Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Editor/Data/Nodes/UV/TriplanarNode.cs
2024-05-06 11:45:45 -07:00

203 lines
10 KiB
C#

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