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91 lines
3.5 KiB
91 lines
3.5 KiB
using System.Reflection;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Procedural", "Shape", "Rounded Polygon")]
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class RoundedPolygonNode : CodeFunctionNode
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{
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public RoundedPolygonNode()
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{
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name = "Rounded Polygon";
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synonyms = new string[] { "shape" };
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("RoundedPolygon_Func", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string RoundedPolygon_Func(
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[Slot(0, Binding.MeshUV0)] Vector2 UV,
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[Slot(1, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width,
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[Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height,
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[Slot(3, Binding.None, 5f, 0, 0, 0)] Vector1 Sides,
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[Slot(4, Binding.None, 0.3f, 0, 0, 0)] Vector1 Roundness,
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[Slot(5, Binding.None)] out Vector1 Out)
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{
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return
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@"
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{
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UV = UV * 2. + $precision2(-1.,-1.);
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$precision epsilon = 1e-6;
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UV.x = UV.x / ( Width + (Width==0)*epsilon);
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UV.y = UV.y / ( Height + (Height==0)*epsilon);
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Roundness = clamp(Roundness, 1e-6, 1.);
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$precision i_sides = floor( abs( Sides ) );
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$precision fullAngle = 2. * PI / i_sides;
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$precision halfAngle = fullAngle / 2.;
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$precision opositeAngle = HALF_PI - halfAngle;
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$precision diagonal = 1. / cos( halfAngle );
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// Chamfer values
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$precision chamferAngle = Roundness * halfAngle; // Angle taken by the chamfer
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$precision remainingAngle = halfAngle - chamferAngle; // Angle that remains
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$precision ratio = tan(remainingAngle) / tan(halfAngle); // This is the ratio between the length of the polygon's triangle and the distance of the chamfer center to the polygon center
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// Center of the chamfer arc
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$precision2 chamferCenter = $precision2(
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cos(halfAngle) ,
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sin(halfAngle)
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)* ratio * diagonal;
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// starting of the chamfer arc
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$precision2 chamferOrigin = $precision2(
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1.,
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tan(remainingAngle)
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);
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// Using Al Kashi algebra, we determine:
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// The distance distance of the center of the chamfer to the center of the polygon (side A)
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$precision distA = length(chamferCenter);
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// The radius of the chamfer (side B)
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$precision distB = 1. - chamferCenter.x;
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// The refence length of side C, which is the distance to the chamfer start
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$precision distCref = length(chamferOrigin);
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// This will rescale the chamfered polygon to fit the uv space
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// diagonal = length(chamferCenter) + distB;
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$precision uvScale = diagonal;
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UV *= uvScale;
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$precision2 polaruv = $precision2 (
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atan2( UV.y, UV.x ),
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length(UV)
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);
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polaruv.x += HALF_PI + 2*PI;
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polaruv.x = fmod( polaruv.x + halfAngle, fullAngle );
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polaruv.x = abs(polaruv.x - halfAngle);
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UV = $precision2( cos(polaruv.x), sin(polaruv.x) ) * polaruv.y;
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// Calculate the angle needed for the Al Kashi algebra
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$precision angleRatio = 1. - (polaruv.x-remainingAngle) / chamferAngle;
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// Calculate the distance of the polygon center to the chamfer extremity
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$precision distC = sqrt( distA*distA + distB*distB - 2.*distA*distB*cos( PI - halfAngle * angleRatio ) );
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Out = UV.x;
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float chamferZone = ( halfAngle - polaruv.x ) < chamferAngle;
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Out = lerp( UV.x, polaruv.y / distC, chamferZone );
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// Output this to have the shape mask instead of the distance field
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#if defined(SHADER_STAGE_RAY_TRACING)
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Out = saturate((1 - Out) * 1e7);
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#else
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Out = saturate((1 - Out) / fwidth(Out));
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#endif
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}
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";
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}
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}
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}
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