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196 行
6.6 KiB

using UnityEngine.Graphing;
using System.Collections.Generic;
namespace UnityEngine.MaterialGraph
{
[Title ("Math/Vector/Transform")]
public class TransformNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireTangent, IMayRequireBitangent, IMayRequireNormal
{
[SerializeField]
private SimpleMatrixType m_spaceListFrom;
[SerializeField]
private SimpleMatrixType m_spaceListTo;
private const int InputSlotId = 0;
private const int OutputSlotId = 1;
private const string kInputSlotName = "Input";
private const string kOutputSlotName = "Output";
public SimpleMatrixType spaceFrom
{
get { return m_spaceListFrom; }
set
{
if (m_spaceListFrom == value)
return;
m_spaceListFrom = value;
if (onModified != null)
{
onModified(this, ModificationScope.Graph);
}
}
}
public override bool hasPreview
{
get { return false; }
}
public SimpleMatrixType spaceTo
{
get { return m_spaceListTo; }
set
{
if (m_spaceListTo == value)
return;
m_spaceListTo = value;
if (onModified != null)
{
onModified(this, ModificationScope.Graph);
}
}
}
public TransformNode ()
{
name = "Transform";
UpdateNodeAfterDeserialization ();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(GetInputSlot());
AddSlot(GetOutputSlot());
RemoveSlotsNameNotMatching(validSlots);
}
protected int[] validSlots
{
get { return new[] {InputSlotId, OutputSlotId}; }
}
protected virtual MaterialSlot GetInputSlot()
{
return new MaterialSlot(InputSlotId, GetInputSlotName(), kInputSlotName, SlotType.Input, SlotValueType.Vector3, Vector3.zero);
}
protected virtual MaterialSlot GetOutputSlot()
{
return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotName, SlotType.Output, SlotValueType.Vector3, Vector4.zero);
}
protected virtual string GetInputSlotName()
{
return "Input";
}
protected virtual string GetOutputSlotName()
{
return "Output";
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
NodeUtils.SlotConfigurationExceptionIfBadConfiguration(this, new[] { InputSlotId }, new[] { OutputSlotId });
string inputValue = GetSlotValue(InputSlotId, generationMode);
string transformString = "";
bool requiresTangentTransform = false;
if(spaceFrom == SimpleMatrixType.World){
if (spaceTo == SimpleMatrixType.World) {
transformString = inputValue;
} else if (spaceTo == SimpleMatrixType.Local) {
transformString = "mul(unity_WorldToObject, float4(" + inputValue + ", 0)).xyz";
} else if (spaceTo == SimpleMatrixType.Tangent) {
requiresTangentTransform = true;
transformString = "mul(tangentTransform, " + inputValue + ").xyz";
} else if (spaceTo == SimpleMatrixType.View) {
transformString = "mul( UNITY_MATRIX_V, float4(" + inputValue + ", 0)).xyz";
}
}else if(spaceFrom == SimpleMatrixType.Local){
if (spaceTo == SimpleMatrixType.World) {
transformString = "mul(unity_ObjectToWorld, float4(" + inputValue + ", 0)).xyz";
} else if (spaceTo == SimpleMatrixType.Local) {
transformString = inputValue;
} else if (spaceTo == SimpleMatrixType.Tangent) {
requiresTangentTransform = true;
transformString = "mul( tangentTransform, mul( unity_ObjectToWorld, float4(" + inputValue + ", 0) ).xyz).xyz";
} else if (spaceTo == SimpleMatrixType.View) {
transformString = "mul( UNITY_MATRIX_MV, float4(" + inputValue + ", 0)).xyz";
}
}else if(spaceFrom == SimpleMatrixType.Tangent){
requiresTangentTransform = true;
if (spaceTo == SimpleMatrixType.World) {
transformString = "mul( " + inputValue + ", tangentTransform ).xyz";
} else if (spaceTo == SimpleMatrixType.Local) {
transformString = "mul( unity_WorldToObject, float4(mul(" + inputValue + ", tangentTransform ),0) ).xyz";
} else if (spaceTo == SimpleMatrixType.Tangent) {
transformString = inputValue;
} else if (spaceTo == SimpleMatrixType.View) {
transformString = "mul( UNITY_MATRIX_V, float4(mul(" + inputValue + ", tangentTransform ),0) ).xyz";
}
}else if(spaceFrom == SimpleMatrixType.View){
if (spaceTo == SimpleMatrixType.World) {
transformString = "mul( float4(" + inputValue + ", 0), UNITY_MATRIX_V ).xyz";
} else if (spaceTo == SimpleMatrixType.Local) {
transformString = "mul( float4(" + inputValue + ", 0), UNITY_MATRIX_MV ).xyz";
} else if (spaceTo == SimpleMatrixType.Tangent) {
requiresTangentTransform = true;
transformString = "mul( tangentTransform, mul( float4(" + inputValue + ", 0), UNITY_MATRIX_V ).xyz ).xyz";
} else if (spaceTo == SimpleMatrixType.View) {
transformString = inputValue;
}
}
if(requiresTangentTransform)
visitor.AddShaderChunk ("float3x3 tangentTransform = float3x3( worldSpaceTangent, worldSpaceBitangent, worldSpaceNormal);", false);
visitor.AddShaderChunk(precision + outputDimension + " " + GetVariableNameForSlot(OutputSlotId) + " = " + transformString + ";", true);
}
//float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);------
//mul(unity_WorldToObject, float4(i.posWorld.rgb,0) ).xyz - world to local---------
//mul( tangentTransform, i.posWorld.rgb ).xyz - world to tangent-----------------
//mul( UNITY_MATRIX_V, float4(i.posWorld.rgb,0) ).xyz - world to view-------------
//mul( unity_ObjectToWorld, float4(i.posWorld.rgb,0) ).xyz - local to world--------
//mul( tangentTransform, mul( unity_ObjectToWorld, float4(i.posWorld.rgb,0) ).xyz - local to tangent------------
//mul( UNITY_MATRIX_MV, float4(i.posWorld.rgb,0) ).xyz - local to view--------------
//mul( i.posWorld.rgb, tangentTransform ).xyz - tangent to world---------
//mul( unity_WorldToObject, float4(mul( i.posWorld.rgb, tangentTransform ),0) ).xyz - tangent to local-----
//mul( UNITY_MATRIX_V, float4(mul( i.posWorld.rgb, tangentTransform ),0) ).xyz - tangent to view-------
//mul( float4(i.posWorld.rgb,0), UNITY_MATRIX_V ).xyz - view to world
//mul( float4(i.posWorld.rgb,0), UNITY_MATRIX_MV ).xyz - view to local
//mul( tangentTransform, mul( float4(i.posWorld.rgb,0), UNITY_MATRIX_V ).xyz ).xyz - view to tangent
public string outputDimension
{
get { return ConvertConcreteSlotValueTypeToString(FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType); }
}
private string inputDimension
{
get { return ConvertConcreteSlotValueTypeToString(FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType); }
}
public bool RequiresTangent()
{
return true;
}
public bool RequiresBitangent()
{
return true;
}
public bool RequiresNormal(){
return true;
}
}
}