// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda 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 ); } } }