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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", "IrisLimbalRing")]
class IrisLimbalRing : CodeFunctionNode
{
public IrisLimbalRing()
{
name = "Iris Limbal Ring";
}
public override bool hasPreview
{
get { return false; }
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_IrisLimbalRing", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_IrisLimbalRing(
[Slot(0, Binding.None, 0, 0, 0, 0)] Vector2 IrisUV,
[Slot(1, Binding.None, 0, 0, 0, 0)] Vector3 ViewDirectionOS,
[Slot(2, Binding.None, 0, 0, 0, 0)] Vector1 LimbalRingSize,
[Slot(3, Binding.None, 0, 0, 0, 0)] Vector1 LimbalRingFade,
[Slot(4, Binding.None, 0, 0, 0, 0)] Vector1 LimbalRingIntensity,
[Slot(5, Binding.None)] out Vector1 LimbalRingFactor)
{
LimbalRingFactor = new Vector1();
return
@"
{
$precision NdotV = dot(float3(0.0, 0.0, 1.0), ViewDirectionOS);
// 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);
LimbalRingFactor = localIrisRadius > (1.0 - LimbalRingSize) ? lerp(0.1, 1.0, saturate(1.0 - localIrisRadius) / LimbalRingSize) : 1.0;
LimbalRingFactor = PositivePow(LimbalRingFactor, LimbalRingIntensity);
LimbalRingFactor = lerp(LimbalRingFactor, PositivePow(LimbalRingFactor, LimbalRingFade), 1.0 - NdotV);
}
";
}
}
}