// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda using UnityEngine; using UnityEditor; using System; using System.Collections.Generic; namespace AmplifyShaderEditor { [Serializable] public class TerrainDrawInstancedHelper { #if UNITY_2018_1_OR_NEWER private readonly string[] InstancedPragmas = { "multi_compile_instancing", "instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd" }; private readonly string[] InstancedGlobalsSRP = { "#ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing", "\tTEXTURE2D(_TerrainHeightmapTexture);//ASE Terrain Instancing", "\tTEXTURE2D( _TerrainNormalmapTexture);//ASE Terrain Instancing", "\tSAMPLER(sampler_TerrainNormalmapTexture);//ASE Terrain Instancing", "#endif//ASE Terrain Instancing", "UNITY_INSTANCING_BUFFER_START( Terrain )//ASE Terrain Instancing", "\tUNITY_DEFINE_INSTANCED_PROP( float4, _TerrainPatchInstanceData )//ASE Terrain Instancing", "UNITY_INSTANCING_BUFFER_END( Terrain)//ASE Terrain Instancing", "CBUFFER_START( UnityTerrain)//ASE Terrain Instancing", "\t#ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing", "\t\tfloat4 _TerrainHeightmapRecipSize;//ASE Terrain Instancing", "\t\tfloat4 _TerrainHeightmapScale;//ASE Terrain Instancing", "\t#endif//ASE Terrain Instancing", "CBUFFER_END//ASE Terrain Instancing" }; private readonly string[] InstancedGlobalsDefault = { "#ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing", "\tsampler2D _TerrainHeightmapTexture;//ASE Terrain Instancing", "\tsampler2D _TerrainNormalmapTexture;//ASE Terrain Instancing", "#endif//ASE Terrain Instancing", "UNITY_INSTANCING_BUFFER_START( Terrain )//ASE Terrain Instancing", "\tUNITY_DEFINE_INSTANCED_PROP( float4, _TerrainPatchInstanceData )//ASE Terrain Instancing", "UNITY_INSTANCING_BUFFER_END( Terrain)//ASE Terrain Instancing", "CBUFFER_START( UnityTerrain)//ASE Terrain Instancing", "\t#ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing", "\t\tfloat4 _TerrainHeightmapRecipSize;//ASE Terrain Instancing", "\t\tfloat4 _TerrainHeightmapScale;//ASE Terrain Instancing", "\t#endif//ASE Terrain Instancing", "CBUFFER_END//ASE Terrain Instancing" }; private readonly string ApplyMeshModificationInstruction = "{0} = ApplyMeshModification({0});"; private readonly string[] ApplyMeshModificationFunctionSRP = { /*0 - struct name 1 - var name*/"{0} ApplyMeshModification( {0} {1} )\n", "{\n", "#ifdef UNITY_INSTANCING_ENABLED\n", /* 0 vertex position*/"\tfloat2 patchVertex = {0}.xy;\n", "\tfloat4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData );\n", "\tfloat2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z;\n", "\tfloat height = UnpackHeightmap( _TerrainHeightmapTexture.Load( int3( sampleCoords, 0 ) ) );\n", /*0 - vertex position*/"\t{0}.xz = sampleCoords* _TerrainHeightmapScale.xz;\n", /*0 - vertex position*/"\t{0}.y = height* _TerrainHeightmapScale.y;\n", "\t#ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL\n", /* 0 - vertex normal*/"\t\t{0} = float3(0, 1, 0);\n", "\t#else\n", /* 0 - vertex normal*/"\t\t{0} = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb* 2 - 1;\n", "\t#endif\n", "",//"#ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL\n", "",///* 0 - tex coord*/"\t{0}.xy = sampleCoords;\n", "",//"#else\n", /* 0 - tex coord*/"\t{0}.xy = sampleCoords* _TerrainHeightmapRecipSize.zw;\n", "",//"#endif\n", "#endif\n", /* 0 - var name*/"\treturn {0};\n", "}\n" }; //{ // /*0 - struct name 1 - var name*/"{0} ApplyMeshModification( {0} {1} )\n", // "{\n", // "#ifdef UNITY_INSTANCING_ENABLED\n", // /* 0 vertex position*/"\tfloat2 patchVertex = {0}.xy;\n", // "\t\tfloat4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData );\n", // "\t\tfloat2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z;\n", // "\t\tfloat height = UnpackHeightmap( _TerrainHeightmapTexture.Load( int3( sampleCoords, 0 ) ) );\n", // /*0 - vertex position*/"\t\t{0}.xz = sampleCoords* _TerrainHeightmapScale.xz;\n", // /*0 - vertex position*/"\t\t{0}.y = height* _TerrainHeightmapScale.y;\n", // "# ifdef ATTRIBUTES_NEED_NORMAL\n", // /* 0 - vertex normal*/"\t\t{0} = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb* 2 - 1;\n", // "\t#endif\n", // "\t#if defined(VARYINGS_NEED_TEXCOORD0) || defined(VARYINGS_DS_NEED_TEXCOORD0)\n", // "\t\t#ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL\n", // /* 0 - tex coord*/"\t\t\t{0} = sampleCoords;\n", // "\t\t#else\n", // /* 0 - tex coord*/"\t\t\t{0}.xy = sampleCoords* _TerrainHeightmapRecipSize.zw;\n", // "\t\t#endif\n", // "\t#endif\n", // "#endif\n", // "#ifdef ATTRIBUTES_NEED_TANGENT\n", // /* 0 - tangent 1 - normal*/"\t\t{0}.xyz = cross( {1}, float3(0, 0, 1));\n", // /*0 - tangent*/"\t{0}.w = -1;\n", // "#endif\n", // /* 0 - var name*/"\treturn {0};\n", // "}\n" //}; private readonly string[] ApplyMeshModificationFunctionDefaultTemplate = { /* 0 vertex struct */"{0} ApplyMeshModification( {0} {1} )", "{\n", "#ifdef UNITY_INSTANCING_ENABLED\n", /*0 - vertex pos*/"\tfloat2 patchVertex = {0}.xy;\n", "\tfloat4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData );\n", "\tfloat2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z;\n", /* 0 - tex coords*/"\t{0} = float4( sampleCoords.xy * _TerrainHeightmapRecipSize.z, 0, 0 );\n", /* 0 - tex coords*/"\tfloat height = UnpackHeightmap( tex2Dlod( _TerrainHeightmapTexture, {0} ) );\n", /* 0 - vertex pos*/"\t{0}.xz = sampleCoords * _TerrainHeightmapScale.xz;\n", /* 0 - vertex pos*/"\t{0}.y = height * _TerrainHeightmapScale.y;\n", /* 0 - normal 1 - tex coord*/"\t{0} = tex2Dlod( _TerrainNormalmapTexture, {1} ).rgb * 2 - 1;\n", "#endif\n", /* var name*/"return {0};\n", "}\n" }; private readonly string ApplyMeshModificationInstructionStandard = "ApplyMeshModification({0});"; private readonly string[] ApplyMeshModificationFunctionStandard = { "void ApplyMeshModification( inout {0} v )", "#if defined(UNITY_INSTANCING_ENABLED) && !defined(SHADER_API_D3D11_9X)", "\tfloat2 patchVertex = v.vertex.xy;", "\tfloat4 instanceData = UNITY_ACCESS_INSTANCED_PROP(Terrain, _TerrainPatchInstanceData);", "\t", "\tfloat4 uvscale = instanceData.z * _TerrainHeightmapRecipSize;", "\tfloat4 uvoffset = instanceData.xyxy * uvscale;", "\tuvoffset.xy += 0.5f * _TerrainHeightmapRecipSize.xy;", "\tfloat2 sampleCoords = (patchVertex.xy * uvscale.xy + uvoffset.xy);", "\t", "\tfloat hm = UnpackHeightmap(tex2Dlod(_TerrainHeightmapTexture, float4(sampleCoords, 0, 0)));", "\tv.vertex.xz = (patchVertex.xy + instanceData.xy) * _TerrainHeightmapScale.xz * instanceData.z;", "\tv.vertex.y = hm * _TerrainHeightmapScale.y;", "\tv.vertex.w = 1.0f;", "\t", "\tv.texcoord.xy = (patchVertex.xy * uvscale.zw + uvoffset.zw);", "\tv.texcoord3 = v.texcoord2 = v.texcoord1 = v.texcoord;", "\t", "\t#ifdef TERRAIN_INSTANCED_PERPIXEL_NORMAL", "\t\tv.normal = float3(0, 1, 0);", "\t\t//data.tc.zw = sampleCoords;", "\t#else", "\t\tfloat3 nor = tex2Dlod(_TerrainNormalmapTexture, float4(sampleCoords, 0, 0)).xyz;", "\t\tv.normal = 2.0f * nor - 1.0f;", "\t#endif", "#endif", }; private readonly string[] AdditionalUsePasses = { "Hidden/Nature/Terrain/Utilities/PICKING", "Hidden/Nature/Terrain/Utilities/SELECTION" }; private readonly string DrawInstancedLabel = "Instanced Terrain"; #endif [SerializeField] private bool m_enable = false; public void Draw( UndoParentNode owner ) { #if UNITY_2018_1_OR_NEWER m_enable = owner.EditorGUILayoutToggle( DrawInstancedLabel, m_enable ); #endif } public void UpdateDataCollectorForTemplates( ref MasterNodeDataCollector dataCollector, ref List vertexInstructions ) { #if UNITY_2018_1_OR_NEWER if( m_enable ) { for( int i = 0; i < AdditionalUsePasses.Length; i++ ) { dataCollector.AddUsePass( AdditionalUsePasses[ i ], false ); } for( int i = 0; i < InstancedPragmas.Length; i++ ) { dataCollector.AddToPragmas( -1, InstancedPragmas[ i ] ); } if( dataCollector.IsSRP ) { TemplateFunctionData functionData = dataCollector.TemplateDataCollectorInstance.CurrentTemplateData.VertexFunctionData; string uvCoord = dataCollector.TemplateDataCollectorInstance.GetUV( 0, MasterNodePortCategory.Vertex ); string vertexNormal = dataCollector.TemplateDataCollectorInstance.GetVertexNormal( PrecisionType.Float, false, MasterNodePortCategory.Vertex ); //string vertexTangent = dataCollector.TemplateDataCollectorInstance.GetVertexTangent( WirePortDataType.FLOAT4, PrecisionType.Float, false, MasterNodePortCategory.Vertex ); string vertexPos = dataCollector.TemplateDataCollectorInstance.GetVertexPosition( WirePortDataType.OBJECT, PrecisionType.Float, false, MasterNodePortCategory.Vertex ); string functionHeader = string.Format( ApplyMeshModificationFunctionSRP[ 0 ], functionData.InVarType, functionData.InVarName ); //string functionBody = functionHeader + // ApplyMeshModificationFunctionSRP[ 1 ] + // ApplyMeshModificationFunctionSRP[ 2 ] + // string.Format( ApplyMeshModificationFunctionSRP[ 3 ], vertexPos ) + // ApplyMeshModificationFunctionSRP[ 4 ] + // ApplyMeshModificationFunctionSRP[ 5 ] + // ApplyMeshModificationFunctionSRP[ 6 ] + // string.Format( ApplyMeshModificationFunctionSRP[ 7 ], vertexPos ) + // string.Format( ApplyMeshModificationFunctionSRP[ 8 ], vertexPos ) + // ApplyMeshModificationFunctionSRP[ 9 ] + // string.Format( ApplyMeshModificationFunctionSRP[ 10 ], vertexNormal ) + // ApplyMeshModificationFunctionSRP[ 11 ] + // ApplyMeshModificationFunctionSRP[ 12 ] + // ApplyMeshModificationFunctionSRP[ 13 ] + // string.Format( ApplyMeshModificationFunctionSRP[ 14 ], uvCoord ) + // ApplyMeshModificationFunctionSRP[ 15 ] + // string.Format( ApplyMeshModificationFunctionSRP[ 16 ], uvCoord ) + // ApplyMeshModificationFunctionSRP[ 17 ] + // ApplyMeshModificationFunctionSRP[ 18 ] + // ApplyMeshModificationFunctionSRP[ 19 ] + // ApplyMeshModificationFunctionSRP[ 20 ] + // string.Format( ApplyMeshModificationFunctionSRP[ 21 ], vertexTangent, vertexNormal ) + // string.Format( ApplyMeshModificationFunctionSRP[ 22 ], vertexTangent ) + // ApplyMeshModificationFunctionSRP[ 23 ] + // string.Format( ApplyMeshModificationFunctionSRP[ 24 ], functionData.InVarName ) + // ApplyMeshModificationFunctionSRP[ 25 ]; string functionBody = functionHeader + ApplyMeshModificationFunctionSRP[ 1 ] + ApplyMeshModificationFunctionSRP[ 2 ] + string.Format( ApplyMeshModificationFunctionSRP[ 3 ], vertexPos ) + ApplyMeshModificationFunctionSRP[ 4 ] + ApplyMeshModificationFunctionSRP[ 5 ] + ApplyMeshModificationFunctionSRP[ 6 ] + string.Format( ApplyMeshModificationFunctionSRP[ 7 ], vertexPos ) + string.Format( ApplyMeshModificationFunctionSRP[ 8 ], vertexPos ) + ApplyMeshModificationFunctionSRP[ 9 ] + string.Format( ApplyMeshModificationFunctionSRP[ 10 ], vertexNormal ) + ApplyMeshModificationFunctionSRP[ 11 ] + string.Format( ApplyMeshModificationFunctionSRP[ 12 ], vertexNormal ) + ApplyMeshModificationFunctionSRP[ 13 ] + ApplyMeshModificationFunctionSRP[ 14 ] + string.Format( ApplyMeshModificationFunctionSRP[ 15 ], uvCoord ) + ApplyMeshModificationFunctionSRP[ 16 ] + string.Format( ApplyMeshModificationFunctionSRP[ 17 ], uvCoord ) + ApplyMeshModificationFunctionSRP[ 18 ] + ApplyMeshModificationFunctionSRP[ 19 ] + string.Format( ApplyMeshModificationFunctionSRP[ 20 ], functionData.InVarName ) + ApplyMeshModificationFunctionSRP[ 21 ]; dataCollector.AddFunction( functionHeader, functionBody ); for( int i = 0; i < InstancedGlobalsSRP.Length; i++ ) { dataCollector.AddToUniforms( -1, InstancedGlobalsSRP[ i ] ); } string vertexVarName = dataCollector.TemplateDataCollectorInstance.CurrentTemplateData.VertexFunctionData.InVarName; vertexInstructions.Insert( 0, string.Format( ApplyMeshModificationInstruction, vertexVarName ) ); } else { TemplateFunctionData functionData = dataCollector.TemplateDataCollectorInstance.CurrentTemplateData.VertexFunctionData; string uvCoord = dataCollector.TemplateDataCollectorInstance.GetUV( 0, MasterNodePortCategory.Vertex ); string vertexNormal = dataCollector.TemplateDataCollectorInstance.GetVertexNormal( PrecisionType.Float, false, MasterNodePortCategory.Vertex ); string vertexPos = dataCollector.TemplateDataCollectorInstance.GetVertexPosition( WirePortDataType.OBJECT, PrecisionType.Float, false, MasterNodePortCategory.Vertex ); string functionHeader = string.Format( ApplyMeshModificationFunctionDefaultTemplate[ 0 ], functionData.InVarType, functionData.InVarName ); string functionBody = functionHeader + ApplyMeshModificationFunctionDefaultTemplate[ 1 ] + ApplyMeshModificationFunctionDefaultTemplate[ 2 ] + string.Format( ApplyMeshModificationFunctionDefaultTemplate[ 3 ], vertexPos ) + ApplyMeshModificationFunctionDefaultTemplate[ 4 ] + ApplyMeshModificationFunctionDefaultTemplate[ 5 ] + string.Format( ApplyMeshModificationFunctionDefaultTemplate[ 6 ], uvCoord ) + string.Format( ApplyMeshModificationFunctionDefaultTemplate[ 7 ], uvCoord ) + string.Format( ApplyMeshModificationFunctionDefaultTemplate[ 8 ], vertexPos ) + string.Format( ApplyMeshModificationFunctionDefaultTemplate[ 9 ], vertexPos ) + string.Format( ApplyMeshModificationFunctionDefaultTemplate[ 10 ], vertexNormal, uvCoord ) + ApplyMeshModificationFunctionDefaultTemplate[ 11 ] + string.Format( ApplyMeshModificationFunctionDefaultTemplate[ 12 ], functionData.InVarName ) + ApplyMeshModificationFunctionDefaultTemplate[ 13 ]; dataCollector.AddFunction( functionHeader, functionBody ); for( int i = 0; i < InstancedGlobalsDefault.Length; i++ ) { dataCollector.AddToUniforms( -1, InstancedGlobalsDefault[ i ] ); } string vertexVarName = dataCollector.TemplateDataCollectorInstance.CurrentTemplateData.VertexFunctionData.InVarName; vertexInstructions.Insert( 0, string.Format( ApplyMeshModificationInstruction, vertexVarName ) ); } } #endif } public void UpdateDataCollectorForStandard( ref MasterNodeDataCollector dataCollector ) { #if UNITY_2018_1_OR_NEWER if( m_enable ) { for( int i = 0; i < AdditionalUsePasses.Length; i++ ) { dataCollector.AddUsePass( AdditionalUsePasses[ i ], false ); } for( int i = 0; i < InstancedPragmas.Length; i++ ) { dataCollector.AddToPragmas( -1, InstancedPragmas[ i ] ); } string functionBody = string.Empty; string functionHeader = string.Format( ApplyMeshModificationFunctionStandard[ 0 ], dataCollector.SurfaceVertexStructure ); IOUtils.AddFunctionHeader( ref functionBody, functionHeader ); for( int i = 1; i < ApplyMeshModificationFunctionStandard.Length; i++ ) { IOUtils.AddFunctionLine( ref functionBody, ApplyMeshModificationFunctionStandard[ i ] ); } IOUtils.CloseFunctionBody( ref functionBody ); //string inputName = "input"; //string uvCoord = "input.texcoord"; //string vertexNormal = "input.normal"; //string vertexPos = "input.vertex"; //string functionHeader = string.Format( ApplyMeshModificationFunctionDefaultTemplate[ 0 ], dataCollector.SurfaceVertexStructure, inputName ); //IOUtils.AddFunctionHeader( ref functionBody, functionHeader ); //IOUtils.AddFunctionLine( ref functionBody, ApplyMeshModificationFunctionDefaultTemplate[ 1 ] ); //IOUtils.AddFunctionLine( ref functionBody,ApplyMeshModificationFunctionDefaultTemplate[ 2 ] ); //IOUtils.AddFunctionLine( ref functionBody,string.Format( ApplyMeshModificationFunctionDefaultTemplate[ 3 ], vertexPos ) ); //IOUtils.AddFunctionLine( ref functionBody,ApplyMeshModificationFunctionDefaultTemplate[ 4 ] ); //IOUtils.AddFunctionLine( ref functionBody,ApplyMeshModificationFunctionDefaultTemplate[ 5 ] ); //IOUtils.AddFunctionLine( ref functionBody,string.Format( ApplyMeshModificationFunctionDefaultTemplate[ 6 ], uvCoord ) ); //IOUtils.AddFunctionLine( ref functionBody,string.Format( ApplyMeshModificationFunctionDefaultTemplate[ 7 ], uvCoord ) ); //IOUtils.AddFunctionLine( ref functionBody,string.Format( ApplyMeshModificationFunctionDefaultTemplate[ 8 ], vertexPos ) ); //IOUtils.AddFunctionLine( ref functionBody,string.Format( ApplyMeshModificationFunctionDefaultTemplate[ 9 ], vertexPos ) ); //IOUtils.AddFunctionLine( ref functionBody,string.Format( ApplyMeshModificationFunctionDefaultTemplate[ 10 ], vertexNormal, uvCoord ) ); //IOUtils.AddFunctionLine( ref functionBody,ApplyMeshModificationFunctionDefaultTemplate[ 11 ] ); //IOUtils.AddFunctionLine( ref functionBody,string.Format( ApplyMeshModificationFunctionDefaultTemplate[ 12 ], inputName ) ); //IOUtils.AddFunctionLine( ref functionBody, ApplyMeshModificationFunctionDefaultTemplate[ 13 ] ); //IOUtils.CloseFunctionBody( ref functionBody ); dataCollector.AddFunction( functionHeader, functionBody ); for( int i = 0; i < InstancedGlobalsDefault.Length; i++ ) { dataCollector.AddToUniforms( -1, InstancedGlobalsDefault[ i ] ); } dataCollector.AddVertexInstruction( string.Format( ApplyMeshModificationInstructionStandard, "v" ) ); } #endif } public void ReadFromString( ref uint index, ref string[] nodeParams ) { m_enable = Convert.ToBoolean( nodeParams[ index++ ] ); } public void WriteToString( ref string nodeInfo ) { IOUtils.AddFieldValueToString( ref nodeInfo, m_enable ); } public bool Enabled { get { return m_enable; } } } }