diff options
author | chai <chaifix@163.com> | 2020-10-23 13:08:43 +0800 |
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committer | chai <chaifix@163.com> | 2020-10-23 13:08:43 +0800 |
commit | b82da95b5181ac8bbae38efb13e950d5e88a4caa (patch) | |
tree | 48a6f3269276484bbc7cfc95f0651f40a2176aa1 /Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/CameraDepthFade.cs | |
parent | 917e9e0b320775634dc2e710f7deac74fd0822f0 (diff) |
*移动amplify shader editor到third party目录
Diffstat (limited to 'Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/CameraDepthFade.cs')
-rw-r--r-- | Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/CameraDepthFade.cs | 130 |
1 files changed, 130 insertions, 0 deletions
diff --git a/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/CameraDepthFade.cs b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/CameraDepthFade.cs new file mode 100644 index 00000000..e8c9fc58 --- /dev/null +++ b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/CameraDepthFade.cs @@ -0,0 +1,130 @@ +// 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 ); + } + } +} |