Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Editor /VFXGraph /VFXURPLitQuadStripOutput.cs
| using System.Collections.Generic; | |
| using System.Linq; | |
| using UnityEngine; | |
| namespace UnityEditor.VFX.URP | |
| { | |
| [] | |
| [] | |
| class VFXURPLitQuadStripOutput : VFXAbstractParticleURPLitOutput | |
| { | |
| protected VFXURPLitQuadStripOutput() : base(true) {} // strips | |
| public override string name => "Output ParticleStrip".AppendLabel("URP Lit").AppendLabel("Quad"); | |
| public override string codeGeneratorTemplate => RenderPipeTemplate("VFXParticleLitPlanarPrimitive"); | |
| public override VFXTaskType taskType => VFXTaskType.ParticleQuadOutput; | |
| public override bool supportsUV => true; | |
| [] | |
| protected bool normalBending = false; | |
| [] | |
| private StripTilingMode tilingMode = StripTilingMode.Stretch; | |
| [] | |
| protected bool swapUV = false; | |
| public class NormalBendingProperties | |
| { | |
| [] | |
| public float normalBendingFactor = 0.1f; | |
| } | |
| public class CustomUVInputProperties | |
| { | |
| [] | |
| public float texCoord = 0.0f; | |
| } | |
| protected override IEnumerable<VFXPropertyWithValue> inputProperties | |
| { | |
| get | |
| { | |
| var properties = base.inputProperties; | |
| if (normalBending) | |
| properties = properties.Concat(PropertiesFromType(nameof(NormalBendingProperties))); | |
| if (tilingMode == StripTilingMode.Custom) | |
| properties = properties.Concat(PropertiesFromType(nameof(CustomUVInputProperties))); | |
| return properties; | |
| } | |
| } | |
| public override IEnumerable<VFXAttributeInfo> attributes | |
| { | |
| get | |
| { | |
| yield return new VFXAttributeInfo(VFXAttribute.Position, VFXAttributeMode.Read); | |
| if (colorMode != ColorMode.None) | |
| yield return new VFXAttributeInfo(VFXAttribute.Color, VFXAttributeMode.Read); | |
| yield return new VFXAttributeInfo(VFXAttribute.Alpha, VFXAttributeMode.Read); | |
| yield return new VFXAttributeInfo(VFXAttribute.AxisX, VFXAttributeMode.Read); | |
| yield return new VFXAttributeInfo(VFXAttribute.AxisY, VFXAttributeMode.Read); | |
| yield return new VFXAttributeInfo(VFXAttribute.AxisZ, VFXAttributeMode.Read); | |
| yield return new VFXAttributeInfo(VFXAttribute.AngleX, VFXAttributeMode.Read); | |
| yield return new VFXAttributeInfo(VFXAttribute.AngleY, VFXAttributeMode.Read); | |
| yield return new VFXAttributeInfo(VFXAttribute.AngleZ, VFXAttributeMode.Read); | |
| yield return new VFXAttributeInfo(VFXAttribute.PivotX, VFXAttributeMode.Read); | |
| yield return new VFXAttributeInfo(VFXAttribute.PivotY, VFXAttributeMode.Read); | |
| yield return new VFXAttributeInfo(VFXAttribute.PivotZ, VFXAttributeMode.Read); | |
| yield return new VFXAttributeInfo(VFXAttribute.Size, VFXAttributeMode.Read); | |
| foreach (var attribute in flipbookAttributes) | |
| yield return attribute; | |
| } | |
| } | |
| protected override IEnumerable<VFXNamedExpression> CollectGPUExpressions(IEnumerable<VFXNamedExpression> slotExpressions) | |
| { | |
| foreach (var exp in base.CollectGPUExpressions(slotExpressions)) | |
| yield return exp; | |
| if (normalBending) | |
| yield return slotExpressions.First(o => o.name == nameof(NormalBendingProperties.normalBendingFactor)); | |
| if (tilingMode == StripTilingMode.Custom) | |
| yield return slotExpressions.First(o => o.name == nameof(CustomUVInputProperties.texCoord)); | |
| } | |
| public override IEnumerable<string> additionalDefines | |
| { | |
| get | |
| { | |
| foreach (var d in base.additionalDefines) | |
| yield return d; | |
| if (normalBending) | |
| yield return "USE_NORMAL_BENDING"; | |
| if (tilingMode == StripTilingMode.Stretch) | |
| yield return "VFX_STRIPS_UV_STRECHED"; | |
| else if (tilingMode == StripTilingMode.RepeatPerSegment) | |
| yield return "VFX_STRIPS_UV_PER_SEGMENT"; | |
| if (swapUV) | |
| yield return "VFX_STRIPS_SWAP_UV"; | |
| yield return "FORCE_NORMAL_VARYING"; // To avoid discrepancy between depth and color pass which could cause glitch with ztest | |
| yield return VFXPlanarPrimitiveHelper.GetShaderDefine(VFXPrimitiveType.Quad); | |
| } | |
| } | |
| } | |
| } | |