249 lines
12 KiB
C#
249 lines
12 KiB
C#
using UnityEngine;
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using UnityEditor.Graphing;
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using System.Linq;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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namespace UnityEditor.ShaderGraph
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{
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[Title("UV", "Parallax Occlusion Mapping")]
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[FormerName("UnityEditor.Experimental.Rendering.HDPipeline.ParallaxOcclusionMappingNode")]
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[FormerName("UnityEditor.Rendering.HighDefinition.ParallaxOcclusionMappingNode")]
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class ParallaxOcclusionMappingNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireViewDirection, IMayRequireMeshUV
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{
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public ParallaxOcclusionMappingNode()
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{
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name = "Parallax Occlusion Mapping";
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synonyms = new string[] { "pom" };
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UpdateNodeAfterDeserialization();
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}
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// Input slots
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private const int kHeightmapSlotId = 2;
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private const string kHeightmapSlotName = "Heightmap";
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private const int kHeightmapSamplerSlotId = 3;
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private const string kHeightmapSamplerSlotName = "HeightmapSampler";
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private const int kAmplitudeSlotId = 4;
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private const string kAmplitudeSlotName = "Amplitude";
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private const int kStepsSlotId = 5;
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private const string kStepsSlotName = "Steps";
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private const int kUVsSlotId = 6;
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private const string kUVsSlotName = "UVs";
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private const int kLodSlotId = 7;
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private const string kLodSlotName = "LOD";
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private const int kLodThresholdSlotId = 8;
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private const string kLodThresholdSlotName = "LODThreshold";
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private const int kTilingSlotId = 10;
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private const string kTilingSlotName = "Tiling";
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private const int kOffsetSlotId = 11;
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private const string kOffsetSlotName = "Offset";
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private const int kPrimitiveSizeSlotId = 12;
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private const string kPrimitiveSizeSlotName = "PrimitiveSize";
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// Output slots
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private const int kPixelDepthOffsetOutputSlotId = 0;
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private const string kPixelDepthOffsetOutputSlotName = "PixelDepthOffset";
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private const int kParallaxUVsOutputSlotId = 1;
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private const string kParallaxUVsOutputSlotName = "ParallaxUVs";
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public override bool hasPreview { get { return false; } }
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[SerializeField]
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private Channel m_Channel = Channel.Red;
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[EnumControl("Heightmap Sample Channel")]
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public Channel channel
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{
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get { return m_Channel; }
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set
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{
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if (m_Channel == value)
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return;
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m_Channel = value;
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Dirty(ModificationScope.Graph);
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}
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new Texture2DInputMaterialSlot(kHeightmapSlotId, kHeightmapSlotName, kHeightmapSlotName, ShaderStageCapability.Fragment));
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AddSlot(new SamplerStateMaterialSlot(kHeightmapSamplerSlotId, kHeightmapSamplerSlotName, kHeightmapSamplerSlotName, SlotType.Input));
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AddSlot(new Vector1MaterialSlot(kAmplitudeSlotId, kAmplitudeSlotName, kAmplitudeSlotName, SlotType.Input, 1.0f, ShaderStageCapability.Fragment));
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AddSlot(new Vector1MaterialSlot(kStepsSlotId, kStepsSlotName, kStepsSlotName, SlotType.Input, 5.0f, ShaderStageCapability.Fragment));
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AddSlot(new UVMaterialSlot(kUVsSlotId, kUVsSlotName, kUVsSlotName, UVChannel.UV0, ShaderStageCapability.Fragment));
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AddSlot(new Vector2MaterialSlot(kTilingSlotId, kTilingSlotName, kTilingSlotName, SlotType.Input, Vector2.one, ShaderStageCapability.Fragment));
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AddSlot(new Vector2MaterialSlot(kOffsetSlotId, kOffsetSlotName, kOffsetSlotName, SlotType.Input, Vector2.zero, ShaderStageCapability.Fragment));
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AddSlot(new Vector2MaterialSlot(kPrimitiveSizeSlotId, kPrimitiveSizeSlotName, kPrimitiveSizeSlotName, SlotType.Input, Vector2.one, ShaderStageCapability.Fragment));
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AddSlot(new Vector1MaterialSlot(kLodSlotId, kLodSlotName, kLodSlotName, SlotType.Input, 0.0f, ShaderStageCapability.Fragment));
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AddSlot(new Vector1MaterialSlot(kLodThresholdSlotId, kLodThresholdSlotName, kLodThresholdSlotName, SlotType.Input, 0.0f, ShaderStageCapability.Fragment));
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AddSlot(new Vector1MaterialSlot(kPixelDepthOffsetOutputSlotId, kPixelDepthOffsetOutputSlotName, kPixelDepthOffsetOutputSlotName, SlotType.Output, 0.0f, ShaderStageCapability.Fragment));
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AddSlot(new Vector2MaterialSlot(kParallaxUVsOutputSlotId, kParallaxUVsOutputSlotName, kParallaxUVsOutputSlotName, SlotType.Output, Vector2.zero, ShaderStageCapability.Fragment));
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RemoveSlotsNameNotMatching(new[]
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{
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kPixelDepthOffsetOutputSlotId,
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kParallaxUVsOutputSlotId,
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kHeightmapSlotId,
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kHeightmapSamplerSlotId,
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kAmplitudeSlotId,
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kStepsSlotId,
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kUVsSlotId,
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kLodSlotId,
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kLodThresholdSlotId,
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kTilingSlotId,
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kOffsetSlotId,
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kPrimitiveSizeSlotId
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});
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}
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string GetFunctionName() => GetVariableNameForNode() + "_$precision";
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public override void Setup()
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{
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base.Setup();
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var textureSlot = FindInputSlot<Texture2DInputMaterialSlot>(kHeightmapSlotId);
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textureSlot.defaultType = Texture2DShaderProperty.DefaultType.Black;
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}
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public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
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{
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// we don't declare this include via the registry include path
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// because it uses macro magic, and can be included more than once, generating different functions
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string perPixelDisplacementInclude = @"#include ""Packages/com.unity.render-pipelines.core/ShaderLibrary/PerPixelDisplacement.hlsl""";
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// Texture sample inputs
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var samplerSlot = FindInputSlot<MaterialSlot>(kHeightmapSamplerSlotId);
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var edgesSampler = owner.GetEdges(samplerSlot.slotReference);
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var heightmap = GetSlotValue(kHeightmapSlotId, generationMode);
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// We first generate components that can be used by multiple POM node
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registry.ProvideFunction("PerPixelHeightDisplacementParam", s =>
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{
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s.AppendLine("struct PerPixelHeightDisplacementParam");
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using (s.BlockSemicolonScope())
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{
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s.AppendLine("float2 uv;");
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}
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s.AppendNewLine();
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});
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registry.ProvideFunction("GetDisplacementObjectScale_$precision", s =>
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{
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s.AppendLine($"$precision3 GetDisplacementObjectScale_$precision()");
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using (s.BlockScope())
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{
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s.AppendLines(@"
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float3 objectScale = float3(1.0, 1.0, 1.0);
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float4x4 worldTransform = GetWorldToObjectMatrix();
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objectScale.x = length(float3(worldTransform._m00, worldTransform._m01, worldTransform._m02));
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objectScale.z = length(float3(worldTransform._m20, worldTransform._m21, worldTransform._m22));
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return objectScale;");
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}
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});
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// Then we add the functions that are specific to this node
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registry.ProvideFunction(GetFunctionName(), s =>
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{
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s.AppendLine("// Required struct and function for the ParallaxOcclusionMapping function:");
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s.AppendLine($"$precision ComputePerPixelHeightDisplacement_{GetVariableNameForNode()}($precision2 texOffsetCurrent, $precision lod, PerPixelHeightDisplacementParam param, TEXTURE2D_PARAM(heightTexture, heightSampler))");
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using (s.BlockScope())
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{
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s.AppendLine("return SAMPLE_TEXTURE2D_LOD(heightTexture, heightSampler, param.uv + texOffsetCurrent, lod)[{0}];", (int)channel);
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}
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// heightmap,
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// edgesSampler.Any() ? GetSlotValue(kHeightmapSamplerSlotId, generationMode) : "sampler" + heightmap);
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s.AppendLine($"#define ComputePerPixelHeightDisplacement ComputePerPixelHeightDisplacement_{GetVariableNameForNode()}");
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s.AppendLine($"#define POM_NAME_ID {GetFunctionName()}");
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s.AppendLine($"#define POM_USER_DATA_PARAMETERS , TEXTURE2D_PARAM(heightTexture, samplerState)");
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s.AppendLine($"#define POM_USER_DATA_ARGUMENTS , TEXTURE2D_ARGS(heightTexture, samplerState)");
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s.AppendLine(perPixelDisplacementInclude);
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s.AppendLine($"#undef ComputePerPixelHeightDisplacement");
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s.AppendLine($"#undef POM_NAME_ID");
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s.AppendLine($"#undef POM_USER_DATA_PARAMETERS");
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s.AppendLine($"#undef POM_USER_DATA_ARGUMENTS");
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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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string amplitude = GetSlotValue(kAmplitudeSlotId, generationMode);
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string steps = GetSlotValue(kStepsSlotId, generationMode);
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string uvs = GetSlotValue(kUVsSlotId, generationMode);
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string tiling = GetSlotValue(kTilingSlotId, generationMode);
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string offset = GetSlotValue(kOffsetSlotId, generationMode);
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string primitiveSize = GetSlotValue(kPrimitiveSizeSlotId, generationMode);
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string lod = GetSlotValue(kLodSlotId, generationMode);
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string lodThreshold = GetSlotValue(kLodThresholdSlotId, generationMode);
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string heightmap = GetSlotValue(kHeightmapSlotId, generationMode);
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string sampler = GetSlotValue(kHeightmapSamplerSlotId, generationMode);
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string tmpPOMParam = GetVariableNameForNode() + "_POM";
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string tmpViewDir = GetVariableNameForNode() + "_ViewDir";
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string tmpNdotV = GetVariableNameForNode() + "_NdotV";
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string tmpMaxHeight = GetVariableNameForNode() + "_MaxHeight";
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string tmpViewDirUV = GetVariableNameForNode() + "_ViewDirUV";
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string tmpOutHeight = GetVariableNameForNode() + "_OutHeight";
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string tmpUVs = GetVariableNameForNode() + "_UVs";
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string tmpUVSpaceScale = GetVariableNameForNode() + "_UVSpaceScale";
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sb.AppendLines($@"
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$precision3 {tmpViewDir} = IN.{CoordinateSpace.Tangent.ToVariableName(InterpolatorType.ViewDirection)} * GetDisplacementObjectScale_$precision().xzy;
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$precision {tmpNdotV} = {tmpViewDir}.z;
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$precision {tmpMaxHeight} = {amplitude} * 0.01; // cm in the interface so we multiply by 0.01 in the shader to convert in meter
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{tmpMaxHeight} *= 2.0 / ( abs({tiling}.x) + abs({tiling}.y) ); // reduce height based on the tiling values
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$precision2 {tmpUVSpaceScale} = {tmpMaxHeight} * {tiling} / {primitiveSize};
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// Transform the view vector into the UV space.
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$precision3 {tmpViewDirUV} = normalize($precision3({tmpViewDir}.xy * {tmpUVSpaceScale}, {tmpViewDir}.z)); // TODO: skip normalize
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PerPixelHeightDisplacementParam {tmpPOMParam};
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$precision2 {tmpUVs} = {uvs} * {tiling} + {offset};
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{tmpPOMParam}.uv = {heightmap}.GetTransformedUV({tmpUVs});");
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// to avoid crashes when steps gets too big, and
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// to avoid divide by zero, we clamp it to the range [1, 256]
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// This should compile out when steps is a static value.
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steps = "max(min(" + steps + ", 256), 1)";
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sb.AppendLines($@"
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$precision {tmpOutHeight};
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$precision2 {GetVariableNameForSlot(kParallaxUVsOutputSlotId)} = {heightmap}.GetTransformedUV({tmpUVs}) + ParallaxOcclusionMapping{GetFunctionName()}({lod}, {lodThreshold}, {steps}, {tmpViewDirUV}, {tmpPOMParam}, {tmpOutHeight}, TEXTURE2D_ARGS({heightmap}.tex, {sampler}.samplerstate));
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$precision {GetVariableNameForSlot(kPixelDepthOffsetOutputSlotId)} = ({tmpMaxHeight} - {tmpOutHeight} * {tmpMaxHeight}) / max({tmpNdotV}, 0.0001);
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");
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}
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public NeededCoordinateSpace RequiresViewDirection(ShaderStageCapability stageCapability = ShaderStageCapability.All)
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{
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return NeededCoordinateSpace.Tangent;
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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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}
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}
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