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!
132 lines
5.6 KiB
C#
132 lines
5.6 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 UnityEngine;
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namespace UnityEditor.VFX.URP
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{
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[VFXInfo]
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class VFXURPLitMeshOutput : VFXAbstractParticleURPLitOutput, IVFXMultiMeshOutput
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{
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public override string name
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{
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get
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{
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return !string.IsNullOrEmpty(shaderName)
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? $"Output Particle {shaderName} Mesh"
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: "Output Particle URP Lit Mesh";
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}
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}
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public override string codeGeneratorTemplate { get { return RenderPipeTemplate("VFXParticleLitMesh"); } }
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public override VFXTaskType taskType { get { return VFXTaskType.ParticleMeshOutput; } }
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public override bool supportsUV { get { return GetOrRefreshShaderGraphObject() == null; } }
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public override bool implementsMotionVector { get { return true; } }
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public override CullMode defaultCullMode { get { return CullMode.Back; } }
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[VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), Range(1, 4), Tooltip("Specifies the number of different meshes (up to 4). Mesh per particle can be specified with the meshIndex attribute."), SerializeField]
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private uint MeshCount = 1;
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[VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), Tooltip("When enabled, screen space LOD is used to determine with meshIndex to use per particle."), SerializeField]
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private bool lod = false;
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public uint meshCount => HasStrips(true) ? 1 : MeshCount;
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public override VFXOutputUpdate.Features outputUpdateFeatures
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{
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get
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{
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VFXOutputUpdate.Features features = base.outputUpdateFeatures;
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if (!HasStrips(true)) // TODO make it compatible with strips
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{
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if (MeshCount > 1)
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features |= VFXOutputUpdate.Features.MultiMesh;
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if (lod)
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features |= VFXOutputUpdate.Features.LOD;
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if (HasSorting() && VFXOutputUpdate.HasFeature(features, VFXOutputUpdate.Features.IndirectDraw))
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features |= VFXOutputUpdate.Features.Sort;
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}
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return features;
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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.Alive, 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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yield return new VFXAttributeInfo(VFXAttribute.ScaleX, VFXAttributeMode.Read);
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yield return new VFXAttributeInfo(VFXAttribute.ScaleY, VFXAttributeMode.Read);
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yield return new VFXAttributeInfo(VFXAttribute.ScaleZ, 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<VFXPropertyWithValue> inputProperties
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{
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get
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{
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foreach (var property in base.inputProperties)
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yield return property;
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foreach (var property in VFXMultiMeshHelper.GetInputProperties(MeshCount, outputUpdateFeatures))
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yield return property;
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}
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}
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protected override IEnumerable<string> filteredOutSettings
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{
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get
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{
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foreach (var s in base.filteredOutSettings)
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yield return s;
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// TODO Add a experimental bool to setting attribute
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if (!VFXViewPreference.displayExperimentalOperator)
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{
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yield return "MeshCount";
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yield return "lod";
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}
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}
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}
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public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target)
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{
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var mapper = base.GetExpressionMapper(target);
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switch (target)
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{
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case VFXDeviceTarget.CPU:
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{
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foreach (var name in VFXMultiMeshHelper.GetCPUExpressionNames(MeshCount))
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mapper.AddExpression(inputSlots.First(s => s.name == name).GetExpression(), name, -1);
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break;
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}
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default:
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{
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break;
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}
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}
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return mapper;
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}
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}
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}
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#endif
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