forked from BilalY/Rasagar
178 lines
4.2 KiB
Plaintext
178 lines
4.2 KiB
Plaintext
#if defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)
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#error VFX_PRIMITIVE_QUAD must be defined when HAS_STRIPS is.
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#endif
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#define VFX_NON_UNIFORM_SCALE VFX_LOCAL_SPACE
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struct vs_input
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{
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VFX_DECLARE_INSTANCE_ID
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};
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#if HAS_STRIPS
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${VFXDeclareGetStripTangent}
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#endif
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#pragma vertex vert
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VFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i)
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{
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VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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#if VFX_PRIMITIVE_TRIANGLE
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uint index = id / 3;
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#elif VFX_PRIMITIVE_QUAD
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uint index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;
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#elif VFX_PRIMITIVE_OCTAGON
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uint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;
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#endif
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${VFXInitInstancing}
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${VFXLoadGraphValues}
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${VFXLoadContextData}
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uint systemSeed = contextData.systemSeed;
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uint nbMax = contextData.maxParticleCount;
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${VFXLoadAttributesOrCull}
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${VFXProcessBlocks}
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#if !HAS_STRIPS
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if (!attributes.alive)
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return o;
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#endif
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float2 varyingUV = (float2)0.0f;
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#if VFX_PRIMITIVE_QUAD
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#if HAS_STRIPS
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#if VFX_STRIPS_UV_STRECHED
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varyingUV.x = (float)(relativeIndexInStrip) / (stripData.nextIndex - 1);
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#elif VFX_STRIPS_UV_PER_SEGMENT
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varyingUV.x = STRIP_PARTICLE_IN_EDGE;
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#else
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${VFXLoadParameter:{texCoord}}
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varyingUV.x = texCoord;
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#endif
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varyingUV.y = (id & 2) * 0.5f;
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const float2 vOffsets = float2(0.0f,varyingUV.y - 0.5f);
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#if VFX_STRIPS_SWAP_UV
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varyingUV.xy = float2(1.0f - varyingUV.y, varyingUV.x);
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#endif
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#else
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varyingUV.x = float(id & 1);
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varyingUV.y = (id & 2) * 0.5f;
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const float2 vOffsets = varyingUV.xy - 0.5f;
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#endif
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#elif VFX_PRIMITIVE_TRIANGLE
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const float2 kOffsets[] = {
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float2(-0.5f, -0.288675129413604736328125f),
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float2(0.0f, 0.57735025882720947265625f),
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float2(0.5f, -0.288675129413604736328125f),
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};
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const float kUVScale = 0.866025388240814208984375f;
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const float2 vOffsets = kOffsets[id % 3];
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varyingUV.xy = (vOffsets * kUVScale) + 0.5f;
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#elif VFX_PRIMITIVE_OCTAGON
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const float2 kUvs[8] =
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{
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float2(-0.5f, 0.0f),
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float2(-0.5f, 0.5f),
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float2(0.0f, 0.5f),
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float2(0.5f, 0.5f),
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float2(0.5f, 0.0f),
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float2(0.5f, -0.5f),
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float2(0.0f, -0.5f),
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float2(-0.5f, -0.5f),
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};
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${VFXLoadParameter:{cropFactor}}
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cropFactor = id & 1 ? 1.0f - cropFactor : 1.0f;
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const float2 vOffsets = kUvs[id & 7] * cropFactor;
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varyingUV.xy = vOffsets + 0.5f;
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#endif
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${VFXLoadSize}
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#if HAS_STRIPS
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size3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // Add an epsilon so that size is never 0 for strips
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#endif
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const float4x4 elementToVFX = GetElementToVFXMatrix(
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attributes.axisX,
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attributes.axisY,
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attributes.axisZ,
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float3(attributes.angleX,attributes.angleY,attributes.angleZ),
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float3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),
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size3,
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attributes.position);
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float3 inputVertexPosition = float3(vOffsets, 0.0f);
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float3 vPos = mul(elementToVFX,float4(inputVertexPosition, 1.0f)).xyz;
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o.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);
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float3 vPosWS = TransformPositionVFXToWorld(vPos);
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#ifdef VFX_VARYING_POSWS
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o.VFX_VARYING_POSWS = vPosWS;
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#endif
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#ifdef VFX_VARYING_UV
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o.VFX_VARYING_UV.xy = varyingUV;
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#endif
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#if VFX_NON_UNIFORM_SCALE
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float3x3 elementToVFX_N = GetElementToVFXMatrixNormal(
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attributes.axisX,
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attributes.axisY,
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attributes.axisZ,
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float3(attributes.angleX,attributes.angleY,attributes.angleZ),
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size3);
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#else
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float3x3 elementToVFX_N = (float3x3)elementToVFX;
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#endif
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float3 normalWS = normalize(TransformNormalVFXToWorld((-transpose(elementToVFX_N)[2])));
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#ifdef VFX_VARYING_NORMAL
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float normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;
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o.VFX_VARYING_NORMAL = normalFlip * normalWS;
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#endif
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#ifdef VFX_VARYING_TANGENT
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o.VFX_VARYING_TANGENT.xyz = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));
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#endif
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#ifdef VFX_VARYING_BENTFACTORS
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${VFXLoadParameter:{normalBendingFactor}}
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#if HAS_STRIPS
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#define BENT_FACTOR_MULTIPLIER 2.0f
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#else
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#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f
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#endif
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o.VFX_VARYING_BENTFACTORS = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;
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#endif
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${VFXVertexComputeCurrentAndPreviousClipPos}
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${VFXVertexCommonProcess}
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${VFXVertexSetFlipbooksInterpolants}
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${VFXVertexAdditionalProcess}
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${VFXAdditionalInterpolantsGeneration}
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return o;
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}
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