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authorchai <chaifix@163.com>2020-10-23 13:08:43 +0800
committerchai <chaifix@163.com>2020-10-23 13:08:43 +0800
commitb82da95b5181ac8bbae38efb13e950d5e88a4caa (patch)
tree48a6f3269276484bbc7cfc95f0651f40a2176aa1 /Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/CameraDepthFade.cs
parent917e9e0b320775634dc2e710f7deac74fd0822f0 (diff)
*移动amplify shader editor到third party目录
Diffstat (limited to 'Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/CameraDepthFade.cs')
-rw-r--r--Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/CameraDepthFade.cs130
1 files changed, 0 insertions, 130 deletions
diff --git a/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/CameraDepthFade.cs b/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/CameraDepthFade.cs
deleted file mode 100644
index e8c9fc58..00000000
--- a/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/CameraDepthFade.cs
+++ /dev/null
@@ -1,130 +0,0 @@
-// Amplify Shader Editor - Visual Shader Editing Tool
-// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
-
-using System;
-namespace AmplifyShaderEditor
-{
- [Serializable]
- [NodeAttributes( "Camera Depth Fade", "Camera And Screen", "Outputs a 0 - 1 gradient representing the distance between the surface of this object and camera near plane" )]
- public sealed class CameraDepthFade : ParentNode
- {
- //{0} - Eye Depth
- //{1} - Offset
- //{2} - Distance
- private const string CameraDepthFadeFormat = "(( {0} -_ProjectionParams.y - {1} ) / {2})";
-
- protected override void CommonInit( int uniqueId )
- {
- base.CommonInit( uniqueId );
- AddInputPort( WirePortDataType.FLOAT3, false, "Vertex Position", -1, MasterNodePortCategory.Fragment, 2 );
- AddInputPort( WirePortDataType.FLOAT, false, "Length", -1, MasterNodePortCategory.Fragment, 0 );
- AddInputPort( WirePortDataType.FLOAT, false, "Offset", -1, MasterNodePortCategory.Fragment, 1 );
- GetInputPortByUniqueId( 0 ).FloatInternalData = 1;
- AddOutputPort( WirePortDataType.FLOAT, "Out" );
- m_useInternalPortData = true;
- }
-
- public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
- {
- if( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) )
- return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
-
- InputPort vertexPort = GetInputPortByUniqueId( 2 );
- InputPort lengthPort = GetInputPortByUniqueId( 0 );
- InputPort offsetPort = GetInputPortByUniqueId( 1 );
-
- string distance = lengthPort.GeneratePortInstructions( ref dataCollector );
- string offset = offsetPort.GeneratePortInstructions( ref dataCollector );
-
- string value = string.Empty;
- string eyeDepth = string.Empty;
-
- if( dataCollector.IsTemplate )
- {
- if( vertexPort.IsConnected )
- {
- string varName = "customSurfaceDepth" + OutputId;
- GenerateInputInVertex( ref dataCollector, 2, varName, false );
-
- string formatStr = string.Empty;
- if( dataCollector.IsSRP )
- formatStr = "-TransformWorldToView(TransformObjectToWorld({0})).z";
- else
- formatStr = "-UnityObjectToViewPos({0}).z";
-
- string eyeInstruction = string.Format( formatStr, varName );
- eyeDepth = "customEye" + OutputId;
- dataCollector.TemplateDataCollectorInstance.RegisterCustomInterpolatedData( eyeDepth, WirePortDataType.FLOAT, CurrentPrecisionType, eyeInstruction );
- }
- else
- {
- eyeDepth = dataCollector.TemplateDataCollectorInstance.GetEyeDepth( CurrentPrecisionType );
- }
-
- value = string.Format( CameraDepthFadeFormat, eyeDepth, offset, distance );
- RegisterLocalVariable( 0, value, ref dataCollector, "cameraDepthFade" + OutputId );
- return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
- }
-
- if( dataCollector.PortCategory == MasterNodePortCategory.Vertex || dataCollector.PortCategory == MasterNodePortCategory.Tessellation )
- {
- string vertexVarName = string.Empty;
- if( vertexPort.IsConnected )
- {
- vertexVarName = vertexPort.GeneratePortInstructions( ref dataCollector );
- }
- else
- {
- vertexVarName = Constants.VertexShaderInputStr + ".vertex.xyz";
- }
-
- //dataCollector.AddVertexInstruction( "float cameraDepthFade" + UniqueId + " = (( -UnityObjectToViewPos( " + Constants.VertexShaderInputStr + ".vertex.xyz ).z -_ProjectionParams.y - " + offset + " ) / " + distance + ");", UniqueId );
- value = string.Format( CameraDepthFadeFormat, "-UnityObjectToViewPos( " + vertexVarName + " ).z", offset, distance );
- RegisterLocalVariable( 0, value, ref dataCollector, "cameraDepthFade" + OutputId );
- return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
- }
-
- dataCollector.AddToIncludes( UniqueId, Constants.UnityShaderVariables );
-
- if( dataCollector.TesselationActive )
- {
- if( vertexPort.IsConnected )
- {
- string vertexValue = vertexPort.GeneratePortInstructions( ref dataCollector );
- eyeDepth = "customSurfaceDepth" + OutputId;
- RegisterLocalVariable( 0, string.Format( "-UnityObjectToViewPos( {0} ).z", vertexValue ), ref dataCollector, eyeDepth );
- }
- else
- {
- eyeDepth = GeneratorUtils.GenerateScreenDepthOnFrag( ref dataCollector, UniqueId, CurrentPrecisionType );
- }
- }
- else
- {
-
- if( vertexPort.IsConnected )
- {
- string varName = "customSurfaceDepth" + OutputId;
- GenerateInputInVertex( ref dataCollector, 2, varName, false );
- dataCollector.AddToInput( UniqueId, varName, WirePortDataType.FLOAT );
- string vertexInstruction = "-UnityObjectToViewPos( " + varName + " ).z";
- dataCollector.AddToVertexLocalVariables( UniqueId, Constants.VertexShaderOutputStr + "." + varName + " = " + vertexInstruction + ";" );
- eyeDepth = Constants.InputVarStr + "." + varName;
- }
- else
- {
- dataCollector.AddToInput( UniqueId, "eyeDepth", WirePortDataType.FLOAT );
- string instruction = "-UnityObjectToViewPos( " + Constants.VertexShaderInputStr + ".vertex.xyz ).z";
- dataCollector.AddToVertexLocalVariables( UniqueId, Constants.VertexShaderOutputStr + ".eyeDepth = " + instruction + ";" );
- eyeDepth = Constants.InputVarStr + ".eyeDepth";
- }
- }
-
- value = string.Format( CameraDepthFadeFormat, eyeDepth, offset, distance );
- RegisterLocalVariable( 0, value, ref dataCollector, "cameraDepthFade" + OutputId );
- //dataCollector.AddToLocalVariables( UniqueId, "float cameraDepthFade" + UniqueId + " = (( " + Constants.InputVarStr + ".eyeDepth -_ProjectionParams.y - "+ offset + " ) / " + distance + ");" );
-
- return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
- }
- }
-}