【转】【shader面板】Shader Compilation in Unity 4.5

【原文】Shader Compilation in Unity 4.5

A story in several parts. 1) how shader compilation is done in upcoming Unity 4.5; and 2) how it was developed. First one is probably interesting to Unity users; whereas second one for the ones curious onhow we work and develop stuff.

Short summary: Unity 4.5 will have a “wow, many shaders, much fast” shader importing and better error reporting.

Current state (Unity <=4.3)

When you create a new shader file (.shader) in Unity or edit existing one, we launch a “shader importer”. Just like for any other changed asset. That shader importer does some parsing, and then compiles thewhole shader into all platform backends we support.

Typically when you create a simple surface shader, it internally expands into 50 or so internal shader variants (classic “preprocessor driven uber-shader” approach). And typically there 7 or so platform backends to compile into (d3d9, d3d11, opengl, gles, gles3, d3d11_9x, flash – more if you have console licenses). This means, each time you change anything in the shader, a couple hundred shaders are being compiled. And all that assuming you have a fairly simple shader - if you throw in some multi_compile directives, you’ll be looking at thousands or tens of thousands shaders being compiled. Each. And. Every. Time.

Does it make sense to do that? Not really.

Like most of “why are we doing this?” situations, this one also evolved organically, and can be explained with “it sounded like a good idea at the time” and “it does not fix itself unless someone works on it”.

A long time ago, Unity only had one or two shader platform backends (opengl and d3d9). And the amount of shader variants people were doing was much lower. With time, we got both more backends, and more variants; and it became very apparent that someone needs to solve this problem.

In addition to the above, there were other problems with shader compilation, for example:

  • Errors in shaders were reported, well, “in a funny way”. Sometimes the line numbers did not make any sense – which is quite confusing.
  • Debugging generated surface shader code involved quite some voodoo tricks (#pragma debug etc.).
  • Shader importer tried to multi-thread compilation of these hundreds of shaders, but some backend compilers (Cg) have internal global mutexes and do not parallelize well.
  • Shader importer process was running out of memory for really large multi_compile variant counts.

So we’re changing how shader importing works in Unity 4.5. The rest of this post will be mostly dumps of our internal wiki pages.

Shader importing in Unity 4.5

  • No runtime/platforms changes compared to 4.3/4.5 – all changes are editor only.
  • No shader functionality changes compared to 4.3/4.5.
  • Shader importing is much faster; especially complex surface shaders (Marmoset Skyshop etc.).
    • Reimporting all shaders in graphics tests project: 3 minutes with 4.3, 15 seconds with this.
  •  Errors in shaders are reported on correct lines; errors in shader include (.cginc) files are reported with the filename & line number correctly.
    • Was mostly “completely broken” before, especially when include files came into play.
    • On d3d11 backend we were reporting error column as the line, hah :) At some point during d3dcompiler DLL upgrade it changed error printing syntax and we were parsing it wrong. Now added unit tests so hopefully it will never break again.
  •  Surface shader debugging workflow is much better.
    • No more “add #pragma debug, open compiled shader, remove tons of assembly” nonsense. Just one button in inspector, “Show generated code”.
    • Generated surface shader code has some comments and better indentation. It is actually readable code now!
  • Shader inspector improvements:
    • Errors list has scrollview when it’s long; can double click on errors to open correct file/line; can copy error text via context click menu; each error clearly indicates which platform it happened for.
    • Investigating compiled shader is saner. One button to show compiled results for currently active platform; another button to show for all platforms.
  • Misc bugfixes
    • Fixed multi_compile preprocessor directives in surface shaders sometimes producing very unexpected results.
    • UTF8 BOM markers in .shader or .cginc files don’t produce errors.
    • Shader include files can be at non-ASCII folders and filenames.

Overview of how it works

  • Instead of compiling all shader variants for all possible platforms at import time:

    • Only do minimal processing of the shader (surface shader generation etc.).
    • Actually compile the shader variants only when needed.
    • Instead of typical work of compiling 100-1000 internal shaders at import time, this usually ends up compiling just a handful.
  • At player build time, compile all the shader variants for that target platform
    • Cache identical shaders under Library/ShaderCache.
    • So at player build time, only not-yet-ever-compiled shaders are compiled; and always only for the platforms that need them. If you never ever use Flash, for example, then none of shaders will be compiled for Flash (as opposed to 4.3, where all shaders are compiled to all platforms, even if you never ever need them).
  • Shader compiler (CgBatch) changes from being invoked for each shader import, into being run as a “service process”
    • Inter-process communication between compiler process & Unity; using same infrastructure as for VersionControl plugins integration.
    • At player build time, go wide and use all CPU cores to do shader compilation. Old compiler tried to internally multithread, but couldn’t due to some platforms not being thread-safe. Now, we just launch one compiler process per core and they can go fully parallel.
    • Helps with out-of-memory crashes as well, since shader compiler process never needs to hold bazillion of shader variants in memory all at once - what it sees is one variant at a time.

How it was developed

This was mostly a one-or-two person effort, and developed in several “sprints”. For this one we used our internal wiki for detailed task planning (Confluence “task lists”), but we could have just as well use Trello or something similar. Overall this was probably around two months of actual work – but spread out during much longer time. Initial sprint started in 2013 March, and landed in a “we think we can ship this tomorrow” state to 4.5 codebase just in time for 1st alpha build (2013 October). Minor tweaks and fixes were done during 4.5 alpha & beta period. Should ship anyday now, fingers crossed :)

Surprisingly (or perhaps not), largest piece of work was around “how do you report errors in shaders?” area. Since now shader variants are imported only on demand, that means some errors can be discovered only “some time after initial import”. This is a by-design change, however - as the previous approach of “let’s compile all possible variants for all possible platforms” clearly does not scale in terms of iteration time. However, this “shader seemed like it did not have any errors, but whoops now it has” is clearly a potential downside. Oh well; as with almost everything there are upsides & downsides.

Most of development was done on a Unity 4.3-based branch, and after something was working we were sending off custom “4.3 + new shader importer” builds to the beta testing group. We were doing this before any 4.5 alpha even started to get early feedback. Perhaps the nicest feedback I ever got:

I’ve now used the build for about a week and I’m completely blown away with how it has changed how I work with shaders.

I can try out things way quicker.
I am no longer scared of making a typo in an include file.
These two combine into making me play around a LOT more when working.
Because of this I found out how to do fake HDR with filmic tonemapping [on my mobile target].

The thought of going back to regular beta without this [shader compiler] really scares me ;)

Anyhoo, here’s a dump of tasks from our wiki (all of them had little checkboxes that we’d tick off when done). As usual, “it basically works and is awesome!” was achieved after first week of work (1st sprint). What was left after that was “fix all the TODOs, do all the boring remaining work” etc.

2013 March Sprint:

  • Make CgBatch a DLL

    • Run unit tests
    • Import shaders from DLL
    • Don’t use temp files all over the place
  • Shader importer changes
    • Change surface shader part to only generate source code and not do any compilation
    • Make a “Open surface compiler output” button
    • At import time, do surface shader generation & cache the result (serialize in Shader, editor only)
    • Also process all CGINCLUDE blocks and actually do #includes at import time, and cache the result (after this, left with CGPROGRAM blocks, with no #include statements)
    • ShaderLab::Pass needs to know it will have yet-uncompiled programs inside, and able to find appropriate CGPROGRAM block:
      • Add syntax to shaderlab, something like Pass { GpuProgramID int }
      • Make CgBatch not do any compilation, just extract CGPROGRAM blocks, assign IDs to them, and replace them with “GpuProgramID xxx”
      • “cache the result” as editor-only data in shader: map of snippet ID -> CGPROGRAM block text
    • CgBatch, add function to compile one shader variant (cg program block source + platform + keywords in, bytecode + errors out)
    • Remove all #include handling from actual shader compilers in CgBatch
    • Change output of single shader compilation to not be in shaderlab program/subprogram/bindings syntax, but to produce data directly. Shader code as a string, some virtual interface that would report all uniforms/textures/… for the reflection data.
  • Compile shaders on demand
    • Data file format for gpu programs & their params
    • ShaderLab Pass has map: m_GpuProgramLookup (keywords -> GPUProgram).
    • GetMatchingSubProgram:
      • return one from m_GpuProgramLookup if found. Get from cache if found
      • Compile program snippet if not found
      • Write into cache

2013 July Sprint:

  • Pull and merge last 3 months of trunk
  • Player build pipeline
    • When building player/bundle, compile all shader snippets and include them
    • exclude_renderers/include_renderers, trickle down to shader snippet data
    • Do that properly when building for a “no target” (everything in) platforms
      • Snippets are saved in built-in resource files (needed? not?)
    • Make building built-in resource files work
      • DX11 9.x shaders aren’t included
      • Make building editor resource file work
    • Multithread the “missing combinations” compilation while building the player.
      • Ensure thread safety in snippet cache
  • Report errors sensibly
  • Misc
    • Each shader snippet needs to know keyword permutation possibly needed: CgBatch extracts that, serialized in snippet (like vector< vector >)
    • Fix GLSLPROGRAM snippets
    • Separate “compiler version” from “cgbatch version”; embed compiler version into snippet data & hash
    • Fix UsePass

2013 August Sprint:

  • Move to a 4.3-based branch
  • Gfx test failures
    • Metro, failing shadow related tests
    • Flash, failing custom lightmap function test
  • Error reporting: Figure out how to deal with late-discovered errors. If there’s bad syntax, typo etc.; effectively shader is “broken”. If a backend shader compiler reports an error:
    • Return pink “error shader” for all programs ­ i.e. if any of vertex/pixel/… had an error, we need to use the pink shaders for all of them.
    • Log the error to console.
    • Add error to the shader, so it’s displayed in the editor. Can’t serialize shader at that time, so add shaders to some database under Library (guid­>errors).
      • SQLite database with shader GUID -> set of errors.
    • Add shader to list of “shaders with errors”; after rendering loop is done go over them and make them use pink error shader. (Effectively this does not change current (4.2) behavior: if you have a syntax error, shader is pink).
  • Misc
    • Fix shader Fallback when it pulls in shader snippets
    • “Mesh components required by shader” part at build time - need to figure them out! Problem; needs to compile the variants to even know it.
    • Better #include processing, now includes same files multiple times
  • Make CgBatch again into an executable (for future 64 bit mac…)
    • Adapt ExternalProcess for all communication
    • Make unit tests work again
    • Remove all JobScheduler/Mutex stuff from CgBatch; spawn multiple processes instead
    • Feels like is leaking memory, have to check
  • Shader Inspector
    • Only show “open surface shader” button for surface shaders
    • “open compiled shader” is useless now, doesn’t display shader asm. Need to redo it somehow.

2013 September Sprint:

  • Make ready for 4.5 trunk

    • Merge with current trunk
    • Make TeamCity green
    • Land to trunk!
  • Make 4.3-based TeamCity green
    • Build Builtin Resources, fails with shader compiler RPC errors GL-only gfx test failures (CgProps test)
    • GLSLPROGRAM preprocessing broken, add tests
    • Mobile gfx test failures in ToonyColors
  • Error reporting and #include handling
    • Fixing line number reporting once and for all, with tests.
    • Report errors on correct .cginc files and correct lines on them
    • Solve multiple includes & preprocessor affecting includes this way: at snippet extraction time, do not do include processing! Just hash include contents and feed that into the snippet hash.
    • UTF8 BOM in included files confusing some compilers
    • Unicode paths to files confusing some compilers
    • After shader import, immediately compile at least one variant, so that any stupid errors are caught & displayed immediately.
  • Misc
    • Make flags like “does this shader support shadows?” work with new gpu programs coming in
    • Check up case 550197
    • multi_compile vs. surface shaders, fix that
  • Shader Inspector
    • Better display of errors (lines & locations)
    • Button to “exhaustively check shader” - compiles all variants / platforms.
    • Shader snippet / total size stats

What’s next?

Some more in shader compilation land will go into Unity 5.0 and 5.x. Outline of our another wiki page describing 5.x related work:

    • 4.5 fixes “compiling shaders is slow” problem.
    • Need to fix “New standard shader produces very large shader files” (due to lots of variants - 5000 variants, 100MB) problem.
    • Need to fix “how to do shader LOD with new standard shader” problem.
时间: 2024-10-29 09:55:01

【转】【shader面板】Shader Compilation in Unity 4.5的相关文章

【淡墨Unity3D Shader计划】五 圣诞用品: Unity在Shader三种形式的控制&amp;amp;混合操作编译

本系列文章由@浅墨_毛星云 出品,转载请注明出处. 文章链接:http://blog.csdn.net/poem_qianmo/article/details/42060963 作者:毛星云(浅墨)    微博:http://weibo.com/u/1723155442 邮箱: [email protected] 文章开头,先给自己诚求个游戏研发实习的好去处. 浅墨今年1月.明年上半年有近半年的空暇时间可供实习. 近5年游戏编程经验,能够胜任全职的游戏开发工作.仅仅拿实习生的工资(性价比非常高有

Create a Basic Shader in Shader Forge

[Create a Basic Shader in Shader Forge] 1.打开ShaderForge.Window-> Shader Forge.(打开速度较慢) 2.通过NewShader按钮创建一个新Shader. 3.左上角Compile Shader会显示当前Shader的状态. 4.中央的面板显示Shader Forge的逻辑图. 5.在右侧,是一系列的可选对象,如Arithmetic.Properties.Constant Vector等. 6.创建完Shader后,在pr

【Unity Shader】Shader纹理映射的例子

将漫反射的颜色改为从纹理贴图中获取,逐像素计算. Shader "Custom/11-Texture" { // BlinnPhong光照模型 Properties{ //_Diffuse("Diffuse Color", Color) = (1,1,1,1) // 可在编辑器面板定义材质自身色彩 _MainTex("Main Tex",2D) = "white"{} // 纹理贴图,默认是一张白色贴图 _Color(&quo

【Unity Shader编程】之十四 边缘发光Shader(Rim Shader)的两种实现形态

本系列文章由@浅墨_毛星云 出品,转载请注明出处.   文章链接:http://blog.csdn.net/poem_qianmo/article/details/51764028 作者:毛星云(浅墨)    微博:http://weibo.com/u/1723155442 本文工程使用的Unity3D版本: 5.2.1  这篇文章主要讲解了如何在Unity3D中分别使用Surface Shader和Vertex & Fragment Shader来编写边缘发光Shader. 一.最终实现的效果

UnityShader之顶点片段着色器Vertex and Fragment Shader【Shader资料】

顶点片段着色器 V&F Shader:英文全称Vertex and Fragment Shader,最强大的Shader类型,也是我们在使用ShaderLab中的重点部分,属于可编程管线,使用的是CG/HLSL语法.分为vertex顶点部分和Fragment像素部分. 本篇的末尾讲述顶点函数传入的结构体类型的参数appdata_base. Shader "Custom/Exam1" { Properties { _MainTex ("Texture", 2D

Asm Shader Reference --- Shader Model 2 part

ps部分 ps_2_0 概览   Instruction Set                                   Name Description Instruction slots Setup Arithmetic Texture New     abs - ps 绝对值 1   x   x     add - ps 加法 1   x         cmp - ps Compare source to 0 1   x         crs - ps 叉积 2   x  

UnityShader之固定管线Fixed Function Shader【Shader资料3】

Fixed function shader简介:  属于固定渲染管线 Shader, 基本用于高级Shader在老显卡无法显示时的情况.使用的是ShaderLab语言,语法与微软的FX files 或者NVIDIA的 CgFX类似. 1.使用固定管线来显示单一的颜色 Shader "Custom/1_1color" { // 属性 Properties { //定义一个颜色 _Color ("Main Color", Color) = (1,0.5,0.5,1) }

Asm Shader Reference --- Shader Model 1 part

ps部分 ps_1_1,ps_1_2,ps_1_3,ps_1_4 总览                   Instruction Set                               版本   指令槽 1_1 1_2 1_3 1_4   ps 版本号 0 x x x x   常数指令     1_1 1_2 1_3 1_4   def - ps 定义常数 0 x x x x   相位指令     1_1 1_2 1_3 1_4   phase - ps 在相位1与相位2之间转换

【浅墨Unity3D Shader编程】之二 雪山飞狐篇:Unity的基本Shader框架写法&amp;颜色、光照与材质

本系列文章由@浅墨_毛星云 出品,转载请注明出处. 文章链接:http://blog.csdn.net/poem_qianmo/article/details/40955607 作者:毛星云(浅墨)    微博:http://weibo.com/u/1723155442 邮箱: [email protected] 本篇文章中,我们学习了Unity Shader的基本写法框架,以及学习了Shader中Properties(属性)的详细写法,光照.材质与颜色的具体写法.写了6个Shader作为本文S