initial commit

This commit is contained in:
Jo 2025-01-07 02:06:59 +01:00
parent 6715289efe
commit 788c3389af
37645 changed files with 2526849 additions and 80 deletions

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using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Adjustment", "Channel Mixer")]
class ChannelMixerNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
{
public ChannelMixerNode()
{
name = "Channel Mixer";
UpdateNodeAfterDeserialization();
}
const int InputSlotId = 0;
const int OutputSlotId = 1;
const string kInputSlotName = "In";
const string kOutputSlotName = "Out";
public override bool hasPreview
{
get { return true; }
}
string GetFunctionName()
{
return "Unity_ChannelMixer_$precision";
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector3MaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector3.zero));
AddSlot(new Vector3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector3.zero));
RemoveSlotsNameNotMatching(new[] { InputSlotId, OutputSlotId });
}
[SerializeField]
ChannelMixer m_ChannelMixer = new ChannelMixer(new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1));
[Serializable]
public struct ChannelMixer
{
public Vector3 outRed;
public Vector3 outGreen;
public Vector3 outBlue;
public ChannelMixer(Vector3 red, Vector3 green, Vector3 blue)
{
outRed = red;
outGreen = green;
outBlue = blue;
}
}
[ChannelMixerControl("")]
public ChannelMixer channelMixer
{
get { return m_ChannelMixer; }
set
{
if ((value.outRed == m_ChannelMixer.outRed) && (value.outGreen == m_ChannelMixer.outGreen) && (value.outBlue == m_ChannelMixer.outBlue))
return;
m_ChannelMixer = value;
Dirty(ModificationScope.Node);
}
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var inputValue = GetSlotValue(InputSlotId, generationMode);
var outputValue = GetSlotValue(OutputSlotId, generationMode);
sb.AppendLine("{0} {1};", FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId));
if (!generationMode.IsPreview())
{
sb.AppendLine("$precision3 _{0}_Red = $precision3 ({1}, {2}, {3});", GetVariableNameForNode(), channelMixer.outRed[0], channelMixer.outRed[1], channelMixer.outRed[2]);
sb.AppendLine("$precision3 _{0}_Green = $precision3 ({1}, {2}, {3});", GetVariableNameForNode(), channelMixer.outGreen[0], channelMixer.outGreen[1], channelMixer.outGreen[2]);
sb.AppendLine("$precision3 _{0}_Blue = $precision3 ({1}, {2}, {3});", GetVariableNameForNode(), channelMixer.outBlue[0], channelMixer.outBlue[1], channelMixer.outBlue[2]);
}
sb.AppendLine("{0}({1}, _{2}_Red, _{2}_Green, _{2}_Blue, {3});", GetFunctionName(), inputValue, GetVariableNameForNode(), outputValue);
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
base.CollectPreviewMaterialProperties(properties);
properties.Add(new PreviewProperty(PropertyType.Vector3)
{
name = string.Format("_{0}_Red", GetVariableNameForNode()),
vector4Value = channelMixer.outRed
});
properties.Add(new PreviewProperty(PropertyType.Vector3)
{
name = string.Format("_{0}_Green", GetVariableNameForNode()),
vector4Value = channelMixer.outGreen
});
properties.Add(new PreviewProperty(PropertyType.Vector3)
{
name = string.Format("_{0}_Blue", GetVariableNameForNode()),
vector4Value = channelMixer.outBlue
});
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
base.CollectShaderProperties(properties, generationMode);
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_Red", GetVariableNameForNode()),
generatePropertyBlock = false
});
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_Green", GetVariableNameForNode()),
generatePropertyBlock = false
});
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_Blue", GetVariableNameForNode()),
generatePropertyBlock = false
});
}
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
registry.ProvideFunction(GetFunctionName(), s =>
{
s.AppendLine("void {0} ({1} In, $precision3 Red, $precision3 Green, $precision3 Blue, out {2} Out)",
GetFunctionName(),
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(),
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString());
using (s.BlockScope())
{
s.AppendLine("Out = {0}(dot(In, Red), dot(In, Green), dot(In, Blue));",
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString());
}
});
}
}
}

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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Adjustment", "Contrast")]
class ContrastNode : CodeFunctionNode
{
public ContrastNode()
{
name = "Contrast";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Contrast", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Contrast(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None, 1, 1, 1, 1)] Vector1 Contrast,
[Slot(2, Binding.None)] out Vector3 Out)
{
Out = Vector2.zero;
return
@"
{
$precision midpoint = pow(0.5, 2.2);
Out = (In - midpoint) * Contrast + midpoint;
}";
}
}
}

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using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{
enum HueMode
{
Degrees,
Normalized
};
[Title("Artistic", "Adjustment", "Hue")]
class HueNode : CodeFunctionNode
{
public HueNode()
{
name = "Hue";
}
[SerializeField]
private HueMode m_HueMode = HueMode.Degrees;
[EnumControl("Range")]
public HueMode hueMode
{
get { return m_HueMode; }
set
{
if (m_HueMode == value)
return;
m_HueMode = value;
Dirty(ModificationScope.Graph);
}
}
protected override MethodInfo GetFunctionToConvert()
{
switch (m_HueMode)
{
case HueMode.Normalized:
return GetType().GetMethod("Unity_Hue_Normalized", BindingFlags.Static | BindingFlags.NonPublic);
default:
return GetType().GetMethod("Unity_Hue_Degrees", BindingFlags.Static | BindingFlags.NonPublic);
}
}
static string Unity_Hue_Degrees(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] Vector1 Offset,
[Slot(2, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
// RGB to HSV
$precision4 K = $precision4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
$precision4 P = lerp($precision4(In.bg, K.wz), $precision4(In.gb, K.xy), step(In.b, In.g));
$precision4 Q = lerp($precision4(P.xyw, In.r), $precision4(In.r, P.yzx), step(P.x, In.r));
$precision D = Q.x - min(Q.w, Q.y);
$precision E = 1e-10;
$precision V = (D == 0) ? Q.x : (Q.x + E);
$precision3 hsv = $precision3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), V);
$precision hue = hsv.x + Offset / 360;
hsv.x = (hue < 0)
? hue + 1
: (hue > 1)
? hue - 1
: hue;
// HSV to RGB
$precision4 K2 = $precision4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
$precision3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
}";
}
static string Unity_Hue_Normalized(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector1 Offset,
[Slot(2, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
// RGB to HSV
$precision4 K = $precision4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
$precision4 P = lerp($precision4(In.bg, K.wz), $precision4(In.gb, K.xy), step(In.b, In.g));
$precision4 Q = lerp($precision4(P.xyw, In.r), $precision4(In.r, P.yzx), step(P.x, In.r));
$precision D = Q.x - min(Q.w, Q.y);
$precision E = 1e-10;
$precision V = (D == 0) ? Q.x : (Q.x + E);
$precision3 hsv = $precision3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), V);
$precision hue = hsv.x + Offset;
hsv.x = (hue < 0)
? hue + 1
: (hue > 1)
? hue - 1
: hue;
// HSV to RGB
$precision4 K2 = $precision4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
$precision3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
}";
}
}
}

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using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Adjustment", "Invert Colors")]
class InvertColorsNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
{
public InvertColorsNode()
{
name = "Invert Colors";
UpdateNodeAfterDeserialization();
}
const int InputSlotId = 0;
const int OutputSlotId = 1;
const string kInputSlotName = "In";
const string kOutputSlotName = "Out";
public override bool hasPreview
{
get { return true; }
}
string GetFunctionName()
{
return $"Unity_InvertColors_{FindSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString()}";
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new DynamicVectorMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector4.zero));
AddSlot(new DynamicVectorMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { InputSlotId, OutputSlotId });
}
int channelCount { get { return SlotValueHelper.GetChannelCount(FindSlot<MaterialSlot>(InputSlotId).concreteValueType); } }
[SerializeField]
private bool m_RedChannel;
[ToggleControl("Red")]
public ToggleData redChannel
{
get { return new ToggleData(m_RedChannel, channelCount > 0); }
set
{
if (m_RedChannel == value.isOn)
return;
m_RedChannel = value.isOn;
Dirty(ModificationScope.Node);
}
}
[SerializeField]
private bool m_GreenChannel;
[ToggleControl("Green")]
public ToggleData greenChannel
{
get { return new ToggleData(m_GreenChannel, channelCount > 1); }
set
{
if (m_GreenChannel == value.isOn)
return;
m_GreenChannel = value.isOn;
Dirty(ModificationScope.Node);
}
}
[SerializeField]
private bool m_BlueChannel;
[ToggleControl("Blue")]
public ToggleData blueChannel
{
get { return new ToggleData(m_BlueChannel, channelCount > 2); }
set
{
if (m_BlueChannel == value.isOn)
return;
m_BlueChannel = value.isOn;
Dirty(ModificationScope.Node);
}
}
private bool m_AlphaChannel;
[ToggleControl("Alpha")]
public ToggleData alphaChannel
{
get { return new ToggleData(m_AlphaChannel, channelCount > 3); }
set
{
if (m_AlphaChannel == value.isOn)
return;
m_AlphaChannel = value.isOn;
Dirty(ModificationScope.Node);
}
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var inputValue = GetSlotValue(InputSlotId, generationMode);
var outputValue = GetSlotValue(OutputSlotId, generationMode);
sb.AppendLine("{0} {1};", FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId));
if (!generationMode.IsPreview())
{
sb.TryAppendIndentation();
sb.Append("{0} _{1}_InvertColors = {0} ({2}",
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString(),
GetVariableNameForNode(),
Convert.ToInt32(m_RedChannel));
if (channelCount > 1)
sb.Append(", {0}", Convert.ToInt32(m_GreenChannel));
if (channelCount > 2)
sb.Append(", {0}", Convert.ToInt32(m_BlueChannel));
if (channelCount > 3)
sb.Append(", {0}", Convert.ToInt32(m_AlphaChannel));
sb.Append(");");
sb.AppendNewLine();
}
sb.AppendLine("{0}({1}, _{2}_InvertColors, {3});", GetFunctionName(), inputValue, GetVariableNameForNode(), outputValue);
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
base.CollectPreviewMaterialProperties(properties);
properties.Add(new PreviewProperty(PropertyType.Vector4)
{
name = string.Format("_{0}_InvertColors", GetVariableNameForNode()),
vector4Value = new Vector4(Convert.ToInt32(m_RedChannel), Convert.ToInt32(m_GreenChannel), Convert.ToInt32(m_BlueChannel), Convert.ToInt32(m_AlphaChannel)),
});
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
base.CollectShaderProperties(properties, generationMode);
properties.AddShaderProperty(new Vector4ShaderProperty
{
overrideReferenceName = string.Format("_{0}_InvertColors", GetVariableNameForNode()),
generatePropertyBlock = false
});
}
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
registry.ProvideFunction(GetFunctionName(), s =>
{
s.AppendLine("void {0}({1} In, {2} InvertColors, out {3} Out)",
GetFunctionName(),
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(),
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(),
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString());
using (s.BlockScope())
{
s.AppendLine("Out = abs(InvertColors - In);");
}
});
}
}
}

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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Adjustment", "Replace Color")]
class ReplaceColorNode : CodeFunctionNode
{
public ReplaceColorNode()
{
name = "Replace Color";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_ReplaceColor", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_ReplaceColor(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] ColorRGB From,
[Slot(2, Binding.None)] ColorRGB To,
[Slot(3, Binding.None)] Vector1 Range,
[Slot(5, Binding.None)] Vector1 Fuzziness,
[Slot(4, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
$precision Distance = distance(From, In);
Out = lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 1e-5f)));
}";
}
}
}

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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Adjustment", "Saturation")]
class SaturationNode : CodeFunctionNode
{
public SaturationNode()
{
name = "Saturation";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Saturation", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Saturation(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None, 1, 1, 1, 1)] Vector1 Saturation,
[Slot(2, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return @"
{
$precision luma = dot(In, $precision3(0.2126729, 0.7151522, 0.0721750));
Out = luma.xxx + Saturation.xxx * (In - luma.xxx);
}
";
}
}
}

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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Adjustment", "White Balance")]
class WhiteBalanceNode : CodeFunctionNode
{
public WhiteBalanceNode()
{
name = "White Balance";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_WhiteBalance", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_WhiteBalance(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] Vector1 Temperature,
[Slot(2, Binding.None)] Vector1 Tint,
[Slot(3, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return @"
{
// Range ~[-1.67;1.67] works best
$precision t1 = Temperature * 10 / 6;
$precision t2 = Tint * 10 / 6;
// Get the CIE xy chromaticity of the reference white point.
// Note: 0.31271 = x value on the D65 white point
$precision x = 0.31271 - t1 * (t1 < 0 ? 0.1 : 0.05);
$precision standardIlluminantY = 2.87 * x - 3 * x * x - 0.27509507;
$precision y = standardIlluminantY + t2 * 0.05;
// Calculate the coefficients in the LMS space.
$precision3 w1 = $precision3(0.949237, 1.03542, 1.08728); // D65 white point
// CIExyToLMS
$precision Y = 1;
$precision X = Y * x / y;
$precision Z = Y * (1 - x - y) / y;
$precision L = 0.7328 * X + 0.4296 * Y - 0.1624 * Z;
$precision M = -0.7036 * X + 1.6975 * Y + 0.0061 * Z;
$precision S = 0.0030 * X + 0.0136 * Y + 0.9834 * Z;
$precision3 w2 = $precision3(L, M, S);
$precision3 balance = $precision3(w1.x / w2.x, w1.y / w2.y, w1.z / w2.z);
$precision3x3 LIN_2_LMS_MAT = {
3.90405e-1, 5.49941e-1, 8.92632e-3,
7.08416e-2, 9.63172e-1, 1.35775e-3,
2.31082e-2, 1.28021e-1, 9.36245e-1
};
$precision3x3 LMS_2_LIN_MAT = {
2.85847e+0, -1.62879e+0, -2.48910e-2,
-2.10182e-1, 1.15820e+0, 3.24281e-4,
-4.18120e-2, -1.18169e-1, 1.06867e+0
};
$precision3 lms = mul(LIN_2_LMS_MAT, In);
lms *= balance;
Out = mul(LMS_2_LIN_MAT, lms);
}
";
}
}
}

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namespace UnityEditor.ShaderGraph
{
enum BlendMode
{
Burn,
Darken,
Difference,
Dodge,
Divide,
Exclusion,
HardLight,
HardMix,
Lighten,
LinearBurn,
LinearDodge,
LinearLight,
LinearLightAddSub,
Multiply,
Negation,
Overlay,
PinLight,
Screen,
SoftLight,
Subtract,
VividLight,
Overwrite
}
}

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using System.Reflection;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Blend", "Blend")]
class BlendNode : CodeFunctionNode
{
public BlendNode()
{
name = "Blend";
synonyms = new string[] { "burn", "darken", "difference", "dodge", "divide", "exclusion", "hard light", "hard mix", "linear burn", "linear dodge", "linear light", "multiply", "negate", "overlay", "pin light", "screen", "soft light", "subtract", "vivid light", "overwrite" };
}
string GetCurrentBlendName()
{
return System.Enum.GetName(typeof(BlendMode), m_BlendMode);
}
[SerializeField]
BlendMode m_BlendMode = BlendMode.Overlay;
[EnumControl("Mode")]
public BlendMode blendMode
{
get { return m_BlendMode; }
set
{
if (m_BlendMode == value)
return;
m_BlendMode = value;
Dirty(ModificationScope.Graph);
}
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod(string.Format("Unity_Blend_{0}", GetCurrentBlendName()),
BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Blend_Burn(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = 1.0 - (1.0 - Blend)/(Base + 0.000000000001);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Darken(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = min(Blend, Base);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Difference(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = abs(Blend - Base);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Dodge(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Base / (1.0 - clamp(Blend, 0.000001, 0.999999));
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Divide(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Base / (Blend + 0.000000000001);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Exclusion(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Blend + Base - (2.0 * Blend * Base);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_HardLight(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
$precision{slot2dimension} result1 = 1.0 - 2.0 * (1.0 - Base) * (1.0 - Blend);
$precision{slot2dimension} result2 = 2.0 * Base * Blend;
$precision{slot2dimension} zeroOrOne = step(Blend, 0.5);
Out = result2 * zeroOrOne + (1 - zeroOrOne) * result1;
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_HardMix(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = step(1 - Base, Blend);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Lighten(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = max(Blend, Base);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_LinearBurn(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Base + Blend - 1.0;
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_LinearDodge(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Base + Blend;
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_LinearLight(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Blend < 0.5 ? max(Base + (2 * Blend) - 1, 0) : min(Base + 2 * (Blend - 0.5), 1);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_LinearLightAddSub(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Blend + 2.0 * Base - 1.0;
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Multiply(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Base * Blend;
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Negation(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = 1.0 - abs(1.0 - Blend - Base);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Screen(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = 1.0 - (1.0 - Blend) * (1.0 - Base);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Overlay(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
$precision{slot2dimension} result1 = 1.0 - 2.0 * (1.0 - Base) * (1.0 - Blend);
$precision{slot2dimension} result2 = 2.0 * Base * Blend;
$precision{slot2dimension} zeroOrOne = step(Base, 0.5);
Out = result2 * zeroOrOne + (1 - zeroOrOne) * result1;
Out = lerp(Base, Out, Opacity);
}
";
}
static string Unity_Blend_PinLight(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
$precision{slot2dimension} check = step (0.5, Blend);
$precision{slot2dimension} result1 = check * max(2.0 * (Base - 0.5), Blend);
Out = result1 + (1.0 - check) * min(2.0 * Base, Blend);
Out = lerp(Base, Out, Opacity);
}
";
}
static string Unity_Blend_SoftLight(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
$precision{slot2dimension} result1 = 2.0 * Base * Blend + Base * Base * (1.0 - 2.0 * Blend);
$precision{slot2dimension} result2 = sqrt(Base) * (2.0 * Blend - 1.0) + 2.0 * Base * (1.0 - Blend);
$precision{slot2dimension} zeroOrOne = step(0.5, Blend);
Out = result2 * zeroOrOne + (1 - zeroOrOne) * result1;
Out = lerp(Base, Out, Opacity);
}
";
}
static string Unity_Blend_VividLight(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Base = clamp(Base, 0.000001, 0.999999);
$precision{slot2dimension} result1 = 1.0 - (1.0 - Blend) / (2.0 * Base);
$precision{slot2dimension} result2 = Blend / (2.0 * (1.0 - Base));
$precision{slot2dimension} zeroOrOne = step(0.5, Base);
Out = result2 * zeroOrOne + (1 - zeroOrOne) * result1;
Out = lerp(Base, Out, Opacity);
}
";
}
static string Unity_Blend_Subtract(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Base - Blend;
Out = lerp(Base, Out, Opacity);
}
";
}
static string Unity_Blend_Overwrite(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = lerp(Base, Blend, Opacity);
}";
}
}
}

View file

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 1aa4fa75c826d8d409b5033a6ef686eb
timeCreated: 1495456651
licenseType: Pro
MonoImporter:
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defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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folderAsset: yes
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@ -0,0 +1,42 @@
using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Filter", "Dither")]
class DitherNode : CodeFunctionNode
{
public DitherNode()
{
name = "Dither";
synonyms = new string[] { "blue noise", "half tone" };
UpdateNodeAfterDeserialization();
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Dither", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Dither(
[Slot(0, Binding.None)] DynamicDimensionVector In,
[Slot(1, Binding.ScreenPosition)] Vector2 ScreenPosition,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
$precision2 uv = ScreenPosition.xy * _ScreenParams.xy;
$precision DITHER_THRESHOLDS[16] =
{
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
};
uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4;
Out = In - DITHER_THRESHOLDS[index];
}";
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 40b83fe632985494f96d2211c1963835
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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fileFormatVersion: 2
guid: cdb8c403de0823942a95a464c32ad0f0
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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View file

@ -0,0 +1,153 @@
using System;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{
enum TextureChannel
{
Red,
Green,
Blue,
Alpha
}
[Title("Artistic", "Mask", "Channel Mask")]
class ChannelMaskNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
{
public ChannelMaskNode()
{
name = "Channel Mask";
synonyms = new string[] { "component mask" };
UpdateNodeAfterDeserialization();
}
const int InputSlotId = 0;
const int OutputSlotId = 1;
const string kInputSlotName = "In";
const string kOutputSlotName = "Out";
public override bool hasPreview
{
get { return true; }
}
string GetFunctionName()
{
string channelSum = "None";
if (channelMask != 0)
{
bool red = (channelMask & 1) != 0;
bool green = (channelMask & 2) != 0;
bool blue = (channelMask & 4) != 0;
bool alpha = (channelMask & 8) != 0;
channelSum = string.Format("{0}{1}{2}{3}", red ? "Red" : "", green ? "Green" : "", blue ? "Blue" : "", alpha ? "Alpha" : "");
}
// NOTE: it's important we use the $precision generic form of the slot type in the name here
return $"Unity_ChannelMask_{channelSum}_{FindInputSlot<DynamicVectorMaterialSlot>(InputSlotId).concreteValueType.ToShaderString()}";
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new DynamicVectorMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector3.zero));
AddSlot(new DynamicVectorMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector3.zero));
RemoveSlotsNameNotMatching(new[] { InputSlotId, OutputSlotId });
}
public TextureChannel channel;
[SerializeField]
private int m_ChannelMask = -1;
[ChannelEnumMaskControl("Channels")]
public int channelMask
{
get { return m_ChannelMask; }
set
{
if (m_ChannelMask == value)
return;
m_ChannelMask = value;
Dirty(ModificationScope.Graph);
}
}
void ValidateChannelCount()
{
int channelCount = SlotValueHelper.GetChannelCount(FindSlot<MaterialSlot>(InputSlotId).concreteValueType);
if (channelMask >= 1 << channelCount)
channelMask = -1;
}
string GetFunctionPrototype(string argIn, string argOut)
{
return string.Format("void {0} ({1} {2}, out {3} {4})"
, GetFunctionName()
, FindInputSlot<DynamicVectorMaterialSlot>(InputSlotId).concreteValueType.ToShaderString()
, argIn
, FindOutputSlot<DynamicVectorMaterialSlot>(OutputSlotId).concreteValueType.ToShaderString()
, argOut);
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
ValidateChannelCount();
string inputValue = GetSlotValue(InputSlotId, generationMode);
string outputValue = GetSlotValue(OutputSlotId, generationMode);
sb.AppendLine(string.Format("{0} {1};", FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId)));
sb.AppendLine(GetFunctionCallBody(inputValue, outputValue));
}
string GetFunctionCallBody(string inputValue, string outputValue)
{
return GetFunctionName() + " (" + inputValue + ", " + outputValue + ");";
}
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
ValidateChannelCount();
registry.ProvideFunction(GetFunctionName(), s =>
{
int channelCount = SlotValueHelper.GetChannelCount(FindSlot<MaterialSlot>(InputSlotId).concreteValueType);
s.AppendLine(GetFunctionPrototype("In", "Out"));
using (s.BlockScope())
{
if (channelMask == 0)
s.AppendLine("Out = 0;");
else if (channelMask == -1)
s.AppendLine("Out = In;");
else
{
bool red = (channelMask & 1) != 0;
bool green = (channelMask & 2) != 0;
bool blue = (channelMask & 4) != 0;
bool alpha = (channelMask & 8) != 0;
switch (channelCount)
{
case 1:
s.AppendLine("Out = In.r;");
break;
case 2:
s.AppendLine(string.Format("Out = $precision2({0}, {1});",
red ? "In.r" : "0", green ? "In.g" : "0"));
break;
case 3:
s.AppendLine(string.Format("Out = $precision3({0}, {1}, {2});",
red ? "In.r" : "0", green ? "In.g" : "0", blue ? "In.b" : "0"));
break;
case 4:
s.AppendLine(string.Format("Out = $precision4({0}, {1}, {2}, {3});",
red ? "In.r" : "0", green ? "In.g" : "0", blue ? "In.b" : "0", alpha ? "In.a" : "0"));
break;
default:
throw new ArgumentOutOfRangeException();
}
}
}
});
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e3fd76d77a796b641ba3e9149086efc2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,34 @@
using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Mask", "Color Mask")]
class ColorMaskNode : CodeFunctionNode
{
public ColorMaskNode()
{
name = "Color Mask";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_ColorMask", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_ColorMask(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] ColorRGB MaskColor,
[Slot(2, Binding.None)] Vector1 Range,
[Slot(4, Binding.None)] Vector1 Fuzziness,
[Slot(3, Binding.None)] out Vector1 Out)
{
return
@"
{
$precision Distance = distance(MaskColor, In);
Out = saturate(1 - (Distance - Range) / max(Fuzziness, 1e-5));
}";
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 19255c24842f72c4c94c21b682a3e170
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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fileFormatVersion: 2
guid: b7f9e0995756c4a4896912f8873eb63c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,81 @@
using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{
enum NormalBlendMode
{
Default,
Reoriented
}
[FormerName("UnityEditor.ShaderGraph.BlendNormalRNM")]
[Title("Artistic", "Normal", "Normal Blend")]
class NormalBlendNode : CodeFunctionNode
{
public NormalBlendNode()
{
name = "Normal Blend";
}
[SerializeField]
private NormalBlendMode m_BlendMode = NormalBlendMode.Default;
[EnumControl("Mode")]
public NormalBlendMode blendMode
{
get { return m_BlendMode; }
set
{
if (m_BlendMode == value)
return;
m_BlendMode = value;
Dirty(ModificationScope.Graph);
}
}
protected override MethodInfo GetFunctionToConvert()
{
switch (m_BlendMode)
{
case NormalBlendMode.Reoriented:
return GetType().GetMethod("Unity_NormalBlend_Reoriented", BindingFlags.Static | BindingFlags.NonPublic);
default:
return GetType().GetMethod("Unity_NormalBlend", BindingFlags.Static | BindingFlags.NonPublic);
}
}
static string Unity_NormalBlend(
[Slot(0, Binding.None, 0, 0, 1, 0)] Vector3 A,
[Slot(1, Binding.None, 0, 0, 1, 0)] Vector3 B,
[Slot(2, Binding.None)] out Vector3 Out)
{
Out = Vector3.one;
return @"
{
Out = SafeNormalize($precision3(A.rg + B.rg, A.b * B.b));
}
";
}
static string Unity_NormalBlend_Reoriented(
[Slot(0, Binding.None, 0, 0, 1, 0)] Vector3 A,
[Slot(1, Binding.None, 0, 0, 1, 0)] Vector3 B,
[Slot(2, Binding.None)] out Vector3 Out)
{
Out = Vector3.one;
return
@"
{
$precision3 t = A.xyz + $precision3(0.0, 0.0, 1.0);
$precision3 u = B.xyz * $precision3(-1.0, -1.0, 1.0);
Out = (t / t.z) * dot(t, u) - u;
}
";
}
}
}

View file

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: e8d13e9dbb613e04f835b281d7ee9ef1
timeCreated: 1490780593
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,131 @@
using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
enum OutputSpace
{
Tangent,
World
};
[Title("Artistic", "Normal", "Normal From Height")]
class NormalFromHeightNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireTangent, IMayRequireBitangent, IMayRequireNormal, IMayRequirePosition
{
public NormalFromHeightNode()
{
name = "Normal From Height";
synonyms = new string[] { "convert to normal", "bump map" };
UpdateNodeAfterDeserialization();
}
[SerializeField]
private OutputSpace m_OutputSpace = OutputSpace.Tangent;
[EnumControl("Output Space")]
public OutputSpace outputSpace
{
get { return m_OutputSpace; }
set
{
if (m_OutputSpace == value)
return;
m_OutputSpace = value;
Dirty(ModificationScope.Graph);
}
}
const int InputSlotId = 0;
const int StrengthSlotId = 2;
const int OutputSlotId = 1;
const string kInputSlotName = "In";
const string kStrengthSlotName = "Strength";
const string kOutputSlotName = "Out";
public override bool hasPreview
{
get { return true; }
}
string GetFunctionName()
{
return $"Unity_NormalFromHeight_{outputSpace.ToString()}_$precision";
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector1MaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, 0));
AddSlot(new Vector1MaterialSlot(StrengthSlotId, kStrengthSlotName, kStrengthSlotName, SlotType.Input, 0.01f));
AddSlot(new Vector3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero, ShaderStageCapability.Fragment));
RemoveSlotsNameNotMatching(new[] { InputSlotId, StrengthSlotId, OutputSlotId });
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var inputValue = GetSlotValue(InputSlotId, generationMode);
var strengthValue = GetSlotValue(StrengthSlotId, generationMode);
var outputValue = GetSlotValue(OutputSlotId, generationMode);
sb.AppendLine("{0} {1};", FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId));
sb.AppendLine("$precision3x3 _{0}_TangentMatrix = $precision3x3(IN.{1}SpaceTangent, IN.{1}SpaceBiTangent, IN.{1}SpaceNormal);", GetVariableNameForNode(), NeededCoordinateSpace.World.ToString());
sb.AppendLine("$precision3 _{0}_Position = IN.{1}SpacePosition;", GetVariableNameForNode(), NeededCoordinateSpace.World.ToString());
sb.AppendLine("{0}({1},{2},_{3}_Position,_{3}_TangentMatrix, {4});", GetFunctionName(), inputValue, strengthValue, GetVariableNameForNode(), outputValue);
}
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
registry.ProvideFunction(GetFunctionName(), s =>
{
s.AppendLine("void {0}({1} In, {2} Strength, $precision3 Position, $precision3x3 TangentMatrix, out {3} Out)",
GetFunctionName(),
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(),
FindInputSlot<MaterialSlot>(StrengthSlotId).concreteValueType.ToShaderString(),
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString());
using (s.BlockScope())
{
s.AppendLine(GetRayTracingError());
s.AppendLine("$precision3 worldDerivativeX = ddx(Position);");
s.AppendLine("$precision3 worldDerivativeY = ddy(Position);");
s.AppendNewLine();
s.AppendLine("$precision3 crossX = cross(TangentMatrix[2].xyz, worldDerivativeX);");
s.AppendLine("$precision3 crossY = cross(worldDerivativeY, TangentMatrix[2].xyz);");
s.AppendLine("$precision d = dot(worldDerivativeX, crossY);");
s.AppendLine("$precision sgn = d < 0.0 ? (-1.0f) : 1.0f;");
s.AppendLine("$precision surface = sgn / max(0.000000000000001192093f, abs(d));");
s.AppendNewLine();
s.AppendLine("$precision dHdx = ddx(In);");
s.AppendLine("$precision dHdy = ddy(In);");
s.AppendLine("$precision3 surfGrad = surface * (dHdx*crossY + dHdy*crossX);");
s.AppendLine("Out = SafeNormalize(TangentMatrix[2].xyz - (Strength * surfGrad));");
if (outputSpace == OutputSpace.Tangent)
s.AppendLine("Out = TransformWorldToTangent(Out, TangentMatrix);");
}
});
}
public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability)
{
return NeededCoordinateSpace.World;
}
public NeededCoordinateSpace RequiresBitangent(ShaderStageCapability stageCapability)
{
return NeededCoordinateSpace.World;
}
public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability)
{
return NeededCoordinateSpace.World;
}
public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability)
{
return NeededCoordinateSpace.World;
}
}
}

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using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[FormerName("UnityEditor.ShaderGraph.NormalCreateNode")]
[Title("Artistic", "Normal", "Normal From Texture")]
class NormalFromTextureNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireMeshUV
{
public const int TextureInputId = 0;
public const int UVInputId = 1;
public const int SamplerInputId = 2;
public const int OffsetInputId = 3;
public const int StrengthInputId = 4;
public const int OutputSlotId = 5;
const string k_TextureInputName = "Texture";
const string k_UVInputName = "UV";
const string k_SamplerInputName = "Sampler";
const string k_OffsetInputName = "Offset";
const string k_StrengthInputName = "Strength";
const string k_OutputSlotName = "Out";
public NormalFromTextureNode()
{
name = "Normal From Texture";
synonyms = new string[] { "convert to normal", "bump map" };
UpdateNodeAfterDeserialization();
}
string GetFunctionName()
{
return "Unity_NormalFromTexture_$precision";
}
public override bool hasPreview { get { return true; } }
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Texture2DInputMaterialSlot(TextureInputId, k_TextureInputName, k_TextureInputName));
AddSlot(new UVMaterialSlot(UVInputId, k_UVInputName, k_UVInputName, UVChannel.UV0));
AddSlot(new SamplerStateMaterialSlot(SamplerInputId, k_SamplerInputName, k_SamplerInputName, SlotType.Input));
AddSlot(new Vector1MaterialSlot(OffsetInputId, k_OffsetInputName, k_OffsetInputName, SlotType.Input, 0.5f));
AddSlot(new Vector1MaterialSlot(StrengthInputId, k_StrengthInputName, k_StrengthInputName, SlotType.Input, 8f));
AddSlot(new Vector3MaterialSlot(OutputSlotId, k_OutputSlotName, k_OutputSlotName, SlotType.Output, Vector3.zero, ShaderStageCapability.Fragment));
RemoveSlotsNameNotMatching(new[] { TextureInputId, UVInputId, SamplerInputId, OffsetInputId, StrengthInputId, OutputSlotId });
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var textureValue = GetSlotValue(TextureInputId, generationMode);
var uvValue = GetSlotValue(UVInputId, generationMode);
var offsetValue = GetSlotValue(OffsetInputId, generationMode);
var strengthValue = GetSlotValue(StrengthInputId, generationMode);
var outputValue = GetSlotValue(OutputSlotId, generationMode);
var samplerSlot = FindInputSlot<MaterialSlot>(SamplerInputId);
var edgesSampler = owner.GetEdges(samplerSlot.slotReference);
string samplerValue;
if (edgesSampler.Any())
samplerValue = GetSlotValue(SamplerInputId, generationMode);
else
samplerValue = textureValue;
sb.AppendLine("{0} {1};", FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId));
sb.AppendLine("{0}(TEXTURE2D_ARGS({1}.tex, {2}.samplerstate), {1}.GetTransformedUV({3}), {4}, {5}, {6});", GetFunctionName(), textureValue, samplerValue, uvValue, offsetValue, strengthValue, outputValue);
}
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
registry.ProvideFunction(GetFunctionName(), s =>
{
s.AppendLine("void {0}(TEXTURE2D_PARAM(Texture, Sampler), {1} UV, {2} Offset, {3} Strength, out {4} Out)",
GetFunctionName(),
FindInputSlot<MaterialSlot>(UVInputId).concreteValueType.ToShaderString(),
FindInputSlot<MaterialSlot>(OffsetInputId).concreteValueType.ToShaderString(),
FindInputSlot<MaterialSlot>(StrengthInputId).concreteValueType.ToShaderString(),
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString());
using (s.BlockScope())
{
s.AppendLine("Offset = pow(Offset, 3) * 0.1;");
s.AppendLine("$precision2 offsetU = $precision2(UV.x + Offset, UV.y);");
s.AppendLine("$precision2 offsetV = $precision2(UV.x, UV.y + Offset);");
s.AppendLine("$precision normalSample = SAMPLE_TEXTURE2D(Texture, Sampler, UV);");
s.AppendLine("$precision uSample = SAMPLE_TEXTURE2D(Texture, Sampler, offsetU);");
s.AppendLine("$precision vSample = SAMPLE_TEXTURE2D(Texture, Sampler, offsetV);");
s.AppendLine("$precision3 va = $precision3(1, 0, (uSample - normalSample) * Strength);");
s.AppendLine("$precision3 vb = $precision3(0, 1, (vSample - normalSample) * Strength);");
s.AppendLine("Out = normalize(cross(va, vb));");
}
});
}
public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
{
foreach (var slot in this.GetInputSlots<MaterialSlot>().OfType<IMayRequireMeshUV>())
{
if (slot.RequiresMeshUV(channel))
return true;
}
return false;
}
}
}

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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Normal", "Normal Reconstruct Z")]
class NormalReconstructZNode : CodeFunctionNode
{
public NormalReconstructZNode()
{
name = "Normal Reconstruct Z";
synonyms = new string[] { "derive z" };
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("NormalReconstructZ", BindingFlags.Static | BindingFlags.NonPublic);
}
static string NormalReconstructZ(
[Slot(0, Binding.None)] Vector2 In,
[Slot(2, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
$precision reconstructZ = sqrt(1.0 - saturate(dot(In.xy, In.xy)));
$precision3 normalVector = $precision3(In.x, In.y, reconstructZ);
Out = normalize(normalVector);
}";
}
}
}

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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Normal", "Normal Strength")]
internal class NormalStrengthNode : CodeFunctionNode
{
public NormalStrengthNode()
{
name = "Normal Strength";
synonyms = new string[] { "intensity" };
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_NormalStrength", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_NormalStrength(
[Slot(0, Binding.None, 0, 0, 1, 0)] Vector3 In,
[Slot(1, Binding.None, 1, 1, 1, 1)] Vector1 Strength,
[Slot(2, Binding.None)] out Vector3 Out)
{
Out = Vector3.up;
return
@"
{
Out = $precision3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
";
}
}
}

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using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Normal", "Normal Unpack")]
internal class NormalUnpackNode : CodeFunctionNode
{
public NormalUnpackNode()
{
name = "Normal Unpack";
}
[SerializeField]
private NormalMapSpace m_NormalMapSpace = NormalMapSpace.Tangent;
[EnumControl("Space")]
public NormalMapSpace normalMapSpace
{
get { return m_NormalMapSpace; }
set
{
if (m_NormalMapSpace == value)
return;
m_NormalMapSpace = value;
Dirty(ModificationScope.Graph);
}
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod(normalMapSpace == NormalMapSpace.Tangent ? "Unity_NormalUnpack" : "Unity_NormalUnpackRGB", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_NormalUnpack(
[Slot(0, Binding.None)] Vector4 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.up;
return
@"
{
Out = UnpackNormal(In);
}
";
}
static string Unity_NormalUnpackRGB(
[Slot(0, Binding.None)] Vector4 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.up;
return
@"
{
Out = UnpackNormalRGB(In);
}
";
}
}
}

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using System;
using System.Reflection;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
enum Colorspace
{
RGB,
Linear,
HSV
}
[Serializable]
struct ColorspaceConversion : IEnumConversion
{
public Colorspace from;
public Colorspace to;
public ColorspaceConversion(Colorspace from, Colorspace to)
{
this.from = from;
this.to = to;
}
Enum IEnumConversion.from
{
get { return from; }
set { from = (Colorspace)value; }
}
Enum IEnumConversion.to
{
get { return to; }
set { to = (Colorspace)value; }
}
}
[Title("Artistic", "Utility", "Colorspace Conversion")]
class ColorspaceConversionNode : CodeFunctionNode
{
public ColorspaceConversionNode()
{
name = "Colorspace Conversion";
}
[SerializeField]
ColorspaceConversion m_Conversion = new ColorspaceConversion(Colorspace.RGB, Colorspace.RGB);
[EnumConversionControl]
ColorspaceConversion conversion
{
get { return m_Conversion; }
set
{
if (m_Conversion.Equals(value))
return;
m_Conversion = value;
Dirty(ModificationScope.Graph);
}
}
string GetSpaceFrom()
{
return Enum.GetName(typeof(Colorspace), conversion.from);
}
string GetSpaceTo()
{
return Enum.GetName(typeof(Colorspace), conversion.to);
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod(string.Format("Unity_ColorspaceConversion_{0}_{1}", GetSpaceFrom(), GetSpaceTo()),
BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_ColorspaceConversion_RGB_RGB(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
Out = In;
}
";
}
static string Unity_ColorspaceConversion_RGB_Linear(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
$precision3 linearRGBLo = In / 12.92;
$precision3 linearRGBHi = pow(max(abs((In + 0.055) / 1.055), 1.192092896e-07), $precision3(2.4, 2.4, 2.4));
Out = $precision3(In <= 0.04045) ? linearRGBLo : linearRGBHi;
}
";
}
static string Unity_ColorspaceConversion_RGB_HSV(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
$precision4 K = $precision4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
$precision4 P = lerp($precision4(In.bg, K.wz), $precision4(In.gb, K.xy), step(In.b, In.g));
$precision4 Q = lerp($precision4(P.xyw, In.r), $precision4(In.r, P.yzx), step(P.x, In.r));
$precision D = Q.x - min(Q.w, Q.y);
$precision E = 1e-10;
$precision V = (D == 0) ? Q.x : (Q.x + E);
Out = $precision3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), V);
}
";
}
static string Unity_ColorspaceConversion_Linear_RGB(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
$precision3 sRGBLo = In * 12.92;
$precision3 sRGBHi = (pow(max(abs(In), 1.192092896e-07), $precision3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) * 1.055) - 0.055;
Out = $precision3(In <= 0.0031308) ? sRGBLo : sRGBHi;
}
";
}
static string Unity_ColorspaceConversion_Linear_Linear(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
Out = In;
}
";
}
static string Unity_ColorspaceConversion_Linear_HSV(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
$precision3 sRGBLo = In * 12.92;
$precision3 sRGBHi = (pow(max(abs(In), 1.192092896e-07), $precision3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) * 1.055) - 0.055;
$precision3 Linear = $precision3(In <= 0.0031308) ? sRGBLo : sRGBHi;
$precision4 K = $precision4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
$precision4 P = lerp($precision4(Linear.bg, K.wz), $precision4(Linear.gb, K.xy), step(Linear.b, Linear.g));
$precision4 Q = lerp($precision4(P.xyw, Linear.r), $precision4(Linear.r, P.yzx), step(P.x, Linear.r));
$precision D = Q.x - min(Q.w, Q.y);
$precision E = 1e-10;
Out = $precision3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x);
}
";
}
static string Unity_ColorspaceConversion_HSV_RGB(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
$precision4 K = $precision4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
$precision3 P = abs(frac(In.xxx + K.xyz) * 6.0 - K.www);
Out = In.z * lerp(K.xxx, saturate(P - K.xxx), In.y);
}
";
}
static string Unity_ColorspaceConversion_HSV_Linear(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
$precision4 K = $precision4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
$precision3 P = abs(frac(In.xxx + K.xyz) * 6.0 - K.www);
$precision3 RGB = In.z * lerp(K.xxx, saturate(P - K.xxx), In.y);
$precision3 linearRGBLo = RGB / 12.92;
$precision3 linearRGBHi = pow(max(abs((RGB + 0.055) / 1.055), 1.192092896e-07), $precision3(2.4, 2.4, 2.4));
Out = $precision3(RGB <= 0.04045) ? linearRGBLo : linearRGBHi;
}
";
}
static string Unity_ColorspaceConversion_HSV_HSV(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
Out = In;
}
";
}
}
}

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