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131 行
5.4 KiB

using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
public enum OutputSpace
{
Tangent,
World
};
[Title("Artistic", "Normal", "Normal From Height")]
public class NormalFromHeightNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireTangent, IMayRequireBitangent, IMayRequireNormal, IMayRequirePosition
{
public NormalFromHeightNode()
{
name = "Normal From Height";
UpdateNodeAfterDeserialization();
}
public override string documentationURL
{
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Normal-From-Heightmap-Node"; }
}
[SerializeField]
private OutputSpace m_OutputSpace = OutputSpace.Tangent;
[EnumControl("Output Space")]
public OutputSpace outputSpace
{
get { return m_OutputSpace; }
set
{
if (m_OutputSpace == value)
return;
m_OutputSpace = value;
Dirty(ModificationScope.Graph);
}
}
const int InputSlotId = 0;
const int OutputSlotId = 1;
const string kInputSlotName = "In";
const string kOutputSlotName = "Out";
public override bool hasPreview
{
get { return true; }
}
string GetFunctionName()
{
return string.Format("Unity_NormalFromHeight_{0}", outputSpace.ToString());
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector1MaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, 0));
AddSlot(new Vector3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { InputSlotId, OutputSlotId });
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var sb = new ShaderStringBuilder();
var inputValue = GetSlotValue(InputSlotId, generationMode);
var outputValue = GetSlotValue(OutputSlotId, generationMode);
sb.AppendLine("{0} {1};", FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToString(precision), GetVariableNameForSlot(OutputSlotId));
sb.AppendLine("{0}3x3 _{1}_TangentMatrix = {0}3x3(IN.{2}SpaceTangent, IN.{2}SpaceBiTangent, IN.{2}SpaceNormal);", precision, GetVariableNameForNode(), NeededCoordinateSpace.World.ToString());
sb.AppendLine("{0}3 _{1}_Position = IN.{2}SpacePosition;", precision, GetVariableNameForNode(), NeededCoordinateSpace.World.ToString());
sb.AppendLine("{0}({1},_{2}_Position,_{2}_TangentMatrix, {3});", GetFunctionName(), inputValue, GetVariableNameForNode(), outputValue);
visitor.AddShaderChunk(sb.ToString(), false);
}
public void GenerateNodeFunction(FunctionRegistry registry, GraphContext graphContext, GenerationMode generationMode)
{
registry.ProvideFunction(GetFunctionName(), s =>
{
s.AppendLine("void {0}({2} In, {1}3 Position, {1}3x3 TangentMatrix, out {3} Out)",
GetFunctionName(),
precision,
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToString(precision),
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToString(precision));
using (s.BlockScope())
{
s.AppendLine("{0}3 worldDirivativeX = ddx(Position * 100);", precision);
s.AppendLine("{0}3 worldDirivativeY = ddy(Position * 100);", precision);
s.AppendNewLine();
s.AppendLine("{0}3 crossX = cross(TangentMatrix[2].xyz, worldDirivativeX);", precision);
s.AppendLine("{0}3 crossY = cross(TangentMatrix[2].xyz, worldDirivativeY);", precision);
s.AppendLine("{0}3 d = abs(dot(crossY, worldDirivativeX));", precision);
s.AppendLine("{0}3 inToNormal = ((((In + ddx(In)) - In) * crossY) + (((In + ddy(In)) - In) * crossX)) * sign(d);", precision);
s.AppendLine("inToNormal.y *= -1.0;", precision);
s.AppendNewLine();
s.AppendLine("Out = normalize((d * TangentMatrix[2].xyz) - inToNormal);", precision);
if(outputSpace == OutputSpace.Tangent)
s.AppendLine("Out = TransformWorldToTangent(Out, TangentMatrix);");
}
});
}
public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability)
{
return NeededCoordinateSpace.World;
}
public NeededCoordinateSpace RequiresBitangent(ShaderStageCapability stageCapability)
{
return NeededCoordinateSpace.World;
}
public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability)
{
return NeededCoordinateSpace.World;
}
public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability)
{
return NeededCoordinateSpace.World;
}
}
}