diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx index 6f6bca414e0..ba5c0df3639 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx @@ -619,6 +619,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionMathTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionMathTests.cs index 06a2f3338e3..70efad1bc56 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionMathTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionMathTests.cs @@ -40,6 +40,33 @@ public void ProcessExpressionAbs() Assert.AreEqual(resultC, expressionC.Get()); } + static readonly Vector2[] s_ProcessExpressionSafeNormalizeValues = new Vector2[] + { + new Vector2(0,0), + new Vector2(0.0f, 1e-30f), + new Vector2(0.0f, 1e-20f), + new Vector2(0.0f, 1e-10f), + new Vector2(1e-30f, 1e-30f), + new Vector2(1e-20f, 1e-20f), + new Vector2(1e-10f, 1e-10f), + new Vector2(1e-10f, 1e-10f), + new Vector2(1.0f, 1.0f), + new Vector2(2.0f, -1.0f), + new Vector2(0.5f, 0.2f), + new Vector2(-1.0f, -1.0f), + }; + + [Test] + public void ProcessExpressionSafeNormalize([ValueSource("s_ProcessExpressionSafeNormalizeValues")] Vector2 input) + { + var valueInput = new VFXValue(input); + var expression = VFXOperatorUtility.SafeNormalize(valueInput); + var context = new VFXExpression.Context(VFXExpressionContextOption.CPUEvaluation); + var resultExpression = context.Compile(expression); + var expectedResult = input.normalized; + Assert.AreEqual(expectedResult, resultExpression.Get()); + } + [Test] public void ProcessExpressionAdd() { @@ -237,9 +264,9 @@ public void ProcessExpressionSign() var a = -1.5f; var b = 0.0f; var c = 0.2f; - var resultA = Mathf.Sign(a); - var resultB = Mathf.Sign(b); - var resultC = Mathf.Sign(c); + var resultA = (a < 0.0f) ? -1.0f : (a > 0.0f) ? 1.0f : 0.0f; + var resultB = (b < 0.0f) ? -1.0f : (b > 0.0f) ? 1.0f : 0.0f; + var resultC = (c < 0.0f) ? -1.0f : (c > 0.0f) ? 1.0f : 0.0f; var value_a = new VFXValue(a); var value_b = new VFXValue(b); diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorUtilityTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorUtilityTests.cs index 3f8b257d246..2f997098301 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorUtilityTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorUtilityTests.cs @@ -296,7 +296,7 @@ public void ProcessOperatorModuloFloat() [Test] public void ProcessOperatorSign([ValueSource("ProcessOperatorAbs_a")] float a) { - var r = Mathf.Sign(a); + var r = (a < 0.0f) ? -1.0f : (a > 0.0f) ? 1.0f : 0.0f; var value_a = new VFXValue(a); var expression = new VFXExpressionSign(value_a); diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXPrefabTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXPrefabTests.cs index ec15049a15a..5a33ec35c6f 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXPrefabTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXPrefabTests.cs @@ -244,6 +244,56 @@ private void Add_Valid_System(VFXGraph graph) quadOutput.LinkFrom(basicInitialize); } + //Cover issue from 1285787 + [UnityTest] + public IEnumerator Create_Prefab_And_Verify_Empty_Override() + { + var graph = VFXTestCommon.MakeTemporaryGraph(); + const int systemCount = 3; + for (int i = 0; i < systemCount; ++i) + { + Add_Valid_System(graph); + } + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); + + var mainObject = MakeTemporaryGameObject(); + GameObject prefabInstanceObject; + { + var tempVFX = mainObject.AddComponent(); + tempVFX.visualEffectAsset = graph.visualEffectResource.asset; + + GameObject newGameObject; + MakeTemporaryPrebab(mainObject, out newGameObject, out prefabInstanceObject); + GameObject.DestroyImmediate(mainObject); + + mainObject = PrefabUtility.InstantiatePrefab(prefabInstanceObject) as GameObject; + } + yield return null; + + Assert.IsNotNull(mainObject.GetComponent()); + var properties = PrefabUtility.GetPropertyModifications(mainObject); + //Filter out transform properties & GameObject.m_Name + properties = properties.Where(o => + { + if (o.target is UnityEngine.Transform) + return false; + + if (o.target is GameObject && o.propertyPath == "m_Name") + return false; + + return true; + }).ToArray(); + + var logMessage = string.Empty; + if (properties.Any()) + { + logMessage = properties.Select(o => string.Format("{0} at {1} : {2}", o.target, o.propertyPath, o.value)) + .Aggregate((a, b) => a + "\n" + b); + } + + Assert.AreEqual(0, properties.Length, logMessage); + } + //Cover regression from 1213773 [UnityTest] public IEnumerator Create_Prefab_Switch_To_Empty_VisualEffectAsset() diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs index 1e65c6d206e..dfd1db75fe5 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs @@ -102,6 +102,52 @@ public IEnumerator Sanitize_VFXSpawnerCustomCallback_Namespace() yield return null; } + //Cover case 1122404 + [UnityTest] + public IEnumerator Create_Asset_And_Set_Really_High_SpawnRate() + { + yield return new EnterPlayMode(); + + VisualEffect vfxComponent; + GameObject cameraObj, gameObj; + VFXGraph graph; + + var reallyBigFloat = 3e+38f; + CreateAssetAndComponent(reallyBigFloat, "OnPlay", out graph, out vfxComponent, out gameObj, out cameraObj); + + var init = graph.children.OfType().First(); + var setLifetime = ScriptableObject.CreateInstance(); + setLifetime.SetSettingValue("attribute", "lifetime"); //Issue 1122404 only occurs when hasKill + setLifetime.inputSlots[0].value = 1.0f; + init.AddChild(setLifetime); + + var update = ScriptableObject.CreateInstance(); + graph.AddChild(update); + + init.LinkTo(update); + update.LinkTo(graph.children.OfType().First()); + + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); + + int maxFrame = 256; + while (vfxComponent.culled && --maxFrame > 0) + yield return null; + Assert.IsTrue(maxFrame > 0); + + //Assertion failed on expression: 'nbGroups.x > 0 && nbGroups.y > 0' is logged before 1122404 resolution. + yield return null; + + var spawnSystems = new List(); + vfxComponent.GetSpawnSystemNames(spawnSystems); + var spawnState = vfxComponent.GetSpawnSystemInfo(spawnSystems[0]); + Assert.IsTrue(spawnState.spawnCount >= reallyBigFloat * 0.01f); + + var spawnCountCastInt = (int)spawnState.spawnCount; //expecting an overflow + Assert.IsTrue(spawnCountCastInt < 0); + + yield return new ExitPlayMode(); + + } static string[] k_Create_Asset_And_Check_Event_ListCases = new[] { "OnPlay", "Test_Event" }; @@ -185,10 +231,86 @@ public IEnumerator Create_Asset_And_Component_Spawner_Check_Initial_Event() yield return new ExitPlayMode(); } - static List s_receivedEvent; - static void OnEventReceived(VFXOutputEventArgs evt) + + static List s_RecordedPositions = new List(); + static void OnEventReceived_SavePosition(VFXOutputEventArgs evt) + { + s_RecordedPositions.Add(evt.eventAttribute.GetVector3("position")); + } + + static bool[] s_Verify_Reseed_OnPlay_Behavior_options = new bool[] { false, true }; + + [UnityTest] + public IEnumerator Verify_Reseed_OnPlay_Behavior([ValueSource("s_Verify_Reseed_OnPlay_Behavior_options")] bool reseed, [ValueSource("s_Verify_Reseed_OnPlay_Behavior_options")] bool useSendEvent) + { + yield return new EnterPlayMode(); + + var spawnCountValue = 1.0f; + VisualEffect vfxComponent; + GameObject cameraObj, gameObj; + VFXGraph graph; + CreateAssetAndComponent(spawnCountValue, "OnPlay", out graph, out vfxComponent, out gameObj, out cameraObj); + + var outputEvent = ScriptableObject.CreateInstance(); + var eventName = "qsdf"; + outputEvent.SetSettingValue("eventName", eventName); + var basicSpawner = graph.children.OfType().FirstOrDefault(); + graph.AddChild(outputEvent); + outputEvent.LinkFrom(basicSpawner); + + //Add constant random to inspect the current seed + var setAttributePosition = ScriptableObject.CreateInstance(); + setAttributePosition.SetSettingValue("attribute", "position"); + basicSpawner.AddChild(setAttributePosition); + + for (int i = 0; i < 3; ++i) + { + var random = ScriptableObject.CreateInstance(); + random.SetSettingValue("seed", VFXSeedMode.PerComponent); + random.SetSettingValue("constant", true); + graph.AddChild(outputEvent); + random.outputSlots.First().Link(setAttributePosition.inputSlots.First()[i]); + } + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); + + s_RecordedPositions = new List(); + vfxComponent.outputEventReceived += OnEventReceived_SavePosition; + vfxComponent.resetSeedOnPlay = reseed; + + int maxFrame = 256; + while (s_RecordedPositions.Count < 3 && --maxFrame > 0) + yield return null; + + Assert.IsTrue(maxFrame > 0); + Assert.AreEqual(1, s_RecordedPositions.Distinct().Count()); + + for (int i = 0; i < 3; ++i) + { + //The seed should change depending on resetSeedOnPlay settings + if (useSendEvent) + vfxComponent.SendEvent(VisualEffectAsset.PlayEventID); + else + vfxComponent.Play(); + + maxFrame = 256; + while (s_RecordedPositions.Count < 3 + i * 3 && --maxFrame > 0) + yield return null; + Assert.IsTrue(maxFrame > 0); + } + + var distinctCount = s_RecordedPositions.Distinct().Count(); + if (reseed) + Assert.AreNotEqual(1, distinctCount); + else + Assert.AreEqual(1, distinctCount); + + yield return new ExitPlayMode(); + } + + static List s_ReceivedEventNamedId; + static void OnEventReceived_RegisterNameID(VFXOutputEventArgs evt) { - s_receivedEvent.Add(evt.nameId); + s_ReceivedEventNamedId.Add(evt.nameId); } [UnityTest] @@ -211,8 +333,8 @@ public IEnumerator Create_Asset_And_Component_Spawner_And_Output_Event() outputEvent.LinkFrom(basicSpawner); AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); - s_receivedEvent = new List(); - vfxComponent.outputEventReceived += OnEventReceived; + s_ReceivedEventNamedId = new List(); + vfxComponent.outputEventReceived += OnEventReceived_RegisterNameID; int maxFrame = 64; while (vfxComponent.culled && --maxFrame > 0) @@ -228,19 +350,19 @@ public IEnumerator Create_Asset_And_Component_Spawner_And_Output_Event() Assert.AreEqual(outputEventName, eventName); //Checking invalid event (waiting for the first event) - Assert.AreEqual(0u, s_receivedEvent.Count); + Assert.AreEqual(0u, s_ReceivedEventNamedId.Count); //Checking on valid event while there is an event - maxFrame = 64; s_receivedEvent.Clear(); - while (s_receivedEvent.Count == 0u && --maxFrame > 0) + maxFrame = 64; s_ReceivedEventNamedId.Clear(); + while (s_ReceivedEventNamedId.Count == 0u && --maxFrame > 0) { yield return null; } Assert.IsTrue(maxFrame > 0); - Assert.IsTrue(s_receivedEvent.Count > 0); - Assert.AreEqual(Shader.PropertyToID(eventName), s_receivedEvent.FirstOrDefault()); + Assert.IsTrue(s_ReceivedEventNamedId.Count > 0); + Assert.AreEqual(Shader.PropertyToID(eventName), s_ReceivedEventNamedId.FirstOrDefault()); - s_receivedEvent.Clear(); + s_ReceivedEventNamedId.Clear(); yield return new ExitPlayMode(); } @@ -263,8 +385,8 @@ public IEnumerator Create_Asset_And_Component_Spawner_And_Output_Event_Expected_ outputEvent.LinkFrom(basicSpawner); AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); - s_receivedEvent = new List(); - vfxComponent.outputEventReceived += OnEventReceived; + s_ReceivedEventNamedId = new List(); + vfxComponent.outputEventReceived += OnEventReceived_RegisterNameID; int maxFrame = 512; while (vfxComponent.culled && --maxFrame > 0) @@ -277,24 +399,23 @@ public IEnumerator Create_Asset_And_Component_Spawner_And_Output_Event_Expected_ float deltaTime = 0.1f; uint count = 32; vfxComponent.Simulate(deltaTime, count); - Assert.AreEqual(0u, s_receivedEvent.Count); //The simulate is asynchronous + Assert.AreEqual(0u, s_ReceivedEventNamedId.Count); //The simulate is asynchronous float simulateTime = deltaTime * count; uint expectedEventCount = (uint)Mathf.Floor(simulateTime / spawnCountValue); - maxFrame = 64; s_receivedEvent.Clear(); + maxFrame = 64; s_ReceivedEventNamedId.Clear(); cameraObj.SetActive(false); - while (s_receivedEvent.Count == 0u && --maxFrame > 0) + while (s_ReceivedEventNamedId.Count == 0u && --maxFrame > 0) { yield return null; } - Assert.AreEqual(expectedEventCount, (uint)s_receivedEvent.Count); + Assert.AreEqual(expectedEventCount, (uint)s_ReceivedEventNamedId.Count); yield return null; yield return new ExitPlayMode(); } - - + [UnityTest] public IEnumerator Create_Asset_And_Component_Spawner() { diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.vfx index 1674fc2ec41..b8997f504ac 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.vfx @@ -3201,6 +3201,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 --- !u!114 &114904363320238742 MonoBehaviour: m_ObjectHideFlags: 1 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx index a84b6fd2f65..06d75156f29 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx @@ -2434,6 +2434,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 useTargetOffset: 1 useNativeLines: 0 --- !u!114 &114978967300245268 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx index 3b34627c449..c0f50b65b2e 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx @@ -2853,6 +2853,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.vfx index adf9a695962..9f3fe06b314 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.vfx @@ -294,6 +294,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 --- !u!114 &114149745243873572 MonoBehaviour: m_ObjectHideFlags: 1 @@ -885,6 +886,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} MeshCount: 1 lod: 0 @@ -1143,6 +1145,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 useTargetOffset: 1 useNativeLines: 0 --- !u!114 &114447498594171424 @@ -2207,6 +2210,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -6087,6 +6091,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} MeshCount: 1 lod: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows_Alpha_Clipping.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows_Alpha_Clipping.vfx index 9f094d92d8d..7c6c32748de 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows_Alpha_Clipping.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows_Alpha_Clipping.vfx @@ -571,6 +571,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -1214,6 +1215,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -1716,6 +1718,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -2021,6 +2024,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -2796,6 +2800,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 75dc0b4ccd731aa4dbccf92567e457c0, type: 3} primitiveType: 1 @@ -3068,6 +3073,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 75dc0b4ccd731aa4dbccf92567e457c0, type: 3} primitiveType: 1 @@ -3340,6 +3346,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 75dc0b4ccd731aa4dbccf92567e457c0, type: 3} primitiveType: 1 @@ -3612,6 +3619,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 75dc0b4ccd731aa4dbccf92567e457c0, type: 3} primitiveType: 1 @@ -4300,6 +4308,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8ef26182c95350844afe8c1f9e157db1, type: 3} primitiveType: 1 @@ -4641,6 +4650,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8ef26182c95350844afe8c1f9e157db1, type: 3} primitiveType: 1 @@ -4982,6 +4992,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8ef26182c95350844afe8c1f9e157db1, type: 3} primitiveType: 1 @@ -5323,6 +5334,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8ef26182c95350844afe8c1f9e157db1, type: 3} primitiveType: 1 @@ -6186,6 +6198,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 75dc0b4ccd731aa4dbccf92567e457c0, type: 3} primitiveType: 1 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx index c22f877235b..e6a6bf82f26 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx @@ -2123,6 +2123,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx index ffc6d2e3cd7..3ab81335596 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx @@ -143,6 +143,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/101_Exposure.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/101_Exposure.vfx index 05d834b707d..e677e93a23b 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/101_Exposure.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/101_Exposure.vfx @@ -876,6 +876,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 19b3990ba8f3b294f936337407bdb35b, type: 3} primitiveType: 1 @@ -1371,6 +1372,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 19b3990ba8f3b294f936337407bdb35b, type: 3} MeshCount: 1 @@ -1708,6 +1710,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 9de362151ee19c3459bf0f63e1201177, type: 3} materialType: 0 @@ -1995,6 +1998,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 9de362151ee19c3459bf0f63e1201177, type: 3} materialType: 0 @@ -2348,6 +2352,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 19b3990ba8f3b294f936337407bdb35b, type: 3} primitiveType: 1 @@ -2619,6 +2624,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 19b3990ba8f3b294f936337407bdb35b, type: 3} MeshCount: 1 @@ -2956,6 +2962,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 9de362151ee19c3459bf0f63e1201177, type: 3} materialType: 0 @@ -3243,6 +3250,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 9de362151ee19c3459bf0f63e1201177, type: 3} materialType: 0 @@ -3597,6 +3605,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 1 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 19b3990ba8f3b294f936337407bdb35b, type: 3} primitiveType: 1 @@ -3869,6 +3878,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 1 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 19b3990ba8f3b294f936337407bdb35b, type: 3} MeshCount: 1 @@ -4374,6 +4384,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 1 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 19b3990ba8f3b294f936337407bdb35b, type: 3} primitiveType: 1 @@ -4681,6 +4692,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 1 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 19b3990ba8f3b294f936337407bdb35b, type: 3} MeshCount: 1 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.vfx index cbef24e03e1..6d5cf3f3999 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.vfx @@ -2336,6 +2336,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -3288,6 +3289,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -4754,6 +4756,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space.vfx index 76dcb743bef..e9005d315a8 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space.vfx @@ -288,6 +288,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -691,6 +692,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.vfx index 280e7bd5a99..71927caf42e 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.vfx @@ -1113,6 +1113,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 useTargetOffset: 0 useNativeLines: 0 --- !u!114 &8926484042661614721 @@ -1713,6 +1714,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -9086,6 +9088,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -11227,6 +11230,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 useTargetOffset: 0 useNativeLines: 0 --- !u!114 &8926484042661615344 @@ -12733,6 +12737,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 useTargetOffset: 0 useNativeLines: 0 --- !u!114 &8926484042661616112 @@ -13528,6 +13533,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 useTargetOffset: 0 useNativeLines: 0 --- !u!114 &8926484042661616142 @@ -25970,6 +25976,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.vfx index ca92edeea3c..aa55275a206 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.vfx @@ -1553,6 +1553,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -2257,6 +2258,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -6079,6 +6081,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -7844,6 +7847,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.vfx index ea44d868c56..8fa710491ce 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.vfx @@ -216,6 +216,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 useTargetOffset: 1 useNativeLines: 0 --- !u!114 &114060225690558048 @@ -306,6 +307,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 useTargetOffset: 1 useNativeLines: 0 --- !u!114 &114065694532094138 @@ -456,6 +458,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 useTargetOffset: 1 useNativeLines: 0 --- !u!114 &114097502706988368 @@ -902,6 +905,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -2832,6 +2836,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} MeshCount: 1 lod: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx index 950c66926e4..93fe378d74c 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx @@ -1063,6 +1063,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 --- !u!114 &114329351849546386 MonoBehaviour: m_ObjectHideFlags: 1 @@ -5931,6 +5932,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.vfx index cd3dea50132..e5cdc5fb56e 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.vfx @@ -2851,8 +2851,8 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 8926484042661614662} - {fileID: 8926484042661614663} + - {fileID: 8926484042661614662} m_OutputSlots: [] m_Label: m_Data: {fileID: 114986566243396028} @@ -2881,6 +2881,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 --- !u!114 &8926484042661614662 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.vfx index 2fd789f4950..b544d95a4b0 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.vfx @@ -2325,6 +2325,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 useRimLight: 1 useNormalMap: 1 --- !u!114 &114968853443979322 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx index 5835c9e5713..69752a0427c 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx @@ -1769,6 +1769,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx index a86729d853a..8888359ff52 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx @@ -849,6 +849,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx index ad0e08b4cb1..2dc84d9281a 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx @@ -850,6 +850,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_MeshParticles.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_MeshParticles.vfx index 629d5916435..1a5e11ead4a 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_MeshParticles.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_MeshParticles.vfx @@ -884,6 +884,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} MeshCount: 1 lod: 0 @@ -3395,6 +3396,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} MeshCount: 1 lod: 0 @@ -3811,6 +3813,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} MeshCount: 1 lod: 0 @@ -4021,6 +4024,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} MeshCount: 1 lod: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/17_GPUEvent_Simple.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/17_GPUEvent_Simple.vfx index 0d11ba41c38..181d71b1d22 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/17_GPUEvent_Simple.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/17_GPUEvent_Simple.vfx @@ -2053,6 +2053,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} MeshCount: 1 lod: 0 @@ -3818,6 +3819,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -6419,6 +6421,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -7360,6 +7363,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -9764,6 +9768,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -10352,6 +10357,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/17_SoftParticles.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/17_SoftParticles.vfx index 77598b606cb..033df84e653 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/17_SoftParticles.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/17_SoftParticles.vfx @@ -329,6 +329,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 --- !u!114 &114149745243873572 MonoBehaviour: m_ObjectHideFlags: 1 @@ -885,6 +886,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} MeshCount: 1 lod: 0 @@ -1111,6 +1113,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 useTargetOffset: 1 useNativeLines: 0 --- !u!114 &114443467981279648 @@ -2188,6 +2191,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/19_Random.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/19_Random.vfx index b9e123779b5..2de698f885b 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/19_Random.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/19_Random.vfx @@ -51,6 +51,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -3018,6 +3019,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/20_SpawnerChaining.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/20_SpawnerChaining.vfx index fde82e18f13..bc01689b99e 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/20_SpawnerChaining.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/20_SpawnerChaining.vfx @@ -1618,6 +1618,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -1866,6 +1867,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/20_SpawnerLoop.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/20_SpawnerLoop.vfx index 59f6989f5af..0ed22909807 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/20_SpawnerLoop.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/20_SpawnerLoop.vfx @@ -90,6 +90,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -1710,6 +1711,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -3890,6 +3892,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -5446,6 +5449,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -7002,6 +7006,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -8523,6 +8528,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -10079,6 +10085,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -11636,6 +11643,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -13192,6 +13200,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/21_DepthModules.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/21_DepthModules.vfx index c4d08129f13..b4cdf544a4d 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/21_DepthModules.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/21_DepthModules.vfx @@ -83,6 +83,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/22_Prewarm_High.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/22_Prewarm_High.vfx index 403a26e2988..048800ef34c 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/22_Prewarm_High.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/22_Prewarm_High.vfx @@ -85,6 +85,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -12425,6 +12426,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 useTargetOffset: 0 useNativeLines: 0 --- !u!114 &8926484042661615152 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/22_Prewarm_Medium.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/22_Prewarm_Medium.vfx index f20db30e496..574017a92ab 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/22_Prewarm_Medium.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/22_Prewarm_Medium.vfx @@ -85,6 +85,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + 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diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx index 2e4247e080e..bd19903308d 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx @@ -200,6 +200,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} MeshCount: 1 lod: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionInverted.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionInverted.vfx index 2ebe5890606..861049998ff 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionInverted.vfx +++ 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index af6b7302368..2a07f426a6d 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionPlane.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionPlane.vfx @@ -662,6 +662,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -3549,6 +3550,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -5531,6 +5533,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -7514,6 +7517,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionSolid.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionSolid.vfx index a02c6eeb93f..d6a30b4a7c3 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionSolid.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionSolid.vfx @@ -663,6 +663,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -1869,6 +1870,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -3774,6 +3776,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -5243,6 +5246,7 @@ MonoBehaviour: 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a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/HDRP.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/HDRP.vfx @@ -631,6 +631,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} materialType: 0 onlyAmbientLighting: 0 @@ -3065,6 +3066,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} materialType: 0 onlyAmbientLighting: 0 @@ -3765,6 +3767,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} materialType: 1 onlyAmbientLighting: 0 @@ -4808,6 +4811,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} materialType: 2 onlyAmbientLighting: 0 @@ -5650,6 +5654,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} materialType: 0 onlyAmbientLighting: 0 @@ -6556,6 +6561,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} materialType: 0 onlyAmbientLighting: 0 @@ -7544,6 +7550,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} materialType: 1 onlyAmbientLighting: 0 @@ -8400,6 +8407,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} materialType: 2 onlyAmbientLighting: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/HDRPFog.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/HDRPFog.vfx index 93ab7eeebb9..58730a7e84c 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/HDRPFog.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/HDRPFog.vfx @@ -897,6 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shaderGraph: {fileID: 0} materialType: 0 onlyAmbientLighting: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Jumping Cubes/Jumping Cubes.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Jumping Cubes/Jumping Cubes.vfx index e5748d65175..c758a2ce410 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Jumping Cubes/Jumping Cubes.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Jumping Cubes/Jumping Cubes.vfx @@ -1066,6 +1066,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 --- !u!114 &8926484042661614611 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Noise.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Noise.vfx index 51b5a701faa..97a9f4243fe 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Noise.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Noise.vfx @@ -85,6 +85,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -1500,6 +1501,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -1802,6 +1804,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -2104,6 +2107,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -2407,6 +2411,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -2710,6 +2715,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -3013,6 +3019,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -3288,6 +3295,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -3590,6 +3598,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -3892,6 +3901,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -4194,6 +4204,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -4496,6 +4507,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -5277,6 +5289,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -6796,6 +6809,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -7098,6 +7112,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -7400,6 +7415,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -7702,6 +7718,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -8004,6 +8021,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -8934,6 +8952,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -10140,6 +10159,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -11798,6 +11818,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -12821,6 +12842,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -14413,6 +14435,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -15499,6 +15522,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ParticleCountLimit.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ParticleCountLimit.vfx index 9ae80f3a564..902d4e0453e 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ParticleCountLimit.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ParticleCountLimit.vfx @@ -5324,6 +5324,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ParticleRibbonLit.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ParticleRibbonLit.vfx index 57bd7c8c9b2..844f6f5e87c 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ParticleRibbonLit.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ParticleRibbonLit.vfx @@ -1910,6 +1910,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} materialType: 0 onlyAmbientLighting: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ParticleStripUnlit.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ParticleStripUnlit.vfx index 355e2ba0066..f08d75c70b8 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ParticleStripUnlit.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ParticleStripUnlit.vfx @@ -2700,6 +2700,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 1 + flipbookLayout: 0 shaderGraph: {fileID: 0} tilingMode: 0 swapUV: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Camera.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Camera.vfx index 982f4964abd..47dc23f0959 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Camera.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Camera.vfx @@ -89,6 +89,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -1479,6 +1480,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Cull Mode.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Cull Mode.vfx index 28ed7b47a2c..844d1be9ecc 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Cull Mode.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Cull Mode.vfx @@ -87,6 +87,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -1382,6 +1383,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -2810,6 +2812,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Mode.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Mode.vfx index 2236e1a4cf4..e0bc97fced9 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Mode.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Mode.vfx @@ -89,6 +89,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -1499,6 +1500,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -2987,6 +2989,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.vfx index 57a643748a6..ef1df567efb 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.vfx @@ -406,6 +406,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -528,6 +529,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -2725,6 +2727,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -3207,6 +3210,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} MeshCount: 1 lod: 0 @@ -3441,6 +3445,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -4009,6 +4014,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} MeshCount: 1 lod: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/LitCapsules.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/LitCapsules.vfx index d7dbc6363d5..68b38ea8a61 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/LitCapsules.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/LitCapsules.vfx @@ -1098,6 +1098,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: f1220cf6edd47f144b54af154c1a37f1, type: 3} materialType: 0 @@ -1344,6 +1345,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8df48ba98a8a0834c82bc312800e6c49, type: 3} materialType: 0 @@ -1787,6 +1789,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8628baf7ceed85e42aa667264011737c, type: 3} materialType: 0 @@ -2228,6 +2231,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: f1220cf6edd47f144b54af154c1a37f1, type: 3} materialType: 0 @@ -2741,6 +2745,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8df48ba98a8a0834c82bc312800e6c49, type: 3} materialType: 0 @@ -3254,6 +3259,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8628baf7ceed85e42aa667264011737c, type: 3} materialType: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShaderGraphShadowLit.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShaderGraphShadowLit.vfx index fa4e8383943..1959be5a8bb 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShaderGraphShadowLit.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShaderGraphShadowLit.vfx @@ -1088,6 +1088,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 512f82f171764c6479b3c00a0ed7479a, type: 3} materialType: 0 @@ -1242,6 +1243,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 512f82f171764c6479b3c00a0ed7479a, type: 3} materialType: 0 @@ -1722,6 +1724,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 512f82f171764c6479b3c00a0ed7479a, type: 3} materialType: 0 @@ -2139,6 +2142,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 512f82f171764c6479b3c00a0ed7479a, type: 3} materialType: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx index a4c22b3f5dd..2a66c8e4c47 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx @@ -84,6 +84,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: c7edbefd9ca231244bf53cec1c08f536, type: 3} primitiveType: 1 @@ -1184,6 +1185,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 178440804e6cb1a42a8a0f0bfb953331, type: 3} materialType: 0 @@ -1555,6 +1557,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: bf0fead977fe89543863e05d1b22f0a7, type: 3} primitiveType: 1 @@ -1910,6 +1913,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 3bd93277265740944b21c594c559f8ff, type: 3} materialType: 0 @@ -2282,6 +2286,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 6e56af5c92410424298ef2f22ac60a1b, type: 3} MeshCount: 1 @@ -2683,6 +2688,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 6ca08e748c1802846b950e86581ceb18, type: 3} materialType: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Shadow/102_ShaderGraphShadow.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Shadow/102_ShaderGraphShadow.vfx index 2efdad977ff..f8da17a5b13 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Shadow/102_ShaderGraphShadow.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Shadow/102_ShaderGraphShadow.vfx @@ -876,6 +876,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 43e26d6bf0101e744a0757f564f40dcc, type: 3} primitiveType: 1 @@ -1372,6 +1373,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: c7afd592c4acaf943838f322d041a1d8, type: 3} primitiveType: 1 @@ -1806,6 +1808,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: c7afd592c4acaf943838f322d041a1d8, type: 3} primitiveType: 1 @@ -2078,6 +2081,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 43e26d6bf0101e744a0757f564f40dcc, type: 3} MeshCount: 1 @@ -3099,6 +3103,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: c7afd592c4acaf943838f322d041a1d8, type: 3} MeshCount: 1 @@ -3611,6 +3616,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: c7afd592c4acaf943838f322d041a1d8, type: 3} MeshCount: 1 @@ -4285,6 +4291,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 6a0abf8e6f1e4f5409ded690b75d2dd6, type: 3} materialType: 0 @@ -4806,6 +4813,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8d0d130371251c84d88e6e5f058ad450, type: 3} materialType: 0 @@ -5327,6 +5335,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8d0d130371251c84d88e6e5f058ad450, type: 3} materialType: 0 @@ -5845,6 +5854,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 6a0abf8e6f1e4f5409ded690b75d2dd6, type: 3} materialType: 0 @@ -6806,6 +6816,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8d0d130371251c84d88e6e5f058ad450, type: 3} materialType: 0 @@ -7427,6 +7438,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 1 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8d0d130371251c84d88e6e5f058ad450, type: 3} materialType: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.vfx index cb452f00615..fc32d7c35b7 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.vfx @@ -1078,6 +1078,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 30a21f250b194cf4cbf039a9e87e55a3, type: 3} MeshCount: 1 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColor.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColor.vfx index 3032301160d..ddcf3efd4e9 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColor.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColor.vfx @@ -2337,6 +2337,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 989a73485b0b3b4499fd66ea6ae7220e, type: 3} primitiveType: 1 @@ -2498,6 +2499,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 989a73485b0b3b4499fd66ea6ae7220e, type: 3} MeshCount: 1 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColorClipped.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColorClipped.vfx index a70ea0c5a91..cfa011e4257 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColorClipped.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColorClipped.vfx @@ -2337,6 +2337,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 2996d511e6df50547b3fc4631bb60134, type: 3} primitiveType: 1 @@ -2498,6 +2499,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 2996d511e6df50547b3fc4631bb60134, type: 3} MeshCount: 1 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenAndWorldPos.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenAndWorldPos.vfx index e43e76e9e0b..2f13ef80c22 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenAndWorldPos.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenAndWorldPos.vfx @@ -747,6 +747,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 63806e169d9e80746970e707e38f9073, type: 3} primitiveType: 1 @@ -1835,6 +1836,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 63806e169d9e80746970e707e38f9073, type: 3} primitiveType: 1 @@ -2916,6 +2918,7 @@ MonoBehaviour: 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b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.vfx index d0da82be3cb..8e476a14995 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.vfx @@ -89,6 +89,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: c55bbaaf41bf5ce4c9c44a9e93f84bca, type: 3} primitiveType: 1 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.vfx index 0259600a7f0..9d8a7138ba6 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.vfx @@ -1078,6 +1078,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 0832b67d1b8f6174b97a7c684ae61a20, type: 3} MeshCount: 1 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shapes.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shapes.vfx index 8f7859e277d..7290692c357 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shapes.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shapes.vfx @@ -81,6 +81,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -1595,6 +1596,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -2344,6 +2346,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -2822,6 +2825,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -3364,6 +3368,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -3876,6 +3881,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -4272,6 +4278,9 @@ MonoBehaviour: positionMode: 0 spawnMode: 0 mode: 1 + placementMode: 0 + surfaceCoordinates: 1 + sourceMesh: 0 --- !u!114 &8926484042661614747 MonoBehaviour: m_ObjectHideFlags: 0 @@ -4652,6 +4661,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -6265,6 +6275,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -7075,6 +7086,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -7614,6 +7626,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -8458,6 +8471,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -8979,6 +8993,9 @@ MonoBehaviour: positionMode: 0 spawnMode: 0 mode: 1 + placementMode: 0 + surfaceCoordinates: 1 + sourceMesh: 0 --- !u!114 &8926484042661614938 MonoBehaviour: m_ObjectHideFlags: 0 @@ -9115,6 +9132,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -9925,6 +9943,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -10010,6 +10029,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -11448,6 +11468,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -12258,6 +12279,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -12797,6 +12819,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -13641,6 +13664,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -14162,6 +14186,9 @@ MonoBehaviour: positionMode: 0 spawnMode: 0 mode: 1 + placementMode: 0 + surfaceCoordinates: 1 + sourceMesh: 0 --- !u!114 &8926484042661615133 MonoBehaviour: m_ObjectHideFlags: 0 @@ -15023,6 +15050,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -15108,6 +15136,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -15646,6 +15675,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -16697,6 +16727,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -17508,6 +17539,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -18048,6 +18080,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -18569,6 +18602,9 @@ MonoBehaviour: positionMode: 0 spawnMode: 0 mode: 1 + placementMode: 0 + surfaceCoordinates: 1 + sourceMesh: 0 --- !u!114 &8926484042661615330 MonoBehaviour: m_ObjectHideFlags: 0 @@ -19431,6 +19467,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -19516,6 +19553,7 @@ MonoBehaviour: frustumCulling: 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primitiveType: 1 useGeometryShader: 0 @@ -23248,6 +23293,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -23821,6 +23867,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SimpleLitShadow.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SimpleLitShadow.vfx index 5b1c4bb0d74..92f1c931dbe 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SimpleLitShadow.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SimpleLitShadow.vfx @@ -1292,6 +1292,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} materialType: 4 onlyAmbientLighting: 0 @@ -1729,6 +1730,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} materialType: 3 onlyAmbientLighting: 0 @@ -3392,6 +3394,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} materialType: 4 onlyAmbientLighting: 0 @@ -3617,6 +3620,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} materialType: 3 onlyAmbientLighting: 0 @@ -4608,6 +4612,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} materialType: 4 onlyAmbientLighting: 0 @@ -4833,6 +4838,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} materialType: 3 onlyAmbientLighting: 0 @@ -5824,6 +5830,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + 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a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx index 5effc2c0138..64f04c0f6e1 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx @@ -87,6 +87,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Sub.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Sub.vfx index 0f7f2ff3758..4e15ffbff86 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Sub.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Sub.vfx @@ -572,6 +572,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx index 9a35a266396..c93bfc08512 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx @@ -701,6 +701,7 @@ MonoBehaviour: 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buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TestAsset.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TestAsset.vfx index 34267f05eff..43818526675 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TestAsset.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TestAsset.vfx @@ -500,6 +500,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 --- !u!114 &18 MonoBehaviour: m_ObjectHideFlags: 0 @@ -909,6 +910,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 --- !u!114 &30 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoAfterPostProcess.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoAfterPostProcess.vfx index e57c86d41fd..fb89155d381 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoAfterPostProcess.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoAfterPostProcess.vfx @@ -1832,6 +1832,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoDefault.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoDefault.vfx index ba49e8e1206..63dc9f7bf2e 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoDefault.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoDefault.vfx @@ -1832,6 +1832,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoLowRes.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoLowRes.vfx index dff5b0259a5..442023b87a0 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoLowRes.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoLowRes.vfx @@ -1832,6 +1832,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoPreRefraction.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoPreRefraction.vfx index 4e4d0a3d55d..31b4c47f328 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoPreRefraction.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoPreRefraction.vfx @@ -1832,6 +1832,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset b/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset index 12b57d1421a..0376f15e267 100644 --- a/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset @@ -228,6 +228,8 @@ EditorBuildSettings: path: Assets/AllTests/VFXTests/GraphicsTests/27_SampleSDF.unity guid: 752aca8c0a90b8241adb9c287bc26b55 - enabled: 1 + path: Assets/AllTests/VFXTests/GraphicsTests/28_FlipBookArray.unity + guid: 69ce8d3ad279c734cbea097f07ebb1fc path: Assets/AllTests/VFXTests/GraphicsTests/28_CameraProject.unity guid: c479ba3b3ad2ba64dbfc1729ed0a7590 - enabled: 1 diff --git a/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/ProjectSettings.asset b/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/ProjectSettings.asset index 5f2f761e61e..442593ce212 100644 --- a/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/ProjectSettings.asset +++ b/TestProjects/VisualEffectGraph_HDRP/ProjectSettings/ProjectSettings.asset @@ -85,7 +85,7 @@ PlayerSettings: resizableWindow: 0 useMacAppStoreValidation: 0 macAppStoreCategory: public.app-category.games - gpuSkinning: 0 + gpuSkinning: 1 xboxPIXTextureCapture: 0 xboxEnableAvatar: 0 xboxEnableKinect: 0 @@ -113,6 +113,8 @@ PlayerSettings: switchNVNShaderPoolsGranularity: 33554432 switchNVNDefaultPoolsGranularity: 16777216 switchNVNOtherPoolsGranularity: 16777216 + switchNVNMaxPublicTextureIDCount: 0 + switchNVNMaxPublicSamplerIDCount: 0 stadiaPresentMode: 0 stadiaTargetFramerate: 0 vulkanNumSwapchainBuffers: 3 @@ -145,12 +147,15 @@ PlayerSettings: androidMaxAspectRatio: 2.1 applicationIdentifier: Android: com.Company.ProductName - Standalone: unity.DefaultCompany.VFXEditor + Standalone: com.DefaultCompany.VFXEditor Tizen: com.Company.ProductName iPhone: com.Company.ProductName tvOS: com.Company.ProductName buildNumber: + Standalone: 0 iPhone: 0 + tvOS: 0 + overrideDefaultApplicationIdentifier: 0 AndroidBundleVersionCode: 1 AndroidMinSdkVersion: 19 AndroidTargetSdkVersion: 0 @@ -460,6 +465,7 @@ PlayerSettings: switchSocketInitializeEnabled: 1 switchNetworkInterfaceManagerInitializeEnabled: 1 switchPlayerConnectionEnabled: 1 + switchUseNewStyleFilepaths: 0 ps4NPAgeRating: 12 ps4NPTitleSecret: ps4NPTrophyPackPath: @@ -486,6 +492,7 @@ PlayerSettings: ps4ShareFilePath: ps4ShareOverlayImagePath: ps4PrivacyGuardImagePath: + ps4ExtraSceSysFile: ps4NPtitleDatPath: ps4RemotePlayKeyAssignment: -1 ps4RemotePlayKeyMappingDir: @@ -528,6 +535,8 @@ PlayerSettings: ps4disableAutoHideSplash: 0 ps4videoRecordingFeaturesUsed: 0 ps4contentSearchFeaturesUsed: 0 + ps4CompatibilityPS5: 0 + ps4GPU800MHz: 1 ps4attribEyeToEyeDistanceSettingVR: 0 ps4IncludedModules: - libc.prx @@ -665,6 +674,7 @@ PlayerSettings: activeInputHandler: 2 cloudProjectId: framebufferDepthMemorylessMode: 0 + qualitySettingsNames: [] projectName: organizationId: cloudEnabled: 0 diff --git a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/100_Fog.vfx b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/100_Fog.vfx index f9b4f51a685..e67bd6f0468 100644 --- a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/100_Fog.vfx +++ b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/100_Fog.vfx @@ -962,6 +962,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} MeshCount: 1 lod: 0 @@ -1178,6 +1179,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 --- !u!114 &8926484042661614801 MonoBehaviour: m_ObjectHideFlags: 0 @@ -1254,6 +1256,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 useTargetOffset: 1 useNativeLines: 0 --- !u!114 &8926484042661614823 @@ -1468,6 +1471,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -1673,6 +1677,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} MeshCount: 1 lod: 0 @@ -1852,6 +1857,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 --- !u!114 &8926484042661614883 MonoBehaviour: m_ObjectHideFlags: 0 @@ -1927,6 +1933,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 useTargetOffset: 1 useNativeLines: 1 --- !u!114 &8926484042661614891 @@ -2141,6 +2148,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/101_SampleReflectionProbe.vfx b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/101_SampleReflectionProbe.vfx index 849cb953bfd..6df4991ac31 100644 --- a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/101_SampleReflectionProbe.vfx +++ b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/101_SampleReflectionProbe.vfx @@ -634,6 +634,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 4333940904281232215, guid: abe0244723e2c2146ac5c73750a1a5f2, type: 3} MeshCount: 1 diff --git a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/102_RenderDepth.vfx b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/102_RenderDepth.vfx index f52e75797e3..1bcf6a24868 100644 --- a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/102_RenderDepth.vfx +++ b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/102_RenderDepth.vfx @@ -913,6 +913,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} MeshCount: 1 lod: 0 @@ -1755,6 +1756,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -2528,6 +2530,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 4333940904281232215, guid: bb7785cbe96637c459e7283e7f7e66e4, type: 3} primitiveType: 1 @@ -4042,6 +4045,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 --- !u!114 &8926484042661614778 MonoBehaviour: m_ObjectHideFlags: 0 @@ -5108,6 +5112,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 useTargetOffset: 0 useNativeLines: 0 --- !u!114 &8926484042661614815 diff --git a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx index eddca0cc0fd..81683ad1a2e 100644 --- a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx +++ b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx @@ -83,6 +83,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 4333940904281232215, guid: c7edbefd9ca231244bf53cec1c08f536, type: 3} primitiveType: 1 @@ -1150,6 +1151,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 4333940904281232215, guid: bf0fead977fe89543863e05d1b22f0a7, type: 3} primitiveType: 1 @@ -1485,6 +1487,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 6e56af5c92410424298ef2f22ac60a1b, type: 3} MeshCount: 1 diff --git a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/Shadow/102_ShaderGraphShadow.vfx b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/Shadow/102_ShaderGraphShadow.vfx index 12e6467170d..16900f207d7 100644 --- a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/Shadow/102_ShaderGraphShadow.vfx +++ 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textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/OSXPlayer/Metal/None/102_RenderDepth.png.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/OSXPlayer/Metal/None/102_RenderDepth.png.meta new file mode 100644 index 00000000000..8ee0fcb778b --- /dev/null +++ b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/OSXPlayer/Metal/None/102_RenderDepth.png.meta @@ -0,0 +1,96 @@ +fileFormatVersion: 2 +guid: 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assetBundleVariant: diff --git a/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/OSXPlayer/Metal/None/102_ShadergraphShadow.png.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/OSXPlayer/Metal/None/102_ShadergraphShadow.png.meta new file mode 100644 index 00000000000..ea184204581 --- /dev/null +++ b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/OSXPlayer/Metal/None/102_ShadergraphShadow.png.meta @@ -0,0 +1,96 @@ +fileFormatVersion: 2 +guid: 38368dac650ea4d46b6ebe07ce04b991 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: -1 + mipBias: -100 + wrapU: -1 + wrapV: -1 + wrapW: -1 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/007_MeshSampling.png b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/007_MeshSampling.png index 13a1c79723d..1cbd0db6d26 100644 --- a/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/007_MeshSampling.png +++ b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/007_MeshSampling.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f4ec31e28d8d24b3de70419598518e56a70d0ac3f4cfb009f0b45ea55c6440d1 -size 30849 +oid sha256:a05f504a3eabcf2cee0aea7f3243cc169b5917aca3530292a40d3d22e9d584d7 +size 76258 diff --git a/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/007_MeshSampling.png b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/007_MeshSampling.png index dfe01909c3c..171734c75ad 100644 --- a/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/007_MeshSampling.png +++ b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/007_MeshSampling.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:bf7af7683ff3bfb5a4cad8752da83cc90f895928a6c29b7a221488c03141053b -size 26481 +oid sha256:c9b9b9916f27ea7e47af44cac8530b730939e0f7b15d125c0cfa474db14cedc6 +size 72038 diff --git a/TestProjects/VisualEffectGraph_URP/ProjectSettings/ProjectSettings.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/ProjectSettings.asset index a667995be52..dd5f94870e8 100644 --- a/TestProjects/VisualEffectGraph_URP/ProjectSettings/ProjectSettings.asset +++ b/TestProjects/VisualEffectGraph_URP/ProjectSettings/ProjectSettings.asset @@ -85,7 +85,7 @@ PlayerSettings: resizableWindow: 1 useMacAppStoreValidation: 0 macAppStoreCategory: public.app-category.games - gpuSkinning: 0 + gpuSkinning: 1 xboxPIXTextureCapture: 0 xboxEnableAvatar: 0 xboxEnableKinect: 0 @@ -113,6 +113,8 @@ PlayerSettings: switchNVNShaderPoolsGranularity: 33554432 switchNVNDefaultPoolsGranularity: 16777216 switchNVNOtherPoolsGranularity: 16777216 + switchNVNMaxPublicTextureIDCount: 0 + switchNVNMaxPublicSamplerIDCount: 0 stadiaPresentMode: 0 stadiaTargetFramerate: 0 vulkanNumSwapchainBuffers: 3 @@ -145,12 +147,15 @@ PlayerSettings: androidMaxAspectRatio: 2.1 applicationIdentifier: Android: com.Company.ProductName - Standalone: unity.DefaultCompany.VFXEditor + Standalone: com.DefaultCompany.VFXEditor Tizen: com.Company.ProductName iPhone: com.Company.ProductName tvOS: com.Company.ProductName buildNumber: + Standalone: 0 iPhone: 0 + tvOS: 0 + overrideDefaultApplicationIdentifier: 0 AndroidBundleVersionCode: 1 AndroidMinSdkVersion: 19 AndroidTargetSdkVersion: 0 @@ -463,6 +468,7 @@ PlayerSettings: switchSocketInitializeEnabled: 1 switchNetworkInterfaceManagerInitializeEnabled: 1 switchPlayerConnectionEnabled: 1 + switchUseNewStyleFilepaths: 0 ps4NPAgeRating: 12 ps4NPTitleSecret: ps4NPTrophyPackPath: @@ -489,6 +495,7 @@ PlayerSettings: ps4ShareFilePath: ps4ShareOverlayImagePath: ps4PrivacyGuardImagePath: + ps4ExtraSceSysFile: ps4NPtitleDatPath: ps4RemotePlayKeyAssignment: -1 ps4RemotePlayKeyMappingDir: @@ -531,6 +538,8 @@ PlayerSettings: ps4disableAutoHideSplash: 0 ps4videoRecordingFeaturesUsed: 0 ps4contentSearchFeaturesUsed: 0 + ps4CompatibilityPS5: 0 + ps4GPU800MHz: 1 ps4attribEyeToEyeDistanceSettingVR: 0 ps4IncludedModules: - libc.prx @@ -667,6 +676,7 @@ PlayerSettings: apiCompatibilityLevel: 6 cloudProjectId: framebufferDepthMemorylessMode: 0 + qualitySettingsNames: [] projectName: organizationId: cloudEnabled: 0 diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index c694e6b0403..fb52fcbce73 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -25,6 +25,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed skybox for ortho cameras. - Fixed model import by adding additional data if needed. - Fix screen being over-exposed when changing very different skies. +- VFX: Debug material view were rendering pink for albedo. (case 1290752) +- VFX: Debug material view incorrect depth test. (case 1293291) +- VFX: Fixed LPPV with lit particles in deferred (case 1293608) ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractDistortionOutput.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractDistortionOutput.cs index 5749e109519..6693d98c78a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractDistortionOutput.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractDistortionOutput.cs @@ -23,31 +23,6 @@ public enum DistortionMode [SerializeField, VFXSetting(VFXSettingAttribute.VisibleFlags.All), Tooltip("Whether Distortion scales with the distance")] protected bool scaleByDistance = true; - public class InputPropertiesDistortionScreenSpace - { - [Tooltip("Distortion Map: RG for Distortion (centered on .5 gray), B for Blur Mask.")] - public Texture2D distortionBlurMap = null; - [Tooltip("Screen-Space Distortion Scale")] - public Vector2 distortionScale = Vector2.one; - } - - public class InputPropertiesDistortionNormalBased - { - [Tooltip("Normal Map")] - public Texture2D normalMap = null; - [Tooltip("Smoothness Map (Alpha)")] - public Texture2D smoothnessMap = null; - [Tooltip("Alpha Mask (Alpha)")] - public Texture2D alphaMask = null; - [Tooltip("World-space Distortion Scale")] - public float distortionScale = 1.0f; - } - - public class InputPropertiesCommon - { - [Tooltip("Distortion Blur Scale")] - public float blurScale = 1.0f; - } protected override IEnumerable filteredOutSettings { @@ -76,18 +51,23 @@ protected override IEnumerable inputProperties get { var properties = base.inputProperties; + foreach (var prop in properties) + yield return prop; switch (distortionMode) { case DistortionMode.ScreenSpace: - properties = properties.Concat(PropertiesFromType("InputPropertiesDistortionScreenSpace")); + yield return new VFXPropertyWithValue(new VFXProperty(GetFlipbookType(), "distortionBlurMap", new TooltipAttribute("Distortion Map: RG for Distortion (centered on .5 gray), B for Blur Mask.")), (usesFlipbook ? null : VFXResources.defaultResources.noiseTexture)); + yield return new VFXPropertyWithValue(new VFXProperty(typeof(Vector2), "distortionScale", new TooltipAttribute("Screen-Space Distortion Scale")), Vector2.one); break; case DistortionMode.NormalBased: - properties = properties.Concat(PropertiesFromType("InputPropertiesDistortionNormalBased")); + yield return new VFXPropertyWithValue(new VFXProperty(GetFlipbookType(), "normalMap", new TooltipAttribute("Normal Map"))); + yield return new VFXPropertyWithValue(new VFXProperty(GetFlipbookType(), "smoothnessMap", new TooltipAttribute("Smoothness Map (Alpha)"))); + yield return new VFXPropertyWithValue(new VFXProperty(GetFlipbookType(), "alphaMask", new TooltipAttribute("Alpha Mask (Alpha)"))); + yield return new VFXPropertyWithValue(new VFXProperty(typeof(float), "distortionScale", new TooltipAttribute("World-space Distortion Scale"))); break; } - - return properties.Concat(PropertiesFromType("InputPropertiesCommon")); + yield return new VFXPropertyWithValue(new VFXProperty(typeof(float), "blurScale", new TooltipAttribute("Distortion Blur Scale"))); } } diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs index 01c021ba1fc..04418c633d5 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs @@ -94,7 +94,7 @@ public enum BaseColorMapMode protected VFXAbstractParticleHDRPLitOutput(bool strip = false) : base(strip) {} - protected virtual bool allowTextures { get { return shaderGraph == null; }} + protected virtual bool allowTextures { get { return GetOrRefreshShaderGraphObject() == null; }} public class HDRPLitInputProperties { @@ -120,32 +120,36 @@ public class TranslucentProperties public float thickness = 1.0f; } - public class BaseColorMapProperties + protected IEnumerable baseColorMapProperties { - [Tooltip("Specifies the base color (RGB) and opacity (A) of the particle.")] - public Texture2D baseColorMap = VFXResources.defaultResources.particleTexture; + get + { + yield return new VFXPropertyWithValue(new VFXProperty(GetTextureType(), "baseColorMap", new TooltipAttribute("Specifies the base color (RGB) and opacity (A) of the particle.")), (usesFlipbook ? null : VFXResources.defaultResources.particleTexture)); + } } - public class MaskMapProperties + protected IEnumerable maskMapsProperties { - [Tooltip("Specifies the Mask Map for the particle - Metallic (R), Ambient occlusion (G), and Smoothness (A).")] - public Texture2D maskMap = VFXResources.defaultResources.noiseTexture; + get + { + yield return new VFXPropertyWithValue(new VFXProperty(GetTextureType(), "maskMap", new TooltipAttribute("Specifies the Mask Map for the particle - Metallic (R), Ambient occlusion (G), and Smoothness (A).")), (usesFlipbook ? null : VFXResources.defaultResources.noiseTexture)); + } } - - public class NormalMapProperties + protected IEnumerable normalMapsProperties { - [Tooltip("Specifies the Normal map to obtain normals in tangent space for the particle.")] - public Texture2D normalMap = null; // TODO Add normal map to default resources - [Range(0, 2), Tooltip("Sets the scale of the normals. Larger values increase the impact of the normals.")] - public float normalScale = 1.0f; + get + { + yield return new VFXPropertyWithValue(new VFXProperty(GetTextureType(), "normalMap", new TooltipAttribute("Specifies the Normal map to obtain normals in tangent space for the particle."))); + yield return new VFXPropertyWithValue(new VFXProperty(typeof(float), "normalScale", new TooltipAttribute("Sets the scale of the normals. Larger values increase the impact of the normals.")), 1.0f); + } } - - public class EmissiveMapProperties + protected IEnumerable emissiveMapsProperties { - [Tooltip("Specifies the Emissive map (RGB) used to make particles glow.")] - public Texture2D emissiveMap = null; - [Tooltip("Sets the scale of the emission obtained from the emissive map.")] - public float emissiveScale = 1.0f; + get + { + yield return new VFXPropertyWithValue(new VFXProperty(GetTextureType(), "emissiveMap", new TooltipAttribute("Specifies the Emissive map (RGB) used to make particles glow."))); + yield return new VFXPropertyWithValue(new VFXProperty(typeof(float), "emissiveScale", new TooltipAttribute("Sets the scale of the emission obtained from the emissive map.")), 1.0f); + } } public class BaseColorProperties @@ -160,7 +164,7 @@ public class EmissiveColorProperties public Color emissiveColor = Color.black; } - protected override bool needsExposureWeight { get { return shaderGraph == null && ((colorMode & ColorMode.Emissive) != 0 || useEmissive || useEmissiveMap); } } + protected override bool needsExposureWeight { get { return GetOrRefreshShaderGraphObject() == null && ((colorMode & ColorMode.Emissive) != 0 || useEmissive || useEmissiveMap); } } protected override bool bypassExposure { get { return false; } } @@ -176,7 +180,7 @@ protected override IEnumerable inputProperties { var properties = base.inputProperties; - if (shaderGraph == null) + if (GetOrRefreshShaderGraphObject() == null) { properties = properties.Concat(PropertiesFromType("HDRPLitInputProperties")); properties = properties.Concat(PropertiesFromType(kMaterialTypeToName[(int)materialType])); @@ -184,7 +188,7 @@ protected override IEnumerable inputProperties if (allowTextures) { if (useBaseColorMap != BaseColorMapMode.None) - properties = properties.Concat(PropertiesFromType("BaseColorMapProperties")); + properties = properties.Concat(baseColorMapProperties); } if ((colorMode & ColorMode.BaseColor) == 0) // particle color is not used as base color so add a slot @@ -193,11 +197,11 @@ protected override IEnumerable inputProperties if (allowTextures) { if (useMaskMap) - properties = properties.Concat(PropertiesFromType("MaskMapProperties")); + properties = properties.Concat(maskMapsProperties); if (useNormalMap) - properties = properties.Concat(PropertiesFromType("NormalMapProperties")); + properties = properties.Concat(normalMapsProperties); if (useEmissiveMap) - properties = properties.Concat(PropertiesFromType("EmissiveMapProperties")); + properties = properties.Concat(emissiveMapsProperties); } if (((colorMode & ColorMode.Emissive) == 0) && useEmissive) @@ -213,7 +217,7 @@ protected override IEnumerable CollectGPUExpressions(IEnumer foreach (var exp in base.CollectGPUExpressions(slotExpressions)) yield return exp; - if (shaderGraph == null) + if (GetOrRefreshShaderGraphObject() == null) { yield return slotExpressions.First(o => o.name == "smoothness"); @@ -237,7 +241,8 @@ protected override IEnumerable CollectGPUExpressions(IEnumer break; } - default: break; + default: + break; } if (allowTextures) @@ -275,7 +280,7 @@ public override IEnumerable additionalDefines yield return "HDRP_LIT"; - if (shaderGraph == null) + if (GetOrRefreshShaderGraphObject() == null) switch (materialType) { case MaterialType.Standard: @@ -318,7 +323,8 @@ public override IEnumerable additionalDefines yield return "HDRP_MULTIPLY_THICKNESS_WITH_ALPHA"; break; - default: break; + default: + break; } if (allowTextures) @@ -337,7 +343,7 @@ public override IEnumerable additionalDefines yield return "HDRP_USE_EMISSIVE_MAP"; } - if (shaderGraph == null) + if (GetOrRefreshShaderGraphObject() == null) { if ((colorMode & ColorMode.BaseColor) != 0) yield return "HDRP_USE_BASE_COLOR"; @@ -356,7 +362,7 @@ public override IEnumerable additionalDefines if (onlyAmbientLighting && !isBlendModeOpaque) yield return "USE_ONLY_AMBIENT_LIGHTING"; - if (isBlendModeOpaque && (shaderGraph != null || (materialType != MaterialType.SimpleLit && materialType != MaterialType.SimpleLitTranslucent))) + if (isBlendModeOpaque && (GetOrRefreshShaderGraphObject() != null || (materialType != MaterialType.SimpleLit && materialType != MaterialType.SimpleLitTranslucent))) yield return "IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE"; } } @@ -394,7 +400,7 @@ protected override IEnumerable filteredOutSettings yield return "alphaMask"; } - if (shaderGraph != null) + if (GetOrRefreshShaderGraphObject() != null) { yield return "materialType"; yield return "useEmissive"; @@ -438,7 +444,7 @@ public override IEnumerable> additionalRep yield return new KeyValuePair("${VFXHDRPForwardDefines}", forwardDefines); var forwardPassName = new VFXShaderWriter(); - forwardPassName.Write(shaderGraph == null && (materialType == MaterialType.SimpleLit || materialType == MaterialType.SimpleLitTranslucent) ? "ForwardOnly" : "Forward"); + forwardPassName.Write(GetOrRefreshShaderGraphObject() == null && (materialType == MaterialType.SimpleLit || materialType == MaterialType.SimpleLitTranslucent) ? "ForwardOnly" : "Forward"); yield return new KeyValuePair("${VFXHDRPForwardPassName}", forwardPassName); } } diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXLitMeshOutput.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXLitMeshOutput.cs index 2404cebeb68..75a3ae454a9 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXLitMeshOutput.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXLitMeshOutput.cs @@ -11,7 +11,7 @@ class VFXLitMeshOutput : VFXAbstractParticleHDRPLitOutput, IVFXMultiMeshOutput public override string name { get { return "Output Particle Lit Mesh"; } } public override string codeGeneratorTemplate { get { return RenderPipeTemplate("VFXParticleLitMesh"); } } public override VFXTaskType taskType { get { return VFXTaskType.ParticleMeshOutput; } } - public override bool supportsUV { get { return shaderGraph == null; } } + public override bool supportsUV { get { return GetOrRefreshShaderGraphObject() == null; } } public override bool implementsMotionVector { get { return true; } } public override CullMode defaultCullMode { get { return CullMode.Back; } } diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXLitPlanarPrimitiveOutput.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXLitPlanarPrimitiveOutput.cs index c6243c66bc9..68df6f2e837 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXLitPlanarPrimitiveOutput.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXLitPlanarPrimitiveOutput.cs @@ -11,7 +11,7 @@ class VFXLitPlanarPrimitiveOutput : VFXAbstractParticleHDRPLitOutput public override string name { get { return "Output Particle Lit " + primitiveType.ToString(); } } public override string codeGeneratorTemplate { get { return RenderPipeTemplate("VFXParticleLitPlanarPrimitive"); } } public override VFXTaskType taskType { get { return VFXPlanarPrimitiveHelper.GetTaskType(primitiveType); } } - public override bool supportsUV { get { return shaderGraph == null; } } + public override bool supportsUV { get { return GetOrRefreshShaderGraphObject() == null; } } public sealed override bool implementsMotionVector { get { return true; } } [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Tooltip("Specifies what primitive type to use for this output. Triangle outputs have fewer vertices, octagons can be used to conform the geometry closer to the texture to avoid overdraw, and quads are a good middle ground.")] diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassDepthOrMV.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassDepthOrMV.template index 7971f5454b4..c1c5aad9360 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassDepthOrMV.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassDepthOrMV.template @@ -5,7 +5,15 @@ struct ps_input { float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; + #if USE_FLIPBOOK_INTERPOLATION + float4 uv : TEXCOORD0; + #else + #if USE_FLIPBOOK_ARRAY_LAYOUT + float3 uv : TEXCOORD0; + #else + float2 uv : TEXCOORD0; + #endif + #endif #if VFX_SHADERGRAPH_HAS_UV1 float4 uv1 : COLOR2; #endif diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassDistortion.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassDistortion.template index 9da5f96f105..c5eac384d73 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassDistortion.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassDistortion.template @@ -17,7 +17,11 @@ Pass #if USE_FLIPBOOK_INTERPOLATION float4 uv : TEXCOORD0; #else - float2 uv : TEXCOORD0; + #if USE_FLIPBOOK_ARRAY_LAYOUT + float3 uv : TEXCOORD0; + #else + float2 uv : TEXCOORD0; + #endif #endif #if USE_SOFT_PARTICLE || VFX_USE_ALPHA_CURRENT || USE_FLIPBOOK_INTERPOLATION diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassForward.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassForward.template index 25f6772ac1c..ff73982d939 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassForward.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassForward.template @@ -24,8 +24,12 @@ Pass #if USE_FLIPBOOK_INTERPOLATION float4 uv : TEXCOORD1; #else + #if USE_FLIPBOOK_ARRAY_LAYOUT + float3 uv : TEXCOORD1; + #else float2 uv : TEXCOORD1; #endif + #endif #if VFX_SHADERGRAPH_HAS_UV1 float4 uv1 : COLOR2; #endif @@ -42,7 +46,7 @@ Pass #if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_FORWARD float4 tangent : TEXCOORD3; #endif - #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || WRITE_MOTION_VECTOR_IN_FORWARD + #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_FEATURE_MOTION_VECTORS_FORWARD // x: inverse soft particles fade distance // y: alpha threshold // z: frame blending factor @@ -55,7 +59,7 @@ Pass nointerpolation float2 builtInInterpolants2 : TEXCOORD5; #endif - #if WRITE_MOTION_VECTOR_IN_FORWARD + #if VFX_FEATURE_MOTION_VECTORS_FORWARD float4 cPosPrevious : TEXCOORD6; float4 cPosNonJiterred : TEXCOORD7; #endif @@ -87,7 +91,7 @@ ${VFXHDRPLitVaryingsMacros} #endif #define VFX_VARYING_POSWS posWS -#if WRITE_MOTION_VECTOR_IN_FORWARD +#if VFX_FEATURE_MOTION_VECTORS_FORWARD #define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred #define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious #endif @@ -108,7 +112,7 @@ ${VFXEnd} #if USE_DOUBLE_SIDED , bool frontFace : SV_IsFrontFace #endif -#if WRITE_MOTION_VECTOR_IN_FORWARD +#if VFX_FEATURE_MOTION_VECTORS_FORWARD , out float4 outMotionVector : SV_Target1 #endif ) @@ -127,7 +131,7 @@ ${VFXEnd} outColor = VFXGetPixelOutputForward(i,normalWS,uvData); #endif - #if WRITE_MOTION_VECTOR_IN_FORWARD + #if VFX_FEATURE_MOTION_VECTORS_FORWARD ${VFXComputeOutputMotionVector} outMotionVector = encodedMotionVector; outMotionVector.a = outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping for motion vector pass diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassGBuffer.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassGBuffer.template index 9c3e7a0ff1a..93e33aa21cb 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassGBuffer.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassGBuffer.template @@ -23,7 +23,11 @@ Pass #if USE_FLIPBOOK_INTERPOLATION float4 uv : TEXCOORD1; #else + #if USE_FLIPBOOK_ARRAY_LAYOUT + float3 uv : TEXCOORD1; + #else float2 uv : TEXCOORD1; + #endif #endif #if VFX_SHADERGRAPH_HAS_UV1 float4 uv1 : COLOR2; diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassDepthOrMV.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassDepthOrMV.template index 523fb2499c7..d3a65972a4d 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassDepthOrMV.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassDepthOrMV.template @@ -11,7 +11,11 @@ struct ps_input #if USE_FLIPBOOK_INTERPOLATION float4 uv : TEXCOORD0; #else - float2 uv : TEXCOORD0; + #if USE_FLIPBOOK_ARRAY_LAYOUT + float3 uv : TEXCOORD0; + #else + float2 uv : TEXCOORD0; + #endif #endif #if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT // x: alpha threshold diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassDistortion.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassDistortion.template index 6381870ea53..7cf91881eb7 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassDistortion.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassDistortion.template @@ -17,7 +17,11 @@ Pass #if USE_FLIPBOOK_INTERPOLATION float4 uv : TEXCOORD0; #else - float2 uv : TEXCOORD0; + #if USE_FLIPBOOK_ARRAY_LAYOUT + float3 uv : TEXCOORD0; + #else + float2 uv : TEXCOORD0; + #endif #endif #if USE_SOFT_PARTICLE || VFX_USE_ALPHA_CURRENT || USE_FLIPBOOK_INTERPOLATION diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassForward.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassForward.template index afa2f06e095..730ee37ace4 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassForward.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassForward.template @@ -25,9 +25,13 @@ Pass #if USE_FLIPBOOK_INTERPOLATION float4 uv : TEXCOORD1; #else + #if USE_FLIPBOOK_ARRAY_LAYOUT + float3 uv : TEXCOORD1; + #else float2 uv : TEXCOORD1; #endif - #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || WRITE_MOTION_VECTOR_IN_FORWARD + #endif + #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_FEATURE_MOTION_VECTORS_FORWARD // x: inverse soft particles fade distance // y: alpha threshold // z: frame blending factor @@ -48,7 +52,7 @@ Pass float2 bentFactors : TEXCOORD6; #endif - #if WRITE_MOTION_VECTOR_IN_FORWARD + #if VFX_FEATURE_MOTION_VECTORS_FORWARD float4 cPosPrevious : TEXCOORD7; float4 cPosNonJiterred : TEXCOORD8; #endif @@ -78,7 +82,7 @@ ${VFXHDRPLitVaryingsMacros} #endif #define VFX_VARYING_POSWS posWS -#if WRITE_MOTION_VECTOR_IN_FORWARD +#if VFX_FEATURE_MOTION_VECTORS_FORWARD #define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred #define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious #endif @@ -99,7 +103,7 @@ ${VFXEnd} #if USE_DOUBLE_SIDED , bool frontFace : SV_IsFrontFace #endif - #if WRITE_MOTION_VECTOR_IN_FORWARD + #if VFX_FEATURE_MOTION_VECTORS_FORWARD , out float4 outMotionVector : SV_Target1 #endif ) @@ -117,12 +121,12 @@ ${VFXEnd} #else outColor = VFXGetPixelOutputForward(i, normalWS, uvData); #endif - -#if WRITE_MOTION_VECTOR_IN_FORWARD - ${VFXComputeOutputMotionVector} - outMotionVector = encodedMotionVector; - outMotionVector.a = outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping for motion vector pass -#endif + + #if VFX_FEATURE_MOTION_VECTORS_FORWARD + ${VFXComputeOutputMotionVector} + outMotionVector = encodedMotionVector; + outMotionVector.a = outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping for motion vector pass + #endif } ENDHLSL } diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassGBuffer.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassGBuffer.template index 7359eea3f83..c3afb97eb33 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassGBuffer.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassGBuffer.template @@ -23,8 +23,12 @@ Pass #if USE_FLIPBOOK_INTERPOLATION float4 uv : TEXCOORD1; #else + #if USE_FLIPBOOK_ARRAY_LAYOUT + float3 uv : TEXCOORD1; + #else float2 uv : TEXCOORD1; #endif + #endif #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION // x: inverse soft particles fade distance // y: alpha threshold diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/VFXParticleLinesHW.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/VFXParticleLinesHW.template index 0081b952300..b5b9d2e8ca9 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/VFXParticleLinesHW.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/VFXParticleLinesHW.template @@ -4,6 +4,7 @@ ${VFXInclude("Shaders/VFXParticleHeader.template")} ${VFXInclude("Shaders/ParticleLines/PassSelection.template")} ${VFXInclude("Shaders/ParticleLines/PassDepth.template"),IS_OPAQUE_PARTICLE} + ${VFXInclude("Shaders/ParticleLines/PassVelocity.template"),USE_MOTION_VECTORS_PASS} ${VFXInclude("Shaders/ParticleLines/PassForward.template")} ${VFXInclude("Shaders/ParticleLines/PassShadowCaster.template"),USE_CAST_SHADOWS_PASS} } diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/VFXParticleLinesSW.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/VFXParticleLinesSW.template index b83a49a4619..a88603e574e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/VFXParticleLinesSW.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/VFXParticleLinesSW.template @@ -4,6 +4,7 @@ ${VFXInclude("Shaders/VFXParticleHeader.template")} ${VFXInclude("Shaders/ParticleLinesSW/PassSelection.template")} ${VFXInclude("Shaders/ParticleLinesSW/PassDepth.template"),IS_OPAQUE_PARTICLE} + ${VFXInclude("Shaders/ParticleLinesSW/PassVelocity.template"),USE_MOTION_VECTORS_PASS} ${VFXInclude("Shaders/ParticleLinesSW/PassForward.template")} ${VFXInclude("Shaders/ParticleLinesSW/PassShadowCaster.template"),USE_CAST_SHADOWS_PASS} } diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/VFXParticlePoints.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/VFXParticlePoints.template index 8f11d1b9bbb..ddccfede52a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/VFXParticlePoints.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/VFXParticlePoints.template @@ -4,6 +4,7 @@ ${VFXInclude("Shaders/VFXParticleHeader.template")} ${VFXInclude("Shaders/ParticlePoints/PassSelection.template")} ${VFXInclude("Shaders/ParticlePoints/PassDepth.template"),IS_OPAQUE_PARTICLE} + ${VFXInclude("Shaders/ParticlePoints/PassVelocity.template"),USE_MOTION_VECTORS_PASS} ${VFXInclude("Shaders/ParticlePoints/PassForward.template")} ${VFXInclude("Shaders/ParticlePoints/PassShadowCaster.template"),USE_CAST_SHADOWS_PASS} } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index 4f39b97a5d8..2afb0a3a4b1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -704,6 +704,7 @@ unsafe internal void UpdateShaderVariablesGlobalCB(ref ShaderVariablesGlobal cb, && camera.cameraType == CameraType.Game; cb._ViewMatrix = mainViewConstants.viewMatrix; + cb._CameraViewMatrix = mainViewConstants.viewMatrix; cb._InvViewMatrix = mainViewConstants.invViewMatrix; cb._ProjMatrix = mainViewConstants.projMatrix; cb._InvProjMatrix = mainViewConstants.invProjMatrix; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs index abdd3eac668..bb45aee0fbb 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs @@ -1058,7 +1058,7 @@ TextureHandle RenderDebugViewMaterial(RenderGraph renderGraph, CullingResults cu passData.transparentRendererList = builder.UseRendererList( renderGraph.CreateRendererList(CreateTransparentRendererListDesc(cull, hdCamera.camera, m_AllTransparentPassNames, rendererConfiguration: m_CurrentRendererConfigurationBakedLighting, - stateBlock: m_DepthStateOpaque))); + stateBlock: m_DepthStateNoWrite))); passData.clearColorTexture = Compositor.CompositionManager.GetClearTextureForStackedCamera(hdCamera); // returns null if is not a stacked camera passData.clearDepthTexture = Compositor.CompositionManager.GetClearDepthForStackedCamera(hdCamera); // returns null if is not a stacked camera diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs index b765596e5cb..e7b8701164a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs @@ -248,6 +248,7 @@ static class HDShaderIDs public static readonly int _WorldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos"); public static readonly int _PrevCamPosRWS = Shader.PropertyToID("_PrevCamPosRWS"); public static readonly int _ViewMatrix = Shader.PropertyToID("_ViewMatrix"); + public static readonly int _CameraViewMatrix = Shader.PropertyToID("_CameraViewMatrix"); public static readonly int _InvViewMatrix = Shader.PropertyToID("_InvViewMatrix"); public static readonly int _ProjMatrix = Shader.PropertyToID("_ProjMatrix"); public static readonly int _InvProjMatrix = Shader.PropertyToID("_InvProjMatrix"); diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs index 3e989c7fdf5..17b2314212c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs @@ -43,6 +43,7 @@ unsafe struct ShaderVariablesGlobal // ================================ // TODO: all affine matrices should be 3x4. public Matrix4x4 _ViewMatrix; + public Matrix4x4 _CameraViewMatrix; public Matrix4x4 _InvViewMatrix; public Matrix4x4 _ProjMatrix; public Matrix4x4 _InvProjMatrix; diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl index bfaaba4b65d..48552b1f17d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl @@ -18,6 +18,7 @@ // PackingRules = Exact GLOBAL_CBUFFER_START(ShaderVariablesGlobal, b0) float4x4 _ViewMatrix; + float4x4 _CameraViewMatrix; float4x4 _InvViewMatrix; float4x4 _ProjMatrix; float4x4 _InvProjMatrix; diff --git a/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl b/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl index 4d3c2f3a1f2..21d0d975192 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl @@ -82,6 +82,15 @@ float3 VFXTransformPositionWorldToView(float3 posWS) return TransformWorldToView(posWS); } +float3 VFXTransformPositionWorldToCameraRelative(float3 posWS) +{ +#if VFX_WORLD_SPACE + return GetCameraRelativePositionWS(posWS); +#else + return posWS; +#endif +} + float4x4 VFXGetObjectToWorldMatrix() { return GetObjectToWorldMatrix(); @@ -175,3 +184,8 @@ float4 VFXApplyPreExposure(float4 color, VFX_VARYING_PS_INPUTS input) #endif } #endif + +float3 VFXGetCameraWorldDirection() +{ + return -_CameraViewMatrix._m20_m21_m22; +} diff --git a/com.unity.testing.visualeffectgraph/AssetBundle/VFX_In_AssetBundle.vfx b/com.unity.testing.visualeffectgraph/AssetBundle/VFX_In_AssetBundle.vfx index 7336d3d8265..d0ffcf07301 100644 --- a/com.unity.testing.visualeffectgraph/AssetBundle/VFX_In_AssetBundle.vfx +++ b/com.unity.testing.visualeffectgraph/AssetBundle/VFX_In_AssetBundle.vfx @@ -556,6 +556,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/com.unity.testing.visualeffectgraph/CommonAssets/Animations.meta b/com.unity.testing.visualeffectgraph/CommonAssets/Animations.meta new file mode 100644 index 00000000000..6c8d262e9e7 --- /dev/null +++ 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spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.testing.visualeffectgraph/CommonAssets/Animations/JumpingJacks_NoTextures.FBX b/com.unity.testing.visualeffectgraph/CommonAssets/Animations/JumpingJacks_NoTextures.FBX new file mode 100644 index 00000000000..f1e22fb5587 --- /dev/null +++ b/com.unity.testing.visualeffectgraph/CommonAssets/Animations/JumpingJacks_NoTextures.FBX @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8d4b5f69a30958b4ca1422ca2cb2d1e7927b9d785a9ed54654c5bfc9f8a3be8c +size 1445648 diff --git a/com.unity.testing.visualeffectgraph/CommonAssets/Animations/JumpingJacks_NoTextures.FBX.meta b/com.unity.testing.visualeffectgraph/CommonAssets/Animations/JumpingJacks_NoTextures.FBX.meta new file mode 100644 index 00000000000..5eaf306904e --- /dev/null +++ b/com.unity.testing.visualeffectgraph/CommonAssets/Animations/JumpingJacks_NoTextures.FBX.meta @@ -0,0 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b/com.unity.testing.visualeffectgraph/Scenes/013_MeshStripping.vfx @@ -540,6 +540,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 0b539890dfed7f84abef4070f10dff48, type: 3} MeshCount: 1 @@ -1079,6 +1080,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 0b539890dfed7f84abef4070f10dff48, type: 3} MeshCount: 1 diff --git a/com.unity.testing.visualeffectgraph/Scenes/014_PositionBlock.vfx b/com.unity.testing.visualeffectgraph/Scenes/014_PositionBlock.vfx index 3eab6af6054..fe2a364bc4d 100644 --- a/com.unity.testing.visualeffectgraph/Scenes/014_PositionBlock.vfx +++ b/com.unity.testing.visualeffectgraph/Scenes/014_PositionBlock.vfx @@ -907,6 +907,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -1550,6 +1551,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -2193,6 +2195,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -2837,6 +2840,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -3478,6 +3482,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -3820,6 +3825,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -4233,6 +4239,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -4578,6 +4585,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -4923,6 +4931,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -5268,6 +5277,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -5610,6 +5620,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -5952,6 +5963,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -7660,6 +7672,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -8028,6 +8041,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -8399,6 +8413,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -8744,6 +8759,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -9089,6 +9105,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -9434,6 +9451,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -11181,6 +11199,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -11526,6 +11545,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -11871,6 +11891,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -12216,6 +12237,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -14549,6 +14571,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -15584,6 +15607,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -15929,6 +15953,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -17604,6 +17629,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -21875,6 +21901,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 @@ -22696,6 +22723,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: -5475051401550479605, guid: 09efd822ec246254db0b12b4250ab591, type: 3} MeshCount: 1 diff --git a/com.unity.testing.visualeffectgraph/Scenes/014_ScreenSpaceSize.vfx b/com.unity.testing.visualeffectgraph/Scenes/014_ScreenSpaceSize.vfx index 2d8ee15b7c3..ca52315bb25 100644 --- a/com.unity.testing.visualeffectgraph/Scenes/014_ScreenSpaceSize.vfx +++ b/com.unity.testing.visualeffectgraph/Scenes/014_ScreenSpaceSize.vfx @@ -546,6 +546,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 @@ -1008,6 +1009,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/com.unity.visualeffectgraph/CHANGELOG.md b/com.unity.visualeffectgraph/CHANGELOG.md index 9ccccd3380c..865d72a412d 100644 --- a/com.unity.visualeffectgraph/CHANGELOG.md +++ b/com.unity.visualeffectgraph/CHANGELOG.md @@ -5,16 +5,35 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). ## [12.0.0] - 2021-01-11 - -### Fixed -- VFXEventBinderBase throwing a null reference exception in runtime -- Unexpected compilation warning in VFXMouseBinder [Case 1313003](https://issuetracker.unity3d.com/product/unity/issues/guid/1313003/) +### Added +- Added support for Texture2D Arrays in Flipbooks +- Added new setting in "Preferences -> Visual Effects" to control the fallback behavior of camera buffers from MainCamera node when the main camera is not rendered. +- Sample vertices of a transformed skinned mesh with Position (Skinned Mesh) and Sample Skinned Mesh operator. +- Placement option (Vertex, Edge, Surface) in Sample Mesh & Skinned Mesh, allows triangle sampling. ### Changed - Move Assets/Create/Visual Effects/Visual Effect Graph to Assets/Create/VFX/VFX Graph - Move Assets/Create/Visual Effects/Visual Effect Defaults to Assets/Create/VFX/VFX Defaults - Move Assets/Create/Visual Effects/Visual Effect Subgraph Operator to Assets/Create/VFX/VFX Subgraph Operator - Move Assets/Create/Visual Effects/Visual Effect Subgraph Block to Assets/Create/VFX/VFX Subgraph Block +- Allow remaking an existing link. + +### Fixed +- VFXEventBinderBase throwing a null reference exception in runtime +- Unexpected compilation warning in VFXMouseBinder [Case 1313003](https://issuetracker.unity3d.com/product/unity/issues/guid/1313003/) +- Prevent creation of subgraph containing only partial systems [Case 1284053](https://issuetracker.unity3d.com/product/unity/issues/guid/1284053/) +- Prevent pasting context within operator/block subgraph [Case 1235269](https://issuetracker.unity3d.com/product/unity/issues/guid/1235269/) +- VFXEventBinderBase throwing a null reference exception in runtime +- Fix CameraFade for shadow maps [Case 1294073](https://fogbugz.unity3d.com/f/cases/1294073/) +- Modified Sign operator node output for float when input is 0.0f [Case 1299922](https://fogbugz.unity3d.com/f/cases/1299922/) +- An existing link can be remade. +- Use alphabetical order in type list in blackboard "+" button [Case 1304109](https://issuetracker.unity3d.com/product/unity/issues/guid/1304109/) +- Consistently displays the Age Particles checkbox in Update context [Case 1221557](https://issuetracker.unity3d.com/product/unity/issues/guid/1221557/) +- Fix compute culling compilation in URP [Case 1309174](https://fogbugz.unity3d.com/f/cases/1309174/) +- pCache: Unexpected ditable field in Mesh Statistics, Save & Cancel pCache, error trying to access not readable texture [Case 1122417](https://issuetracker.unity3d.com/product/unity/issues/guid/1122417/) +- Handle correctly locked VisualEffectAsset with version control system [Case 1261051](https://issuetracker.unity3d.com/product/unity/issues/guid/1261051/) +- Artefact in VFXView using efficient debug mode in component target board [Case 1243947](https://issuetracker.unity3d.com/product/unity/issues/guid/1243947/) +- Sample Mesh Color when value is stored as float. ## [11.0.0] - 2020-10-21 diff --git a/com.unity.visualeffectgraph/Documentation~/Attributes.md b/com.unity.visualeffectgraph/Documentation~/Attributes.md index 38f0aa77d92..1ad1607841c 100644 --- a/com.unity.visualeffectgraph/Documentation~/Attributes.md +++ b/com.unity.visualeffectgraph/Documentation~/Attributes.md @@ -1,6 +1,6 @@ # Attributes -An Attribute is a piece of data attached to elements in a System. For example, the color of a particle, a particle's position, or the amount of particles that a spawn System should create are all Attributes. +An Attribute is a piece of data attached to elements in a System. For example, the color of a particle, a particle's position, or the amount of particles that a spawn System creates are all Attributes. Systems can read from, or write to, Attributes in order to perform custom behavior and differentiate between elements. diff --git a/com.unity.visualeffectgraph/Documentation~/Block-CameraFade.md b/com.unity.visualeffectgraph/Documentation~/Block-CameraFade.md index 47b1075affc..c25554b8f14 100644 --- a/com.unity.visualeffectgraph/Documentation~/Block-CameraFade.md +++ b/com.unity.visualeffectgraph/Documentation~/Block-CameraFade.md @@ -20,6 +20,7 @@ This Block is compatible with the following Contexts: | ------------------- | -------- | ------------------------------------------------------------ | | **Cull When Faded** | Bool | **(Inspector)** Indicates whether to cull the particle culled when it is fully faded to reduce overdraw. | | **Fade Mode** | Enum | Specifies how to fade the particle out when it gets near the camera. The options are:
• **Color**: Fades out the particle's color.
• **Alpha**: Fades out the particle's alpha.
• **Color And Alpha**: Fades out both the particle's color and its alpha. | +| **Affect Shadows** | Bool | **(Inspector)** Indicates whether the fade also affects shadow maps or not. Note that applying the fade to shadows might produce unexpected results when using multiple cameras. | ## Block properties diff --git a/com.unity.visualeffectgraph/Documentation~/Block-ConnectTarget.md b/com.unity.visualeffectgraph/Documentation~/Block-ConnectTarget.md index bd22ed486e0..018a2d41fee 100644 --- a/com.unity.visualeffectgraph/Documentation~/Block-ConnectTarget.md +++ b/com.unity.visualeffectgraph/Documentation~/Block-ConnectTarget.md @@ -20,7 +20,7 @@ This Block is compatible with the following Contexts: | **Setting** | **Type** | **Description** | | --------------- | -------- | ------------------------------------------------------------ | -| **Orientation** | Enum | Specifies how the particle should orient itself. The options are:
• **Camera**: The particle faces the camera.
• **Direction**: The particle faces a particular direction.
• **Look At Position**: The particle faces a position in the scene. | +| **Orientation** | Enum | Specifies how the particle orients itself. The options are:
• **Camera**: The particle faces the camera.
• **Direction**: The particle faces a particular direction.
• **Look At Position**: The particle faces a position in the scene. | ## Block properties diff --git a/com.unity.visualeffectgraph/Documentation~/Block-IncrementStripIndexOnStart.md b/com.unity.visualeffectgraph/Documentation~/Block-IncrementStripIndexOnStart.md index 38d6560a3d4..986524929f3 100644 --- a/com.unity.visualeffectgraph/Documentation~/Block-IncrementStripIndexOnStart.md +++ b/com.unity.visualeffectgraph/Documentation~/Block-IncrementStripIndexOnStart.md @@ -2,7 +2,9 @@ Menu Path: **Spawn > Custom > Increment Strip Index On Start** -The **Increment Strip Index On Start** Block helps to manage the initialization of Particle Strips. This Block increments the stripIndex attribute (unsigned integer) each time the start event of the Spawn Context triggers. The stripIndex attribute returns to zero when a stop event triggers or if stripIndex reaches the **Strip Max Count**. +The **Increment Strip Index On Start** Block helps to manage the initialization of Particle Strips. A Particle Strip comprises of linked groups of particles and the number of these groups is defined by the strip's stripIndex attribute. This Block increments the Particle Strip's stripIndex attribute (unsigned integer) each time the start event of the Spawn Context triggers. This adds a new linked group of particles to the Particle Strip. + +The stripIndex attribute returns to zero when a stop event triggers or if stripIndex reaches the **Strip Max Count**. This goes back to the first strip group index. ![](Images/Block-IncrementStripIndexOnStartExample.gif) diff --git a/com.unity.visualeffectgraph/Documentation~/Block-Orient.md b/com.unity.visualeffectgraph/Documentation~/Block-Orient.md index 2a4cba52197..75fd55ee2d4 100644 --- a/com.unity.visualeffectgraph/Documentation~/Block-Orient.md +++ b/com.unity.visualeffectgraph/Documentation~/Block-Orient.md @@ -81,7 +81,7 @@ This Block is compatible with the following Contexts: | **Input** | **Type** | **Description** | | ------------ | ---------------------------- | ------------------------------------------------------------ | -| **Position** | [Position](Type-Position.md) | The Position the particle should face.
This property only appears if you set **Mode** to **Look At Position**. | +| **Position** | [Position](Type-Position.md) | The Position the particle faces towards.
This property only appears if you set **Mode** to **Look At Position**. | | **Line** | [Line](Type-Line.md) | The Line to use for particle orientation. Particles orient to face towards the nearest point along the direction of this Line.
This property only appears if you set **Mode** to **Look At Line** | | **Axis X** | [Vector](Type-Vector.md) | The x-axis of the Advanced orientation.
This property only appears if you set **Mode** to **Advanced** and **Axes** uses the **X** axis. | | **Axis Y** | [Vector](Type-Vector.md) | Specifies the y-axis of the Advanced orientation.
This property only appears if you set **Mode** to **Advanced** and **Axes** uses the **Y** axis. | diff --git a/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Mesh).md b/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Mesh).md new file mode 100644 index 00000000000..766b348c899 --- /dev/null +++ b/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Mesh).md @@ -0,0 +1,63 @@ +
Experimental: This Feature is currently experimental and is subject to change in later major versions.
+ +# Set Position (Mesh) + +Menu Path : **Position > Set Position (Mesh)** + +Menu Path : **Position > Set Position (Skinned Mesh)** + +The **Set Position (Mesh)** block calculates a position based on mesh vertex data and stores the result in the [position attribute](Reference-Attributes.md), based on composition. + + +This Block also calculates a direction vector based on the mesh normal, and stores it to the [direction attribute](Reference-Attributes.md), based on composition. + +Note: [Velocity from Direction and Speed](Block-VelocityFromDirection&Speed(NewDirection).md) Blocks can then process the direction attribute. + + + +## Block compatibility + +This Block is compatible with the following Contexts: + +- [Initialize](Context-Initialize.md) +- [Update](Context-Update.md) +- Any output Context + +## Block settings + +| **Setting** | **Type** | **Description** | +| ------------------------- | -------- | ------------------------------------------------------------ | +| **Spawn Mode** | Enum | Specifies how to distribute particles within the mesh. The options are:
• **Random**: Calculates a per-particle random progress uniform sampling among the chosen primitive in **Placement Mode**.
• **Custom**: Allows you to manually specify the sampling parameters. | +| **Placement mode** | Enum | Specifies which primitive part of the mesh to sample from:
• **Vertex**: Samples positions from all listed vertices.
• **Edge**: Samples from an interpolation between two consecutives vertices that are part of a triangle on the mesh.
• **Surface**: Samples from an interpolation between three vertices that define a triangle on the mesh. | +| **Surface coordinates** | Enum | Specifies the method this block uses to sample the surface of a triangle.
• **Barycentric**: Samples the surface using raw barycentric coordinates. Using this method, sampled positions are not constrained by the triangle edges which is useful if you have baked a position outside of the Visual Effect Graph.
• **Uniform**: Samples the surface uniformly within the triangle area.
This property only appears if you set **Placement mode** to **Surface** and **Spawn Mode** to **Custom**. | +| **Source** | Enum | **(Inspector)** Specifies the kind of geometry to sample from. The options are:
• **Mesh**: Samples from a mesh asset.
• **Skinned Mesh Renderer**: Samples from a [Skinned Mesh Renderer](https://docs.unity3d.com/Manual/class-SkinnedMeshRenderer.html). | +| **Composition Position** | Enum | **(Inspector)** Specifies how this Block composes the position attribute. The options are:
• **Set**: Overwrites the position attribute with the new value.
• **Add**: Adds the new value to the position attribute value.
• **Multiply**: Multiplies the position attribute value by the new value.
• **Blend**: Interpolates between the position attribute value and the new value. You can specify the blend factor between 0 and 1. | +| **Composition Direction** | Enum | **(Inspector)** Specifies how this Block composes the direction attribute. The options are:
• **Set**: Overwrites the position attribute with the new value.
• **Add**: Adds the new value to the position attribute value.
• **Multiply**: Multiplies the position attribute value by the new value.
• **Blend**: Interpolates between the position attribute value and the new value. You can specify the blend factor between 0 and 1. | + +## Block properties + +| **Input** | **Type** | **Description** | +| ------------------------- | --------------------- | ------------------------------------------------------------ | +| **Mesh** | Mesh | The source mesh asset to sample.
This property only appears if you set **Source** to **Mesh**. | +| **Skinned Mesh Renderer** | Skinned Mesh Renderer | The source Skinned Mesh Renderer component to sample. This is a reference to a component within the scene. To assign a Skinned Mesh Renderer to this port, create a Skinned Mesh Renderer property in the [Blackboard](Blackboard.md) and expose it.
This property only appears if you set **Source** to **Skinned Mesh Renderer**. | +| **Vertex** | uint | The index of the vertex to sample.
This property only appears if you set **Placement mode** to **Vertex** and **Spawn Mode** to **Custom**. | +| **Index** | uint | The start index of the edge to sample from. The block uses this index and the following index to select the line to sample from.
This property only appears if you set **Placement mode** to **Edge** and **Spawn Mode** to **Custom**. | +| **Triangle** | uint | The index of triangle to sample, assuming the index buffer contains a triangle list.
This property only appears if you set **Placement mode** to **Surface**, **Spawn Mode** to **Custom**, and **Spawn Mode** to **Custom**. | +| **Edge** | float | The interpolation value the block uses to sample along the edge. This is the percentage along the edge, from start position to end position, that the sample position is taken.
This property only appears if you set **Placement mode** to **Edge** and **Spawn Mode** to **Custom**. | +| **Barycentric** | Vector2 | The raw barycentric coordinate to sample from the triangle at. The input is two-dimensional (**X** and **Y**) and the block calculates the **Z** value using the values you input: **Z** = **1** - **X** - **Y**. This sampling method does not constrain the sampled position inside the triangle edges.
This property only appears if you set **Placement mode** to **Surface**, **Surface coordinates** to **Barycentric**, and **Spawn Mode** to **Custom**. | +| **Square** | Vector2 | The uniform coordinate to sample the triangle at. The block takes this value and maps it from a square coordinate to triangle space. To do this, it uses the method outline in the paper [A Low-Distortion Map Between Triangle and Square](https://hal.archives-ouvertes.fr/hal-02073696v2) (Heitz 2019).
This property only appears if you set **Placement mode** to **Surface**, **Surface coordinates** to **Uniform**, and **Spawn Mode** to **Custom**. | +| **Blend Position** | Float | The blend percentage between the current position attribute value and the newly calculated position value.
This property only appears if you set **Composition Position** to **Blend**. | +| **Blend Direction** | Float | The blend percentage between the current direction attribute value and the newly calculated direction value.
This property only appears if you set **Composition Direction** to **Blend**. | + +## Limitations + +The Mesh sampling feature has the following limitations: + +- It only supports [VertexAttributeFormat.Float32](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttributeFormat.Float32.html) for all [VertexAttributes](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.html) except [Color](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.Color.html), which has to be a four component attribute using either [VertexAttributeFormat.UInt8](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttributeFormat.UInt8.html) or [VertexAttributeFormat.Float32](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttributeFormat.Float32.html) format. +- If a Mesh is not [readable](https://docs.unity3d.com/ScriptReference/Mesh-isReadable.html), the **Position (Mesh)** Block and **Sample Mesh** Operator return zero values when they attempt to sample from it. For information on how to make a Mesh readable, see [Model import settings](https://docs.unity3d.com/Manual/FBXImporter-Model.html). + +![](Images/ReadWrite.png) + +## Reference list + +* Heitz, Eric. 2019. "A Low-Distortion Map Between Triangle and Square". [hal-02073696v2](https://hal.archives-ouvertes.fr/hal-02073696v2) diff --git a/com.unity.visualeffectgraph/Documentation~/Block-UpdatePosition.md b/com.unity.visualeffectgraph/Documentation~/Block-UpdatePosition.md index 4462c6c31ce..ba2f0f542a1 100644 --- a/com.unity.visualeffectgraph/Documentation~/Block-UpdatePosition.md +++ b/com.unity.visualeffectgraph/Documentation~/Block-UpdatePosition.md @@ -12,7 +12,7 @@ This Block adds the particle velocity multiplied by deltaTime to the current par If you disable **Update Position** in the Update Context's Inspector, the system does not change the particle **position** based on the particle's velocity attribute. -You can also add the **Integration : Update Position** Block to the Update Context manually and enable/disable it to specify when the system should update the particle position based on its velocity. +You can also add the **Integration : Update Position** Block to the Update Context manually and enable/disable it to specify when the System updates the particle position based on its velocity. ![](Images/Block-UpdatePositionBlockInContext.png) diff --git a/com.unity.visualeffectgraph/Documentation~/Block-UpdateRotation.md b/com.unity.visualeffectgraph/Documentation~/Block-UpdateRotation.md index 2521d21f620..67df6365fbf 100644 --- a/com.unity.visualeffectgraph/Documentation~/Block-UpdateRotation.md +++ b/com.unity.visualeffectgraph/Documentation~/Block-UpdateRotation.md @@ -16,7 +16,7 @@ angleZ += angularVelocityZ * deltaTime; If you disable **Update Rotation** in the Update Context's Inspector, the system does not change the particle orientation based on the particle's angular velocity attribute. -You can also add the **Integration : Update Rotation** Block to the Update Context manually and enable/disable it to specify when the system should update the particle orientation based on its angular velocity. +You can also add the **Integration : Update Rotation** Block to the Update Context manually and enable/disable it to specify when the System updates the particle orientation based on its angular velocity. ![](Images/Block-UpdateRotationBlockInContext.png) diff --git a/com.unity.visualeffectgraph/Documentation~/ComponentAPI.md b/com.unity.visualeffectgraph/Documentation~/ComponentAPI.md index f9da96d6bce..2869724550a 100644 --- a/com.unity.visualeffectgraph/Documentation~/ComponentAPI.md +++ b/com.unity.visualeffectgraph/Documentation~/ComponentAPI.md @@ -149,7 +149,7 @@ Event Attributes are [Attributes](Attributes.md) that attach to [Events](Events. #### Creating Event Attributes -To create a `VFXEventAttribute`, use the `CreateVFXEventAttribute()` method of the Visual Effect component. If you want to send the same Event multiple times with the same attributes, you should store the `VFXEventAtrribute`, rather than create a new one every time you send the Event. When you send an Event to a Visual Effect Graph, Unity creates a copy of the EventAttribute in its current state and sends the copy. This means that, after you send the Event, you can safely modify the EventAttribute without affecting the information sent to the Visual Effect Graph. +To create a `VFXEventAttribute`, use the `CreateVFXEventAttribute()` method of the Visual Effect component. If you want to send the same Event multiple times with the same attributes, store the `VFXEventAtrribute`, rather than create a new one every time you send the Event. When you send an Event to a Visual Effect Graph, Unity creates a copy of the EventAttribute in its current state and sends the copy. This means that, after you send the Event, you can safely modify the EventAttribute without affecting the information sent to the Visual Effect Graph. #### Setting the Attribute's payload diff --git a/com.unity.visualeffectgraph/Documentation~/Context-OutputDistortion.md b/com.unity.visualeffectgraph/Documentation~/Context-OutputDistortion.md index e17f5be24cf..7f4cfa21615 100644 --- a/com.unity.visualeffectgraph/Documentation~/Context-OutputDistortion.md +++ b/com.unity.visualeffectgraph/Documentation~/Context-OutputDistortion.md @@ -20,7 +20,7 @@ Below is a list of settings and properties specific to the Distortion Context. F | **Input** | **Type** | **Description** | | ----------------------- | -------- | ------------------------------------------------------------ | -| **Scale By Distance** | Bool | Indicates whether this Context should scale the distortion effect by the distance to the camera to maintain a consistent visual look. | +| **Scale By Distance** | Bool | Indicates whether this Context scales the distortion effect by the distance to the camera to maintain a consistent visual look. | | **Distortion Blur Map** | Texture | The map to use for the distortion. The **R** and **G** channels (centered on 0.5) map to the distortion’s X and Y offset, and the **B** channel is a mask for the distortion blur.
Note, for this Texture to work correctly, you must disable **sRGB** in the textures Import Settings.
This property only appears if you set **Distortion Mode** to **Screen Space**. | | **Normal Map** | Texture | The normal map to use for the distortion.
This property only appears if you set **Distortion Mode** to **Normal Based**. | | **Smoothness Map** | Texture | The texture that controls the blur of the distortion. The mask uses this Texture’s alpha channel.
This property only appears if you set **Distortion Mode** to **Normal Based**. | diff --git a/com.unity.visualeffectgraph/Documentation~/Context-OutputLine.md b/com.unity.visualeffectgraph/Documentation~/Context-OutputLine.md index 6dc93fe7fa5..ff22905fa00 100644 --- a/com.unity.visualeffectgraph/Documentation~/Context-OutputLine.md +++ b/com.unity.visualeffectgraph/Documentation~/Context-OutputLine.md @@ -18,7 +18,7 @@ Below is a list of settings and properties specific to the Output Particle Line | Setting | Type | Description | | ------- | ---- | ----------- | -|**Use Target Offset**|bool|Indicates whether this Context should derive the end point of the line as an offset to the particle position, in particle space. If you disable this property, the Context uses the target position attribute of the particle as the end point.| +|**Use Target Offset**|bool|Indicates whether this Context derives the end point of the line as an offset to the particle position, in particle space. If you disable this property, the Context uses the target position attribute of the particle as the end point.| ## Context properties diff --git a/com.unity.visualeffectgraph/Documentation~/Context-OutputLitSettings.md b/com.unity.visualeffectgraph/Documentation~/Context-OutputLitSettings.md index 05f75cb0d5b..596bfbace8a 100644 --- a/com.unity.visualeffectgraph/Documentation~/Context-OutputLitSettings.md +++ b/com.unity.visualeffectgraph/Documentation~/Context-OutputLitSettings.md @@ -29,7 +29,7 @@ Below is a list of settings and properties specific to lit outputs. For informat | **Use Emissive Map** | Bool | **(Inspector)** Indicates whether the output accepts an emissive map to control how particles glow, independently of how they are lit. | | **Color Mode** | Enum | **(Inspector)** Specifies how to apply the per-particle color attribute to the particles. The options are:
• **None**: Disregards the color attribute.
• **Base Color**: Uses the color attribute as the particle's base color.
• **Emissive**: Uses the color attribute as the particle's emissive color.
• **Base Color and Emissive**: Uses the color attribute as both the particle's base color and emissive color. | | **Use Emissive** | Bool | **(Inspector)** Indicates whether the output supports emissive particles. Enable this setting to expose the **Emissive Color** property which you can use to make particles glow. | -| **Double-Sided** | Bool | **(Inspector)** Indicates whether one-sided particles, like quads, render from both sides. This flips the normals for particles when they are viewed from behind which means they also receive correct lighting information.
Note: If you enable this setting, you should also set **Cull Mode** to **Off**. Otherwise, Unity culls the backside of the particle and thus does not render both sides of the particle. | +| **Double-Sided** | Bool | **(Inspector)** Indicates whether one-sided particles, like quads, render from both sides. This flips the normals for particles when they are viewed from behind which means they also receive correct lighting information.
Note: If you enable this setting, also set **Cull Mode** to **Off**. Otherwise, Unity culls the backside of the particle and thus does not render both sides of the particle. | | **Preserve Specular Lighting** | Bool | **(Inspector)** Indicates whether to render specular lighting regardless of the particle’s opacity. This setting is useful for creating glass-like effects where transparent particles still reflect light. | | **Diffusion Profile Asset** | [Diffusion Profile](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Diffusion-Profile.html) | **(Inspector)** The Diffusion Profile that determines how to simulate light which passes through the particle.
Note: You also must add the Diffusion Profile to the [HDRP asset](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/HDRP-Asset.html**) or to a [Volume’s](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Volumes.html) [Diffusion Profile Override](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Override-Diffusion-Profile.html) in the Scene .
This setting only appears if you set **Material Type** to **Translucent** or **Simple Lit Translucent**. | | **Multiply Thickness With Alpha** | Bool | **(Inspector)** Indicates whether to multiply the **Thickness** of the particle by its alpha value.
This setting only appears if you set **Material Type** to **Translucent** or **Simple Lit Translucent**. | diff --git a/com.unity.visualeffectgraph/Documentation~/Context-OutputMesh.md b/com.unity.visualeffectgraph/Documentation~/Context-OutputMesh.md index 2fe65052fbe..6a0a0bcd883 100644 --- a/com.unity.visualeffectgraph/Documentation~/Context-OutputMesh.md +++ b/com.unity.visualeffectgraph/Documentation~/Context-OutputMesh.md @@ -11,7 +11,7 @@ To specify a shader for this mesh, assign a [Shader Graph](https://docs.unity3d. | **Setting** | **Type** | **Description** | | ---------------- | ------------------ | ------------------------------------------------------------ | | **Shader** | Shader Graph Asset | The Shader Graph to render the mesh with. When you assign a Shader Graph asset to this property, the Visual Effect Graph converts all exposed properties to input ports and displays them in this Context. | -| **Cast Shadows** | bool | **(Inspector)** Indicates whether the mesh should cast shadows. | +| **Cast Shadows** | bool | **(Inspector)** Indicates whether the mesh casts shadows. | ## Context properties diff --git a/com.unity.visualeffectgraph/Documentation~/Context-OutputSharedSettings.md b/com.unity.visualeffectgraph/Documentation~/Context-OutputSharedSettings.md index 345c893bd99..1b0a35820fb 100644 --- a/com.unity.visualeffectgraph/Documentation~/Context-OutputSharedSettings.md +++ b/com.unity.visualeffectgraph/Documentation~/Context-OutputSharedSettings.md @@ -8,9 +8,9 @@ All outputs share these settings and property ports. | --------------------------- | -------- | ------------------------------------------------------------ | | **Blend Mode** | Enum | Specifies the blending method for the system and determines how to use the alpha. The options are :
• **Opaque**: Does not use the alpha value and renders the output in the opaque pass. This also writes to the depth buffer.
• **Alpha**: Uses the [standard alpha blend](https://docs.unity3d.com/Manual/SL-Blend.html) mode and renders the output in the transparent pass. By default, this enables GPU sorting for particle outputs (which you can override using the **Sort** setting).
• **Premultiplied Alpha**: Uses the [premultiplied alpha blend mode](https://docs.unity3d.com/Manual/SL-Blend.html) and renders the output in the transparent pass. By default, this enables GPU sorting for particle outputs (which you can override using the **Sort** setting).
• **Additive**: Uses the [additive blend mode](https://docs.unity3d.com/Manual/SL-Blend.html) for alpha and renders the output in the transparent pass. | | **Use Alpha Clipping** | Bool | Indicates whether the system uses alpha clipping and discards pixels under a certain alpha threshold. If you enable this property, use the **Alpha Threshold** input to set the alpha value below which the system discards pixels. | -| **Generate Motion Vectors** | Bool | **(Inspector)** Indicates whether particles in the system write motion vectors and the system should thus generate a motion vector pass. This is useful when you want temporal effects, like temporal anti-aliasing or motion blur, to take the output into account. Not all outputs can generate motion vectors and in that case, this setting is not visible.
If you enable this setting with a transparent output, an **Alpha Threshold** input port appears. Use this port to specify the minimum alpha the system requires a pixel to have to write motion vectors for it. This is because motion vectors cannot be blended. | +| **Generate Motion Vectors** | Bool | **(Inspector)** Indicates whether particles in the system write motion vectors and thus whether the System generates a motion vector pass. This is useful when you want temporal effects, like temporal anti-aliasing or motion blur, to take the output into account. Not all outputs can generate motion vectors and in that case, this setting is not visible.
If you enable this setting with a transparent output, an **Alpha Threshold** input port appears. Use this port to specify the minimum alpha the system requires a pixel to have to write motion vectors for it. This is because motion vectors cannot be blended. | | **Exclude From TAA** | Bool | **(Inspector)** Indicates whether the render pipeline excludes particles from temporal anti-aliasing (TAA). This is useful when particles look blurry when TAA is enabled and especially useful for fast moving particles. Not all outputs can exclude TAA and in that case, this setting is not visible. | -| **Cast Shadows** | Bool | **(Inspector)** Indicates whether particles in the system cast shadows and the system should thus generate a shadow pass.
If you enable this settings with a transparent output, an **Alpha Threshold** port appears. Use this port to specify the minimum alpha the system requires a pixel to have to write it to the shadow pass. This is because shadows cannot be transparent. | +| **Cast Shadows** | Bool | **(Inspector)** Indicates whether particles in the system cast shadows and thus whether the System generates a shadow pass.
If you enable this settings with a transparent output, an **Alpha Threshold** port appears. Use this port to specify the minimum alpha the system requires a pixel to have to write it to the shadow pass. This is because shadows cannot be transparent. | | **Cull Mode** | Enum | **(Inspector)** Specifies the cull mode to use with the system. The options are:
• **Default**: Use the default cull mode for the system.
• **Front**: Culls front faces of particles in the system.
• **Back**: Culls back faces of particles in the system.
• **Off**: Culls no faces. This mode makes the output render both front and back faces. | | **Z Write Mode** | Enum | **(Inspector)** Specifies the depth writing mode to use with the system. The options are:
• **Default**: Uses the default depth write mode for the system. This is typically **On** for opaque and **Off** for transparent.
• **On**: Enables depth writing for the system.
• **Off**: Disables depth writing for the system. | | **Z Test Mode** | Enum | **(Inspector)** Specifies the depth test mode to use with the system. The options are:
• **Default**: Use the default depth testing mode for the system. This is typically **On**.
• **On**: Enables depth testing for the system.
• **Off**: Disables depth testing for the system. This means the output renders regardless of whether the pixels are occluded by closer geometry. | @@ -24,7 +24,7 @@ All outputs share these settings and property ports. | **Use Soft Particle** | Bool | Indicates whether to use soft particles. Soft particles remove hard intersections between particles and geometry. To specify a maximum distance to geometry at which to fade particles out, use the **Soft Particle Fade Distance**.
This property only appears if **Blend Mode** is not set to **Opaque**. | | **Sort** | Enum | **(Inspector)** Specifies the sort mode to use with the system. If the VFX Graph sorts particles for the system, it uses an additional compute pass and bases the sorting on each particle's distance from the camera. The options are:
• **Default**: The VFX Graph determines whether to sort the system's particles. Sorting is **On** for non-commutative blend modes, so **Alpha** and **Premulitplied Alpha**.
•**On**: Enables particle sorting.
• **Off**: Disables particle sorting. In this mode, if you enable **Indirect Draw** and use a non-commutative blend mode (**Alpha** or **Premultiplied Alpha**), the particle order per frame is not deterministic which causes flickering.
Note that sorting can be an expensive operation and does not scale well with the number of particles to sort.
If you enable particle sorting, it enables **Indirect Draw**. | | **Indirect Draw** | Bool | **(Inspector)** Indicates whether the system only outputs alive particles as opposed to outputting all particles and culling dead ones in the vertex shader. Enable this setting to improve performance when the number of particles is not at the system capacity or there is a high number of vertices per particle (typically with mesh outputs).
Other settings can implicitly enable **Indirect Draw**. In this case, this setting is enabled, but not visible. The settings that can implicitly enable **Indirect Draw** are **Sort**, **Compute Culling**, and **Frustum Culling**. | -| **Compute Culling** | Bool | **(Inspector)** Indicates whether the system should cull particles that are not alive in a compute pass rather than in the vertex shader. Enable this to improve performance if you set the **alive** attribute in the output and have a high number of vertices per particle.
If you enable **Frustum Culling**, it implicitly enables **Indirect Draw** too. In this case, this setting is enabled, but not visible. | +| **Compute Culling** | Bool | **(Inspector)** Indicates whether the system culls particles that are not alive in a compute pass rather than in the vertex shader. Enable this to improve performance if you set the **alive** attribute in the output and have a high number of vertices per particle.
If you enable **Frustum Culling**, it implicitly enables **Indirect Draw** too. In this case, this setting is enabled, but not visible. | | **Frustum Culling** | Bool | **(Inspector)** Indicates whether to cull particles that are outside of the camera frustum in a compute pass. Enable this to improve the performance of large systems where a significant amount of particles can be out of the camera frustum.
Note that frustum culling can cause issues with shadow casting as the system does not take culled particles outside of the camera frustum into account during shadow passes. | ## Context Properties diff --git a/com.unity.visualeffectgraph/Documentation~/Contexts.md b/com.unity.visualeffectgraph/Documentation~/Contexts.md index e553a98d682..eb0734eaa84 100644 --- a/com.unity.visualeffectgraph/Documentation~/Contexts.md +++ b/com.unity.visualeffectgraph/Documentation~/Contexts.md @@ -2,7 +2,7 @@ Contexts are the main element of the Visual Effect Graph's **processing** (vertical) workflow and determine how particles spawn and simulate. The way you organize Contexts on the graph defines order of operation for the processing workflow. For information on the processing workflow, see [Visual Effect Graph Logic](GraphLogicAndPhilosophy.md). Every Context defines one stage of computation. For example a Context can: -* Calculate how many particles the effect should spawn. +* Calculate how many particles the effect spawns. * Create new particles. * Update all living particles. diff --git a/com.unity.visualeffectgraph/Documentation~/ExposedPropertyHelper.md b/com.unity.visualeffectgraph/Documentation~/ExposedPropertyHelper.md index 2e368ab6924..b77dbc31725 100644 --- a/com.unity.visualeffectgraph/Documentation~/ExposedPropertyHelper.md +++ b/com.unity.visualeffectgraph/Documentation~/ExposedPropertyHelper.md @@ -21,6 +21,6 @@ void Start() void Update() { - vfx.SetFloat(m_MyProperty, someValue); // Uses the property ID. + m_VFX.SetFloat(m_MyProperty, someValue); // Uses the property ID. } ``` diff --git a/com.unity.visualeffectgraph/Documentation~/Images/VisualEffectPreferences.png b/com.unity.visualeffectgraph/Documentation~/Images/VisualEffectPreferences.png index 00af5eddb73..565cab5606a 100644 --- 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Experimental: This Feature is currently experimental and is subject to change in later major versions.
- - -# Mesh sampling - -The Visual Effect Graph is able to fetch data from a Mesh and use the result throughout the graph. Currently, it can only fetch the vertices from the Mesh and can't access triangle topology. - - - -The Visual Effect Graph provides two ways to sample a Mesh: - -- The [Position (Mesh) Block](#position-(mesh)). -- The [Sample Mesh Operator](#sample-mesh). - -### Position (Mesh) - -This block sets the position reading vertex position attribute and direction reading normal attribute. - - - -#### Input Slot - -- **Mesh** : The Mesh to fetch. - -- **Vertex** : The vertex index to sample (if **Spawn Mode** is set to **Custom**) - -#### Settings -- **Addressing Mode** : Sets the method Unity uses when a vertex index is out of range of the vertices. - - **Wrap** : Wraps the index around to the other side of the vertex list. - - **Clamp** : Clamps the index between the first and last vertices. - - **Mirror** : Mirrors the vertex list so out of range indices move back and forth through the list. -- **Spawn Mode** - - **Random** : Gets a random index selection per instance. - - **Custom** : Set a specific vertex index to fetch. - -### Sample Mesh - -This operator provides a custom read of any vertex attribute. To select the output [VertexAttribute](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.html) in inspector. - -image-20200320154843722 - -#### Input Slot - -- **Mesh** : The Mesh to fetch. -- **Vertex** : The vertex index to sample (if **Spawn Mode** is setup to **Custom**) - -#### Output Slot - -- **Position** ([Vector3](https://docs.unity3d.com/ScriptReference/Vector3.html)) : Return vertex attribute [Position](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.Position.html) -- **Normal** ([Vector3](https://docs.unity3d.com/ScriptReference/Vector3.html)) : Return vertex attribute [Normal](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.Normal.html) -- **Tangent** ([Vector3](https://docs.unity3d.com/ScriptReference/Vector3.html)) : Return vertex attribute [Tangent](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.Tangent.html) -- **Color** ([Vector4](https://docs.unity3d.com/ScriptReference/Vector4.html)) : Return vertex attribute [Color](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.Color.html) -- **TexCoord0-7** ([Vector2](https://docs.unity3d.com/ScriptReference/Vector2.html)) : Return vertex attribute [TexCoord0 to 7](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.TexCoord0.html) -- **BlendWeight** ([Vector4](https://docs.unity3d.com/ScriptReference/Vector4.html)) : Return vertex attribute [BlendWeight](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.BlendWeight.html) -- **BlendIndices** ([Vector4](https://docs.unity3d.com/ScriptReference/Vector4.html)) : Return vertex attribute [BlendIndices](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.BlendIndices.html) - -#### Settings - -- **Addressing Mode** : Sets the method Unity uses when a vertex index is out of range of the vertices. - - **Wrap** : Wraps the index around to the other side of the vertex list. - - **Clamp** : Clamps the index between the first and last vertices. - - **Mirror** : Mirrors the vertex list so out of range indices move back and forth through the list. -- **Output** : Specifies the output VertexAttribute. This setting is only visible in the Inspector. - - - -## Limitation - -The Mesh sampling feature has the following limitations: - -- Only support [VertexAttributeFormat.Float32](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttributeFormat.Float32.html) for all [VertexAttribute](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.html) expect [Color](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.Color.html) which has to be a four component attributes using [VertexAttributeFormat.UInt8](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttributeFormat.Float32.html) format (see [Color32](https://docs.unity3d.com/ScriptReference/Color32.html)). -- The TexCoord attribute is limited and constrained to two dimension attributes. -- The TexCoord attribute is limited and constrained to two dimension attributes. If a Mesh is not [readable](https://docs.unity3d.com/ScriptReference/Mesh-isReadable.html), the **Position (Mesh)** Block and **Sample Mesh** Operator return zero values when they attempt to sample it. For information on how to make a Mesh readable, see [Model import settings](https://docs.unity3d.com/Manual/FBXImporter-Model.html) - -image-20200320154843722 diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-CellularCurlNoise.md b/com.unity.visualeffectgraph/Documentation~/Operator-CellularCurlNoise.md index a80b616cd82..197b76ecbc9 100644 --- a/com.unity.visualeffectgraph/Documentation~/Operator-CellularCurlNoise.md +++ b/com.unity.visualeffectgraph/Documentation~/Operator-CellularCurlNoise.md @@ -12,7 +12,7 @@ A good use case for Curl Noise is to simulate fluids or gas, without having to p | **Property** | **Type** | **Description** | | -------------- | -------- | ------------------------------------------------------------ | -| **Dimensions** | Enum | Specify whether the noise should be two, or three dimensional. | +| **Dimensions** | Enum | Specify whether the noise is two, or three dimensional. | | **Type** | Enum | Specify what type of noise to use. | ## Operator properties diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-CellularNoise.md b/com.unity.visualeffectgraph/Documentation~/Operator-CellularNoise.md index b7a2ffa54a0..fb8ac276092 100644 --- a/com.unity.visualeffectgraph/Documentation~/Operator-CellularNoise.md +++ b/com.unity.visualeffectgraph/Documentation~/Operator-CellularNoise.md @@ -12,7 +12,7 @@ You can use this Operator to introduce variety to your particle attributes. A co | **Property** | **Type** | **Description** | | -------------- | -------- | ------------------------------------------------------------ | -| **Dimensions** | Enum | Specify whether the noise should be one, two, or three dimensional. | +| **Dimensions** | Enum | Specify whether the noise is one, two, or three dimensional. | | **Type** | Enum | Specify what type of noise to use. | ## Operator properties diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-LoadTexture2D.md b/com.unity.visualeffectgraph/Documentation~/Operator-LoadTexture2D.md index 5c4d8a3dec3..b7636a372a2 100644 --- a/com.unity.visualeffectgraph/Documentation~/Operator-LoadTexture2D.md +++ b/com.unity.visualeffectgraph/Documentation~/Operator-LoadTexture2D.md @@ -4,16 +4,18 @@ Menu Path : **Operator > Sampling > Load Texture2D** The **Load Texture2D** Operator allows you to read a Texture2D texel value for specified coordinates and mip level. This Operator returns the float4 texel value without any filtering. -This translates to a **Load** call on the Texture in HLSL. +This translates to a Load() call on the texture in High-Level Shading Language (HLSL). For information on the differences between loading and sampling, see [Loading and sampling](#loading-and-sampling). + +[!include[](Snippets/Operator-LoadingAndSampling.md)] ## Operator properties -| **Input** | **Type** | **Description** | -| ------------- | --------- | -------------------------------------- | -| **Texture** | Texture2D | The Texture to read from. | -| **X** | uint | The X coordinate of the texel to read. | -| **Y** | uint | The Y coordinate of the texel to read. | -| **Mip Level** | uint | The mip level to read from. | +| **Input** | **Type** | **Description** | +| ------------- | --------- | ------------------------------------------------------------ | +| **Texture** | Texture2D | The Texture to read from. | +| **X** | uint | The X coordinate of the texel to read. This is in the range of 0 to the width of the texture minus 1. | +| **Y** | uint | The Y coordinate of the texel to read. This is in the range of 0 to the height of the texture minus 1. | +| **Mip Level** | uint | The mip level to read from. | | **Output** | **Type** | **Description** | | ---------- | -------- | ----------------------- | diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-LoadTexture2DArray.md b/com.unity.visualeffectgraph/Documentation~/Operator-LoadTexture2DArray.md index ed3eeae2134..c11472e8a2c 100644 --- a/com.unity.visualeffectgraph/Documentation~/Operator-LoadTexture2DArray.md +++ b/com.unity.visualeffectgraph/Documentation~/Operator-LoadTexture2DArray.md @@ -4,17 +4,19 @@ Menu Path : **Operator > Sampling > Load Texture2DArray** The **Load Texture2DArray** Operator reads a Texture2DArray’s texel value for specified coordinates and slice. This Operator returns the float4 texel value without any filtering. -This translates to a Load call on the texture in High-Level Shading Language (HLSL). +This translates to a Load() call on the texture in High-Level Shading Language (HLSL). For information on the differences between loading and sampling, see [Loading and sampling](#loading-and-sampling). + +[!include[](Snippets/Operator-LoadingAndSampling.md)] ## Operator properties -| **Input** | **Type** | **Description** | -| ------------- | -------------- | -------------------------------------------------- | -| **Texture** | Texture2DArray | The texture array this Operator loads from. | -| **X** | uint | The X coordinate of the texel this Operator reads. | -| **Y** | uint | The Y coordinate of the texel this Operator reads. | -| **Z** | uint | The llice this Operator reads from. | -| **Mip Level** | uint | The mip level this Operator reads from. | +| **Input** | **Type** | **Description** | +| ------------- | -------------- | ------------------------------------------------------------ | +| **Texture** | Texture2DArray | The texture array this Operator loads from. | +| **X** | uint | The X coordinate of the texel to read. This is in the range of 0 to the width of the texture minus 1. | +| **Y** | uint | The Y coordinate of the texel to read. This is in the range of 0 to the height of the texture minus 1. | +| **Z** | uint | The slice to read from. | +| **Mip Level** | uint | The mip level this Operator reads from. | | **Output** | **Type** | **Description** | | ---------- | -------- | ----------------------- | diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-LoadTexture3D.md b/com.unity.visualeffectgraph/Documentation~/Operator-LoadTexture3D.md index 893e445be84..6b7c72ae243 100644 --- a/com.unity.visualeffectgraph/Documentation~/Operator-LoadTexture3D.md +++ b/com.unity.visualeffectgraph/Documentation~/Operator-LoadTexture3D.md @@ -4,17 +4,19 @@ Menu Path : **Operator > Sampling > Load Texture3D** The **Load Texture3D** Operator allows you to read a Texture3D’s texel value for specified coordinates and mip level. The float4 texel value is returned without any filtering. -This translates to a **Load** call on the Texture in HLSL. +This translates to a Load() call on the texture in High-Level Shading Language (HLSL). For information on the differences between loading and sampling, see [Loading and sampling](#loading-and-sampling). + +[!include[](Snippets/Operator-LoadingAndSampling.md)] ## Operator properties -| **Input** | **Type** | **Description** | -| ------------- | --------- | -------------------------------------- | -| **Texture** | Texture3D | The Texture to read from. | -| **X** | uint | The X coordinate of the texel to read. | -| **Y** | uint | The Y coordinate of the texel to read. | -| **Z** | uint | The Z coordinate of the texel to read. | -| **Mip Level** | uint | The mip level to read from. | +| **Input** | **Type** | **Description** | +| ------------- | --------- | ------------------------------------------------------------ | +| **Texture** | Texture3D | The Texture to read from. | +| **X** | uint | The X coordinate of the texel to read. This is in the range of 0 to the width of the texture minus 1. | +| **Y** | uint | The Y coordinate of the texel to read. This is in the range of 0 to the height of the texture minus 1. | +| **Z** | uint | The Z coordinate of the texel to read. This is in the range of 0 to the depth of the texture minus 1. | +| **Mip Level** | uint | The mip level to read from. | | **Output** | **Type** | **Description** | | ---------- | -------- | ---------------------- | diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-MeshIndexCount.md b/com.unity.visualeffectgraph/Documentation~/Operator-MeshIndexCount.md new file mode 100644 index 00000000000..01b8f0447d4 --- /dev/null +++ b/com.unity.visualeffectgraph/Documentation~/Operator-MeshIndexCount.md @@ -0,0 +1,34 @@ +
Experimental: This Feature is currently experimental and is subject to change in later major versions.
+ +# Mesh Index Count + +**Menu Path : Operator > Sampling > Mesh Index Count** + +**Menu Path : Operator > Sampling > Skinned Mesh Index Count** + +The Mesh Index Count Operator allows you to retrieve the number of indices in the geometry of a mesh or skinned mesh renderer. + +## Operator settings + +| **Property** | **Type** | **Description** | +| ------------ | -------- | ------------------------------------------------------------ | +| **Source** | Enum | **(Inspector)** Specifies the kind of geometry to sample from. The options are:
• **Mesh**: Samples from a mesh asset.
• **Skinned Mesh Renderer**: Samples from a [Skinned Mesh Renderer](https://docs.unity3d.com/Manual/class-SkinnedMeshRenderer.html). | + +### Operator Properties + +| **Input** | **Type** | **Description** | +| ------------------------- | --------------------- | ------------------------------------------------------------ | +| **Mesh** | Mesh | The source mesh asset to sample.
This property only appears if you set **Source** to **Mesh** | +| **Skinned Mesh Renderer** | Skinned Mesh Renderer | The source Skinned Mesh Renderer component to sample. This is a reference to a component within the scene. To assign a Skinned Mesh Renderer to this port, create a Skinned Mesh Renderer property in the [Blackboard](Blackboard.md) and expose it.
This property only appears if you set **Source** to **Skinned Mesh Renderer** | + +| **Output** | **Type** | **Description** | +| ---------- | -------- | ------------------------------------------------------------ | +| **Count** | UInt | The number of indices in the geometry. If the topology uses a default triangle list, you can divide this value by three to get the number of triangles. | + +#### Limitations + +The Mesh Index Count Operator has the following limitations: + +- If a Mesh is not [readable](https://docs.unity3d.com/ScriptReference/Mesh-isReadable.html), this Operator returns uint.MaxValue. For information on how to make a Mesh readable, see [Model import settings](https://docs.unity3d.com/Manual/FBXImporter-Model.html) + +![](Images/ReadWrite.png) diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-MeshVertexCount.md b/com.unity.visualeffectgraph/Documentation~/Operator-MeshVertexCount.md new file mode 100644 index 00000000000..010f2dc34dd --- /dev/null +++ b/com.unity.visualeffectgraph/Documentation~/Operator-MeshVertexCount.md @@ -0,0 +1,33 @@ +
Experimental: This Feature is currently experimental and is subject to change in later major versions.
+ +# Mesh Vertex Count + +**Menu Path : Operator > Sampling > Mesh Vertex Count** +**Menu Path : Operator > Sampling > Skinned Mesh Vertex Count** + +The Mesh Vertex Count Operator allows you to retrieve the number of vertices in the geometry of a mesh or skinned mesh renderer. + +## Operator settings + +| **Property** | **Type** | **Description** | +| ------------ | -------- | ------------------------------------------------------------ | +| **Source** | Enum | **(Inspector)** Choose the kind of source geometry, either a **Mesh** or a **Skinned Mesh Renderer** | + +### Operator Properties + +| **Input** | **Type** | **Description** | +| ------------------------- | --------------------- | ------------------------------------------------------------ | +| **Mesh** | Mesh | The source mesh asset to sample.
This property only appears if you set **Source** to **Mesh** | +| **Skinned Mesh Renderer** | Skinned Mesh Renderer | The source Skinned Mesh Renderer component to sample. This is a reference to a component within the scene. To assign a Skinned Mesh Renderer to this port, create a Skinned Mesh Renderer property in the [Blackboard](Blackboard.md) and expose it.
This property only appears if you set **Source** to **Skinned Mesh Renderer** | + +| **Output** | **Type** | **Description** | +| ---------- | -------- | --------------------------------------- | +| **count** | UInt | The number of vertices in the geometry. | + +#### Limitations + +The Mesh Vertex Count Operator has the following limitations: + +- If a Mesh is not [readable](https://docs.unity3d.com/ScriptReference/Mesh-isReadable.html), this Operator returns uint.MaxValue. For information on how to make a Mesh readable, see [Model import settings](https://docs.unity3d.com/Manual/FBXImporter-Model.html) + +image-20200320154843722 diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-PerlinCurlNoise.md b/com.unity.visualeffectgraph/Documentation~/Operator-PerlinCurlNoise.md index 26210367e5c..0ef550cd9bc 100644 --- a/com.unity.visualeffectgraph/Documentation~/Operator-PerlinCurlNoise.md +++ b/com.unity.visualeffectgraph/Documentation~/Operator-PerlinCurlNoise.md @@ -12,7 +12,7 @@ A good use case for Curl Noise is emulating fluid or gas simulation, without hav | **Property** | **Type** | **Description** | | -------------- | -------- | ------------------------------------------------------------ | -| **Dimensions** | Enum | Specify whether the noise should be two, or three dimensional. | +| **Dimensions** | Enum | Specify whether the noise is two, or three dimensional. | | **Type** | Enum | Specify what type of noise to use. | ## Operator properties diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-PerlinNoise.md b/com.unity.visualeffectgraph/Documentation~/Operator-PerlinNoise.md index 50931b38626..9ff7bd65395 100644 --- a/com.unity.visualeffectgraph/Documentation~/Operator-PerlinNoise.md +++ b/com.unity.visualeffectgraph/Documentation~/Operator-PerlinNoise.md @@ -12,7 +12,7 @@ You can use this Operator to introduce variety to your particle attributes. A co | **Property** | **Type** | **Description** | | -------------- | -------- | ------------------------------------------------------------ | -| **Dimensions** | Enum | Specify whether the noise should be one, two, or three dimensional. | +| **Dimensions** | Enum | Specify whether the noise is one, two, or three dimensional. | | **Type** | Enum | Specify what type of noise to use. | ## Operator properties diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-SampleMesh.md b/com.unity.visualeffectgraph/Documentation~/Operator-SampleMesh.md new file mode 100644 index 00000000000..4425347f6c6 --- /dev/null +++ b/com.unity.visualeffectgraph/Documentation~/Operator-SampleMesh.md @@ -0,0 +1,55 @@ +
Experimental: This Feature is currently experimental and is subject to change in later major versions.
+ +# Sample Mesh + +Menu Path : **Operator > Sampling > Sample Mesh** + +Menu Path : **Operator > Sampling > Sample Skinned Mesh** + +The Sample Mesh or Skinned Mesh Operator allows you to fetch vertex data of a static or skinned geometry. + +## Operator settings + +| **Property** | **Type** | **Description** | +| ----------------------- | -------- | ------------------------------------------------------------ | +| **Output** | Enum | **(Inspector)** Select the vertex attributes to read from the vertex. | +| **Mode** | Enum | The wrap mode to use for the sequence. The options are:
• **Clamp**: Clamps the index between the first and last vertices.
• **Wrap**: Wraps the index around to the other side of the vertex list.
• **Mirror**: Mirrors the vertex list so out of range indices move back and forth through the list. | +| **Placement mode** | Enum | Specifies which primitive part of the mesh to sample from:
• **Vertex**: Samples positions from all listed vertices.
• **Edge**: Samples from an interpolation between two consecutives vertices that are part of a triangle on the mesh.
• **Surface**: Samples from an interpolation between three vertices that define a triangle on the mesh. | +| **Surface coordinates** | Enum | Specifies the method this block uses to sample the surface of a triangle.
• **Barycentric**: Samples the surface using raw barycentric coordinates. Using this method, sampled positions are not constrained by the triangle edges which is useful if you have baked a position outside of the Visual Effect Graph.
• **Uniform**: Samples the surface uniformly within the triangle area.
This property only appears if you set **Placement mode** to **Surface** and **Spawn Mode** to **Custom**. | +| **Source** | Enum | **(Inspector)** Specifies the kind of geometry to sample from. The options are:
• **Mesh**: Samples from a mesh asset.
• **Skinned Mesh Renderer**: Samples from a [Skinned Mesh Renderer](https://docs.unity3d.com/Manual/class-SkinnedMeshRenderer.html). | + +### Operator Properties + +| **Input** | **Type** | **Description** | +| ------------------------- | --------------------- | ------------------------------------------------------------ | +| **Mesh** | Mesh | The source mesh asset to sample.
This property only appears if you set **Source** to **Mesh** | +| **Skinned Mesh Renderer** | Skinned Mesh Renderer | The source Skinned Mesh Renderer component to sample. This is a reference to a component within the scene. To assign a Skinned Mesh Renderer to this port, create a Skinned Mesh Renderer property in the [Blackboard](Blackboard.md) and expose it.
This property only appears if you set **Source** to **Skinned Mesh Renderer**. | +| **Vertex** | uint | The index of the vertex to sample.
This property only appears if you set **Placement mode** to **Vertex**. | +| **Index** | uint | The start index of the edge to sample from. The block uses this index and the following index to select the line to sample from.
This property only appears if you set **Placement mode** to **Edge** and **Spawn Mode** to **Custom**. | +| **Triangle** | uint | The index of triangle to sample, assuming the index buffer contains a triangle list.
This property only appears if you set **Placement mode** to **Surface**, **Spawn Mode** to **Custom**, and **Spawn Mode** to **Custom**. | +| **Edge** | float | The interpolation value the block uses to sample along the edge. This is the percentage along the edge, from start position to end position, that the sample position is taken.
This property only appears if you set **Placement mode** to **Edge** and **Spawn Mode** to **Custom**. | +| **Barycentric** | Vector2 | The raw barycentric coordinate to sample from the triangle at. The input is two-dimensional (**X** and **Y**) and the block calculates the **Z** value using the values you input: **Z** = **1** - **X** - **Y**. This sampling method does not constrain the sampled position inside the triangle edges.
This property only appears if you set **Placement mode** to **Surface**, **Surface coordinates** to **Barycentric**, and **Spawn Mode** to **Custom**. | +| **Square** | Vector2 | The uniform coordinate to sample the triangle at. The block takes this value and maps it from a square coordinate to triangle space. To do this, it uses the method outline in the paper [A Low-Distortion Map Between Triangle and Square](https://hal.archives-ouvertes.fr/hal-02073696v2) (Heitz 2019).
This property only appears if you set **Placement mode** to **Surface**, **Surface coordinates** to **Uniform**, and **Spawn Mode** to **Custom**. | + +| **Output** | **Type** | **Description** | +| ---------------- | -------- | ------------------------------------------------------------ | +| **Position** | Vector3 | The vertex attribute [Position](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.Position.html)
This property only appears if you select **Position** in **Output** | +| **Normal** | Vector3 | The vertex attribute [Normal](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.Normal.html)
This property only appears if you select **Normal** in **Output** | +| **Tangent** | Vector3 | The vertex attribute [Tangent](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.Tangent.html)
This property only appears if you select **Tangent** in **Output** | +| **Color** | Vector4 | The vertex attribute [Color](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.Color.html)
This property only appears if you select **Color** in **Output** | +| **TexCoord0-7** | Vector4 | The vertex attribute [TexCoord 0 to 7](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.TexCoord0.html). For unspecified dimensions, this is **0**.
This property only appears if you select **TexCoord0-7** in **Output** | +| **BlendWeight** | Vector4 | The vertex attribute [BlendWeight](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.BlendWeight.html).
This property only appears if you select **BlendWeight** in **Output** | +| **BlendIndices** | Vector4 | The vertex attribute [BlendIndices](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.BlendIndices.html).
This property only appears if you select **BlendIndices** in **Output** | + +#### Limitations + +The Mesh sampling feature has the following limitations: + +- It only supports [VertexAttributeFormat.Float32](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttributeFormat.Float32.html) for all [VertexAttributes](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.html) except [Color](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttribute.Color.html), which has to be a four component attribute using either [VertexAttributeFormat.UInt8](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttributeFormat.UInt8.html) or [VertexAttributeFormat.Float32](https://docs.unity3d.com/ScriptReference/Rendering.VertexAttributeFormat.Float32.html) format. +- If a Mesh is not [readable](https://docs.unity3d.com/ScriptReference/Mesh-isReadable.html), the **Position (Mesh)** Block and **Sample Mesh** Operator return zero values when they attempt to sample from it. For information on how to make a Mesh readable, see [Model import settings](https://docs.unity3d.com/Manual/FBXImporter-Model.html). + +![](Images/ReadWrite.png) + +## Reference list + +* Heitz, Eric. 2019. "A Low-Distortion Map Between Triangle and Square". [hal-02073696v2](https://hal.archives-ouvertes.fr/hal-02073696v2) diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-SampleMeshIndex.md b/com.unity.visualeffectgraph/Documentation~/Operator-SampleMeshIndex.md new file mode 100644 index 00000000000..99a4b43b92f --- /dev/null +++ b/com.unity.visualeffectgraph/Documentation~/Operator-SampleMeshIndex.md @@ -0,0 +1,35 @@ +
Experimental: This Feature is currently experimental and is subject to change in later major versions.
+ +# Sample Mesh Index + +**Menu Path : Operator > Sampling > Sample Mesh Index** + +**Menu Path : Operator > Sampling > Sample Skinned Mesh Renderer Index** + +The Sample Mesh or Skinned Mesh Renderer Index Operator allows you to fetch index buffer data of geometry. Both [UInt16](https://docs.unity3d.com/ScriptReference/ModelImporterIndexFormat.UInt16.html) and [UInt32](https://docs.unity3d.com/ScriptReference/ModelImporterIndexFormat.UInt32.html) format are supported the output of this operator is always an UInt. + +## Operator settings + +| **Property** | **Type** | **Description** | +| ------------ | -------- | ------------------------------------------------------------ | +| **Source** | Enum | Choose the kind of geometry to sample, either a **Mesh** or a **Skinned Mesh Renderer** | + +### Operator Properties + +| **Input** | **Type** | **Description** | +| ------------------------- | --------------------- | ------------------------------------------------------------ | +| **Mesh** | Mesh | The source mesh asset to sample.
This property only appears if you set **Source** to **Mesh** | +| **Skinned Mesh Renderer** | Skinned Mesh Renderer | The source Skinned Mesh Renderer component to sample. This is a reference to a component within the scene. To assign a Skinned Mesh Renderer to this port, create a Skinned Mesh Renderer property in the [Blackboard](Blackboard.md) and expose it.
This property only appears if you set **Source** to **Skinned Mesh Renderer** | +| **Index** | Uint | The index offset to sample the current index buffer. | + +| **Output** | **Type** | **Description** | +| ---------- | -------- | ------------------------------------------------------------ | +| **Index** | UInt | The sampled index, or zero if input **Index** is out of bounds. | + +#### Limitations + +The Mesh index sampling feature has the following limitations: + +- If a Mesh is not [readable](https://docs.unity3d.com/ScriptReference/Mesh-isReadable.html), the **Position (Mesh)** Block and **Sample Mesh Index** Operator return zeros values when they attempt to sample it. For information on how to make a Mesh readable, see [Model import settings](https://docs.unity3d.com/Manual/FBXImporter-Model.html) + +![](Images/ReadWrite.png) diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-SampleTexture2D.md b/com.unity.visualeffectgraph/Documentation~/Operator-SampleTexture2D.md index aa05dcb069e..5c7cba8467f 100644 --- a/com.unity.visualeffectgraph/Documentation~/Operator-SampleTexture2D.md +++ b/com.unity.visualeffectgraph/Documentation~/Operator-SampleTexture2D.md @@ -2,9 +2,11 @@ Menu Path : **Operator > Sampling > Sample Texture2D** -The **Sample Texture2D** Operator samples a Texture2D for a specified UV and Mip level. This Operator uses the same **Filter Mode** and **Wrap Mode** as the input texture’s [texture's import settings.](https://docs.unity3d.com/Manual/class-TextureImporter.html) +The **Sample Texture2D** Operator samples a Texture2D for a specified UV and Mip level. This Operator uses the same **Filter Mode** and **Wrap Mode** as the input texture’s [import settings](https://docs.unity3d.com/Manual/class-TextureImporter.html). -This translates to a Sample call on the texture in High-Level Shading Language (HLSL). +This translates to a Sample() call on the texture in High-Level Shading Language (HLSL). For information on the differences between loading and sampling, see [Loading and sampling](#loading-and-sampling). + +[!include[](Snippets/Operator-LoadingAndSampling.md)] ## Operator properties diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-SampleTexture2DArray.md b/com.unity.visualeffectgraph/Documentation~/Operator-SampleTexture2DArray.md index 010573e1dd3..733d9be231f 100644 --- a/com.unity.visualeffectgraph/Documentation~/Operator-SampleTexture2DArray.md +++ b/com.unity.visualeffectgraph/Documentation~/Operator-SampleTexture2DArray.md @@ -2,9 +2,11 @@ Menu Path : **Operator > Sampling > Sample Texture2DArray** -The **Sample Texture2DArray** Operator samples a Texture2DArray for a specified slice, UV and mip level. This Operator uses the same **Filter Mode** and **Wrap Mode** as the input texture’s [Texture import settings.](https://docs.unity3d.com/Manual/class-TextureImporter.html) +The **Sample Texture2DArray** Operator samples a Texture2DArray for a specified slice, UV and mip level. This Operator uses the same **Filter Mode** and **Wrap Mode** as the input texture’s [import settings](https://docs.unity3d.com/Manual/class-TextureImporter.html). -This translates to a Sample call on the texture in High-Level Shading Language (HLSL). +This translates to a Sample() call on the texture in High-Level Shading Language (HLSL). For information on the differences between loading and sampling, see [Loading and sampling](#loading-and-sampling). + +[!include[](Snippets/Operator-LoadingAndSampling.md)] ## Operator properties diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-SampleTexture3D.md b/com.unity.visualeffectgraph/Documentation~/Operator-SampleTexture3D.md index d56def6353c..d2772adf5bb 100644 --- a/com.unity.visualeffectgraph/Documentation~/Operator-SampleTexture3D.md +++ b/com.unity.visualeffectgraph/Documentation~/Operator-SampleTexture3D.md @@ -2,9 +2,11 @@ Menu Path : **Operator > Sampling > Sample Texture3D** -The **Sample Texture3D** Operator samples a Texture3D for a specified UV and mip level. This Operator uses the same **Filter Mode** and **Wrap Mode** as the input texture’s [texture's import settings.](https://docs.unity3d.com/Manual/class-TextureImporter.html) +The **Sample Texture3D** Operator samples a Texture3D for a specified UV and mip level. This Operator uses the same **Filter Mode** and **Wrap Mode** as the input texture’s [import settings](https://docs.unity3d.com/Manual/class-TextureImporter.html). -This translates to a Sample call on the texture in High-Level Shading Language (HLSL). +This translates to a Sample() call on the texture in High-Level Shading Language (HLSL). For information on the differences between loading and sampling, see [Loading and sampling](#loading-and-sampling). + +[!include[](Snippets/Operator-LoadingAndSampling.md)] ## Operator properties diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-SampleTextureCube.md b/com.unity.visualeffectgraph/Documentation~/Operator-SampleTextureCube.md index 3b0bed2e02f..363d49ad22d 100644 --- a/com.unity.visualeffectgraph/Documentation~/Operator-SampleTextureCube.md +++ b/com.unity.visualeffectgraph/Documentation~/Operator-SampleTextureCube.md @@ -2,9 +2,11 @@ Menu Path : **Operator > Sampling > Sample TextureCube** -The **Sample TextureCube** Operator samples a TextureCube for a specified direction and Mip level. This Operator uses the same **Filter Mode** and **Wrap Mode** as the input texture’s [texture's import settings.](https://docs.unity3d.com/Manual/class-TextureImporter.html) +The **Sample TextureCube** Operator samples a TextureCube for a specified direction and Mip level. This Operator uses the same **Filter Mode** and **Wrap Mode** as the input texture’s [import settings](https://docs.unity3d.com/Manual/class-TextureImporter.html). -This translates to a Sample call on the texture in High-Level Shading Language (HLSL). +This translates to a Sample() call on the texture in High-Level Shading Language (HLSL). For information on the differences between loading and sampling, see [Loading and sampling](#loading-and-sampling). + +[!include[](Snippets/Operator-LoadingAndSampling.md)] ## Operator properties diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-SampleTextureCubeArray.md b/com.unity.visualeffectgraph/Documentation~/Operator-SampleTextureCubeArray.md index 6a73023b69f..391f7b91e37 100644 --- a/com.unity.visualeffectgraph/Documentation~/Operator-SampleTextureCubeArray.md +++ b/com.unity.visualeffectgraph/Documentation~/Operator-SampleTextureCubeArray.md @@ -2,9 +2,11 @@ Menu Path : **Operator > Sampling > Sample TextureCubeArray** -The **Sample TextureCubeArray** Operator allows you to sample a TextureCubeArray for a specified slice, direction, and Mip level. The Operator uses the same **Filter Mode** and **Wrap Mode** modes as the [texture’s import settings](https://docs.unity3d.com/Manual/class-TextureImporter.html). +The **Sample TextureCubeArray** Operator allows you to sample a TextureCubeArray for a specified slice, direction, and Mip level. The Operator uses the same **Filter Mode** and **Wrap Mode** modes as the [import settings](https://docs.unity3d.com/Manual/class-TextureImporter.html). -This translates to a Sample call on the texture in High-Level Shading Language (HLSL). +This translates to a Sample() call on the texture in High-Level Shading Language (HLSL). For information on the differences between loading and sampling, see [Loading and sampling](#loading-and-sampling). + +[!include[](Snippets/Operator-LoadingAndSampling.md)] ## Operator properties diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-SpawnState.md b/com.unity.visualeffectgraph/Documentation~/Operator-SpawnState.md new file mode 100644 index 00000000000..4a648ccd60e --- /dev/null +++ b/com.unity.visualeffectgraph/Documentation~/Operator-SpawnState.md @@ -0,0 +1,22 @@ +# Spawn State + +Menu Path : **Operator > Spawn > Spawn Context State** + +The **Spawn State** Operator contains information about the [state](https://docs.unity3d.com/ScriptReference/VFX.VFXSpawnerState.html) of a [Spawn](Context-Spawn.md) system. It contains information such as: the number of particles spawned in the current frame, the duration of the spawn loop, and the current delta time. + +You can only connect this Operator's outputs to Blocks in a [Spawn Context](Context-Spawn.md). If you connect an output to a Block in another Context type, Unity throws an exception. + +## Operator properties + +| **Output** | **Type** | **Description** | +| ------------------- | -------- | ------------------------------------------------------------ | +| **NewLoop** | Boolean | Indicates whether or not a new spawn loop has started this frame. If a new loop has started, this outputs `true`. Otherwise, outputs `false`. | +| **LoopState** | Uint | The current state of the spawn loop. Each value refers to a different state. The values are:
• **0**: Not looping.
• **1**: Delaying before a loop.
• **2**: Is looping.
• **3**: Delaying after a loop.
For more information on spawn loop states, see [VFXSpawnerLoopState](https://docs.unity3d.com/Documentation/ScriptReference/VFX.VFXSpawnerLoopState.html). | +| **LoopIndex** | int | The current index of the loop. Unity increments this number every time a new spawn loop starts. | +| **SpawnCount** | float | The number of particles the system spawned in the current frame. | +| **SpawnDeltaTime** | float | The delta time of the current frame. You can modify this value using a custom spawner. | +| **SpawnTotalTime** | float | The total time since the application started. | +| **LoopDuration** | float | The loop duration specified in the connected system's [Spawn Context](Context-Spawn.md). | +| **LoopCount** | int | The loop count specified in the connected system's [Spawn Context](Context-Spawn.md). | +| **DelayBeforeLoop** | float | The time the VFXSpawner waits for before it starts a new loop. This value is specified in the connected system's [Spawn Context](Context-Spawn.md). | +| **DelayAfterLoop** | float | The time the VFXSpawner waits for after it finishes a loop. This value is specified in the connected system's [Spawn Context](Context-Spawn.md). | diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-ValueCurlNoise.md b/com.unity.visualeffectgraph/Documentation~/Operator-ValueCurlNoise.md index 762c3d696a4..7787449aef0 100644 --- a/com.unity.visualeffectgraph/Documentation~/Operator-ValueCurlNoise.md +++ b/com.unity.visualeffectgraph/Documentation~/Operator-ValueCurlNoise.md @@ -12,7 +12,7 @@ A good use case for Curl Noise is emulating fluid or gas simulation, without hav | **Property** | **Type** | **Description** | | -------------- | -------- | ------------------------------------------------------------ | -| **Dimensions** | Enum | Specify whether the noise should be two, or three dimensional. | +| **Dimensions** | Enum | Specify whether the noise is two, or three dimensional. | | **Type** | Enum | Specify what type of noise to use. | ## Operator properties diff --git a/com.unity.visualeffectgraph/Documentation~/Operator-ValueNoise.md b/com.unity.visualeffectgraph/Documentation~/Operator-ValueNoise.md index 2a9cc7dec90..b5db7b102c7 100644 --- a/com.unity.visualeffectgraph/Documentation~/Operator-ValueNoise.md +++ b/com.unity.visualeffectgraph/Documentation~/Operator-ValueNoise.md @@ -12,7 +12,7 @@ You can use this Operator to introduce variety to your particle attributes. A co | **Property** | **Type** | **Description** | | -------------- | -------- | ------------------------------------------------------------ | -| **Dimensions** | Enum | Specify whether the noise should be one, two, or three dimensional. | +| **Dimensions** | Enum | Specify whether the noise is one, two, or three dimensional. | | **Type** | Enum | Specify what type of noise to use. | ## Operator properties diff --git a/com.unity.visualeffectgraph/Documentation~/Snippets/Operator-LoadingAndSampling.md b/com.unity.visualeffectgraph/Documentation~/Snippets/Operator-LoadingAndSampling.md new file mode 100644 index 00000000000..95c62e46f84 --- /dev/null +++ b/com.unity.visualeffectgraph/Documentation~/Snippets/Operator-LoadingAndSampling.md @@ -0,0 +1,9 @@ +## Loading and sampling + +In the Visual Effect Graph, there are multiple Operators that can read texel values from a texture. In the underlying (HLSL), some of them use Load() and others use Sample(). + +The differences between the Operators that use Load() and Operators that use Sample() is as follows: + +* Load() does not apply any filtering to the final texel value whereas Sample() uses the same **Filter Mode** as the target **Texture**'s [import settings](https://docs.unity3d.com/Manual/class-TextureImporter.html). +* Load() does not apply any wrapping and instead returns 0 for coordinates that specify a texel outside the texture. Sample() uses the same **Wrap Mode** as the target **Texture**'s [import settings](https://docs.unity3d.com/Manual/class-TextureImporter.html). +* Load() uses texel coordinates (in the range of 0 to the texture's width/height minus 1) whereas Sample() uses UV coordinates (in the range of 0-1). diff --git a/com.unity.visualeffectgraph/Documentation~/TableOfContents.md b/com.unity.visualeffectgraph/Documentation~/TableOfContents.md index 376d9ed8bba..c450746b80d 100644 --- a/com.unity.visualeffectgraph/Documentation~/TableOfContents.md +++ b/com.unity.visualeffectgraph/Documentation~/TableOfContents.md @@ -1,5 +1,7 @@ * [Visual Effect Graph](index.md) * [Requirements](System-Requirements.md) +* [What's new](whats-new.md) + * [10](whats-new-10.md) * [Getting Started](GettingStarted.md) * [Visual Effect Graph Assets](VisualEffectGraphAsset.md) * [Visual Effect Graph Window](VisualEffectGraphWindow.md) @@ -28,7 +30,7 @@ * [Point Caches](PointCaches.md) * [Point Cache Bake Tool](PointCacheBakeTool.md) * [Spawner Callbacks](SpawnerCallbacks.md) - * [Mesh Sampling](MeshSampling.md) +* [Node Library](node-library.md) * Node Library * Context * [Event](Context-Event.md) @@ -46,74 +48,96 @@ * [Lit Output Settings](Context-OutputLitSettings.md) * [Spawn](Context-Spawn.md) * [Update Particle](Context-Update.md) - * Block + * Block + * Attribute + * [Curve](Block-SetAttributeFromCurve.md) + * Derived + * [Calculate Mass from Volume](Block-CalculateMassFromVolume.md) + * [Map](Block-SetAttributeFromMap.md) + * [Set](Block-SetAttribute.md) + * Collision + * [Collide with AABox](Block-CollideWithAABox.md) + * [Collide with Cylinder](Block-CollideWithCylinder.md) + * [Collide with Depth Buffer](Block-CollideWithDepthBuffer.md) + * [Collide with Plane](Block-CollideWithPlane.md) + * [Collide with Signed Distance Field](Block-CollideWithSignedDistanceField.md) + * [Collide with Sphere](Block-CollideWithSphere.md) + * Flipbook + * [Flipbook Player](Block-FlipbookPlayer.md) + * Force + * [Conform to Signed Distance Field](Block-ConformToSignedDistanceField.md) + * [Conform to Sphere](Block-ConformToSphere.md) + * [Force](Block-Force.md) + * [Gravity](Block-Gravity.md) + * [Linear Drag](Block-LinearDrag.md) + * [Turbulence](Block-Turbulence.md) + * [Vector Force Field](Block-VectorForceField.md) + * GPU Event + * [Trigger Event Always](Block-TriggerEventAlways.md) + * [Trigger Event On Die](Block-TriggerEventOnDie.md) + * [Trigger Event Rate](Block-TriggerEventRate.md) + * Implicit + * [Integration : Update Position](Block-UpdatePosition.md) + * [Integration : Update Rotation](Block-UpdateRotation.md) + * Kill + * [Kill (AABox)](Block-Kill(AABox).md) + * [Kill (Sphere)](Block-Kill(Sphere).md) + * Orientation + * [Connect Target](Block-ConnectTarget.md) + * [Orient](Block-Orient.md) + * Output + * [Camera Fade](Block-CameraFade.md) + * [Subpixel Anti-Aliasing](Block-SubpixelAntiAliasing.md) + * Position + * [Set Position (Depth)](Block-SetPosition(Depth).md) + * [Position (Mesh)](Block-SetPosition(Mesh).md) + * [Position (Signed Distance Field)](Block-SetPosition(SignedDistanceField).md) + * [Position (Skinned Mesh)](Block-SetPosition(Mesh).md) + * [Set Position (Sequential : Circle)](Block-SetPosition(Sequential).md) + * [Set Position (Sequential : Line)](Block-SetPosition(Sequential).md) + * [Set Position (Sequential : ThreeDimensional)](Block-SetPosition(Sequential).md) + * [Set Position (Shape : AABox)](Block-SetPosition(AABox).md) + * [Set Position (Shape : Circle)](Block-SetPosition(Circle).md) + * [Set Position (Shape : Cone)](Block-SetPosition(Cone).md) + * [Set Position (Shape : Line)](Block-SetPosition(Line).md) + * [Set Position (Shape : Sphere)](Block-SetPosition(Sphere).md) + * [Set Position (Sequential)](Block-SetPosition(Sequential).md) + * [Tile/Warp Positions](Block-TileWarpPositions.md) + * Size + * [Screen Space Size](Block-ScreenSpaceSize.md) + * Spawn + * [Constant Spawn Rate](Block-ConstantRate.md) + * [Periodic Burst](Block-Burst.md) + * [Single Burst](Block-Burst.md) + * [Variable Spawn Rate](Block-VariableRate.md) * Attribute - * [Curve](Block-SetAttributeFromCurve.md) - * Derived - * [Calculate Mass from Volume](Block-CalculateMassFromVolume.md) - * [Map](Block-SetAttributeFromMap.md) - * [Set](Block-SetAttribute.md) - * Collision - * [Collide with AABox](Block-CollideWithAABox.md) - * [Collide with Cylinder](Block-CollideWithCylinder.md) - * [Collide with Depth Buffer](Block-CollideWithDepthBuffer.md) - * [Collide with Plane](Block-CollideWithPlane.md) - * [Collide with Signed Distance Field](Block-CollideWithSignedDistanceField.md) - * [Collide with Sphere](Block-CollideWithSphere.md) - * Flipbook - * [Flipbook Player](Block-FlipbookPlayer.md) - * Force - * [Conform to Signed Distance Field](Block-ConformToSignedDistanceField.md) - * [Conform to Sphere](Block-ConformToSphere.md) - * [Force](Block-Force.md) - * [Gravity](Block-Gravity.md) - * [Linear Drag](Block-LinearDrag.md) - * [Turbulence](Block-Turbulence.md) - * [Vector Force Field](Block-VectorForceField.md) - * GPU Event - * [Trigger Event Always](Block-TriggerEventAlways.md) - * [Trigger Event On Die](Block-TriggerEventOnDie.md) - * [Trigger Event Rate](Block-TriggerEventRate.md) - * Implicit - * [Integration : Update Position](Block-UpdatePosition.md) - * [Integration : Update Rotation](Block-UpdateRotation.md) - * Kill - * [Kill (AABox)](Block-Kill(AABox).md) - * [Kill (Sphere)](Block-Kill(Sphere).md) - * Orientation - * [Connect Target](Block-ConnectTarget.md) - * [Orient](Block-Orient.md) - * Output - * [Camera Fade](Block-CameraFade.md) - * [Subpixel Anti-Aliasing](Block-SubpixelAntiAliasing.md) - * Position - * [Set Position (Depth)](Block-SetPosition(Depth).md) - * [Set Position (Shape : AABox)](Block-SetPosition(AABox).md) - * [Set Position (Shape : Circle)](Block-SetPosition(Circle).md) - * [Set Position (Shape : Cone)](Block-SetPosition(Cone).md) - * [Set Position (Shape : Cone)](Block-SetPosition(Line).md) - * [Set Position (Shape : Sphere)](Block-SetPosition(Sphere).md) - * [Set Position (Sequential)](Block-SetPosition(Sequential).md) - * [Tile/Warp Positions](Block-TileWarpPositions.md) - * Size - * [Screen Space Size](Block-ScreenSpaceSize.md) - * Spawn - * [Constant Spawn Rate](Block-ConstantRate.md) - * [Periodic Burst](Block-Burst.md) - * [Single Burst](Block-Burst.md) - * [Variable Spawn Rate](Block-VariableRate.md) - * Attribute - * [Set Spawn Event \](Block-SetSpawnEvent.md) - * Custom - * [Increment Strip Index On Start](Block-IncrementStripIndexOnStart.md) - * [Set Spawn Time](Block-SetSpawnTime.md) - * [Spawn Over Distance](Block-SpawnOverDistance.md) - * Velocity - * [Velocity from Direction & Speed (Change Speed)](Block-VelocityFromDirectionAndSpeed(ChangeSpeed).md) - * [Velocity from Direction & Speed (New Direction)](Block-VelocityFromDirectionAndSpeed(NewDirection).md) - * [Velocity from Direction & Speed (Random Direction)](Block-VelocityFromDirectionAndSpeed(RandomDirection).md) - * [Velocity from Direction & Speed (Spherical)](Block-VelocityFromDirectionAndSpeed(Spherical).md) - * [Velocity from Direction & Speed (Tangent)](Block-VelocityFromDirectionAndSpeed(Tangent).md) + * [Set Spawn Event \](Block-SetSpawnEvent.md) + * Custom + * [Increment Strip Index On Start](Block-IncrementStripIndexOnStart.md) + * [Set Spawn Time](Block-SetSpawnTime.md) + * [Spawn Over Distance](Block-SpawnOverDistance.md) + * Velocity + * [Velocity from Direction & Speed (Change Speed)](Block-VelocityFromDirectionAndSpeed(ChangeSpeed).md) + * [Velocity from Direction & Speed (New Direction)](Block-VelocityFromDirectionAndSpeed(NewDirection).md) + * [Velocity from Direction & Speed (Random Direction)](Block-VelocityFromDirectionAndSpeed(RandomDirection).md) + * [Velocity from Direction & Speed (Spherical)](Block-VelocityFromDirectionAndSpeed(Spherical).md) + * [Velocity from Direction & Speed (Tangent)](Block-VelocityFromDirectionAndSpeed(Tangent).md) + * Context + * [Event](Context-Event.md) + * [GPU Event](Context-GPUEvent.md) + * [Initialize Particle](Context-Initialize.md) + * [Output Mesh](Context-OutputMesh.md) + * [Output Distortion](Context-OutputDistortion.md) + * [Output Decal](Context-OutputForwardDecal.md) + * [Output Line](Context-OutputLine.md) + * [Output Particle Mesh](Context-OutputParticleMesh.md) + * [Output Point](Context-OutputPoint.md) + * [Output Primitive](Context-OutputPrimitive.md) + * Shared Output Settings + * [Global Settings](Context-OutputSharedSettings.md) + * [Lit Output Settings](Context-OutputLitSettings.md) + * [Spawn](Context-Spawn.md) + * [Update Particle](Context-Update.md) * Operator * Attribute * [Age Over Lifetime](Operator-AgeOverLifetime.md) @@ -318,6 +342,8 @@ * Sampling * [Get Texture Dimensions](Operator-GetTextureDimensions.md) * [Load CameraBuffer](Operator-LoadCameraBuffer.md) + * [Mesh Index Count](Operator-MeshIndexCount.md) + * [Mesh Vertex Count](Operator-MeshVertexCount.md) * [Load Texture2D](Operator-LoadTexture2D.md) * [Load Texture2DArray](Operator-LoadTexture2DArray.md) * [Load Texture3D](Operator-LoadTexture3D.md) @@ -325,12 +351,20 @@ * [Sample CameraBuffer](Operator-SampleCameraBuffer.md) * [Sample Curve](Operator-SampleCurve.md) * [Sample Gradient](Operator-SampleGradient.md) + * [Sample Mesh](Operator-SampleMesh.md) + * [Sample Mesh Index](Operator-SampleMeshIndex.md) + * [Sample Skinned Mesh](Operator-SampleMesh.md) + * [Sample Skinned Mesh Renderer Index](Operator-SampleMesh.md) * [Sample Signed Distance Field](Operator-SampleSDF.md) * [Sample Texture2D](Operator-SampleTexture2D.md) * [Sample Texture2DArray](Operator-SampleTexture2DArray.md) * [Sample Texture3D](Operator-SampleTexture3D.md) * [Sample TextureCube](Operator-SampleTextureCube.md) * [Sample TextureCubeArray](Operator-SampleTextureCubeArray.md) + * [Skinned Mesh Index Count](Operator-MeshIndexCount.md) + * [Skinned Mesh Vertex Count](Operator-MeshVertexCount.md) + * Spawn + * [Spawn State](Operator-SpawnState.md) * Utility * [Point Cache](Operator-PointCache.md) * Reference diff --git a/com.unity.visualeffectgraph/Documentation~/VectorFields.md b/com.unity.visualeffectgraph/Documentation~/VectorFields.md index 74c09a78c6a..122fba3dcdf 100644 --- a/com.unity.visualeffectgraph/Documentation~/VectorFields.md +++ b/com.unity.visualeffectgraph/Documentation~/VectorFields.md @@ -25,7 +25,7 @@ When importing VF Files, unity provides the following settings in the Inspector: ## Generating Vector Field Files -You can generate point cache using various methods: +You can generate vector fields using various methods: - Using the Houdini VF Exporter bundled with [VFXToolbox](https://github.com/Unity-Technologies/VFXToolbox) (located in the /DCC~ folder) - By writing your own exporter to write [VF Files](https://github.com/peeweek/VectorFieldFile/blob/master/README.md) files that follow the specification. diff --git a/com.unity.visualeffectgraph/Documentation~/VisualEffectGraphAsset.md b/com.unity.visualeffectgraph/Documentation~/VisualEffectGraphAsset.md index ec89f21cf39..b2c30e160c3 100644 --- a/com.unity.visualeffectgraph/Documentation~/VisualEffectGraphAsset.md +++ b/com.unity.visualeffectgraph/Documentation~/VisualEffectGraphAsset.md @@ -30,10 +30,10 @@ When you select a Visual Effect Graph Asset, the Inspector displays Asset-wide c | Property Name | Description / Values | | ----------------------- | ------------------------------------------------------------ | | **Update Mode** | Sets the rate at which Unity updates the visual effect:
•**Fixed Delta Time**: Updates the visual effect at the rate that the **Fixed Time Step** property defines in the [Visual Effect Project Settings](VisualEffectProjectSettings.md).
• **Delta Time**: Updates the visual effect every frame. | -| **Culling Flags** | Sets whether Unity updates the visual effect depending on its culling state. The culling state refers to whether a Camera can see the visual effect's bounding box or not. The options are:
• **Recompute bounds and simulate when visible**: Unity simulates the effect and recalculates the effect's bounding box when the effect is visible. If your visual effect uses a dynamic bounding box (one that you compute with operators), you should not use this option in favor of one that includes **Always Recompute Bounds** .
• **Always Recompute Bounds, simulate only when Visible**: Regardless of whether any Camera can see the effect's bounding box or not, Unity always recalculates the bounding box. Unity only simulates the effect if a Camera can see the updated bounds.
• **Always Recompute Bounds and Simulate**: Regardless of whether any Camera can see the effect's bounding box or not, Unity always recalculates the bounding box and simulates the effect.

**Note**: Regardless of the mode, Unity always uses the bounding box to perform culling of the effect. | -| **PreWarm Total Time** | Sets the duration that Unity should simulate the effect when `Reset()` occurs. This pre-simulates the effect so that, when the effect starts, it appears already 'built-up'. When you change this value, Unity calculates a new value for **PreWarm Delta Time**. | +| **Culling Flags** | Sets whether Unity updates the visual effect depending on its culling state. The culling state refers to whether a Camera can see the visual effect's bounding box or not. The options are:
• **Recompute bounds and simulate when visible**: Unity simulates the effect and recalculates the effect's bounding box when the effect is visible. If your visual effect uses a dynamic bounding box (one that you compute with operators), do not use this option and instead us one that includes **Always Recompute Bounds** .
• **Always Recompute Bounds, simulate only when Visible**: Regardless of whether any Camera can see the effect's bounding box or not, Unity always recalculates the bounding box. Unity only simulates the effect if a Camera can see the updated bounds.
• **Always Recompute Bounds and Simulate**: Regardless of whether any Camera can see the effect's bounding box or not, Unity always recalculates the bounding box and simulates the effect.

**Note**: Regardless of the mode, Unity always uses the bounding box to perform culling of the effect. | +| **PreWarm Total Time** | Sets the duration, in seconds, that Unity simulates the effect for when `Reset()` occurs. This pre-simulates the effect so that, when the effect starts, it appears already 'built-up'. When you change this value, Unity calculates a new value for **PreWarm Delta Time**. | | **PreWarm Step Count** | Sets the number of simulation steps that Unity uses to calculate the PreWarm. A greater number of steps increase precision as well as the resource intensity of the effect, which decreases performance. When you change this value, Unity calculates a new value for **PreWarm Delta Time**. | -| **PreWarm Delta Time** | Sets the delta time that Unity uses for the PreWarm. When you change this value, Unity calculates new values for **PreWarm Total Time** and **PreWarm Step Count**. Adjust this value, instead of **PreWarm Total Time** and **PreWarm Step Count** individually, if you need to use a precise delta time for your simulation. | +| **PreWarm Delta Time** | Sets the delta time, in seconds, that Unity uses for the PreWarm. When you change this value, Unity calculates new values for **PreWarm Total Time** and **PreWarm Step Count**. Adjust this value, instead of **PreWarm Total Time** and **PreWarm Step Count** individually, if you need to use a precise delta time for your simulation. | | **Initial Event Name** | Sets the name of the [Event](Events.md) that Unity sends when the effect enables. The default value is **OnPlay**, but you can change this to another name, or even a blank field, to make it so that every system does not spawn by default. | | **Output Render Order** | Defines a list that shows every Output Context in their rendering order. You can re-order this list to change the order that Unity renders the Output Contexts. Unity draws items at the top of the list first then progressively draws those lower down the list in front of those above. | | **Shaders** | Defines a list of every Shader that Unity has compiled for the Visual Effect Graph. These are read-only and mainly for debugging purposes. Use **Shader Externalization** in [Visual Effect Preferences](VisualEffectPreferences.md) to externalize Shaders temporarily for debugging purposes. | diff --git a/com.unity.visualeffectgraph/Documentation~/VisualEffectPreferences.md b/com.unity.visualeffectgraph/Documentation~/VisualEffectPreferences.md index cae779b54fe..25b3f6f26f4 100644 --- a/com.unity.visualeffectgraph/Documentation~/VisualEffectPreferences.md +++ b/com.unity.visualeffectgraph/Documentation~/VisualEffectPreferences.md @@ -1,16 +1,17 @@ -
Draft: The content on this page is complete, but it has not been reviewed yet.
-# Visual Effect Graph Preferences +# Visual Effect Graph preferences -Visual Effect Graph Preferences is a Section in Unity Preferences Window. You can access these settings using the **Edit/Preferences** menu, then selecting **Visual Effects** section. +Visual Effect Graph preferences is a panel in the Unity Preferences window. To access this panel, go to **Edit > Preferences > Visual Effects**. ![](Images/VisualEffectPreferences.png) ## Properties: -| Name | Description | -| ----------------------------------- | ------------------------------------------------------------ | -| Experimental Operators/Blocks | Enable Visibility of the Experimental Blocks and Operators in the [Node Creation Menu](GettingStarted.md#manipulating-graph-elements). | -| Show Additional Debug info | Displays more debug information in the Inspector, when selecting [Blocks](Blocks.md), [Operators](Operators.md) or [Contexts](Contexts.md) | -| Verbose Mode for Compilation | Enable Verbose logging in Console when Compiling Graphs. | -| Experimental Shader Externalization | Enable Externalizing Shaders (for Debugging purposes) in the [Visual Effect Graph Asset Inspector](VisualEffectGraphAsset.md) | -| Force Compilation in Edition Mode | Disables Graph Optimization when Saving Assets (for Debug Purposes Only) | +| Name | Description | +| --------------------------------------- | ------------------------------------------------------------ | +| **Experimental Operators/Blocks** | Enable Visibility of the Experimental Blocks and Operators in the [Node Creation Menu](GettingStarted.md#manipulating-graph-elements). | +| **Show Additional Debug info** | Displays more debug information in the Inspector, when selecting [Blocks](Blocks.md), [Operators](Operators.md) or [Contexts](Contexts.md) | +| **Verbose Mode for Compilation** | Enable Verbose logging in Console when Compiling Graphs. | +| **Experimental Shader Externalization** | Enable Externalizing Shaders (for Debugging purposes) in the [Visual Effect Graph Asset Inspector](VisualEffectGraphAsset.md) | +| **Force Compilation in Edition Mode** | Disables Graph Optimization when Saving Assets (for Debug Purposes Only) | +| **Main Camera fallback** | Specifies the camera source for the color and depth buffer that [MainCamera](Operator-MainCamera.md) Operators use when in the editor. The options are:
• **Prefer Main Camera**: If the Game view is open, Unity uses the main Camera. If the Game view is not open, but the Scene view is, Unity uses the Scene view Camera.
• **Prefer Scene Camera**: If the Scene view is open, Unity uses the Scene view Camera. If the Scene view is not open, but the Game view is, Unity uses the main Camera.
• **No Fallback**: Uses the main Camera even if Unity does not render to it. | +| **User Systems** | Specifies a path to a directory that stores VFX Graph Assets to use as templates for new effects. Any VFX Graph Asset in this folder appears in the visual effect Graph view context menu under **System**. | diff --git a/com.unity.visualeffectgraph/Documentation~/node-library.md b/com.unity.visualeffectgraph/Documentation~/node-library.md new file mode 100644 index 00000000000..687b5fefd22 --- /dev/null +++ b/com.unity.visualeffectgraph/Documentation~/node-library.md @@ -0,0 +1,3 @@ +# Node Library + +This section of the documentation contains reference information for every Operator, Block, and Context in the Visual Effect Graph. For the list of Operators, Blocks, and Contexts, see the table of contents entries beneath this one. diff --git a/com.unity.visualeffectgraph/Documentation~/whats-new-10.md b/com.unity.visualeffectgraph/Documentation~/whats-new-10.md new file mode 100644 index 00000000000..fcf447b5ad5 --- /dev/null +++ b/com.unity.visualeffectgraph/Documentation~/whats-new-10.md @@ -0,0 +1,169 @@ +# What's new in version 10 + +This page contains an overview of new features, improvements, and issues resolved in version 10 of the Visual Effect Graph. + +## Features + +The following is a list of features Unity added to version 10 of the Visual Effect Graph. Each entry includes a summary of the feature and a link to any relevant documentation. + +### CPU Output Event + +![](Images/banner-cpu-output-event.png) + +The Output Event sends an event from the graph to C# when triggered. You can use this to synchronize lights, sound, physical reactions, or gameplay to a visual effect. + +For more information about this feature, see [Output Event](Context-Event.md). + +For examples of how to use this feature, see [Output Event Handler](#outputevent-helpers). + +### Per-particle Mesh LOD (Experimental) + +![](Images/banner-space-scene-2.png) + +Optimize your mesh particles using [LODs](https://docs.unity3d.com/Manual/LevelOfDetail.html) based on the screen size. + +For more information about this feature, see [Particle Mesh Output](Context-OutputParticleMesh.md). + +### Multi-Mesh (Experimental) + +![](Images/banner-space-scene-1.png) + +Use up to four meshes in the same [Particle Mesh Output](Context-OutputParticleMesh.md) to add per-particle variety to your effects. This enables you to add visual variety to individual mesh particles without having to use multiple Outputs. + +For more information about this feature, see [Output Particle Mesh](Context-OutputParticleMesh.md). In particular, the **Mesh Count** property. + +### Static mesh sampling (Experimental) + +![](Images/banner-mesh-sampling.png) + +Spawn particles directly from meshes. This enables you to quickly spawn particles in more complex shapes directly from meshes without the need to first bake their positions into a [point cache](PointCaches.md). + +You can sample vertices of a mesh with the Position (Mesh) block and the Sample Mesh operator. + +For more information about this feature, see [Mesh sampling](MeshSampling.md). + +### Operators & Blocks + +This version of the Visual Effect Graph introduces new Operators and Blocks: + +* [Exp](Operator-Exp.md) +* [Log](Operator-Log.md) +* [LoadTexture](Operator-LoadTexture2D.md) +* [GetTextureDimensions](Operator-GetTextureDimensions.md) +* [WorldToViewportPoint](Operator-WorldToViewportPoint.md) +* [ViewportToWorldPoint](Operator-ViewportToWorldPoint.md) +* [Construct Matrix](Operator-ConstructMatrix.md) +* [TransformVector4](Operator-Transform(Vector4).md) + +## Improvements + +The following is a list of improvements Unity made to the Visual Effect Graph in version 10. Each entry includes a summary of the improvement and, if relevant, a link to any documentation. + +### Documentation + +![](Images/banner-documentation.png) + +The documentation now includes [reference information](node-library.md) about all the Nodes in the Visual Effect Graph. Also, Attributes, Blocks, Contexts, Operators, and various menus and options now include tooltips. + +### UX & Workflows + +![](Images/banner-ux-improvements.gif) + +This version of the Visual Effect Graph introduces many workflow improvements. The list is as follows: + +* There is now a **Save** button in the graph view which saves the currently open Visual Effect Graph. +* Unity now compiles a VFX asset when it imports the asset. Before this version, Unity compiled the asset whenever you saved it. This improvement solves some incompatibility issues of shaders between versions and prevents creating unnecessary changes with source control. +* There were multiple improvements to edges: + * Now if you right-click an edge, there is an option to create an intermediate node. + * If you make a connection from a node's input, you can hold alt when you release the click to create a new exposed property in an empty space. The exposed property is of the same type as the input you created it from. + * Now when you duplicate connected nodes, the duplicates have the same edge connections. +* There were multiple improvements to the [Blackboard](Blackboard.md): + * If you right-click in the Blackboard, there is now an option to delete unused properties. + * int and uint properties now support [Range](https://docs.unity3d.com/ScriptReference/RangeAttribute.html) and [Min](https://docs.unity3d.com/ScriptReference/MinAttribute.html) attributes. + * You can use and view a uint property as an enum. +* Blocks & Nodes: + * Position (shape, sequential, depth) and Velocity from Direction & Speed Blocks now include composition for both the position and direction. Originally, they only included composition for the position. + * The built-in Operator now provides new times access. + * There is now a custom Inspector for the Update Context. This displays **Update Position** and **UpdateRotation** instead of **Euler Integration**.
![](Images/banner-context-update.png) + + * There is now a custom Inspector for the Spawn Context to include loop and delay settings which adds another layer of depth when creating customizable spawn behaviors.
![](Images/banner-context-spawn.png) + +### Performance optimizations + +This version of the Visual Effect Graph introduces multiple performance optimizations: + +* Unity now culls particles using compute shaders to very efficiently discard the rendering of inactive, off-screen, and not-alive particles. For more information about this feature, see the **Compute Culling** property in [Shared Output settings and properties](Context-OutputSharedSettings.md#particle-options-settings). +* Unity now processes noise evaluation on the CPU when possible. Originally, Unity performed this on a per-particle basis whereas some use cases only required it to be done once for all particles. + +### Signed distance field + +![](Images/banner-signed-distance-field.png) + +This version of the Visual Effect Graph introduces improvements to working with signed distance fields (SDFs). It added a new Operator to sample SDFs as well as a new Block to set a particle's position based on an SDF. + +These allow you to create custom behaviors like detecting whether particles have collided with SDFs. + +For more information about the sample SDF Operator, see [Sample Signed Distance Field](Operator-SampleSDF.md). + +For more information about the new position block, see [Position (Signed Distance Field)](Block-SetPosition(SignedDistanceField).md). + +### Distortion Output + +![](Images/banner-distortion.png) + +This version of the Visual Effect Graph introduces octagon and triangle support for the distortion Outputs. It also introduces a new Output Distortion Quad Context for particle strips. + +For more information about the distortion Output, see [Output Distortion](Context-OutputDistortion.md). + +### Particle strips + +![](Images/banner-particle-strips.png) + +This version of the Visual Effect Graph introduces multiple improvements to particle strips: + +* There are now options for quad strip texture mapping. You can use UV or custom mapping. +* A custom z-axis option for strip Outputs. This enables you to set a custom forward direction to the strips and make them face in a particular direction. This is useful for example if you wanted to create a banner on a wall that faces away from the wall. +* A new attribute for particle strips, particleCountInStrip, stores the number of particles in the strip. +* A new attribute for particle strips in the Initialize Context, spawnIndexInStrip, acts as the particle strip equivalent for [spawnIndex](Operator-GetAttributeSpawnIndex).stores... + +### Operators & Blocks + +This version of the Visual Effect Graph introduces multiple improvements to Operators and Blocks: + +* The [Compare](Operator-Compare.md) Operator now accepts ints and uints as inputs. +* Attributes in the Spawn Context are now available to read. + +## Samples + +![](Images/banner-package-samples.png) + +The following is a list of Visual Effect Graph package samples Unity created or improved upon in version 10. Each entry includes a summary of the change and, if relevant, a link to any documentation. + +### Visual Effect Graph Additions + +This version of Visual Effect Graph introduces new utility Operators to the **Visual Effect Graph Additions** Sample. + +* **Get Strip Progress**: A subgraph that calculates the progress of a particle in the strip in the range 0 to 1. This is useful to sample curves and gradients in order to modify the strip based on its progress. +* **Encompass (Point)**: A subgraph that grows the bounds of an [AABox](Type-AABox.md) to encompass a point. +* **Degrees to Radians** and **Radians to Degrees**: Subgraphs that help you convert between radians and degrees within your graph. + +### OutputEvent Helpers + +This version of Visual Effect Graph introduces new helper scripts to the **OutputEvent Helpers** sample to help you set up various use cases of OutputEvents: + +* **Cinemachine Camera Shake**: An Output Event Handler script that triggers a Camera shake through a [Cinemachine Impulse Source](https://docs.unity3d.com/Packages/com.unity.cinemachine@latest?subfolder=/manual/CinemachineImpulseSourceOverview.html), when a given output event occurs. + +* **Play audio**: An Output Event Handler script that plays a single AudioSource when a given output event occurs. + +* **Spawn a Prefab**: An Output Event Handler script that spawns Prefabs (managed from a pool) upon a given output event. It uses position, angle, scale, and lifetime to position the Prefab and disable it after a delay. To synchronize other values, you can use other scripts inside the Prefab. + + * **Change Prefab Light**: An example that shows how to synchronize a light with your effect. + * **Change Prefab RigidBody Velocity**: An example that shows how to synchronize changing the velocity of a RigidBody with your effect. + +* **RigidBody**: An Output Event Handler script that applies a force or a velocity change to a RigidBody when a given output event occurs. + +* **Unity Event**: An Output Event Handler that raises a UnityEvent when a given output event occurs. + +## Issues resolved + +For information on issues resolved in version 10 of the Visual Effect Graph, see the [changelog](../changelog/CHANGELOG.html). diff --git a/com.unity.visualeffectgraph/Documentation~/whats-new.md b/com.unity.visualeffectgraph/Documentation~/whats-new.md new file mode 100644 index 00000000000..a71632aa351 --- /dev/null +++ b/com.unity.visualeffectgraph/Documentation~/whats-new.md @@ -0,0 +1,7 @@ +# What's new in the Visual Effect Graph + +This section contains information about changes to the Visual Effect Graph. Each page contains a list of new features and, if relevant, a list of improvements and a list of resolved issues. + +The list of pages is as follows: + +- [10](whats-new-10.md) diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index c58eec5bb9e..636a7d8b211 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -402,15 +402,6 @@ static private StringBuilder Build(VFXContext context, string templatePath, VFXC } //< Final composition - var renderTemplatePipePath = VFXLibrary.currentSRPBinder.templatePath; - var renderRuntimePipePath = VFXLibrary.currentSRPBinder.runtimePath; - string renderPipeCommon = context.doesIncludeCommonCompute ? "Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl" : VFXLibrary.currentSRPBinder.runtimePath + "/VFXCommon.hlsl"; - string renderPipePasses = null; - if (!context.codeGeneratorCompute && !string.IsNullOrEmpty(renderTemplatePipePath)) - { - renderPipePasses = renderTemplatePipePath + "/VFXPasses.template"; - } - var globalIncludeContent = new VFXShaderWriter(); globalIncludeContent.WriteLine("#define NB_THREADS_PER_GROUP 64"); globalIncludeContent.WriteLine("#define HAS_ATTRIBUTES 1"); @@ -428,10 +419,15 @@ static private StringBuilder Build(VFXContext context, string templatePath, VFXC globalIncludeContent.WriteLine(additionnalHeader); foreach (var additionnalDefine in context.additionalDefines) - globalIncludeContent.WriteLineFormat("#define {0} 1", additionnalDefine); + globalIncludeContent.WriteLineFormat("#define {0}{1}", additionnalDefine, additionnalDefine.Contains(' ') ? "" : " 1"); - if (renderPipePasses != null) + var renderTemplatePipePath = VFXLibrary.currentSRPBinder.templatePath; + var renderRuntimePipePath = VFXLibrary.currentSRPBinder.runtimePath; + if (!context.codeGeneratorCompute && !string.IsNullOrEmpty(renderTemplatePipePath)) + { + string renderPipePasses = renderTemplatePipePath + "/VFXPasses.template"; globalIncludeContent.Write(GetFlattenedTemplateContent(renderPipePasses, new List(), context.additionalDefines, dependencies)); + } if (context.GetData() is ISpaceable) { @@ -441,8 +437,13 @@ static private StringBuilder Build(VFXContext context, string templatePath, VFXC globalIncludeContent.WriteLineFormat("#include \"{0}/VFXDefines.hlsl\"", renderRuntimePipePath); var perPassIncludeContent = new VFXShaderWriter(); + string renderPipeCommon = context.doesIncludeCommonCompute ? "Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl" : renderRuntimePipePath + "/VFXCommon.hlsl"; perPassIncludeContent.WriteLine("#include \"" + renderPipeCommon + "\""); perPassIncludeContent.WriteLine("#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\""); + if (!context.codeGeneratorCompute) + { + perPassIncludeContent.WriteLine("#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\""); + } // Per-block includes var includes = Enumerable.Empty(); diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs index 64d9c711276..79b592cc035 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs @@ -140,6 +140,7 @@ private static void FillExpressionDescs(VFXExpressionGraph graph, List(exp, i); break; case VFXValueType.ColorGradient: value = CreateValueDesc(exp, i); break; case VFXValueType.Mesh: value = CreateObjectValueDesc(exp, i); break; + case VFXValueType.SkinnedMeshRenderer: value = CreateObjectValueDesc(exp, i); break; case VFXValueType.Boolean: value = CreateValueDesc(exp, i); break; default: throw new InvalidOperationException("Invalid type"); } @@ -1226,6 +1227,7 @@ public void UpdateValues() case VFXValueType.Curve: SetValueDesc(desc, exp); break; case VFXValueType.ColorGradient: SetValueDesc(desc, exp); break; case VFXValueType.Mesh: SetObjectValueDesc(desc, exp); break; + case VFXValueType.SkinnedMeshRenderer: SetObjectValueDesc(desc, exp); break; case VFXValueType.Boolean: SetValueDesc(desc, exp); break; default: throw new InvalidOperationException("Invalid type"); } diff --git a/com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs b/com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs index 57e0fbc8a80..77128dcc2bb 100644 --- a/com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs +++ b/com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs @@ -326,8 +326,6 @@ private static string GetFunctionParameterType(VFXValueType type) case VFXValueType.TextureCube: return "VFXSamplerCube"; case VFXValueType.TextureCubeArray: return "VFXSamplerCubeArray"; case VFXValueType.CameraBuffer: return "VFXSamplerCameraBuffer"; - case VFXValueType.Mesh: return "ByteAddressBuffer"; - default: return VFXExpression.TypeToCode(type); } diff --git a/com.unity.visualeffectgraph/Editor/Data/VFXData.cs b/com.unity.visualeffectgraph/Editor/Data/VFXData.cs index 9b383d6399e..6d9e7e3be35 100644 --- a/com.unity.visualeffectgraph/Editor/Data/VFXData.cs +++ b/com.unity.visualeffectgraph/Editor/Data/VFXData.cs @@ -261,7 +261,7 @@ public void CollectAttributes() if (m_Contexts == null) // Context hasnt been initialized (may happen in unity tests but not during actual compilation) InitImplicitContexts(); - m_DependenciesIn = new HashSet( + var allDepenciesIn = m_Contexts.Where(c => c.contextType == VFXContextType.Init) .SelectMany(c => c.inputContexts.Where(i => i.contextType == VFXContextType.SpawnerGPU)) .SelectMany(c => c.allLinkedInputSlot) @@ -281,18 +281,19 @@ public void CollectAttributes() return false; }) .Select(s => ((VFXModel)s.owner).GetFirstOfType()) - .Where(c => c.CanBeCompiled()) - .Select(c => c.GetData()) - ); + .Select(c => c.GetData()); - m_DependenciesOut = new HashSet( + m_DependenciesIn = new HashSet(allDepenciesIn.Where(c => c.CanBeCompiled())); + m_DependenciesInNotCompilable = new HashSet(allDepenciesIn.Where(c => !c.CanBeCompiled())); + + var allDependenciesOut = owners.SelectMany(o => o.allLinkedOutputSlot) .Select(s => (VFXContext)s.owner) - .Where(c => c.CanBeCompiled()) .SelectMany(c => c.outputContexts) - .Where(c => c.CanBeCompiled()) - .Select(c => c.GetData()) - ); + .Select(c => c.GetData()); + + m_DependenciesOut = new HashSet(allDependenciesOut.Where(c => c.CanBeCompiled())); + m_DependenciesOutNotCompilable = new HashSet(allDependenciesOut.Where(c => !c.CanBeCompiled())); m_ContextsToAttributes.Clear(); m_AttributesToContexts.Clear(); @@ -602,6 +603,7 @@ public uint layer } } + //Doesn't include not comilable context public IEnumerable dependenciesIn { get @@ -618,6 +620,19 @@ public IEnumerable dependenciesOut } } + public IEnumerable allDependenciesIncludingNotCompilable + { + get + { + var all = Enumerable.Empty(); + all = all.Concat(m_DependenciesIn); + all = all.Concat(m_DependenciesOut); + all = all.Concat(m_DependenciesInNotCompilable); + all = all.Concat(m_DependenciesOutNotCompilable); + return all; + } + } + [SerializeField] protected List m_Owners; @@ -640,9 +655,15 @@ public IEnumerable dependenciesOut [NonSerialized] protected HashSet m_DependenciesIn = new HashSet(); + [NonSerialized] + protected HashSet m_DependenciesInNotCompilable = new HashSet(); + [NonSerialized] protected HashSet m_DependenciesOut = new HashSet(); + [NonSerialized] + protected HashSet m_DependenciesOutNotCompilable = new HashSet(); + [NonSerialized] protected uint m_Layer; } diff --git a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs index b9cbc4ad493..29e6e3ab55f 100644 --- a/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs +++ b/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs @@ -718,8 +718,16 @@ public override void FillDescs( { if (context.HasFeature(VFXOutputUpdate.Features.MotionVector)) { + uint sizePerElement = 12U * 4U; + if (context.output.SupportsMotionVectorPerVertex(out uint vertsCount)) + { + // 2 floats per vertex + sizePerElement = vertsCount * 2U * 4U; + } + // add previous frame index + sizePerElement += 4U; int currentElementToVFXBufferMotionVector = outTemporaryBufferDescs.Count; - outTemporaryBufferDescs.Add(new VFXTemporaryGPUBufferDesc() { frameCount = 2u, desc = new VFXGPUBufferDesc { type = ComputeBufferType.Raw, size = capacity * 64, stride = 4 } }); + outTemporaryBufferDescs.Add(new VFXTemporaryGPUBufferDesc() { frameCount = 2u, desc = new VFXGPUBufferDesc { type = ComputeBufferType.Raw, size = capacity * sizePerElement, stride = 4 } }); elementToVFXBufferMotionVector.Add(context.output, currentElementToVFXBufferMotionVector); } } diff --git a/com.unity.visualeffectgraph/Editor/Debug/VFXUIDebug.cs b/com.unity.visualeffectgraph/Editor/Debug/VFXUIDebug.cs index 834ad6f2f4f..1e0a89728d6 100644 --- a/com.unity.visualeffectgraph/Editor/Debug/VFXUIDebug.cs +++ b/com.unity.visualeffectgraph/Editor/Debug/VFXUIDebug.cs @@ -211,15 +211,19 @@ public void SetSamplingRate(long rate) public void OnVFXChange() { - if ((m_DebugUI.m_CurrentMode == Modes.Efficiency || m_DebugUI.m_CurrentMode == Modes.Alive) && m_DebugUI.m_VFX != null) + if (m_DebugUI.m_VFX != null) { - m_VFXCurves.Clear(); - m_TimeBarsOffsets.Clear(); - for (int i = 0; i < m_DebugUI.m_GpuSystems.Count(); ++i) + m_Pause = m_Stopped = m_DebugUI.m_VFX.pause; + if (m_DebugUI.m_CurrentMode == Modes.Efficiency || m_DebugUI.m_CurrentMode == Modes.Alive) { - var toggle = m_DebugUI.m_SystemInfos[m_DebugUI.m_GpuSystems[i]][1] as Toggle; - var switchableCurve = new SwitchableCurve(m_DebugUI.m_GpuSystems[i], m_MaxPoints, toggle); - m_VFXCurves.Add(switchableCurve); + m_VFXCurves.Clear(); + m_TimeBarsOffsets.Clear(); + for (int i = 0; i < m_DebugUI.m_GpuSystems.Count(); ++i) + { + var toggle = m_DebugUI.m_SystemInfos[m_DebugUI.m_GpuSystems[i]][1] as Toggle; + var switchableCurve = new SwitchableCurve(m_DebugUI.m_GpuSystems[i], m_MaxPoints, toggle); + m_VFXCurves.Add(switchableCurve); + } } } } @@ -238,6 +242,8 @@ public void Notify(Events e) m_Stopped = false; break; case Events.VFXReset: + m_Stopped = false; + m_Pause = false; foreach (var curve in m_VFXCurves) curve.ResetCurve(); m_TimeBarsOffsets.Clear(); @@ -454,6 +460,11 @@ public VFXUIDebug(VFXView view) m_CurrentMode = Modes.None; } + public Modes GetDebugMode() + { + return m_CurrentMode; + } + public void SetDebugMode(Modes mode, VFXComponentBoard componentBoard, bool force = false) { if (mode == m_CurrentMode && !force) @@ -486,7 +497,7 @@ public void SetDebugMode(Modes mode, VFXComponentBoard componentBoard, bool forc } } - public void UpdateDebugMode() + private void UpdateDebugMode() { switch (m_CurrentMode) { @@ -505,7 +516,15 @@ public void UpdateDebugMode() private void UpdateDebugMode(VFXGraph graph) { + //Update now... UpdateDebugMode(); + + //.. but in some case, the onRuntimeDataChanged is called too soon, need to update twice + //because VFXUIDebug relies on VisualEffect : See m_VFX.GetParticleSystemNames + m_View.schedule.Execute(() => + { + UpdateDebugMode(); + }).ExecuteLater(0 /* next frame */); } void ClearDebugMode() @@ -819,7 +838,7 @@ void AddSystemInfoEntry(string systemName, int id, Color color) var maxAliveButton = new Button(); maxAliveButton.name = "debug-system-stat-entry"; maxAliveButton.text = "0"; - maxAliveButton.SetEnabled(AssetDatabase.IsOpenForEdit(m_Graph.visualEffectResource.asset, StatusQueryOptions.UseCachedIfPossible)); + maxAliveButton.SetEnabled(m_Graph.visualEffectResource.IsAssetEditable()); maxAliveButton.clickable.clickedWithEventInfo += setCapacity; maxAlive = maxAliveButton; } @@ -918,6 +937,9 @@ Action CapacitySetter(string systemName, out bool isSystemInSubGraph) isSystemInSubGraph = true; return (e) => { + if (!m_Graph.visualEffectResource.IsAssetEditable()) + return; //The button should be disabled but state update can have a delay + var button = e.currentTarget as Button; if (button != null) system.SetSettingValue("capacity", (uint)(float.Parse(button.text) * 1.01f)); @@ -934,7 +956,10 @@ void UpdateSystemInfoEntry(int systemId, VFXParticleSystemInfo stat) if (statUI[3] is TextElement alive) alive.text = stat.aliveCount.ToString(); if (statUI[4] is TextElement maxAliveText) + { + maxAliveText.SetEnabled(m_Graph.visualEffectResource.IsAssetEditable()); maxAliveText.text = Mathf.Max(int.Parse(maxAliveText.text), stat.aliveCount).ToString(); + } if (statUI[5] is TextElement efficiency) { var eff = (int)((float)stat.aliveCount * 100.0f / (float)stat.capacity); diff --git a/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionAbstract.cs b/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionAbstract.cs index 2e9410af59f..71e603e044f 100644 --- a/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionAbstract.cs +++ b/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionAbstract.cs @@ -133,9 +133,12 @@ public static string TypeToCode(VFXValueType type) case VFXValueType.TextureCubeArray: return "TextureCubeArray"; case VFXValueType.CameraBuffer: return "CameraBuffer"; case VFXValueType.Matrix4x4: return "float4x4"; - case VFXValueType.Mesh: return "ByteAddressBuffer"; + case VFXValueType.Mesh: + case VFXValueType.SkinnedMeshRenderer: + case VFXValueType.Buffer: return "ByteAddressBuffer"; case VFXValueType.Boolean: return "bool"; } + throw new NotImplementedException(type.ToString()); } @@ -198,7 +201,6 @@ public static bool IsTypeValidOnGPU(VFXValueType type) case VFXValueType.TextureCubeArray: case VFXValueType.CameraBuffer: case VFXValueType.Matrix4x4: - case VFXValueType.Mesh: case VFXValueType.Boolean: return true; } @@ -220,6 +222,7 @@ public static bool IsTypeConstantFoldable(VFXValueType type) case VFXValueType.TextureCubeArray: case VFXValueType.CameraBuffer: case VFXValueType.Mesh: + case VFXValueType.SkinnedMeshRenderer: return false; } return true; @@ -308,6 +311,7 @@ public static VFXValueType GetVFXValueTypeFromType(Type type) if (type == typeof(AnimationCurve)) return VFXValueType.Curve; if (type == typeof(Gradient)) return VFXValueType.ColorGradient; if (type == typeof(Mesh)) return VFXValueType.Mesh; + if (type == typeof(SkinnedMeshRenderer)) return VFXValueType.SkinnedMeshRenderer; if (type == typeof(List)) return VFXValueType.Spline; if (type == typeof(bool)) return VFXValueType.Boolean; return VFXValueType.None; @@ -562,6 +566,8 @@ private void PropagateParentsFlags() if (parent.IsAny(Flags.NotCompilableOnCPU) && parent.Is(Flags.InvalidOnGPU)) m_Flags |= Flags.InvalidOnGPU; // Only propagate GPU validity for per element expressions + if (parent.Is(Flags.InvalidConstant)) + m_Flags |= Flags.InvalidConstant; } if (foldable) m_Flags |= Flags.Foldable; diff --git a/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionContext.cs b/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionContext.cs index ee0e5bd6a3a..5715090b089 100644 --- a/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionContext.cs +++ b/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionContext.cs @@ -67,7 +67,7 @@ public void Compile() var gpuTransformation = Has(VFXExpressionContextOption.GPUDataTransformation); var spawnEventPath = Has(VFXExpressionContextOption.PatchReadToEventAttribute); foreach (var exp in m_EndExpressions) - m_ReducedCache[exp] = PatchVFXExpression(GetReduced(exp), gpuTransformation, spawnEventPath, m_GlobalEventAttribute); + m_ReducedCache[exp] = PatchVFXExpression(GetReduced(exp), null /* no source in end expression */, gpuTransformation, spawnEventPath, m_GlobalEventAttribute); } } finally @@ -106,7 +106,7 @@ private bool ShouldEvaluate(VFXExpression exp, VFXExpression[] reducedParents) return reducedParents.All(e => (e.m_Flags & (flag | Flags.InvalidOnCPU)) == flag); } - private static VFXExpression PatchVFXExpression(VFXExpression input, bool insertGPUTransformation, bool patchReadAttributeForSpawn, IEnumerable globalEventAttribute) + private VFXExpression PatchVFXExpression(VFXExpression input, VFXExpression targetExpression, bool insertGPUTransformation, bool patchReadAttributeForSpawn, IEnumerable globalEventAttribute) { if (insertGPUTransformation) { @@ -118,7 +118,57 @@ private static VFXExpression PatchVFXExpression(VFXExpression input, bool insert case VFXValueType.Curve: input = new VFXExpressionBakeCurve(input); break; - default: break; + + case VFXValueType.Mesh: + case VFXValueType.SkinnedMeshRenderer: + if (targetExpression != null) + { + if (input.valueType == VFXValueType.Mesh) + { + switch (targetExpression.operation) + { + case VFXExpressionOperation.SampleMeshVertexFloat: + case VFXExpressionOperation.SampleMeshVertexFloat2: + case VFXExpressionOperation.SampleMeshVertexFloat3: + case VFXExpressionOperation.SampleMeshVertexFloat4: + case VFXExpressionOperation.SampleMeshVertexColor: + var channelFormatAndDimensionAndStream = targetExpression.parents[2]; + channelFormatAndDimensionAndStream = Compile(channelFormatAndDimensionAndStream); + if (!(channelFormatAndDimensionAndStream is VFXExpressionMeshChannelInfos)) + throw new InvalidOperationException("Unexpected type of expression in mesh sampling : " + channelFormatAndDimensionAndStream); + input = new VFXExpressionVertexBufferFromMesh(input, channelFormatAndDimensionAndStream); + break; + case VFXExpressionOperation.SampleMeshIndex: + input = new VFXExpressionIndexBufferFromMesh(input); + break; + default: + throw new InvalidOperationException("Unexpected source operation for InsertGPUTransformation : " + targetExpression.operation); + } + } + else //VFXValueType.SkinnedMeshRenderer + { + if (targetExpression is VFXExpressionSampleSkinnedMeshRendererFloat + || targetExpression is VFXExpressionSampleSkinnedMeshRendererFloat2 + || targetExpression is VFXExpressionSampleSkinnedMeshRendererFloat3 + || targetExpression is VFXExpressionSampleSkinnedMeshRendererFloat4 + || targetExpression is VFXExpressionSampleSkinnedMeshRendererColor) + { + var channelFormatAndDimensionAndStream = targetExpression.parents[2]; + channelFormatAndDimensionAndStream = Compile(channelFormatAndDimensionAndStream); + if (!(channelFormatAndDimensionAndStream is VFXExpressionMeshChannelInfos)) + throw new InvalidOperationException("Unexpected type of expression in skinned mesh sampling : " + channelFormatAndDimensionAndStream); + input = new VFXExpressionVertexBufferFromSkinnedMeshRenderer(input, channelFormatAndDimensionAndStream); + } + else + { + throw new InvalidOperationException("Unexpected source operation for InsertGPUTransformation : " + targetExpression); + } + } + } //else sourceExpression is null, we can't determine usage but it's possible if value is declared but not used. + break; + default: + //Nothing to patch on this type + break; } } @@ -152,8 +202,10 @@ public VFXExpression Compile(VFXExpression expression) var parents = expression.parents.Select(e => { var parent = Compile(e); - bool currentGPUTransformation = gpuTransformation && expression.IsAny(VFXExpression.Flags.NotCompilableOnCPU) && !parent.IsAny(VFXExpression.Flags.NotCompilableOnCPU); - parent = PatchVFXExpression(parent, currentGPUTransformation, patchReadAttributeForSpawn, m_GlobalEventAttribute); + bool currentGPUTransformation = gpuTransformation + && expression.IsAny(VFXExpression.Flags.NotCompilableOnCPU) + && !parent.IsAny(VFXExpression.Flags.NotCompilableOnCPU); + parent = PatchVFXExpression(parent, expression, currentGPUTransformation, patchReadAttributeForSpawn, m_GlobalEventAttribute); return parent; }).ToArray(); diff --git a/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionMath.cs b/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionMath.cs index 48188ff5b29..7a681c26faf 100644 --- a/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionMath.cs +++ b/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionMath.cs @@ -206,7 +206,7 @@ protected override int ProcessUnaryOperation(int input) sealed protected override float ProcessUnaryOperation(float input) { - return Mathf.Sign(input); + return (input > 0.0f ? 1.0f : 0.0f) - (input < 0.0f ? 1.0f : 0.0f); } protected override bool ProcessUnaryOperation(bool input) diff --git a/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionMesh.cs b/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionMesh.cs index 7cf8abecdfc..3bb41962072 100644 --- a/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionMesh.cs +++ b/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionMesh.cs @@ -6,148 +6,399 @@ namespace UnityEditor.VFX { - class VFXExpressionSampleMeshFloat : VFXExpression + class VFXExpressionVertexBufferFromMesh : VFXExpression { - public VFXExpressionSampleMeshFloat() : this(VFXValue.Default, VFXValue.Default, VFXValue.Default, VFXValue.Default) + public VFXExpressionVertexBufferFromMesh() : this(VFXValue.Default, VFXValue.Default) { } - public VFXExpressionSampleMeshFloat(VFXExpression mesh, VFXExpression vertexIndex, VFXExpression channelOffset, VFXExpression vertexStride) : base(Flags.None, new VFXExpression[4] { mesh, vertexIndex, channelOffset, vertexStride }) + public VFXExpressionVertexBufferFromMesh(VFXExpression mesh, VFXExpression channelFormatAndDimensionAndStream) : base(Flags.InvalidOnGPU, new VFXExpression[] { mesh, channelFormatAndDimensionAndStream }) { } - sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.SampleMeshFloat; } } + sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.VertexBufferFromMesh; } } + } + + class VFXExpressionVertexBufferFromSkinnedMeshRenderer : VFXExpression + { + public VFXExpressionVertexBufferFromSkinnedMeshRenderer() : this(VFXValue.Default, VFXValue.Default) + { + } + + public VFXExpressionVertexBufferFromSkinnedMeshRenderer(VFXExpression mesh, VFXExpression channelFormatAndDimensionAndStream) : base(Flags.InvalidOnGPU, new VFXExpression[] { mesh, channelFormatAndDimensionAndStream }) + { + } + + sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.VertexBufferFromSkinnedMeshRenderer; } } + } + + class VFXExpressionIndexBufferFromMesh : VFXExpression + { + public VFXExpressionIndexBufferFromMesh() : this(VFXValue.Default) + { + } + + public VFXExpressionIndexBufferFromMesh(VFXExpression mesh) : base(Flags.InvalidOnGPU, new VFXExpression[] { mesh }) + { + } + + sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.IndexBufferFromMesh; } } + } + + class VFXExpressionMeshFromSkinnedMeshRenderer : VFXExpression + { + public VFXExpressionMeshFromSkinnedMeshRenderer() : this(VFXValue.Default) + { + } + + public VFXExpressionMeshFromSkinnedMeshRenderer(VFXExpression skinnedMesh) : base(Flags.InvalidOnGPU, new VFXExpression[] { skinnedMesh }) + { + if (skinnedMesh.valueType != VFXValueType.SkinnedMeshRenderer) + throw new InvalidOperationException("Unexpected input type in VFXExpressionMeshFromSkinnedMeshRenderer : " + skinnedMesh.valueType); + } + + public sealed override VFXExpressionOperation operation { get { return VFXExpressionOperation.MeshFromSkinnedMeshRenderer; } } + protected sealed override VFXExpression Evaluate(VFXExpression[] constParents) + { + var skinnedMeshReduce = constParents[0]; + var skinnedMesh = skinnedMeshReduce.Get(); + Mesh result = skinnedMesh != null ? skinnedMesh.sharedMesh : null; + return VFXValue.Constant(result); + } + } + + class VFXExpressionMeshIndexCount : VFXExpression + { + public VFXExpressionMeshIndexCount() : this(VFXValue.Default) + { + } + + public VFXExpressionMeshIndexCount(VFXExpression mesh) : base(Flags.InvalidOnGPU, new VFXExpression[1] { mesh }) + { + } + + sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.MeshIndexCount; } } protected sealed override VFXExpression Evaluate(VFXExpression[] constParents) { var meshReduce = constParents[0]; - var vertexIndexReduce = constParents[1]; - var channelOffsetReduce = constParents[2]; - var vertexStrideReduce = constParents[3]; + var mesh = meshReduce.Get(); + return VFXValue.Constant(VFXExpressionMesh.GetIndexCount(mesh)); + } + } + + class VFXExpressionMeshIndexFormat : VFXExpression + { + public VFXExpressionMeshIndexFormat() : this(VFXValue.Default) + { + } + + public VFXExpressionMeshIndexFormat(VFXExpression mesh) : base(Flags.InvalidOnGPU, new VFXExpression[1] { mesh }) + { + } + + sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.MeshIndexFormat; } } + protected sealed override VFXExpression Evaluate(VFXExpression[] constParents) + { + var meshReduce = constParents[0]; var mesh = meshReduce.Get(); - var vertexIndex = vertexIndexReduce.Get(); - var channelOffset = channelOffsetReduce.Get(); - var vertexStride = vertexStrideReduce.Get(); + return VFXValue.Constant(VFXExpressionMesh.GetIndexFormat(mesh)); + } + } - return VFXValue.Constant(VFXExpressionMesh.GetFloat(mesh, vertexIndex, channelOffset, vertexStride)); + class VFXExpressionSampleIndex : VFXExpression + { + public VFXExpressionSampleIndex() : this(VFXValue.Default, VFXValue.Default, VFXValue.Default) + { } + public VFXExpressionSampleIndex(VFXExpression mesh, VFXExpression index, VFXExpression indexFormat) : base(Flags.None, new VFXExpression[] { mesh, index, indexFormat }) + { + } + + protected sealed override VFXExpression Evaluate(VFXExpression[] constParents) + { + var meshReduce = constParents[0]; + var vertexOffsetReduce = constParents[1]; + var channelFormatAndDimensionReduce = constParents[2]; + + var mesh = meshReduce.Get(); + var index = vertexOffsetReduce.Get(); + var indexFormat = channelFormatAndDimensionReduce.Get(); + + return VFXValue.Constant(VFXExpressionMesh.GetIndex(mesh, index, indexFormat)); + } + + sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.SampleMeshIndex; } } + public sealed override string GetCodeString(string[] parents) { - return string.Format("SampleMeshFloat({0},{1}, {2}, {3})", parents[0], parents[1], parents[2], parents[3]); + return string.Format("SampleMeshIndex({0}, {1}, {2})", parents[0], parents[1], parents[2]); } } - class VFXExpressionSampleMeshFloat2 : VFXExpression + abstract class VFXExpressionSampleBaseFloat : VFXExpression { - public VFXExpressionSampleMeshFloat2() : this(VFXValue.Default, VFXValue.Default, VFXValue.Default, VFXValue.Default) + public VFXExpressionSampleBaseFloat(Flags flags, VFXExpression source, VFXExpression vertexOffset, VFXExpression channelFormatAndDimension) : base(flags, new VFXExpression[] { source, vertexOffset, channelFormatAndDimension }) { } - public VFXExpressionSampleMeshFloat2(VFXExpression mesh, VFXExpression vertexIndex, VFXExpression channelOffset, VFXExpression vertexStride) : base(Flags.None, new VFXExpression[4] { mesh, vertexIndex, channelOffset, vertexStride }) + public sealed override string GetCodeString(string[] parents) { + return string.Format("SampleMeshFloat({0}, {1}, {2})", parents[0], parents[1], parents[2]); } + } - sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.SampleMeshFloat2; } } + class VFXExpressionSampleSkinnedMeshRendererFloat : VFXExpressionSampleBaseFloat + { + public VFXExpressionSampleSkinnedMeshRendererFloat() : this(VFXValue.Default, VFXValue.Default, VFXValue.Default) + { + } + + public VFXExpressionSampleSkinnedMeshRendererFloat(VFXExpression skinnedMeshRenderer, VFXExpression vertexOffset, VFXExpression channelFormatAndDimension) : base(Flags.InvalidOnCPU, skinnedMeshRenderer, vertexOffset, channelFormatAndDimension) + { + } + + sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.None; } } + sealed public override VFXValueType valueType { get { return VFXValueType.Float; } } + } + + class VFXExpressionSampleMeshFloat : VFXExpressionSampleBaseFloat + { + public VFXExpressionSampleMeshFloat() : this(VFXValue.Default, VFXValue.Default, VFXValue.Default) + { + } + + public VFXExpressionSampleMeshFloat(VFXExpression mesh, VFXExpression vertexOffset, VFXExpression channelFormatAndDimension) : base(Flags.None, mesh, vertexOffset, channelFormatAndDimension) + { + } + + sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.SampleMeshVertexFloat; } } protected sealed override VFXExpression Evaluate(VFXExpression[] constParents) { - var mesh = constParents[0].Get(); - var vertexIndex = constParents[1].Get(); - var channelOffset = constParents[2].Get(); - var vertexStride = constParents[3].Get(); + var meshReduce = constParents[0]; + var vertexOffsetReduce = constParents[1]; + var channelFormatAndDimensionReduce = constParents[2]; + + var mesh = meshReduce.Get(); + var vertexOffset = vertexOffsetReduce.Get(); + var channelFormatAndDimension = channelFormatAndDimensionReduce.Get(); + + return VFXValue.Constant(VFXExpressionMesh.GetFloat(mesh, vertexOffset, channelFormatAndDimension)); + } + } - return VFXValue.Constant(VFXExpressionMesh.GetFloat2(mesh, vertexIndex, channelOffset, vertexStride)); + abstract class VFXExpressionSampleBaseFloat2 : VFXExpression + { + public VFXExpressionSampleBaseFloat2(Flags flags, VFXExpression source, VFXExpression vertexOffset, VFXExpression channelFormatAndDimension) : base(flags, new VFXExpression[] { source, vertexOffset, channelFormatAndDimension }) + { } public sealed override string GetCodeString(string[] parents) { - return string.Format("SampleMeshFloat2({0},{1}, {2}, {3})", parents[0], parents[1], parents[2], parents[3]); + return string.Format("SampleMeshFloat2({0}, {1}, {2})", parents[0], parents[1], parents[2]); } } - class VFXExpressionSampleMeshFloat3 : VFXExpression + class VFXExpressionSampleSkinnedMeshRendererFloat2 : VFXExpressionSampleBaseFloat2 { - public VFXExpressionSampleMeshFloat3() : this(VFXValue.Default, VFXValue.Default, VFXValue.Default, VFXValue.Default) + public VFXExpressionSampleSkinnedMeshRendererFloat2() : this(VFXValue.Default, VFXValue.Default, VFXValue.Default) { } - public VFXExpressionSampleMeshFloat3(VFXExpression mesh, VFXExpression vertexIndex, VFXExpression channelOffset, VFXExpression vertexStride) : base(Flags.None, new VFXExpression[4] { mesh, vertexIndex, channelOffset, vertexStride }) + public VFXExpressionSampleSkinnedMeshRendererFloat2(VFXExpression skinnedMeshRenderer, VFXExpression vertexOffset, VFXExpression channelFormatAndDimension) : base(Flags.InvalidOnCPU, skinnedMeshRenderer, vertexOffset, channelFormatAndDimension) { } - sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.SampleMeshFloat3; } } + sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.None; } } + + sealed public override VFXValueType valueType { get { return VFXValueType.Float2; } } + } + + class VFXExpressionSampleMeshFloat2 : VFXExpressionSampleBaseFloat2 + { + public VFXExpressionSampleMeshFloat2() : this(VFXValue.Default, VFXValue.Default, VFXValue.Default) + { + } + + public VFXExpressionSampleMeshFloat2(VFXExpression mesh, VFXExpression vertexOffset, VFXExpression channelFormatAndDimension) : base(Flags.None, mesh, vertexOffset, channelFormatAndDimension) + { + } + + sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.SampleMeshVertexFloat2; } } protected sealed override VFXExpression Evaluate(VFXExpression[] constParents) { - var mesh = constParents[0].Get(); - var vertexIndex = constParents[1].Get(); - var channelOffset = constParents[2].Get(); - var vertexStride = constParents[3].Get(); + var meshReduce = constParents[0]; + var vertexOffsetReduce = constParents[1]; + var channelFormatAndDimensionReduce = constParents[2]; - return VFXValue.Constant(VFXExpressionMesh.GetFloat3(mesh, vertexIndex, channelOffset, vertexStride)); + var mesh = meshReduce.Get(); + var vertexOffset = vertexOffsetReduce.Get(); + var channelFormatAndDimension = channelFormatAndDimensionReduce.Get(); + + return VFXValue.Constant(VFXExpressionMesh.GetFloat2(mesh, vertexOffset, channelFormatAndDimension)); + } + } + + abstract class VFXExpressionSampleBaseFloat3 : VFXExpression + { + public VFXExpressionSampleBaseFloat3(Flags flags, VFXExpression source, VFXExpression vertexOffset, VFXExpression channelFormatAndDimension) : base(flags, new VFXExpression[] { source, vertexOffset, channelFormatAndDimension }) + { } public sealed override string GetCodeString(string[] parents) { - return string.Format("SampleMeshFloat3({0},{1}, {2}, {3})", parents[0], parents[1], parents[2], parents[3]); + return string.Format("SampleMeshFloat3({0}, {1}, {2})", parents[0], parents[1], parents[2]); + } + } + + class VFXExpressionSampleSkinnedMeshRendererFloat3 : VFXExpressionSampleBaseFloat3 + { + public VFXExpressionSampleSkinnedMeshRendererFloat3() : this(VFXValue.Default, VFXValue.Default, VFXValue.Default) + { } + + public VFXExpressionSampleSkinnedMeshRendererFloat3(VFXExpression skinnedMeshRenderer, VFXExpression vertexOffset, VFXExpression channelFormatAndDimension) : base(Flags.InvalidOnCPU, skinnedMeshRenderer, vertexOffset, channelFormatAndDimension) + { + } + + sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.None; } } + + sealed public override VFXValueType valueType { get { return VFXValueType.Float3; } } } - class VFXExpressionSampleMeshFloat4 : VFXExpression + class VFXExpressionSampleMeshFloat3 : VFXExpressionSampleBaseFloat3 { - public VFXExpressionSampleMeshFloat4() : this(VFXValue.Default, VFXValue.Default, VFXValue.Default, VFXValue.Default) + public VFXExpressionSampleMeshFloat3() : this(VFXValue.Default, VFXValue.Default, VFXValue.Default) { } - public VFXExpressionSampleMeshFloat4(VFXExpression mesh, VFXExpression vertexIndex, VFXExpression channelOffset, VFXExpression vertexStride) : base(Flags.None, new VFXExpression[4] { mesh, vertexIndex, channelOffset, vertexStride }) + public VFXExpressionSampleMeshFloat3(VFXExpression mesh, VFXExpression vertexOffset, VFXExpression channelFormatAndDimension) : base(Flags.None, mesh, vertexOffset, channelFormatAndDimension) { } - sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.SampleMeshFloat4; } } + sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.SampleMeshVertexFloat3; } } protected sealed override VFXExpression Evaluate(VFXExpression[] constParents) { - var mesh = constParents[0].Get(); - var vertexIndex = constParents[1].Get(); - var channelOffset = constParents[2].Get(); - var vertexStride = constParents[3].Get(); + var meshReduce = constParents[0]; + var vertexOffsetReduce = constParents[1]; + var channelFormatAndDimensionReduce = constParents[2]; - return VFXValue.Constant(VFXExpressionMesh.GetFloat4(mesh, vertexIndex, channelOffset, vertexStride)); + var mesh = meshReduce.Get(); + var vertexOffset = vertexOffsetReduce.Get(); + var channelFormatAndDimension = channelFormatAndDimensionReduce.Get(); + + return VFXValue.Constant(VFXExpressionMesh.GetFloat3(mesh, vertexOffset, channelFormatAndDimension)); + } + } + + abstract class VFXExpressionSampleBaseFloat4 : VFXExpression + { + public VFXExpressionSampleBaseFloat4(Flags flags, VFXExpression source, VFXExpression vertexOffset, VFXExpression channelFormatAndDimension) : base(flags, new VFXExpression[] { source, vertexOffset, channelFormatAndDimension }) + { } public sealed override string GetCodeString(string[] parents) { - return string.Format("SampleMeshFloat4({0},{1}, {2}, {3})", parents[0], parents[1], parents[2], parents[3]); + return string.Format("SampleMeshFloat4({0}, {1}, {2})", parents[0], parents[1], parents[2]); + } + } + + class VFXExpressionSampleSkinnedMeshRendererFloat4 : VFXExpressionSampleBaseFloat4 + { + public VFXExpressionSampleSkinnedMeshRendererFloat4() : this(VFXValue.Default, VFXValue.Default, VFXValue.Default) + { } + + public VFXExpressionSampleSkinnedMeshRendererFloat4(VFXExpression skinnedMeshRenderer, VFXExpression vertexOffset, VFXExpression channelFormatAndDimension) : base(Flags.InvalidOnCPU, skinnedMeshRenderer, vertexOffset, channelFormatAndDimension) + { + } + + sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.None; } } + + sealed public override VFXValueType valueType { get { return VFXValueType.Float4; } } } - class VFXExpressionSampleMeshColor : VFXExpression + class VFXExpressionSampleMeshFloat4 : VFXExpressionSampleBaseFloat4 { - public VFXExpressionSampleMeshColor() : this(VFXValue.Default, VFXValue.Default, VFXValue.Default, VFXValue.Default) + public VFXExpressionSampleMeshFloat4() : this(VFXValue.Default, VFXValue.Default, VFXValue.Default) { } - public VFXExpressionSampleMeshColor(VFXExpression mesh, VFXExpression vertexIndex, VFXExpression channelOffset, VFXExpression vertexStride) : base(Flags.None, new VFXExpression[4] { mesh, vertexIndex, channelOffset, vertexStride }) + public VFXExpressionSampleMeshFloat4(VFXExpression mesh, VFXExpression vertexOffset, VFXExpression channelFormatAndDimension) : base(Flags.None, mesh, vertexOffset, channelFormatAndDimension) { } - sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.SampleMeshColor; } } + sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.SampleMeshVertexFloat4; } } protected sealed override VFXExpression Evaluate(VFXExpression[] constParents) { - var mesh = constParents[0].Get(); - var vertexIndex = constParents[1].Get(); - var channelOffset = constParents[2].Get(); - var vertexStride = constParents[3].Get(); + var meshReduce = constParents[0]; + var vertexOffsetReduce = constParents[1]; + var channelFormatAndDimensionReduce = constParents[2]; - return VFXValue.Constant(VFXExpressionMesh.GetColor(mesh, vertexIndex, channelOffset, vertexStride)); + var mesh = meshReduce.Get(); + var vertexOffset = vertexOffsetReduce.Get(); + var channelFormatAndDimension = channelFormatAndDimensionReduce.Get(); + + return VFXValue.Constant(VFXExpressionMesh.GetFloat4(mesh, vertexOffset, channelFormatAndDimension)); + } + } + + abstract class VFXExpressionSampleBaseColor : VFXExpression + { + public VFXExpressionSampleBaseColor(Flags flags, VFXExpression source, VFXExpression vertexOffset, VFXExpression channelFormatAndDimension) : base(flags, new VFXExpression[] { source, vertexOffset, channelFormatAndDimension }) + { } public sealed override string GetCodeString(string[] parents) { - return string.Format("SampleMeshColor({0}, {1}, {2}, {3})", parents[0], parents[1], parents[2], parents[3]); + return string.Format("SampleMeshColor({0}, {1}, {2})", parents[0], parents[1], parents[2]); + } + } + + class VFXExpressionSampleSkinnedMeshRendererColor : VFXExpressionSampleBaseColor + { + public VFXExpressionSampleSkinnedMeshRendererColor() : this(VFXValue.Default, VFXValue.Default, VFXValue.Default) + { + } + + public VFXExpressionSampleSkinnedMeshRendererColor(VFXExpression skinnedMeshRenderer, VFXExpression vertexOffset, VFXExpression channelFormatAndDimension) : base(Flags.InvalidOnCPU, skinnedMeshRenderer, vertexOffset, channelFormatAndDimension) + { + } + + sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.None; } } + + sealed public override VFXValueType valueType { get { return VFXValueType.Float4; } } + } + + class VFXExpressionSampleMeshColor : VFXExpressionSampleBaseColor + { + public VFXExpressionSampleMeshColor() : this(VFXValue.Default, VFXValue.Default, VFXValue.Default) + { + } + + public VFXExpressionSampleMeshColor(VFXExpression mesh, VFXExpression vertexOffset, VFXExpression channelFormatAndDimension) : base(Flags.None, mesh, vertexOffset, channelFormatAndDimension) + { + } + + sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.SampleMeshVertexColor; } } + + protected sealed override VFXExpression Evaluate(VFXExpression[] constParents) + { + var meshReduce = constParents[0]; + var vertexOffsetReduce = constParents[1]; + var channelFormatAndDimensionReduce = constParents[2]; + + var mesh = meshReduce.Get(); + var vertexOffset = vertexOffsetReduce.Get(); + var channelFormatAndDimension = channelFormatAndDimensionReduce.Get(); + + return VFXValue.Constant(VFXExpressionMesh.GetColor(mesh, vertexOffset, channelFormatAndDimension)); } } @@ -159,6 +410,8 @@ public VFXExpressionMeshVertexCount() : this(VFXValue.Default) public VFXExpressionMeshVertexCount(VFXExpression mesh) : base(Flags.InvalidOnGPU, new VFXExpression[1] { mesh }) { + if (mesh.valueType != VFXValueType.Mesh) + throw new InvalidOperationException("Unexpected type in VFXExpressionMeshVertexCount : " + mesh.valueType); } sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.MeshVertexCount; } } @@ -195,13 +448,37 @@ protected sealed override VFXExpression Evaluate(VFXExpression[] constParents) } } + class VFXExpressionMeshChannelInfos : VFXExpression + { + public VFXExpressionMeshChannelInfos() : this(VFXValue.Default, VFXValue.Default) + { + } + + public VFXExpressionMeshChannelInfos(VFXExpression mesh, VFXExpression channelIndex) : base(Flags.InvalidOnGPU, new VFXExpression[2] { mesh, channelIndex }) + { + } + + sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.MeshChannelInfos; } } + + protected sealed override VFXExpression Evaluate(VFXExpression[] constParents) + { + var meshReduce = constParents[0]; + var channelIndexReduce = constParents[1]; + + var mesh = meshReduce.Get(); + var channelIndex = channelIndexReduce.Get(); + + return VFXValue.Constant(VFXExpressionMesh.GetChannelInfos(mesh, channelIndex)); + } + } + class VFXExpressionMeshVertexStride : VFXExpression { - public VFXExpressionMeshVertexStride() : this(VFXValue.Default) + public VFXExpressionMeshVertexStride() : this(VFXValue.Default, VFXValue.Default) { } - public VFXExpressionMeshVertexStride(VFXExpression mesh) : base(Flags.InvalidOnGPU, new VFXExpression[1] { mesh }) + public VFXExpressionMeshVertexStride(VFXExpression mesh, VFXExpression channelIndex) : base(Flags.InvalidOnGPU, new VFXExpression[] { mesh, channelIndex }) { } @@ -210,8 +487,10 @@ public VFXExpressionMeshVertexStride() : this(VFXValue.Default) protected sealed override VFXExpression Evaluate(VFXExpression[] constParents) { var meshReduce = constParents[0]; + var channelIndexReduce = constParents[1]; var mesh = meshReduce.Get(); - return VFXValue.Constant(VFXExpressionMesh.GetVertexStride(mesh)); + var channelIndex = channelIndexReduce.Get(); + return VFXValue.Constant(VFXExpressionMesh.GetVertexStride(mesh, channelIndex)); } } } diff --git a/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionTextureValues.cs b/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionTextureValues.cs index f1bd0cc8d57..1083be2d5f5 100644 --- a/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionTextureValues.cs +++ b/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionTextureValues.cs @@ -126,4 +126,17 @@ sealed public override VFXValue CopyExpression(Mode mode) return copy; } } + + class VFXSkinnedMeshRendererValue : VFXObjectValue + { + public VFXSkinnedMeshRendererValue(int instanceID = 0, Mode mode = Mode.FoldableVariable) : base(instanceID, mode, VFXValueType.SkinnedMeshRenderer) + { + } + + sealed public override VFXValue CopyExpression(Mode mode) + { + var copy = new VFXSkinnedMeshRendererValue(Get(), mode); + return copy; + } + } } diff --git a/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboard.cs b/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboard.cs index 82e5e38cc0a..107e968ce13 100644 --- a/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboard.cs +++ b/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboard.cs @@ -57,6 +57,7 @@ public VFXViewController controller VFXView m_View; Button m_AddButton; + VisualElement m_LockedElement; public VFXBlackboard(VFXView view) { @@ -112,15 +113,52 @@ public VFXBlackboard(VFXView view) if (s_LayoutManual != null) s_LayoutManual.SetValue(this, false); + m_LockedElement = new Label("Asset is locked"); + m_LockedElement.style.color = Color.white * 0.75f; + m_LockedElement.style.position = PositionType.Absolute; + m_LockedElement.style.left = 0f; + m_LockedElement.style.right = new StyleLength(0f); + m_LockedElement.style.top = new StyleLength(0f); + m_LockedElement.style.bottom = new StyleLength(0f); + m_LockedElement.style.unityTextAlign = TextAnchor.MiddleCenter; + var fontSize = 54f; + m_LockedElement.style.fontSize = new StyleLength(fontSize); + m_LockedElement.style.paddingBottom = fontSize / 2f; + m_LockedElement.style.paddingTop = fontSize / 2f; + m_LockedElement.style.display = DisplayStyle.None; + m_LockedElement.focusable = true; + m_LockedElement.RegisterCallback(e => e.StopPropagation()); + Add(m_LockedElement); + m_AddButton.SetEnabled(false); this.AddManipulator(new ContextualMenuManipulator(BuildContextualMenu)); } + public void LockUI() + { + m_LockedElement.style.display = DisplayStyle.Flex; + m_AddButton.SetEnabled(false); + } + + public void UnlockUI() + { + m_LockedElement.style.display = DisplayStyle.None; + m_AddButton.SetEnabled(m_Controller != null); + } + + DropdownMenuAction.Status GetContextualMenuStatus() + { + //Use m_AddButton state which relies on locked & controller status + if (m_AddButton.enabledSelf) + return DropdownMenuAction.Status.Normal; + return DropdownMenuAction.Status.Disabled; + } + void BuildContextualMenu(ContextualMenuPopulateEvent evt) { - evt.menu.AppendAction("Select All", (a) => SelectAll(), DropdownMenuAction.AlwaysEnabled); - evt.menu.AppendAction("Select Unused", (a) => SelectUnused(), DropdownMenuAction.AlwaysEnabled); + evt.menu.AppendAction("Select All", (a) => SelectAll(), (a) => GetContextualMenuStatus()); + evt.menu.AppendAction("Select Unused", (a) => SelectUnused(), (a) => GetContextualMenuStatus()); } void SelectAll() @@ -400,6 +438,11 @@ void OnAddOutputParameter(object parameter) newParam.isOutput = true; } + private static IEnumerable GetSortedParameters() + { + return VFXLibrary.GetParameters().OrderBy(o => o.name); + } + void OnAddItem(Blackboard bb) { GenericMenu menu = new GenericMenu(); @@ -410,7 +453,7 @@ void OnAddItem(Blackboard bb) menu.AddSeparator(string.Empty); } - foreach (var parameter in VFXLibrary.GetParameters()) + foreach (var parameter in GetSortedParameters()) { VFXParameter model = parameter.model as VFXParameter; @@ -516,7 +559,7 @@ void OnAddOutputParameterMenu() { GenericMenu menu = new GenericMenu(); - foreach (var parameter in VFXLibrary.GetParameters()) + foreach (var parameter in GetSortedParameters()) { VFXParameter model = parameter.model as VFXParameter; diff --git a/com.unity.visualeffectgraph/Editor/GraphView/VFXComponentBoard.cs b/com.unity.visualeffectgraph/Editor/GraphView/VFXComponentBoard.cs index 10ad27049bf..ea9a71a44cc 100644 --- a/com.unity.visualeffectgraph/Editor/GraphView/VFXComponentBoard.cs +++ b/com.unity.visualeffectgraph/Editor/GraphView/VFXComponentBoard.cs @@ -427,9 +427,16 @@ public void Attach(VisualEffect effect = null) UpdateEventList(); m_SelectButton.visible = true; + var debugMode = VFXUIDebug.Modes.None; + if (m_DebugUI != null) + { + debugMode = m_DebugUI.GetDebugMode(); + m_DebugUI.Clear(); + } + m_DebugUI = new VFXUIDebug(m_View); - m_DebugUI.SetDebugMode(VFXUIDebug.Modes.None, this, true); m_DebugUI.SetVisualEffect(m_AttachedComponent); + m_DebugUI.SetDebugMode(debugMode, this, true); } } diff --git a/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs b/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs index c4909f39cf6..97c82af4fcf 100644 --- a/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs +++ b/com.unity.visualeffectgraph/Editor/GraphView/VFXViewPreference.cs @@ -13,6 +13,7 @@ static class VFXViewPreference private static bool m_DisplayExtraDebugInfo = false; private static bool m_ForceEditionCompilation = false; private static bool m_AdvancedLogs = false; + private static VFXMainCameraBufferFallback m_CameraBuffersFallback = VFXMainCameraBufferFallback.PreferMainCamera; public static bool displayExperimentalOperator { @@ -50,11 +51,21 @@ public static bool forceEditionCompilation } } + public static VFXMainCameraBufferFallback cameraBuffersFallback + { + get + { + LoadIfNeeded(); + return m_CameraBuffersFallback; + } + } + public const string experimentalOperatorKey = "VFX.displayExperimentalOperatorKey"; public const string extraDebugInfoKey = "VFX.ExtraDebugInfo"; public const string forceEditionCompilationKey = "VFX.ForceEditionCompilation"; public const string allowShaderExternalizationKey = "VFX.allowShaderExternalization"; public const string advancedLogsKey = "VFX.AdvancedLogs"; + public const string cameraBuffersFallbackKey = "VFX.CameraBuffersFallback"; private static void LoadIfNeeded() { @@ -65,6 +76,7 @@ private static void LoadIfNeeded() m_ForceEditionCompilation = EditorPrefs.GetBool(forceEditionCompilationKey, false); m_AllowShaderExternalization = EditorPrefs.GetBool(allowShaderExternalizationKey, false); m_AdvancedLogs = EditorPrefs.GetBool(advancedLogsKey, false); + m_CameraBuffersFallback = (VFXMainCameraBufferFallback)EditorPrefs.GetInt(cameraBuffersFallbackKey, (int)VFXMainCameraBufferFallback.PreferMainCamera); m_Loaded = true; } } @@ -110,6 +122,8 @@ public override void OnGUI(string searchContext) vfxAsset.GetResource().GetOrCreateGraph().SetCompilationMode(m_ForceEditionCompilation ? VFXCompilationMode.Edition : VFXCompilationMode.Runtime); } + m_CameraBuffersFallback = (VFXMainCameraBufferFallback)EditorGUILayout.EnumPopup(new GUIContent("Main Camera fallback", "Specifies the camera source for the color and depth buffer that MainCamera Operators use when in the editor."), m_CameraBuffersFallback); + var userTemplateDirectory = EditorGUILayout.DelayedTextField(new GUIContent("User Systems", "Directory for user-generated VFX templates (e.g. Assets/VFX/Templates)"), VFXResources.defaultResources.userTemplateDirectory); if (GUI.changed) @@ -119,6 +133,7 @@ public override void OnGUI(string searchContext) EditorPrefs.SetBool(forceEditionCompilationKey, m_ForceEditionCompilation); EditorPrefs.SetBool(advancedLogsKey, m_AdvancedLogs); EditorPrefs.SetBool(allowShaderExternalizationKey, m_AllowShaderExternalization); + EditorPrefs.SetInt(cameraBuffersFallbackKey, (int)m_CameraBuffersFallback); userTemplateDirectory = userTemplateDirectory.Replace('\\', '/'); userTemplateDirectory = userTemplateDirectory.TrimEnd(new char[] { '/' }); userTemplateDirectory = userTemplateDirectory.TrimStart(new char[] { '/' }); diff --git a/com.unity.visualeffectgraph/Editor/GraphView/VFXViewWindow.cs b/com.unity.visualeffectgraph/Editor/GraphView/VFXViewWindow.cs index 19944a024d9..ae79017f753 100644 --- a/com.unity.visualeffectgraph/Editor/GraphView/VFXViewWindow.cs +++ b/com.unity.visualeffectgraph/Editor/GraphView/VFXViewWindow.cs @@ -288,8 +288,7 @@ void Update() if (graphView?.controller?.model?.visualEffectObject != null) { graphView.checkoutButton.visible = true; - if (!AssetDatabase.IsOpenForEdit(graphView.controller.model.visualEffectObject, - StatusQueryOptions.UseCachedIfPossible) && Provider.isActive && Provider.enabled) + if (!graphView.IsAssetEditable() && Provider.isActive && Provider.enabled) { graphView.checkoutButton.SetEnabled(true); } diff --git a/com.unity.visualeffectgraph/Editor/GraphView/Views/Controller/VFXViewController.cs b/com.unity.visualeffectgraph/Editor/GraphView/Views/Controller/VFXViewController.cs index 987b3241917..dc47cf9e43c 100644 --- a/com.unity.visualeffectgraph/Editor/GraphView/Views/Controller/VFXViewController.cs +++ b/com.unity.visualeffectgraph/Editor/GraphView/Views/Controller/VFXViewController.cs @@ -621,6 +621,12 @@ public bool CreateLink(VFXDataAnchorController input, VFXDataAnchorController ou VFXParameterNodeController fromController = output.sourceNode as VFXParameterNodeController; if (fromController != null) { + foreach (var anyNode in fromController.parentController.nodes) + { + if (anyNode.infos.linkedSlots != null) + anyNode.infos.linkedSlots.RemoveAll(t => t.inputSlot == resulting.inputSlot && t.outputSlot == resulting.outputSlot); + } + if (fromController.infos.linkedSlots == null) fromController.infos.linkedSlots = new List(); fromController.infos.linkedSlots.Add(resulting); @@ -629,6 +635,12 @@ public bool CreateLink(VFXDataAnchorController input, VFXDataAnchorController ou VFXParameterNodeController toController = input.sourceNode as VFXParameterNodeController; if (toController != null) { + foreach (var anyNode in toController.parentController.nodes) + { + if (anyNode.infos.linkedSlots != null) + anyNode.infos.linkedSlots.RemoveAll(t => t.inputSlot == resulting.inputSlot && t.outputSlot == resulting.outputSlot); + } + var infos = toController.infos; if (infos.linkedSlots == null) infos.linkedSlots = new List(); diff --git a/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXPaste.cs b/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXPaste.cs index 205fcd97fcb..92bf45f498d 100644 --- a/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXPaste.cs +++ b/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXPaste.cs @@ -167,8 +167,21 @@ void PasteAll(VFXViewController viewController, Vector2 center, ref Serializable pasteOffset = (serializableGraph.bounds.width > 0 && serializableGraph.bounds.height > 0) ? center - serializableGraph.bounds.center : Vector2.zero; MakePasteOffsetUnique(viewController, serializableGraph); - // Paste all nodes - PasteContexts(viewController, ref serializableGraph); + // Can't paste context within subgraph block/operator + if (viewController.model.visualEffectObject is VisualEffectSubgraphOperator || viewController.model.visualEffectObject is VisualEffectSubgraphBlock) + { + if (serializableGraph.contexts != null) + { + var count = serializableGraph.contexts.Count(); + if (count != 0) + Debug.LogWarningFormat("{0} context{1} been skipped during the paste operation. Contexts aren't available in this kind of subgraph.", count, count > 1 ? "s have" : " has"); + } + } + else + { + PasteContexts(viewController, ref serializableGraph); + } + PasteOperators(viewController, ref serializableGraph); PasteParameters(viewController, ref serializableGraph); @@ -626,7 +639,7 @@ private void RegisterContexts(VFXViewController viewController) var block = newContexts[i].Value[j]; if (block != null) { - VFXBlockController blockController = controller.blockControllers.First(t => t.model == block); + VFXBlockController blockController = controller.blockControllers.FirstOrDefault(t => t.model == block); if (blockController != null) newControllers[GetBlockID((uint)i, (uint)j)] = blockController; } diff --git a/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs b/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs index 2947f7975bf..c9e04b31cf9 100644 --- a/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs +++ b/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs @@ -241,15 +241,14 @@ public VisualEffect attachedComponent { get { - return m_ComponentBoard != null ? m_ComponentBoard.GetAttachedComponent() : null; + return m_ComponentBoard.GetAttachedComponent(); } set { - if (m_ComponentBoard == null || m_ComponentBoard.parent == null) - ShowComponentBoard(); - if (m_ComponentBoard != null) - m_ComponentBoard.Attach(value); + if (m_ComponentBoard.parent == null) + ToggleComponentBoard(); + m_ComponentBoard.Attach(value); } } @@ -526,11 +525,13 @@ public VFXView() Add(m_Blackboard); toggleBlackboard.value = blackboardVisible; - /* - bool componentBoardVisible = BoardPreferenceHelper.IsVisible(BoardPreferenceHelper.Board.blackboard, false); + m_ComponentBoard = new VFXComponentBoard(this); +#if _ENABLE_RESTORE_BOARD_VISIBILITY + bool componentBoardVisible = BoardPreferenceHelper.IsVisible(BoardPreferenceHelper.Board.componentBoard, false); if (componentBoardVisible) ShowComponentBoard(); - toggleComponentBoard.value = componentBoardVisible;*/ + toggleComponentBoard.value = componentBoardVisible; +#endif Add(m_LockedElement); Add(m_Toolbar); @@ -749,21 +750,19 @@ void ToggleBlackboard(ChangeEvent e) } } - void ShowComponentBoard() + void ToggleComponentBoard() { - if (m_ComponentBoard == null) + if (m_ComponentBoard.parent == null) { - m_ComponentBoard = new VFXComponentBoard(this); - - m_ComponentBoard.controller = controller; + Insert(childCount - 1, m_ComponentBoard); + BoardPreferenceHelper.SetVisible(BoardPreferenceHelper.Board.componentBoard, true); + m_ComponentBoard.RegisterCallback(OnFirstComponentBoardGeometryChanged); + } + else + { + m_ComponentBoard.RemoveFromHierarchy(); + BoardPreferenceHelper.SetVisible(BoardPreferenceHelper.Board.componentBoard, false); } - Insert(childCount - 1, m_ComponentBoard); - - BoardPreferenceHelper.SetVisible(BoardPreferenceHelper.Board.componentBoard, true); - - m_ComponentBoard.RegisterCallback(OnFirstComponentBoardGeometryChanged); - - m_ToggleComponentBoard.SetValueWithoutNotify(true); } void OnFirstComponentBoardGeometryChanged(GeometryChangedEvent e) @@ -789,36 +788,21 @@ void OnFirstBlackboardGeometryChanged(GeometryChangedEvent e) void OnFirstResize(GeometryChangedEvent e) { m_FirstResize = true; - if (m_ComponentBoard != null) - m_ComponentBoard.ValidatePosition(); - if (m_Blackboard != null) - m_Blackboard.ValidatePosition(); - + m_ComponentBoard.ValidatePosition(); + m_Blackboard.ValidatePosition(); UnregisterCallback(OnFirstResize); } Toggle m_ToggleComponentBoard; void ToggleComponentBoard(ChangeEvent e) { - if (m_ComponentBoard == null || m_ComponentBoard.parent == null) - { - ShowComponentBoard(); - } - else - { - m_ComponentBoard.RemoveFromHierarchy(); - BoardPreferenceHelper.SetVisible(BoardPreferenceHelper.Board.componentBoard, false); - m_ToggleComponentBoard.SetValueWithoutNotify(false); - } + ToggleComponentBoard(); } void Delete(string cmd, AskUser askUser) { var selection = this.selection.ToArray(); - - var parametersToRemove = Enumerable.Empty(); - foreach (var category in selection.OfType()) { parametersToRemove = parametersToRemove.Concat(controller.RemoveCategory(m_Blackboard.GetCategoryIndex(category))); @@ -837,17 +821,13 @@ void IControlledElement.OnControllerChanged(ref ControllerChangedEvent e) UpdateUIBounds(); if (e.controller is VFXContextController && e.target is VFXContextUI) { - if (m_ComponentBoard != null) - { - m_ComponentBoard.UpdateEventList(); - } + m_ComponentBoard.UpdateEventList(); UpdateSystemNames(); } } } bool m_InControllerChanged; - void ControllerChanged(int change) { if (change == VFXViewController.Change.assetName) @@ -919,20 +899,31 @@ void ControllerChanged(int change) Profiler.EndSample(); } + public bool IsAssetEditable() + { + return controller.model.IsAssetEditable(); + } + void NewControllerSet() { m_Blackboard.controller = controller; + m_ComponentBoard.controller = controller; - if (m_ComponentBoard != null) - { - m_ComponentBoard.controller = controller; - } if (controller != null) { m_NoAssetLabel.RemoveFromHierarchy(); m_Toolbar.SetEnabled(true); - m_LockedElement.style.display = AssetDatabase.IsOpenForEdit(controller.model.asset, StatusQueryOptions.UseCachedIfPossible) ? DisplayStyle.None : DisplayStyle.Flex; + if (IsAssetEditable()) + { + m_LockedElement.style.display = DisplayStyle.None; + m_Blackboard.UnlockUI(); + } + else + { + m_LockedElement.style.display = DisplayStyle.Flex; + m_Blackboard.LockUI(); + } } else { @@ -946,7 +937,7 @@ void NewControllerSet() public void OnFocus() { - if (controller != null && controller.model.asset != null && !AssetDatabase.IsOpenForEdit(controller.model.asset, StatusQueryOptions.UseCachedIfPossible)) + if (controller != null && controller.model.asset != null && !IsAssetEditable()) { if (m_LockedElement.style.display != DisplayStyle.Flex) { @@ -955,6 +946,7 @@ public void OnFocus() this.RemoveManipulator(m_RectangleSelector); m_LockedElement.Focus(); } + m_Blackboard.LockUI(); } else { @@ -964,7 +956,11 @@ public void OnFocus() this.AddManipulator(m_SelectionDragger); this.AddManipulator(m_RectangleSelector); } + m_Blackboard.UnlockUI(); } + + if (m_Blackboard.parent != null) + m_LockedElement.PlaceInFront(contentViewContainer); } public void FrameNewController() @@ -1831,8 +1827,6 @@ public override void ClearSelection() } VFXBlackboard m_Blackboard; - - VFXComponentBoard m_ComponentBoard; public VFXBlackboard blackboard @@ -2169,6 +2163,9 @@ void AddNodeOnEdge(VFXNodeProvider.Descriptor desc, Vector2 position, VFXDataEdg public override void BuildContextualMenu(ContextualMenuPopulateEvent evt) { + if (controller == null || !IsAssetEditable()) + return; + if (evt.target is VFXGroupNode || evt.target is VFXSystemBorder) // Default behaviour only shows the OnCreateNode if the target is the view itself. evt.target = this; @@ -2259,17 +2256,30 @@ void CollapseOperator(DropdownMenuAction a) public bool SelectionHasCompleteSystems() { - HashSet selectedContexts = new HashSet(selection.OfType()); - if (selectedContexts.Count() < 1) + HashSet selectedContextUIs = new HashSet(selection.OfType()); + if (selectedContextUIs.Count() < 1) return false; - HashSet usedDatas = new HashSet(selectedContexts.Select(t => t.controller.model.GetData()).Where(t => t != null)); + var relatedContext = selectedContextUIs.Select(t => t.controller.model); + //Adding manually VFXBasicGPUEvent, it doesn't appears as dependency. + var outputContextDataFromGPUEvent = relatedContext.OfType().SelectMany(o => o.outputContexts); + relatedContext = relatedContext.Concat(outputContextDataFromGPUEvent); + var selectedContextDatas = relatedContext.Select(o => o.GetData()).Where(o => o != null); + + var selectedContextDependencies = selectedContextDatas.SelectMany(o => o.allDependenciesIncludingNotCompilable); + var allDatas = selectedContextDatas.Concat(selectedContextDependencies); + + var allDatasHash = new HashSet(allDatas); foreach (var context in GetAllContexts()) { - if (context.controller.model is VFXBlockSubgraphContext) + var model = context.controller.model; + if (model is VFXBlockSubgraphContext) return false; - if (usedDatas.Contains(context.controller.model.GetData()) && !selectedContexts.Contains(context)) + + //We should exclude model.contextType == VFXContextType.Event of this condition. + //If VFXConvertSubgraph.TransferContextsFlowEdges has been fixed & renabled. + if (allDatasHash.Contains(model.GetData()) && !selectedContextUIs.Contains(context)) return false; } @@ -2334,8 +2344,9 @@ public void UpdateSystems() void OnDragUpdated(DragUpdatedEvent e) { - if (controller == null) + if (controller == null || !IsAssetEditable()) return; + if (DragAndDrop.GetGenericData("DragSelection") != null && selection.Any(t => t is VFXBlackboardField && (t as VFXBlackboardField).GetFirstAncestorOfType() != null)) { VFXBlackboardField selectedField = selection.OfType().Where(t => t.GetFirstAncestorOfType() != null).First(); @@ -2379,7 +2390,7 @@ void OnDragUpdated(DragUpdatedEvent e) void OnDragPerform(DragPerformEvent e) { - if (controller == null) + if (controller == null || !IsAssetEditable()) return; var groupNode = GetPickedGroupNode(e.mousePosition); diff --git a/com.unity.visualeffectgraph/Editor/Inspector/AdvancedVisualEffectEditor.cs b/com.unity.visualeffectgraph/Editor/Inspector/AdvancedVisualEffectEditor.cs index 99767fab193..97e4e4bf28d 100644 --- a/com.unity.visualeffectgraph/Editor/Inspector/AdvancedVisualEffectEditor.cs +++ b/com.unity.visualeffectgraph/Editor/Inspector/AdvancedVisualEffectEditor.cs @@ -72,6 +72,10 @@ public static string GetTypeField(Type type) { return "m_NamedObject"; } + else if (type == typeof(SkinnedMeshRenderer)) + { + return "m_NamedObject"; + } else if (type == typeof(float)) { return "m_Float"; diff --git a/com.unity.visualeffectgraph/Editor/Inspector/VFXManagerEditor.cs b/com.unity.visualeffectgraph/Editor/Inspector/VFXManagerEditor.cs index 70c8e158bfd..be5662b0524 100644 --- a/com.unity.visualeffectgraph/Editor/Inspector/VFXManagerEditor.cs +++ b/com.unity.visualeffectgraph/Editor/Inspector/VFXManagerEditor.cs @@ -47,6 +47,8 @@ public override void OnInspectorGUI() serializedObject.Update(); + GUI.enabled = AssetDatabase.IsOpenForEdit(target, StatusQueryOptions.UseCachedIfPossible); + EditorGUILayout.LabelField("Current Scriptable Render Pipeline: " + VFXLibrary.currentSRPBinder.SRPAssetTypeStr); foreach (var property in m_TimeProperties) @@ -87,6 +89,9 @@ public static void CheckVFXManager() if (vfxmanager == null) return; + if (!AssetDatabase.IsOpenForEdit(vfxmanager, StatusQueryOptions.UseCachedIfPossible)) + return; + SerializedObject obj = new SerializedObject(vfxmanager); bool shaderModified = false; diff --git a/com.unity.visualeffectgraph/Editor/Inspector/VFXParameterEditor.cs b/com.unity.visualeffectgraph/Editor/Inspector/VFXParameterEditor.cs index a4519a8330b..4ed97dc9d57 100644 --- a/com.unity.visualeffectgraph/Editor/Inspector/VFXParameterEditor.cs +++ b/com.unity.visualeffectgraph/Editor/Inspector/VFXParameterEditor.cs @@ -44,21 +44,30 @@ class VFXParameterEditor : VFXSlotContainerEditor public override SerializedProperty DoInspectorGUI() { + var saveEnabled = GUI.enabled; + + var referenceModel = serializedObject.targetObject as VFXModel; + if (!referenceModel.GetResource().IsAssetEditable()) + { + GUI.enabled = false; + saveEnabled = false; + } + if (serializedObject.isEditingMultipleObjects) { GUI.enabled = false; // no sense to change the name in multiple selection because the name must be unique EditorGUI.showMixedValue = true; EditorGUILayout.TextField("Exposed Name", "-"); EditorGUI.showMixedValue = false; - GUI.enabled = true; + GUI.enabled = saveEnabled; } else { VFXParameter parameter = (VFXParameter)target; - GUI.enabled = controller != null; + GUI.enabled = controller != null && saveEnabled; string newName = EditorGUILayout.DelayedTextField("Exposed Name", parameter.exposedName); - GUI.enabled = true; + GUI.enabled = saveEnabled; if (GUI.changed) { VFXParameterController parameterController = controller.GetParameterController(parameter); diff --git a/com.unity.visualeffectgraph/Editor/Inspector/VFXSlotContainerEditor.cs b/com.unity.visualeffectgraph/Editor/Inspector/VFXSlotContainerEditor.cs index c9e285bba87..aaabca9ead7 100644 --- a/com.unity.visualeffectgraph/Editor/Inspector/VFXSlotContainerEditor.cs +++ b/com.unity.visualeffectgraph/Editor/Inspector/VFXSlotContainerEditor.cs @@ -228,6 +228,9 @@ protected virtual void SceneViewGUICallback(UnityObject target, SceneView sceneV public override void OnInspectorGUI() { serializedObject.Update(); + var referenceModel = serializedObject.targetObject as VFXModel; + GUI.enabled = referenceModel.GetResource().IsAssetEditable(); + SerializedProperty modifiedProperty = DoInspectorGUI(); if (modifiedProperty != null && modifiedProperty.serializedObject.ApplyModifiedProperties()) diff --git a/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs b/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs index 03072d72161..533bd68488d 100644 --- a/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs +++ b/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs @@ -244,6 +244,10 @@ bool DisplayProperty(ref VFXParameterInfo parameter, GUIContent nameContent, Ser { objTyp = typeof(Mesh); } + else if (parameter.realType == "SkinnedMeshRenderer") + { + objTyp = typeof(SkinnedMeshRenderer); + } } EditorGUI.ObjectField(rect, valueProperty, objTyp, nameContent); } diff --git a/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Output/CameraFade.cs b/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Output/CameraFade.cs index 4e6ab0efec0..43bbf8c3151 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Output/CameraFade.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Output/CameraFade.cs @@ -30,6 +30,9 @@ public class InputProperties [SerializeField, VFXSetting, Tooltip("Specifies how the particle fades out when it gets near the camera. It can have its alpha fade out, its color fade to black, or both. ")] private FadeApplicationMode fadeMode = FadeApplicationMode.Alpha; + [SerializeField, VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), Tooltip("When enabled, the fade will also affect shadow map generation. This could have unexpected results in the shadow when using multiple cameras.")] + private bool affectShadows = false; + public override string libraryName { get { return "Camera Fade"; } } public override string name { get { return string.Format("Camera Fade ({0})", ObjectNames.NicifyVariableName(fadeMode.ToString())); } } public override VFXContextType compatibleContexts { get { return VFXContextType.Output; } } @@ -75,13 +78,32 @@ public override IEnumerable parameters } } + protected override sealed void GenerateErrors(VFXInvalidateErrorReporter manager) + { + if (affectShadows && Camera.allCamerasCount > 1) + manager.RegisterError("CameraFadeShadowsMultipleCamera", VFXErrorType.Warning, "Camera fade in shadow maps may be incorrect when rendered in more than one camera."); + } + public override string source { get { - string outCode = @" -float clipPosW = TransformPositionVFXToClip(position).w; -float fade = saturate((clipPosW - FadedDistance) * InvFadeDistance); + string outCode = @"float fade = 1; +#if VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW"; + if (affectShadows) + { + outCode += @" +float3 posWS = TransformPositionVFXToWorld(position); +float3 posToCamera = VFXTransformPositionWorldToCameraRelative(posWS); +float distance = dot(posToCamera, VFXGetCameraWorldDirection()); +fade = saturate((distance - FadedDistance) * InvFadeDistance);"; + } + + outCode += @" +#else +float distance = TransformPositionVFXToClip(position).w; +fade = saturate((distance - FadedDistance) * InvFadeDistance); +#endif "; if ((fadeMode & FadeApplicationMode.Color) != 0) outCode += "color *= fade;\n"; diff --git a/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Position/PositionMesh.cs b/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Position/PositionMesh.cs index 234f1852203..93ac725b29f 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Position/PositionMesh.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Position/PositionMesh.cs @@ -3,56 +3,178 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; +using UnityEditor.VFX.Operator; namespace UnityEditor.VFX.Block { - [VFXInfo(category = "Position", experimental = true, variantProvider = typeof(PositionBaseProvider))] + class PositionMeshProvider : VariantProvider + { + protected override sealed Dictionary variants + { + get + { + return new Dictionary + { + { "sourceMesh", Enum.GetValues(typeof(SampleMesh.SourceType)).Cast().ToArray() }, + }; + } + } + } + + [VFXInfo(category = "Position", variantProvider = typeof(PositionMeshProvider), experimental = true)] class PositionMesh : PositionBase { [VFXSetting, SerializeField, Tooltip("Specifies how Unity handles the sample when the custom vertex index is out the out of bounds of the vertex array.")] private VFXOperatorUtility.SequentialAddressingMode mode = VFXOperatorUtility.SequentialAddressingMode.Clamp; - public override string name { get { return string.Format(base.name, "Mesh");; } } + [VFXSetting, SerializeField, Tooltip("Specifies which primitive part of the mesh to sample from.")] + private SampleMesh.PlacementMode placementMode = SampleMesh.PlacementMode.Vertex; + + [VFXSetting, SerializeField, Tooltip("Specifies how to sample the surface of a triangle.")] + private SampleMesh.SurfaceCoordinates surfaceCoordinates = SampleMesh.SurfaceCoordinates.Uniform; + + [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Tooltip("Specifies the kind of geometry to sample from.")] + private SampleMesh.SourceType sourceMesh = SampleMesh.SourceType.Mesh; + + public override string name + { + get + { + if (sourceMesh == SampleMesh.SourceType.Mesh) + return "Position (Mesh)"; + else + return "Position (Skinned Mesh)"; + } + } public class CustomPropertiesMesh { - [Tooltip("Sets the Mesh to sample from.")] + [Tooltip("Specifies the Mesh to sample from.")] public Mesh mesh = VFXResources.defaultResources.mesh; } + public class CustomPropertiesPropertiesSkinnedMeshRenderer + { + [Tooltip("Specifies the Skinned Mesh Renderer component to sample from. The Skinned Mesh Renderer has to be an exposed entry.")] + public SkinnedMeshRenderer skinnedMesh = null; + } + public class CustomPropertiesVertex { [Tooltip("Sets the vertex index to read from.")] public uint vertex = 0; } + public class CustomPropertiesEdge + { + [Tooltip("Sets the start index of the edge. The Block uses this index and the next index to render the line.")] + public uint index = 0u; + + [Range(0, 1), Tooltip("Controls the percentage along the edge, from the start position to the end position, that the sample position is taken.")] + public float edge; + } + + public class CustomPropertiesPlacementSurfaceBarycentricCoordinates + { + [Tooltip("The triangle index to read from.")] + public uint triangle = 0u; + + [Tooltip("Barycentric coordinate (z is computed from x & y).")] + public Vector2 barycentric; + } + + public class CustomPropertiesPlacementSurfaceLowDistorsionMapping + { + [Tooltip("The triangle index to read from.")] + public uint triangle = 0u; + + [Tooltip("The uniform coordinate to sample the triangle at. The Block takes this value and maps it from a square coordinate to triangle space.")] + public Vector2 square; + } + protected override bool needDirectionWrite { get { return true; } } protected override bool supportsVolumeSpawning { get { return false; } } + private VFXExpression BuildRandomUIntPerParticle(VFXExpression max, int id) + { + //TODO : Add support of proper integer random + var rand = VFXOperatorUtility.BuildRandom(VFXSeedMode.PerParticle, false, new RandId(this, id)); + VFXExpression r = new VFXExpressionCastFloatToUint(rand * new VFXExpressionCastUintToFloat(max)); + r = VFXOperatorUtility.ApplyAddressingMode(r, max, VFXOperatorUtility.SequentialAddressingMode.Clamp); + return r; + } + public override IEnumerable parameters { get { + VFXExpression source = null; + VFXExpression index = null; + VFXExpression coordinate = null; foreach (var parameter in base.parameters) - yield return parameter; + { + if (parameter.name == nameof(CustomPropertiesMesh.mesh) + || parameter.name == nameof(CustomPropertiesPropertiesSkinnedMeshRenderer.skinnedMesh)) + source = parameter.exp; + else if (parameter.name == nameof(CustomPropertiesEdge.edge) + || parameter.name == nameof(CustomPropertiesPlacementSurfaceLowDistorsionMapping.square) + || parameter.name == nameof(CustomPropertiesPlacementSurfaceBarycentricCoordinates.barycentric)) + coordinate = parameter.exp; + else if (parameter.name == nameof(CustomPropertiesVertex.vertex) + || parameter.name == nameof(CustomPropertiesEdge.index) + || parameter.name == nameof(CustomPropertiesPlacementSurfaceLowDistorsionMapping.triangle) + || parameter.name == nameof(CustomPropertiesPlacementSurfaceBarycentricCoordinates.triangle)) + index = parameter.exp; + else + yield return parameter; + } + bool skinnedMesh = source.valueType == UnityEngine.VFX.VFXValueType.SkinnedMeshRenderer; + var mesh = !skinnedMesh ? source : new VFXExpressionMeshFromSkinnedMeshRenderer(source); + var meshVertexCount = new VFXExpressionMeshVertexCount(mesh); + var meshIndexCount = new VFXExpressionMeshIndexCount(mesh); - var mesh = inputSlots[0].GetExpression(); + var threeUint = VFXOperatorUtility.ThreeExpression[UnityEngine.VFX.VFXValueType.Uint32]; - yield return new VFXNamedExpression(new VFXExpressionMeshVertexStride(mesh), "meshVertexStride"); - yield return new VFXNamedExpression(new VFXExpressionMeshChannelOffset(mesh, VFXValue.Constant((UInt32)VertexAttribute.Position)), "meshPositionOffset"); - yield return new VFXNamedExpression(new VFXExpressionMeshChannelOffset(mesh, VFXValue.Constant((UInt32)VertexAttribute.Normal)), "meshNormalOffset"); - var meshVertexCount = new VFXExpressionMeshVertexCount(mesh); - VFXExpression vertexIndex; if (spawnMode == SpawnMode.Custom) { - vertexIndex = VFXOperatorUtility.ApplyAddressingMode(base.parameters.First(o => o.name == "vertex").exp, meshVertexCount, mode); + if (placementMode == SampleMesh.PlacementMode.Vertex) + index = VFXOperatorUtility.ApplyAddressingMode(index, meshVertexCount, mode); + else if (placementMode == SampleMesh.PlacementMode.Edge) + index = VFXOperatorUtility.ApplyAddressingMode(index, meshIndexCount, mode); + else if (placementMode == SampleMesh.PlacementMode.Surface) + index = VFXOperatorUtility.ApplyAddressingMode(index, meshIndexCount / threeUint, mode); } - else //if(spawnMode == SpawnMode.Random) + else if (spawnMode == SpawnMode.Random) { - var rand = VFXOperatorUtility.BuildRandom(VFXSeedMode.PerParticle, false, new RandId(this)); - vertexIndex = new VFXExpressionCastFloatToUint(rand * new VFXExpressionCastUintToFloat(meshVertexCount)); + if (placementMode == SampleMesh.PlacementMode.Vertex) + { + index = BuildRandomUIntPerParticle(meshVertexCount, 0); + } + else if (placementMode == SampleMesh.PlacementMode.Edge) + { + index = BuildRandomUIntPerParticle(meshIndexCount, 1); + coordinate = VFXOperatorUtility.BuildRandom(VFXSeedMode.PerParticle, false, new RandId(this, 2)); + } + else if (placementMode == SampleMesh.PlacementMode.Surface) + { + index = BuildRandomUIntPerParticle(meshIndexCount / threeUint, 3); + var x = VFXOperatorUtility.BuildRandom(VFXSeedMode.PerParticle, false, new RandId(this, 4)); + var y = VFXOperatorUtility.BuildRandom(VFXSeedMode.PerParticle, false, new RandId(this, 5)); + coordinate = new VFXExpressionCombine(x, y); + } } - yield return new VFXNamedExpression(vertexIndex, "vertexIndex"); + + var vertexAttributes = new[] { VertexAttribute.Position, VertexAttribute.Normal }; + VFXExpression[] sampling = null; + if (placementMode == SampleMesh.PlacementMode.Vertex) + sampling = SampleMesh.SampleVertexAttribute(source, index, vertexAttributes).ToArray(); + else if (placementMode == SampleMesh.PlacementMode.Edge) + sampling = SampleMesh.SampleEdgeAttribute(source, index, coordinate, vertexAttributes).ToArray(); + else if (placementMode == SampleMesh.PlacementMode.Surface) + sampling = SampleMesh.SampleTriangleAttribute(source, index, coordinate, surfaceCoordinates, vertexAttributes).ToArray(); + + yield return new VFXNamedExpression(sampling[0], "readPosition"); + yield return new VFXNamedExpression(sampling[1], "readDirection"); } } @@ -63,8 +185,11 @@ protected override IEnumerable filteredOutSettings foreach (var setting in base.filteredOutSettings) yield return setting; + if (spawnMode != SpawnMode.Custom || placementMode != SampleMesh.PlacementMode.Surface) + yield return nameof(surfaceCoordinates); + if (spawnMode != SpawnMode.Custom) - yield return "mode"; + yield return nameof(mode); } } @@ -74,10 +199,35 @@ protected override IEnumerable inputProperties { var properties = base.inputProperties; - properties = properties.Concat(PropertiesFromType("CustomPropertiesMesh")); + if (sourceMesh == SampleMesh.SourceType.Mesh) + properties = properties.Concat(PropertiesFromType(nameof(CustomPropertiesMesh))); + else + properties = properties.Concat(PropertiesFromType(nameof(CustomPropertiesPropertiesSkinnedMeshRenderer))); + + if (spawnMode == SpawnMode.Custom) + { + if (placementMode == SampleMesh.PlacementMode.Vertex) + properties = properties.Concat(PropertiesFromType(nameof(CustomPropertiesVertex))); + else if (placementMode == SampleMesh.PlacementMode.Edge) + properties = properties.Concat(PropertiesFromType(nameof(CustomPropertiesEdge))); + else if (placementMode == SampleMesh.PlacementMode.Surface) + { + if (surfaceCoordinates == SampleMesh.SurfaceCoordinates.Barycentric) + properties = properties.Concat(PropertiesFromType(nameof(CustomPropertiesPlacementSurfaceBarycentricCoordinates))); + else if (surfaceCoordinates == SampleMesh.SurfaceCoordinates.Uniform) + properties = properties.Concat(PropertiesFromType(nameof(CustomPropertiesPlacementSurfaceLowDistorsionMapping))); + else + throw new InvalidOperationException("Unexpected surface coordinate mode : " + surfaceCoordinates); + } + else + throw new InvalidOperationException("Unexpected placement mode : " + placementMode); + } + + if (compositionPosition == AttributeCompositionMode.Blend) + properties = properties.Concat(PropertiesFromType(nameof(CustomPropertiesBlendPosition))); - if (/*Placement == PlacementMode.Vertex &&*/ spawnMode == SpawnMode.Custom) - properties = properties.Concat(PropertiesFromType("CustomPropertiesVertex")); + if (compositionDirection == AttributeCompositionMode.Blend) + properties = properties.Concat(PropertiesFromType(nameof(CustomPropertiesBlendDirection))); return properties; } @@ -88,9 +238,6 @@ public override string source get { string source = ""; - source += @" -float3 readPosition = SampleMeshFloat3(mesh, vertexIndex, meshPositionOffset, meshVertexStride); -float3 readDirection = SampleMeshFloat3(mesh, vertexIndex, meshNormalOffset, meshVertexStride);"; source += "\n" + VFXBlockUtility.GetComposeString(compositionPosition, "position", "readPosition", "blendPosition"); source += "\n" + VFXBlockUtility.GetComposeString(compositionDirection, "direction", "readDirection", "blendDirection"); return source; diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs index a8fde0cd253..c410af6a50f 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs @@ -65,6 +65,12 @@ protected enum StripTilingMode Custom, } + protected enum FlipbookLayout + { + Texture2D, + Texture2DArray + } + [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Tooltip("Specifies how the particle geometry is culled. This can be used to hide the front or back facing sides or make the mesh double-sided.")] protected CullMode cullMode = CullMode.Default; @@ -104,6 +110,10 @@ protected enum StripTilingMode [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Tooltip("When enabled, an exposure weight slider appears in the current output. The slider can be used to control how much influence exposure control will have on the particles.")] protected bool useExposureWeight = false; + [VFXSetting, SerializeField, Tooltip("Specifies the layout of the flipbook. It can either use a single texture with multiple frames, or a Texture2DArray with multiple slices.")] + protected FlipbookLayout flipbookLayout = FlipbookLayout.Texture2D; + + protected virtual bool bypassExposure { get { return true; } } // In case exposure weight is not used, tell whether pre exposure should be applied or not // IVFXSubRenderer interface @@ -170,6 +180,31 @@ protected VFXAbstractParticleOutput(bool strip = false) : base(strip ? VFXDataTy protected bool usesFlipbook { get { return supportsUV && (uvMode == UVMode.Flipbook || uvMode == UVMode.FlipbookBlend || uvMode == UVMode.FlipbookMotionBlend); } } + public Type GetFlipbookType() + { + switch (flipbookLayout) + { + case FlipbookLayout.Texture2D: + return typeof(Texture2D); + case FlipbookLayout.Texture2DArray: + return typeof(Texture2DArray); + default: + throw new NotImplementedException("Unimplemented Flipbook Layout: " + flipbookLayout); + } + } + + public Type GetTextureType() + { + if (usesFlipbook) + { + return GetFlipbookType(); + } + else + { + return typeof(Texture2D); + } + } + public virtual bool exposeAlphaThreshold { get @@ -208,14 +243,31 @@ protected virtual IEnumerable CollectGPUExpressions(IEnumera case UVMode.Flipbook: case UVMode.FlipbookBlend: case UVMode.FlipbookMotionBlend: - flipBookSizeExp = slotExpressions.First(o => o.name == "flipBookSize"); - yield return flipBookSizeExp; - yield return new VFXNamedExpression(VFXValue.Constant(Vector2.one) / flipBookSizeExp.exp, "invFlipBookSize"); + if (flipbookLayout == FlipbookLayout.Texture2D) + { + flipBookSizeExp = slotExpressions.First(o => o.name == "flipBookSize"); + yield return flipBookSizeExp; + yield return new VFXNamedExpression(VFXValue.Constant(Vector2.one) / flipBookSizeExp.exp, "invFlipBookSize"); + } + else if (flipbookLayout == FlipbookLayout.Texture2DArray) + { + VFXNamedExpression mainTextureExp; + try + { + mainTextureExp = slotExpressions.First(o => (o.name == "mainTexture") | (o.name == "baseColorMap") | (o.name == "distortionBlurMap") | (o.name == "normalMap")); + } + catch (InvalidOperationException) + { + throw new NotImplementedException("Trying to fetch an inexistent slot Main Texture or Base Color Map or Distortion Blur Map or Normal Map. "); + } + yield return new VFXNamedExpression(new VFXExpressionCastUintToFloat(new VFXExpressionTextureDepth(mainTextureExp.exp)), "flipBookSize"); + } if (uvMode == UVMode.FlipbookMotionBlend) { yield return slotExpressions.First(o => o.name == "motionVectorMap"); yield return slotExpressions.First(o => o.name == "motionVectorScale"); } + break; case UVMode.ScaleAndBias: yield return slotExpressions.First(o => o.name == "uvScale"); @@ -268,10 +320,14 @@ protected override IEnumerable inputProperties case UVMode.Flipbook: case UVMode.FlipbookBlend: case UVMode.FlipbookMotionBlend: - yield return new VFXPropertyWithValue(new VFXProperty(typeof(Vector2), "flipBookSize"), new Vector2(4, 4)); + if (flipbookLayout == FlipbookLayout.Texture2D) + { + yield return new VFXPropertyWithValue(new VFXProperty(typeof(Vector2), "flipBookSize"), new Vector2(4, 4)); + } + if (uvMode == UVMode.FlipbookMotionBlend) { - yield return new VFXPropertyWithValue(new VFXProperty(typeof(Texture2D), "motionVectorMap")); + yield return new VFXPropertyWithValue(new VFXProperty(GetFlipbookType(), "motionVectorMap")); yield return new VFXPropertyWithValue(new VFXProperty(typeof(float), "motionVectorScale"), 1.0f); } break; @@ -331,16 +387,20 @@ public override IEnumerable additionalDefines break; } + if (hasMotionVector) { - if (hasMotionVector) - if (isBlendModeOpaque) - yield return "USE_MOTION_VECTORS_PASS"; - else - yield return "WRITE_MOTION_VECTOR_IN_FORWARD"; - if (hasShadowCasting) - yield return "USE_CAST_SHADOWS_PASS"; + yield return "VFX_FEATURE_MOTION_VECTORS"; + if (isBlendModeOpaque) + yield return "USE_MOTION_VECTORS_PASS"; + else + yield return "VFX_FEATURE_MOTION_VECTORS_FORWARD"; + if (SupportsMotionVectorPerVertex(out uint vertsCount)) + yield return "VFX_FEATURE_MOTION_VECTORS_VERTS " + vertsCount; } + if (hasShadowCasting) + yield return "USE_CAST_SHADOWS_PASS"; + if (HasIndirectDraw()) yield return "VFX_HAS_INDIRECT_DRAW"; @@ -350,15 +410,21 @@ public override IEnumerable additionalDefines { case UVMode.Flipbook: yield return "USE_FLIPBOOK"; + if (flipbookLayout == FlipbookLayout.Texture2DArray) + yield return "USE_FLIPBOOK_ARRAY_LAYOUT"; break; case UVMode.FlipbookBlend: yield return "USE_FLIPBOOK"; yield return "USE_FLIPBOOK_INTERPOLATION"; + if (flipbookLayout == FlipbookLayout.Texture2DArray) + yield return "USE_FLIPBOOK_ARRAY_LAYOUT"; break; case UVMode.FlipbookMotionBlend: yield return "USE_FLIPBOOK"; yield return "USE_FLIPBOOK_INTERPOLATION"; yield return "USE_FLIPBOOK_MOTIONVECTORS"; + if (flipbookLayout == FlipbookLayout.Texture2DArray) + yield return "USE_FLIPBOOK_ARRAY_LAYOUT"; break; case UVMode.ScaleAndBias: yield return "USE_UV_SCALE_BIAS"; @@ -418,7 +484,10 @@ protected override IEnumerable filteredOutSettings yield return "sort"; yield return "frustumCulling"; } - + if (!usesFlipbook) + { + yield return "flipbookLayout"; + } if (!subOutput.supportsExcludeFromTAA) yield return "excludeFromTAA"; } @@ -510,5 +579,29 @@ public override IEnumerable additionalMappings yield return new VFXMapping("strips", 1); } } + + public bool SupportsMotionVectorPerVertex(out uint vertsCount) + { + switch (taskType) + { + case VFXTaskType.ParticleQuadOutput: + vertsCount = 4; + break; + case VFXTaskType.ParticleTriangleOutput: + vertsCount = 3; + break; + case VFXTaskType.ParticleLineOutput: + vertsCount = 2; + break; + case VFXTaskType.ParticlePointOutput: + vertsCount = 1; + break; + default: + vertsCount = 0; + break; + } + // TODO: @gabriel.delacruz - Temporarily disable per vertex optimization + return false; //vertsCount != 0; + } } } diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicCubeOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicCubeOutput.cs index ff043af237f..faa60f077b2 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicCubeOutput.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicCubeOutput.cs @@ -55,11 +55,17 @@ protected override IEnumerable CollectGPUExpressions(IEnumer yield return slotExpressions.First(o => o.name == "mainTexture"); } - public class InputProperties + protected override IEnumerable inputProperties { - [Tooltip("Specifies the base color (RGB) and opacity (A) of the particle.")] - public Texture2D mainTexture = VFXResources.defaultResources.particleTexture; + get + { + foreach (var input in base.inputProperties) + yield return input; + + yield return new VFXPropertyWithValue(new VFXProperty(GetFlipbookType(), "mainTexture", new TooltipAttribute("Specifies the base color (RGB) and opacity (A) of the particle.")), (usesFlipbook ? null : VFXResources.defaultResources.particleTexture)); + } } + protected override IEnumerable filteredOutSettings { get diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicSpawner.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicSpawner.cs index c70357e444d..30ed1a733c5 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicSpawner.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicSpawner.cs @@ -81,6 +81,9 @@ public override void OnInspectorGUI() { serializedObject.Update(); + var referenceContext = serializedObject.targetObject as VFXContext; + GUI.enabled = referenceContext.GetResource().IsAssetEditable(); + EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(m_LoopDurationProperty); EditorGUILayout.PropertyField(m_LoopCountProperty); diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicUpdate.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicUpdate.cs index 071aff908ae..616c028393f 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicUpdate.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicUpdate.cs @@ -68,6 +68,9 @@ public override void OnInspectorGUI() { serializedObject.Update(); + var referenceContext = serializedObject.targetObject as VFXContext; + GUI.enabled = referenceContext.GetResource().IsAssetEditable(); + DisplaySpace(); DisplayName(); @@ -175,7 +178,7 @@ protected override IEnumerable filteredOutSettings var data = GetData(); var lifeTime = data.IsCurrentAttributeWritten(VFXAttribute.Lifetime); - var age = data.IsCurrentAttributeRead(VFXAttribute.Age); + var age = data.IsCurrentAttributeUsed(VFXAttribute.Age); var positionVelocity = data.IsCurrentAttributeWritten(VFXAttribute.Velocity); var angularVelocity = data.IsCurrentAttributeWritten(VFXAttribute.AngularVelocityX) || data.IsCurrentAttributeWritten(VFXAttribute.AngularVelocityY) || @@ -225,7 +228,7 @@ protected override IEnumerable implicitPostBlock yield return VFXBlock.CreateImplicitBlock(data); var lifeTime = GetData().IsCurrentAttributeWritten(VFXAttribute.Lifetime); - var age = GetData().IsCurrentAttributeRead(VFXAttribute.Age); + var age = GetData().IsCurrentAttributeUsed(VFXAttribute.Age); if (age || lifeTime) { diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXDecalOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXDecalOutput.cs index fff20eeebf6..b16c51865fb 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXDecalOutput.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXDecalOutput.cs @@ -17,10 +17,15 @@ class VFXDecalOutput : VFXAbstractParticleOutput public override CullMode defaultCullMode { get { return CullMode.Back; } } public override bool hasShadowCasting { get { return false; } } - public class InputProperties + protected override IEnumerable inputProperties { - [Tooltip("Specifies the base color (RGB) and opacity (A) of the particle.")] - public Texture2D mainTexture = VFXResources.defaultResources.particleTexture; + get + { + foreach (var input in base.inputProperties) + yield return input; + + yield return new VFXPropertyWithValue(new VFXProperty(GetFlipbookType(), "mainTexture", new TooltipAttribute("Specifies the base color (RGB) and opacity (A) of the particle.")), (usesFlipbook ? null : VFXResources.defaultResources.particleTexture)); + } } public override void OnEnable() diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXLineOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXLineOutput.cs index 9bd76380804..c888df3ee51 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXLineOutput.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXLineOutput.cs @@ -11,6 +11,7 @@ class VFXLineOutput : VFXAbstractParticleOutput public override string name { get { return "Output Particle Line"; } } public override string codeGeneratorTemplate { get { return RenderPipeTemplate(useNativeLines ? "VFXParticleLinesHW" : "VFXParticleLinesSW"); } } public override VFXTaskType taskType { get { return useNativeLines ? VFXTaskType.ParticleLineOutput : VFXTaskType.ParticleQuadOutput; } } + public override bool implementsMotionVector { get { return true; } } [VFXSetting, SerializeField, FormerlySerializedAs("targetFromAttributes"), Tooltip("When enabled, a custom offset from the particle position can be specified for the particle line to connect to. When disabled, the line connects with the particle’s Target Position attribute.")] protected bool useTargetOffset = true; diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs index 0e1c85d8e2b..5ef457db70b 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs @@ -12,7 +12,7 @@ class VFXMeshOutput : VFXShaderGraphParticleOutput, IVFXMultiMeshOutput public override string name { get { return "Output Particle Mesh"; } } public override string codeGeneratorTemplate { get { return RenderPipeTemplate("VFXParticleMeshes"); } } public override VFXTaskType taskType { get { return VFXTaskType.ParticleMeshOutput; } } - public override bool supportsUV { get { return shaderGraph == null; } } + public override bool supportsUV { get { return GetOrRefreshShaderGraphObject() == null; } } public override bool implementsMotionVector { get { return true; } } public override CullMode defaultCullMode { get { return CullMode.Back; } } @@ -72,7 +72,7 @@ protected override IEnumerable CollectGPUExpressions(IEnumer { foreach (var exp in base.CollectGPUExpressions(slotExpressions)) yield return exp; - if (shaderGraph == null) + if (GetOrRefreshShaderGraphObject() == null) yield return slotExpressions.First(o => o.name == "mainTexture"); } @@ -86,8 +86,8 @@ protected override IEnumerable inputProperties foreach (var property in VFXMultiMeshHelper.GetInputProperties(MeshCount, outputUpdateFeatures)) yield return property; - if (shaderGraph == null) - foreach (var property in PropertiesFromType("OptionalInputProperties")) + if (GetOrRefreshShaderGraphObject() == null) + foreach (var property in optionalInputProperties) yield return property; } } @@ -108,10 +108,13 @@ protected override IEnumerable filteredOutSettings } } - public class OptionalInputProperties + + protected IEnumerable optionalInputProperties { - [Tooltip("Specifies the base color (RGB) and opacity (A) of the particle.")] - public Texture2D mainTexture = VFXResources.defaultResources.particleTexture; + get + { + yield return new VFXPropertyWithValue(new VFXProperty(GetFlipbookType(), "mainTexture", new TooltipAttribute("Specifies the base color (RGB) and opacity (A) of the particle.")), (usesFlipbook ? null : VFXResources.defaultResources.particleTexture)); + } } public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXPlanarPrimitiveOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXPlanarPrimitiveOutput.cs index 9fd06212b47..97ff68d37ef 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXPlanarPrimitiveOutput.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXPlanarPrimitiveOutput.cs @@ -30,7 +30,7 @@ public override VFXTaskType taskType return VFXPlanarPrimitiveHelper.GetTaskType(primitiveType); } } - public override bool supportsUV { get { return shaderGraph == null; } } + public override bool supportsUV { get { return GetOrRefreshShaderGraphObject() == null; } } public override bool implementsMotionVector { get { return true; } } public override IEnumerable additionalDefines @@ -74,19 +74,20 @@ public override IEnumerable attributes yield return new VFXAttributeInfo(VFXAttribute.TexIndex, VFXAttributeMode.Read); } } - public class OptionalInputProperties + protected IEnumerable optionalInputProperties { - [Tooltip("Specifies the base color (RGB) and opacity (A) of the particle.")] - public Texture2D mainTexture = VFXResources.defaultResources.particleTexture; + get + { + yield return new VFXPropertyWithValue(new VFXProperty(GetFlipbookType(), "mainTexture", new TooltipAttribute("Specifies the base color (RGB) and opacity (A) of the particle.")), (usesFlipbook ? null : VFXResources.defaultResources.particleTexture)); + } } - protected override IEnumerable inputProperties { get { IEnumerable properties = base.inputProperties; - if (shaderGraph == null) - properties = properties.Concat(PropertiesFromType("OptionalInputProperties")); + if (GetOrRefreshShaderGraphObject() == null) + properties = properties.Concat(optionalInputProperties); if (primitiveType == VFXPrimitiveType.Octagon) properties = properties.Concat(PropertiesFromType(typeof(VFXPlanarPrimitiveHelper.OctagonInputProperties))); @@ -98,7 +99,7 @@ protected override IEnumerable CollectGPUExpressions(IEnumer { foreach (var exp in base.CollectGPUExpressions(slotExpressions)) yield return exp; - if (shaderGraph == null) + if (GetOrRefreshShaderGraphObject() == null) { yield return slotExpressions.First(o => o.name == "mainTexture"); } diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXPointOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXPointOutput.cs index c5ef4b2c4ba..d4bcfb26270 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXPointOutput.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXPointOutput.cs @@ -10,6 +10,7 @@ class VFXPointOutput : VFXAbstractParticleOutput public override string name { get { return "Output Particle Point"; } } public override string codeGeneratorTemplate { get { return RenderPipeTemplate("VFXParticlePoints"); } } public override VFXTaskType taskType { get { return VFXTaskType.ParticlePointOutput; } } + public override bool implementsMotionVector { get { return true; } } protected override IEnumerable filteredOutSettings { diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXQuadStripOutput.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXQuadStripOutput.cs index 20a6a7d7fb8..6654cabe93a 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXQuadStripOutput.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXQuadStripOutput.cs @@ -25,10 +25,12 @@ protected VFXQuadStripOutput() : base(true) {} public override bool supportsUV { get { return true; } } - public class OptionalInputProperties + protected IEnumerable optionalInputProperties { - [Tooltip("Specifies the base color (RGB) and opacity (A) of the particle.")] - public Texture2D mainTexture = VFXResources.defaultResources.particleTexture; + get + { + yield return new VFXPropertyWithValue(new VFXProperty(GetFlipbookType(), "mainTexture", new TooltipAttribute("Specifies the base color (RGB) and opacity (A) of the particle.")), (usesFlipbook ? null : VFXResources.defaultResources.particleTexture)); + } } public class CustomUVInputProperties @@ -42,8 +44,8 @@ protected override IEnumerable inputProperties get { IEnumerable properties = base.inputProperties; - if (shaderGraph == null) - properties = properties.Concat(PropertiesFromType("OptionalInputProperties")); + if (GetOrRefreshShaderGraphObject() == null) + properties = properties.Concat(optionalInputProperties); if (tilingMode == StripTilingMode.Custom) properties = properties.Concat(PropertiesFromType("CustomUVInputProperties")); return properties; @@ -55,7 +57,7 @@ protected override IEnumerable CollectGPUExpressions(IEnumer foreach (var exp in base.CollectGPUExpressions(slotExpressions)) yield return exp; - if (shaderGraph == null) + if (GetOrRefreshShaderGraphObject() == null) yield return slotExpressions.First(o => o.name == "mainTexture"); if (tilingMode == StripTilingMode.Custom) yield return slotExpressions.First(o => o.name == "texCoord"); diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXOutputUpdate.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXOutputUpdate.cs index 3b1e24001e8..9dfcf69bac5 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXOutputUpdate.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXOutputUpdate.cs @@ -172,6 +172,9 @@ public override IEnumerable attributes if (HasFeature(Features.MultiMesh)) yield return new VFXAttributeInfo(VFXAttribute.MeshIndex, VFXAttributeMode.Read); + + if (HasFeature(Features.MotionVector) && output is VFXLineOutput) + yield return new VFXAttributeInfo(VFXAttribute.TargetPosition, VFXAttributeMode.Read); } } @@ -182,8 +185,14 @@ public override IEnumerable additionalDefines foreach (var d in base.additionalDefines) yield return d; + yield return "INDIRECT_BUFFER_COUNT " + bufferCount; + if (HasFeature(Features.MotionVector)) + { yield return "VFX_FEATURE_MOTION_VECTORS"; + if (output.SupportsMotionVectorPerVertex(out uint vertsCount)) + yield return "VFX_FEATURE_MOTION_VECTORS_VERTS " + vertsCount; + } if (HasFeature(Features.LOD)) yield return "VFX_FEATURE_LOD"; if (HasFeature(Features.Sort)) @@ -193,14 +202,72 @@ public override IEnumerable additionalDefines } } - public override IEnumerable additionalDataHeaders + public override IEnumerable> additionalReplacements { get { - foreach (var d in base.additionalDataHeaders) - yield return d; + if (HasFeature(Features.MotionVector)) + { + string motionVectorVerts = null; - yield return "#define INDIRECT_BUFFER_COUNT " + bufferCount; + if (output is VFXLineOutput) + { + bool useTargetOffset = (bool)output.GetSettingValue("useTargetOffset"); + string targetPosition = useTargetOffset ? "mul(elementToVFX, float4(targetOffset, 1)).xyz" : "attributes.targetPosition"; + switch (output.taskType) + { + case VFXTaskType.ParticleQuadOutput: + motionVectorVerts = @"float3 verts[] = +{ + attributes.position, + attributes.position, + " + targetPosition + @", + " + targetPosition + @" +};"; + break; + case VFXTaskType.ParticleLineOutput: + motionVectorVerts = @"float3 verts[] = +{ + attributes.position, + " + targetPosition + @" +};"; + break; + } + } + else + { + switch (output.taskType) + { + case VFXTaskType.ParticleQuadOutput: + motionVectorVerts = @"float3 verts[] = +{ + mul(elementToVFX, float4(-0.5f, -0.5f, 0.0f, 1.0f)).xyz, + mul(elementToVFX, float4( 0.5f, -0.5f, 0.0f, 1.0f)).xyz, + mul(elementToVFX, float4(-0.5f, 0.5f, 0.0f, 1.0f)).xyz, + mul(elementToVFX, float4( 0.5f, 0.5f, 0.0f, 1.0f)).xyz +};"; + break; + case VFXTaskType.ParticleTriangleOutput: + motionVectorVerts = @"float3 verts[] = +{ + mul(elementToVFX, float4(-0.5f, -0.288675129413604736328125f, 0.0f, 1.0f)).xyz, + mul(elementToVFX, float4( 0.0f, 0.57735025882720947265625f, 0.0f, 1.0f)).xyz, + mul(elementToVFX, float4( 0.5f, -0.288675129413604736328125f, 0.0f, 1.0f)).xyz +};"; + break; + case VFXTaskType.ParticlePointOutput: + motionVectorVerts = @"float3 verts[] = { elementToVFX._m03_m13_m23 };"; + break; + } + } + + if (motionVectorVerts != null) + { + var motionVectorVertsWriter = new VFXShaderWriter(); + motionVectorVertsWriter.Write(motionVectorVerts); + yield return new KeyValuePair("${VFXMotionVectorVerts}", motionVectorVertsWriter); + } + } } } } diff --git a/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/MeshIndexCount.cs b/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/MeshIndexCount.cs new file mode 100644 index 00000000000..343f62f01ac --- /dev/null +++ b/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/MeshIndexCount.cs @@ -0,0 +1,66 @@ +using System; +using System.Linq; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.VFX; + +namespace UnityEditor.VFX.Operator +{ + [VFXInfo(category = "Sampling", variantProvider = typeof(SampleMeshProvider), experimental = true)] + class MeshIndexCount : VFXOperator + { + override public string name + { + get + { + if (source == SampleMesh.SourceType.Mesh) + return "Mesh Index Count"; + else + return "Skinned Mesh Index Count"; + } + } + + public class InputPropertiesMesh + { + [Tooltip("Specifies the Mesh to sample from.")] + public Mesh mesh = VFXResources.defaultResources.mesh; + } + + public class InputPropertiesSkinnedMeshRenderer + { + [Tooltip("Specifies the Skinned Mesh Renderer component to sample from. The Skinned Mesh Renderer has to be an exposed entry.")] + public SkinnedMeshRenderer skinnedMesh = null; + } + + public class OutputProperties + { + [Tooltip("The number of indices in this mesh")] + public uint count; + } + + [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Tooltip("Specifies the kind of geometry to sample from.")] + private SampleMesh.SourceType source = SampleMesh.SourceType.Mesh; + + protected sealed override IEnumerable inputProperties + { + get + { + var props = base.inputProperties; + if (source == SampleMesh.SourceType.Mesh) + props = props.Concat(PropertiesFromType(nameof(InputPropertiesMesh))); + else if (source == SampleMesh.SourceType.SkinnedMeshRenderer) + props = props.Concat(PropertiesFromType(nameof(InputPropertiesSkinnedMeshRenderer))); + else + throw new InvalidOperationException("Unexpected source type : " + source); + return props; + } + } + + protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) + { + var mesh = inputExpression[0].valueType == VFXValueType.Mesh ? inputExpression[0] : new VFXExpressionMeshFromSkinnedMeshRenderer(inputExpression[0]); + var meshIndexCount = new VFXExpressionMeshIndexCount(mesh); + return new VFXExpression[] { meshIndexCount }; + } + } +} diff --git a/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/MeshIndexCount.cs.meta b/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/MeshIndexCount.cs.meta new file mode 100644 index 00000000000..028057149cf --- /dev/null +++ b/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/MeshIndexCount.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d5d6877ee8ffbd942832fac028140c4d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/MeshVertexCount.cs b/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/MeshVertexCount.cs index b8561cb9ab3..023be7bac60 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/MeshVertexCount.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/MeshVertexCount.cs @@ -1,32 +1,65 @@ using System; using System.Linq; -using System.Collections.ObjectModel; using System.Collections.Generic; using UnityEngine; -using UnityEngine.Rendering; +using UnityEngine.VFX; namespace UnityEditor.VFX.Operator { - [VFXInfo(category = "Sampling", experimental = true)] + [VFXInfo(category = "Sampling", variantProvider = typeof(SampleMeshProvider), experimental = true)] class MeshVertexCount : VFXOperator { - override public string name { get { return "Mesh Vertex Count"; } } + override public string name + { + get + { + if (source == SampleMesh.SourceType.Mesh) + return "Mesh Vertex Count"; + else + return "Skinned Mesh Vertex Count"; + } + } - public class InputProperties + public class InputPropertiesMesh { - [Tooltip("Sets the Mesh to sample from.")] + [Tooltip("Specifies the Mesh to sample from.")] public Mesh mesh = VFXResources.defaultResources.mesh; } + public class InputPropertiesSkinnedMeshRenderer + { + [Tooltip("Specifies the Skinned Mesh Renderer component to sample from. The Skinned Mesh Renderer has to be an exposed entry.")] + public SkinnedMeshRenderer skinnedMesh = null; + } + public class OutputProperties { [Tooltip("Outputs the number of vertices in the Mesh.")] public uint count; } + [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Tooltip("Specifies the kind of geometry to sample from.")] + private SampleMesh.SourceType source = SampleMesh.SourceType.Mesh; + + protected sealed override IEnumerable inputProperties + { + get + { + var props = base.inputProperties; + if (source == SampleMesh.SourceType.Mesh) + props = props.Concat(PropertiesFromType(nameof(InputPropertiesMesh))); + else if (source == SampleMesh.SourceType.SkinnedMeshRenderer) + props = props.Concat(PropertiesFromType(nameof(InputPropertiesSkinnedMeshRenderer))); + else + throw new InvalidOperationException("Unexpected source type : " + source); + return props; + } + } + protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { - var meshVertexCount = new VFXExpressionMeshVertexCount(inputExpression[0]); + var mesh = inputExpression[0].valueType == VFXValueType.Mesh ? inputExpression[0] : new VFXExpressionMeshFromSkinnedMeshRenderer(inputExpression[0]); + var meshVertexCount = new VFXExpressionMeshVertexCount(mesh); return new VFXExpression[] { meshVertexCount }; } } diff --git a/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SampleIndex.cs b/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SampleIndex.cs new file mode 100644 index 00000000000..30c4e40b613 --- /dev/null +++ b/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SampleIndex.cs @@ -0,0 +1,78 @@ +using System; +using System.Linq; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.VFX; + +namespace UnityEditor.VFX.Operator +{ + [VFXInfo(category = "Sampling", variantProvider = typeof(SampleMeshProvider), experimental = true)] + class SampleIndex : VFXOperator + { + override public string name + { + get + { + if (source == SampleMesh.SourceType.Mesh) + return "Sample Mesh Index"; + else + return "Sample Skinned Mesh Index"; + } + } + + public class InputPropertiesMesh + { + [Tooltip("Specifies the Mesh to sample from.")] + public Mesh mesh = VFXResources.defaultResources.mesh; + } + + public class InputPropertiesSkinnedMeshRenderer + { + [Tooltip("Specifies the Skinned Mesh Renderer component to sample from. The Skinned Mesh Renderer has to be an exposed entry.")] + public SkinnedMeshRenderer skinnedMesh = null; + } + + public class InputProperties + { + [Tooltip("Sets the index to read from.")] + public uint index = 0u; + } + + public class OutputProperties + { + [Tooltip("Outputs the sampled index.")] + public uint index; + } + + protected sealed override IEnumerable inputProperties + { + get + { + var props = Enumerable.Empty(); + if (source == SampleMesh.SourceType.Mesh) + props = props.Concat(PropertiesFromType(nameof(InputPropertiesMesh))); + else if (source == SampleMesh.SourceType.SkinnedMeshRenderer) + props = props.Concat(PropertiesFromType(nameof(InputPropertiesSkinnedMeshRenderer))); + else + throw new InvalidOperationException("Unexpected source type : " + source); + props = props.Concat(PropertiesFromType(nameof(InputProperties))); + return props; + } + } + + [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Tooltip("Specifies the kind of geometry to sample from.")] + private SampleMesh.SourceType source = SampleMesh.SourceType.Mesh; + + protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) + { + var mesh = inputExpression[0].valueType == VFXValueType.Mesh ? inputExpression[0] : new VFXExpressionMeshFromSkinnedMeshRenderer(inputExpression[0]); + + var indexFormat = new VFXExpressionMeshIndexFormat(mesh); + var indexCount = new VFXExpressionMeshIndexCount(mesh); + var index = VFXOperatorUtility.ApplyAddressingMode(inputExpression[1], indexCount, VFXOperatorUtility.SequentialAddressingMode.Wrap); + + var sampledIndex = new VFXExpressionSampleIndex(mesh, index, indexFormat); + return new[] { sampledIndex }; + } + } +} diff --git a/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SampleIndex.cs.meta b/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SampleIndex.cs.meta new file mode 100644 index 00000000000..5d1f537c38c --- /dev/null +++ b/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SampleIndex.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b323f39ce94377a46a85e77bc57404a8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SampleMesh.cs b/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SampleMesh.cs index 892c2f69acb..49e6e7cc4ce 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SampleMesh.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SampleMesh.cs @@ -7,25 +7,91 @@ namespace UnityEditor.VFX.Operator { - [VFXInfo(category = "Sampling", experimental = true)] + class SampleMeshProvider : VariantProvider + { + protected override sealed Dictionary variants + { + get + { + return new Dictionary + { + { "source", Enum.GetValues(typeof(SampleMesh.SourceType)).Cast().ToArray() }, + }; + } + } + } + + [VFXInfo(category = "Sampling", variantProvider = typeof(SampleMeshProvider), experimental = true)] class SampleMesh : VFXOperator { - override public string name { get { return "Sample Mesh"; } } + override public string name + { + get + { + if (source == SourceType.Mesh) + return "Sample Mesh"; + else + return "Sample Skinned Mesh"; + } + } + + public enum PlacementMode + { + Vertex, + Edge, + Surface + }; - public class InputProperties + public class InputPropertiesMesh { - [Tooltip("Sets the Mesh to sample from.")] + [Tooltip("Specifies the Mesh to sample from.")] public Mesh mesh = VFXResources.defaultResources.mesh; + } + + public class InputPropertiesSkinnedMeshRenderer + { + [Tooltip("Specifies the Skinned Mesh Renderer component to sample from. The Skinned Mesh Renderer has to be an exposed entry.")] + public SkinnedMeshRenderer skinnedMesh = null; + } + + public class InputPropertiesPlacementVertex + { [Tooltip("Sets the vertex index to read from.")] public uint vertex = 0u; } - //public enum PlacementMode - //{ - // Vertex, - // Edge, - // Surface - //}; + public enum SurfaceCoordinates + { + Barycentric, + Uniform, + } + + public class InputPropertiesEdge + { + [Tooltip("Sets the start index of the edge. The Block uses this index and the next index to render the line.")] + public uint index = 0u; + + [Range(0, 1), Tooltip("Controls the percentage along the edge, from the start position to the end position, that the sample position is taken.")] + public float edge; + } + + public class InputPropertiesPlacementSurfaceBarycentricCoordinates + { + [Tooltip("The triangle index to read from.")] + public uint triangle = 0u; + + [Tooltip("Barycentric coordinate (z is computed from x & y).")] + public Vector2 barycentric; + } + + public class InputPropertiesPlacementSurfaceLowDistorsionMapping + { + [Tooltip("The triangle index to read from.")] + public uint triangle = 0u; + + [Tooltip("The uniform coordinate to sample the triangle at. The Block takes this value and maps it from a square coordinate to triangle space.")] + public Vector2 square; + } [Flags] public enum VertexAttributeFlag @@ -47,43 +113,58 @@ public enum VertexAttributeFlag BlendIndices = 1 << 13 } + public enum SourceType + { + Mesh, + SkinnedMeshRenderer + } + [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Tooltip("Outputs the result of the Mesh sampling operation.")] private VertexAttributeFlag output = VertexAttributeFlag.Position | VertexAttributeFlag.Color | VertexAttributeFlag.TexCoord0; [VFXSetting, SerializeField, Tooltip("Specifies how Unity handles the sample when the custom vertex index is out the out of bounds of the vertex array.")] private VFXOperatorUtility.SequentialAddressingMode mode = VFXOperatorUtility.SequentialAddressingMode.Clamp; + [VFXSetting, SerializeField, Tooltip("Specifies which primitive part of the mesh to sample from.")] + private PlacementMode placementMode = PlacementMode.Vertex; + + [VFXSetting, SerializeField, Tooltip("Specifies how to sample the surface of a triangle.")] + private SurfaceCoordinates surfaceCoordinates = SurfaceCoordinates.Uniform; + + [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Tooltip("Specifies the kind of geometry to sample from.")] + private SourceType source = SourceType.Mesh; + private bool HasOutput(VertexAttributeFlag flag) { return (output & flag) == flag; } - private IEnumerable GetOutputVertexAttributes() + private IEnumerable GetOutputVertexAttributes() { var vertexAttributes = Enum.GetValues(typeof(VertexAttributeFlag)).Cast(); foreach (var vertexAttribute in vertexAttributes) if (vertexAttribute != VertexAttributeFlag.None && HasOutput(vertexAttribute)) - yield return vertexAttribute; + yield return GetActualVertexAttribute(vertexAttribute); } - private static Type GetOutputType(VertexAttributeFlag attribute) + private static Type GetOutputType(VertexAttribute attribute) { switch (attribute) { - case VertexAttributeFlag.Position: return typeof(Vector3); - case VertexAttributeFlag.Normal: return typeof(Vector3); - case VertexAttributeFlag.Tangent: return typeof(Vector4); - case VertexAttributeFlag.Color: return typeof(Vector4); - case VertexAttributeFlag.TexCoord0: - case VertexAttributeFlag.TexCoord1: - case VertexAttributeFlag.TexCoord2: - case VertexAttributeFlag.TexCoord3: - case VertexAttributeFlag.TexCoord4: - case VertexAttributeFlag.TexCoord5: - case VertexAttributeFlag.TexCoord6: - case VertexAttributeFlag.TexCoord7: return typeof(Vector2); - case VertexAttributeFlag.BlendWeight: return typeof(Vector4); - case VertexAttributeFlag.BlendIndices: return typeof(Vector4); + case VertexAttribute.Position: return typeof(Vector3); + case VertexAttribute.Normal: return typeof(Vector3); + case VertexAttribute.Tangent: return typeof(Vector4); + case VertexAttribute.Color: return typeof(Vector4); + case VertexAttribute.TexCoord0: + case VertexAttribute.TexCoord1: + case VertexAttribute.TexCoord2: + case VertexAttribute.TexCoord3: + case VertexAttribute.TexCoord4: + case VertexAttribute.TexCoord5: + case VertexAttribute.TexCoord6: + case VertexAttribute.TexCoord7: return typeof(Vector4); + case VertexAttribute.BlendWeight: return typeof(Vector4); + case VertexAttribute.BlendIndices: return typeof(Vector4); default: throw new InvalidOperationException("Unexpected attribute : " + attribute); } } @@ -110,6 +191,50 @@ private static VertexAttribute GetActualVertexAttribute(VertexAttributeFlag attr } } + protected override IEnumerable filteredOutSettings + { + get + { + foreach (var settings in base.filteredOutSettings) + yield return settings; + + if (placementMode != PlacementMode.Surface) + yield return nameof(surfaceCoordinates); + } + } + + protected sealed override IEnumerable inputProperties + { + get + { + var props = base.inputProperties; + if (source == SourceType.Mesh) + props = props.Concat(PropertiesFromType(nameof(InputPropertiesMesh))); + else if (source == SourceType.SkinnedMeshRenderer) + props = props.Concat(PropertiesFromType(nameof(InputPropertiesSkinnedMeshRenderer))); + else + throw new InvalidOperationException("Unexpected source type : " + source); + + if (placementMode == PlacementMode.Vertex) + props = props.Concat(PropertiesFromType(nameof(InputPropertiesPlacementVertex))); + else if (placementMode == PlacementMode.Surface) + { + if (surfaceCoordinates == SurfaceCoordinates.Barycentric) + props = props.Concat(PropertiesFromType(nameof(InputPropertiesPlacementSurfaceBarycentricCoordinates))); + else if (surfaceCoordinates == SurfaceCoordinates.Uniform) + props = props.Concat(PropertiesFromType(nameof(InputPropertiesPlacementSurfaceLowDistorsionMapping))); + else + throw new InvalidOperationException("Unexpected surfaceCoordinates : " + surfaceCoordinates); + } + else if (placementMode == PlacementMode.Edge) + props = props.Concat(PropertiesFromType(nameof(InputPropertiesEdge))); + else + throw new InvalidOperationException("Unexpected placementMode : " + placementMode); + + return props; + } + } + protected override IEnumerable outputProperties { get @@ -122,34 +247,211 @@ protected override IEnumerable outputProperties } } - protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) + public static IEnumerable SampleVertexAttribute(VFXExpression source, VFXExpression vertexIndex, IEnumerable vertexAttributes) { - var mesh = inputExpression[0]; - - var meshVertexStride = new VFXExpressionMeshVertexStride(mesh); - var meshVertexCount = new VFXExpressionMeshVertexCount(mesh); - var vertexIndex = VFXOperatorUtility.ApplyAddressingMode(inputExpression[1], meshVertexCount, mode); + bool skinnedMesh = source.valueType == UnityEngine.VFX.VFXValueType.SkinnedMeshRenderer; + var mesh = !skinnedMesh ? source : new VFXExpressionMeshFromSkinnedMeshRenderer(source); - var outputExpressions = new List(); - foreach (var vertexAttribute in GetOutputVertexAttributes()) + foreach (var vertexAttribute in vertexAttributes) { - var meshChannelOffset = new VFXExpressionMeshChannelOffset(mesh, VFXValue.Constant((uint)GetActualVertexAttribute(vertexAttribute))); + var channelIndex = VFXValue.Constant((uint)vertexAttribute); + var meshVertexStride = new VFXExpressionMeshVertexStride(mesh, channelIndex); + var meshChannelOffset = new VFXExpressionMeshChannelOffset(mesh, channelIndex); var outputType = GetOutputType(vertexAttribute); VFXExpression sampled = null; - if (vertexAttribute == VertexAttributeFlag.Color) - sampled = new VFXExpressionSampleMeshColor(mesh, vertexIndex, meshChannelOffset, meshVertexStride); - else if (outputType == typeof(float)) - sampled = new VFXExpressionSampleMeshFloat(mesh, vertexIndex, meshChannelOffset, meshVertexStride); - else if (outputType == typeof(Vector2)) - sampled = new VFXExpressionSampleMeshFloat2(mesh, vertexIndex, meshChannelOffset, meshVertexStride); - else if (outputType == typeof(Vector3)) - sampled = new VFXExpressionSampleMeshFloat3(mesh, vertexIndex, meshChannelOffset, meshVertexStride); + + var meshChannelFormatAndDimension = new VFXExpressionMeshChannelInfos(mesh, channelIndex); + var vertexOffset = vertexIndex * meshVertexStride + meshChannelOffset; + + if (!skinnedMesh) + { + if (vertexAttribute == VertexAttribute.Color) + sampled = new VFXExpressionSampleMeshColor(source, vertexOffset, meshChannelFormatAndDimension); + else if (outputType == typeof(float)) + sampled = new VFXExpressionSampleMeshFloat(source, vertexOffset, meshChannelFormatAndDimension); + else if (outputType == typeof(Vector2)) + sampled = new VFXExpressionSampleMeshFloat2(source, vertexOffset, meshChannelFormatAndDimension); + else if (outputType == typeof(Vector3)) + sampled = new VFXExpressionSampleMeshFloat3(source, vertexOffset, meshChannelFormatAndDimension); + else + sampled = new VFXExpressionSampleMeshFloat4(source, vertexOffset, meshChannelFormatAndDimension); + } else - sampled = new VFXExpressionSampleMeshFloat4(mesh, vertexIndex, meshChannelOffset, meshVertexStride); - outputExpressions.Add(sampled); + { + if (vertexAttribute == VertexAttribute.Color) + sampled = new VFXExpressionSampleSkinnedMeshRendererColor(source, vertexOffset, meshChannelFormatAndDimension); + else if (outputType == typeof(float)) + sampled = new VFXExpressionSampleSkinnedMeshRendererFloat(source, vertexOffset, meshChannelFormatAndDimension); + else if (outputType == typeof(Vector2)) + sampled = new VFXExpressionSampleSkinnedMeshRendererFloat2(source, vertexOffset, meshChannelFormatAndDimension); + else if (outputType == typeof(Vector3)) + sampled = new VFXExpressionSampleSkinnedMeshRendererFloat3(source, vertexOffset, meshChannelFormatAndDimension); + else + sampled = new VFXExpressionSampleSkinnedMeshRendererFloat4(source, vertexOffset, meshChannelFormatAndDimension); + } + + yield return sampled; + } + } + + public static IEnumerable SampleVertexAttribute(VFXExpression source, VFXExpression vertexIndex, VFXOperatorUtility.SequentialAddressingMode mode, IEnumerable vertexAttributes) + { + bool skinnedMesh = source.valueType == UnityEngine.VFX.VFXValueType.SkinnedMeshRenderer; + var mesh = !skinnedMesh ? source : new VFXExpressionMeshFromSkinnedMeshRenderer(source); + var meshVertexCount = new VFXExpressionMeshVertexCount(mesh); + vertexIndex = VFXOperatorUtility.ApplyAddressingMode(vertexIndex, meshVertexCount, mode); + return SampleVertexAttribute(source, vertexIndex, vertexAttributes); + } + + public static IEnumerable SampleEdgeAttribute(VFXExpression source, VFXExpression index, VFXExpression lerp, IEnumerable vertexAttributes) + { + bool skinnedMesh = source.valueType == UnityEngine.VFX.VFXValueType.SkinnedMeshRenderer; + var mesh = !skinnedMesh ? source : new VFXExpressionMeshFromSkinnedMeshRenderer(source); + + var meshIndexFormat = new VFXExpressionMeshIndexFormat(mesh); + + var oneInt = VFXOperatorUtility.OneExpression[UnityEngine.VFX.VFXValueType.Int32]; + var oneUint = VFXOperatorUtility.OneExpression[UnityEngine.VFX.VFXValueType.Uint32]; + var threeUint = VFXOperatorUtility.ThreeExpression[UnityEngine.VFX.VFXValueType.Uint32]; + + var nextIndex = index + oneUint; + + //Loop triangle + var loop = VFXOperatorUtility.Modulo(nextIndex, threeUint); + var predicat = new VFXExpressionCondition(UnityEngine.VFX.VFXValueType.Uint32, VFXCondition.NotEqual, loop, VFXOperatorUtility.ZeroExpression[UnityEngine.VFX.VFXValueType.Uint32]); + nextIndex = new VFXExpressionBranch(predicat, nextIndex, nextIndex - threeUint); + + var sampledIndex_A = new VFXExpressionSampleIndex(mesh, index, meshIndexFormat); + var sampledIndex_B = new VFXExpressionSampleIndex(mesh, nextIndex, meshIndexFormat); + + var sampling_A = SampleVertexAttribute(source, sampledIndex_A, vertexAttributes).ToArray(); + var sampling_B = SampleVertexAttribute(source, sampledIndex_B, vertexAttributes).ToArray(); + + for (int i = 0; i < vertexAttributes.Count(); ++i) + { + var outputValueType = sampling_A[i].valueType; + var s = VFXOperatorUtility.CastFloat(lerp, outputValueType); + yield return VFXOperatorUtility.Lerp(sampling_A[i], sampling_B[i], s); + } + } + + public static IEnumerable SampleEdgeAttribute(VFXExpression source, VFXExpression index, VFXExpression x, VFXOperatorUtility.SequentialAddressingMode mode, IEnumerable vertexAttributes) + { + bool skinnedMesh = source.valueType == UnityEngine.VFX.VFXValueType.SkinnedMeshRenderer; + var mesh = !skinnedMesh ? source : new VFXExpressionMeshFromSkinnedMeshRenderer(source); + var meshIndexCount = new VFXExpressionMeshIndexCount(mesh); + + index = VFXOperatorUtility.ApplyAddressingMode(index, meshIndexCount, mode); + return SampleEdgeAttribute(source, index, x, vertexAttributes); + } + + public static IEnumerable SampleTriangleAttribute(VFXExpression source, VFXExpression triangleIndex, VFXExpression coord, SurfaceCoordinates coordMode, IEnumerable vertexAttributes) + { + bool skinnedMesh = source.valueType == UnityEngine.VFX.VFXValueType.SkinnedMeshRenderer; + var mesh = !skinnedMesh ? source : new VFXExpressionMeshFromSkinnedMeshRenderer(source); + + var meshIndexCount = new VFXExpressionMeshIndexCount(mesh); + var meshIndexFormat = new VFXExpressionMeshIndexFormat(mesh); + + var threeUint = VFXOperatorUtility.ThreeExpression[UnityEngine.VFX.VFXValueType.Uint32]; + var baseIndex = triangleIndex * threeUint; + + var sampledIndex_A = new VFXExpressionSampleIndex(mesh, baseIndex, meshIndexFormat); + var sampledIndex_B = new VFXExpressionSampleIndex(mesh, baseIndex + VFXValue.Constant(1u), meshIndexFormat); + var sampledIndex_C = new VFXExpressionSampleIndex(mesh, baseIndex + VFXValue.Constant(2u), meshIndexFormat); + + var allInputValues = new List(); + var sampling_A = SampleVertexAttribute(source, sampledIndex_A, vertexAttributes).ToArray(); + var sampling_B = SampleVertexAttribute(source, sampledIndex_B, vertexAttributes).ToArray(); + var sampling_C = SampleVertexAttribute(source, sampledIndex_C, vertexAttributes).ToArray(); + + VFXExpression barycentricCoordinates = null; + var one = VFXOperatorUtility.OneExpression[UnityEngine.VFX.VFXValueType.Float]; + if (coordMode == SurfaceCoordinates.Barycentric) + { + var barycentricCoordinateInput = coord; + barycentricCoordinates = new VFXExpressionCombine(barycentricCoordinateInput.x, barycentricCoordinateInput.y, one - barycentricCoordinateInput.x - barycentricCoordinateInput.y); + } + else if (coordMode == SurfaceCoordinates.Uniform) + { + //https://hal.archives-ouvertes.fr/hal-02073696v2/document + var input = coord; + + var half2 = VFXOperatorUtility.HalfExpression[UnityEngine.VFX.VFXValueType.Float2]; + var zero = VFXOperatorUtility.ZeroExpression[UnityEngine.VFX.VFXValueType.Float]; + var t = input * half2; + var offset = t.y - t.x; + var pred = new VFXExpressionCondition(UnityEngine.VFX.VFXValueType.Float, VFXCondition.Greater, offset, zero); + var t2 = new VFXExpressionBranch(pred, t.y + offset, t.y); + var t1 = new VFXExpressionBranch(pred, t.x, t.x - offset); + var t3 = one - t2 - t1; + barycentricCoordinates = new VFXExpressionCombine(t1, t2, t3); + + /* Possible variant See http://inis.jinr.ru/sl/vol1/CMC/Graphics_Gems_1,ed_A.Glassner.pdf (p24) uniform distribution from two numbers in triangle generating barycentric coordinate + var input = VFXOperatorUtility.Saturate(inputExpression[2]); + var s = input.x; + var t = VFXOperatorUtility.Sqrt(input.y); + var a = one - t; + var b = (one - s) * t; + var c = s * t; + barycentricCoordinates = new VFXExpressionCombine(a, b, c); + */ + } + else + { + throw new InvalidOperationException("No supported surfaceCoordinates : " + coord); + } + + for (int i = 0; i < vertexAttributes.Count(); ++i) + { + var outputValueType = sampling_A[i].valueType; + + var barycentricCoordinateX = VFXOperatorUtility.CastFloat(barycentricCoordinates.x, outputValueType); + var barycentricCoordinateY = VFXOperatorUtility.CastFloat(barycentricCoordinates.y, outputValueType); + var barycentricCoordinateZ = VFXOperatorUtility.CastFloat(barycentricCoordinates.z, outputValueType); + + var r = sampling_A[i] * barycentricCoordinateX + sampling_B[i] * barycentricCoordinateY + sampling_C[i] * barycentricCoordinateZ; + yield return r; + } + } + + public static IEnumerable SampleTriangleAttribute(VFXExpression source, VFXExpression triangleIndex, VFXExpression coord, VFXOperatorUtility.SequentialAddressingMode mode, SurfaceCoordinates coordMode, IEnumerable vertexAttributes) + { + bool skinnedMesh = source.valueType == UnityEngine.VFX.VFXValueType.SkinnedMeshRenderer; + var mesh = !skinnedMesh ? source : new VFXExpressionMeshFromSkinnedMeshRenderer(source); + var UintThree = VFXOperatorUtility.ThreeExpression[UnityEngine.VFX.VFXValueType.Uint32]; + + var meshIndexCount = new VFXExpressionMeshIndexCount(mesh); + var triangleCount = meshIndexCount / UintThree; + triangleIndex = VFXOperatorUtility.ApplyAddressingMode(triangleIndex, triangleCount, mode); + + return SampleTriangleAttribute(source, triangleIndex, coord, coordMode, vertexAttributes); + } + + protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) + { + VFXExpression[] outputExpressions = null; + if (placementMode == PlacementMode.Vertex) + { + var sampled = SampleVertexAttribute(inputExpression[0], inputExpression[1], mode, GetOutputVertexAttributes()); + outputExpressions = sampled.ToArray(); + } + else if (placementMode == PlacementMode.Edge) + { + var sampled = SampleEdgeAttribute(inputExpression[0], inputExpression[1], inputExpression[2], mode, GetOutputVertexAttributes()); + outputExpressions = sampled.ToArray(); + } + else if (placementMode == PlacementMode.Surface) + { + var sampled = SampleTriangleAttribute(inputExpression[0], inputExpression[1], inputExpression[2], mode, surfaceCoordinates, GetOutputVertexAttributes()); + outputExpressions = sampled.ToArray(); + } + else + { + throw new InvalidOperationException("Not supported placement mode " + placementMode); } - return outputExpressions.ToArray(); + return outputExpressions; } } } diff --git a/com.unity.visualeffectgraph/Editor/Models/Slots/Implementations/VFXSlotSkinnedMeshRenderer.cs b/com.unity.visualeffectgraph/Editor/Models/Slots/Implementations/VFXSlotSkinnedMeshRenderer.cs new file mode 100644 index 00000000000..a2cbbe12a34 --- /dev/null +++ b/com.unity.visualeffectgraph/Editor/Models/Slots/Implementations/VFXSlotSkinnedMeshRenderer.cs @@ -0,0 +1,14 @@ +using System; +using UnityEngine; + +namespace UnityEditor.VFX +{ + [VFXInfo(type = typeof(SkinnedMeshRenderer))] + class VFXSlotSkinnedMeshRenderer : VFXSlotObject + { + public override VFXValue DefaultExpression(VFXValue.Mode mode) + { + return new VFXSkinnedMeshRendererValue(0, mode); + } + } +} diff --git a/com.unity.visualeffectgraph/Editor/Models/Slots/Implementations/VFXSlotSkinnedMeshRenderer.cs.meta b/com.unity.visualeffectgraph/Editor/Models/Slots/Implementations/VFXSlotSkinnedMeshRenderer.cs.meta new file mode 100644 index 00000000000..695f4542875 --- /dev/null +++ b/com.unity.visualeffectgraph/Editor/Models/Slots/Implementations/VFXSlotSkinnedMeshRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d66abc5b83d0f8f47a6d26c1af7be4b2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.visualeffectgraph/Editor/Models/Slots/VFXSlot.cs b/com.unity.visualeffectgraph/Editor/Models/Slots/VFXSlot.cs index 4a283ec2168..afe613f4f54 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Slots/VFXSlot.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Slots/VFXSlot.cs @@ -772,7 +772,7 @@ public bool HasLink(bool rescursive = false) public bool CanLink(VFXSlot other) { - return direction != other.direction && !m_LinkedSlots.Contains(other) && + return direction != other.direction && ((direction == Direction.kInput && CanConvertFrom(other.property.type)) || (other.CanConvertFrom(property.type))); } diff --git a/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs b/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs index 554b5f7049d..fd0f6fe8aa9 100644 --- a/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs +++ b/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs @@ -201,6 +201,11 @@ public static void UpdateSubAssets(this VisualEffectResource resource) { resource.GetOrCreateGraph().UpdateSubAssets(); } + + public static bool IsAssetEditable(this VisualEffectResource resource) + { + return AssetDatabase.IsOpenForEdit(resource.asset, StatusQueryOptions.UseCachedIfPossible); + } } static class VisualEffectObjectExtensions diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index d15aba7442b..0bd074d47fd 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -15,16 +15,18 @@ namespace UnityEditor.VFX { class VFXShaderGraphParticleOutput : VFXAbstractParticleOutput { + //"protected" is only to be listed by VFXModel.GetSettings, we should always use GetOrRefreshShaderGraphObject [SerializeField, VFXSetting] - public ShaderGraphVfxAsset shaderGraph; + protected ShaderGraphVfxAsset shaderGraph; public override void OnEnable() { base.OnEnable(); } - void RefreshShaderGraphObject() + public ShaderGraphVfxAsset GetOrRefreshShaderGraphObject() { + //This is the only place where shaderGraph property is updated or read if (shaderGraph == null && !object.ReferenceEquals(shaderGraph, null)) { string assetPath = AssetDatabase.GetAssetPath(shaderGraph.GetInstanceID()); @@ -35,6 +37,7 @@ void RefreshShaderGraphObject() shaderGraph = newShaderGraph; } } + return shaderGraph; } public override void GetImportDependentAssets(HashSet dependencies) @@ -110,7 +113,7 @@ protected override IEnumerable filteredOutSettings { foreach (var setting in base.filteredOutSettings) yield return setting; - if (shaderGraph != null) + if (GetOrRefreshShaderGraphObject() != null) { yield return "colorMapping"; yield return "useAlphaClipping"; @@ -120,12 +123,12 @@ protected override IEnumerable filteredOutSettings } } - public override bool supportsUV => base.supportsUV && shaderGraph == null; + public override bool supportsUV => base.supportsUV && GetOrRefreshShaderGraphObject() == null; public override bool exposeAlphaThreshold { get { - RefreshShaderGraphObject(); + var shaderGraph = GetOrRefreshShaderGraphObject(); if (shaderGraph == null) { if (base.exposeAlphaThreshold) @@ -143,12 +146,12 @@ public override bool exposeAlphaThreshold return false; } } - public override bool supportSoftParticles => base.supportSoftParticles && shaderGraph == null; + public override bool supportSoftParticles => base.supportSoftParticles && GetOrRefreshShaderGraphObject() == null; public override bool hasAlphaClipping { get { - RefreshShaderGraphObject(); + var shaderGraph = GetOrRefreshShaderGraphObject(); bool noShaderGraphAlphaThreshold = shaderGraph == null && useAlphaClipping; bool ShaderGraphAlphaThreshold = shaderGraph != null && shaderGraph.alphaClipping; return noShaderGraphAlphaThreshold || ShaderGraphAlphaThreshold; @@ -168,7 +171,7 @@ protected override IEnumerable inputProperties get { IEnumerable properties = base.inputProperties; - RefreshShaderGraphObject(); + var shaderGraph = GetOrRefreshShaderGraphObject(); if (shaderGraph != null) { var shaderGraphProperties = new List(); @@ -255,7 +258,7 @@ protected override IEnumerable CollectGPUExpressions(IEnumer foreach (var exp in base.CollectGPUExpressions(slotExpressions)) yield return exp; - RefreshShaderGraphObject(); + var shaderGraph = GetOrRefreshShaderGraphObject(); if (shaderGraph != null) { foreach (var sgProperty in shaderGraph.properties) @@ -273,9 +276,7 @@ public override IEnumerable additionalDefines foreach (var def in base.additionalDefines) yield return def; - - RefreshShaderGraphObject(); - + var shaderGraph = GetOrRefreshShaderGraphObject(); if (shaderGraph != null) { yield return "VFX_SHADERGRAPH"; @@ -337,8 +338,7 @@ public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) case VFXDeviceTarget.CPU: break; case VFXDeviceTarget.GPU: - - RefreshShaderGraphObject(); + var shaderGraph = GetOrRefreshShaderGraphObject(); if (shaderGraph != null) { foreach (var tex in shaderGraph.textureInfos.Where(t => t.texture != null).OrderBy(t => t.name)) @@ -387,7 +387,7 @@ public override IEnumerable fragmentParameters { get { - RefreshShaderGraphObject(); + var shaderGraph = GetOrRefreshShaderGraphObject(); if (shaderGraph != null) foreach (var param in shaderGraph.properties) if (!IsTexture(param.propertyType)) // Remove exposed textures from list of interpolants @@ -402,7 +402,7 @@ public override IEnumerable fragmentParameters public override bool SetupCompilation() { if (!base.SetupCompilation()) return false; - RefreshShaderGraphObject(); + var shaderGraph = GetOrRefreshShaderGraphObject(); if (shaderGraph != null) { if (!isLitShader && shaderGraph.lit) @@ -435,8 +435,7 @@ public override IEnumerable> additionalRep foreach (var rep in base.additionalReplacements) yield return rep; - RefreshShaderGraphObject(); - + var shaderGraph = GetOrRefreshShaderGraphObject(); if (shaderGraph != null) { RPInfo info = currentRP; @@ -574,7 +573,7 @@ public override IEnumerable> additionalRep if (pixelPorts.Any(t => t == ShaderGraphVfxAsset.AlphaThresholdSlotId) && shaderGraph.alphaClipping) { callSG.builder.AppendLine( -@"#if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD) +@"#if (USE_ALPHA_TEST || VFX_FEATURE_MOTION_VECTORS_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD) i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaClipThreshold_7; #endif"); } diff --git a/com.unity.visualeffectgraph/Editor/Templates/EmptyParticleSystem.vfx b/com.unity.visualeffectgraph/Editor/Templates/EmptyParticleSystem.vfx index 186d5bb3cd0..1de012cb8d4 100644 --- a/com.unity.visualeffectgraph/Editor/Templates/EmptyParticleSystem.vfx +++ b/com.unity.visualeffectgraph/Editor/Templates/EmptyParticleSystem.vfx @@ -81,6 +81,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/com.unity.visualeffectgraph/Editor/Templates/SimpleHeadsAndSparks.vfx b/com.unity.visualeffectgraph/Editor/Templates/SimpleHeadsAndSparks.vfx index 605031bbb9d..aff34cab86a 100644 --- a/com.unity.visualeffectgraph/Editor/Templates/SimpleHeadsAndSparks.vfx +++ b/com.unity.visualeffectgraph/Editor/Templates/SimpleHeadsAndSparks.vfx @@ -2575,6 +2575,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/com.unity.visualeffectgraph/Editor/Templates/SimpleHeadsAndTrails.vfx b/com.unity.visualeffectgraph/Editor/Templates/SimpleHeadsAndTrails.vfx index a9daeaba20d..49d19701594 100644 --- a/com.unity.visualeffectgraph/Editor/Templates/SimpleHeadsAndTrails.vfx +++ b/com.unity.visualeffectgraph/Editor/Templates/SimpleHeadsAndTrails.vfx @@ -1670,6 +1670,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} tilingMode: 0 swapUV: 0 diff --git a/com.unity.visualeffectgraph/Editor/Templates/SimpleParticleSystem.vfx b/com.unity.visualeffectgraph/Editor/Templates/SimpleParticleSystem.vfx index ed48485fa4a..38221cc9651 100644 --- a/com.unity.visualeffectgraph/Editor/Templates/SimpleParticleSystem.vfx +++ b/com.unity.visualeffectgraph/Editor/Templates/SimpleParticleSystem.vfx @@ -1078,6 +1078,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/com.unity.visualeffectgraph/Editor/Templates/SimpleRibbon.vfx b/com.unity.visualeffectgraph/Editor/Templates/SimpleRibbon.vfx index 79cf9ffe135..bfaa5578934 100644 --- a/com.unity.visualeffectgraph/Editor/Templates/SimpleRibbon.vfx +++ b/com.unity.visualeffectgraph/Editor/Templates/SimpleRibbon.vfx @@ -687,6 +687,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} tilingMode: 0 swapUV: 0 diff --git a/com.unity.visualeffectgraph/Editor/Templates/SimpleSwarmParticleSystem.vfx b/com.unity.visualeffectgraph/Editor/Templates/SimpleSwarmParticleSystem.vfx index ca76ca86985..160f28b2a7d 100644 --- a/com.unity.visualeffectgraph/Editor/Templates/SimpleSwarmParticleSystem.vfx +++ b/com.unity.visualeffectgraph/Editor/Templates/SimpleSwarmParticleSystem.vfx @@ -212,6 +212,7 @@ MonoBehaviour: frustumCulling: 0 castShadows: 0 useExposureWeight: 0 + flipbookLayout: 0 shaderGraph: {fileID: 0} primitiveType: 1 useGeometryShader: 0 diff --git a/com.unity.visualeffectgraph/Editor/Utilities/pCache/BakeTool/PointCacheBakeTool.Mesh.cs b/com.unity.visualeffectgraph/Editor/Utilities/pCache/BakeTool/PointCacheBakeTool.Mesh.cs index 19038b46ffa..fc3e53ac32c 100644 --- a/com.unity.visualeffectgraph/Editor/Utilities/pCache/BakeTool/PointCacheBakeTool.Mesh.cs +++ b/com.unity.visualeffectgraph/Editor/Utilities/pCache/BakeTool/PointCacheBakeTool.Mesh.cs @@ -80,9 +80,12 @@ void OnGUI_Mesh() { EditorGUILayout.LabelField("Mesh Statistics", EditorStyles.boldLabel); EditorGUI.indentLevel++; + var saveEnabled = GUI.enabled; + GUI.enabled = false; EditorGUILayout.IntField("Vertices", m_Mesh.vertexCount); EditorGUILayout.IntField("Triangles", m_Mesh.triangles.Length); EditorGUILayout.IntField("Sub Meshes", m_Mesh.subMeshCount); + GUI.enabled = saveEnabled; EditorGUI.indentLevel--; } } diff --git a/com.unity.visualeffectgraph/Editor/Utilities/pCache/BakeTool/PointCacheBakeTool.Texture.cs b/com.unity.visualeffectgraph/Editor/Utilities/pCache/BakeTool/PointCacheBakeTool.Texture.cs index 51e3ff4151e..67d20eef6e2 100644 --- a/com.unity.visualeffectgraph/Editor/Utilities/pCache/BakeTool/PointCacheBakeTool.Texture.cs +++ b/com.unity.visualeffectgraph/Editor/Utilities/pCache/BakeTool/PointCacheBakeTool.Texture.cs @@ -1,6 +1,7 @@ using System.Linq; using System.Collections.Generic; using UnityEngine; +using UnityEditor; namespace UnityEditor.Experimental.VFX.Utility { @@ -43,8 +44,8 @@ void OnGUI_Texture() { if (GUILayout.Button("Save to pCache file...")) { - string fileName = EditorUtility.SaveFilePanelInProject("pCacheFile", m_Texture.name, "pcache", "Save PCache"); - if (fileName != null) + var fileName = EditorUtility.SaveFilePanelInProject("pCacheFile", m_Texture.name, "pcache", "Save PCache"); + if (!string.IsNullOrEmpty(fileName)) { PCache file = new PCache(); file.AddVector3Property("position"); @@ -68,9 +69,12 @@ void OnGUI_Texture() { EditorGUILayout.LabelField("Texture Statistics", EditorStyles.boldLabel); EditorGUI.indentLevel++; + var saveEnabled = GUI.enabled; + GUI.enabled = false; EditorGUILayout.IntField("Width", m_Texture.width); EditorGUILayout.IntField("Height", m_Texture.height); EditorGUILayout.IntField("Pixels count", m_Texture.width * m_Texture.height); + GUI.enabled = saveEnabled; EditorGUI.indentLevel--; } } @@ -85,7 +89,25 @@ private static void Swap(IList list, int a, int b) void ComputeTextureData(List positions, List colors) { - Color[] pixels = m_Texture.GetPixels(); + Color[] pixels = null; + if (!m_Texture.isReadable) + { + var path = AssetDatabase.GetAssetPath(m_Texture); + var importer = (TextureImporter)TextureImporter.GetAtPath(path); + var backupReadable = importer.isReadable; + importer.isReadable = true; + importer.SaveAndReimport(); + + pixels = m_Texture.GetPixels(); + + importer.isReadable = backupReadable; + importer.SaveAndReimport(); + } + else + { + pixels = m_Texture.GetPixels(); + } + int width = m_Texture.width; int height = m_Texture.height; for (int i = 0; i < pixels.Length; ++i) diff --git a/com.unity.visualeffectgraph/Shaders/ParticleDecals/Pass.template b/com.unity.visualeffectgraph/Shaders/ParticleDecals/Pass.template index 99be7d009b2..3004d555f19 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleDecals/Pass.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleDecals/Pass.template @@ -14,7 +14,11 @@ struct ps_input // z: exposure weight nointerpolation float3 builtInInterpolants : TEXCOORD0; #if USE_FLIPBOOK - nointerpolation float4 flipbookSize : TEXCOORD1; + #if USE_FLIPBOOK_ARRAY_LAYOUT + nointerpolation float flipBookSize : TEXCOORD6; + #else + nointerpolation float4 flipBookSize : TEXCOORD6; + #endif #endif #if USE_FLIPBOOK_MOTIONVECTORS // x: motion vectors scale X @@ -50,8 +54,12 @@ struct ps_output #define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x #if USE_FLIPBOOK #define VFX_VARYING_TEXINDEX builtInInterpolants.y -#define VFX_VARYING_FLIPBOOKSIZE flipbookSize.xy -#define VFX_VARYING_INVFLIPBOOKSIZE flipbookSize.zw +#if USE_FLIPBOOK_ARRAY_LAYOUT + #define VFX_VARYING_FLIPBOOKSIZE flipBookSize +#else + #define VFX_VARYING_FLIPBOOKSIZE flipBookSize.xy + #define VFX_VARYING_INVFLIPBOOKSIZE flipBookSize.zw +#endif #endif #if USE_FLIPBOOK_MOTIONVECTORS #define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy @@ -122,10 +130,9 @@ ps_output frag(ps_input i) const float bias = 0.0f; clip(1.0f - abs(elementPos) + bias); - VFXSampler2D s = VFX_SAMPLER(mainTexture); float2 uv = elementPos.xy * 0.5f + 0.5f; - #define VFX_TEXTURE_COLOR VFXGetTextureColorWithProceduralUV(s,i,uv) + #define VFX_TEXTURE_COLOR VFXGetTextureColorWithProceduralUV(VFX_SAMPLER(mainTexture),i,uv) ${VFXApplyColor} o.color = VFXApplyPreExposure(o.color, i); diff --git a/com.unity.visualeffectgraph/Shaders/ParticleHexahedron/Pass.template b/com.unity.visualeffectgraph/Shaders/ParticleHexahedron/Pass.template index 9f91494a480..ec52b11bec3 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleHexahedron/Pass.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleHexahedron/Pass.template @@ -78,22 +78,28 @@ VFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i) #endif #if USE_FLIPBOOK - ${VFXLoadParameter:{flipBookSize}} - ${VFXLoadParameter:{invFlipBookSize}} - #ifdef VFX_VARYING_TEXINDEX - o.VFX_VARYING_TEXINDEX = attributes.texIndex; - #endif - - #if defined(VFX_VARYING_FLIPBOOKSIZE) && defined(VFX_VARYING_INVFLIPBOOKSIZE) - o.VFX_VARYING_FLIPBOOKSIZE = flipBookSize; - o.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize; - #endif - #ifdef VFX_VARYING_TEXINDEX - #if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE) - ${VFXLoadParameter:{motionVectorScale}} - o.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize; - #endif - #endif + ${VFXLoadParameter:{flipBookSize}} + ${VFXLoadParameter:{invFlipBookSize}} + #ifdef VFX_VARYING_TEXINDEX + o.VFX_VARYING_TEXINDEX = attributes.texIndex; + #endif + + #if defined(VFX_VARYING_FLIPBOOKSIZE) + o.VFX_VARYING_FLIPBOOKSIZE = flipBookSize; + #endif + #if defined(VFX_VARYING_INVFLIPBOOKSIZE) + o.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize; + #endif + #ifdef VFX_VARYING_TEXINDEX + #if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE) + ${VFXLoadParameter:{motionVectorScale}} + #if USE_FLIPBOOK_ARRAY_LAYOUT + o.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale; + #else + o.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize; + #endif + #endif + #endif #endif ${VFXVertexAdditionalProcess} @@ -101,8 +107,6 @@ VFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i) return o; } -${VFXFragmentCommonFunctions} - float3 VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i) { #ifdef VFX_VARYING_OFFSETS diff --git a/com.unity.visualeffectgraph/Shaders/ParticleHexahedron/PassBasicForward.template b/com.unity.visualeffectgraph/Shaders/ParticleHexahedron/PassBasicForward.template index 55fed76419f..ae52d42b029 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleHexahedron/PassBasicForward.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleHexahedron/PassBasicForward.template @@ -16,7 +16,7 @@ Pass #if VFX_NEEDS_COLOR_INTERPOLATOR nointerpolation float4 color : COLOR0; #endif - #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD + #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || VFX_FEATURE_MOTION_VECTORS_FORWARD // x: inverse soft particles fade distance // y: alpha threshold nointerpolation float2 builtInInterpolants : TEXCOORD1; @@ -34,12 +34,16 @@ Pass nointerpolation float4 scaleBias : TEXCOORD5; #endif #if USE_FLIPBOOK - nointerpolation float4 flipBookSize : TEXCOORD6; + #if USE_FLIPBOOK_ARRAY_LAYOUT + nointerpolation float flipBookSize : TEXCOORD6; + #else + nointerpolation float4 flipBookSize : TEXCOORD6; + #endif nointerpolation float texIndex : TEXCOORD7; #endif - #if WRITE_MOTION_VECTOR_IN_FORWARD - float4 cPosPrevious : TEXCOORD7; - float4 cPosNonJiterred : TEXCOORD8; + #if VFX_FEATURE_MOTION_VECTORS_FORWARD + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosPrevious : TEXCOORD7; + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosNonJiterred : TEXCOORD8; #endif UNITY_VERTEX_OUTPUT_STEREO @@ -48,7 +52,7 @@ Pass struct ps_output { float4 color : SV_Target0; -#if WRITE_MOTION_VECTOR_IN_FORWARD +#if VFX_FEATURE_MOTION_VECTORS_FORWARD float4 outMotionVector : SV_Target1; #endif }; @@ -70,14 +74,18 @@ Pass #endif #if USE_FLIPBOOK #define VFX_VARYING_TEXINDEX texIndex -#define VFX_VARYING_FLIPBOOKSIZE flipBookSize.xy -#define VFX_VARYING_INVFLIPBOOKSIZE flipBookSize.zw +#if USE_FLIPBOOK_ARRAY_LAYOUT + #define VFX_VARYING_FLIPBOOKSIZE flipBookSize +#else + #define VFX_VARYING_FLIPBOOKSIZE flipBookSize.xy + #define VFX_VARYING_INVFLIPBOOKSIZE flipBookSize.zw +#endif #endif #if USE_FLIPBOOK_MOTIONVECTORS #define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy #endif -#if WRITE_MOTION_VECTOR_IN_FORWARD +#if VFX_FEATURE_MOTION_VECTORS_FORWARD #define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred #define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious #endif @@ -97,7 +105,7 @@ Pass o.color = VFXApplyFog(o.color,i); VFXClipFragmentColor(o.color.a,i); -#if WRITE_MOTION_VECTOR_IN_FORWARD +#if VFX_FEATURE_MOTION_VECTORS_FORWARD ${VFXComputeOutputMotionVector} o.outMotionVector = encodedMotionVector; o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping for motion vector pass diff --git a/com.unity.visualeffectgraph/Shaders/ParticleHexahedron/PassDepthOrMV.template b/com.unity.visualeffectgraph/Shaders/ParticleHexahedron/PassDepthOrMV.template index f0f4eb2333d..11578e3fdd2 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleHexahedron/PassDepthOrMV.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleHexahedron/PassDepthOrMV.template @@ -9,8 +9,8 @@ struct ps_input nointerpolation float2 builtInInterpolants : TEXCOORD1; #endif #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR - float4 cPosPrevious : TEXCOORD2; - float4 cPosNonJiterred : TEXCOORD3; + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosPrevious : TEXCOORD2; + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosNonJiterred : TEXCOORD3; #endif UNITY_VERTEX_OUTPUT_STEREO diff --git a/com.unity.visualeffectgraph/Shaders/ParticleLines/Pass.template b/com.unity.visualeffectgraph/Shaders/ParticleLines/Pass.template index 346a4d85771..e3106fe3395 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleLines/Pass.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleLines/Pass.template @@ -63,16 +63,16 @@ VFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i) ${VFXLoadParameter:{targetOffset}} attributes.targetPosition = mul(elementToVFX,float4(targetOffset,1)).xyz; #endif - + + // If ever used we need the position in vfx space (we dont take into account the pixel offset) float3 vPos = id & 1 ? attributes.targetPosition : attributes.position; #endif o.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos); - + + ${VFXVertexComputeCurrentAndPreviousClipPos} ${VFXVertexCommonProcess} ${VFXVertexAdditionalProcess} return o; } - -${VFXFragmentCommonFunctions} diff --git a/com.unity.visualeffectgraph/Shaders/ParticleLines/PassDepthOrMV.template b/com.unity.visualeffectgraph/Shaders/ParticleLines/PassDepthOrMV.template index 93e858c3ec2..d1c47ee62c6 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleLines/PassDepthOrMV.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleLines/PassDepthOrMV.template @@ -7,6 +7,11 @@ struct ps_input VFX_OPTIONAL_INTERPOLATION float2 builtInInterpolants : TEXCOORD0; #endif + #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosPrevious : TEXCOORD1; + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosNonJiterred : TEXCOORD2; + #endif + UNITY_VERTEX_OUTPUT_STEREO }; @@ -15,6 +20,11 @@ struct ps_input #define VFX_VARYING_ALPHA builtInInterpolants.y #define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x +#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR +#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred +#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious +#endif + #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR ${VFXPassVelocityDefine} #elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION diff --git a/com.unity.visualeffectgraph/Shaders/ParticleLines/PassForward.template b/com.unity.visualeffectgraph/Shaders/ParticleLines/PassForward.template index af50ba2bcb6..13ef7e6cfcb 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleLines/PassForward.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleLines/PassForward.template @@ -15,19 +15,27 @@ Pass #if VFX_NEEDS_COLOR_INTERPOLATOR VFX_OPTIONAL_INTERPOLATION float4 color : COLOR0; #endif - #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_EXPOSURE_WEIGHT + #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_EXPOSURE_WEIGHT || VFX_FEATURE_MOTION_VECTORS_FORWARD VFX_OPTIONAL_INTERPOLATION float3 builtInInterpolants : TEXCOORD0; #endif #if VFX_NEEDS_POSWS_INTERPOLATOR float3 posWS : TEXCOORD1; #endif + #if VFX_FEATURE_MOTION_VECTORS_FORWARD + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosPrevious : TEXCOORD2; + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosNonJiterred : TEXCOORD3; + #endif + UNITY_VERTEX_OUTPUT_STEREO }; struct ps_output { float4 color : SV_Target0; + #if VFX_FEATURE_MOTION_VECTORS_FORWARD + float4 motionVector : SV_Target1; + #endif }; #define VFX_VARYING_PS_INPUTS ps_input @@ -41,6 +49,10 @@ Pass #endif #if USE_EXPOSURE_WEIGHT #define VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.z +#endif +#if VFX_FEATURE_MOTION_VECTORS_FORWARD +#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred +#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious #endif ${VFXPassForwardDefine} @@ -58,7 +70,14 @@ Pass o.color = VFXApplyFog(o.color,i); VFXClipFragmentColor(o.color.a,i); o.color.a = saturate(o.color.a); - o.color = VFXTransformFinalColor(o.color); + o.color = VFXTransformFinalColor(o.color); + + #if VFX_FEATURE_MOTION_VECTORS_FORWARD + ${VFXComputeOutputMotionVector} + o.motionVector = encodedMotionVector; + o.motionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping for motion vector pass + #endif + return o; } ENDHLSL diff --git a/com.unity.visualeffectgraph/Shaders/ParticleLines/PassVelocity.template b/com.unity.visualeffectgraph/Shaders/ParticleLines/PassVelocity.template new file mode 100644 index 00000000000..d109d7625a8 --- /dev/null +++ b/com.unity.visualeffectgraph/Shaders/ParticleLines/PassVelocity.template @@ -0,0 +1,16 @@ +Pass +{ + Tags { "LightMode"=${VFXPassVelocity} } + + ${VFXStencilMotionVector} + + ZWrite On + Blend Off + + HLSLPROGRAM + #define VFX_PASSDEPTH VFX_PASSDEPTH_MOTION_VECTOR + ${VFXPassVelocityAdditionalPragma} + ${VFXInclude("Shaders/ParticleLines/PassDepthOrMV.template")} + + ENDHLSL +} diff --git a/com.unity.visualeffectgraph/Shaders/ParticleLines/PassVelocity.template.meta b/com.unity.visualeffectgraph/Shaders/ParticleLines/PassVelocity.template.meta new file mode 100644 index 00000000000..b036351f8a1 --- /dev/null +++ b/com.unity.visualeffectgraph/Shaders/ParticleLines/PassVelocity.template.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 63fc8b63efd16554f82daec65e4a7e37 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/Pass.template b/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/Pass.template index 04159db7b27..e4fbc102aa2 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/Pass.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/Pass.template @@ -81,14 +81,13 @@ VFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i) #endif // If ever used we need the position in vfx space (we dont take into account the pixel offset) - float3 vPos = ((id >> 1) & 1) ? attributes.position : attributes.targetPosition; + float3 vPos = ((id >> 1) & 1) ? attributes.targetPosition : attributes.position; o.VFX_VARYING_POSCS = vPosArray[id & 3]; - + + ${VFXVertexComputeCurrentAndPreviousClipPos} ${VFXVertexCommonProcess} ${VFXVertexAdditionalProcess} return o; } - -${VFXFragmentCommonFunctions} diff --git a/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassDepthOrMV.template b/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassDepthOrMV.template index a420a21cbd9..a5ff13d1335 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassDepthOrMV.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassDepthOrMV.template @@ -7,6 +7,11 @@ struct ps_input VFX_OPTIONAL_INTERPOLATION float2 builtInInterpolants : TEXCOORD0; #endif + #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosPrevious : TEXCOORD1; + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosNonJiterred : TEXCOORD2; + #endif + UNITY_VERTEX_OUTPUT_STEREO }; @@ -15,6 +20,11 @@ struct ps_input #define VFX_VARYING_ALPHA builtInInterpolants.y #define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x +#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR +#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred +#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious +#endif + #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR ${VFXPassVelocityDefine} #elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION @@ -23,4 +33,4 @@ ${VFXPassDepthDefine} ${VFXInclude("Shaders/ParticleLinesSW/Pass.template")} #define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 0 -${VFXPassDepthCommonFragmentUnlit} \ No newline at end of file +${VFXPassDepthCommonFragmentUnlit} diff --git a/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassForward.template b/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassForward.template index 155c6f045b0..aa7ce852d70 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassForward.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassForward.template @@ -22,19 +22,27 @@ Pass #if VFX_NEEDS_COLOR_INTERPOLATOR VFX_OPTIONAL_INTERPOLATION float4 color : COLOR0; #endif - #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_EXPOSURE_WEIGHT + #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_EXPOSURE_WEIGHT || VFX_FEATURE_MOTION_VECTORS_FORWARD VFX_OPTIONAL_INTERPOLATION float3 builtInInterpolants : TEXCOORD1; #endif #if VFX_NEEDS_POSWS_INTERPOLATOR float3 posWS : TEXCOORD2; #endif + #if VFX_FEATURE_MOTION_VECTORS_FORWARD + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosPrevious : TEXCOORD3; + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosNonJiterred : TEXCOORD4; + #endif + UNITY_VERTEX_OUTPUT_STEREO }; struct ps_output { float4 color : SV_Target0; + #if VFX_FEATURE_MOTION_VECTORS_FORWARD + float4 motionVector : SV_Target1; + #endif }; #define VFX_VARYING_PS_INPUTS ps_input @@ -51,6 +59,10 @@ Pass #endif #if USE_EXPOSURE_WEIGHT #define VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.z +#endif +#if VFX_FEATURE_MOTION_VECTORS_FORWARD +#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred +#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious #endif ${VFXPassForwardDefine} @@ -74,7 +86,14 @@ Pass o.color = VFXApplyFog(o.color,i); VFXClipFragmentColor(o.color.a,i); o.color.a = saturate(o.color.a); - o.color = VFXTransformFinalColor(o.color); + o.color = VFXTransformFinalColor(o.color); + + #if VFX_FEATURE_MOTION_VECTORS_FORWARD + ${VFXComputeOutputMotionVector} + o.motionVector = encodedMotionVector; + o.motionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping for motion vector pass + #endif + return o; } ENDHLSL diff --git a/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassVelocity.template b/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassVelocity.template new file mode 100644 index 00000000000..0e4d5ee2822 --- /dev/null +++ b/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassVelocity.template @@ -0,0 +1,16 @@ +Pass +{ + Tags { "LightMode"=${VFXPassVelocity} } + + ${VFXStencilMotionVector} + + ZWrite On + Blend Off + + HLSLPROGRAM + #define VFX_PASSDEPTH VFX_PASSDEPTH_MOTION_VECTOR + ${VFXPassVelocityAdditionalPragma} + ${VFXInclude("Shaders/ParticleLinesSW/PassDepthOrMV.template")} + + ENDHLSL +} diff --git a/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassVelocity.template.meta b/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassVelocity.template.meta new file mode 100644 index 00000000000..267c8437f5b --- /dev/null +++ b/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassVelocity.template.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2c305fd9ff024374daaef2fb105867b4 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.visualeffectgraph/Shaders/ParticleMeshes/Pass.template b/com.unity.visualeffectgraph/Shaders/ParticleMeshes/Pass.template index 54bfd2dd632..42d4d67e542 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleMeshes/Pass.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleMeshes/Pass.template @@ -132,6 +132,4 @@ normalWS = normalize(lerp(normalWS,mul(n,tbn),normalScale)); #endif ${VFXEnd} -${VFXFragmentCommonFunctions} - ${VFXBegin:VFXVertexAdditionalProcess}${VFXEnd} diff --git a/com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassDepthOrMV.template b/com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassDepthOrMV.template index d2e2860c3ca..634b66f1e4a 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassDepthOrMV.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassDepthOrMV.template @@ -6,8 +6,12 @@ struct ps_input #if USE_FLIPBOOK_INTERPOLATION float4 uv : TEXCOORD0; #else + #if USE_FLIPBOOK_ARRAY_LAYOUT + float3 uv : TEXCOORD0; + #else float2 uv : TEXCOORD0; #endif + #endif #if VFX_SHADERGRAPH_HAS_UV1 float4 uv1 : TEXCOORD1; #endif @@ -38,8 +42,8 @@ struct ps_input #endif #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR - float4 cPosPrevious : TEXCOORD7; - float4 cPosNonJiterred : TEXCOORD8; + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosPrevious : TEXCOORD7; + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosNonJiterred : TEXCOORD8; #endif ${VFXAdditionalInterpolantsDeclaration} diff --git a/com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassForward.template b/com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassForward.template index 3f9dd0fe755..ba12e248805 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassForward.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassForward.template @@ -15,7 +15,11 @@ Pass #if USE_FLIPBOOK_INTERPOLATION float4 uv : TEXCOORD0; #else - float2 uv : TEXCOORD0; + #if USE_FLIPBOOK_ARRAY_LAYOUT + float3 uv : TEXCOORD0; + #else + float2 uv : TEXCOORD0; + #endif #endif #if VFX_SHADERGRAPH_HAS_UV1 float4 uv1 : TEXCOORD1; @@ -32,7 +36,7 @@ Pass #if VFX_NEEDS_COLOR_INTERPOLATOR nointerpolation float4 color : COLOR0; #endif - #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || WRITE_MOTION_VECTOR_IN_FORWARD + #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || VFX_FEATURE_MOTION_VECTORS_FORWARD // x: inverse soft particles fade distance // y: alpha threshold // z: frame blending factor @@ -48,9 +52,9 @@ Pass float3 posWS : TEXCOORD6; #endif - #if WRITE_MOTION_VECTOR_IN_FORWARD - float4 cPosPrevious : TEXCOORD7; - float4 cPosNonJiterred : TEXCOORD8; + #if VFX_FEATURE_MOTION_VECTORS_FORWARD + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosPrevious : TEXCOORD7; + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosNonJiterred : TEXCOORD8; #endif #if SHADERGRAPH_NEEDS_NORMAL_FORWARD @@ -68,7 +72,7 @@ Pass struct ps_output { float4 color : SV_Target0; -#if WRITE_MOTION_VECTOR_IN_FORWARD +#if VFX_FEATURE_MOTION_VECTORS_FORWARD float4 outMotionVector : SV_Target1; #endif }; @@ -88,7 +92,7 @@ Pass #if USE_EXPOSURE_WEIGHT #define VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w #endif -#if WRITE_MOTION_VECTOR_IN_FORWARD +#if VFX_FEATURE_MOTION_VECTORS_FORWARD #define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred #define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious #endif @@ -143,7 +147,7 @@ ${VFXPassForwardDefine} o.color.a = saturate(o.color.a); o.color = VFXTransformFinalColor(o.color); -#if WRITE_MOTION_VECTOR_IN_FORWARD +#if VFX_FEATURE_MOTION_VECTORS_FORWARD ${VFXComputeOutputMotionVector} o.outMotionVector = encodedMotionVector; o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping for motion vector pass diff --git a/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/Pass.template b/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/Pass.template index fd571003c8e..8259aa6140b 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/Pass.template +++ b/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/Pass.template @@ -45,6 +45,4 @@ normalWS = normalize(lerp(normalWS,mul(n,tbn),normalScale)); #endif ${VFXEnd} -${VFXFragmentCommonFunctions} - -${VFXBegin:VFXVertexAdditionalProcess}${VFXEnd} \ No newline at end of file +${VFXBegin:VFXVertexAdditionalProcess}${VFXEnd} diff --git a/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template b/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template index b51f8cf5c2a..0ff147d7093 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template +++ b/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template @@ -6,7 +6,11 @@ struct ps_input #if USE_FLIPBOOK_INTERPOLATION float4 uv : TEXCOORD0; #else - float2 uv : TEXCOORD0; + #if USE_FLIPBOOK_ARRAY_LAYOUT + float3 uv : TEXCOORD0; + #else + float2 uv : TEXCOORD0; + #endif #endif #if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT // x: alpha threshold @@ -22,8 +26,8 @@ struct ps_input #endif #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR - float4 cPosPrevious : TEXCOORD3; - float4 cPosNonJiterred : TEXCOORD4; + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosPrevious : TEXCOORD3; + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosNonJiterred : TEXCOORD4; #endif #if VFX_NEEDS_POSWS_INTERPOLATOR diff --git a/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassForward.template b/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassForward.template index 1e7c1a541e1..bb5112fd7d7 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassForward.template +++ b/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassForward.template @@ -15,12 +15,16 @@ Pass #if USE_FLIPBOOK_INTERPOLATION float4 uv : TEXCOORD0; #else + #if USE_FLIPBOOK_ARRAY_LAYOUT + float3 uv : TEXCOORD0; + #else float2 uv : TEXCOORD0; #endif + #endif #if VFX_NEEDS_COLOR_INTERPOLATOR VFX_OPTIONAL_INTERPOLATION float4 color : COLOR0; #endif - #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || WRITE_MOTION_VECTOR_IN_FORWARD + #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || VFX_FEATURE_MOTION_VECTORS_FORWARD // x: inverse soft particles fade distance // y: alpha threshold // z: frame blending factor @@ -36,9 +40,9 @@ Pass float3 posWS : TEXCOORD3; #endif - #if WRITE_MOTION_VECTOR_IN_FORWARD - float4 cPosPrevious : TEXCOORD4; - float4 cPosNonJiterred : TEXCOORD5; + #if VFX_FEATURE_MOTION_VECTORS_FORWARD + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosPrevious : TEXCOORD4; + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosNonJiterred : TEXCOORD5; #endif #if SHADERGRAPH_NEEDS_NORMAL_FORWARD @@ -56,7 +60,7 @@ Pass struct ps_output { float4 color : SV_Target0; -#if WRITE_MOTION_VECTOR_IN_FORWARD +#if VFX_FEATURE_MOTION_VECTORS_FORWARD float4 outMotionVector : SV_Target1; #endif }; @@ -76,7 +80,7 @@ Pass #if USE_EXPOSURE_WEIGHT #define VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w #endif -#if WRITE_MOTION_VECTOR_IN_FORWARD +#if VFX_FEATURE_MOTION_VECTORS_FORWARD #define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred #define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious #endif @@ -134,7 +138,7 @@ ${VFXPassForwardDefine} o.color.a = saturate(o.color.a); o.color = VFXTransformFinalColor(o.color); -#if WRITE_MOTION_VECTOR_IN_FORWARD +#if VFX_FEATURE_MOTION_VECTORS_FORWARD ${VFXComputeOutputMotionVector} o.outMotionVector = encodedMotionVector; o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping for motion vector pass diff --git a/com.unity.visualeffectgraph/Shaders/ParticlePoints/Pass.template b/com.unity.visualeffectgraph/Shaders/ParticlePoints/Pass.template index 5aee5222532..1829d68c8ff 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticlePoints/Pass.template +++ b/com.unity.visualeffectgraph/Shaders/ParticlePoints/Pass.template @@ -26,10 +26,12 @@ VFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i) if (!attributes.alive) return o; - + + float3 inputVertexPosition = float3(0.0f, 0.0f, 0.0f); float3 vPos = attributes.position; o.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos); + ${VFXVertexComputeCurrentAndPreviousClipPos} ${VFXVertexCommonProcess} ${VFXVertexAdditionalProcess} @@ -37,5 +39,3 @@ VFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i) return o; } - -${VFXFragmentCommonFunctions} diff --git a/com.unity.visualeffectgraph/Shaders/ParticlePoints/PassDepthOrMV.template b/com.unity.visualeffectgraph/Shaders/ParticlePoints/PassDepthOrMV.template index ba4467325af..9f8287f4336 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticlePoints/PassDepthOrMV.template +++ b/com.unity.visualeffectgraph/Shaders/ParticlePoints/PassDepthOrMV.template @@ -7,7 +7,12 @@ struct ps_input #if USE_ALPHA_TEST || VFX_USE_ALPHA_CURRENT nointerpolation float2 builtInInterpolants : TEXCOORD0; #endif - + + #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosPrevious : TEXCOORD1; + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosNonJiterred : TEXCOORD2; + #endif + float pointSize : PSIZE; UNITY_VERTEX_OUTPUT_STEREO @@ -20,6 +25,11 @@ struct ps_input #undef VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE #define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y +#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR +#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred +#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious +#endif + #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR ${VFXPassVelocityDefine} #elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION diff --git a/com.unity.visualeffectgraph/Shaders/ParticlePoints/PassForward.template b/com.unity.visualeffectgraph/Shaders/ParticlePoints/PassForward.template index 63c0234b8af..34d9fc8ae83 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticlePoints/PassForward.template +++ b/com.unity.visualeffectgraph/Shaders/ParticlePoints/PassForward.template @@ -15,13 +15,18 @@ Pass #if VFX_NEEDS_COLOR_INTERPOLATOR nointerpolation float4 color : COLOR0; #endif - #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_EXPOSURE_WEIGHT + #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_EXPOSURE_WEIGHT || VFX_FEATURE_MOTION_VECTORS_FORWARD nointerpolation float3 builtInInterpolants : TEXCOORD0; #endif #if VFX_NEEDS_POSWS_INTERPOLATOR float3 posWS : TEXCOORD1; #endif + #if VFX_FEATURE_MOTION_VECTORS_FORWARD + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosPrevious : TEXCOORD2; + VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosNonJiterred : TEXCOORD3; + #endif + float pointSize : PSIZE; UNITY_VERTEX_OUTPUT_STEREO @@ -30,6 +35,9 @@ Pass struct ps_output { float4 color : SV_Target0; + #if VFX_FEATURE_MOTION_VECTORS_FORWARD + float4 motionVector : SV_Target1; + #endif }; #define VFX_VARYING_PS_INPUTS ps_input @@ -43,6 +51,10 @@ Pass #endif #if USE_EXPOSURE_WEIGHT #define VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.z +#endif +#if VFX_FEATURE_MOTION_VECTORS_FORWARD +#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred +#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious #endif ${VFXPassForwardDefine} @@ -60,6 +72,11 @@ Pass VFXClipFragmentColor(o.color.a,i); o.color.a = saturate(o.color.a); o.color = VFXTransformFinalColor(o.color); + #if VFX_FEATURE_MOTION_VECTORS_FORWARD + ${VFXComputeOutputMotionVector} + o.motionVector = encodedMotionVector; + o.motionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping for motion vector pass + #endif return o; } ENDHLSL diff --git a/com.unity.visualeffectgraph/Shaders/ParticlePoints/PassVelocity.template b/com.unity.visualeffectgraph/Shaders/ParticlePoints/PassVelocity.template new file mode 100644 index 00000000000..4650af74d9c --- /dev/null +++ b/com.unity.visualeffectgraph/Shaders/ParticlePoints/PassVelocity.template @@ -0,0 +1,15 @@ +Pass +{ + Tags { "LightMode"=${VFXPassVelocity} } + + ${VFXStencilMotionVector} + + ZWrite On + Blend Off + + HLSLPROGRAM + #define VFX_PASSDEPTH VFX_PASSDEPTH_MOTION_VECTOR + ${VFXPassVelocityAdditionalPragma} + ${VFXInclude("Shaders/ParticlePoints/PassDepthOrMV.template")} + ENDHLSL +} diff --git a/com.unity.visualeffectgraph/Shaders/ParticlePoints/PassVelocity.template.meta b/com.unity.visualeffectgraph/Shaders/ParticlePoints/PassVelocity.template.meta new file mode 100644 index 00000000000..e3105569453 --- /dev/null +++ b/com.unity.visualeffectgraph/Shaders/ParticlePoints/PassVelocity.template.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 50f63dd67e5eb1345a62f21a1399837c +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.visualeffectgraph/Shaders/ParticleSpheres/Pass.template b/com.unity.visualeffectgraph/Shaders/ParticleSpheres/Pass.template index e1153d2b3b9..fbd5a1bf856 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleSpheres/Pass.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleSpheres/Pass.template @@ -51,8 +51,6 @@ VFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i) return o; } -${VFXFragmentCommonFunctions} - void VFXClipSphereAndGetDepthOffsetAndNormal(out float depthOffset, out float3 normalWS ,VFX_VARYING_PS_INPUTS i) { float lsqr = dot(i.VFX_VARYING_UV, i.VFX_VARYING_UV); diff --git a/com.unity.visualeffectgraph/Shaders/RenderPipeline/Legacy/VFXCommon.hlsl b/com.unity.visualeffectgraph/Shaders/RenderPipeline/Legacy/VFXCommon.hlsl index 8044ea4e6b1..bc63721f4f3 100644 --- a/com.unity.visualeffectgraph/Shaders/RenderPipeline/Legacy/VFXCommon.hlsl +++ b/com.unity.visualeffectgraph/Shaders/RenderPipeline/Legacy/VFXCommon.hlsl @@ -59,6 +59,15 @@ float3 VFXTransformPositionWorldToView(float3 posWS) return mul(UNITY_MATRIX_V, float4(posWS, 1.0f)).xyz; } +float3 VFXTransformPositionWorldToCameraRelative(float3 posWS) +{ +#if (VFX_WORLD_SPACE || SHADEROPTIONS_CAMERA_RELATIVE_RENDERING == 0) + return posWS - _WorldSpaceCameraPos.xyz; +#else + return posWS; +#endif +} + float4x4 VFXGetObjectToWorldMatrix() { return unity_ObjectToWorld; @@ -125,3 +134,8 @@ float4 VFXApplyPreExposure(float4 color, VFX_VARYING_PS_INPUTS input) { return color; } + +float3 VFXGetCameraWorldDirection() +{ + return unity_CameraToWorld._m02_m12_m22; +} diff --git a/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl b/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl index 6b1f5db812d..32058aa67c9 100644 --- a/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl +++ b/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl @@ -77,6 +77,15 @@ float3 VFXTransformPositionWorldToView(float3 posWS) return TransformWorldToView(posWS); } +float3 VFXTransformPositionWorldToCameraRelative(float3 posWS) +{ +#if (VFX_WORLD_SPACE || SHADEROPTIONS_CAMERA_RELATIVE_RENDERING == 0) + return posWS - _WorldSpaceCameraPos.xyz; +#else + return posWS; +#endif +} + float4x4 VFXGetObjectToWorldMatrix() { return GetObjectToWorldMatrix(); @@ -141,3 +150,8 @@ float4 VFXApplyFog(float4 color,float4 posCS,float3 posWS) #endif return color; } + +float3 VFXGetCameraWorldDirection() +{ + return unity_CameraToWorld._m02_m12_m22; +} diff --git a/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl b/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl index ebef01f8256..1aaa82b4b30 100644 --- a/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl +++ b/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl @@ -341,72 +341,7 @@ float FixedRand(uint seed) // Mesh sampling // /////////////////// -float FetchBuffer(ByteAddressBuffer buffer, int offset) { return asfloat(buffer.Load(offset << 2)); } -float2 FetchBuffer2(ByteAddressBuffer buffer, int offset) { return asfloat(buffer.Load2(offset << 2)); } -float3 FetchBuffer3(ByteAddressBuffer buffer, int offset) { return asfloat(buffer.Load3(offset << 2)); } -float4 FetchBuffer4(ByteAddressBuffer buffer, int offset) { return asfloat(buffer.Load4(offset << 2)); } - -float4 SampleMeshFloat4(ByteAddressBuffer vertices, uint vertexIndex, uint channelOffset, uint vertexStride) -{ - float4 r = float4(0.0f, 0.0f, 0.0f, 0.0f); - [branch] - if (channelOffset != -1) - { - uint offset = vertexIndex * vertexStride + channelOffset; - r = FetchBuffer4(vertices, offset); - } - return r; -} - -float3 SampleMeshFloat3(ByteAddressBuffer vertices, uint vertexIndex, uint channelOffset, uint vertexStride) -{ - float3 r = float3(0.0f, 0.0f, 0.0f); - [branch] - if (channelOffset != -1) - { - uint offset = vertexIndex * vertexStride + channelOffset; - r = FetchBuffer3(vertices, offset); - } - return r; -} - -float2 SampleMeshFloat2(ByteAddressBuffer vertices, uint vertexIndex, uint channelOffset, uint vertexStride) -{ - float2 r = float2(0.0f, 0.0f); - [branch] - if (channelOffset != -1) - { - uint offset = vertexIndex * vertexStride + channelOffset; - r = FetchBuffer2(vertices, offset); - } - return r; -} - -float SampleMeshFloat(ByteAddressBuffer vertices, uint vertexIndex, uint channelOffset, uint vertexStride) -{ - float r = 0.0f; - [branch] - if (channelOffset != -1) - { - uint offset = vertexIndex * vertexStride + channelOffset; - r = FetchBuffer(vertices, offset); - } - return r; -} - -float4 SampleMeshColor(ByteAddressBuffer vertices, uint vertexIndex, uint channelOffset, uint vertexStride) -{ - float4 r = float4(0.0f, 0.0f, 0.0f, 0.0f); - [branch] - if (channelOffset != -1) - { - uint offset = vertexIndex * vertexStride + channelOffset; - uint colorByte = asuint(FetchBuffer(vertices, offset)); - float4 colorSRGB = float4(uint4(colorByte, colorByte >> 8, colorByte >> 16, colorByte >> 24) & 255) / 255.0f; - r = float4(pow(abs(colorSRGB.rgb), 2.2f), colorSRGB.a); //Approximative SRGBToLinear - } - return r; -} +#include "VFXMeshSampling.hlsl" /////////////////////////// // Color transformations // @@ -640,6 +575,13 @@ float4 SampleTexture(VFXSampler2D s, VFXUVData uvData) return lerp(s0, s1, uvData.blend); } +float4 SampleTexture(VFXSampler2DArray s, VFXUVData uvData) //For flipbook in array layout +{ + float4 s0 = s.t.Sample(s.s, uvData.uvs.xyz + float3(uvData.mvs.xy,0.0f)); + float4 s1 = s.t.Sample(s.s, uvData.uvs.xyw + float3(uvData.mvs.zw,0.0f)); + return lerp(s0, s1, uvData.blend); +} + float3 SampleNormalMap(VFXSampler2D s, VFXUVData uvData) { float4 packedNormal = SampleTexture(s, uvData); @@ -650,6 +592,16 @@ float3 SampleNormalMap(VFXSampler2D s, VFXUVData uvData) return normal; } +float3 SampleNormalMap(VFXSampler2DArray s, VFXUVData uvData) +{ + float4 packedNormal = SampleTexture(s, uvData); + packedNormal.w *= packedNormal.x; + float3 normal; + normal.xy = packedNormal.wy * 2.0 - 1.0; + normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy))); + return normal; +} + float2 GetSubUV(int flipBookIndex, float2 uv, float2 dim, float2 invDim) { float2 tile = float2(fmod(flipBookIndex, dim.x), dim.y - 1.0 - floor(flipBookIndex * invDim.x)); @@ -666,19 +618,31 @@ VFXUVData GetUVData(float2 uv) // no flipbooks VFXUVData GetUVData(float2 flipBookSize, float2 invFlipBookSize, float2 uv, float texIndex) // with flipbooks { VFXUVData data = (VFXUVData)0; - float frameBlend = frac(texIndex); float frameIndex = texIndex - frameBlend; - data.uvs.xy = GetSubUV(frameIndex, uv, flipBookSize, invFlipBookSize); #if USE_FLIPBOOK_INTERPOLATION data.uvs.zw = GetSubUV(frameIndex + 1, uv, flipBookSize, invFlipBookSize); data.blend = frameBlend; #endif + return data; +} +VFXUVData GetUVData(float flipBookSize, float2 uv, float texIndex) // with flipbooks array layout (flipBookSize is a single float) +{ + VFXUVData data = (VFXUVData)0; + texIndex = fmod(texIndex, flipBookSize); + float frameBlend = frac(texIndex); + float frameIndex = texIndex - frameBlend; + data.uvs.xyz = float3(uv, frameIndex); +#if USE_FLIPBOOK_INTERPOLATION + data.uvs.w = fmod(frameIndex + 1, flipBookSize); + data.blend = frameBlend; +#endif return data; } + VFXUVData GetUVData(float2 flipBookSize, float2 uv, float texIndex) { return GetUVData(flipBookSize, 1.0f / flipBookSize, uv, texIndex); diff --git a/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl b/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl index d86cc4c88c6..8f93b581a68 100644 --- a/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl +++ b/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl @@ -2,8 +2,13 @@ float4 GetFlipbookMotionVectors(VFX_VARYING_PS_INPUTS i, float4 uvs, float blend { float4 mvs = (float4)0; #if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE) + #if USE_FLIPBOOK_ARRAY_LAYOUT + float2 mvPrev = -(SampleTexture(VFX_SAMPLER(motionVectorMap), uvs.xy, uvs.z).rg * 2 - 1) * i.VFX_VARYING_MOTIONVECTORSCALE * blend; + float2 mvNext = (SampleTexture(VFX_SAMPLER(motionVectorMap), uvs.xy, uvs.w).rg * 2 - 1) * i.VFX_VARYING_MOTIONVECTORSCALE * (1.0 - blend); + #else float2 mvPrev = -(SampleTexture(VFX_SAMPLER(motionVectorMap), uvs.xy).rg * 2 - 1) * i.VFX_VARYING_MOTIONVECTORSCALE * blend; float2 mvNext = (SampleTexture(VFX_SAMPLER(motionVectorMap), uvs.zw).rg * 2 - 1) * i.VFX_VARYING_MOTIONVECTORSCALE * (1.0-blend); + #endif mvs.xy = mvPrev; mvs.zw = mvNext; #endif @@ -13,23 +18,42 @@ float4 GetFlipbookMotionVectors(VFX_VARYING_PS_INPUTS i, float4 uvs, float blend VFXUVData GetUVData(VFX_VARYING_PS_INPUTS i) // uvs are provided from interpolants { VFXUVData data = (VFXUVData)0; -#ifdef VFX_VARYING_UV - data.uvs.xy = i.VFX_VARYING_UV.xy; -#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_FRAMEBLEND) && defined(VFX_VARYING_UV) - data.uvs.zw = i.VFX_VARYING_UV.zw; - data.blend = i.VFX_VARYING_FRAMEBLEND; - data.mvs = GetFlipbookMotionVectors(i, data.uvs, data.blend); -#endif +#if USE_FLIPBOOK_ARRAY_LAYOUT + #ifdef VFX_VARYING_UV + data.uvs.xyz = i.VFX_VARYING_UV.xyz; + #if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_FRAMEBLEND) && defined(VFX_VARYING_UV) + data.uvs.w = i.VFX_VARYING_UV.w; + data.blend = i.VFX_VARYING_FRAMEBLEND; + data.mvs = GetFlipbookMotionVectors(i, data.uvs, data.blend); + #endif + #endif +#else + #ifdef VFX_VARYING_UV + data.uvs.xy = i.VFX_VARYING_UV.xy; + #if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_FRAMEBLEND) && defined(VFX_VARYING_UV) + data.uvs.zw = i.VFX_VARYING_UV.zw; + data.blend = i.VFX_VARYING_FRAMEBLEND; + data.mvs = GetFlipbookMotionVectors(i, data.uvs, data.blend); + #endif + #endif #endif return data; } VFXUVData GetUVData(VFX_VARYING_PS_INPUTS i,float2 uv) // uvs are provided from ps directly { -#ifdef VFX_VARYING_FLIPBOOKSIZE - float2 flipBookSize = i.VFX_VARYING_FLIPBOOKSIZE; +#if USE_FLIPBOOK_ARRAY_LAYOUT + #ifdef VFX_VARYING_FLIPBOOKSIZE + float flipBookSize = i.VFX_VARYING_FLIPBOOKSIZE; + #else + float flipBookSize = 1.0f; + #endif #else - float2 flipBookSize = float2(1, 1); + #ifdef VFX_VARYING_FLIPBOOKSIZE + float2 flipBookSize = i.VFX_VARYING_FLIPBOOKSIZE; + #else + float2 flipBookSize = float2(1, 1); + #endif #endif #ifdef VFX_VARYING_INVFLIPBOOKSIZE @@ -49,7 +73,11 @@ VFXUVData GetUVData(VFX_VARYING_PS_INPUTS i,float2 uv) // uvs are provided from #endif VFXUVData data; - data = GetUVData(flipBookSize, invFlipBookSize, uv, texIndex); + #if USE_FLIPBOOK_ARRAY_LAYOUT + data = GetUVData(flipBookSize, uv, texIndex); + #else + data = GetUVData(flipBookSize, invFlipBookSize, uv, texIndex); + #endif data.mvs = GetFlipbookMotionVectors(i, data.uvs, data.blend); return data; } @@ -84,11 +112,21 @@ float4 VFXGetTextureColor(VFXSampler2D s,VFX_VARYING_PS_INPUTS i) return SampleTexture(s, GetUVData(i)); } +float4 VFXGetTextureColor(VFXSampler2DArray s, VFX_VARYING_PS_INPUTS i) +{ + return SampleTexture(s, GetUVData(i)); +} + float4 VFXGetTextureColorWithProceduralUV(VFXSampler2D s, VFX_VARYING_PS_INPUTS i, float2 uv) { return SampleTexture(s, GetUVData(i, uv)); } +float4 VFXGetTextureColorWithProceduralUV(VFXSampler2DArray s, VFX_VARYING_PS_INPUTS i, float2 uv) +{ + return SampleTexture(s, GetUVData(i, uv)); +} + float3 VFXGetTextureNormal(VFXSampler2D s,float2 uv) { float4 packedNormal = s.t.Sample(s.s,uv); diff --git a/com.unity.visualeffectgraph/Shaders/VFXMeshSampling.hlsl b/com.unity.visualeffectgraph/Shaders/VFXMeshSampling.hlsl new file mode 100644 index 00000000000..0c16c9bbf1c --- /dev/null +++ b/com.unity.visualeffectgraph/Shaders/VFXMeshSampling.hlsl @@ -0,0 +1,112 @@ + +#define VERTEXATTRIBUTEFORMAT_FLOAT32 0 +#define VERTEXATTRIBUTEFORMAT_FLOAT16 1 +#define VERTEXATTRIBUTEFORMAT_UNORM8 2 +#define VERTEXATTRIBUTEFORMAT_SNORM8 3 +#define VERTEXATTRIBUTEFORMAT_UNORM16 4 +#define VERTEXATTRIBUTEFORMAT_SNORM16 5 +#define VERTEXATTRIBUTEFORMAT_UINT8 6 +#define VERTEXATTRIBUTEFORMAT_SINT8 7 +#define VERTEXATTRIBUTEFORMAT_UINT16 8 +#define VERTEXATTRIBUTEFORMAT_SINT16 9 +#define VERTEXATTRIBUTEFORMAT_UINT32 10 +#define VERTEXATTRIBUTEFORMAT_SINT32 11 + +#define INDEXFORMAT_FORMAT16 0 +#define INDEXFORMAT_FORMAT32 1 + +uint FetchBuffer(ByteAddressBuffer buffer, int offset) { return buffer.Load(offset << 2); } +uint2 FetchBuffer2(ByteAddressBuffer buffer, int offset) { return buffer.Load2(offset << 2); } +uint3 FetchBuffer3(ByteAddressBuffer buffer, int offset) { return buffer.Load3(offset << 2); } +uint4 FetchBuffer4(ByteAddressBuffer buffer, int offset) { return buffer.Load4(offset << 2); } + +float4 SampleMeshReadFloat(ByteAddressBuffer vertices, uint offset, uint channelFormatAndDimension, uint maxRead) +{ + float4 r = float4(0.0f, 0.0f, 0.0f, 0.0f); + [branch] + if (channelFormatAndDimension != -1) + { + uint format = channelFormatAndDimension & 0xff; + uint dimension = (channelFormatAndDimension >> 8) & 0xff; + + if (format == VERTEXATTRIBUTEFORMAT_FLOAT32) + { + uint readSize = min(dimension, maxRead); + uint4 readValue = (uint4)r; + + if (readSize == 4u) readValue.xyzw = FetchBuffer4(vertices, offset); + else if (readSize == 3u) readValue.xyz = FetchBuffer3(vertices, offset); + else if (readSize == 2u) readValue.xy = FetchBuffer2(vertices, offset); + else readValue.x = FetchBuffer(vertices, offset); + + r = asfloat(readValue); + } + else + { + //Other format aren't supported yet. + } + } + return r; +} + +uint SampleMeshIndex(ByteAddressBuffer indices, uint index, uint indexFormat) +{ + uint r = 0u; + [branch] + if (indexFormat == INDEXFORMAT_FORMAT32) + { + r = FetchBuffer(indices, index); + } + else if(indexFormat == INDEXFORMAT_FORMAT16) + { + uint entryIndex = index >> 1u; + uint entryOffset = index & 1u; + + uint read = FetchBuffer(indices, entryIndex); + r = entryOffset == 1u ? ((read >> 16) & 0xffff) : read & 0xffff; + } + return r; +} + +float4 SampleMeshFloat4(ByteAddressBuffer vertices, uint offset, uint channelFormatAndDimension) +{ + return SampleMeshReadFloat(vertices, offset, channelFormatAndDimension, 4u); +} + +float3 SampleMeshFloat3(ByteAddressBuffer vertices, uint offset, uint channelFormatAndDimension) +{ + return SampleMeshReadFloat(vertices, offset, channelFormatAndDimension, 3u).xyz; +} + +float2 SampleMeshFloat2(ByteAddressBuffer vertices, uint offset, uint channelFormatAndDimension) +{ + return SampleMeshReadFloat(vertices, offset, channelFormatAndDimension, 2u).xy; +} + +float SampleMeshFloat(ByteAddressBuffer vertices, uint offset, uint channelFormatAndDimension) +{ + return SampleMeshReadFloat(vertices, offset, channelFormatAndDimension, 1u).x; +} + +//Only SampleMeshColor support VERTEXATTRIBUTEFORMAT_UNORM8 +float4 SampleMeshColor(ByteAddressBuffer vertices, uint offset, uint channelFormatAndDimension) +{ + float4 r = float4(0.0f, 0.0f, 0.0f, 0.0f); + [branch] + if (channelFormatAndDimension != -1) + { + float4 colorSRGB = (float4)0.0f; + uint format = channelFormatAndDimension & 0xff; + if (format == VERTEXATTRIBUTEFORMAT_UNORM8) + { + uint colorByte = FetchBuffer(vertices, offset); + colorSRGB = float4(uint4(colorByte, colorByte >> 8, colorByte >> 16, colorByte >> 24) & 255) / 255.0f; + } + else + { + colorSRGB = SampleMeshFloat4(vertices, offset, channelFormatAndDimension); + } + r = float4(pow(abs(colorSRGB.rgb), 2.2f), colorSRGB.a); //Approximative SRGBToLinear + } + return r; +} diff --git a/com.unity.visualeffectgraph/Shaders/VFXMeshSampling.hlsl.meta b/com.unity.visualeffectgraph/Shaders/VFXMeshSampling.hlsl.meta new file mode 100644 index 00000000000..899f59a7f96 --- /dev/null +++ b/com.unity.visualeffectgraph/Shaders/VFXMeshSampling.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 444a3fd2755f954428b7fa248d0ba6d9 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.visualeffectgraph/Shaders/VFXOutputUpdate.template b/com.unity.visualeffectgraph/Shaders/VFXOutputUpdate.template index bd9366238ac..322fbf8ca4a 100644 --- a/com.unity.visualeffectgraph/Shaders/VFXOutputUpdate.template +++ b/com.unity.visualeffectgraph/Shaders/VFXOutputUpdate.template @@ -45,6 +45,9 @@ CBUFFER_END ${VFXGeneratedBlockFunction} +#if VFX_FEATURE_FRUSTUM_CULL || VFX_FEATURE_LOD +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" + bool IsSphereOutsideFrustum(float3 pos, float radius, float4 frustumPlanes[6]) { bool outside = false; @@ -53,6 +56,7 @@ bool IsSphereOutsideFrustum(float3 pos, float radius, float4 frustumPlanes[6]) outside = outside || DistanceFromPlane(pos, frustumPlanes[i]) < -radius; return outside; } +#endif [numthreads(NB_THREADS_PER_GROUP,1,1)] void CSMain(uint3 groupId : SV_GroupID, @@ -107,22 +111,6 @@ void CSMain(uint3 groupId : SV_GroupID, #endif #endif -#if VFX_FEATURE_MOTION_VECTORS - UNITY_UNROLL - for (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow) - { - UNITY_UNROLL - for (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol) - { - uint itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow; - float value = elementToVFX[itIndexMatrixRow][itIndexMatrixCol]; - elementToVFXBuffer.Store((index * 16 + itIndexMatrix) << 2, asuint(value)); - } - } - - elementToVFXBuffer.Store((index*16 + 15) << 2, attributes.alive ? asuint(currentFrameIndex) : 0u); -#endif - #if INDIRECT_BUFFER_COUNT > 0 #if VFX_FEATURE_LOD uint outputIndex = ~0u; @@ -152,9 +140,10 @@ void CSMain(uint3 groupId : SV_GroupID, #else uint outputIndex = attributes.meshIndex; #endif - if (outputIndex > 3) + if (outputIndex >= INDIRECT_BUFFER_COUNT) return; + #if VFX_FEATURE_SORT #if VFX_LOCAL_SPACE float3 posRWS = TransformObjectToWorld(attributes.position); @@ -196,6 +185,38 @@ void CSMain(uint3 groupId : SV_GroupID, #endif #endif #endif +#endif + +#if VFX_FEATURE_MOTION_VECTORS +#ifdef VFX_FEATURE_MOTION_VECTORS_VERTS + uint elementToVFXBaseIndex = index * (VFX_FEATURE_MOTION_VECTORS_VERTS * 2 + 1); +#else + uint elementToVFXBaseIndex = index * 13; +#endif + elementToVFXBuffer.Store(elementToVFXBaseIndex++ << 2, attributes.alive ? asuint(currentFrameIndex) : 0u); +#ifdef VFX_FEATURE_MOTION_VECTORS_VERTS + ${VFXMotionVectorVerts} + UNITY_UNROLL + for (int itIndexVert = 0; itIndexVert < VFX_FEATURE_MOTION_VECTORS_VERTS - 1; itIndexVert += 2) + { + float4 vertPosA = TransformPositionVFXToNonJitteredClip(verts[itIndexVert]); + float4 vertPosB = TransformPositionVFXToNonJitteredClip(verts[itIndexVert + 1]); + elementToVFXBuffer.Store4((elementToVFXBaseIndex + itIndexVert * 2) << 2, asuint(float4(vertPosA.xy / vertPosA.w, vertPosB.xy / vertPosB.w))); + } + if (VFX_FEATURE_MOTION_VECTORS_VERTS % 2 == 1) + { + int itIndexVert = VFX_FEATURE_MOTION_VECTORS_VERTS - 1; + float4 vertPos = TransformPositionVFXToNonJitteredClip(verts[itIndexVert]); + elementToVFXBuffer.Store2((elementToVFXBaseIndex + itIndexVert * 2) << 2, asuint(vertPos.xy / vertPos.w)); + } +#else + UNITY_UNROLL + for (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow) + { + float4 value = elementToVFX[itIndexMatrixRow] * attributes.alive; + elementToVFXBuffer.Store4((elementToVFXBaseIndex + itIndexMatrixRow * 4) << 2, asuint(value)); + } +#endif #endif } } diff --git a/com.unity.visualeffectgraph/Shaders/VFXParticleCommon.template b/com.unity.visualeffectgraph/Shaders/VFXParticleCommon.template index 2d4c680c282..6653d27e77f 100644 --- a/com.unity.visualeffectgraph/Shaders/VFXParticleCommon.template +++ b/com.unity.visualeffectgraph/Shaders/VFXParticleCommon.template @@ -16,7 +16,7 @@ ${VFXLoadParameter:{invSoftParticlesFadeDistance}} o.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance; #endif -#if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || !HAS_SHADERGRAPH_PARAM_ALPHACLIPTHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD) +#if (USE_ALPHA_TEST || VFX_FEATURE_MOTION_VECTORS_FORWARD) && (!VFX_SHADERGRAPH || !HAS_SHADERGRAPH_PARAM_ALPHACLIPTHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD) ${VFXLoadParameter:{alphaThreshold}} o.VFX_VARYING_ALPHATHRESHOLD = alphaThreshold; #endif @@ -49,23 +49,35 @@ ${VFXEnd} ${VFXBegin:VFXVertexSetFlipbooksInterpolants} #if USE_FLIPBOOK && defined(VFX_VARYING_UV) -${VFXLoadParameter:{flipBookSize}} -${VFXLoadParameter:{invFlipBookSize}} -VFXUVData uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex); -o.VFX_VARYING_UV.xy = uvData.uvs.xy; -#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) && defined (VFX_VARYING_FRAMEBLEND) -o.VFX_VARYING_UV.zw = uvData.uvs.zw; -o.VFX_VARYING_FRAMEBLEND = uvData.blend; -#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE) -${VFXLoadParameter:{motionVectorScale}} -o.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize; -#endif -#endif + #if USE_FLIPBOOK_ARRAY_LAYOUT + ${VFXLoadParameter:{flipBookSize}} + VFXUVData uvData = GetUVData(flipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex); + o.VFX_VARYING_UV.xyz = uvData.uvs.xyz; + #if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) && defined (VFX_VARYING_FRAMEBLEND) + o.VFX_VARYING_UV.w = uvData.uvs.w; + o.VFX_VARYING_FRAMEBLEND = uvData.blend; + #if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE) + ${VFXLoadParameter:{motionVectorScale}} + o.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale; + #endif + #endif + #else + ${VFXLoadParameter:{invFlipBookSize}} + ${VFXLoadParameter:{flipBookSize}} + VFXUVData uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex); + o.VFX_VARYING_UV.xy = uvData.uvs.xy; + #if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) && defined (VFX_VARYING_FRAMEBLEND) + o.VFX_VARYING_UV.zw = uvData.uvs.zw; + o.VFX_VARYING_FRAMEBLEND = uvData.blend; + #if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE) + ${VFXLoadParameter:{motionVectorScale}} + o.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize; + #endif + #endif + #endif #endif ${VFXEnd} -${VFXBegin:VFXFragmentCommonFunctions}#include "Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl"${VFXEnd} - ${VFXBegin:VFXLoadAttributesOrCull} uint deadCount = 0; #if USE_DEAD_LIST_COUNT @@ -101,31 +113,38 @@ InitStripAttributes(index, attributes, stripData); ${VFXEnd} ${VFXBegin:VFXVertexComputeCurrentAndPreviousClipPos} +#if VFX_FEATURE_MOTION_VECTORS #if defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS) -float4x4 previousElementToVFX = (float4x4)0; -previousElementToVFX[3] = float4(0,0,0,1); - -UNITY_UNROLL -for (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow) +#ifdef VFX_FEATURE_MOTION_VECTORS_VERTS +uint elementToVFXBaseIndex = index * (VFX_FEATURE_MOTION_VECTORS_VERTS * 2 + 1); +#else +uint elementToVFXBaseIndex = index * 13; +#endif +uint previousFrameIndex = elementToVFXBufferPrevious.Load(elementToVFXBaseIndex++ << 2); +o.VFX_VARYING_VELOCITY_CPOS = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f); +if (asuint(currentFrameIndex) - previousFrameIndex == 1u) //if (dot(previousElementToVFX[0], 1) != 0) { +#ifdef VFX_FEATURE_MOTION_VECTORS_VERTS + uint2 read = elementToVFXBufferPrevious.Load3((elementToVFXBaseIndex + (id % VFX_FEATURE_MOTION_VECTORS_VERTS) * 2) << 2); + o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy = asfloat(read); + o.VFX_VARYING_VELOCITY_CPOS = TransformPositionVFXToNonJitteredClip(vPos); + o.VFX_VARYING_VELOCITY_CPOS /= o.VFX_VARYING_VELOCITY_CPOS.w; +#else + float4x4 previousElementToVFX = (float4x4)0; + previousElementToVFX[3] = float4(0,0,0,1); UNITY_UNROLL - for (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol) + for (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow) { - uint itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow; - uint read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2); - previousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] = asfloat(read); + uint4 read = elementToVFXBufferPrevious.Load4((elementToVFXBaseIndex + itIndexMatrixRow * 4) << 2); + previousElementToVFX[itIndexMatrixRow] = asfloat(read); } -} - -uint previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2); -o.VFX_VARYING_VELOCITY_CPOS = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f); -if (asuint(currentFrameIndex) - previousFrameIndex == 1u) -{ - float3 oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz; + float3 oldvPos = mul(previousElementToVFX, float4(inputVertexPosition, 1.0f)).xyz; o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = TransformPositionVFXToPreviousClip(oldvPos); o.VFX_VARYING_VELOCITY_CPOS = TransformPositionVFXToNonJitteredClip(vPos); +#endif } #endif +#endif ${VFXEnd} ${VFXBegin:VFXComputeOutputMotionVector} diff --git a/com.unity.visualeffectgraph/Shaders/VFXParticleHeader.template b/com.unity.visualeffectgraph/Shaders/VFXParticleHeader.template index cb0f993ba07..69abbc59c62 100644 --- a/com.unity.visualeffectgraph/Shaders/VFXParticleHeader.template +++ b/com.unity.visualeffectgraph/Shaders/VFXParticleHeader.template @@ -29,8 +29,15 @@ ByteAddressBuffer deadListCount; Buffer stripDataBuffer; #endif -#if WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS +#if VFX_FEATURE_MOTION_VECTORS ByteAddressBuffer elementToVFXBufferPrevious; + +#ifdef VFX_FEATURE_MOTION_VECTORS_VERTS +#define VFX_FEATURE_MOTION_VECTORS_INTERPOLATION noperspective +#else +#define VFX_FEATURE_MOTION_VECTORS_INTERPOLATION +#endif + #endif CBUFFER_START(outputParams)