using System.Collections.Generic; using System; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.ShaderGraph; using UnityEditor.ShaderGraph.Drawing.Controls; using UnityEditor.ShaderGraph.Internal; using UnityEngine.Rendering.HighDefinition; namespace UnityEditor.Rendering.HighDefinition { [SRPFilter(typeof(HDRenderPipeline))] [Title("Utility", "High Definition Render Pipeline", "Water", "EvaluateSimulationAdditionalData_Water")] class EvaluateSimulationAdditionalData_Water : AbstractMaterialNode, IGeneratesBodyCode, IMayRequirePosition, IMayRequireMeshUV, IMayRequireNormal { public EvaluateSimulationAdditionalData_Water() { name = "Evaluate Simulation Additional Data Water"; UpdateNodeAfterDeserialization(); } public override string documentationURL => Documentation.GetPageLink("EvaluateSimulationAdditionalData_Water"); const int kNormalWSOutputSlotId = 1; const string kNormalWSOutputSlotName = "NormalWS"; const int kLowFrequencyNormalWSOutputSlotId = 2; const string kLowFrequencyNormalWSOutputSlotName = "LowFrequencyNormalWS"; const int kDeepFoamOutputSlotId = 3; const string kDeepFoamOutputSlotName = "DeepFoam"; const int kSurfaceFoamOutputSlotId = 4; const string kSurfaceFoamOutputSlotName = "SurfaceFoam"; public override bool hasPreview { get { return false; } } public sealed override void UpdateNodeAfterDeserialization() { // Output AddSlot(new Vector3MaterialSlot(kNormalWSOutputSlotId, kNormalWSOutputSlotName, kNormalWSOutputSlotName, SlotType.Output, Vector3.zero)); AddSlot(new Vector3MaterialSlot(kLowFrequencyNormalWSOutputSlotId, kLowFrequencyNormalWSOutputSlotName, kLowFrequencyNormalWSOutputSlotName, SlotType.Output, Vector3.zero)); AddSlot(new Vector1MaterialSlot(kDeepFoamOutputSlotId, kDeepFoamOutputSlotName, kDeepFoamOutputSlotName, SlotType.Output, 0)); AddSlot(new Vector1MaterialSlot(kSurfaceFoamOutputSlotId, kSurfaceFoamOutputSlotName, kSurfaceFoamOutputSlotName, SlotType.Output, 0)); RemoveSlotsNameNotMatching(new[] { // Output kNormalWSOutputSlotId, kLowFrequencyNormalWSOutputSlotId, kDeepFoamOutputSlotId, kSurfaceFoamOutputSlotId, }); } public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode) { if (generationMode == GenerationMode.ForReals) { // Initialize the structure sb.AppendLine("WaterAdditionalData waterAdditionalData;"); sb.AppendLine("ZERO_INITIALIZE(WaterAdditionalData, waterAdditionalData);"); // Evaluate the data sb.AppendLine("EvaluateWaterAdditionalData(IN.{0}.xzy, IN.WorldSpacePosition, IN.WorldSpaceNormal, waterAdditionalData);", ShaderGeneratorNames.GetUVName(UVChannel.UV0)); // Output the data sb.AppendLine("$precision3 {0} = waterAdditionalData.normalWS;", GetVariableNameForSlot(kNormalWSOutputSlotId)); sb.AppendLine("$precision3 {0} = waterAdditionalData.lowFrequencyNormalWS;", GetVariableNameForSlot(kLowFrequencyNormalWSOutputSlotId)); sb.AppendLine("$precision {0} = waterAdditionalData.surfaceFoam;", GetVariableNameForSlot(kSurfaceFoamOutputSlotId)); sb.AppendLine("$precision {0} = waterAdditionalData.deepFoam;", GetVariableNameForSlot(kDeepFoamOutputSlotId)); } else { // Output zeros sb.AppendLine("$precision3 {0} = 0.0;", GetVariableNameForSlot(kNormalWSOutputSlotId)); sb.AppendLine("$precision3 {0} = 0.0;", GetVariableNameForSlot(kLowFrequencyNormalWSOutputSlotId)); sb.AppendLine("$precision {0} = 0.0;", GetVariableNameForSlot(kSurfaceFoamOutputSlotId)); sb.AppendLine("$precision {0} = 0.0;", GetVariableNameForSlot(kDeepFoamOutputSlotId)); } } public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability) { return channel == UVChannel.UV0; } public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability = ShaderStageCapability.Vertex) { return NeededCoordinateSpace.World; } public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability = ShaderStageCapability.Vertex) { return NeededCoordinateSpace.World; } } }