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using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.VFX;
namespace UnityEditor.VFX.Block
{
[VFXHelpURL("Block-SetPosition(Depth)")]
[VFXInfo(name = "|Set|_Position|Depth", category = "Position Shape")]
class PositionDepth : VFXBlock
{
public enum PositionMode
{
Random,
Sequential,
Custom,
}
public enum CullMode
{
None,
FarPlane,
Range,
}
public class InputProperties
{
[Tooltip("Sets a scale multiplier to the depth value. Values above 1 push particles further back, values lower than 1 pull them closer to the camera.")]
public float ZMultiplier = 1.0f;
}
public class SequentialInputProperties
{
[Tooltip("Sets the space between sequentially-placed particles. Lower numbers produce a denser placement.")]
public uint GridStep = 1;
}
public class CustomInputProperties
{
[Range(0.0f, 1.0f), Tooltip("Sets the UV coordinates with which to sample the depth buffer.")]
public Vector2 UVSpawn;
}
public class RangeInputProperties
{
[Range(0.0f, 1.0f), Tooltip("Sets the depth range within which to spawn particles. Particles outside of this range are culled.")]
public Vector2 DepthRange = new Vector2(0.0f, 1.0f);
}
public class InputPropertiesBlendPosition
{
[Range(0.0f, 1.0f), Tooltip("Sets the blending value for position attribute.")]
public float blendPosition;
}
public class InputPropertiesBlendColor
{
[Range(0.0f, 1.0f), Tooltip("Sets the blending value for color attribute.")]
public float blendColor;
}
[VFXSetting, Tooltip("Specifies which Camera to use to project particles onto its depth. Can use the camera tagged 'Main', or a custom camera.")]
public CameraMode camera;
[VFXSetting, Tooltip("Specifies how particles are positioned on the screen. They can be placed sequentially in an even grid, randomly, or with a custom UV position.")]
public PositionMode mode;
[VFXSetting, Tooltip("Specifies how to determine whether the particle should be alive. A particle can be culled when it is projected on the far camera plane, between a specific range, or culling can be disabled.")]
public CullMode cullMode;
[VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), Tooltip("When enabled, particles inherit the color from the color buffer.")]
public bool inheritSceneColor = false;
[VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), Tooltip("Specifies what operation to perform on Position. The input value can overwrite, add to, multiply with, or blend with the existing attribute value.")]
public AttributeCompositionMode compositionPosition = AttributeCompositionMode.Overwrite;
[VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), Tooltip("Specifies what operation to perform on Color. The input value can overwrite, add to, multiply with, or blend with the existing attribute value.")]
public AttributeCompositionMode compositionColor = AttributeCompositionMode.Overwrite;
public override string name { get { return $"{VFXBlockUtility.GetNameString(compositionPosition)} Position (Depth)"; } }
public override VFXContextType compatibleContexts { get { return VFXContextType.Init; } }
public override VFXDataType compatibleData { get { return VFXDataType.Particle; } }
public override IEnumerable<VFXAttributeInfo> attributes
{
get
{
yield return new VFXAttributeInfo(VFXAttribute.Position, compositionPosition == AttributeCompositionMode.Overwrite ? VFXAttributeMode.Write : VFXAttributeMode.ReadWrite);
if (inheritSceneColor)
yield return new VFXAttributeInfo(VFXAttribute.Color, compositionColor == AttributeCompositionMode.Overwrite ? VFXAttributeMode.Write : VFXAttributeMode.ReadWrite);
if (mode == PositionMode.Sequential)
yield return new VFXAttributeInfo(VFXAttribute.ParticleId, VFXAttributeMode.Read);
else if (mode == PositionMode.Random)
yield return new VFXAttributeInfo(VFXAttribute.Seed, VFXAttributeMode.ReadWrite);
if (cullMode != CullMode.None)
yield return new VFXAttributeInfo(VFXAttribute.Alive, VFXAttributeMode.Write);
}
}
protected override IEnumerable<VFXPropertyWithValue> inputProperties
{
get
{
var inputs = Enumerable.Empty<VFXPropertyWithValue>();
if (camera == CameraMode.Custom)
inputs = inputs.Concat(PropertiesFromType(typeof(CameraHelper.CameraProperties)));
inputs = inputs.Concat(PropertiesFromType("InputProperties"));
if (mode == PositionMode.Sequential)
inputs = inputs.Concat(PropertiesFromType("SequentialInputProperties"));
else if (mode == PositionMode.Custom)
inputs = inputs.Concat(PropertiesFromType("CustomInputProperties"));
if (cullMode == CullMode.Range)
inputs = inputs.Concat(PropertiesFromType("RangeInputProperties"));
if (compositionPosition == AttributeCompositionMode.Blend)
inputs = inputs.Concat(PropertiesFromType(nameof(InputPropertiesBlendPosition)));
if (inheritSceneColor && compositionColor == AttributeCompositionMode.Blend)
inputs = inputs.Concat(PropertiesFromType(nameof(InputPropertiesBlendColor)));
return inputs;
}
}
public override IEnumerable<VFXNamedExpression> parameters
{
get
{
var expressions = CameraHelper.AddCameraExpressions(GetExpressionsFromSlots(this), camera);
VFXSpace systemSpace = ((VFXDataParticle)GetData()).space;
// in custom camera mode, camera space is already in system space (conversion happened in slot)
CameraMatricesExpressions camMat = CameraHelper.GetMatricesExpressions(expressions, camera == CameraMode.Main ? VFXSpace.World : systemSpace, systemSpace);
// Filter unused expressions
expressions = expressions.Where(t =>
t.name != "Camera_fieldOfView" &&
t.name != "Camera_aspectRatio" &&
t.name != "Camera_nearPlane" &&
t.name != "Camera_farPlane" &&
t.name != "Camera_transform" &&
(inheritSceneColor || t.name != "Camera_colorBuffer"));
foreach (var input in expressions)
yield return input;
var clipToVFX = new VFXExpressionTransformMatrix(camMat.ViewToVFX.exp, camMat.ClipToView.exp);
yield return new VFXNamedExpression(clipToVFX, "ClipToVFX");
}
}
public override string source
{
get
{
string source = "";
switch (mode)
{
case PositionMode.Random:
source += @"
float2 uvs = RAND2;
";
break;
case PositionMode.Sequential:
source += @"
// Pixel perfect spawn
uint2 sSize = Camera_pixelDimensions / GridStep;
uint nbPixels = sSize.x * sSize.y;
uint id = particleId % nbPixels;
uint2 ids = uint2(id % sSize.x,id / sSize.x) * GridStep + (GridStep >> 1);
float2 uvs = (ids + 0.5f) / Camera_pixelDimensions;
";
break;
case PositionMode.Custom:
source += @"
float2 uvs = UVSpawn;
";
break;
}
source += @"
float2 projpos = uvs * 2.0f - 1.0f;
float depth = LOAD_TEXTURE2D_X(Camera_depthBuffer.t, uvs*Camera_scaledPixelDimensions).r;
#if UNITY_REVERSED_Z
depth = 1.0f - depth; // reversed z
#endif";
if (cullMode == CullMode.FarPlane)
source += @"
// cull on far plane
if (depth >= 1.0f - VFX_EPSILON)
{
alive = false;
return;
}
";
if (cullMode == CullMode.Range)
source += @"
// filter based on depth
if (depth < DepthRange.x || depth > DepthRange.y)
{
alive = false;
return;
}
";
source += @"
float4 clipPos = float4(projpos,depth * ZMultiplier * 2.0f - 1.0f,1.0f);
float4 vfxPos = mul(ClipToVFX,clipPos);
";
source += VFXBlockUtility.GetComposeString(compositionPosition, "position", " vfxPos.xyz / vfxPos.w", "blendPosition");
if (inheritSceneColor)
{
source += "\n";
source += VFXBlockUtility.GetComposeString(compositionColor, "color", " LOAD_TEXTURE2D_X(Camera_colorBuffer.t, uvs*Camera_scaledPixelDimensions).rgb", "blendColor");
}
return source;
}
}
}
}