using System.Linq; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Controls; namespace UnityEditor.ShaderGraph { [Title("UV", "Triplanar")] public class TriplanarNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent, IMayRequireBitangent { public const int OutputSlotId = 0; public const int TextureInputId = 1; public const int SamplerInputId = 2; public const int PositionInputId = 3; public const int NormalInputId = 4; public const int TileInputId = 5; public const int BlendInputId = 6; const string kOutputSlotName = "Out"; const string kTextureInputName = "Texture"; const string kSamplerInputName = "Sampler"; const string kPositionInputName = "Position"; const string kNormalInputName = "Normal"; const string kTileInputName = "Tile"; const string kBlendInputName = "Blend"; public override bool hasPreview { get { return true; } } public override PreviewMode previewMode { get { return PreviewMode.Preview3D; } } public TriplanarNode() { name = "Triplanar"; UpdateNodeAfterDeserialization(); } public override string documentationURL { get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Triplanar-Node"; } } [SerializeField] private TextureType m_TextureType = TextureType.Default; [EnumControl("Type")] public TextureType textureType { get { return m_TextureType; } set { if (m_TextureType == value) return; m_TextureType = value; Dirty(ModificationScope.Graph); } } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero, ShaderStageCapability.Fragment)); AddSlot(new Texture2DInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName)); AddSlot(new SamplerStateMaterialSlot(SamplerInputId, kSamplerInputName, kSamplerInputName, SlotType.Input)); AddSlot(new PositionMaterialSlot(PositionInputId, kPositionInputName, kPositionInputName, CoordinateSpace.World)); AddSlot(new NormalMaterialSlot(NormalInputId, kNormalInputName, kNormalInputName, CoordinateSpace.World)); AddSlot(new Vector1MaterialSlot(TileInputId, kTileInputName, kTileInputName, SlotType.Input, 1)); AddSlot(new Vector1MaterialSlot(BlendInputId, kBlendInputName, kBlendInputName, SlotType.Input, 1)); RemoveSlotsNameNotMatching(new[] { OutputSlotId, TextureInputId, SamplerInputId, PositionInputId, NormalInputId, TileInputId, BlendInputId }); } // Node generations public virtual void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) { var sb = new ShaderStringBuilder(); sb.AppendLine("{0}3 {1}_UV = {2} * {3};", precision, GetVariableNameForNode(), GetSlotValue(PositionInputId, generationMode), GetSlotValue(TileInputId, generationMode)); //Sampler input slot var samplerSlot = FindInputSlot(SamplerInputId); var edgesSampler = owner.GetEdges(samplerSlot.slotReference); var id = GetSlotValue(TextureInputId, generationMode); 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}3 {1}_Z = UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D({2}, {3}, {1}_UV.xy));" , precision , GetVariableNameForNode() , id , edgesSampler.Any() ? GetSlotValue(SamplerInputId, generationMode) : "sampler" + id); sb.AppendLine("{0}_X = {1}3({0}_X.xy + {2}.zy, abs({0}_X.z) * {2}.x);" , GetVariableNameForNode() , precision , GetSlotValue(NormalInputId, generationMode)); 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()); sb.AppendLine("float3x3 {0}_Transform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);", GetVariableNameForNode()); sb.AppendLine("{0}.rgb = TransformWorldToTangent({0}.rgb, {1}_Transform);" , 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; } visitor.AddShaderChunk(sb.ToString(), false); } public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability) { return CoordinateSpace.World.ToNeededCoordinateSpace(); } public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability) { return CoordinateSpace.World.ToNeededCoordinateSpace(); } public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability) { switch (m_TextureType) { case TextureType.Normal: return CoordinateSpace.World.ToNeededCoordinateSpace(); default: return NeededCoordinateSpace.None; } } public NeededCoordinateSpace RequiresBitangent(ShaderStageCapability stageCapability) { switch (m_TextureType) { case TextureType.Normal: return CoordinateSpace.World.ToNeededCoordinateSpace(); default: return NeededCoordinateSpace.None; } } } }