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177 lines
7.3 KiB
177 lines
7.3 KiB
using System.Collections.Generic;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[FormerName("UnityEditor.ShaderGraph.VoronoAbstractMaterialNode")]
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[Title("Procedural", "Noise", "Voronoi")]
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class VoronoiNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireMeshUV
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{
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// 0 original version
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// 1 add deterministic noise option
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public override int latestVersion => 1;
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public override IEnumerable<int> allowedNodeVersions => new int[] { 1 };
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public const int UVSlotId = 0;
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public const int AngleOffsetSlotId = 1;
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public const int CellDensitySlotId = 2;
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public const int OutSlotId = 3;
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public const int CellsSlotId = 4;
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const string kUVSlotName = "UV";
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const string kAngleOffsetSlotName = "AngleOffset";
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const string kCellDensitySlotName = "CellDensity";
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const string kOutSlotName = "Out";
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const string kCellsSlotName = "Cells";
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public VoronoiNode()
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{
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name = "Voronoi";
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synonyms = new string[] { "worley noise" };
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UpdateNodeAfterDeserialization();
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}
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public enum HashType
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{
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Deterministic,
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LegacySine,
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};
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static readonly string[] kHashFunctionPrefix =
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{
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"Hash_Tchou_2_2_",
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"Hash_LegacySine_2_2_",
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};
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public override bool hasPreview => true;
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new UVMaterialSlot(UVSlotId, kUVSlotName, kUVSlotName, UVChannel.UV0));
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AddSlot(new Vector1MaterialSlot(AngleOffsetSlotId, kAngleOffsetSlotName, kAngleOffsetSlotName, SlotType.Input, 2.0f));
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AddSlot(new Vector1MaterialSlot(CellDensitySlotId, kCellDensitySlotName, kCellDensitySlotName, SlotType.Input, 5.0f));
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AddSlot(new Vector1MaterialSlot(OutSlotId, kOutSlotName, kOutSlotName, SlotType.Output, 0.0f));
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AddSlot(new Vector1MaterialSlot(CellsSlotId, kCellsSlotName, kCellsSlotName, SlotType.Output, 0.0f));
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RemoveSlotsNameNotMatching(new[] { UVSlotId, AngleOffsetSlotId, CellDensitySlotId, OutSlotId, CellsSlotId });
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}
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[SerializeField]
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private HashType m_HashType = HashType.Deterministic;
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[EnumControl("Hash Type")]
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public HashType hashType
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{
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get
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{
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if (((int)m_HashType < 0) || ((int)m_HashType >= kHashFunctionPrefix.Length))
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return (HashType)0;
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return m_HashType;
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}
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set
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{
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if (m_HashType == value)
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return;
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m_HashType = value;
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Dirty(ModificationScope.Graph);
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}
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}
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void IGeneratesFunction.GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
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{
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registry.RequiresIncludePath("Packages/com.unity.render-pipelines.core/ShaderLibrary/Hashes.hlsl");
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var hashType = this.hashType;
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var hashTypeString = hashType.ToString();
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var HashFunction = kHashFunctionPrefix[(int)hashType];
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registry.ProvideFunction($"Unity_Voronoi_RandomVector_{hashTypeString}_$precision", s =>
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{
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s.AppendLine($"$precision2 Unity_Voronoi_RandomVector_{hashTypeString}_$precision ($precision2 UV, $precision offset)");
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using (s.BlockScope())
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{
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s.AppendLine($"{HashFunction}$precision(UV, UV);");
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s.AppendLine("return $precision2(sin(UV.y * offset), cos(UV.x * offset)) * 0.5 + 0.5;");
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}
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});
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registry.ProvideFunction($"Unity_Voronoi_{hashTypeString}_$precision", s =>
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{
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s.AppendLine($"void Unity_Voronoi_{hashTypeString}_$precision($precision2 UV, $precision AngleOffset, $precision CellDensity, out $precision Out, out $precision Cells)");
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using (s.BlockScope())
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{
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s.AppendLine("$precision2 g = floor(UV * CellDensity);");
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s.AppendLine("$precision2 f = frac(UV * CellDensity);");
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s.AppendLine("$precision t = 8.0;");
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s.AppendLine("$precision3 res = $precision3(8.0, 0.0, 0.0);");
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s.AppendLine("for (int y = -1; y <= 1; y++)");
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using (s.BlockScope())
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{
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s.AppendLine("for (int x = -1; x <= 1; x++)");
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using (s.BlockScope())
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{
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s.AppendLine("$precision2 lattice = $precision2(x, y);");
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s.AppendLine($"$precision2 offset = Unity_Voronoi_RandomVector_{hashTypeString}_$precision(lattice + g, AngleOffset);");
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s.AppendLine("$precision d = distance(lattice + offset, f);");
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s.AppendLine("if (d < res.x)");
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using (s.BlockScope())
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{
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s.AppendLine("res = $precision3(d, offset.x, offset.y);");
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s.AppendLine("Out = res.x;");
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s.AppendLine("Cells = res.y;");
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}
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}
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}
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}
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});
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}
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public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
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{
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var hashType = this.hashType;
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var hashTypeString = hashType.ToString();
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string uv = GetSlotValue(UVSlotId, generationMode);
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string angleOffset = GetSlotValue(AngleOffsetSlotId, generationMode);
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string cellDensity = GetSlotValue(CellDensitySlotId, generationMode);
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string output = GetVariableNameForSlot(OutSlotId);
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string cells = GetVariableNameForSlot(CellsSlotId);
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sb.AppendLine($"{FindSlot<MaterialSlot>(OutSlotId).concreteValueType.ToShaderString(PrecisionUtil.Token)} {output};");
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sb.AppendLine($"{FindSlot<MaterialSlot>(CellsSlotId).concreteValueType.ToShaderString(PrecisionUtil.Token)} {cells};");
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sb.AppendLine($"Unity_Voronoi_{hashTypeString}_$precision({uv}, {angleOffset}, {cellDensity}, {output}, {cells});");
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}
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public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
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{
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using (var tempSlots = PooledList<MaterialSlot>.Get())
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{
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GetInputSlots(tempSlots);
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var result = false;
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foreach (var slot in tempSlots)
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{
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if (slot.RequiresMeshUV(channel))
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{
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result = true;
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break;
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}
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}
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tempSlots.Clear();
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return result;
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}
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}
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public override void OnAfterMultiDeserialize(string json)
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{
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if (sgVersion < 1)
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{
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// old nodes should select "LegacySine" to replicate old behavior
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hashType = HashType.LegacySine;
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ChangeVersion(1);
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}
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}
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}
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}
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