Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Editor /ShaderGraph /Nodes /UniversalSampleBufferNode.cs
| 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 | |
| { | |
| [] | |
| [] | |
| 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, | |
| } | |
| [] | |
| private BufferType m_BufferType = BufferType.NormalWorldSpace; | |
| [] | |
| 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; | |
| } | |
| } | |