public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) { switch (target) { case VFXDeviceTarget.GPU: { var mapper = new VFXExpressionMapper(); for (int i = 2; i < GetNbInputSlots(); ++i) { VFXExpression exp = GetInputSlot(i).GetExpression(); VFXProperty prop = GetInputSlot(i).property; // As there's not shader generation here, we need expressions that can be evaluated on CPU if (exp.IsAny(VFXExpression.Flags.NotCompilableOnCPU)) { throw new InvalidOperationException(string.Format("Expression for slot {0} must be evaluable on CPU: {1}", prop.name, exp)); } // needs to convert to srgb as color are linear in vfx graph // This should not be performed for colors with the attribute [HDR] and be performed for vector4 with the attribute [Gamma] // But property attributes cannot seem to be accessible from C# :( if (prop.type == typeof(Color)) { exp = VFXOperatorUtility.LinearToGamma(exp); } mapper.AddExpression(exp, prop.name, -1); } return(mapper); } case VFXDeviceTarget.CPU: { var mapper = new VFXExpressionMapper(); mapper.AddExpression(GetInputSlot(0).GetExpression(), "mesh", -1); mapper.AddExpression(GetInputSlot(1).GetExpression(), "transform", -1); mapper.AddExpression(GetInputSlot(2).GetExpression(), "subMeshMask", -1); return(mapper); } default: return(null); } }
public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) { var meshData = (VFXDataMesh)GetData(); switch (target) { case VFXDeviceTarget.GPU: { var mapper = new VFXExpressionMapper(); for (int i = 2; i < GetNbInputSlots(); ++i) { VFXExpression exp = GetInputSlot(i).GetExpression(); VFXProperty prop = GetInputSlot(i).property; // As there's not shader generation here, we need expressions that can be evaluated on CPU if (exp.IsAny(VFXExpression.Flags.NotCompilableOnCPU)) { throw new InvalidOperationException(string.Format("Expression for slot {0} must be evaluable on CPU: {1}", prop.name, exp)); } // needs to convert to srgb as color are linear in vfx graph // This should not be performed for colors with the attribute [HDR] and be performed for vector4 with the attribute [Gamma] // But property attributes cannot seem to be accessible from C# :( if (prop.type == typeof(Color)) { exp = VFXOperatorUtility.LinearToGamma(exp); } mapper.AddExpression(exp, prop.name, -1); } return(mapper); } case VFXDeviceTarget.CPU: { var mapper = new VFXExpressionMapper(); mapper.AddExpression(GetInputSlot(0).GetExpression(), "mesh", -1); mapper.AddExpression(GetInputSlot(1).GetExpression(), "transform", -1); mapper.AddExpression(GetInputSlot(2).GetExpression(), "subMeshMask", -1); // TODO Remove this once material are serialized // Add material properties if (shader != null) { var mat = meshData.GetOrCreateMaterial(); for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); ++i) { if (ShaderUtil.IsShaderPropertyHidden(shader, i)) { var name = ShaderUtil.GetPropertyName(shader, i); var nameId = Shader.PropertyToID(name); if (!mat.HasProperty(nameId)) { continue; } VFXExpression expr = null; switch (ShaderUtil.GetPropertyType(shader, i)) { case ShaderUtil.ShaderPropertyType.Float: expr = VFXValue.Constant <float>(mat.GetFloat(nameId)); break; default: break; } if (expr != null) { mapper.AddExpression(expr, name, -1); } } } } return(mapper); } default: return(null); } }