File size: 7,032 Bytes
d883ffe | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 | using System.Collections.Generic;
using System;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine.Rendering.Universal;
using System.Reflection;
using System.Linq;
using UnityEngine.XR;
namespace UnityEditor.Rendering.Universal
{
[SRPFilter(typeof(UniversalRenderPipeline))]
[Title("Input", "Universal", "URP Sample Buffer")]
sealed class UniversalSampleBufferNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireScreenPosition, IMayRequireNDCPosition
{
const string k_ScreenPositionSlotName = "UV";
const string k_OutputSlotName = "Output";
const int k_ScreenPositionSlotId = 0;
const int k_OutputSlotId = 2;
public enum BufferType
{
NormalWorldSpace,
MotionVectors,
BlitSource,
}
[SerializeField]
private BufferType m_BufferType = BufferType.NormalWorldSpace;
[EnumControl("Source Buffer")]
public BufferType bufferType
{
get { return m_BufferType; }
set
{
if (m_BufferType == value)
return;
m_BufferType = value;
UpdateNodeAfterDeserialization();
Dirty(ModificationScope.Graph);
}
}
public override string documentationURL => Documentation.GetPageLink(Documentation.packageName, "SGNode-Universal-Sample-Buffer");
public UniversalSampleBufferNode()
{
name = "URP Sample Buffer";
synonyms = new string[] { "normal", "motion vector", "blit" };
UpdateNodeAfterDeserialization();
}
public override bool hasPreview { get { return true; } }
public override PreviewMode previewMode => PreviewMode.Preview2D;
int channelCount;
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new ScreenPositionMaterialSlot(k_ScreenPositionSlotId, k_ScreenPositionSlotName, k_ScreenPositionSlotName, ScreenSpaceType.Default));
switch (bufferType)
{
case BufferType.NormalWorldSpace:
AddSlot(new Vector3MaterialSlot(k_OutputSlotId, k_OutputSlotName, k_OutputSlotName, SlotType.Output, Vector3.zero, ShaderStageCapability.Fragment));
channelCount = 3;
break;
case BufferType.MotionVectors:
AddSlot(new Vector2MaterialSlot(k_OutputSlotId, k_OutputSlotName, k_OutputSlotName, SlotType.Output, Vector2.zero, ShaderStageCapability.Fragment));
channelCount = 2;
break;
case BufferType.BlitSource:
AddSlot(new ColorRGBAMaterialSlot(k_OutputSlotId, k_OutputSlotName, k_OutputSlotName, SlotType.Output, Color.black, ShaderStageCapability.Fragment));
channelCount = 4;
break;
}
RemoveSlotsNameNotMatching(new[]
{
k_ScreenPositionSlotId,
k_OutputSlotId,
});
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (generationMode.IsPreview())
return;
}
string GetFunctionName() => $"Unity_Universal_SampleBuffer_{bufferType}_$precision";
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
// Preview SG doesn't have access to render pipeline buffer
if (!generationMode.IsPreview())
{
registry.ProvideFunction(GetFunctionName(), s =>
{
if (bufferType == BufferType.MotionVectors)
s.AppendLine("TEXTURE2D_X(_MotionVectorTexture);");
if (bufferType == BufferType.BlitSource)
{
s.AppendLine("TEXTURE2D_X(_BlitTexture);");
}
s.AppendLine("$precision{1} {0}($precision2 uv)", GetFunctionName(), channelCount);
using (s.BlockScope())
{
switch (bufferType)
{
case BufferType.NormalWorldSpace:
s.AppendLine("return SHADERGRAPH_SAMPLE_SCENE_NORMAL(uv);");
break;
case BufferType.MotionVectors:
s.AppendLine("uint2 pixelCoords = uint2(uv * _ScreenSize.xy);");
s.AppendLine($"return LOAD_TEXTURE2D_X_LOD(_MotionVectorTexture, pixelCoords, 0).xy;");
break;
case BufferType.BlitSource:
s.AppendLine("uint2 pixelCoords = uint2(uv * _ScreenSize.xy);");
s.AppendLine($"return LOAD_TEXTURE2D_X_LOD(_BlitTexture, pixelCoords, 0);");
break;
default:
s.AppendLine("return 0.0;");
break;
}
}
});
}
else
{
registry.ProvideFunction(GetFunctionName(), s =>
{
s.AppendLine("$precision{1} {0}($precision2 uv)", GetFunctionName(), channelCount);
using (s.BlockScope())
{
switch (bufferType)
{
case BufferType.NormalWorldSpace:
s.AppendLine("return LatlongToDirectionCoordinate(uv);");
break;
case BufferType.MotionVectors:
s.AppendLine("return uv * 2 - 1;");
break;
case BufferType.BlitSource:
default:
s.AppendLine("return 0.0;");
break;
}
}
});
}
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
string uv = GetSlotValue(k_ScreenPositionSlotId, generationMode);
sb.AppendLine($"$precision{channelCount} {GetVariableNameForSlot(k_OutputSlotId)} = {GetFunctionName()}({uv}.xy);");
}
public bool RequiresNDCPosition(ShaderStageCapability stageCapability = ShaderStageCapability.All) => true;
public bool RequiresScreenPosition(ShaderStageCapability stageCapability = ShaderStageCapability.All) => true;
}
}
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