FateViewer/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/TerrainDrawInstancedHelper.cs

376 lines
18 KiB
C#

// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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<string> 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; } }
}
}