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