131 lines
5.5 KiB
C#
131 lines
5.5 KiB
C#
// Amplify Shader Editor - Visual Shader Editing Tool
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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using System;
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namespace AmplifyShaderEditor
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{
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[Serializable]
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[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" )]
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public sealed class CameraDepthFade : ParentNode
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{
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//{0} - Eye Depth
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//{1} - Offset
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//{2} - Distance
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private const string CameraDepthFadeFormat = "(( {0} -_ProjectionParams.y - {1} ) / {2})";
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protected override void CommonInit( int uniqueId )
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{
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base.CommonInit( uniqueId );
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AddInputPort( WirePortDataType.FLOAT3, false, "Vertex Position", -1, MasterNodePortCategory.Fragment, 2 );
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AddInputPort( WirePortDataType.FLOAT, false, "Length", -1, MasterNodePortCategory.Fragment, 0 );
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AddInputPort( WirePortDataType.FLOAT, false, "Offset", -1, MasterNodePortCategory.Fragment, 1 );
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GetInputPortByUniqueId( 0 ).FloatInternalData = 1;
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AddOutputPort( WirePortDataType.FLOAT, "Out" );
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m_useInternalPortData = true;
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}
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public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
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{
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if( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) )
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return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
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InputPort vertexPort = GetInputPortByUniqueId( 2 );
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InputPort lengthPort = GetInputPortByUniqueId( 0 );
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InputPort offsetPort = GetInputPortByUniqueId( 1 );
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string distance = lengthPort.GeneratePortInstructions( ref dataCollector );
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string offset = offsetPort.GeneratePortInstructions( ref dataCollector );
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string value = string.Empty;
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string eyeDepth = string.Empty;
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if( dataCollector.IsTemplate )
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{
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if( vertexPort.IsConnected )
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{
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string varName = "customSurfaceDepth" + OutputId;
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GenerateInputInVertex( ref dataCollector, 2, varName, false );
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string formatStr = string.Empty;
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if( dataCollector.IsSRP )
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formatStr = "-TransformWorldToView(TransformObjectToWorld({0})).z";
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else
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formatStr = "-UnityObjectToViewPos({0}).z";
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string eyeInstruction = string.Format( formatStr, varName );
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eyeDepth = "customEye" + OutputId;
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dataCollector.TemplateDataCollectorInstance.RegisterCustomInterpolatedData( eyeDepth, WirePortDataType.FLOAT, CurrentPrecisionType, eyeInstruction );
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}
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else
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{
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eyeDepth = dataCollector.TemplateDataCollectorInstance.GetEyeDepth( CurrentPrecisionType );
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}
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value = string.Format( CameraDepthFadeFormat, eyeDepth, offset, distance );
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RegisterLocalVariable( 0, value, ref dataCollector, "cameraDepthFade" + OutputId );
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return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
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}
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if( dataCollector.PortCategory == MasterNodePortCategory.Vertex || dataCollector.PortCategory == MasterNodePortCategory.Tessellation )
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{
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string vertexVarName = string.Empty;
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if( vertexPort.IsConnected )
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{
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vertexVarName = vertexPort.GeneratePortInstructions( ref dataCollector );
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}
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else
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{
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vertexVarName = Constants.VertexShaderInputStr + ".vertex.xyz";
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}
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//dataCollector.AddVertexInstruction( "float cameraDepthFade" + UniqueId + " = (( -UnityObjectToViewPos( " + Constants.VertexShaderInputStr + ".vertex.xyz ).z -_ProjectionParams.y - " + offset + " ) / " + distance + ");", UniqueId );
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value = string.Format( CameraDepthFadeFormat, "-UnityObjectToViewPos( " + vertexVarName + " ).z", offset, distance );
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RegisterLocalVariable( 0, value, ref dataCollector, "cameraDepthFade" + OutputId );
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return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
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}
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dataCollector.AddToIncludes( UniqueId, Constants.UnityShaderVariables );
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if( dataCollector.TesselationActive )
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{
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if( vertexPort.IsConnected )
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{
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string vertexValue = vertexPort.GeneratePortInstructions( ref dataCollector );
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eyeDepth = "customSurfaceDepth" + OutputId;
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RegisterLocalVariable( 0, string.Format( "-UnityObjectToViewPos( {0} ).z", vertexValue ), ref dataCollector, eyeDepth );
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}
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else
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{
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eyeDepth = GeneratorUtils.GenerateScreenDepthOnFrag( ref dataCollector, UniqueId, CurrentPrecisionType );
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}
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}
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else
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{
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if( vertexPort.IsConnected )
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{
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string varName = "customSurfaceDepth" + OutputId;
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GenerateInputInVertex( ref dataCollector, 2, varName, false );
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dataCollector.AddToInput( UniqueId, varName, WirePortDataType.FLOAT );
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string vertexInstruction = "-UnityObjectToViewPos( " + varName + " ).z";
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dataCollector.AddToVertexLocalVariables( UniqueId, Constants.VertexShaderOutputStr + "." + varName + " = " + vertexInstruction + ";" );
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eyeDepth = Constants.InputVarStr + "." + varName;
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}
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else
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{
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dataCollector.AddToInput( UniqueId, "eyeDepth", WirePortDataType.FLOAT );
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string instruction = "-UnityObjectToViewPos( " + Constants.VertexShaderInputStr + ".vertex.xyz ).z";
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dataCollector.AddToVertexLocalVariables( UniqueId, Constants.VertexShaderOutputStr + ".eyeDepth = " + instruction + ";" );
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eyeDepth = Constants.InputVarStr + ".eyeDepth";
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}
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}
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value = string.Format( CameraDepthFadeFormat, eyeDepth, offset, distance );
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RegisterLocalVariable( 0, value, ref dataCollector, "cameraDepthFade" + OutputId );
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//dataCollector.AddToLocalVariables( UniqueId, "float cameraDepthFade" + UniqueId + " = (( " + Constants.InputVarStr + ".eyeDepth -_ProjectionParams.y - "+ offset + " ) / " + distance + ");" );
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return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
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}
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}
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}
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