ChrisTchou
8 年前
当前提交
2bcbc2ec
共有 4 个文件被更改,包括 228 次插入 和 13 次删除
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12MaterialGraphProject/Assets/Vlad/TextureAssetNode.cs
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15MaterialGraphProject/Assets/Vlad/UVTriPlanar.cs
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202MaterialGraphProject/Assets/NewNodes/WIP/MultiLayerParallaxNode.cs
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12MaterialGraphProject/Assets/NewNodes/WIP/MultiLayerParallaxNode.cs.meta
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using UnityEngine.Graphing; |
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namespace UnityEngine.MaterialGraph |
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{ |
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[Title("UV/MultiLayerParallax")] |
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public class MultiLayerParallaxNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireMeshUV, IMayRequireViewDirectionTangentSpace |
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{ |
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protected const string kInputDepthShaderName = "Depth"; |
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protected const string kInputFadeRateShaderName = "FadeRate"; |
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protected const string kInputLayerCountShaderName = "LayerCount"; |
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protected const string kTextureSlotShaderName = "Texture"; |
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protected const string kOutputSlotShaderName = "Result"; |
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public const int InputDepthSlotId = 0; // 'depth'
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public const int InputFadeRateSlotId = 1; // 'fade_rate'
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public const int InputLayerCountSlotId = 2; // 'layer_count'
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public const int TextureSlotId = 3; // 'tex'
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public const int OutputSlotId = 4; // 'result'
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public override bool hasPreview |
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{ |
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get { return true; } |
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} |
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public override PreviewMode previewMode |
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{ |
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get |
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{ |
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return PreviewMode.Preview3D; |
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} |
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} |
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public MultiLayerParallaxNode() |
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{ |
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name = "MultiLayerParallax"; |
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UpdateNodeAfterDeserialization(); |
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} |
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public string GetFunctionName() |
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{ |
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return "unity_multilayer_parallax_" + precision; |
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} |
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public sealed override void UpdateNodeAfterDeserialization() |
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{ |
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AddSlot(GetInputDepthSlot()); |
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AddSlot(GetInputFadeRateSlot()); |
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AddSlot(GetInputLayerCountSlot()); |
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AddSlot(GetTextureSlot()); |
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AddSlot(GetOutputSlot()); |
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RemoveSlotsNameNotMatching(validSlots); |
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} |
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protected int[] validSlots |
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{ |
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get { return new[] { InputDepthSlotId, InputFadeRateSlotId, InputLayerCountSlotId, TextureSlotId, OutputSlotId }; } |
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} |
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protected virtual MaterialSlot GetInputDepthSlot() |
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{ |
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return new MaterialSlot(InputDepthSlotId, GetInputSlot1Name(), kInputDepthShaderName, SlotType.Input, SlotValueType.Vector1, Vector4.zero); |
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} |
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protected virtual MaterialSlot GetInputFadeRateSlot() |
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{ |
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return new MaterialSlot(InputFadeRateSlotId, GetInputSlot2Name(), kInputFadeRateShaderName, SlotType.Input, SlotValueType.Dynamic, Vector4.zero); |
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} |
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protected virtual MaterialSlot GetInputLayerCountSlot() |
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{ |
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return new MaterialSlot(InputLayerCountSlotId, GetInputSlot3Name(), kInputLayerCountShaderName, SlotType.Input, SlotValueType.Dynamic, Vector4.zero); |
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} |
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protected virtual MaterialSlot GetTextureSlot() |
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{ |
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return new MaterialSlot(TextureSlotId, GetTextureSlotName(), kTextureSlotShaderName, SlotType.Input, SlotValueType.sampler2D, Vector4.zero); |
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} |
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protected virtual MaterialSlot GetOutputSlot() |
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{ |
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return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, SlotValueType.Dynamic, Vector4.zero); |
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} |
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protected virtual string GetInputSlot1Name() |
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{ |
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return kInputDepthShaderName; |
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} |
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protected virtual string GetInputSlot2Name() |
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{ |
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return kInputFadeRateShaderName; |
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} |
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protected virtual string GetInputSlot3Name() |
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{ |
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return kInputLayerCountShaderName; |
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} |
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protected virtual string GetTextureSlotName() |
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{ |
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return kTextureSlotShaderName; |
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} |
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protected virtual string GetOutputSlotName() |
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{ |
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return kOutputSlotShaderName; |
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} |
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private string input1Dimension |
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{ |
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get { return ConvertConcreteSlotValueTypeToString(FindInputSlot<MaterialSlot>(InputDepthSlotId).concreteValueType); } |
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} |
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private string input2Dimension |
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{ |
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get { return ConvertConcreteSlotValueTypeToString(FindInputSlot<MaterialSlot>(InputFadeRateSlotId).concreteValueType); } |
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} |
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private string input3Dimension |
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{ |
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get { return ConvertConcreteSlotValueTypeToString(FindInputSlot<MaterialSlot>(InputLayerCountSlotId).concreteValueType); } |
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} |
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public string outputDimension |
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{ |
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get { return ConvertConcreteSlotValueTypeToString(FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType); } |
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} |
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protected virtual string GetFunctionPrototype(string depth, string fadeRate, string layerCount, string tex, string UVs, string viewTangentSpace) |
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{ |
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return "inline " + precision + outputDimension + " " + GetFunctionName() + " (" + |
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precision + input1Dimension + " " + depth + ", " + |
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precision + input2Dimension + " " + fadeRate + ", " + |
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precision + input3Dimension + " " + layerCount + ", " + |
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"sampler2D " + tex + ", " + |
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precision + "2 " + UVs + ", " + |
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precision + "3 " + viewTangentSpace + ")"; |
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} |
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public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) |
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{ |
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NodeUtils.SlotConfigurationExceptionIfBadConfiguration(this, new[] { InputDepthSlotId, InputFadeRateSlotId, InputLayerCountSlotId, TextureSlotId }, new[] { OutputSlotId }); |
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string depthValue = GetSlotValue(InputDepthSlotId, generationMode); |
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string fadeRateValue = GetSlotValue(InputFadeRateSlotId, generationMode); |
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string layerCountValue = GetSlotValue(InputLayerCountSlotId, generationMode); |
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string textureValue = GetSlotValue(TextureSlotId, generationMode); |
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visitor.AddShaderChunk( |
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precision + outputDimension + " " + GetVariableNameForSlot(OutputSlotId) + |
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" = " + GetFunctionCallBody(depthValue, fadeRateValue, layerCountValue, textureValue) + ";", true); |
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} |
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public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) |
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{ |
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var outputString = new ShaderGenerator(); |
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outputString.AddShaderChunk(GetFunctionPrototype("depth", "fadeRate", "layerCount", "tex", "UVs", "viewTangentSpace"), false); |
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outputString.AddShaderChunk("{", false); |
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outputString.Indent(); |
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outputString.AddShaderChunk(precision + "2 texcoord = UVs;", false); |
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outputString.AddShaderChunk(precision + "2 offset = -viewTangentSpace.xy * depth / layerCount;", false); |
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outputString.AddShaderChunk(precision + outputDimension + " result = 0.0f;", false); |
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outputString.AddShaderChunk(precision + outputDimension + " fade = 1.0f;", false); |
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outputString.AddShaderChunk(precision + " alpha = 0.0f;", false); |
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outputString.AddShaderChunk("for (int i = 0; i < 10; i++) {", false); |
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outputString.Indent(); |
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outputString.AddShaderChunk("result += fade * tex2D(tex, texcoord);", false); |
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outputString.AddShaderChunk("texcoord += offset;", false); |
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outputString.AddShaderChunk("fade *= fadeRate;", false); |
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outputString.Deindent(); |
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outputString.AddShaderChunk("}", false); |
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outputString.AddShaderChunk("return result / layerCount;", false); |
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outputString.Deindent(); |
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outputString.AddShaderChunk("}", false); |
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visitor.AddShaderChunk(outputString.GetShaderString(0), true); |
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} |
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protected virtual string GetFunctionCallBody(string depthValue, string fadeRateValue, string layerCountValue, string texValue) |
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{ |
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return GetFunctionName() + " (" + |
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depthValue + ", " + |
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fadeRateValue + ", " + |
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layerCountValue + ", " + |
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texValue + ", " + |
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UVChannel.uv0.GetUVName() + ", " + |
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ShaderGeneratorNames.TangentSpaceViewDirection + ")"; |
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} |
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public bool RequiresMeshUV(UVChannel channel) |
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{ |
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return channel == UVChannel.uv0; |
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} |
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public bool RequiresViewDirectionTangentSpace() |
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{ |
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return true; |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 1970e51ab882ec24cb06ec8cbbefd184 |
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timeCreated: 1495557243 |
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licenseType: Pro |
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MonoImporter: |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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