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100 lines
3.8 KiB
100 lines
3.8 KiB
using System.Collections.Generic;
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using System;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEngine.Rendering.HighDefinition;
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namespace UnityEditor.Rendering.HighDefinition
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{
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[SRPFilter(typeof(HDRenderPipeline))]
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[Title("Utility", "High Definition Render Pipeline", "Water", "EvaluateFoamData_Water")]
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class EvaluateFoamData_Water : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV
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{
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public EvaluateFoamData_Water()
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{
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name = "Evaluate Foam Data Water";
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UpdateNodeAfterDeserialization();
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}
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public override string documentationURL => Documentation.GetPageLink("EvaluateFoamData_Water");
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const int kSimulationFoamInputSlotId = 0;
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const string kSimulationFoamInputSlotName = "SimulationFoam";
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const int kCustomFoamInputSlotId = 1;
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const string kCustomFoamInputSlotName = "CustomFoam";
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const int kFoamOutputSlotId = 2;
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const string kFoamOutputSlotName = "Foam";
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const int kSmoothnessOutputSlotId = 3;
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const string kSmoothnessOutputSlotName = "Smoothness";
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public override bool hasPreview { get { return false; } }
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public sealed override void UpdateNodeAfterDeserialization()
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{
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// Input
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AddSlot(new Vector1MaterialSlot(kSimulationFoamInputSlotId, kSimulationFoamInputSlotName, kSimulationFoamInputSlotName, SlotType.Input, 0, ShaderStageCapability.Fragment));
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AddSlot(new Vector1MaterialSlot(kCustomFoamInputSlotId, kCustomFoamInputSlotName, kCustomFoamInputSlotName, SlotType.Input, 0, ShaderStageCapability.Fragment));
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// Output
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AddSlot(new Vector1MaterialSlot(kFoamOutputSlotId, kFoamOutputSlotName, kFoamOutputSlotName, SlotType.Output, 0));
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AddSlot(new Vector1MaterialSlot(kSmoothnessOutputSlotId, kSmoothnessOutputSlotName, kSmoothnessOutputSlotName, SlotType.Output, 0));
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RemoveSlotsNameNotMatching(new[]
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{
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// Input
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kSimulationFoamInputSlotId,
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kCustomFoamInputSlotId,
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// Output
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kFoamOutputSlotId,
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kSmoothnessOutputSlotId
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});
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}
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public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
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{
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if (generationMode == GenerationMode.ForReals)
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{
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string simulationFoam = GetSlotValue(kSimulationFoamInputSlotId, generationMode);
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string customFoam = GetSlotValue(kCustomFoamInputSlotId, generationMode);
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sb.AppendLine("FoamData foamData;");
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sb.AppendLine("ZERO_INITIALIZE(FoamData, foamData);");
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sb.AppendLine("EvaluateFoamData({0}, {1}, IN.{2}.xzy, foamData);",
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simulationFoam,
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customFoam,
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ShaderGeneratorNames.GetUVName(UVChannel.UV0)
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);
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sb.AppendLine("$precision {0} = foamData.smoothness;",
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GetVariableNameForSlot(kSmoothnessOutputSlotId)
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);
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sb.AppendLine("$precision {0} = foamData.foamValue;",
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GetVariableNameForSlot(kFoamOutputSlotId)
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);
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}
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else
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{
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sb.AppendLine("$precision {0} = 0.0;",
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GetVariableNameForSlot(kSmoothnessOutputSlotId)
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);
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sb.AppendLine("$precision {0} = 0.0;",
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GetVariableNameForSlot(kFoamOutputSlotId)
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);
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}
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}
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public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
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{
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return channel == UVChannel.UV0;
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}
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}
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}
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