public void ProcessOperatorFrac() { var a = -1.5f; var b = 0.2f; var resultA = a - Mathf.Floor(a); var resultB = b - Mathf.Floor(b); var value_a = new VFXValue <float>(a); var value_b = new VFXValue <float>(b); var expressionA = VFXOperatorUtility.Frac(value_a); var expressionB = VFXOperatorUtility.Frac(value_b); var context = new VFXExpression.Context(VFXExpressionContextOption.CPUEvaluation); var resultExpressionA = context.Compile(expressionA); var resultExpressionB = context.Compile(expressionB); Assert.AreEqual(resultA, resultExpressionA.Get <float>()); Assert.AreEqual(resultB, resultExpressionB.Get <float>()); }
public void ProcessOperatorDistance() { var a = new Vector3(0.2f, 0.3f, 0.4f); var b = new Vector3(1.0f, 2.3f, 5.4f); var resultA = Vector3.Distance(a, b); var resultB = Vector3.Dot(a - b, a - b); var value_a = new VFXValue <Vector3>(a); var value_b = new VFXValue <Vector3>(b); var expressionA = VFXOperatorUtility.Distance(value_a, value_b); var expressionB = VFXOperatorUtility.SqrDistance(value_a, value_b); var context = new VFXExpression.Context(VFXExpressionContextOption.CPUEvaluation); var resultExpressionA = context.Compile(expressionA); var resultExpressionB = context.Compile(expressionB); Assert.AreEqual(resultA, resultExpressionA.Get <float>()); Assert.AreEqual(resultB, resultExpressionB.Get <float>()); }
public void CheckExpectedSequence_ApplyAddressingMode([ValueSource("ApplyAddressingModeTestCase_ValueSource")] ApplyAddressingModeTestCase addressingMode) { var computedSequence = new uint[addressingMode.expectedSequence.Length]; for (uint index = 0u; index < computedSequence.Length; ++index) { var indexExpr = VFXValue.Constant(index); var countExpr = VFXValue.Constant(addressingMode.count); var computed = VFXOperatorUtility.ApplyAddressingMode(indexExpr, countExpr, addressingMode.mode); var context = new VFXExpression.Context(VFXExpressionContextOption.CPUEvaluation); var result = context.Compile(computed); computedSequence[index] = result.Get <uint>(); } for (uint index = 0u; index < computedSequence.Length; ++index) { Assert.AreEqual(addressingMode.expectedSequence[index], computedSequence[index]); } }
public static CameraMatricesExpressions GetMatricesExpressions(IEnumerable <VFXNamedExpression> expressions) { var fov = expressions.First(e => e.name == "Camera_fieldOfView"); var aspect = expressions.First(e => e.name == "Camera_aspectRatio"); var near = expressions.First(e => e.name == "Camera_nearPlane"); var far = expressions.First(e => e.name == "Camera_farPlane"); var cameraMatrix = expressions.First(e => e.name == "Camera_transform"); VFXExpression ViewToVFX = cameraMatrix.exp; VFXExpression VFXToView = new VFXExpressionInverseTRSMatrix(ViewToVFX); VFXExpression ViewToClip = VFXOperatorUtility.GetPerspectiveMatrix(fov.exp, aspect.exp, near.exp, far.exp); VFXExpression ClipToView = new VFXExpressionInverseMatrix(ViewToClip); return(new CameraMatricesExpressions() { ViewToVFX = new VFXNamedExpression(ViewToVFX, "ViewToVFX"), VFXToView = new VFXNamedExpression(VFXToView, "VFXToView"), ViewToClip = new VFXNamedExpression(ViewToClip, "ViewToClip"), ClipToView = new VFXNamedExpression(ClipToView, "ClipToView"), }); }
public void ProcessOperatorCross() { var a = new Vector3(1.1f, 2.2f, 3.3f); var b = new Vector3(4.4f, 5.5f, 6.6f); var value_a = new VFXValue <Vector3>(a); var value_b = new VFXValue <Vector3>(b); var expressionA = VFXOperatorUtility.Cross(value_a, value_b); var context = new VFXExpression.Context(VFXExpressionContextOption.CPUEvaluation); var resultExpressionA = context.Compile(expressionA); var resultValue = resultExpressionA.Get <Vector3>(); var expectedValue = Vector3.Cross(a, b); Assert.AreEqual(expectedValue.x, resultValue.x, 0.001f); Assert.AreEqual(expectedValue.y, resultValue.y, 0.001f); Assert.AreEqual(expectedValue.z, resultValue.z, 0.001f); }
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { var mesh = inputExpression[0]; var meshVertexStride = new VFXExpressionMeshVertexStride(mesh); var meshVertexCount = new VFXExpressionMeshVertexCount(mesh); var vertexIndex = VFXOperatorUtility.ApplyAddressingMode(inputExpression[1], meshVertexCount, mode); var outputExpressions = new List <VFXExpression>(); foreach (var vertexAttribute in GetOutputVertexAttributes()) { var meshChannelOffset = new VFXExpressionMeshChannelOffset(mesh, VFXValue.Constant <uint>((uint)GetActualVertexAttribute(vertexAttribute))); 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); } else { sampled = new VFXExpressionSampleMeshFloat4(mesh, vertexIndex, meshChannelOffset, meshVertexStride); } outputExpressions.Add(sampled); } return(outputExpressions.ToArray()); }
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { VFXExpression parameters = new VFXExpressionCombine(inputExpression[1], inputExpression[3], inputExpression[4]); VFXExpression result; if (dimensions == DimensionCount.Two) { if (type == NoiseType.Value) { result = new VFXExpressionValueCurlNoise2D(inputExpression[0], parameters, inputExpression[2]); } else if (type == NoiseType.Perlin) { result = new VFXExpressionPerlinCurlNoise2D(inputExpression[0], parameters, inputExpression[2]); } else { result = new VFXExpressionCellularCurlNoise2D(inputExpression[0], parameters, inputExpression[2]); } } else { if (type == NoiseType.Value) { result = new VFXExpressionValueCurlNoise3D(inputExpression[0], parameters, inputExpression[2]); } else if (type == NoiseType.Perlin) { result = new VFXExpressionPerlinCurlNoise3D(inputExpression[0], parameters, inputExpression[2]); } else { result = new VFXExpressionCellularCurlNoise3D(inputExpression[0], parameters, inputExpression[2]); } } return(new[] { result *VFXOperatorUtility.CastFloat(inputExpression[5], result.valueType) }); }
public void ProcessOperatorPolarToRectangular() { var theta = 0.5f; var distance = 0.2f; var rectangular = new Vector2(Mathf.Cos(theta), Mathf.Sin(theta)) * distance; var value_theta = new VFXValue <float>(theta); var value_distance = new VFXValue <float>(distance); var expressionA = VFXOperatorUtility.PolarToRectangular(value_theta, value_distance); var expressionB = VFXOperatorUtility.RectangularToPolar(expressionA); var context = new VFXExpression.Context(VFXExpressionContextOption.CPUEvaluation); var resultExpressionA = context.Compile(expressionA); var resultExpressionB0 = context.Compile(expressionB[0]); var resultExpressionB1 = context.Compile(expressionB[1]); Assert.AreEqual(rectangular, resultExpressionA.Get <Vector2>()); Assert.AreEqual(theta, resultExpressionB0.Get <float>()); Assert.AreEqual(distance, resultExpressionB1.Get <float>()); }
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { VFXExpression[] expressions = new VFXExpression[asset.surfaces.Length + 1]; expressions[0] = VFXValue.Constant((uint)asset.PointCount); for (int i = 0; i < asset.surfaces.Length; i++) { var surfaceExpr = VFXValue.Constant(asset.surfaces[i]); VFXExpression height = new VFXExpressionTextureHeight(surfaceExpr); VFXExpression width = new VFXExpressionTextureWidth(surfaceExpr); VFXExpression u_index = VFXOperatorUtility.ApplyAddressingMode(inputExpression[0], new VFXExpressionMin(height * width, expressions[0]), mode); VFXExpression y = u_index / width; VFXExpression x = u_index - (y * width); Type outputType = GetOutputType(asset.surfaces[i]); var type = typeof(VFXExpressionSampleAttributeMap <>).MakeGenericType(outputType); var outputExpr = Activator.CreateInstance(type, new object[] { surfaceExpr, x, y }); expressions[i + 1] = (VFXExpression)outputExpr; } return(expressions); }
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { VFXExpression parameters = new VFXExpressionCombine(inputExpression[1], inputExpression[2], inputExpression[4]); if (dimensions == DimensionCount.One) { VFXExpression noise = new VFXExpressionPerlinNoise1D(inputExpression[0], parameters, inputExpression[3]); noise = VFXOperatorUtility.Fit(noise, VFXValue.Constant(new Vector2(-1.0f, -1.0f)), VFXValue.Constant(Vector2.one), VFXOperatorUtility.CastFloat(inputExpression[5].x, noise.valueType), VFXOperatorUtility.CastFloat(inputExpression[5].y, noise.valueType)); return(new[] { noise.x, noise.y }); } else if (dimensions == DimensionCount.Two) { VFXExpression noise = new VFXExpressionPerlinNoise2D(inputExpression[0], parameters, inputExpression[3]); noise = VFXOperatorUtility.Fit(noise, VFXValue.Constant(new Vector3(-1.0f, -1.0f, -1.0f)), VFXValue.Constant(Vector3.one), VFXOperatorUtility.CastFloat(inputExpression[5].x, noise.valueType), VFXOperatorUtility.CastFloat(inputExpression[5].y, noise.valueType)); return(new[] { noise.x, new VFXExpressionCombine(noise.y, noise.z) }); } else { VFXExpression noise = new VFXExpressionPerlinNoise3D(inputExpression[0], parameters, inputExpression[3]); noise = VFXOperatorUtility.Fit(noise, VFXValue.Constant(new Vector4(-1.0f, -1.0f, -1.0f, -1.0f)), VFXValue.Constant(Vector4.one), VFXOperatorUtility.CastFloat(inputExpression[5].x, noise.valueType), VFXOperatorUtility.CastFloat(inputExpression[5].y, noise.valueType)); return(new[] { noise.x, new VFXExpressionCombine(noise.y, noise.z, noise.w) }); } }
private void GetPositionAndDirectionFromIndex(VFXExpression indexExpr, IEnumerable <VFXNamedExpression> expressions, out VFXExpression positionExpr, out VFXExpression directionExpr) { if (shape == SequentialShape.Line) { var start = expressions.First(o => o.name == "Start").exp; var end = expressions.First(o => o.name == "End").exp; var count = expressions.First(o => o.name == "Count").exp; positionExpr = VFXOperatorUtility.SequentialLine(start, end, indexExpr, count, mode); directionExpr = VFXOperatorUtility.SafeNormalize(end - start); } else if (shape == SequentialShape.Circle) { var center = expressions.First(o => o.name == "Center").exp; var normal = expressions.First(o => o.name == "Normal").exp; var up = expressions.First(o => o.name == "Up").exp; var radius = expressions.First(o => o.name == "Radius").exp; var count = expressions.First(o => o.name == "Count").exp; positionExpr = VFXOperatorUtility.SequentialCircle(center, radius, normal, up, indexExpr, count, mode); directionExpr = VFXOperatorUtility.SafeNormalize(positionExpr - center); } else if (shape == SequentialShape.ThreeDimensional) { var origin = expressions.First(o => o.name == "Origin").exp; var axisX = expressions.First(o => o.name == "AxisX").exp; var axisY = expressions.First(o => o.name == "AxisY").exp; var axisZ = expressions.First(o => o.name == "AxisZ").exp; var countX = expressions.First(o => o.name == "CountX").exp; var countY = expressions.First(o => o.name == "CountY").exp; var countZ = expressions.First(o => o.name == "CountZ").exp; positionExpr = VFXOperatorUtility.Sequential3D(origin, axisX, axisY, axisZ, indexExpr, countX, countY, countZ, mode); directionExpr = VFXOperatorUtility.SafeNormalize(positionExpr - origin); } else { throw new NotImplementedException(); } }
public static CameraMatricesExpressions GetMatricesExpressions(IEnumerable <VFXNamedExpression> expressions, VFXCoordinateSpace cameraSpace, VFXCoordinateSpace outputSpace) { var fov = expressions.First(e => e.name == "Camera_fieldOfView"); var aspect = expressions.First(e => e.name == "Camera_aspectRatio"); var near = expressions.First(e => e.name == "Camera_nearPlane"); var far = expressions.First(e => e.name == "Camera_farPlane"); var cameraMatrix = expressions.First(e => e.name == "Camera_transform"); var isOrtho = expressions.First(e => e.name == "Camera_orthographic"); var orthoSize = expressions.First(e => e.name == "Camera_orthographicSize"); var lensShift = expressions.First(e => e.name == "Camera_lensShift"); VFXExpression ViewToVFX = cameraMatrix.exp; if (cameraSpace == VFXCoordinateSpace.World && outputSpace == VFXCoordinateSpace.Local) { ViewToVFX = new VFXExpressionTransformMatrix(VFXBuiltInExpression.WorldToLocal, cameraMatrix.exp); } else if (cameraSpace == VFXCoordinateSpace.Local && outputSpace == VFXCoordinateSpace.World) { ViewToVFX = new VFXExpressionTransformMatrix(VFXBuiltInExpression.LocalToWorld, cameraMatrix.exp); } VFXExpression VFXToView = new VFXExpressionInverseTRSMatrix(ViewToVFX); VFXExpression ViewToClip = new VFXExpressionBranch(isOrtho.exp, VFXOperatorUtility.GetOrthographicMatrix(orthoSize.exp, aspect.exp, near.exp, far.exp), VFXOperatorUtility.GetPerspectiveMatrix(fov.exp, aspect.exp, near.exp, far.exp, lensShift.exp)); VFXExpression ClipToView = new VFXExpressionInverseMatrix(ViewToClip); return(new CameraMatricesExpressions() { ViewToVFX = new VFXNamedExpression(ViewToVFX, "ViewToVFX"), VFXToView = new VFXNamedExpression(VFXToView, "VFXToView"), ViewToClip = new VFXNamedExpression(ViewToClip, "ViewToClip"), ClipToView = new VFXNamedExpression(ClipToView, "ClipToView"), }); }
public void ProcessOperatorLerp() { var a = new Vector3(0.2f, 0.3f, 0.4f); var b = new Vector3(1.0f, 2.3f, 5.4f); var c = 0.2f; var d = 1.5f; var resultA = Vector3.LerpUnclamped(a, b, c); var resultB = Vector3.LerpUnclamped(a, b, d); var value_a = new VFXValue <Vector3>(a); var value_b = new VFXValue <Vector3>(b); var value_c = new VFXValue <float>(c); var value_d = new VFXValue <float>(d); var expressionA = VFXOperatorUtility.Lerp(value_a, value_b, VFXOperatorUtility.CastFloat(value_c, value_b.valueType)); var expressionB = VFXOperatorUtility.Lerp(value_a, value_b, VFXOperatorUtility.CastFloat(value_d, value_b.valueType)); var context = new VFXExpression.Context(VFXExpressionContextOption.CPUEvaluation); var resultExpressionA = context.Compile(expressionA); var resultExpressionB = context.Compile(expressionB); Assert.AreEqual((resultA - resultExpressionA.Get <Vector3>()).magnitude, 0.0f, 0.001f); Assert.AreEqual((resultB - resultExpressionB.Get <Vector3>()).magnitude, 0.0f, 0.001f); }
public void ProcessOperatorFit() { var value = 0.4f; var oldRangeMin = 0.2f; var oldRangeMax = 1.2f; var newRangeMin = 3.2f; var newRangeMax = 5.2f; var percent = (value - oldRangeMin) / (oldRangeMax - oldRangeMin); var result = Mathf.LerpUnclamped(newRangeMin, newRangeMax, percent); var value_a = new VFXValue <float>(value); var value_b = new VFXValue <float>(oldRangeMin); var value_c = new VFXValue <float>(oldRangeMax); var value_d = new VFXValue <float>(newRangeMin); var value_e = new VFXValue <float>(newRangeMax); var expression = VFXOperatorUtility.Fit(value_a, value_b, value_c, value_d, value_e); var context = new VFXExpression.Context(VFXExpressionContextOption.CPUEvaluation); var resultExpression = context.Compile(expression); Assert.AreEqual(result, resultExpression.Get <float>()); }
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { return(new[] { VFXOperatorUtility.Exp(inputExpression[0], _base) }); }
public static IEnumerable <VFXExpression> SampleTriangleAttribute(VFXExpression source, VFXExpression triangleIndex, VFXExpression coord, SurfaceCoordinates coordMode, IEnumerable <VertexAttribute> 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 <uint>(1u), meshIndexFormat); var sampledIndex_C = new VFXExpressionSampleIndex(mesh, baseIndex + VFXValue.Constant <uint>(2u), meshIndexFormat); var allInputValues = new List <VFXExpression>(); 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); } }
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { VFXExpression[] rgb = VFXOperatorUtility.ExtractComponents(new VFXExpressionHSVtoRGB(inputExpression[0])).Take(3).ToArray(); return(new[] { new VFXExpressionCombine(new[] { rgb[0], rgb[1], rgb[2], VFXValue.Constant(1.0f) }) }); }
protected override VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { VFXExpression clamped = VFXOperatorUtility.Clamp(inputExpression[0], inputExpression[1], inputExpression[2]); return(new[] { VFXOperatorUtility.Fit(clamped, inputExpression[1], inputExpression[2], inputExpression[3], inputExpression[4]) }); }
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { return(new VFXExpression[] { VFXOperatorUtility.ConeVolume(inputExpression[1], inputExpression[2], inputExpression[3]) }); }
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { return(new[] { VFXOperatorUtility.SphericalToRectangular(inputExpression[0], inputExpression[1], inputExpression[2]) }); }
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { return(new[] { VFXOperatorUtility.PolarToRectangular(VFXOperatorUtility.DegToRad(inputExpression[0]), inputExpression[1]) }); }
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { var expressions = Block.CameraHelper.AddCameraExpressions(GetExpressionsFromSlots(this), camera); // camera matrix is already in world even in custom mode due to GetOutputSpaceFromSlot returning world space Block.CameraMatricesExpressions matricesExpressions = Block.CameraHelper.GetMatricesExpressions(expressions, VFXCoordinateSpace.World, VFXCoordinateSpace.World); // result = position * VFXToView * ViewToClip VFXExpression positionExpression = inputExpression[0]; VFXExpression viewPosExpression = new VFXExpressionTransformPosition(matricesExpressions.VFXToView.exp, positionExpression); VFXExpression clipPosExpression = new VFXExpressionTransformVector4(matricesExpressions.ViewToClip.exp, VFXOperatorUtility.CastFloat(viewPosExpression, VFXValueType.Float4, 1.0f)); // normalize using w component and renormalize to range [0, 1] VFXExpression halfExpression = VFXValue.Constant(0.5f); VFXExpression normalizedExpression = new VFXExpressionCombine(new VFXExpression[] { (clipPosExpression.x / clipPosExpression.w) * halfExpression + halfExpression, (clipPosExpression.y / clipPosExpression.w) * halfExpression + halfExpression, viewPosExpression.z // The z position is in world units from the camera }); return(new VFXExpression[] { normalizedExpression }); }
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { return(VFXOperatorUtility.RectangularToPolar(inputExpression[0])); }
protected override VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { var type = inputExpression[0].valueType; VFXExpression input; if (Clamp) { input = VFXOperatorUtility.Saturate(inputExpression[0]); } else { input = inputExpression[0]; } return(new[] { VFXOperatorUtility.Mad(input, VFXOperatorUtility.TwoExpression[type], VFXOperatorUtility.Negate(VFXOperatorUtility.OneExpression[type])) }); }
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { var expression = inputExpression[0]; return(new[] { VFXOperatorUtility.Reciprocal(expression) }); }
protected override VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { // Offset to compensate for the numerous custom camera generated expressions _customCameraOffset = 0; // Get the extra number of expressions if a custom camera input is used if (camera == CameraMode.Custom) { _customCameraOffset = GetInputSlot(0).children.Count() - 1; } // List to gather all output expressions as their number can vary List <VFXExpression> outputs = new List <VFXExpression>(); // Camera expressions var expressions = Block.CameraHelper.AddCameraExpressions(GetExpressionsFromSlots(this), camera); Block.CameraMatricesExpressions camMatrices = Block.CameraHelper.GetMatricesExpressions(expressions); var Camera_depthBuffer = expressions.First(e => e.name == "Camera_depthBuffer").exp; var CamPixDim = expressions.First(e => e.name == "Camera_pixelDimensions").exp; // Set uvs VFXExpression uv = VFXValue.Constant <Vector2>(); // Determine how the particles are spawned on the screen switch (mode) { case PositionMode.Random: // Random UVs uv = new VFXExpressionCombine(VFXOperatorUtility.FixedRandom(0, VFXSeedMode.PerParticle), VFXOperatorUtility.FixedRandom(1, VFXSeedMode.PerParticle)); break; case PositionMode.Sequential: // Pixel perfect spawn VFXExpression gridStep = inputExpression[inputSlots.IndexOf(inputSlots.First(o => o.name == "GridStep")) + _customCameraOffset]; VFXExpression sSizeX = new VFXExpressionCastFloatToUint(CamPixDim.x / new VFXExpressionCastUintToFloat(gridStep)); VFXExpression sSizeY = new VFXExpressionCastFloatToUint(CamPixDim.y / new VFXExpressionCastUintToFloat(gridStep)); VFXExpression nbPixels = sSizeX * sSizeY; VFXExpression particleID = new VFXAttributeExpression(VFXAttribute.ParticleId); VFXExpression id = VFXOperatorUtility.Modulo(particleID, nbPixels); VFXExpression shift = new VFXExpressionBitwiseRightShift(gridStep, VFXValue.Constant <uint>(1)); VFXExpression U = VFXOperatorUtility.Modulo(id, sSizeX) * gridStep + shift; VFXExpression V = id / sSizeX * gridStep + shift; VFXExpression ids = new VFXExpressionCombine(new VFXExpressionCastUintToFloat(U), new VFXExpressionCastUintToFloat(V)); uv = new VFXExpressionDivide(ids + VFXOperatorUtility.CastFloat(VFXValue.Constant(0.5f), VFXValueType.Float2), CamPixDim); break; case PositionMode.Custom: // Custom UVs uv = inputExpression[inputSlots.IndexOf(inputSlots.FirstOrDefault(o => o.name == "UVSpawn")) + _customCameraOffset]; break; } VFXExpression projpos = uv * VFXValue.Constant <Vector2>(new Vector2(2f, 2f)) - VFXValue.Constant <Vector2>(Vector2.one); VFXExpression uvs = new VFXExpressionCombine(uv.x * CamPixDim.x, uv.y * CamPixDim.y, VFXValue.Constant(0f), VFXValue.Constant(0f)); // Get depth VFXExpression depth = new VFXExpressionExtractComponent(new VFXExpressionLoadTexture2DArray(Camera_depthBuffer, uvs), 0); if (SystemInfo.usesReversedZBuffer) { depth = VFXOperatorUtility.OneExpression[depth.valueType] - depth; } VFXExpression isAlive = VFXValue.Constant(true); // Determine how the particles are culled switch (cullMode) { case CullMode.None: // do nothing break; case CullMode.Range: VFXExpression depthRange = inputExpression[inputSlots.IndexOf(inputSlots.LastOrDefault(o => o.name == "DepthRange")) + _customCameraOffset]; VFXExpression nearRangeCheck = new VFXExpressionCondition(VFXCondition.Less, depth, depthRange.x); VFXExpression farRangeCheck = new VFXExpressionCondition(VFXCondition.Greater, depth, depthRange.y); VFXExpression logicOr = new VFXExpressionLogicalOr(nearRangeCheck, farRangeCheck); isAlive = new VFXExpressionBranch(logicOr, VFXValue.Constant(false), VFXValue.Constant(true)); break; case CullMode.FarPlane: VFXExpression farPlaneCheck = new VFXExpressionCondition(VFXCondition.GreaterOrEqual, depth, VFXValue.Constant(1f) - VFXValue.Constant(Mathf.Epsilon)); isAlive = new VFXExpressionBranch(farPlaneCheck, VFXValue.Constant(false), VFXValue.Constant(true)); break; } VFXExpression zMultiplier = inputExpression[inputSlots.IndexOf(inputSlots.First(o => o.name == "ZMultiplier")) + _customCameraOffset]; VFXExpression clipPos = new VFXExpressionCombine(projpos.x, projpos.y, depth * zMultiplier * VFXValue.Constant(2f) - VFXValue.Constant(1f), VFXValue.Constant(1f) ); VFXExpression clipToVFX = new VFXExpressionTransformMatrix(camMatrices.ViewToVFX.exp, camMatrices.ClipToView.exp); VFXExpression vfxPos = new VFXExpressionTransformVector4(clipToVFX, clipPos); VFXExpression position = new VFXExpressionCombine(vfxPos.x, vfxPos.y, vfxPos.z) / VFXOperatorUtility.CastFloat(vfxPos.w, VFXValueType.Float3); VFXExpression color = VFXValue.Constant <Vector4>(); // Assigning the color output to the corresponding color buffer value if (inheritSceneColor) { VFXExpression Camera_colorBuffer = expressions.First(e => e.name == "Camera_colorBuffer").exp; VFXExpression tempColor = new VFXExpressionLoadTexture2DArray(Camera_colorBuffer, uvs); color = new VFXExpressionCombine(tempColor.x, tempColor.y, tempColor.z, VFXValue.Constant(1.0f)); } // Add expressions in the right output order outputs.Add(position); if (inheritSceneColor) { outputs.Add(color); } if (cullMode != CullMode.None) { outputs.Add(isAlive); } return(outputs.ToArray()); }
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { return(new VFXExpression[] { VFXOperatorUtility.BoxVolume(new VFXExpressionExtractScaleFromMatrix(inputExpression[0])) }); }
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { VFXExpression parameters = new VFXExpressionCombine(inputExpression[1], inputExpression[3], inputExpression[4]); VFXExpression rangeMultiplier = (inputExpression[5].y - inputExpression[5].x); VFXExpression result; VFXExpression rangeMin = VFXValue.Constant(0.0f); VFXExpression rangeMax = VFXValue.Constant(1.0f); if (dimensions == DimensionCount.One) { if (type == NoiseType.Value) { result = new VFXExpressionValueNoise1D(inputExpression[0], parameters, inputExpression[2]); } else if (type == NoiseType.Perlin) { result = new VFXExpressionPerlinNoise1D(inputExpression[0], parameters, inputExpression[2]); rangeMin = VFXValue.Constant(-1.0f); } else { result = new VFXExpressionCellularNoise1D(inputExpression[0], parameters, inputExpression[2]); } VFXExpression x = VFXOperatorUtility.Fit(result.x, rangeMin, rangeMax, inputExpression[5].x, inputExpression[5].y); VFXExpression y = result.y * rangeMultiplier; return(new[] { x, y }); } else if (dimensions == DimensionCount.Two) { if (type == NoiseType.Value) { result = new VFXExpressionValueNoise2D(inputExpression[0], parameters, inputExpression[2]); } else if (type == NoiseType.Perlin) { result = new VFXExpressionPerlinNoise2D(inputExpression[0], parameters, inputExpression[2]); rangeMin = VFXValue.Constant(-1.0f); } else { result = new VFXExpressionCellularNoise2D(inputExpression[0], parameters, inputExpression[2]); } VFXExpression x = VFXOperatorUtility.Fit(result.x, rangeMin, rangeMax, inputExpression[5].x, inputExpression[5].y); VFXExpression y = result.y * rangeMultiplier; VFXExpression z = result.z * rangeMultiplier; return(new[] { x, new VFXExpressionCombine(y, z) }); } else { if (type == NoiseType.Value) { result = new VFXExpressionValueNoise3D(inputExpression[0], parameters, inputExpression[2]); } else if (type == NoiseType.Perlin) { result = new VFXExpressionPerlinNoise3D(inputExpression[0], parameters, inputExpression[2]); rangeMin = VFXValue.Constant(-1.0f); } else { result = new VFXExpressionCellularNoise3D(inputExpression[0], parameters, inputExpression[2]); } VFXExpression x = VFXOperatorUtility.Fit(result.x, rangeMin, rangeMax, inputExpression[5].x, inputExpression[5].y); VFXExpression y = result.y * rangeMultiplier; VFXExpression z = result.z * rangeMultiplier; VFXExpression w = result.w * rangeMultiplier; return(new[] { x, new VFXExpressionCombine(y, z, w) }); } }
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { return(new[] { VFXOperatorUtility.Lerp(inputExpression[0], inputExpression[1], inputExpression[2]) }); }
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { return(new[] { VFXOperatorUtility.ColorLuma(inputExpression[0]) }); }