Is there new API for generating Indirect Commands for the Metal Shader Converter? Is there any example project? I currently use a shader to copy indirect commands. Is there a way to do that with the new Shader Converter pipeline?
Metal Shader Converter
RSS for tagAutomatically convert all of your existing HLSL GPU shaders to Metal.
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Unity 2022.3.33f1
For some reason modifying MeshRenderer material shader SetVectorArray doesn't work on IOS, but it works on android and windows builds!!
I was working on Fog Of War, where I used SimpleFOW by Revision3 it's very simple FOW shader where it manipulates the alpha based on UVs vertices.
This is the FogOfWarShaderControl.cs script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace SimpleFOW
{
[RequireComponent(typeof(MeshRenderer))]
public class FogOfWarShaderControl : MonoBehaviour
{
public static FogOfWarShaderControl Instance { get; private set; }
[Header("Maximum amount of revealing points")]
[SerializeField] private uint maximumPoints = 512;
[Header("Game Camera")]
[SerializeField] private Camera mainCamera;
private List<Vector4> points = new List<Vector4>();
private Vector2 meshSize, meshExtents;
private Vector4[] sendBuffer;
private MeshRenderer meshRenderer;
private void Awake()
{
Instance = this;
Init();
}
// Initialize required variables
public void Init()
{
meshRenderer = GetComponent<MeshRenderer>();
meshExtents = meshRenderer.bounds.extents;
meshSize = meshRenderer.bounds.size;
points = new List<Vector4>();
sendBuffer = new Vector4[maximumPoints];
}
// Transform world point to UV coordinate of FOW mesh
public Vector2 WorldPointToMeshUV(Vector2 wp)
{
Vector2 toRet = Vector2.zero;
toRet.x = (transform.position.x - wp.x + meshExtents.x) / meshSize.x;
toRet.y = (transform.position.y - wp.y + meshExtents.y) / meshSize.y;
return toRet;
}
// Show or hide FOW
public void SetEnabled(bool on)
{
meshRenderer.enabled = on;
}
// Add revealing point to FOW renderer if amount of points is lower than MAX_POINTS
public void AddPoint(Vector2 worldPoint)
{
if (points.Count < maximumPoints)
{
points.Add(WorldPointToMeshUV(worldPoint));
}
}
// Remove FOW revealing point
public void RemovePoint(Vector2 worldPoint)
{
if (worldPoint == new Vector2(0, 0))
{
return;
}
if (points.Contains(WorldPointToMeshUV(worldPoint)))
{
points.Remove(WorldPointToMeshUV(worldPoint));
}
}
// Send any change to revealing point list to shader for rendering
public void SendPoints()
{
points.ToArray().CopyTo(sendBuffer, 0);
meshRenderer.material.SetVectorArray("_PointArray", sendBuffer);
meshRenderer.material.SetInt("_PointCount", points.Count);
}
// Send new range value to shader
public void SendRange(float range)
{
meshRenderer.material.SetFloat("_RadarRange", range);
}
// Send new scale value to shader
public void SendScale(float scale)
{
meshRenderer.material.SetFloat("_Scale", scale);
}
}
}
And this is the FogOfWar.shader
Shader "Revision3/FogOfWar"
{
Properties
{
_MainTex ("Texture", 2D) = "black" {}
_PointCount("Point count", Range(0,512)) = 0
_Scale("Scale", Float) = 1.0
_RadarRange("Range", Float) = .5
_MaxAlpha("Maximum Alpha", Float) = 1.0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _RadarRange;
uint _PointCount;
float _Scale;
float _MaxAlpha;
float2 _PointArray[512];
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float getDistance(float2 pa[512], float2 uv) {
float cdist = 99999.0;
for (uint i = 0; i < _PointCount; i++) {
cdist = min(cdist, distance(pa[i]*_Scale, uv));
}
return cdist;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
i.uv *= _Scale;
if (_PointCount > 0)
col.w = min(_MaxAlpha, max(0.0f, getDistance(_PointArray, i.uv) - _RadarRange));
else
col.w = _MaxAlpha;
return col;
}
ENDCG
}
}
}
Now I create a gameobject called FogOfWar as follows
And then in Unit.cs script and Building.cs script I add the following logic
private Vector3 lastPos;
private void Update()
{
if (lastPos != transform.position)
{
FogOfWarShaderControl.Instance.RemovePoint(lastPos);
FogOfWarShaderControl.Instance.AddPoint(transform.position);
lastPos = transform.position;
FogOfWarShaderControl.Instance.SendPoints();
}
}
Now this gives me the effect of FOW as follows on IOS
where the result should be as follows on other devices
I don't know what causes this to happen only on IOS devices.
The logic works fine on android/windows/Linux/editor but not IOS devices.
So why metal API doesn't support shader set vector array?!
Seems that metal-shaderconverter can build a metallib, but I need .air files. Then I link the .air files into a single metallib and metallibdsym file.
HLSL -> dxc -> DXIL -> metal-shaderconverter -> .metallib
But there's no way to link together multiple metallib into a single metallib is there?
Hello,
I’ve started testing the Metal Shader Converter to convert my HLSL shaders to metallib directly, and I was wondering if the option ’-frecord-sources’ was supported in any way?
Usually I’m compiling my shaders as follows (from Metal):
xcrun -sdk macosx metal -c -frecord-sources shaders/shaders.metal -o shaders/shaders.air
xcrun -sdk macosx metallib shaders/shaders.air -o shaders/shaders.metallib
The -frecord-sources allow me to see the source when debugging and profiling a Metal frame.
Now with DXC we have a similar option, I can compile a typical HLSL shader with embedded debug symbols with:
dxc -T vs_6_0 -E VSMain shaders/triangle.hlsl -Fo shaders/triangle.dxil -Zi -O0 -Qembed_debug
The important options here are ’-Zi` and ’-Qembed_debug’, as they make sure debug symbols are embedded in the DXIL.
It seems that right now Metal Shader Converter doesn’t pass through the DXIL debug information, and I was wondering if it was possible. I’ve looked at all the options in the utility and haven’t seen anything that looked like it.
Right now debug symbols in my shaders is a must-have, so I’ll explore other routes to convert my HLSL shaders to Metal (I’ve been testing spir-v cross to do the conversion, I haven’t actually tested the debug symbols yet, I’ll report back later).
Thank you for your time!