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using System.Reflection;
using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
namespace UnityEditor.ShaderGraph
{
[SRPFilter(typeof(HDRenderPipeline))]
[Title("Utility", "High Definition Render Pipeline", "Eye", "CirclePupilAnimation")]
class CirclePupilAnimation : CodeFunctionNode
{
public CirclePupilAnimation()
{
name = "Circle Pupil Animation";
}
public override bool hasPreview
{
get { return false; }
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_CirclePupilAnimation", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_CirclePupilAnimation(
[Slot(0, Binding.None, 0, 0, 0, 0)] Vector2 IrisUV,
[Slot(1, Binding.None, 0, 0, 0, 0)] Vector1 PupilRadius,
[Slot(2, Binding.None, 0, 0, 0, 0)] Vector1 PupilAperture,
[Slot(3, Binding.None, 0, 0, 0, 0)] Vector1 MinimalPupilAperture,
[Slot(4, Binding.None, 0, 0, 0, 0)] Vector1 MaximalPupilAperture,
[Slot(5, Binding.None)] out Vector2 AnimatedIrisUV)
{
AnimatedIrisUV = Vector2.zero;
return
@"
{
// Compute the normalized iris position
$precision2 irisUVCentered = (IrisUV - 0.5f) * 2.0f;
// Compute the radius of the point inside the eye
$precision localIrisRadius = length(irisUVCentered);
// First based on the pupil aperture, let's define the new position of the pupil
$precision newPupilRadius = PupilAperture > 0.5 ? lerp(PupilRadius, MaximalPupilAperture, (PupilAperture - 0.5) * 2.0) : lerp(MinimalPupilAperture, PupilRadius, PupilAperture * 2.0);
// If we are inside the pupil
$precision newIrisRadius = localIrisRadius < newPupilRadius ? ((PupilRadius / newPupilRadius) * localIrisRadius) : 1.0 - ((1.0 - PupilRadius) / (1.0 - newPupilRadius)) * (1.0 - localIrisRadius);
AnimatedIrisUV = irisUVCentered / localIrisRadius * newIrisRadius;
// Convert it back to UV space.
AnimatedIrisUV = (AnimatedIrisUV * 0.5 + $precision2(0.5, 0.5));
}
";
}
}
}