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Whiteout blend method for Triplanar node normal mode

/main
Matt Dean 7 年前
当前提交
ba7e5c3b
共有 1 个文件被更改,包括 72 次插入28 次删除
  1. 100
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/UV/TriplanarNode.cs

100
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/UV/TriplanarNode.cs


sb.AppendLine("{0}3 {1}_UV = {2} * {3};", precision, GetVariableNameForNode(),
GetSlotValue(PositionInputId, generationMode), GetSlotValue(TileInputId, generationMode));
sb.AppendLine("{0}3 {1}_Blend = pow(abs({2}), {3});", precision, GetVariableNameForNode(),
GetSlotValue(NormalInputId, generationMode), GetSlotValue(BlendInputId, generationMode));
sb.AppendLine("{0}_Blend /= dot({0}_Blend, 1.0);", GetVariableNameForNode());
sb.AppendLine("{0}4 {1}_X = SAMPLE_TEXTURE2D({2}, {3}, {1}_UV.yz);"
, precision
, GetVariableNameForNode()
, id
, edgesSampler.Any() ? GetSlotValue(SamplerInputId, generationMode) : "sampler" + id);
sb.AppendLine("{0}4 {1}_Y = SAMPLE_TEXTURE2D({2}, {3}, {1}_UV.xz);"
, precision
, GetVariableNameForNode()
, id
, edgesSampler.Any() ? GetSlotValue(SamplerInputId, generationMode) : "sampler" + id);
switch(textureType)
{
// Whiteout blend method
// https://medium.com/@bgolus/normal-mapping-for-a-triplanar-shader-10bf39dca05a
case TextureType.Normal:
sb.AppendLine("{0}3 {1}_Blend = max(pow(abs({2}), {3}), 0);", precision, GetVariableNameForNode(),
GetSlotValue(NormalInputId, generationMode), GetSlotValue(BlendInputId, generationMode));
sb.AppendLine("{0}_Blend /= ({0}_Blend.x + {0}_Blend.y + {0}_Blend.z ).xxx;", GetVariableNameForNode());
sb.AppendLine("{0}3 {1}_X = UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D({2}, {3}, {1}_UV.zy));"
, precision
, GetVariableNameForNode()
, id
, edgesSampler.Any() ? GetSlotValue(SamplerInputId, generationMode) : "sampler" + id);
sb.AppendLine("{0}3 {1}_Y = UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D({2}, {3}, {1}_UV.xz));"
, precision
, GetVariableNameForNode()
, id
, edgesSampler.Any() ? GetSlotValue(SamplerInputId, generationMode) : "sampler" + id);
sb.AppendLine("{0}4 {1}_Z = SAMPLE_TEXTURE2D({2}, {3}, {1}_UV.xy);"
, precision
, GetVariableNameForNode()
, id
, edgesSampler.Any() ? GetSlotValue(SamplerInputId, generationMode) : "sampler" + id);
sb.AppendLine("{0}3 {1}_Z = UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D({2}, {3}, {1}_UV.xy));"
, precision
, GetVariableNameForNode()
, id
, edgesSampler.Any() ? GetSlotValue(SamplerInputId, generationMode) : "sampler" + id);
sb.AppendLine("{0}4 {1} = {2}_X * {2}_Blend.x + {2}_Y * {2}_Blend.y + {2}_Z * {2}_Blend.z;"
, precision
, GetVariableNameForSlot(OutputSlotId)
, GetVariableNameForNode());
sb.AppendLine("{0}_X = {1}3({0}_X.xy + {2}.zy, abs({0}_X.z) * {2}.x);"
, GetVariableNameForNode()
, precision
, GetSlotValue(NormalInputId, generationMode));
if (textureType == TextureType.Normal)
sb.AppendLine("{0}.rgb = UnpackNormalmapRGorAG({0});", GetVariableNameForSlot(OutputSlotId));
sb.AppendLine("{0}_Y = {1}3({0}_Y.xy + {2}.xz, abs({0}_Y.z) * {2}.y);"
, GetVariableNameForNode()
, precision
, GetSlotValue(NormalInputId, generationMode));
sb.AppendLine("{0}_Z = {1}3({0}_Z.xy + {2}.xy, abs({0}_Z.z) * {2}.z);"
, GetVariableNameForNode()
, precision
, GetSlotValue(NormalInputId, generationMode));
sb.AppendLine("{0}4 {1} = {0}4(normalize({2}_X.zyx * {2}_Blend.x + {2}_Y.xzy * {2}_Blend.y + {2}_Z.xyz * {2}_Blend.z), 1);"
, precision
, GetVariableNameForSlot(OutputSlotId)
, GetVariableNameForNode());
break;
default:
sb.AppendLine("{0}3 {1}_Blend = pow(abs({2}), {3});", precision, GetVariableNameForNode(),
GetSlotValue(NormalInputId, generationMode), GetSlotValue(BlendInputId, generationMode));
sb.AppendLine("{0}_Blend /= dot({0}_Blend, 1.0);", GetVariableNameForNode());
sb.AppendLine("{0}4 {1}_X = SAMPLE_TEXTURE2D({2}, {3}, {1}_UV.zy);"
, precision
, GetVariableNameForNode()
, id
, edgesSampler.Any() ? GetSlotValue(SamplerInputId, generationMode) : "sampler" + id);
sb.AppendLine("{0}4 {1}_Y = SAMPLE_TEXTURE2D({2}, {3}, {1}_UV.xz);"
, precision
, GetVariableNameForNode()
, id
, edgesSampler.Any() ? GetSlotValue(SamplerInputId, generationMode) : "sampler" + id);
sb.AppendLine("{0}4 {1}_Z = SAMPLE_TEXTURE2D({2}, {3}, {1}_UV.xy);"
, precision
, GetVariableNameForNode()
, id
, edgesSampler.Any() ? GetSlotValue(SamplerInputId, generationMode) : "sampler" + id);
sb.AppendLine("{0}4 {1} = {2}_X * {2}_Blend.x + {2}_Y * {2}_Blend.y + {2}_Z * {2}_Blend.z;"
, precision
, GetVariableNameForSlot(OutputSlotId)
, GetVariableNameForNode());
break;
}
public NeededCoordinateSpace RequiresPosition()
{
return CoordinateSpace.World.ToNeededCoordinateSpace();

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