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using UnityEngine;
namespace UnityEditor.VFX.Operator
{
[VFXHelpURL("Operator-SampleSDF")]
[VFXInfo(name = "Sample Signed Distance Field", category = "Sampling")]
class SampleSDF : VFXOperator
{
override public string name { get { return "Sample Signed Distance Field"; } }
public class InputProperties
{
[Tooltip("Sets the Signed Distance Field texture to sample from.")]
public Texture3D texture = null;
[Tooltip("Sets the oriented box containing the SDF.")]
public OrientedBox orientedBox = OrientedBox.defaultValue;
[Tooltip("Sets the position from which to sample.")]
public Position position = Position.defaultValue;
[Min(0), Tooltip("Sets the mip level to sample from.")]
public float mipLevel = 0.0f;
}
public class OutputProperties
{
[Tooltip("Outputs the sampled value from the SDF at the specified position.")]
public float distance = 0.0f;
[Tooltip("Outputs the direction pointing to the closest point on the surface, from the specified position.")]
public Vector3 direction = Vector3.zero;
}
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
{
VFXExpression inverseTRS = new VFXExpressionInverseTRSMatrix(inputExpression[1]);
VFXExpression scale = new VFXExpressionExtractScaleFromMatrix(inputExpression[1]);
VFXExpression uvw = new VFXExpressionTransformPosition(inverseTRS, inputExpression[2]) + VFXValue.Constant(new Vector3(0.5f, 0.5f, 0.5f));
VFXExpression distanceExpr = new VFXExpressionSampleSDF(inputExpression[0], uvw, scale, inputExpression[3]);
VFXExpression directionExpr = new VFXExpressionSampleSDFNormal(inputExpression[0], inverseTRS, uvw, inputExpression[3]) * VFXValue.Constant(new Vector3(-1.0f, -1.0f, -1.0f));
return new[] { distanceExpr, directionExpr };
}
}
}