)"),
*SrcPath, FMath::Max(Line, 1), *Name));
bOk = false;
}
i = j;
continue;
}
++i;
}
}
return bOk;
}
/**
* Write the shader's free top-level HLSL (LocalCode) to its generated `.gen.ush` on disk, at file
* scope (in source order, each chunk `#line`-mapped back to the .usl). Every generated Custom node
* #includes this file, so helpers/structs/globals are defined-before-use for all pixel/vertex bodies
* regardless of the translator's per-node compile order. No-op when the shader has no local code.
*/
/** Join an author signature with the trailing context params/args (handles the empty-signature case). */
static FString JoinSignature(const FString& SignatureInner, const FString& Trailing)
{
const FString Sig = SignatureInner.TrimStartAndEnd();
if (Trailing.IsEmpty()) { return Sig; }
if (Sig.IsEmpty()) { return Trailing; }
return Sig + TEXT(", ") + Trailing;
}
static bool WriteLocalCodeInclude(const FShaderLabModel& Model, const FLibraryEmit& Emit, TArray<FString>& OutErrors)
{
if (Model.LocalCode.Num() == 0 && !Emit.HasLibraries())
{
return true;
}
const FString SrcPath = MakeLineDirectivePath(Model.SourceFilePath);
FString Content;
Content += FString::Printf(TEXT("// Generated by ShaderLab from %s - do not edit.\n"), *Model.ShaderName);
Content += TEXT("#pragma once\n");
Content += FString::Printf(TEXT("#include \"%s\"\n"), SHADERLAB_COMMON_INCLUDE);
Content += FString::Printf(TEXT("#include \"%s\"\n"), SHADERLAB_FUNCTIONS_INCLUDE);
// Imported library dependencies: real `.ush` includes, then library free HLSL (in dependency order),
// so library functions below see their own helpers/structs/globals.
if (Emit.HasLibraries())
{
TSet<FString> SeenIncludes;
for (const FShaderLabResolvedLibrary& Lib : Emit.Program->Libraries)
{
for (const FString& Inc : Lib.Model.Includes)
{
if (!Inc.IsEmpty() && !SeenIncludes.Contains(Inc))
{
SeenIncludes.Add(Inc);
Content += FString::Printf(TEXT("#include \"%s\"\n"), *Inc);
}
}
}
for (const FShaderLabResolvedLibrary& Lib : Emit.Program->Libraries)
{
const FString LibSrc = MakeLineDirectivePath(Lib.Model.SourceFilePath);
for (const FShaderLabLocalCode& LC : Lib.Model.LocalCode)
{
Content += FString::Printf(TEXT("#line %d \"%s\"\n"), FMath::Max(LC.Line, 1), *LibSrc);
Content += LC.Text;
Content += TEXT("\n");
}
}
}
for (const FShaderLabLocalCode& LC : Model.LocalCode)
{
Content += FString::Printf(TEXT("#line %d \"%s\"\n"), FMath::Max(LC.Line, 1), *SrcPath);
Content += LC.Text;
Content += TEXT("\n");
}
// Library functions actually reached from the shader's bodies (Emit.Ctx holds exactly those). Emit
// prototypes for all first so intra-/cross-library calls resolve regardless of declaration order,
// then the rewritten definitions in dependency order.
if (Emit.HasLibraries())
{
Content += TEXT("#line 1 \"ShaderLabGenerated.ush\"\n");
for (const FShaderLabResolvedLibrary& Lib : Emit.Program->Libraries)
{
for (const FShaderLabFunction& Fn : Lib.Model.Functions)
{
const FFunctionCtx* Ctx = Emit.Ctx.Find(Fn.Name);
if (!Ctx || Ctx->State != 2) { continue; }
const FString Sig = JoinSignature(Fn.SignatureInner, BuildTrailing(*Ctx, *Emit.Program, /*bArgs*/ false));
Content += FString::Printf(TEXT("%s %s(%s);\n"), *Fn.ReturnType, *Fn.Name.ToString(), *Sig);
}
}
for (const FShaderLabResolvedLibrary& Lib : Emit.Program->Libraries)
{
const FString LibSrc = MakeLineDirectivePath(Lib.Model.SourceFilePath);
for (const FShaderLabFunction& Fn : Lib.Model.Functions)
{
const FFunctionCtx* Ctx = Emit.Ctx.Find(Fn.Name);
if (!Ctx || Ctx->State != 2) { continue; }
const FString Sig = JoinSignature(Fn.SignatureInner, BuildTrailing(*Ctx, *Emit.Program, /*bArgs*/ false));
const FString RewrittenBody = RewriteFunctionBody(Fn.Body, Lib, Emit);
Content += FString::Printf(TEXT("%s %s(%s)\n{\n%s}\n"), *Fn.ReturnType, *Fn.Name.ToString(), *Sig,
*WrapBodyWithLineMapping(RewrittenBody, Fn.BodyLine, LibSrc));
}
}
}
const FString GenDir = FShaderLabGraphBuilder::GetGeneratedShaderDir();
if (GenDir.IsEmpty())
{
OutErrors.Add(TEXT("ShaderLab: cannot locate the plugin directory for the generated local-code include"));
return false;
}
IFileManager::Get().MakeDirectory(*GenDir, /*Tree*/ true);
const FString DiskPath = FPaths::Combine(GenDir, SanitizeShaderFileStem(Model.ShaderName) + TEXT(".gen.ush"));
// Shader source must be UTF-8 (no BOM) for the shader preprocessor, not the default UTF-16.
if (!FFileHelper::SaveStringToFile(Content, *DiskPath, FFileHelper::EEncodingOptions::ForceUTF8WithoutBOM))
{
OutErrors.Add(FString::Printf(TEXT("ShaderLab: failed to write generated local-code include '%s'"), *DiskPath));
return false;
}
// Drop any cached copy so the shader preprocessor re-reads the freshly written file (hot reload / re-cook).
FlushShaderFileCache();
return true;
}
/** Add the shared struct + function-library includes, the generated local-code header (if any), and
* any user `Includes { }` paths. */
static void AddIncludes(UMaterialExpressionCustom& Custom, const FShaderLabModel& Model)
{
Custom.IncludeFilePaths.Add(SHADERLAB_COMMON_INCLUDE);
// The function library provides the UE_ HLSL helpers (UE_Noise, UE_RotateAboutAxis, ...) that
// are left verbatim in the body (not rewritten into nodes).
Custom.IncludeFilePaths.Add(SHADERLAB_FUNCTIONS_INCLUDE);
// User-authored local functions/structs/globals live in a generated header at file scope.
const FString LocalInclude = LocalCodeVirtualPath(Model);
if (!LocalInclude.IsEmpty())
{
Custom.IncludeFilePaths.AddUnique(LocalInclude);
}
for (const FString& Include : Model.Includes)
{
if (!Include.IsEmpty())
{
Custom.IncludeFilePaths.AddUnique(Include);
}
}
}
/** Map a SubSurfaceType token to the engine enum. */
static bool ParseSubSurfaceType(const FString& Token, EMaterialSubSurfaceType& Out)
{
if (Token == TEXT("None")) { Out = MSS_None; return true; }
if (Token == TEXT("Wrap")) { Out = MSS_Wrap; return true; }
if (Token == TEXT("TwoSidedWrap")) { Out = MSS_TwoSidedWrap; return true; }
if (Token == TEXT("Diffusion")) { Out = MSS_Diffusion; return true; }
if (Token == TEXT("SimpleVolume")) { Out = MSS_SimpleVolume; return true; }
return false;
}
/**
* Apply non-pin BSDF modifiers (asset profiles + SubSurfaceType) onto the concrete node. Only modifiers
* applicable to the node type are consumed; others are ignored. Returns false (with an error) on a bad
* asset path or enum token.
*/
template <typename TProfile>
static bool LoadProfileAsset(const FString& Path, const TCHAR* What, TObjectPtr<TProfile>& OutPtr, TArray<FString>& OutErrors)
{
if (Path.IsEmpty()) { return true; }
TProfile* P = LoadObject<TProfile>(nullptr, *Path);
if (!P) { OutErrors.Add(FString::Printf(TEXT("%s: cannot load '%s'"), What, *Path)); return false; }
OutPtr = P;
return true;
}
static bool ApplyBsdfModifiers(UMaterialExpression* Bsdf, const FShaderLabBsdfModifiers& M, TArray<FString>& OutErrors)
{
if (UMaterialExpressionSubstrateSlabBSDF* Slab = Cast<UMaterialExpressionSubstrateSlabBSDF>(Bsdf))
{
if (!LoadProfileAsset(M.SubsurfaceProfilePath, TEXT("SubsurfaceProfile"), Slab->SubsurfaceProfile, OutErrors)) { return false; }
if (!LoadProfileAsset(M.SpecularProfilePath, TEXT("SpecularProfile"), Slab->SpecularProfile, OutErrors)) { return false; }
if (!M.SubSurfaceType.IsEmpty())
{
EMaterialSubSurfaceType T;
if (!ParseSubSurfaceType(M.SubSurfaceType, T))
{
OutErrors.Add(FString::Printf(TEXT("Unknown SubSurfaceType '%s' (use None/Wrap/TwoSidedWrap/Diffusion/SimpleVolume)"), *M.SubSurfaceType));
return false;
}
Slab->SubSurfaceType = T;
}
}
else if (UMaterialExpressionSubstrateEyeBSDF* Eye = Cast<UMaterialExpressionSubstrateEyeBSDF>(Bsdf))
{
if (!LoadProfileAsset(M.SubsurfaceProfilePath, TEXT("SubsurfaceProfile"), Eye->SubsurfaceProfile, OutErrors)) { return false; }
}
else if (UMaterialExpressionSubstrateToonBSDF* Toon = Cast<UMaterialExpressionSubstrateToonBSDF>(Bsdf))
{
if (!LoadProfileAsset(M.ToonProfilePath, TEXT("ToonProfile"), Toon->ToonProfile, OutErrors)) { return false; }
}
return true;
}
/**
* Emit the Custom node for a pixel-stage body that writes the given BSDF's output-struct fields and wire
* it into a fresh Substrate BSDF node (chosen by Desc). Returns the BSDF node (nullptr only on error).
* When bAllowMaterialOutputs, S.Opacity / S.OpacityMask are wired to the material-level pins (single-entry
* sugar path only). Generic across all Substrate BSDFs via the FBsdfDesc field->pin table.
*/
static UMaterialExpression* BuildBsdf(
const FBsdfDesc& Desc, const FShaderLabBsdfModifiers& Modifiers,
UMaterial& Material, UMaterialEditorOnlyData& EditorOnly, const FString& OutParamName,
const FString& InBody, int32 BodyLine, const FShaderLabModel& Model,
const FShaderLabResolvedProgram& Program, const FLibraryEmit& Emit,
const TMap<FName, FParamNode>& PropertyNodes,
const TMap<FName, UMaterialExpression*>& InterpByName, TSet<FName>& UsedInterps,
const FSampleNodes& Samples,
bool bAllowMaterialOutputs, int32& IoY, TArray<FString>& OutErrors)
{
UMaterialExpression* Bsdf = Desc.MakeNode(Material, IoY);
if (!ApplyBsdfModifiers(Bsdf, Modifiers, OutErrors))
{
return nullptr;
}
// Single Layer Water additionally requires a companion SingleLayerWaterMaterialOutput node — the
// lighting / ray-tracing shaders call GetSingleLayerWaterMaterialOutputN, which only exists when that
// node is in the graph. Add it up-front (so even an empty water body compiles); wire it below.
UMaterialExpressionSingleLayerWaterMaterialOutput* WaterOut = nullptr;
if (Desc.Type == EShaderLabBsdfType::Water)
{
WaterOut = NewExpr<UMaterialExpressionSingleLayerWaterMaterialOutput>(Material, IoY, -600);
}
TArray<const FSlabFieldDef*> UsedSlab;
for (int32 i = 0; i < Desc.NumFields; ++i)
{
const FSlabFieldDef& F = Desc.Fields[i];
if (ReferencesToken(InBody, OutParamName + TEXT(".") + F.Field))
{
UsedSlab.Add(&F);
}
}
const bool bUsesOpacity = bAllowMaterialOutputs && ReferencesToken(InBody, OutParamName + TEXT(".Opacity"));
const bool bUsesOpacityMask = bAllowMaterialOutputs && ReferencesToken(InBody, OutParamName + TEXT(".OpacityMask"));
const bool bUsesRefraction = bAllowMaterialOutputs && ReferencesToken(InBody, OutParamName + TEXT(".Refraction"));
const bool bUsesPDO = bAllowMaterialOutputs && ReferencesToken(InBody, OutParamName + TEXT(".PixelDepthOffset"));
if (UsedSlab.Num() == 0 && !bUsesOpacity && !bUsesOpacityMask && !bUsesRefraction && !bUsesPDO)
{
return Bsdf; // Empty body: a default Substrate BSDF.
}
UMaterialExpressionCustom* Custom = NewExpr<UMaterialExpressionCustom>(Material, IoY, -300);
Custom->Description = Desc.CustomDesc;
Custom->OutputType = CMOT_Float1;
AddIncludes(*Custom, Model);
FString Body = InBody;
TArray<FIntrinsicWire> Wires;
TSet<FName> ReqProps;
if (!PrepareBody(Material, EShaderLabIntrinsicFrequency::PixelOnly, Body, BodyLine, MakeLineDirectivePath(Model.SourceFilePath), Emit, Wires, ReqProps, InterpByName, UsedInterps, Samples, OutErrors))
{
return nullptr;
}
for (const FIntrinsicWire& Wire : Wires)
{
FCustomInput In;
In.InputName = Wire.InputName;
In.Input.Connect(Wire.OutputIndex, Wire.Expr);
Custom->Inputs.Add(In);
}
WirePropInputs(*Custom, Program, PropertyNodes, InBody, ReqProps, Model.Collections);
const FString SrcPath = MakeLineDirectivePath(Model.SourceFilePath);
FString Code = FString::Printf(TEXT("%s %s = %s();\n{\n%s}\n"),
Desc.StructName, *OutParamName, Desc.DefaultFn, *WrapBodyWithLineMapping(Body, BodyLine, SrcPath));
int32 OutputIndex = 1; // index 0 is the (unused) main return
TArray<TPair<const FSlabFieldDef*, int32>> SlabOutputs;
for (const FSlabFieldDef* F : UsedSlab)
{
FCustomOutput Out;
Out.OutputName = FName(*(FString(TEXT("SLO_")) + F->Field));
Out.OutputType = F->OutType;
Custom->AdditionalOutputs.Add(Out);
Code += FString::Printf(TEXT("SLO_%s = %s.%s;\n"), F->Field, *OutParamName, F->Field);
SlabOutputs.Add(TPair<const FSlabFieldDef*, int32>(F, OutputIndex));
++OutputIndex;
}
int32 OpacityOutIdx = INDEX_NONE;
int32 OpacityMaskOutIdx = INDEX_NONE;
if (bUsesOpacity)
{
FCustomOutput Out; Out.OutputName = TEXT("SLO_Opacity"); Out.OutputType = CMOT_Float1;
Custom->AdditionalOutputs.Add(Out);
Code += FString::Printf(TEXT("SLO_Opacity = %s.Opacity;\n"), *OutParamName);
OpacityOutIdx = OutputIndex++;
}
if (bUsesOpacityMask)
{
FCustomOutput Out; Out.OutputName = TEXT("SLO_OpacityMask"); Out.OutputType = CMOT_Float1;
Custom->AdditionalOutputs.Add(Out);
Code += FString::Printf(TEXT("SLO_OpacityMask = %s.OpacityMask;\n"), *OutParamName);
OpacityMaskOutIdx = OutputIndex++;
}
int32 RefractionOutIdx = INDEX_NONE;
int32 PDOOutIdx = INDEX_NONE;
if (bUsesRefraction)
{
FCustomOutput Out; Out.OutputName = TEXT("SLO_Refraction"); Out.OutputType = CMOT_Float1;
Custom->AdditionalOutputs.Add(Out);
Code += FString::Printf(TEXT("SLO_Refraction = %s.Refraction;\n"), *OutParamName);
RefractionOutIdx = OutputIndex++;
}
if (bUsesPDO)
{
FCustomOutput Out; Out.OutputName = TEXT("SLO_PixelDepthOffset"); Out.OutputType = CMOT_Float1;
Custom->AdditionalOutputs.Add(Out);
Code += FString::Printf(TEXT("SLO_PixelDepthOffset = %s.PixelDepthOffset;\n"), *OutParamName);
PDOOutIdx = OutputIndex++;
}
Code += TEXT("return 0.0f;\n");
Custom->Code = Code;
Custom->RebuildOutputs();
for (const TPair<const FSlabFieldDef*, int32>& Pair : SlabOutputs)
{
if (FExpressionInput* Pin = Desc.GetPin(Bsdf, Pair.Key->Field))
{
Pin->Connect(Pair.Value, Custom);
}
}
if (OpacityOutIdx != INDEX_NONE) { EditorOnly.Opacity.Connect(OpacityOutIdx, Custom); }
if (OpacityMaskOutIdx != INDEX_NONE) { EditorOnly.OpacityMask.Connect(OpacityMaskOutIdx, Custom); }
if (RefractionOutIdx != INDEX_NONE) { EditorOnly.Refraction.Connect(RefractionOutIdx, Custom); }
if (PDOOutIdx != INDEX_NONE) { EditorOnly.PixelDepthOffset.Connect(PDOOutIdx, Custom); }
// Wire the water volume fields into the companion output node (by matching Custom output field name).
if (WaterOut)
{
auto ConnectWaterOut = [&](FExpressionInput& Pin, const TCHAR* FieldName)
{
for (const TPair<const FSlabFieldDef*, int32>& P : SlabOutputs)
{
if (FCString::Strcmp(P.Key->Field, FieldName) == 0) { Pin.Connect(P.Value, Custom); return; }
}
};
ConnectWaterOut(WaterOut->ScatteringCoefficients, TEXT("WaterAlbedo"));
ConnectWaterOut(WaterOut->AbsorptionCoefficients, TEXT("WaterExtinction"));
ConnectWaterOut(WaterOut->PhaseG, TEXT("WaterPhaseG"));
ConnectWaterOut(WaterOut->ColorScaleBehindWater, TEXT("ColorScaleBehindWater"));
}
return Bsdf;
}
/**
* Build the Custom node for a PostProcess/UI entry (Domain = PostProcess/UI). The output struct has
* Color (-> material EmissiveColor) and Opacity (-> material Opacity); there is no Substrate slab.
*/
static bool BuildEmissiveEntry(
UMaterial& Material, UMaterialEditorOnlyData& EditorOnly, const TCHAR* StructName, const TCHAR* DefaultFn,
const FString& OutParamName, const FString& InBody, int32 BodyLine, const FShaderLabModel& Model,
const FShaderLabResolvedProgram& Program, const FLibraryEmit& Emit,
const TMap<FName, FParamNode>& PropertyNodes,
const TMap<FName, UMaterialExpression*>& InterpByName, TSet<FName>& UsedInterps,
const FSampleNodes& Samples,
int32& IoY, TArray<FString>& OutErrors)
{
UMaterialExpressionCustom* Custom = NewExpr<UMaterialExpressionCustom>(Material, IoY, -300);
Custom->Description = TEXT("ShaderLab Emissive Entry");
Custom->OutputType = CMOT_Float1;
AddIncludes(*Custom, Model);
FString Body = InBody;
TArray<FIntrinsicWire> Wires;
TSet<FName> ReqProps;
if (!PrepareBody(Material, EShaderLabIntrinsicFrequency::PixelOnly, Body, BodyLine, MakeLineDirectivePath(Model.SourceFilePath), Emit, Wires, ReqProps, InterpByName, UsedInterps, Samples, OutErrors))
{
return false;
}
for (const FIntrinsicWire& Wire : Wires)
{
FCustomInput In;
In.InputName = Wire.InputName;
In.Input.Connect(Wire.OutputIndex, Wire.Expr);
Custom->Inputs.Add(In);
}
WirePropInputs(*Custom, Program, PropertyNodes, InBody, ReqProps, Model.Collections);
const bool bUsesColor = ReferencesToken(InBody, OutParamName + TEXT(".Color"));
const bool bUsesOpacity = ReferencesToken(InBody, OutParamName + TEXT(".Opacity"));
const FString SrcPath = MakeLineDirectivePath(Model.SourceFilePath);
FString Code = FString::Printf(TEXT("%s %s = %s();\n{\n%s}\n"),
StructName, *OutParamName, DefaultFn, *WrapBodyWithLineMapping(Body, BodyLine, SrcPath));
int32 OutputIndex = 1;
int32 ColorOutIdx = INDEX_NONE;
int32 OpacityOutIdx = INDEX_NONE;
if (bUsesColor)
{
FCustomOutput Out; Out.OutputName = TEXT("SLO_Color"); Out.OutputType = CMOT_Float3;
Custom->AdditionalOutputs.Add(Out);
Code += FString::Printf(TEXT("SLO_Color = %s.Color;\n"), *OutParamName);
ColorOutIdx = OutputIndex++;
}
if (bUsesOpacity)
{
FCustomOutput Out; Out.OutputName = TEXT("SLO_Opacity"); Out.OutputType = CMOT_Float1;
Custom->AdditionalOutputs.Add(Out);
Code += FString::Printf(TEXT("SLO_Opacity = %s.Opacity;\n"), *OutParamName);
OpacityOutIdx = OutputIndex++;
}
Code += TEXT("return 0.0f;\n");
Custom->Code = Code;
Custom->RebuildOutputs();
if (ColorOutIdx != INDEX_NONE) { EditorOnly.EmissiveColor.Connect(ColorOutIdx, Custom); }
if (OpacityOutIdx != INDEX_NONE) { EditorOnly.Opacity.Connect(OpacityOutIdx, Custom); }
return true;
}
/**
* Build the Runtime Virtual Texture WRITE output (SL_RVTOUTPUT). Mirrors BuildEmissiveEntry: a Custom node
* runs the body filling an FShaderLabRVTOutput, its written fields become AdditionalOutputs, and each is
* wired to the matching pin of a UMaterialExpressionRuntimeVirtualTextureOutput (a custom output whose mere
* presence makes the material write into an RVT when a mesh renders into one). Unwritten fields keep the
* node's own defaults.
*/
static bool BuildRVTOutput(
UMaterial& Material, const FString& OutParamName, const FString& InBody, int32 BodyLine,
const FShaderLabModel& Model, const FShaderLabResolvedProgram& Program, const FLibraryEmit& Emit,
const TMap<FName, FParamNode>& PropertyNodes,
const TMap<FName, UMaterialExpression*>& InterpByName, TSet<FName>& UsedInterps,
const FSampleNodes& Samples, int32& IoY, TArray<FString>& OutErrors)
{
UMaterialExpressionRuntimeVirtualTextureOutput* RVTOut =
NewExpr<UMaterialExpressionRuntimeVirtualTextureOutput>(Material, IoY, -600);
TArray<const FRVTOutFieldDef*> Used;
for (const FRVTOutFieldDef& F : GRVTOutFields)
{
if (ReferencesToken(InBody, OutParamName + TEXT(".") + F.Field))
{
Used.Add(&F);
}
}
if (Used.Num() == 0)
{
return true; // Empty body: the RVT output node stays at its pin defaults.
}
UMaterialExpressionCustom* Custom = NewExpr<UMaterialExpressionCustom>(Material, IoY, -300);
Custom->Description = TEXT("ShaderLab RVT Output");
Custom->OutputType = CMOT_Float1;
AddIncludes(*Custom, Model);
FString Body = InBody;
TArray<FIntrinsicWire> Wires;
TSet<FName> ReqProps;
if (!PrepareBody(Material, EShaderLabIntrinsicFrequency::PixelOnly, Body, BodyLine, MakeLineDirectivePath(Model.SourceFilePath), Emit, Wires, ReqProps, InterpByName, UsedInterps, Samples, OutErrors))
{
return false;
}
for (const FIntrinsicWire& Wire : Wires)
{
FCustomInput In;
In.InputName = Wire.InputName;
In.Input.Connect(Wire.OutputIndex, Wire.Expr);
Custom->Inputs.Add(In);
}
WirePropInputs(*Custom, Program, PropertyNodes, InBody, ReqProps, Model.Collections);
const FString SrcPath = MakeLineDirectivePath(Model.SourceFilePath);
FString Code = FString::Printf(TEXT("FShaderLabRVTOutput %s = ShaderLabDefaultRVTOutput();\n{\n%s}\n"),
*OutParamName, *WrapBodyWithLineMapping(Body, BodyLine, SrcPath));
int32 OutputIndex = 1;
TArray<TPair<const FRVTOutFieldDef*, int32>> Outs;
for (const FRVTOutFieldDef* F : Used)
{
FCustomOutput Out;
Out.OutputName = FName(*(FString(TEXT("SLO_")) + F->Field));
Out.OutputType = F->OutType;
Custom->AdditionalOutputs.Add(Out);
Code += FString::Printf(TEXT("SLO_%s = %s.%s;\n"), F->Field, *OutParamName, F->Field);
Outs.Add(TPair<const FRVTOutFieldDef*, int32>(F, OutputIndex));
++OutputIndex;
}
Code += TEXT("return 0.0f;\n");
Custom->Code = Code;
Custom->RebuildOutputs();
for (const TPair<const FRVTOutFieldDef*, int32>& Pair : Outs)
{
if (FExpressionInput* Pin = GetRVTOutputPin(RVTOut, Pair.Key->Field))
{
Pin->Connect(Pair.Value, Custom);
}
}
return true;
}
/** Build a Custom node whose return value is the scalar Value-block body. Output 0 is the scalar. */
static UMaterialExpressionCustom* BuildValueNode(
UMaterial& Material, const FShaderLabValue& Value, const FShaderLabModel& Model,
const FShaderLabResolvedProgram& Program, const FLibraryEmit& Emit,
const TMap<FName, FParamNode>& PropertyNodes,
const TMap<FName, UMaterialExpression*>& InterpByName, TSet<FName>& UsedInterps,
const FSampleNodes& Samples,
int32& IoY, TArray<FString>& OutErrors)
{
UMaterialExpressionCustom* Custom = NewExpr<UMaterialExpressionCustom>(Material, IoY, -300);
Custom->Description = FString::Printf(TEXT("ShaderLab Value %s"), *Value.Name.ToString());
Custom->OutputType = (Value.ReturnType == TEXT("float2")) ? CMOT_Float2 : CMOT_Float1;
AddIncludes(*Custom, Model);
FString Body = Value.Body;
TArray<FIntrinsicWire> Wires;
TSet<FName> ReqProps;
if (!PrepareBody(Material, EShaderLabIntrinsicFrequency::PixelOnly, Body, Value.BodyLine, MakeLineDirectivePath(Model.SourceFilePath), Emit, Wires, ReqProps, InterpByName, UsedInterps, Samples, OutErrors))
{
return nullptr;
}
for (const FIntrinsicWire& Wire : Wires)
{
FCustomInput In;
In.InputName = Wire.InputName;
In.Input.Connect(Wire.OutputIndex, Wire.Expr);
Custom->Inputs.Add(In);
}
WirePropInputs(*Custom, Program, PropertyNodes, Value.Body, ReqProps, Model.Collections);
// The body itself contains `return <scalar>;`, so it is the Custom function's body directly.
const FString SrcPath = MakeLineDirectivePath(Model.SourceFilePath);
Custom->Code = WrapBodyWithLineMapping(Body, Value.BodyLine, SrcPath);
Custom->RebuildOutputs();
return Custom;
}
/**
* Build a Vertex Interpolator: a Custom node computing the SL_INTERPOLATOR body at vertex frequency,
* feeding a UMaterialExpressionVertexInterpolator. Returns the interpolator node (its output 0 is the
* interpolated value, readable from pixel bodies via UE_Interpolator). nullptr on error.
*/
static UMaterialExpression* BuildInterpolatorNode(
UMaterial& Material, const FShaderLabInterpolator& Interp, const FShaderLabModel& Model,
const FShaderLabResolvedProgram& Program, const FLibraryEmit& Emit,
const TMap<FName, FParamNode>& PropertyNodes, int32& IoY, TArray<FString>& OutErrors)
{
UMaterialExpressionCustom* Custom = NewExpr<UMaterialExpressionCustom>(Material, IoY, -600);
Custom->Description = FString::Printf(TEXT("ShaderLab Interpolator %s"), *Interp.Name.ToString());
Custom->OutputType = InterpolatorOutputType(Interp.ReturnType);
AddIncludes(*Custom, Model);
// Vertex frequency: pixel-only intrinsics (incl. UE_Interpolator) are rejected. No interpolator map.
FString Body = Interp.Body;
TArray<FIntrinsicWire> Wires;
TSet<FName> ReqProps;
const TMap<FName, UMaterialExpression*> EmptyInterp;
TSet<FName> IgnoredUsed;
const FSampleNodes NoSamples; // VT/RVT reads are pixel-only; not available in a vertex-frequency interpolator body.
if (!PrepareBody(Material, EShaderLabIntrinsicFrequency::VertexOnly, Body, Interp.BodyLine, MakeLineDirectivePath(Model.SourceFilePath), Emit, Wires, ReqProps, EmptyInterp, IgnoredUsed, NoSamples, OutErrors))
{
return nullptr;
}
for (const FIntrinsicWire& Wire : Wires)
{
FCustomInput In;
In.InputName = Wire.InputName;
In.Input.Connect(Wire.OutputIndex, Wire.Expr);
Custom->Inputs.Add(In);
}
WirePropInputs(*Custom, Program, PropertyNodes, Interp.Body, ReqProps, Model.Collections);
// The body contains `return <expr>;`, so it is the Custom function's body directly.
Custom->Code = WrapBodyWithLineMapping(Body, Interp.BodyLine, MakeLineDirectivePath(Model.SourceFilePath));
Custom->RebuildOutputs();
UMaterialExpressionVertexInterpolator* VI = NewExpr<UMaterialExpressionVertexInterpolator>(Material, IoY, -450);
VI->Input.Connect(0, Custom);
return VI;
}
/** Connect a topology mix factor (literal / Value block / Scalar property / scalar Interpolator) to a scalar pin. */
static bool ConnectFactor(
UMaterial& Material, FExpressionInput& Target, const FShaderLabFactor& Factor,
const TMap<FName, UMaterialExpressionCustom*>& ValueByName,
const TMap<FName, FParamNode>& PropertyNodes,
const TMap<FName, UMaterialExpression*>& InterpByName, const FShaderLabModel& Model,
TSet<FName>& UsedInterps, int32& IoY, TArray<FString>& OutErrors)
{
if (Factor.Kind == FShaderLabFactor::EKind::Literal)
{
UMaterialExpressionConstant* Const = NewExpr<UMaterialExpressionConstant>(Material, IoY, -300);
Const->R = Factor.Literal;
Target.Connect(0, Const);
return true;
}
if (UMaterialExpressionCustom* const* ValueNode = ValueByName.Find(Factor.Name))
{
Target.Connect(0, *ValueNode);
return true;
}
if (const FParamNode* Node = PropertyNodes.Find(Factor.Name))
{
if (Node->Expr && !Node->bIsTexture)
{
Target.Connect(0, Node->Expr);
return true;
}
}
if (UMaterialExpression* const* InterpNode = InterpByName.Find(Factor.Name))
{
const FShaderLabInterpolator* Interp = Model.FindInterpolator(Factor.Name);
if (Interp && Interp->ReturnType == TEXT("float"))
{
Target.Connect(0, *InterpNode);
UsedInterps.Add(Factor.Name);
return true;
}
OutErrors.Add(FString::Printf(
TEXT("Topology factor '%s' is a Vertex Interpolator but not scalar (float); only float interpolators can be a mix factor"), *Factor.Name.ToString()));
return false;
}
OutErrors.Add(FString::Printf(
TEXT("Topology factor '%s' is neither a Value block, a Scalar property, nor a scalar Interpolator"), *Factor.Name.ToString()));
return false;
}
/** Recursively build the Substrate expression for topology node `Index`. Returns nullptr on error. */
static UMaterialExpression* BuildTopologyNode(
UMaterial& Material, int32 Index, const FShaderLabModel& Model,
const TMap<FName, UMaterialExpression*>& SlabByName,
const TMap<FName, UMaterialExpressionCustom*>& ValueByName,
const TMap<FName, FParamNode>& PropertyNodes,
const TMap<FName, UMaterialExpression*>& InterpByName, TSet<FName>& UsedInterps,
int32& IoY, TArray<FString>& OutErrors)
{
if (!Model.Topology.IsValidIndex(Index))
{
OutErrors.Add(TEXT("Invalid topology node index"));
return nullptr;
}
const FShaderLabTopoNode& Node = Model.Topology[Index];
if (Node.Op == EShaderLabOp::SlabRef)
{
if (UMaterialExpression* const* Found = SlabByName.Find(Node.SlabRef))
{
return *Found;
}
OutErrors.Add(FString::Printf(TEXT("FrontMaterial references unknown Slab '%s'"), *Node.SlabRef.ToString()));
return nullptr;
}
UMaterialExpression* ChildA = BuildTopologyNode(Material, Node.ChildA, Model, SlabByName, ValueByName, PropertyNodes, InterpByName, UsedInterps, IoY, OutErrors);
UMaterialExpression* ChildB = (Node.ChildB != INDEX_NONE)
? BuildTopologyNode(Material, Node.ChildB, Model, SlabByName, ValueByName, PropertyNodes, InterpByName, UsedInterps, IoY, OutErrors)
: nullptr;
if (!ChildA || (Node.ChildB != INDEX_NONE && !ChildB))
{
return nullptr;
}
switch (Node.Op)
{
case EShaderLabOp::VerticalLayer:
{
UMaterialExpressionSubstrateVerticalLayering* N = NewExpr<UMaterialExpressionSubstrateVerticalLayering>(Material, IoY, -150);
N->Top.Connect(0, ChildA);
N->Base.Connect(0, ChildB);
return ConnectFactor(Material, N->Thickness, Node.Factor, ValueByName, PropertyNodes, InterpByName, Model, UsedInterps, IoY, OutErrors) ? N : nullptr;
}
case EShaderLabOp::HorizontalMix:
{
UMaterialExpressionSubstrateHorizontalMixing* N = NewExpr<UMaterialExpressionSubstrateHorizontalMixing>(Material, IoY, -150);
N->Background.Connect(0, ChildA);
N->Foreground.Connect(0, ChildB);
return ConnectFactor(Material, N->Mix, Node.Factor, ValueByName, PropertyNodes, InterpByName, Model, UsedInterps, IoY, OutErrors) ? N : nullptr;
}
case EShaderLabOp::Add:
{
UMaterialExpressionSubstrateAdd* N = NewExpr<UMaterialExpressionSubstrateAdd>(Material, IoY, -150);
N->A.Connect(0, ChildA);
N->B.Connect(0, ChildB);
return N;
}
case EShaderLabOp::Weight:
{
UMaterialExpressionSubstrateWeight* N = NewExpr<UMaterialExpressionSubstrateWeight>(Material, IoY, -150);
N->A.Connect(0, ChildA);
return ConnectFactor(Material, N->Weight, Node.Factor, ValueByName, PropertyNodes, InterpByName, Model, UsedInterps, IoY, OutErrors) ? N : nullptr;
}
case EShaderLabOp::Select:
{
UMaterialExpressionSubstrateSelect* N = NewExpr<UMaterialExpressionSubstrateSelect>(Material, IoY, -150);
N->A.Connect(0, ChildA);
N->B.Connect(0, ChildB);
return ConnectFactor(Material, N->SelectValue, Node.Factor, ValueByName, PropertyNodes, InterpByName, Model, UsedInterps, IoY, OutErrors) ? N : nullptr;
}
default:
OutErrors.Add(TEXT("Unhandled topology operator"));
return nullptr;
}
}
}
bool FShaderLabGraphBuilder::ResolveVirtualShaderFile(const FString& VirtualPath, FString& OutDiskPath)
{
FString Best, BestDir;
for (const TPair<FString, FString>& Pair : AllShaderSourceDirectoryMappings())
{
if ((VirtualPath.StartsWith(Pair.Key + TEXT("/")) || VirtualPath == Pair.Key) && Pair.Key.Len() > Best.Len())
{
Best = Pair.Key;
BestDir = Pair.Value;
}
}
if (Best.IsEmpty())
{
return false;
}
FString Rest = VirtualPath.Mid(Best.Len());
Rest.RemoveFromStart(TEXT("/"));
OutDiskPath = FPaths::Combine(BestDir, Rest);
return true;
}
bool FShaderLabGraphBuilder::BuildInto(UMaterial& Material, const FShaderLabModel& Model, TArray<FString>& OutErrors)
{
using namespace ShaderLabGraph;
// Reset to a clean graph + apply material settings.
Material.AssignExpressionCollection(FMaterialExpressionCollection());
Material.MaterialDomain = MapDomain(Model.Settings.Domain);
Material.BlendMode = MapBlend(Model.Settings.BlendMode);
Material.TwoSided = Model.Settings.bTwoSided ? 1 : 0;
Material.bUseMaterialAttributes = false;
// Reflected long-tail settings (no usage: the base is a template; usage is set per-instance).
// Identical to the runtime shell (same model -> same FShaderLabSettingsApplier). Bad settings are
// a hard build failure (contract style).
if (!FShaderLabSettingsApplier::ApplyReflectedSettings(Material, Model.RawSettings, OutErrors))
{
return false;
}
UMaterialEditorOnlyData* EditorOnly = Material.GetEditorOnlyData();
if (!EditorOnly)
{
OutErrors.Add(TEXT("Material has no editor-only data"));
return false;
}
// Resolve `.uslfunc` imports (transitively): promote their properties onto this material and gather the
// functions to emit. With no imports this is just the shader's own properties. Then compute the context
// (properties + intrinsics) each reachable library function needs, so emission and call sites agree.
FShaderLabResolvedProgram Program;
FLibraryEmit Emit;
Emit.Program = &Program;
if (Model.Imports.Num() > 0)
{
FShaderLabImportResolver::FSourceLoader Loader =
[](const FString& VirtualPath, FString& OutSource, FString& OutDiskPath, FString& OutError) -> bool
{
if (!ResolveVirtualShaderFile(VirtualPath, OutDiskPath))
{
OutError = TEXT("no shader-source directory maps this virtual path");
return false;
}
if (!FFileHelper::LoadFileToString(OutSource, *OutDiskPath))
{
OutError = FString::Printf(TEXT("cannot read '%s'"), *OutDiskPath);
return false;
}
return true;
};
if (!FShaderLabImportResolver::Resolve(Model, Loader, Program, OutErrors))
{
return false;
}
// Library free HLSL (non-function) is pure like shader local code — reject graph intrinsics in it.
for (const FShaderLabResolvedLibrary& Lib : Program.Libraries)
{
if (!CheckLocalCodeIntrinsics(Lib.Model, OutErrors))
{
return false;
}
}
}
else
{
Program.Properties = Model.Properties;
}
// Compute the transitive context of every library function reachable from the shader's bodies.
if (Emit.HasLibraries())
{
TSet<FName> DirectlyCalled;
auto Collect = [&](const FString& Body) { CollectCalledFunctions(Body, Program, DirectlyCalled); };
if (Model.bHasSurface) { Collect(Model.SurfaceBody); }
for (const FShaderLabSlab& Slab : Model.Slabs) { Collect(Slab.Body); }
for (const FShaderLabValue& Value : Model.Values) { Collect(Value.Body); }
for (const FShaderLabInterpolator& Interp : Model.Interpolators) { Collect(Interp.Body); }
if (Model.bHasVertex) { Collect(Model.VertexBody); }
for (const FName& Fn : DirectlyCalled)
{
if (!ComputeFunctionCtx(Fn, Emit, OutErrors))
{
return false;
}
}
}
// Promoted properties required (transitively) by any reachable library function — these get a parameter
// node even though they never appear literally in a shader body.
TSet<FName> GloballyUsedReqProps;
for (const TPair<FName, FFunctionCtx>& Pair : Emit.Ctx)
{
for (const FName& P : Pair.Value.ReqProps) { GloballyUsedReqProps.Add(P); }
}
// Emit the shader's free top-level HLSL (local functions/structs/globals) AND the rewritten library
// functions to a generated header that every Custom node #includes at file scope (defined-before-use
// for all pixel/vertex bodies). Guard against graph intrinsics in the shader's local code first.
if (!CheckLocalCodeIntrinsics(Model, OutErrors) || !WriteLocalCodeInclude(Model, Emit, OutErrors))
{
return false;
}
// Per-pixel context is read via UE_* intrinsics, so the Surface entry takes just the output
// struct: `Surface(inout FShaderLabSurface S)`. For multi-slab there is no Surface param.
const FShaderLabEntryParam* SurfaceOutParam = Model.bHasSurface && Model.SurfaceParams.Num() > 0
? &Model.SurfaceParams.Last() : nullptr;
if (Model.bHasSurface && !SurfaceOutParam)
{
OutErrors.Add(TEXT("Surface(...) must take an (inout FShaderLabSurface) parameter"));
return false;
}
int32 ParamY = -400;
// True if a property is referenced by any body (Surface / Slabs / Values / Vertex) OR used directly
// as a topology mix factor (e.g. `VerticalLayer(Coat, Base, Thickness)` with Thickness a Scalar).
auto IsPropertyReferenced = [&Model](const FName PropName, const FString& NameStr) -> bool
{
if (Model.bHasSurface && ReferencesToken(Model.SurfaceBody, NameStr)) { return true; }
for (const FShaderLabSlab& Slab : Model.Slabs) { if (ReferencesToken(Slab.Body, NameStr)) { return true; } }
for (const FShaderLabValue& Value : Model.Values) { if (ReferencesToken(Value.Body, NameStr)) { return true; } }
for (const FShaderLabInterpolator& Interp : Model.Interpolators) { if (ReferencesToken(Interp.Body, NameStr)) { return true; } }
if (Model.bHasVertex && ReferencesToken(Model.VertexBody, NameStr)) { return true; }
for (const FShaderLabTopoNode& Node : Model.Topology)
{
if (Node.bHasFactor && Node.Factor.Kind == FShaderLabFactor::EKind::Named && Node.Factor.Name == PropName)
{
return true;
}
}
return false;
};
// A promoted property gets a node if a body references it directly OR a reachable library function needs
// it. StaticBool additionally counts references inside reachable library function bodies (its promoted
// name equals its bare name, and it reaches those bodies through the global `#define`).
auto IsPropUsed = [&](const FShaderLabProperty& Prop) -> bool
{
const FString NameStr = Prop.Name.ToString();
if (IsPropertyReferenced(Prop.Name, NameStr))
{
return true;
}
if (Prop.Type == EShaderLabPropertyType::StaticBool)
{
for (const TPair<FName, FFunctionCtx>& Pair : Emit.Ctx)
{
int32 LibIdx = INDEX_NONE;
const FShaderLabFunction* Fn = Program.FindFunction(Pair.Key, LibIdx);
if (Fn && ReferencesToken(Fn->Body, NameStr))
{
return true;
}
}
return false;
}
return GloballyUsedReqProps.Contains(Prop.Name);
};
// 1) Create a parameter node per property referenced by any stage.
TMap<FName, FParamNode> PropertyNodes;
// Static-switch selectors funneled into the ParameterAnchor: each is a StaticSwitch over two
// `#define <Name> 1` / `#define <Name> 0` Custom nodes, driven by the switch parameter. The anchor
// is compiled before the material attributes and compiles these, so the selected per-permutation
// `#define` is emitted ahead of every body's `#if` — per-permutation static switches with zero
// engine changes, and nothing wired onto the user's body nodes.
TArray<UMaterialExpression*> AnchorInputs;
// Vertex Interpolators: VS-frequency values interpolated to the pixel shader. Built up-front so pixel
// bodies can reference them via UE_Interpolator(Name); UsedInterps tracks which get consumed (contract:
// a declared-but-unused interpolator is an error, mirroring the no-dead-slabs rule).
TMap<FName, UMaterialExpression*> InterpByName;
TSet<FName> UsedInterps;
// CustomPrimitiveData contract: author-specified slot indices must fit the fixed float budget and must
// not overlap. Scalar occupies 1 float, Vector 4 (starting at PrimitiveDataIndex). Validated across all
// declared CPD properties (parser already guarantees Scalar/Vector-only + a non-negative index).
{
constexpr int32 NumFloats = FCustomPrimitiveData::NumCustomPrimitiveDataFloats;
int32 SlotOwner[NumFloats];
for (int32 i = 0; i < NumFloats; ++i) { SlotOwner[i] = INDEX_NONE; }
bool bCpdError = false;
for (int32 PropIdx = 0; PropIdx < Program.Properties.Num(); ++PropIdx)
{
const FShaderLabProperty& Prop = Program.Properties[PropIdx];
if (!Prop.bUseCustomPrimitiveData)
{
continue;
}
const int32 Size = (Prop.Type == EShaderLabPropertyType::Scalar) ? 1 : 4;
const int32 Start = Prop.PrimitiveDataIndex;
if (Start + Size > NumFloats)
{
OutErrors.Add(FString::Printf(
TEXT("Property '%s': CustomPrimitiveData index %d + %d float(s) exceeds the %d-float budget"),
*Prop.Name.ToString(), Start, Size, NumFloats));
bCpdError = true;
continue;
}
for (int32 s = Start; s < Start + Size; ++s)
{
if (SlotOwner[s] != INDEX_NONE)
{
OutErrors.Add(FString::Printf(
TEXT("Property '%s': CustomPrimitiveData slot %d overlaps property '%s'"),
*Prop.Name.ToString(), s, *Program.Properties[SlotOwner[s]].Name.ToString()));
bCpdError = true;
break;
}
SlotOwner[s] = PropIdx;
}
}
if (bCpdError)
{
return false; // Contract-style hard failure (surfaced through the standard error path).
}
}
for (const FShaderLabProperty& Prop : Program.Properties)
{
const FString NameStr = Prop.Name.ToString();
if (Prop.Type == EShaderLabPropertyType::StaticBool)
{
if (IsPropUsed(Prop))
{
// Real static-switch parameter so Material Instances can override it (shown in the MIC editor).
// Reached for visibility via the selector below (which the anchor connects).
UMaterialExpressionStaticBoolParameter* E = NewExpr<UMaterialExpressionStaticBoolParameter>(Material, ParamY, -1000);
E->ParameterName = Prop.Name;
E->DefaultValue = Prop.bStaticBoolDefault ? 1 : 0;
E->Group = FName(*Prop.Group);
E->SortPriority = Prop.SortPriority;
// Two trivial Custom nodes emit `#define Name 1` / `#define Name 0`; a StaticSwitch driven by
// the parameter selects one. The translator compiles ONLY the selected branch, so exactly one
// `#define` is produced per shader permutation (incl. the MIC's static override).
auto MakeDefiner = [&](bool bValue) -> UMaterialExpressionCustom*
{
UMaterialExpressionCustom* D = NewExpr<UMaterialExpressionCustom>(Material, ParamY, -1300);
D->Description = TEXT("ShaderLab StaticSwitch Define");
D->OutputType = CMOT_Float1;
D->Code = TEXT("return 0;");
FCustomDefine DD;
DD.DefineName = NameStr;
DD.DefineValue = bValue ? TEXT("1") : TEXT("0");
D->AdditionalDefines.Add(DD);
return D;
};
UMaterialExpressionStaticSwitch* Selector = NewExpr<UMaterialExpressionStaticSwitch>(Material, ParamY, -1150);
Selector->A.Connect(0, MakeDefiner(true)); // selected when the switch is TRUE
Selector->B.Connect(0, MakeDefiner(false)); // selected when FALSE
Selector->Value.Connect(0, E);
Selector->DefaultValue = Prop.bStaticBoolDefault;
AnchorInputs.Add(Selector);
}
continue;
}
if (!IsPropUsed(Prop))
{
continue; // Unused value property: skip (keeps the graph minimal and deterministic).
}
FParamNode Node;
switch (Prop.Type)
{
case EShaderLabPropertyType::Scalar:
{
UMaterialExpressionScalarParameter* E = NewExpr<UMaterialExpressionScalarParameter>(Material, ParamY, -1000);
E->ParameterName = Prop.Name;
E->DefaultValue = Prop.ScalarDefault;
E->Group = FName(*Prop.Group);
E->SortPriority = Prop.SortPriority;
if (Prop.bHasClampMin)
{
E->SliderMin = Prop.ClampMin;
}
if (Prop.bHasClampMax)
{
E->SliderMax = Prop.ClampMax;
}
if (Prop.bUseCustomPrimitiveData)
{
E->bUseCustomPrimitiveData = true;
E->PrimitiveDataIndex = static_cast<uint8>(Prop.PrimitiveDataIndex);
}
Node.Expr = E;
break;
}
case EShaderLabPropertyType::Color:
case EShaderLabPropertyType::Vector:
{
UMaterialExpressionVectorParameter* E = NewExpr<UMaterialExpressionVectorParameter>(Material, ParamY, -1000);
E->ParameterName = Prop.Name;
E->DefaultValue = Prop.VectorDefault;
E->Group = FName(*Prop.Group);
E->SortPriority = Prop.SortPriority;
if (Prop.bUseCustomPrimitiveData)
{
E->bUseCustomPrimitiveData = true;
E->PrimitiveDataIndex = static_cast<uint8>(Prop.PrimitiveDataIndex);
}
Node.Expr = E;
break;
}
case EShaderLabPropertyType::Texture2D:
case EShaderLabPropertyType::TextureCube:
{
UMaterialExpressionTextureObjectParameter* E = NewExpr<UMaterialExpressionTextureObjectParameter>(Material, ParamY, -1000);
E->ParameterName = Prop.Name;
E->Group = FName(*Prop.Group);
E->SortPriority = Prop.SortPriority;
bool bIsNormal = false;
E->Texture = ResolveDefaultTexture(Prop.TextureDefault, bIsNormal);
// Explicit SamplerType wins; otherwise infer (normal default token -> Normal, else Color).
EMaterialSamplerType Sampler = bIsNormal ? SAMPLERTYPE_Normal : SAMPLERTYPE_Color;
if (!Prop.SamplerType.IsEmpty())
{
const bool bMapped = MapSamplerType(Prop.SamplerType, Sampler);
checkf(bMapped, TEXT("ShaderLab property '%s': invalid SamplerType '%s' (parser should have rejected)."),
*Prop.Name.ToString(), *Prop.SamplerType);
}
E->SamplerType = Sampler;
Node.Expr = E;
Node.bIsTexture = true;
break;
}
case EShaderLabPropertyType::Texture2DArray:
case EShaderLabPropertyType::Texture3D:
case EShaderLabPropertyType::TextureCubeArray:
{
// Array / volume texture object parameter. Built-in white/black/grey/normal default tokens are
// Texture2D-only and must NOT be applied here, but an explicit asset-path default (e.g.
// "/Engine/EngineResources/DefaultVolumeTexture") of the matching dimension is honored. Left null,
// the engine assigns a matching-dimension default and the artist binds a real asset on the instance.
UMaterialExpressionTextureObjectParameter* E = NewExpr<UMaterialExpressionTextureObjectParameter>(Material, ParamY, -1000);
E->ParameterName = Prop.Name;
E->Group = FName(*Prop.Group);
E->SortPriority = Prop.SortPriority;
EMaterialSamplerType Sampler = SAMPLERTYPE_Color;
if (!Prop.SamplerType.IsEmpty())
{
const bool bMapped = MapSamplerType(Prop.SamplerType, Sampler);
checkf(bMapped, TEXT("ShaderLab property '%s': invalid SamplerType '%s' (parser should have rejected)."),
*Prop.Name.ToString(), *Prop.SamplerType);
}
E->SamplerType = Sampler;
if (Prop.TextureDefault.StartsWith(TEXT("/")))
{
UTexture* DefaultTex = LoadObject<UTexture>(nullptr, *Prop.TextureDefault);
checkf(DefaultTex, TEXT("ShaderLab property '%s': array/volume DefaultTexture '%s' failed to load."),
*Prop.Name.ToString(), *Prop.TextureDefault);
E->Texture = DefaultTex;
}
Node.Expr = E;
Node.bIsTexture = true;
break;
}
default:
break;
}
if (Node.Expr)
{
PropertyNodes.Add(Prop.Name, Node);
}
}
// 1a2) Material Parameter Collection reads (SL_COLLECTION): a CollectionParameter node per referenced
// declaration, registered in PropertyNodes so WirePropInputs wires it into bodies exactly like a property.
for (const FShaderLabCollectionParam& C : Model.Collections)
{
const FString NameStr = C.Name.ToString();
bool bRef = Model.bHasSurface && ReferencesToken(Model.SurfaceBody, NameStr);
for (const FShaderLabSlab& Slab : Model.Slabs) { bRef |= ReferencesToken(Slab.Body, NameStr); }
for (const FShaderLabValue& Value : Model.Values) { bRef |= ReferencesToken(Value.Body, NameStr); }
for (const FShaderLabInterpolator& Interp : Model.Interpolators) { bRef |= ReferencesToken(Interp.Body, NameStr); }
if (Model.bHasVertex) { bRef |= ReferencesToken(Model.VertexBody, NameStr); }
if (!bRef)
{
continue; // Declared but unreferenced: skip (keeps the graph minimal/deterministic).
}
UMaterialParameterCollection* Coll = LoadObject<UMaterialParameterCollection>(nullptr, *C.CollectionPath);
if (!Coll)
{
OutErrors.Add(FString::Printf(TEXT("SL_COLLECTION '%s': cannot load Material Parameter Collection '%s'"), *NameStr, *C.CollectionPath));
return false;
}
const FGuid ParamId = Coll->GetParameterId(C.ParameterName);
if (!ParamId.IsValid())
{
OutErrors.Add(FString::Printf(TEXT("SL_COLLECTION '%s': parameter '%s' not found in '%s'"), *NameStr, *C.ParameterName.ToString(), *C.CollectionPath));
return false;
}
UMaterialExpressionCollectionParameter* E = NewExpr<UMaterialExpressionCollectionParameter>(Material, ParamY, -1000);
E->Collection = Coll;
E->ParameterName = C.ParameterName;
E->ParameterId = ParamId;
FParamNode Node;
Node.Expr = E;
PropertyNodes.Add(C.Name, Node);
}
// 1b) Build a Vertex Interpolator node per declared interpolator (Custom @ vertex freq -> VertexInterpolator).
for (const FShaderLabInterpolator& Interp : Model.Interpolators)
{
if (InterpByName.Contains(Interp.Name))
{
OutErrors.Add(FString::Printf(TEXT("Duplicate interpolator name '%s'"), *Interp.Name.ToString()));
return false;
}
UMaterialExpression* Node = BuildInterpolatorNode(Material, Interp, Model, Program, Emit, PropertyNodes, ParamY, OutErrors);
if (!Node)
{
return false;
}
InterpByName.Add(Interp.Name, Node);
}
// 1c) Pre-sampled VT / RVT read nodes (SL_VTSAMPLE / SL_RVTSAMPLE). A virtual texture cannot be sampled
// inside a Custom node, so we build a real sample node here (sampling at the author-chosen UV) and let
// PrepareBody wire its output(s) into the pixel bodies. Only build a node when a pixel body references it.
TMap<FName, UMaterialExpression*> VTNodeByName;
TMap<FName, UMaterialExpression*> RVTNodeByName;
{
auto ReferencedInPixelBodies = [&Model](const FString& NameStr) -> bool
{
if (Model.bHasSurface && ReferencesToken(Model.SurfaceBody, NameStr)) { return true; }
for (const FShaderLabSlab& Slab : Model.Slabs) { if (ReferencesToken(Slab.Body, NameStr)) { return true; } }
for (const FShaderLabValue& Value : Model.Values) { if (ReferencesToken(Value.Body, NameStr)) { return true; } }
if (Model.bHasRVTOutput && ReferencesToken(Model.RVTOutputBody, NameStr)) { return true; }
return false;
};
// Build the coordinate expression feeding a sample node's Coordinates pin. Returns true on success;
// OutCoord is null for UV=World (leave Coordinates unconnected — the node derives UV from world pos).
auto BuildUVNode = [&](const FShaderLabUV& UV, const TCHAR* What, FName Owner, UMaterialExpression*& OutCoord) -> bool
{
OutCoord = nullptr;
switch (UV.Kind)
{
case FShaderLabUV::EKind::TexCoord:
{
UMaterialExpressionTextureCoordinate* TC = NewExpr<UMaterialExpressionTextureCoordinate>(Material, ParamY, -800);
TC->CoordinateIndex = UV.TexCoordIndex;
OutCoord = TC;
return true;
}
case FShaderLabUV::EKind::World:
return true; // Coordinates unconnected.
case FShaderLabUV::EKind::ValueBlock:
{
const FShaderLabValue* Block = Model.Values.FindByPredicate(
[&](const FShaderLabValue& V) { return V.Name == UV.ValueBlockName; });
if (!Block)
{
OutErrors.Add(FString::Printf(TEXT("%s '%s': UV references unknown Value block '%s'"),
What, *Owner.ToString(), *UV.ValueBlockName.ToString()));
return false;
}
if (Block->ReturnType != TEXT("float2"))
{
OutErrors.Add(FString::Printf(TEXT("%s '%s': UV Value block '%s' must return float2 (got '%s')"),
What, *Owner.ToString(), *UV.ValueBlockName.ToString(), *Block->ReturnType));
return false;
}
const FSampleNodes NoSamples; // A UV block is itself a coordinate source; it must not sample VT/RVT.
UMaterialExpressionCustom* UVNode = BuildValueNode(
Material, *Block, Model, Program, Emit, PropertyNodes, InterpByName, UsedInterps, NoSamples, ParamY, OutErrors);
if (!UVNode) { return false; }
OutCoord = UVNode;
return true;
}
}
return false;
};
for (const FShaderLabVTSample& VT : Model.VTSamples)
{
if (!ReferencedInPixelBodies(VT.Name.ToString())) { continue; }
EMaterialSamplerType Sampler = SAMPLERTYPE_VirtualColor;
const FString Token = VT.SamplerType.IsEmpty() ? FString(TEXT("VirtualColor")) : VT.SamplerType;
const bool bMapped = MapVirtualSamplerType(Token, Sampler);
checkf(bMapped, TEXT("SL_VTSAMPLE '%s': invalid virtual SamplerType '%s' (parser should have rejected)."),
*VT.Name.ToString(), *Token);
UMaterialExpressionTextureSampleParameter2D* S = NewExpr<UMaterialExpressionTextureSampleParameter2D>(Material, ParamY, -1000);
S->ParameterName = VT.Name;
S->SamplerType = Sampler;
if (!VT.DefaultTexture.IsEmpty())
{
// Graceful: a streaming VT default is often a project asset created later; if absent, leave null
// (the artist binds it on the MIC). Unlike array/volume defaults, this is not a hard contract.
S->Texture = LoadObject<UTexture>(nullptr, *VT.DefaultTexture);
}
UMaterialExpression* Coord = nullptr;
if (!BuildUVNode(VT.UV, TEXT("SL_VTSAMPLE"), VT.Name, Coord)) { return false; }
if (Coord) { S->Coordinates.Connect(0, Coord); }
VTNodeByName.Add(VT.Name, S);
}
for (const FShaderLabRVTSample& RVT : Model.RVTSamples)
{
if (!ReferencedInPixelBodies(RVT.Name.ToString())) { continue; }
ERuntimeVirtualTextureMaterialType MatType = ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Roughness;
const bool bMapped = MapRVTMaterialType(RVT.MaterialType, MatType);
checkf(bMapped, TEXT("SL_RVTSAMPLE '%s': invalid MaterialType '%s' (parser should have rejected)."),
*RVT.Name.ToString(), *RVT.MaterialType);
UMaterialExpressionRuntimeVirtualTextureSampleParameter* S = NewExpr<UMaterialExpressionRuntimeVirtualTextureSampleParameter>(Material, ParamY, -1000);
S->ParameterName = RVT.Name;
S->MaterialType = MatType;
if (!RVT.VirtualTexture.IsEmpty())
{
// Graceful: the RVT asset is a project asset (created with the level); if absent, leave null
// (the sample compiles to constants; the artist binds the RVT on the MIC).
S->VirtualTexture = LoadObject<URuntimeVirtualTexture>(nullptr, *RVT.VirtualTexture);
}
// Outputs (BaseColor..Mask4, all 8 pins) are populated by the node constructor's InitOutputs();
// they exist regardless of MaterialType, so member->pin indices in GRVTMembers are stable.
UMaterialExpression* Coord = nullptr;
if (!BuildUVNode(RVT.UV, TEXT("SL_RVTSAMPLE"), RVT.Name, Coord)) { return false; }
if (Coord) { S->Coordinates.Connect(0, Coord); }
RVTNodeByName.Add(RVT.Name, S);
}
}
FSampleNodes Samples;
Samples.VT = &VTNodeByName;
Samples.RVT = &RVTNodeByName;
// 2) Build the pixel stage and connect it to FrontMaterial (what makes it a Substrate material).
if (Model.bHasSurface && Model.SurfaceEntry == EShaderLabEntry::PostProcess)
{
// PostProcess domain: Color -> EmissiveColor, Opacity -> Opacity (no Substrate slab).
if (!BuildEmissiveEntry(Material, *EditorOnly, TEXT("FShaderLabPostProcess"), TEXT("ShaderLabDefaultPostProcess"),
SurfaceOutParam->Name, Model.SurfaceBody, Model.SurfaceBodyLine, Model, Program, Emit, PropertyNodes, InterpByName, UsedInterps, Samples, ParamY, OutErrors))
{
return false;
}
}
else if (Model.bHasSurface && Model.SurfaceEntry == EShaderLabEntry::UI)
{
if (!BuildEmissiveEntry(Material, *EditorOnly, TEXT("FShaderLabUI"), TEXT("ShaderLabDefaultUI"),
SurfaceOutParam->Name, Model.SurfaceBody, Model.SurfaceBodyLine, Model, Program, Emit, PropertyNodes, InterpByName, UsedInterps, Samples, ParamY, OutErrors))
{
return false;
}
}
else if (Model.bHasSurface)
{
// Single-Surface sugar: one slab straight to FrontMaterial, with S.Opacity/S.OpacityMask
// allowed as material-level outputs.
UMaterialExpression* Slab = BuildBsdf(
*FindBsdfDesc(EShaderLabBsdfType::Slab), Model.SurfaceModifiers,
Material, *EditorOnly, SurfaceOutParam->Name, Model.SurfaceBody, Model.SurfaceBodyLine,
Model, Program, Emit, PropertyNodes, InterpByName, UsedInterps, Samples, /*bAllowMaterialOutputs*/ true, ParamY, OutErrors);
if (!Slab)
{
return false;
}
EditorOnly->FrontMaterial.Connect(0, WrapBsdfForDecal(Material, Model, Slab, ParamY));
}
else
{
// Multi-BSDF: each named block -> its own Substrate BSDF node (type from FShaderLabSlab.BsdfType);
// Value blocks -> scalar Custom nodes; the FrontMaterial topology tree mixes them; Opacity/OpacityMask
// come from named Value blocks.
TMap<FName, UMaterialExpression*> SlabByName;
for (const FShaderLabSlab& SlabDecl : Model.Slabs)
{
if (SlabByName.Contains(SlabDecl.Name))
{
OutErrors.Add(FString::Printf(TEXT("Duplicate Slab name '%s'"), *SlabDecl.Name.ToString()));
return false;
}
const FBsdfDesc* Desc = FindBsdfDesc(SlabDecl.BsdfType);
if (!Desc)
{
OutErrors.Add(FString::Printf(TEXT("Slab '%s' has an unsupported BSDF type"), *SlabDecl.Name.ToString()));
return false;
}
UMaterialExpression* Slab = BuildBsdf(
*Desc, SlabDecl.Modifiers,
Material, *EditorOnly, SlabDecl.OutParamName, SlabDecl.Body, SlabDecl.BodyLine,
Model, Program, Emit, PropertyNodes, InterpByName, UsedInterps, Samples, /*bAllowMaterialOutputs*/ false, ParamY, OutErrors);
if (!Slab)
{
return false;
}
SlabByName.Add(SlabDecl.Name, Slab);
}
TMap<FName, UMaterialExpressionCustom*> ValueByName;
for (const FShaderLabValue& ValueDecl : Model.Values)
{
if (ValueByName.Contains(ValueDecl.Name))
{
OutErrors.Add(FString::Printf(TEXT("Duplicate Value name '%s'"), *ValueDecl.Name.ToString()));
return false;
}
UMaterialExpressionCustom* ValueNode = BuildValueNode(
Material, ValueDecl, Model, Program, Emit, PropertyNodes, InterpByName, UsedInterps, Samples, ParamY, OutErrors);
if (!ValueNode)
{
return false;
}
ValueByName.Add(ValueDecl.Name, ValueNode);
}
// Composition legality: validate operator/BSDF-type combinations up-front (mirrors the engine's Substrate
// allow-lists) so an illegal combo errors with a .usl line instead of a generic engine node-name error.
if (!Model.ValidateTopology(OutErrors))
{
return false;
}
// Every declared Slab must be reachable from FrontMaterial (contract: no dead slabs).
TSet<FName> ReferencedSlabs;
for (const FShaderLabTopoNode& Node : Model.Topology)
{
if (Node.Op == EShaderLabOp::SlabRef) { ReferencedSlabs.Add(Node.SlabRef); }
}
for (const FShaderLabSlab& SlabDecl : Model.Slabs)
{
if (!ReferencedSlabs.Contains(SlabDecl.Name))
{
OutErrors.Add(FString::Printf(TEXT("Slab '%s' is declared but never used in FrontMaterial"), *SlabDecl.Name.ToString()));
return false;
}
}
UMaterialExpression* Root = BuildTopologyNode(
Material, Model.TopologyRoot, Model, SlabByName, ValueByName, PropertyNodes, InterpByName, UsedInterps, ParamY, OutErrors);
if (!Root)
{
return false;
}
EditorOnly->FrontMaterial.Connect(0, WrapBsdfForDecal(Material, Model, Root, ParamY));
// Material-level Opacity / OpacityMask from named Value blocks.
auto ConnectMaterialOutput = [&](FExpressionInput& Pin, FName ValueName, const TCHAR* What) -> bool
{
if (ValueName.IsNone()) { return true; }
UMaterialExpressionCustom* const* ValueNode = ValueByName.Find(ValueName);
if (!ValueNode)
{
OutErrors.Add(FString::Printf(TEXT("%s references unknown Value '%s'"), What, *ValueName.ToString()));
return false;
}
Pin.Connect(0, *ValueNode);
return true;
};
if (!ConnectMaterialOutput(EditorOnly->Opacity, Model.OpacityValueName, TEXT("Opacity"))) { return false; }
if (!ConnectMaterialOutput(EditorOnly->OpacityMask, Model.OpacityMaskValueName, TEXT("OpacityMask"))) { return false; }
if (!ConnectMaterialOutput(EditorOnly->Refraction, Model.RefractionValueName, TEXT("Refraction"))) { return false; }
if (!ConnectMaterialOutput(EditorOnly->PixelDepthOffset, Model.PixelDepthOffsetValueName, TEXT("PixelDepthOffset"))) { return false; }
}
// 3) Optional Vertex stage. Per-pixel/vertex context is read via UE_* intrinsics, so the entry
// takes just the output struct: `Vertex(inout FShaderLabVertex V)`.
if (Model.bHasVertex && Model.VertexParams.Num() >= 1)
{
const FShaderLabEntryParam& VtxOut = Model.VertexParams.Last();
TArray<const FVertexFieldDef*> UsedVtx;
for (const FVertexFieldDef& F : GVertexFields)
{
if (ReferencesToken(Model.VertexBody, VtxOut.Name + TEXT(".") + F.Field))
{
UsedVtx.Add(&F);
}
}
if (UsedVtx.Num() > 0)
{
UMaterialExpressionCustom* VCustom = NewExpr<UMaterialExpressionCustom>(Material, ParamY, -300);
VCustom->Description = TEXT("ShaderLab Vertex");
VCustom->OutputType = CMOT_Float1;
AddIncludes(*VCustom, Model);
FString Code;
// Intrinsics (Stage = vertex) + library-function context.
FString VertexBody = Model.VertexBody;
TArray<FIntrinsicWire> VtxIntrinsicWires;
TSet<FName> VtxReqProps;
// Vertex stage: UE_Interpolator is pixel-only, so pass an empty interpolator map (rejected there).
const TMap<FName, UMaterialExpression*> EmptyInterp;
TSet<FName> IgnoredUsedInterps;
const FSampleNodes NoSamples; // VT/RVT reads are pixel-only; not available in a vertex body.
if (!PrepareBody(Material, EShaderLabIntrinsicFrequency::VertexOnly, VertexBody, Model.VertexBodyLine, MakeLineDirectivePath(Model.SourceFilePath), Emit, VtxIntrinsicWires, VtxReqProps, EmptyInterp, IgnoredUsedInterps, NoSamples, OutErrors))
{
return false;
}
for (const FIntrinsicWire& Wire : VtxIntrinsicWires)
{
FCustomInput In;
In.InputName = Wire.InputName;
In.Input.Connect(Wire.OutputIndex, Wire.Expr);
VCustom->Inputs.Add(In);
}
WirePropInputs(*VCustom, Program, PropertyNodes, Model.VertexBody, VtxReqProps, Model.Collections);
const FString VSrcPath = MakeLineDirectivePath(Model.SourceFilePath);
Code += FString::Printf(TEXT("FShaderLabVertex %s = ShaderLabDefaultVertex();\n{\n%s}\n"),
*VtxOut.Name, *WrapBodyWithLineMapping(VertexBody, Model.VertexBodyLine, VSrcPath));
int32 VOutputIndex = 1;
TArray<TPair<FString, int32>> VtxOutputs;
for (const FVertexFieldDef* F : UsedVtx)
{
FCustomOutput Out;
Out.OutputName = FName(*(FString(TEXT("SLO_")) + F->Field));
Out.OutputType = F->OutType;
VCustom->AdditionalOutputs.Add(Out);
Code += FString::Printf(TEXT("SLO_%s = %s.%s;\n"), F->Field, *VtxOut.Name, F->Field);
VtxOutputs.Add(TPair<FString, int32>(F->Field, VOutputIndex));
++VOutputIndex;
}
Code += TEXT("return 0.0f;\n");
VCustom->Code = Code;
VCustom->RebuildOutputs();
for (const TPair<FString, int32>& Pair : VtxOutputs)
{
if (Pair.Key == TEXT("WorldPositionOffset"))
{
EditorOnly->WorldPositionOffset.Connect(Pair.Value, VCustom);
}
else if (Pair.Key == TEXT("Displacement"))
{
EditorOnly->Displacement.Connect(Pair.Value, VCustom);
}
else if (Pair.Key.StartsWith(TEXT("CustomizedUV")))
{
const int32 UvIndex = FCString::Atoi(*Pair.Key.Mid(12));
if (UvIndex >= 0 && UvIndex < 8)
{
EditorOnly->CustomizedUVs[UvIndex].Connect(Pair.Value, VCustom);
}
}
}
}
}
// 3b) Optional Runtime Virtual Texture WRITE (SL_RVTOUTPUT): an additive custom output alongside the
// pixel entry. Uses the same VT/RVT sample context as the pixel bodies (a write body may also read).
if (Model.bHasRVTOutput)
{
if (!BuildRVTOutput(Material, Model.RVTOutputParamName, Model.RVTOutputBody, Model.RVTOutputBodyLine,
Model, Program, Emit, PropertyNodes, InterpByName, UsedInterps, Samples, ParamY, OutErrors))
{
return false;
}
}
// Contract: every declared interpolator must be consumed (read via UE_Interpolator, or used as a
// topology mix factor). A dead interpolator would silently waste a scarce interpolant slot.
for (const FShaderLabInterpolator& Interp : Model.Interpolators)
{
if (!UsedInterps.Contains(Interp.Name))
{
OutErrors.Add(FString::Printf(
TEXT("Interpolator '%s' is declared but never used (read it with UE_Interpolator(%s) or use it as a topology factor)"),
*Interp.Name.ToString(), *Interp.Name.ToString()));
return false;
}
}
// Read-only permutation macros (SHADERLAB_QUALITY / _FEATURELEVEL / _SHADINGPATH). When a body references
// one, wire the matching engine switch (Quality/FeatureLevel/ShadingPath) with per-branch `#define` Custom
// nodes into the ParameterAnchor. The switch compiles ONLY the branch for the current permutation (verified
// for the real, non-validating compile), so exactly one ordered value leaks ahead of every body `#if`.
{
auto AnyBodyUses = [&](const TCHAR* Token) -> bool
{
if (Model.bHasSurface && ReferencesToken(Model.SurfaceBody, Token)) { return true; }
for (const FShaderLabSlab& Slab : Model.Slabs) { if (ReferencesToken(Slab.Body, Token)) { return true; } }
for (const FShaderLabValue& Value : Model.Values) { if (ReferencesToken(Value.Body, Token)) { return true; } }
for (const FShaderLabInterpolator& Interp : Model.Interpolators) { if (ReferencesToken(Interp.Body, Token)) { return true; } }
if (Model.bHasVertex && ReferencesToken(Model.VertexBody, Token)) { return true; }
return false;
};
if (AnyBodyUses(TEXT("SHADERLAB_QUALITY")))
{
UMaterialExpressionQualitySwitch* Sw = NewExpr<UMaterialExpressionQualitySwitch>(Material, ParamY, -1150);
// Ordered values: Low<Medium<High<Epic. Engine enum order is Low,High,Medium,Epic.
Sw->Default.Connect(0, MakeDefineNode(Material, ParamY, TEXT("SHADERLAB_QUALITY"), TEXT("2")));
Sw->Inputs[EMaterialQualityLevel::Low].Connect(0, MakeDefineNode(Material, ParamY, TEXT("SHADERLAB_QUALITY"), TEXT("0")));
Sw->Inputs[EMaterialQualityLevel::Medium].Connect(0, MakeDefineNode(Material, ParamY, TEXT("SHADERLAB_QUALITY"), TEXT("1")));
Sw->Inputs[EMaterialQualityLevel::High].Connect(0, MakeDefineNode(Material, ParamY, TEXT("SHADERLAB_QUALITY"), TEXT("2")));
Sw->Inputs[EMaterialQualityLevel::Epic].Connect(0, MakeDefineNode(Material, ParamY, TEXT("SHADERLAB_QUALITY"), TEXT("3")));
AnchorInputs.Add(Sw);
}
if (AnyBodyUses(TEXT("SHADERLAB_FEATURELEVEL")))
{
UMaterialExpressionFeatureLevelSwitch* Sw = NewExpr<UMaterialExpressionFeatureLevelSwitch>(Material, ParamY, -1150);
Sw->Default.Connect(0, MakeDefineNode(Material, ParamY, TEXT("SHADERLAB_FEATURELEVEL"), TEXT("1")));
Sw->Inputs[ERHIFeatureLevel::ES3_1].Connect(0, MakeDefineNode(Material, ParamY, TEXT("SHADERLAB_FEATURELEVEL"), TEXT("0")));
Sw->Inputs[ERHIFeatureLevel::SM5].Connect(0, MakeDefineNode(Material, ParamY, TEXT("SHADERLAB_FEATURELEVEL"), TEXT("1")));
Sw->Inputs[ERHIFeatureLevel::SM6].Connect(0, MakeDefineNode(Material, ParamY, TEXT("SHADERLAB_FEATURELEVEL"), TEXT("2")));
AnchorInputs.Add(Sw);
}
if (AnyBodyUses(TEXT("SHADERLAB_SHADINGPATH")))
{
UMaterialExpressionShadingPathSwitch* Sw = NewExpr<UMaterialExpressionShadingPathSwitch>(Material, ParamY, -1150);
Sw->Default.Connect(0, MakeDefineNode(Material, ParamY, TEXT("SHADERLAB_SHADINGPATH"), TEXT("0")));
Sw->Inputs[ERHIShadingPath::Deferred].Connect(0, MakeDefineNode(Material, ParamY, TEXT("SHADERLAB_SHADINGPATH"), TEXT("0")));
Sw->Inputs[ERHIShadingPath::Forward].Connect(0, MakeDefineNode(Material, ParamY, TEXT("SHADERLAB_SHADINGPATH"), TEXT("1")));
Sw->Inputs[ERHIShadingPath::Mobile].Connect(0, MakeDefineNode(Material, ParamY, TEXT("SHADERLAB_SHADINGPATH"), TEXT("2")));
AnchorInputs.Add(Sw);
}
}
// Anchor side-effect capabilities: raw-HLSL body helpers (SceneTexture reads, global distance field
// reads, ...) that call an engine HLSL function directly from a Custom node. The helper compiles as bare
// HLSL, but the runtime resource binding it needs is only established as a side effect of compiling a
// matching UMaterialExpression (UseSceneTextureId / bUsesGlobalDistanceField / ...). Because the Custom
// body bypasses that node, we synthesize hidden expression(s) wired into the before-attributes
// ParameterAnchor purely for the side effect. See FShaderLabAnchorCapabilityRegistry.
{
// Bodies to scan: the shader's own pixel/vertex bodies AND every reachable `.uslfunc` library-function
// body (a library function is inlined into the consuming Custom node, so it can equally reference a raw
// helper and must contribute to binding). Emit.Ctx holds exactly the reachable library functions.
TArray<FShaderLabScannedBody> Bodies;
if (Model.bHasSurface) { Bodies.Add({ &Model.SurfaceBody, Model.SurfaceBodyLine }); }
for (const FShaderLabSlab& Slab : Model.Slabs) { Bodies.Add({ &Slab.Body, Slab.BodyLine }); }
for (const FShaderLabValue& Value : Model.Values) { Bodies.Add({ &Value.Body, Value.BodyLine }); }
for (const FShaderLabInterpolator& Interp : Model.Interpolators) { Bodies.Add({ &Interp.Body, Interp.BodyLine }); }
if (Model.bHasVertex) { Bodies.Add({ &Model.VertexBody, Model.VertexBodyLine }); }
if (Emit.HasLibraries())
{
for (const TPair<FName, FFunctionCtx>& Pair : Emit.Ctx)
{
int32 LibIdx = INDEX_NONE;
if (const FShaderLabFunction* Fn = Program.FindFunction(Pair.Key, LibIdx))
{
Bodies.Add({ &Fn->Body, Fn->BodyLine });
}
}
}
const FString SrcPath = MakeLineDirectivePath(Model.SourceFilePath);
bool bCapabilityFailed = false;
FShaderLabAnchorCapabilityRegistry::Get().ForEach(
[&](const FShaderLabAnchorCapability& Cap)
{
if (bCapabilityFailed) { return; }
bool bActive = false;
for (const FShaderLabScannedBody& B : Bodies)
{
for (const FString& Token : Cap.TriggerTokens)
{
if (ReferencesToken(*B.Text, Token)) { bActive = true; break; }
}
if (bActive) { break; }
}
if (!bActive) { return; }
FShaderLabAnchorCapabilityContext CapCtx{ Material, Model, Bodies, SrcPath,
[&Material, &ParamY](UClass* Class) -> UMaterialExpression*
{
UMaterialExpression* Expr = NewObject<UMaterialExpression>(&Material, Class);
Material.GetExpressionCollection().AddExpression(Expr);
Expr->MaterialExpressionEditorX = -1300;
Expr->MaterialExpressionEditorY = ParamY;
ParamY += 120;
return Expr;
} };
TArray<UMaterialExpression*> CapNodes;
if (!Cap.Emit(CapCtx, CapNodes, OutErrors))
{
bCapabilityFailed = true;
return;
}
AnchorInputs.Append(CapNodes);
});
if (bCapabilityFailed)
{
return false;
}
}
// Funnel every static-switch selector into the ParameterAnchor. The anchor is a CustomOutput compiled
// BEFORE the material attributes (ShouldCompileBeforeAttributes), so compiling it compiles each
// selector — emitting the selected `#define <Name> 0/1` for the current permutation ahead of every
// body's `#if`. This gives per-permutation static switches with zero engine changes, and keeps the
// machinery off the user's body nodes. The anchor also makes the switch parameters visible in the
// Material Instance editor (reached via selector -> Value -> parameter).
if (AnchorInputs.Num() > 0)
{
UMaterialExpressionShaderLabParameterAnchor* Anchor =
NewExpr<UMaterialExpressionShaderLabParameterAnchor>(Material, ParamY, -1300);
Anchor->Inputs.SetNum(AnchorInputs.Num());
for (int32 Index = 0; Index < AnchorInputs.Num(); ++Index)
{
Anchor->Inputs[Index].Connect(0, AnchorInputs[Index]);
}
}
Material.UpdateCachedExpressionData();
return true;
}
void FShaderLabGraphBuilder::BuildPoisonInto(UMaterial& Material, const TArray<FString>& Diagnostics, const FString& SrcPath)
{
using namespace ShaderLabGraph;
// A minimal, structurally-valid Substrate material: one Custom node -> Slab.DiffuseAlbedo -> FrontMaterial,
// so the Custom code is reached by translation. The code `#error`s with the diagnostics; that aborts the
// shader preprocessor, so the material fails to compile with our messages — surfacing everywhere real
// shader errors do (MIC editor red text, FMaterialResource::GetCompileErrors, cook). DiffuseAlbedo (a core
// BSDF pin) is used deliberately: EmissiveColor gets dead-stripped from the compiled permutation, which
// would drop the Custom function (and its #error) before the preprocessor ever sees it.
Material.AssignExpressionCollection(FMaterialExpressionCollection());
Material.MaterialDomain = MD_Surface;
Material.BlendMode = BLEND_Opaque;
Material.TwoSided = 0;
Material.bUseMaterialAttributes = false;
UMaterialEditorOnlyData* EditorOnly = Material.GetEditorOnlyData();
check(EditorOnly); // A UMaterial always has editor-only data in the editor (contract).
// `#error` halts at the first hit, so merge every diagnostic into one directive (newlines stripped to
// keep it a single preprocessor line). The `#line` makes the compiler error click through to the .usl;
// each merged message still carries its own precise `(line,col)` as text.
FString Combined;
for (int32 Index = 0; Index < Diagnostics.Num(); ++Index)
{
if (Index > 0) { Combined += TEXT(" ; "); }
Combined += Diagnostics[Index];
}
Combined.ReplaceInline(TEXT("\r"), TEXT(""));
Combined.ReplaceInline(TEXT("\n"), TEXT(" "));
if (Combined.IsEmpty()) { Combined = TEXT("ShaderLab: shader failed to build"); }
int32 IoY = 0;
UMaterialExpressionCustom* Custom = NewExpr<UMaterialExpressionCustom>(Material, IoY, -300);
Custom->Description = TEXT("ShaderLab Error");
Custom->OutputType = CMOT_Float3;
Custom->Code = FString::Printf(
TEXT("#line 1 \"%s\"\n#error ShaderLab: %s\n#line 1 \"ShaderLabGenerated.ush\"\nreturn float3(1,0,1);\n"),
*SrcPath, *Combined);
Custom->RebuildOutputs();
UMaterialExpressionSubstrateSlabBSDF* Slab = NewExpr<UMaterialExpressionSubstrateSlabBSDF>(Material, IoY, 0);
Slab->DiffuseAlbedo.Connect(0, Custom);
EditorOnly->FrontMaterial.Connect(0, Slab);
Material.UpdateCachedExpressionData();
}
const TCHAR* FShaderLabGraphBuilder::GetGeneratedVirtualRoot()
{
return TEXT("/UShaderLabGen");
}
FString FShaderLabGraphBuilder::GetGeneratedShaderDir()
{
const TSharedPtr<IPlugin> Plugin = IPluginManager::Get().FindPlugin(TEXT("UShaderLab"));
if (!Plugin.IsValid())
{
return FString();
}
return FPaths::Combine(Plugin->GetBaseDir(), TEXT("Intermediate"), TEXT("ShaderLabGen"));
}