9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
114 lines
5.3 KiB
C#
114 lines
5.3 KiB
C#
#if HAS_VFX_GRAPH
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.VFX.Block;
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using UnityEngine;
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namespace UnityEditor.VFX.URP
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{
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[VFXInfo(experimental = true)]
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class VFXURPLitQuadStripOutput : VFXAbstractParticleURPLitOutput
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{
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protected VFXURPLitQuadStripOutput() : base(true) {} // strips
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public override string name { get { return "Output ParticleStrip URP Lit Quad"; } }
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public override string codeGeneratorTemplate { get { return RenderPipeTemplate("VFXParticleLitPlanarPrimitive"); } }
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public override VFXTaskType taskType { get { return VFXTaskType.ParticleQuadOutput; } }
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public override bool supportsUV { get { return true; } }
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[VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Tooltip("When enabled, a Normal Bending Factor slider becomes available in the output which can be used to adjust the curvature of the normals.")]
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protected bool normalBending = false;
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[VFXSetting, SerializeField, Tooltip("Specifies the way the UVs are interpolated along the strip. They can either be stretched or repeated per segment.")]
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private StripTilingMode tilingMode = StripTilingMode.Stretch;
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[VFXSetting, SerializeField, Tooltip("When enabled, uvs for the strips are swapped.")]
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protected bool swapUV = false;
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public class NormalBendingProperties
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{
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[Range(0, 1), Tooltip("Controls the amount by which the normals will be bent, creating a rounder look.")]
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public float normalBendingFactor = 0.1f;
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}
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public class CustomUVInputProperties
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{
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[Tooltip("Specifies the texture coordinate value (u or v depending on swap UV being enabled) used along the strip.")]
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public float texCoord = 0.0f;
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}
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protected override IEnumerable<VFXPropertyWithValue> inputProperties
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{
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get
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{
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var properties = base.inputProperties;
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if (normalBending)
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properties = properties.Concat(PropertiesFromType(nameof(NormalBendingProperties)));
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if (tilingMode == StripTilingMode.Custom)
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properties = properties.Concat(PropertiesFromType(nameof(CustomUVInputProperties)));
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return properties;
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}
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}
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public override IEnumerable<VFXAttributeInfo> attributes
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{
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get
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{
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yield return new VFXAttributeInfo(VFXAttribute.Position, VFXAttributeMode.Read);
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if (colorMode != ColorMode.None)
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yield return new VFXAttributeInfo(VFXAttribute.Color, VFXAttributeMode.Read);
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yield return new VFXAttributeInfo(VFXAttribute.Alpha, VFXAttributeMode.Read);
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yield return new VFXAttributeInfo(VFXAttribute.AxisX, VFXAttributeMode.Read);
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yield return new VFXAttributeInfo(VFXAttribute.AxisY, VFXAttributeMode.Read);
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yield return new VFXAttributeInfo(VFXAttribute.AxisZ, VFXAttributeMode.Read);
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yield return new VFXAttributeInfo(VFXAttribute.AngleX, VFXAttributeMode.Read);
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yield return new VFXAttributeInfo(VFXAttribute.AngleY, VFXAttributeMode.Read);
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yield return new VFXAttributeInfo(VFXAttribute.AngleZ, VFXAttributeMode.Read);
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yield return new VFXAttributeInfo(VFXAttribute.PivotX, VFXAttributeMode.Read);
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yield return new VFXAttributeInfo(VFXAttribute.PivotY, VFXAttributeMode.Read);
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yield return new VFXAttributeInfo(VFXAttribute.PivotZ, VFXAttributeMode.Read);
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yield return new VFXAttributeInfo(VFXAttribute.Size, VFXAttributeMode.Read);
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if (usesFlipbook)
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yield return new VFXAttributeInfo(VFXAttribute.TexIndex, VFXAttributeMode.Read);
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}
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}
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protected override IEnumerable<VFXNamedExpression> CollectGPUExpressions(IEnumerable<VFXNamedExpression> slotExpressions)
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{
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foreach (var exp in base.CollectGPUExpressions(slotExpressions))
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yield return exp;
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if (normalBending)
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yield return slotExpressions.First(o => o.name == nameof(NormalBendingProperties.normalBendingFactor));
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if (tilingMode == StripTilingMode.Custom)
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yield return slotExpressions.First(o => o.name == nameof(CustomUVInputProperties.texCoord));
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}
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public override IEnumerable<string> additionalDefines
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{
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get
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{
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foreach (var d in base.additionalDefines)
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yield return d;
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if (normalBending)
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yield return "USE_NORMAL_BENDING";
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if (tilingMode == StripTilingMode.Stretch)
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yield return "VFX_STRIPS_UV_STRECHED";
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else if (tilingMode == StripTilingMode.RepeatPerSegment)
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yield return "VFX_STRIPS_UV_PER_SEGMENT";
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if (swapUV)
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yield return "VFX_STRIPS_SWAP_UV";
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yield return "FORCE_NORMAL_VARYING"; // To avoid discrepancy between depth and color pass which could cause glitch with ztest
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yield return VFXPlanarPrimitiveHelper.GetShaderDefine(VFXPrimitiveType.Quad);
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}
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}
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}
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}
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#endif
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