Files

195 lines
9.3 KiB
C#

using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.Rendering.Universal.ShaderGraph;
using UnityEditor.ShaderGraph.Internal;
using static UnityEditor.PlayerSettings;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Mesh Deformation", "Sprite Skinning")]
class SpriteSkinningNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireVertexSkinning, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent
{
public const int kPositionSlotId = 0;
public const int kNormalSlotId = 1;
public const int kTangentSlotId = 2;
public const int kPositionOutputSlotId = 3;
public const int kNormalOutputSlotId = 4;
public const int kTangentOutputSlotId = 5;
public const string kSlotPositionName = "Vertex Position";
public const string kSlotNormalName = "Vertex Normal";
public const string kSlotTangentName = "Vertex Tangent";
public const string kOutputSlotPositionName = "Skinned Position";
public const string kOutputSlotNormalName = "Skinned Normal";
public const string kOutputSlotTangentName = "Skinned Tangent";
public SpriteSkinningNode()
{
name = "Sprite Skinning";
synonyms = new string[] { "skinning", "animation", "sprite", "2d" };
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new PositionMaterialSlot(kPositionSlotId, kSlotPositionName, kSlotPositionName, CoordinateSpace.Object, ShaderStageCapability.Vertex));
AddSlot(new NormalMaterialSlot(kNormalSlotId, kSlotNormalName, kSlotNormalName, CoordinateSpace.Object, ShaderStageCapability.Vertex));
AddSlot(new TangentMaterialSlot(kTangentSlotId, kSlotTangentName, kSlotTangentName, CoordinateSpace.Object, ShaderStageCapability.Vertex));
AddSlot(new Vector3MaterialSlot(kPositionOutputSlotId, kOutputSlotPositionName, kOutputSlotPositionName, SlotType.Output, Vector3.zero, ShaderStageCapability.Vertex));
AddSlot(new Vector3MaterialSlot(kNormalOutputSlotId, kOutputSlotNormalName, kOutputSlotNormalName, SlotType.Output, Vector3.zero, ShaderStageCapability.Vertex));
AddSlot(new Vector3MaterialSlot(kTangentOutputSlotId, kOutputSlotTangentName, kOutputSlotTangentName, SlotType.Output, Vector3.zero, ShaderStageCapability.Vertex));
RemoveSlotsNameNotMatching(new[] { kPositionSlotId, kNormalSlotId, kTangentSlotId, kPositionOutputSlotId, kNormalOutputSlotId, kTangentOutputSlotId });
}
bool IsSpriteSubTarget()
{
bool spriteSubTarget = true;
foreach (var target in owner.activeTargets)
{
if (target is UniversalTarget)
{
var universalTarget = (UniversalTarget)target;
spriteSubTarget = (universalTarget.activeSubTarget is UniversalSpriteLitSubTarget) || (universalTarget.activeSubTarget is UniversalSpriteUnlitSubTarget) || (universalTarget.activeSubTarget is UniversalSpriteCustomLitSubTarget);
if (!spriteSubTarget)
break;
}
}
return spriteSubTarget;
}
protected override void CalculateNodeHasError()
{
hasError = false;
#if !(USING_2DANIMATION)
hasError = true;
#endif
if (hasError)
{
owner.AddSetupError(objectId, "Could not find a supported version (10.0.0 or newer) of the com.unity.2d.animation package installed in the project.");
}
else
{
hasError = !IsSpriteSubTarget();
if (hasError)
{
owner.AddSetupError(objectId, "Only Sprite SubTargets are supported by SpriteSkinningNode used in this ShaderGraph.");
}
}
}
public bool RequiresVertexSkinning(ShaderStageCapability stageCapability = ShaderStageCapability.All)
{
return true;
}
public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability = ShaderStageCapability.All)
{
if (stageCapability == ShaderStageCapability.Vertex || stageCapability == ShaderStageCapability.All)
return NeededCoordinateSpace.Object;
else
return NeededCoordinateSpace.None;
}
public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability = ShaderStageCapability.All)
{
if (stageCapability == ShaderStageCapability.Vertex || stageCapability == ShaderStageCapability.All)
return NeededCoordinateSpace.Object;
else
return NeededCoordinateSpace.None;
}
public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability = ShaderStageCapability.All)
{
if (stageCapability == ShaderStageCapability.Vertex || stageCapability == ShaderStageCapability.All)
return NeededCoordinateSpace.Object;
else
return NeededCoordinateSpace.None;
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
base.CollectShaderProperties(properties, generationMode);
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
if (generationMode.IsPreview() || !IsSpriteSubTarget())
{
sb.AppendLine("$precision3 {0} = 0;", GetVariableNameForSlot(kPositionOutputSlotId));
sb.AppendLine("$precision3 {0} = 0;", GetVariableNameForSlot(kNormalOutputSlotId));
sb.AppendLine("$precision3 {0} = 0;", GetVariableNameForSlot(kTangentOutputSlotId));
}
else
{
sb.AppendLine("$precision3 {0} = {1};", GetVariableNameForSlot(kPositionOutputSlotId), GetSlotValue(kPositionSlotId, generationMode));
sb.AppendLine("$precision3 {0} = {1};", GetVariableNameForSlot(kNormalOutputSlotId), GetSlotValue(kNormalSlotId, generationMode));
sb.AppendLine("$precision3 {0} = {1};", GetVariableNameForSlot(kTangentOutputSlotId), GetSlotValue(kTangentSlotId, generationMode));
sb.AppendLine($"{GetFunctionName()}(" +
$"IN.BoneIndices, " +
$"IN.BoneWeights, " +
$"{GetSlotValue(kPositionSlotId, generationMode)}, " +
$"{GetSlotValue(kNormalSlotId, generationMode)}, " +
$"{GetSlotValue(kTangentSlotId, generationMode)}, " +
$"{GetVariableNameForSlot(kPositionOutputSlotId)}, " +
$"{GetVariableNameForSlot(kNormalOutputSlotId)}, " +
$"{GetVariableNameForSlot(kTangentOutputSlotId)}, unity_SpriteProps.z);");
}
}
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
registry.ProvideFunction(GetFunctionName(), sb =>
{
sb.AppendLine($"void {GetFunctionName()}(" +
"uint4 indices, " +
"$precision4 weights, " +
"$precision3 positionIn, " +
"$precision3 normalIn, " +
"$precision3 tangentIn, " +
"out $precision3 positionOut, " +
"out $precision3 normalOut, " +
"out $precision3 tangentOut, in float offset)");
sb.AppendLine("{");
using (sb.IndentScope())
{
if (generationMode.IsPreview() || !IsSpriteSubTarget())
{
sb.AppendLine("positionOut = positionIn;");
sb.AppendLine("normalOut = normalIn;");
sb.AppendLine("tangentOut = tangentIn;");
}
else
{
sb.AppendLine("#ifdef SKINNED_SPRITE");
sb.AppendLine("{");
using (sb.IndentScope())
{
sb.AppendLine("positionOut = UnitySkinSprite(positionIn, indices, weights, offset, 1.0f );");
sb.AppendLine("normalOut = UnitySkinSprite(normalIn, indices, weights, offset, 0 );");
sb.AppendLine("tangentOut = UnitySkinSprite(tangentIn, indices, weights, offset, 0 );");
}
sb.AppendLine("}");
sb.AppendLine("#else");
sb.AppendLine("{");
using (sb.IndentScope())
{
sb.AppendLine("positionOut = positionIn;");
sb.AppendLine("normalOut = normalIn;");
sb.AppendLine("tangentOut = tangentIn;");
}
sb.AppendLine("}");
sb.AppendLine("#endif");
}
}
sb.AppendLine("}");
});
}
string GetFunctionName()
{
return "UnitySkinSprite_$precision";
}
}
}