FateViewer/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/CameraDepthFade.cs

131 lines
5.5 KiB
C#

// 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 );
}
}
}