예제 #1
0
        public static IEnumerable <VFXExpression> SampleEdgeAttribute(VFXExpression source, VFXExpression index, VFXExpression lerp, IEnumerable <VertexAttribute> 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));
            }
        }
예제 #2
0
        protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
        {
            var t    = inputExpression[0];
            var posA = inputExpression[1];
            var posB = inputExpression[2];
            var posC = inputExpression[3];
            var posD = inputExpression[4];

            var vt    = VFXOperatorUtility.CastFloat(t, VFXValueType.Float3);
            var vtc   = VFXOperatorUtility.CastFloat(VFXOperatorUtility.OneExpression[VFXValueType.Float] - t, VFXValueType.Float3);
            var three = VFXOperatorUtility.CastFloat(VFXValue.Constant(3.0f), VFXValueType.Float3);
            var six   = VFXOperatorUtility.CastFloat(VFXValue.Constant(6.0f), VFXValueType.Float3);

            // Position
            var A = posA * vtc * vtc * vtc;
            var B = three * posB * vtc * vtc * vt;
            var C = three * posC * vtc * vt * vt;
            var D = posD * vt * vt * vt;

            // Derivative
            var dA = three * vtc * vtc * (posB - posA);
            var dB = six * vtc * vt * (posC - posB);
            var dC = three * vt * vt * (posD - posC);

            return(new[] { A + B + C + D, dA + dB + dC });
        }
        public void ProcessExpressionBasic()
        {
            //Reference some float math operation
            var a = new Vector2(0.75f, 0.5f);
            var b = new Vector3(1.3f, 0.2f, 0.7f);
            var c = 0.8f;
            var d = 0.1f;

            var refResultA = new Vector3(a.x + b.x, a.y + b.y, b.z);
            var refResultB = new Vector3(Mathf.Sin(refResultA.x), Mathf.Sin(refResultA.y), Mathf.Sin(refResultA.z));
            var refResultC = refResultB * c;
            var refResultD = new Vector3(d, d, d) - refResultC;

            //Using expression system
            var value_a = new VFXValue <Vector2>(a);
            var value_b = new VFXValue <Vector3>(b);
            var value_c = new VFXValue <float>(c);
            var value_d = new VFXValue <float>(d);

            var addExpression      = VFXOperatorUtility.CastFloat(value_a, value_b.valueType) + value_b;
            var sinExpression      = new VFXExpressionSin(addExpression);
            var mulExpression      = (sinExpression * VFXOperatorUtility.CastFloat(value_c, sinExpression.valueType));
            var subtractExpression = VFXOperatorUtility.CastFloat(value_d, mulExpression.valueType) - mulExpression;

            var context = new VFXExpression.Context(VFXExpressionContextOption.CPUEvaluation);
            var resultA = context.Compile(addExpression);
            var resultB = context.Compile(sinExpression);
            var resultC = context.Compile(mulExpression);
            var resultD = context.Compile(subtractExpression);

            Assert.AreEqual(refResultA, resultA.Get <Vector3>());
            Assert.AreEqual(refResultB, resultB.Get <Vector3>());
            Assert.AreEqual(refResultC, resultC.Get <Vector3>());
            Assert.AreEqual(refResultD, resultD.Get <Vector3>());
        }
예제 #4
0
        protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
        {
            VFXExpression planeDistance = VFXOperatorUtility.SignedDistanceToPlane(inputExpression[0], inputExpression[1], inputExpression[2]);
            VFXExpression pointOnPlane  = (inputExpression[2] - inputExpression[1] * VFXOperatorUtility.CastFloat(planeDistance, inputExpression[1].valueType));

            return(new VFXExpression[] { pointOnPlane, planeDistance });
        }
예제 #5
0
        protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
        {
            VFXExpression sphereDelta       = (inputExpression[2] - inputExpression[0]);
            VFXExpression sphereDeltaLength = VFXOperatorUtility.Length(sphereDelta);
            VFXExpression sphereDistance    = (sphereDeltaLength - inputExpression[1]);

            VFXExpression pointOnSphere = (inputExpression[1] / sphereDeltaLength);

            pointOnSphere = (sphereDelta * VFXOperatorUtility.CastFloat(pointOnSphere, inputExpression[0].valueType) + inputExpression[0]);

            return(new VFXExpression[] { pointOnSphere, sphereDistance });
        }
예제 #6
0
        protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
        {
            VFXExpression lineDelta  = (inputExpression[1] - inputExpression[0]);
            VFXExpression lineLength = new VFXExpressionMax(VFXOperatorUtility.Dot(lineDelta, lineDelta), VFXValue.Constant(Mathf.Epsilon));
            VFXExpression t          = VFXOperatorUtility.Dot(inputExpression[2] - inputExpression[0], lineDelta);

            t = VFXOperatorUtility.Clamp(t / lineLength, VFXValue.Constant(0.0f), VFXValue.Constant(1.0f));

            VFXExpression pointOnLine  = (inputExpression[0] + VFXOperatorUtility.CastFloat(t, lineDelta.valueType) * lineDelta);
            VFXExpression lineDistance = VFXOperatorUtility.Distance(inputExpression[2], pointOnLine);

            return(new VFXExpression[] { pointOnLine, lineDistance });
        }
예제 #7
0
        protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
        {
            var pos    = inputExpression[0];
            var center = inputExpression[1];
            var wAxis  = inputExpression[2];
            var angle  = inputExpression[3];

            var projPoint = center + (wAxis * VFXOperatorUtility.CastFloat(VFXOperatorUtility.Dot(wAxis, pos - center), VFXValueType.Float3));

            var uAxis = pos - projPoint;
            var vAxis = VFXOperatorUtility.Cross(uAxis, wAxis);

            var sinAngle = VFXOperatorUtility.CastFloat(new VFXExpressionSin(angle), VFXValueType.Float3);
            var cosAngle = VFXOperatorUtility.CastFloat(new VFXExpressionCos(angle), VFXValueType.Float3);

            return(new[] { projPoint + (uAxis * cosAngle) + (vAxis * sinAngle) });
        }
예제 #8
0
        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 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);
        }
        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 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());
        }
예제 #12
0
        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);
            }
        }
예제 #13
0
        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) });
            }
        }
예제 #14
0
        protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
        {
            var t = new VFXExpressionSharedRandom(inputExpression[1] * VFXValue.Constant(2u) + VFXValue.Constant(1u)) * VFXValue.Constant(Mathf.PI * 2);
            var z = new VFXExpressionSharedRandom(inputExpression[1] * VFXValue.Constant(2u)) * VFXValue.Constant(2.0f) - VFXValue.Constant(1.0f);
            var w = VFXOperatorUtility.Sqrt(VFXValue.Constant(1.0f) - z * z);

            return(new[] { new VFXExpressionCombine(new VFXExpressionCos(t) * w, new VFXExpressionSin(t) * w, z) * VFXOperatorUtility.CastFloat(inputExpression[0], VFXValueType.Float3) });
        }