203 lines
10 KiB
C#
203 lines
10 KiB
C#
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using System.Linq;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEditor.ShaderGraph.Internal;
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namespace UnityEditor.ShaderGraph
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{
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[Title("UV", "Triplanar")]
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class TriplanarNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent, IMayRequireBitangent
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{
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public const int OutputSlotId = 0;
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public const int TextureInputId = 1;
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public const int SamplerInputId = 2;
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public const int PositionInputId = 3;
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public const int NormalInputId = 4;
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public const int TileInputId = 5;
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public const int BlendInputId = 6;
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const string kOutputSlotName = "Out";
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const string kTextureInputName = "Texture";
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const string kSamplerInputName = "Sampler";
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const string kPositionInputName = "Position";
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const string kNormalInputName = "Normal";
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const string kTileInputName = "Tile";
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const string kBlendInputName = "Blend";
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public override bool hasPreview { get { return true; } }
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public TriplanarNode()
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{
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name = "Triplanar";
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synonyms = new string[] { "project" };
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m_PreviewMode = PreviewMode.Preview3D;
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UpdateNodeAfterDeserialization();
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}
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[SerializeField]
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private TextureType m_TextureType = TextureType.Default;
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[EnumControl("Type")]
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public TextureType textureType
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{
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get { return m_TextureType; }
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set
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{
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if (m_TextureType == value)
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return;
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m_TextureType = value;
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Dirty(ModificationScope.Graph);
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ValidateNode();
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}
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero, ShaderStageCapability.Fragment));
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AddSlot(new Texture2DInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName));
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AddSlot(new SamplerStateMaterialSlot(SamplerInputId, kSamplerInputName, kSamplerInputName, SlotType.Input));
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AddSlot(new PositionMaterialSlot(PositionInputId, kPositionInputName, kPositionInputName, CoordinateSpace.AbsoluteWorld));
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AddSlot(new NormalMaterialSlot(NormalInputId, kNormalInputName, kNormalInputName, CoordinateSpace.World));
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AddSlot(new Vector1MaterialSlot(TileInputId, kTileInputName, kTileInputName, SlotType.Input, 1));
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AddSlot(new Vector1MaterialSlot(BlendInputId, kBlendInputName, kBlendInputName, SlotType.Input, 1));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId, TextureInputId, SamplerInputId, PositionInputId, NormalInputId, TileInputId, BlendInputId });
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}
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public override void Setup()
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{
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base.Setup();
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var textureSlot = FindInputSlot<Texture2DInputMaterialSlot>(TextureInputId);
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textureSlot.defaultType = (textureType == TextureType.Normal ? Texture2DShaderProperty.DefaultType.NormalMap : Texture2DShaderProperty.DefaultType.White);
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}
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// Node generations
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public virtual void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
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{
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sb.AppendLine("$precision3 {0}_UV = {1} * {2};", GetVariableNameForNode(),
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GetSlotValue(PositionInputId, generationMode), GetSlotValue(TileInputId, generationMode));
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//Sampler input slot
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var samplerSlot = FindInputSlot<MaterialSlot>(SamplerInputId);
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var edgesSampler = owner.GetEdges(samplerSlot.slotReference);
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var id = GetSlotValue(TextureInputId, generationMode);
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switch (textureType)
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{
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// Whiteout blend method
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// https://medium.com/@bgolus/normal-mapping-for-a-triplanar-shader-10bf39dca05a
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case TextureType.Normal:
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// See comment for default case.
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sb.AppendLine("$precision3 {0}_Blend = SafePositivePow_$precision({1}, min({2}, floor(log2(Min_$precision())/log2(1/sqrt(3)))) );"
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, GetVariableNameForNode()
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, GetSlotValue(NormalInputId, generationMode)
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, GetSlotValue(BlendInputId, generationMode));
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sb.AppendLine("{0}_Blend /= ({0}_Blend.x + {0}_Blend.y + {0}_Blend.z ).xxx;", GetVariableNameForNode());
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sb.AppendLine("$precision3 {0}_X = UnpackNormal(SAMPLE_TEXTURE2D({1}.tex, {2}.samplerstate, {0}_UV.zy));"
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, GetVariableNameForNode()
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, id
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, edgesSampler.Any() ? GetSlotValue(SamplerInputId, generationMode) : id);
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sb.AppendLine("$precision3 {0}_Y = UnpackNormal(SAMPLE_TEXTURE2D({1}.tex, {2}.samplerstate, {0}_UV.xz));"
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, GetVariableNameForNode()
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, id
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, edgesSampler.Any() ? GetSlotValue(SamplerInputId, generationMode) : id);
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sb.AppendLine("$precision3 {0}_Z = UnpackNormal(SAMPLE_TEXTURE2D({1}.tex, {2}.samplerstate, {0}_UV.xy));"
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, GetVariableNameForNode()
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, id
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, edgesSampler.Any() ? GetSlotValue(SamplerInputId, generationMode) : id);
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sb.AppendLine("{0}_X = $precision3({0}_X.xy + {1}.zy, abs({0}_X.z) * {1}.x);"
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, GetVariableNameForNode()
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, GetSlotValue(NormalInputId, generationMode));
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sb.AppendLine("{0}_Y = $precision3({0}_Y.xy + {1}.xz, abs({0}_Y.z) * {1}.y);"
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, GetVariableNameForNode()
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, GetSlotValue(NormalInputId, generationMode));
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sb.AppendLine("{0}_Z = $precision3({0}_Z.xy + {1}.xy, abs({0}_Z.z) * {1}.z);"
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, GetVariableNameForNode()
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, GetSlotValue(NormalInputId, generationMode));
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sb.AppendLine("$precision4 {0} = $precision4(normalize({1}_X.zyx * {1}_Blend.x + {1}_Y.xzy * {1}_Blend.y + {1}_Z.xyz * {1}_Blend.z), 1);"
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, GetVariableNameForSlot(OutputSlotId)
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, GetVariableNameForNode());
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sb.AppendLine("$precision3x3 {0}_Transform = $precision3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);", GetVariableNameForNode());
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sb.AppendLine("{0}.rgb = TransformWorldToTangent({0}.rgb, {1}_Transform);"
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, GetVariableNameForSlot(OutputSlotId)
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, GetVariableNameForNode());
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break;
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default:
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// We want the sum of the 3 blend weights (by which we normalize them) to be > 0.
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// Max safe exponent is log2(REAL_MIN)/log2(1/sqrt(3)):
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// Take the set of all possible normalized vectors, make a set from selecting the maximum component of each 3-vectors from the previous set,
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// the minimum (:= min_of_max) of that new set is 1/sqrt(3) (by the fact vectors are normalized).
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// We then want a maximum exponent such that
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// precision_min < min_of_max^exponent_max
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// where exponent_max is blend,
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// log(precision_min) < log(min_of_max) * exponent_max
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// log(precision_min) / log(min_of_max) > exponent_max
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sb.AppendLine("$precision3 {0}_Blend = SafePositivePow_$precision({1}, min({2}, floor(log2(Min_$precision())/log2(1/sqrt(3)))) );"
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, GetVariableNameForNode()
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, GetSlotValue(NormalInputId, generationMode)
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, GetSlotValue(BlendInputId, generationMode));
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sb.AppendLine("{0}_Blend /= dot({0}_Blend, 1.0);", GetVariableNameForNode());
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sb.AppendLine("$precision4 {0}_X = SAMPLE_TEXTURE2D({1}.tex, {2}.samplerstate, {0}_UV.zy);"
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, GetVariableNameForNode()
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, id
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, edgesSampler.Any() ? GetSlotValue(SamplerInputId, generationMode) : id);
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sb.AppendLine("$precision4 {0}_Y = SAMPLE_TEXTURE2D({1}.tex, {2}.samplerstate, {0}_UV.xz);"
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, GetVariableNameForNode()
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, id
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, edgesSampler.Any() ? GetSlotValue(SamplerInputId, generationMode) : id);
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sb.AppendLine("$precision4 {0}_Z = SAMPLE_TEXTURE2D({1}.tex, {2}.samplerstate, {0}_UV.xy);"
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, GetVariableNameForNode()
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, id
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, edgesSampler.Any() ? GetSlotValue(SamplerInputId, generationMode) : id);
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sb.AppendLine("$precision4 {0} = {1}_X * {1}_Blend.x + {1}_Y * {1}_Blend.y + {1}_Z * {1}_Blend.z;"
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, GetVariableNameForSlot(OutputSlotId)
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, GetVariableNameForNode());
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break;
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}
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}
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public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability)
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{
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return CoordinateSpace.AbsoluteWorld.ToNeededCoordinateSpace() | CoordinateSpace.World.ToNeededCoordinateSpace();
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}
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public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability)
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{
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return CoordinateSpace.World.ToNeededCoordinateSpace();
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}
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public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability)
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{
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switch (m_TextureType)
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{
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case TextureType.Normal:
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return CoordinateSpace.World.ToNeededCoordinateSpace();
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default:
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return NeededCoordinateSpace.None;
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}
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}
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public NeededCoordinateSpace RequiresBitangent(ShaderStageCapability stageCapability)
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{
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switch (m_TextureType)
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{
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case TextureType.Normal:
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return CoordinateSpace.World.ToNeededCoordinateSpace();
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default:
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return NeededCoordinateSpace.None;
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}
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}
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}
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}
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