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- #if HAS_VFX_GRAPH
- using System.Linq;
- using System.Collections.Generic;
-
- using UnityEngine;
-
- namespace UnityEditor.VFX.URP
- {
- [VFXHelpURL("Context-OutputParticleURPLitDecal")]
- [VFXInfo(name = "Output Particle|URP Lit|Decal", category = "#4Output Advanced")]
- internal class VFXDecalURPOutput : VFXAbstractParticleURPLitOutput
- {
- public override string name => "Output Particle".AppendLabel("URP Lit").AppendLabel("Decal");
-
- public override string codeGeneratorTemplate => RenderPipeTemplate("VFXParticleURPDecal");
-
- public override VFXTaskType taskType => VFXTaskType.ParticleHexahedronOutput;
- public override bool supportsUV => GetOrRefreshShaderGraphObject() == null;
-
- public override void OnEnable()
- {
- base.OnEnable();
- blendMode = BlendMode.Opaque;
- workflowMode = WorkflowMode.Metallic;
- }
-
- public enum BlendSource
- {
- BaseColorMapAlpha,
- MetallicMapBlue,
- }
-
- [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), Header("Opacity Channels"), SerializeField,
- Tooltip("Specifies the source this Material uses as opacity for its Normal Map.")]
- BlendSource normalOpacityChannel = BlendSource.BaseColorMapAlpha;
-
- [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, InspectorName("MAOS Opacity Channel"),
- Tooltip("Specifies the source this Material uses as opacity for its Mask Map.")]
- BlendSource MAOSOpacityChannel = BlendSource.BaseColorMapAlpha;
-
- [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Tooltip("Enables fading the decal based on the angle between the decal backward direction and the receiving surface normal.")]
- internal bool angleFade = true;
-
- [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), Header("Surface options"), SerializeField,
- Tooltip("When enabled, modifies the base color of the surface it projects onto.")]
- private bool affectBaseColor = true;
-
- [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField,
- Tooltip("When enabled, modifies the metallic, ambient occlusion and smoothness of the surface it projects onto. The ambient occlusion slider is available when using an Occlusion Map.")]
- private bool affectMAOS = true;
-
- [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Tooltip("Specify the layer mask for the decals. Unity renders decals on all meshes where at least one Rendering Layer value matches.")]
- private uint decalLayer = ~0u;
-
- protected override bool useSmoothness => affectMAOS;
- protected override bool useMetallic => affectMAOS;
- protected override bool useNormalScale => false;
-
- public override bool HasSorting() => (sort == SortActivationMode.On) || (sort == SortActivationMode.Auto);
- public class FadeFactorProperty
- {
- [Range(0, 1), Tooltip("Controls the transparency of the decal.")]
- public float fadeFactor = 1.0f;
- }
-
- public class AngleFadeProperty
- {
- [Tooltip("Use the min-max slider to control the fade out range of the decal based on the angle between the Decal backward direction and the vertex normal of the receiving surface."), MinMax(0.0f, 180.0f)]
- public Vector2 angleFade = new Vector2(0.0f, 180.0f);
- }
-
- public class NormalAlphaProperty
- {
- [Tooltip("Controls the blending factor of the normal map."), Range(0, 1)]
- public float normalAlpha = 1.0f;
- }
-
- public class AmbientOcclusionProperty
- {
- [Tooltip("Controls the scale factor for the particle’s ambient occlusion."), Range(0, 1)]
- public float ambientOcclusion = 1.0f;
- }
- protected override IEnumerable<VFXPropertyWithValue> inputProperties
- {
- get
- {
- var properties = Enumerable.Empty<VFXPropertyWithValue>();
-
- properties = properties.Concat(PropertiesFromType(nameof(FadeFactorProperty)));
- if(angleFade)
- properties = properties.Concat(PropertiesFromType(nameof(AngleFadeProperty)));
-
- foreach (var prop in base.inputProperties)
- {
- //Inserts slots in the correct order
- properties = properties.Append(prop);
- if(prop.property.name == "normalMap")
- properties = properties.Concat(PropertiesFromType(nameof(NormalAlphaProperty)));
-
- if(affectMAOS && useOcclusionMap && prop.property.name == "occlusionMap")
- properties = properties.Concat(PropertiesFromType(nameof(AmbientOcclusionProperty)));
-
- }
-
- return properties;
- }
- }
-
- protected override IEnumerable<VFXNamedExpression> CollectGPUExpressions(
- IEnumerable<VFXNamedExpression> slotExpressions)
- {
- foreach (var exp in base.CollectGPUExpressions(slotExpressions))
- {
- yield return exp;
- }
-
- if (GetOrRefreshShaderGraphObject() == null)
- {
- yield return slotExpressions.First(o => o.name == nameof(FadeFactorProperty.fadeFactor));
-
- if (angleFade)
- {
- var angleFadeExp = slotExpressions.First(o => o.name == nameof(AngleFadeProperty.angleFade));
- yield return new VFXNamedExpression(AngleFadeSimplification(angleFadeExp.exp),
- nameof(AngleFadeProperty.angleFade));
- }
-
- if (affectMAOS && useOcclusionMap)
- yield return slotExpressions.First(o => o.name == nameof(AmbientOcclusionProperty.ambientOcclusion));
-
- if (useNormalMap)
- yield return slotExpressions.First(o => o.name == nameof(NormalAlphaProperty.normalAlpha));
- yield return new VFXNamedExpression(VFXValue.Constant(decalLayer), "decalLayerMask");
- }
- }
-
- //URP uses the old angle fade simplification
- VFXExpression AngleFadeSimplification(VFXExpression angleFadeExp)
- {
- angleFadeExp = angleFadeExp / VFXValue.Constant(new Vector2(180.0f, 180.0f));
- var angleStart = new VFXExpressionExtractComponent(angleFadeExp, 0);
- var angleEnd = new VFXExpressionExtractComponent(angleFadeExp, 1);
- var range = new VFXExpressionMax(VFXValue.Constant(0.0001f), angleEnd - angleStart);
- var simplifiedAngleFade = new VFXExpressionCombine(
- VFXValue.Constant(1.0f) - (VFXValue.Constant(0.25f) - angleStart) / range,
- VFXValue.Constant(-0.25f) / range);
- return simplifiedAngleFade;
- }
-
-
- public override IEnumerable<string> additionalDefines
- {
- get
- {
- foreach (var def in base.additionalDefines)
- yield return def;
- if (GetOrRefreshShaderGraphObject() == null)
- {
- if (angleFade)
- yield return "DECAL_ANGLE_FADE";
- if (affectBaseColor)
- yield return "AFFECT_BASE_COLOR";
- if (affectMAOS)
- {
- yield return "AFFECT_METALLIC";
- yield return "AFFECT_SMOOTHNESS";
- if (MAOSOpacityChannel == BlendSource.BaseColorMapAlpha)
- yield return "VFX_MAOS_BLEND_BASE_COLOR_ALPHA";
- else
- yield return "VFX_MAOS_BLEND_METALLIC_BLUE";
- }
- if (affectMAOS && useOcclusionMap)
- yield return "AFFECT_AMBIENT_OCCLUSION";
-
- if (useEmissive /*TODO: add useEmissiveColor like in HDRP */ || useEmissiveMap)
- {
- yield return "AFFECT_EMISSIVE";
- }
-
- if (useNormalMap)
- {
- yield return "AFFECT_NORMAL";
- if (normalOpacityChannel == BlendSource.BaseColorMapAlpha)
- yield return "VFX_NORMAL_BLEND_BASE_COLOR_ALPHA";
- else
- yield return "VFX_NORMAL_BLEND_METALLIC_BLUE";
- }
- }
- }
- }
-
- protected override IEnumerable<string> filteredOutSettings
- {
- get
- {
- foreach (var setting in base.filteredOutSettings)
- yield return setting;
- yield return nameof(workflowMode);
- yield return nameof(zTestMode);
- yield return nameof(zWriteMode);
- yield return nameof(doubleSided);
- yield return nameof(castShadows);
- yield return nameof(blendMode);
- yield return nameof(shaderGraph);
- if (!affectBaseColor)
- yield return nameof(useBaseColorMap);
- if (!affectMAOS)
- yield return nameof(useMetallicMap);
- if (!useEmissive)
- yield return nameof(useEmissiveMap);
- if (!affectMAOS)
- {
- yield return nameof(useOcclusionMap);
- yield return nameof(MAOSOpacityChannel);
- }
-
- }
- }
-
- protected override IEnumerable<string> untransferableSettings
- {
- get
- {
- foreach (var setting in base.untransferableSettings)
- {
- yield return setting;
- }
- yield return nameof(blendMode);
- }
- }
-
-
- protected VFXShaderWriter GetDBufferMaskColor(int maskIndex)
- {
- var rs = new VFXShaderWriter();
- switch (maskIndex)
- {
- case 0:
- rs.Write(affectBaseColor ? "RBGA" : "0");
- break;
- case 1:
- rs.Write(useNormalMap ? "RGBA" : "0");
- break;
- case 2:
- rs.Write(affectMAOS ? "RGBA" : "0");
- break;
- }
-
- return rs;
- }
-
- protected VFXShaderWriter GetGBufferDecalMaskColor(int maskIndex)
- {
- var rs = new VFXShaderWriter();
- switch (maskIndex)
- {
- case 0:
- rs.Write(affectBaseColor ? "RBG" : "0");
- break;
- case 1:
- rs.Write("0");
- break;
- case 2:
- rs.Write(useNormalMap ? "RGB" : "0");
- break;
- case 3:
- {
- rs.Write("RGB");
- break;
- }
- }
-
- return rs;
- }
- public override IEnumerable<KeyValuePair<string, VFXShaderWriter>> additionalReplacements
- {
- get
- {
- foreach (var rep in base.additionalReplacements)
- yield return rep;
-
- for (int i = 0; i < 3; i++)
- {
- yield return new KeyValuePair<string, VFXShaderWriter>("${VFXDBufferColorMask" + i + "}",
- GetDBufferMaskColor(i));
- }
- for (int i = 0; i < 4; i++)
- {
- yield return new KeyValuePair<string, VFXShaderWriter>("${VFXGBufferDecalColorMask" + i + "}",
- GetGBufferDecalMaskColor(i));
- }
- }
- }
-
- public override void OnSettingModified(VFXSetting setting)
- {
- if (setting.name == nameof(affectMAOS))
- {
- if (!affectMAOS)
- {
- useOcclusionMap = false;
- useMetallicMap = false;
- }
- }
-
- if (setting.name == nameof(affectBaseColor))
- {
- if (!affectBaseColor)
- {
- useBaseColorMap = BaseColorMapMode.Alpha;
- }
- else
- {
- useBaseColorMap = BaseColorMapMode.ColorAndAlpha;
- }
- }
- }
- }
- }
-
-
-
-
- #endif
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