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49 lines
2.0 KiB
49 lines
2.0 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", "ScleraLimbalRing")]
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class ScleraLimbalRing : CodeFunctionNode
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{
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public ScleraLimbalRing()
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{
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name = "Sclera Limbal Ring";
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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_ScleraLimbalRing", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_ScleraLimbalRing(
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[Slot(0, Binding.None, 0, 0, 0, 0)] Vector3 PositionOS,
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[Slot(1, Binding.None, 0, 0, 0, 0)] Vector3 ViewDirectionOS,
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[Slot(2, Binding.None, 0, 0, 0, 0)] Vector1 IrisRadius,
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[Slot(3, Binding.None, 0, 0, 0, 0)] Vector1 LimbalRingSize,
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[Slot(4, Binding.None, 0, 0, 0, 0)] Vector1 LimbalRingFade,
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[Slot(5, Binding.None, 0, 0, 0, 0)] Vector1 LimbalRingIntensity,
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[Slot(6, Binding.None)] out Vector1 LimbalRingFactor)
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{
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LimbalRingFactor = new Vector1();
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return
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@"
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{
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$precision NdotV = dot($precision3(0.0, 0.0, 1.0), ViewDirectionOS);
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// Compute the radius of the point inside the eye
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$precision scleraRadius = length(PositionOS.xy);
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LimbalRingFactor = scleraRadius > IrisRadius ? (scleraRadius > (LimbalRingSize + IrisRadius) ? 1.0 : lerp(0.5, 1.0, (scleraRadius - IrisRadius) / (LimbalRingSize))) : 1.0;
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LimbalRingFactor = PositivePow(LimbalRingFactor, LimbalRingIntensity);
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LimbalRingFactor = lerp(LimbalRingFactor, PositivePow(LimbalRingFactor, LimbalRingFade), 1.0 - NdotV);
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}
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";
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}
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}
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}
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