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using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Mesh Deformation", "Compute Deformation")]
class ComputeDeformNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent, IMayRequireVertexID
{
public const int kPositionOutputSlotId = 0;
public const int kNormalOutputSlotId = 1;
public const int kTangentOutputSlotId = 2;
public const string kOutputSlotPositionName = "Deformed Position";
public const string kOutputSlotNormalName = "Deformed Normal";
public const string kOutputSlotTangentName = "Deformed Tangent";
public ComputeDeformNode()
{
name = "Compute Deformation";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector3MaterialSlot(kPositionOutputSlotId, kOutputSlotPositionName, kOutputSlotPositionName, SlotType.Output, Vector3.zero, ShaderStageCapability.Vertex));
AddSlot(new Vector3MaterialSlot(kNormalOutputSlotId, kOutputSlotNormalName, kOutputSlotNormalName, SlotType.Output, Vector3.zero, ShaderStageCapability.Vertex));
AddSlot(new Vector3MaterialSlot(kTangentOutputSlotId, kOutputSlotTangentName, kOutputSlotTangentName, SlotType.Output, Vector3.zero, ShaderStageCapability.Vertex));
RemoveSlotsNameNotMatching(new[] { kPositionOutputSlotId, kNormalOutputSlotId, kTangentOutputSlotId });
}
protected override void CalculateNodeHasError()
{
#if !(HYBRID_RENDERER_0_6_0_OR_NEWER || ENTITIES_GRAPHICS_0_60_0_OR_NEWER)
owner.AddSetupError(objectId, "Could not find a supported version (0.60.0 or newer) of the com.unity.entities.graphics package installed in the project.");
hasError = true;
#endif
}
public bool RequiresVertexID(ShaderStageCapability stageCapability = ShaderStageCapability.All)
{
return true;
}
public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability = ShaderStageCapability.All)
{
if (stageCapability == ShaderStageCapability.Vertex || stageCapability == ShaderStageCapability.All)
return NeededCoordinateSpace.Object;
else
return NeededCoordinateSpace.None;
}
public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability = ShaderStageCapability.All)
{
if (stageCapability == ShaderStageCapability.Vertex || stageCapability == ShaderStageCapability.All)
return NeededCoordinateSpace.Object;
else
return NeededCoordinateSpace.None;
}
public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability = ShaderStageCapability.All)
{
if (stageCapability == ShaderStageCapability.Vertex || stageCapability == ShaderStageCapability.All)
return NeededCoordinateSpace.Object;
else
return NeededCoordinateSpace.None;
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
#if ENABLE_DOTS_DEFORMATION_MOTION_VECTORS
properties.AddShaderProperty(new Vector4ShaderProperty()
{
displayName = "Compute Mesh Buffer Index Offset",
overrideReferenceName = "_DotsDeformationParams",
overrideHLSLDeclaration = true,
hlslDeclarationOverride = HLSLDeclaration.HybridPerInstance,
hidden = true,
value = new Vector4(0, 0, 0, 0)
});
#else
properties.AddShaderProperty(new Vector1ShaderProperty()
{
displayName = "Compute Mesh Buffer Index Offset",
overrideReferenceName = "_ComputeMeshIndex",
overrideHLSLDeclaration = true,
hlslDeclarationOverride = HLSLDeclaration.HybridPerInstance,
hidden = true,
value = 0
});
#endif
base.CollectShaderProperties(properties, generationMode);
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
sb.AppendLine("#if defined(UNITY_DOTS_INSTANCING_ENABLED)");
sb.AppendLine("$precision3 {0} = 0;", GetVariableNameForSlot(kPositionOutputSlotId));
sb.AppendLine("$precision3 {0} = 0;", GetVariableNameForSlot(kNormalOutputSlotId));
sb.AppendLine("$precision3 {0} = 0;", GetVariableNameForSlot(kTangentOutputSlotId));
if (generationMode == GenerationMode.ForReals)
{
#if ENABLE_DOTS_DEFORMATION_MOTION_VECTORS
sb.AppendLine("ApplyDeformedVertexData(" +
#else
sb.AppendLine($"{GetFunctionName()}(" +
#endif
$"IN.VertexID, " +
$"{GetVariableNameForSlot(kPositionOutputSlotId)}, " +
$"{GetVariableNameForSlot(kNormalOutputSlotId)}, " +
$"{GetVariableNameForSlot(kTangentOutputSlotId)});");
}
sb.AppendLine("#else");
sb.AppendLine("$precision3 {0} = IN.ObjectSpacePosition;", GetVariableNameForSlot(kPositionOutputSlotId));
sb.AppendLine("$precision3 {0} = IN.ObjectSpaceNormal;", GetVariableNameForSlot(kNormalOutputSlotId));
sb.AppendLine("$precision3 {0} = IN.ObjectSpaceTangent;", GetVariableNameForSlot(kTangentOutputSlotId));
sb.AppendLine("#endif");
}
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
#if ENABLE_DOTS_DEFORMATION_MOTION_VECTORS
registry.ProvideFunction("define", sb =>
{
sb.AppendLine("#if defined(UNITY_DOTS_INSTANCING_ENABLED)"); // start of UNITY_DOTS_INSTANCING_ENABLED
sb.AppendLine("#define DOTS_DEFORMED");
sb.AppendLine("#include \"Packages/com.unity.entities.graphics/Unity.Entities.Graphics/Deformations/ShaderLibrary/DotsDeformation.hlsl\"");
sb.AppendLine("#endif");
});
#else
registry.ProvideFunction("DeformedVertexData", sb =>
{
sb.AppendLine("struct DeformedVertexData");
sb.AppendLine("{");
using (sb.IndentScope())
{
sb.AppendLine("float3 Position;");
sb.AppendLine("float3 Normal;");
sb.AppendLine("float3 Tangent;");
}
sb.AppendLine("};");
sb.AppendLine("uniform StructuredBuffer<DeformedVertexData> _DeformedMeshData : register(t1);");
});
registry.ProvideFunction(GetFunctionName(), sb =>
{
sb.AppendLine($"void {GetFunctionName()}(" +
"uint vertexID, " +
"out $precision3 positionOut, " +
"out $precision3 normalOut, " +
"out $precision3 tangentOut)");
sb.AppendLine("{");
using (sb.IndentScope())
{
sb.AppendLine("const DeformedVertexData vertexData = _DeformedMeshData[asuint(UNITY_ACCESS_HYBRID_INSTANCED_PROP(_ComputeMeshIndex, float)) + vertexID];");
sb.AppendLine("positionOut = vertexData.Position;");
sb.AppendLine("normalOut = vertexData.Normal;");
sb.AppendLine("tangentOut = vertexData.Tangent;");
}
sb.AppendLine("}");
});
#endif
}
string GetFunctionName()
{
return "Unity_ComputeDeformedVertex_$precision";
}
}
}