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diff --git a/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/Textures/TFHCFlipBookUVAnimation.cs b/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/Textures/TFHCFlipBookUVAnimation.cs
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+// Amplify Shader Editor - Visual Shader Editing Tool
+// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
+//
+// Custom Node Flipbook UV Animation
+// Donated by The Four Headed Cat - @fourheadedcat
+
+using UnityEngine;
+using UnityEditor;
+using System;
+
+namespace AmplifyShaderEditor
+{
+
+ [Serializable]
+ [NodeAttributes( "Flipbook UV Animation", "UV Coordinates", "Animate a Flipbook Texture Modifying UV Coordinates.", null, KeyCode.None, true, false, null, null, "The Four Headed Cat - @fourheadedcat" )]
+ public sealed class TFHCFlipBookUVAnimation : ParentNode
+
+ {
+
+ private const string TextureVerticalDirectionStr = "Texture Direction";
+ private const string NegativeSpeedBehaviorStr = "If Negative Speed";
+
+ [SerializeField]
+ private int m_selectedTextureVerticalDirection = 0;
+
+ [SerializeField]
+ private int m_negativeSpeedBehavior = 0;
+
+ [SerializeField]
+ private readonly string[] m_textureVerticalDirectionValues = { "Top To Bottom", "Bottom To Top" };
+
+ [SerializeField]
+ private readonly string[] m_negativeSpeedBehaviorValues = { "Switch to Positive", "Reverse Animation" };
+
+
+ protected override void CommonInit( int uniqueId )
+ {
+ base.CommonInit( uniqueId );
+ AddInputPort( WirePortDataType.FLOAT2, false, "UV" );
+ AddInputPort( WirePortDataType.FLOAT, false, "Columns" );
+ AddInputPort( WirePortDataType.FLOAT, false, "Rows" );
+ AddInputPort( WirePortDataType.FLOAT, false, "Speed" );
+ AddInputPort( WirePortDataType.FLOAT, false, "Start Frame" );
+ AddInputPort( WirePortDataType.FLOAT, false, "Time" );
+
+ AddOutputVectorPorts( WirePortDataType.FLOAT2, "UV" );
+ m_outputPorts[ 1 ].Name = "U";
+ m_outputPorts[ 2 ].Name = "V";
+ m_textLabelWidth = 125;
+ m_useInternalPortData = true;
+ m_autoWrapProperties = true;
+ m_previewShaderGUID = "04fe24be792bfd5428b92132d7cf0f7d";
+ }
+
+ public override void OnInputPortConnected( int portId, int otherNodeId, int otherPortId, bool activateNode = true )
+ {
+ base.OnInputPortConnected( portId, otherNodeId, otherPortId, activateNode );
+ if( portId == 5 )
+ {
+ m_previewMaterialPassId = 1;
+ }
+ }
+
+ public override void OnInputPortDisconnected( int portId )
+ {
+ base.OnInputPortDisconnected( portId );
+ if( portId == 5 )
+ {
+ m_previewMaterialPassId = 0;
+ }
+ }
+
+ public override void DrawProperties()
+ {
+ base.DrawProperties();
+ EditorGUILayout.BeginVertical();
+ m_selectedTextureVerticalDirection = EditorGUILayoutPopup( TextureVerticalDirectionStr, m_selectedTextureVerticalDirection, m_textureVerticalDirectionValues );
+ m_negativeSpeedBehavior = EditorGUILayoutPopup( NegativeSpeedBehaviorStr, m_negativeSpeedBehavior, m_negativeSpeedBehaviorValues );
+ EditorGUILayout.EndVertical();
+ EditorGUILayout.HelpBox( "Flipbook UV Animation:\n\n - UV: Texture Coordinates to Flipbook.\n - Columns: number of Columns (X) of the Flipbook Texture.\n - Rows: number of Rows (Y) of the Flipbook Textures.\n - Speed: speed of the animation.\n - Texture Direction: set the vertical order of the texture tiles.\n - If Negative Speed: set the behavior when speed is negative.\n\n - Out: UV Coordinates.", MessageType.None );
+ }
+
+ public override void ReadFromString( ref string[] nodeParams )
+ {
+ base.ReadFromString( ref nodeParams );
+ m_selectedTextureVerticalDirection = ( int ) int.Parse( GetCurrentParam( ref nodeParams ) );
+ m_negativeSpeedBehavior = ( int ) int.Parse( GetCurrentParam( ref nodeParams ) );
+ }
+
+ public override void WriteToString( ref string nodeInfo, ref string connectionsInfo )
+ {
+ base.WriteToString( ref nodeInfo, ref connectionsInfo );
+ IOUtils.AddFieldValueToString( ref nodeInfo, m_selectedTextureVerticalDirection );
+ IOUtils.AddFieldValueToString( ref nodeInfo, m_negativeSpeedBehavior );
+ }
+
+ public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
+ {
+ // OPTIMIZATION NOTES
+ //
+ // round( fmod( x, y ) ) can be replaced with a faster
+ // floor( frac( x / y ) * y + 0.5 ) => div can be muls with 1/y, almost always static/constant
+ //
+ if( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) )
+ return GetOutputVectorItem( 0, outputId, m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ) );
+
+ string uv = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
+ string columns = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector );
+
+ if ( !m_inputPorts[ 1 ].IsConnected )
+ columns = ( float.Parse( columns ) == 0f ? "1" : columns );
+
+ string rows = m_inputPorts[ 2 ].GeneratePortInstructions( ref dataCollector );
+ if ( !m_inputPorts[ 2 ].IsConnected )
+ rows = ( float.Parse( rows ) == 0f ? "1" : rows );
+
+ string speed = m_inputPorts[ 3 ].GeneratePortInstructions( ref dataCollector );
+ string startframe = m_inputPorts[ 4 ].GeneratePortInstructions( ref dataCollector );
+ string timer = m_inputPorts[ 5 ].IsConnected ? m_inputPorts[ 5 ].GeneratePortInstructions( ref dataCollector ) : "_Time[ 1 ]";
+
+ string vcomment1 = "// *** BEGIN Flipbook UV Animation vars ***";
+ string vcomment2 = "// Total tiles of Flipbook Texture";
+ string vtotaltiles = "float fbtotaltiles" + OutputId + " = " + columns + " * " + rows + ";";
+ string vcomment3 = "// Offsets for cols and rows of Flipbook Texture";
+ string vcolsoffset = "float fbcolsoffset" + OutputId + " = 1.0f / " + columns + ";";
+ string vrowssoffset = "float fbrowsoffset" + OutputId + " = 1.0f / " + rows + ";";
+ string vcomment4 = "// Speed of animation";
+
+ string vspeed = string.Format( "float fbspeed{0} = {1} * {2};", OutputId,timer,speed);
+ string vcomment5 = "// UV Tiling (col and row offset)";
+ string vtiling = "float2 fbtiling" + OutputId + " = float2(fbcolsoffset" + OutputId + ", fbrowsoffset" + OutputId + ");";
+ string vcomment6 = "// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)";
+ string vcomment7 = "// Calculate current tile linear index";
+ //float fbcurrenttileindex1 = round( fmod( fbspeed1 + _Float0, fbtotaltiles1 ) );
+ string vcurrenttileindex = "float fbcurrenttileindex" + OutputId + " = round( fmod( fbspeed" + OutputId + " + " + startframe + ", fbtotaltiles" + OutputId + ") );";
+ string vcurrenttileindex1 = "fbcurrenttileindex" + OutputId + " += ( fbcurrenttileindex" + OutputId + " < 0) ? fbtotaltiles" + OutputId + " : 0;";
+ //fbcurrenttileindex1 += ( fbcurrenttileindex1 < 0 ) ? fbtotaltiles1 : 0;
+ //string vcurrenttileindex = "int fbcurrenttileindex" + m_uniqueId + " = (int)fmod( fbspeed" + m_uniqueId + ", fbtotaltiles" + m_uniqueId + ") + " + startframe + ";";
+ string vcomment8 = "// Obtain Offset X coordinate from current tile linear index";
+
+ //float fblinearindextox1 = round( fmod( fbcurrenttileindex1, 5.0 ) );
+ //string voffsetx1 = "int fblinearindextox" + m_uniqueId + " = fbcurrenttileindex" + m_uniqueId + " % (int)" + columns + ";";
+ string voffsetx1 = "float fblinearindextox" + OutputId + " = round ( fmod ( fbcurrenttileindex" + OutputId + ", " + columns + " ) );";
+ string vcomment9 = String.Empty;
+ string voffsetx2 = String.Empty;
+ if ( m_negativeSpeedBehavior != 0 )
+ {
+ vcomment9 = "// Reverse X animation if speed is negative";
+ voffsetx2 = "fblinearindextox" + OutputId + " = (" + speed + " > 0 ? fblinearindextox" + OutputId + " : (int)" + columns + " - fblinearindextox" + OutputId + ");";
+ }
+ string vcomment10 = "// Multiply Offset X by coloffset";
+ string voffsetx3 = "float fboffsetx" + OutputId + " = fblinearindextox" + OutputId + " * fbcolsoffset" + OutputId + ";";
+ string vcomment11 = "// Obtain Offset Y coordinate from current tile linear index";
+ //float fblinearindextoy1 = round( fmod( ( fbcurrenttileindex1 - fblinearindextox1 ) / 5.0, 5.0 ) );
+ string voffsety1 = "float fblinearindextoy" + OutputId + " = round( fmod( ( fbcurrenttileindex" + OutputId + " - fblinearindextox" + OutputId + " ) / " + columns + ", " + rows + " ) );";
+ //string voffsety1 = "int fblinearindextoy" + m_uniqueId + " = (int)( ( fbcurrenttileindex" + m_uniqueId + " - fblinearindextox" + m_uniqueId + " ) / " + columns + " ) % (int)" + rows + ";";
+ //string vcomment10 = "// Reverse Y to get from Top to Bottom";
+ //string voffsety2 = "fblinearindextoy" + m_uniqueId + " = (int)" + rows + " - fblinearindextoy" + m_uniqueId + ";";
+ string vcomment12 = String.Empty;
+ string voffsety2 = String.Empty;
+ if ( m_negativeSpeedBehavior == 0 )
+ {
+ if ( m_selectedTextureVerticalDirection == 0 )
+ {
+ vcomment12 = "// Reverse Y to get tiles from Top to Bottom";
+ voffsety2 = "fblinearindextoy" + OutputId + " = (int)(" + rows + "-1) - fblinearindextoy" + OutputId + ";";
+ }
+ }
+ else
+ {
+ string reverseanimationoperator = String.Empty;
+ if ( m_selectedTextureVerticalDirection == 0 )
+ {
+ vcomment12 = "// Reverse Y to get tiles from Top to Bottom and Reverse Y animation if speed is negative";
+ reverseanimationoperator = " < ";
+ }
+ else
+ {
+ vcomment12 = "// Reverse Y animation if speed is negative";
+ reverseanimationoperator = " > ";
+ }
+ voffsety2 = "fblinearindextoy" + OutputId + " = (" + speed + reverseanimationoperator + " 0 ? fblinearindextoy" + OutputId + " : (int)" + rows + " - fblinearindextoy" + OutputId + ");";
+ }
+ string vcomment13 = "// Multiply Offset Y by rowoffset";
+ string voffsety3 = "float fboffsety" + OutputId + " = fblinearindextoy" + OutputId + " * fbrowsoffset" + OutputId + ";";
+ string vcomment14 = "// UV Offset";
+ string voffset = "float2 fboffset" + OutputId + " = float2(fboffsetx" + OutputId + ", fboffsety" + OutputId + ");";
+ //string voffset = "float2 fboffset" + m_uniqueId + " = float2( ( ( (int)fmod( fbspeed" + m_uniqueId + " , fbtotaltiles" + m_uniqueId + ") % (int)" + columns + " ) * fbcolsoffset" + m_OutputId + " ) , ( ( (int)" + rows + " - ( (int)( ( (int)fmod( fbspeed" + m_uniqueId + " , fbtotaltiles" + m_uniqueId + " ) - ( (int)fmod( fbspeed" + m_uniqueId + " , fbtotaltiles" + m_uniqueId + " ) % (int)" + columns + " ) ) / " + columns + " ) % (int)" + rows + " ) ) * fbrowsoffset" + m_uniqueId + " ) );";
+ string vcomment15 = "// Flipbook UV";
+ string vfbuv = "half2 fbuv" + OutputId + " = " + uv + " * fbtiling" + OutputId + " + fboffset" + OutputId + ";";
+ string vcomment16 = "// *** END Flipbook UV Animation vars ***";
+ string result = "fbuv" + OutputId;
+
+ dataCollector.AddLocalVariable( UniqueId, vcomment1 );
+ dataCollector.AddLocalVariable( UniqueId, vcomment2 );
+ dataCollector.AddLocalVariable( UniqueId, vtotaltiles );
+ dataCollector.AddLocalVariable( UniqueId, vcomment3 );
+ dataCollector.AddLocalVariable( UniqueId, vcolsoffset );
+ dataCollector.AddLocalVariable( UniqueId, vrowssoffset );
+ dataCollector.AddLocalVariable( UniqueId, vcomment4 );
+ dataCollector.AddLocalVariable( UniqueId, vspeed );
+ dataCollector.AddLocalVariable( UniqueId, vcomment5 );
+ dataCollector.AddLocalVariable( UniqueId, vtiling );
+ dataCollector.AddLocalVariable( UniqueId, vcomment6 );
+ dataCollector.AddLocalVariable( UniqueId, vcomment7 );
+ dataCollector.AddLocalVariable( UniqueId, vcurrenttileindex );
+ dataCollector.AddLocalVariable( UniqueId, vcurrenttileindex1 );
+ dataCollector.AddLocalVariable( UniqueId, vcomment8 );
+ dataCollector.AddLocalVariable( UniqueId, voffsetx1 );
+ if ( m_negativeSpeedBehavior != 0 )
+ {
+ dataCollector.AddLocalVariable( UniqueId, vcomment9 );
+ dataCollector.AddLocalVariable( UniqueId, voffsetx2 );
+ }
+ dataCollector.AddLocalVariable( UniqueId, vcomment10 );
+ dataCollector.AddLocalVariable( UniqueId, voffsetx3 );
+ dataCollector.AddLocalVariable( UniqueId, vcomment11 );
+ dataCollector.AddLocalVariable( UniqueId, voffsety1 );
+ if ( m_selectedTextureVerticalDirection == 0 || m_negativeSpeedBehavior != 0 )
+ {
+ dataCollector.AddLocalVariable( UniqueId, vcomment12 );
+ dataCollector.AddLocalVariable( UniqueId, voffsety2 );
+ }
+ dataCollector.AddLocalVariable( UniqueId, vcomment13 );
+ dataCollector.AddLocalVariable( UniqueId, voffsety3 );
+ dataCollector.AddLocalVariable( UniqueId, vcomment14 );
+ dataCollector.AddLocalVariable( UniqueId, voffset );
+ dataCollector.AddLocalVariable( UniqueId, vcomment15 );
+ dataCollector.AddLocalVariable( UniqueId, vfbuv );
+ dataCollector.AddLocalVariable( UniqueId, vcomment16 );
+
+ m_outputPorts[ 0 ].SetLocalValue( result, dataCollector.PortCategory );
+
+ return GetOutputVectorItem( 0, outputId, result );
+
+ }
+ }
+}