示例#1
0
        protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
        {
            if (mask.Length == 0)
            {
                return new VFXExpression[] { }
            }
            ;

            var inputComponents = (inputExpression.Length > 0) ? VFXOperatorUtility.ExtractComponents(inputExpression[0]).ToArray() : new VFXExpression[0];

            var componentStack = new Stack <VFXExpression>();
            int outputSize     = mask.Length;

            for (int iComponent = 0; iComponent < outputSize; iComponent++)
            {
                char componentChar    = char.ToLower(mask[iComponent]);
                int  currentComponent = Math.Min(CharToComponentIndex(componentChar), inputComponents.Length - 1);
                componentStack.Push(inputComponents[currentComponent]);
            }

            VFXExpression finalExpression = null;

            if (componentStack.Count == 1)
            {
                finalExpression = componentStack.Pop();
            }
            else
            {
                finalExpression = new VFXExpressionCombine(componentStack.Reverse().ToArray());
            }
            return(new[] { finalExpression });
        }
    }
示例#2
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        protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
        {
            var           components = VFXOperatorUtility.ExtractComponents(inputExpression[0]);
            VFXExpression rgb        = new VFXExpressionCombine(components.Take(3).ToArray());

            return(new[] { new VFXExpressionRGBtoHSV(rgb) });
        }
        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
            });
        }
示例#4
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        protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
        {
            var location = new VFXExpressionCombine(
                new VFXExpressionCastUintToFloat(inputExpression[1]),
                new VFXExpressionCastUintToFloat(inputExpression[2]));

            return(new[] { new VFXExpressionLoadCameraBuffer(inputExpression[0], location) });
        }
        protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
        {
            var location = new VFXExpressionCombine(
                new VFXExpressionCastUintToFloat(inputExpression[1]),
                new VFXExpressionCastUintToFloat(inputExpression[2]),
                new VFXExpressionCastUintToFloat(inputExpression[3]),
                new VFXExpressionCastUintToFloat(inputExpression[4]));

            return(new[] { new VFXExpressionLoadTexture2DArray(inputExpression[0], location) });
        }
示例#6
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        VFXExpression AngleFadeSimplification(VFXExpression angleFadeExp)
        {
            angleFadeExp = angleFadeExp / VFXValue.Constant(new Vector2(180.0f, 180.0f));
            var angleStart          = new VFXExpressionExtractComponent(angleFadeExp, 0);
            var angleEnd            = new VFXExpressionExtractComponent(angleFadeExp, 1);
            var range               = new VFXExpressionMax(VFXValue.Constant(0.0001f), angleEnd - angleStart);
            var simplifiedAngleFade = new VFXExpressionCombine(
                VFXValue.Constant(1.0f) - (VFXValue.Constant(0.25f) - angleStart) / range,
                VFXValue.Constant(-0.25f) / range);

            return(simplifiedAngleFade);
        }
示例#7
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        protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
        {
            VFXExpression parameters = new VFXExpressionCombine(inputExpression[1], inputExpression[2], inputExpression[4]);

            if (type == NoiseType.Curl)
            {
                if (curlDimensions == CurlDimensionCount.Two)
                {
                    return(new[] { new VFXExpressionPerlinCurlNoise2D(inputExpression[0], parameters, inputExpression[3]) });
                }
                else
                {
                    return(new[] { new VFXExpressionPerlinCurlNoise3D(inputExpression[0], parameters, inputExpression[3]) });
                }
            }
            else
            {
                VFXExpression rangeMultiplier = (inputExpression[5].y - inputExpression[5].x);

                if (dimensions == DimensionCount.One)
                {
                    VFXExpression noise = new VFXExpressionPerlinNoise1D(inputExpression[0], parameters, inputExpression[3]);
                    VFXExpression x     = VFXOperatorUtility.Fit(noise.x, VFXValue.Constant(0.0f), VFXValue.Constant(1.0f), inputExpression[5].x, inputExpression[5].y);
                    VFXExpression y     = noise.y * rangeMultiplier;
                    return(new[] { x, y });
                }
                else if (dimensions == DimensionCount.Two)
                {
                    VFXExpression noise = new VFXExpressionPerlinNoise2D(inputExpression[0], parameters, inputExpression[3]);
                    VFXExpression x     = VFXOperatorUtility.Fit(noise.x, VFXValue.Constant(0.0f), VFXValue.Constant(1.0f), inputExpression[5].x, inputExpression[5].y);
                    VFXExpression y     = noise.y * rangeMultiplier;
                    VFXExpression z     = noise.z * rangeMultiplier;
                    return(new[] { x, new VFXExpressionCombine(y, z) });
                }
                else
                {
                    VFXExpression noise = new VFXExpressionPerlinNoise3D(inputExpression[0], parameters, inputExpression[3]);
                    VFXExpression x     = VFXOperatorUtility.Fit(noise.x, VFXValue.Constant(0.0f), VFXValue.Constant(1.0f), inputExpression[5].x, inputExpression[5].y);
                    VFXExpression y     = noise.y * rangeMultiplier;
                    VFXExpression z     = noise.z * rangeMultiplier;
                    VFXExpression w     = noise.w * rangeMultiplier;
                    return(new[] { x, new VFXExpressionCombine(y, z, w) });
                }
            }
        }
示例#8
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        protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
        {
            var mask = new Component[4] {
                x, y, z, w
            };
            // var mask = new Component[4] { Component.X, Component.Y, Component.Z, Component.W };
            int maskSize = 4;

            while (maskSize > 1 && mask[maskSize - 1] == Component.None)
            {
                --maskSize;
            }

            var inputComponents = VFXOperatorUtility.ExtractComponents(inputExpression[0]).ToArray();

            var componentStack = new Stack <VFXExpression>();
            int outputSize     = GetMaskSize(mask);

            for (int iComponent = 0; iComponent < outputSize; iComponent++)
            {
                Component currentComponent = mask[iComponent];
                if (currentComponent != Component.None && (int)currentComponent < inputComponents.Length)
                {
                    componentStack.Push(inputComponents[(int)currentComponent]);
                }
                else
                {
                    componentStack.Push(VFXValue <float> .Default);
                }
            }

            VFXExpression finalExpression = null;

            if (componentStack.Count == 1)
            {
                finalExpression = componentStack.Pop();
            }
            else
            {
                finalExpression = new VFXExpressionCombine(componentStack.Reverse().ToArray());
            }
            return(new[] { finalExpression });
        }
示例#9
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        protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
        {
            VFXExpression parameters = new VFXExpressionCombine(inputExpression[1], inputExpression[2], inputExpression[4]);

            if (dimensions == DimensionCount.One)
            {
                return new[] { new VFXExpressionValueNoise1D(inputExpression[0], parameters, inputExpression[3]) }
            }
            ;
            else if (dimensions == DimensionCount.Two)
            {
                return new[] { new VFXExpressionValueNoise2D(inputExpression[0], parameters, inputExpression[3]) }
            }
            ;
            else
            {
                return new[] { new VFXExpressionValueNoise3D(inputExpression[0], parameters, inputExpression[3]) }
            };
        }
    }
示例#10
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        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) });
        }
示例#11
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        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) });
            }
        }
示例#12
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        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);

            // renormalize XY from viewport position [0, 1] to clip position [-1, 1]
            VFXExpression viewportPosExpression = inputExpression[0];
            VFXExpression oneExpression         = VFXValue.Constant(1.0f);
            VFXExpression twoExpression         = VFXValue.Constant(2.0f);
            VFXExpression clipPosExpression     = new VFXExpressionCombine(viewportPosExpression.x * twoExpression - oneExpression, viewportPosExpression.y * twoExpression - oneExpression, oneExpression, oneExpression);

            // result = clipPos * ClipToView * ViewToVFX
            VFXExpression viewPosExpression = new VFXExpressionTransformVector4(matricesExpressions.ClipToView.exp, clipPosExpression);

            viewPosExpression = new VFXExpressionCombine(viewPosExpression.x, viewPosExpression.y, viewPosExpression.z) * viewportPosExpression.zzz;
            VFXExpression positionExpression = new VFXExpressionTransformPosition(matricesExpressions.ViewToVFX.exp, viewPosExpression);

            return(new VFXExpression[]
            {
                positionExpression
            });
        }
示例#13
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        private static IEnumerable <VFXNamedExpression> GetExpressionsImpl(
            InitializeSolver initializeBlock,
            SolverDataParameters solverDataParams,
            IEnumerable <VFXNamedExpression> fluid,
            VFXExpression h,
            VFXExpression mass,
            VFXExpression density,
            VFXExpression gravity)
        {
            // Fluid
            if (fluid == null || h == null || mass == null || density == null)
            {
                var defaultFluid = Fluid.defaultValue;
                h = VFXValue.Constant(defaultFluid.SmoothingDistance);

                if (solverDataParams.HasFlag(SolverDataParameters.Fluid_ParticleMass))
                {
                    yield return(new VFXNamedExpression(
                                     GetParticleMass(
                                         initializeBlock,
                                         h,
                                         VFXValue.Constant(defaultFluid.ParticleMass),
                                         VFXValue.Constant(defaultFluid.Density)
                                         ), "solverData_Fluid_ParticleMass"));
                }
                if (solverDataParams.HasFlag(SolverDataParameters.Fluid_Density))
                {
                    yield return(new VFXNamedExpression(
                                     VFXValue.Constant(defaultFluid.Density), "solverData_Fluid_Density"));
                }
                if (solverDataParams.HasFlag(SolverDataParameters.Fluid_MinimumDensity))
                {
                    yield return(new VFXNamedExpression(
                                     VFXValue.Constant(defaultFluid.MinimumDensity), "solverData_Fluid_MinimumDensity"));
                }
                if (solverDataParams.HasFlag(SolverDataParameters.Fluid_GasConstant))
                {
                    yield return(new VFXNamedExpression(
                                     VFXValue.Constant(defaultFluid.GasConstant), "solverData_Fluid_GasConstant"));
                }
                if (solverDataParams.HasFlag(SolverDataParameters.Fluid_Viscosity))
                {
                    yield return(new VFXNamedExpression(
                                     VFXValue.Constant(defaultFluid.Viscosity), "solverData_Fluid_Viscosity"));
                }
                if (solverDataParams.HasFlag(SolverDataParameters.Fluid_SurfaceTension))
                {
                    yield return(new VFXNamedExpression(
                                     VFXValue.Constant(defaultFluid.SurfaceTension), "solverData_Fluid_SurfaceTension"));
                }
                if (solverDataParams.HasFlag(SolverDataParameters.Fluid_BuoyancyCoefficient))
                {
                    yield return(new VFXNamedExpression(
                                     VFXValue.Constant(defaultFluid.BuoyancyCoefficient), "solverData_Fluid_BuoyancyCoefficient"));
                }
            }
            else
            {
                foreach (var expression in fluid)
                {
                    if (Enum.TryParse(expression.name, out SolverDataParameters solverDataParameter) &&
                        solverDataParams.HasFlag(solverDataParameter))
                    {
                        if (solverDataParameter == SolverDataParameters.Fluid_ParticleMass)
                        {
                            yield return(new VFXNamedExpression(
                                             GetParticleMass(initializeBlock, h, mass, density), "solverData_Fluid_ParticleMass"));

                            continue;
                        }

                        yield return(new VFXNamedExpression(expression.exp, $"solverData_{expression.name}"));
                    }
                }
                ;
            }

            // KernelSize: x - h, y - h^2, z - h^3, w - h / 2
            if (solverDataParams.HasFlag(SolverDataParameters.KernelSize))
            {
                yield return(new VFXNamedExpression(new VFXExpressionCombine(new []
                {
                    h,
                    h * h,
                    h * h * h,
                    h * VFXValue.Constant(0.5f),
                }),
                                                    "solverData_KernelSize"));
            }

            // KernelFactors: x - poly6, y - spiky, z - viscosity
            if (solverDataParams.HasFlag(SolverDataParameters.KernelFactors))
            {
                var poly6     = new Poly6Kernel(h);
                var spiky     = new SpikyKernel(h);
                var viscosity = new ViscosityKernel(h);

                yield return(new VFXNamedExpression(new VFXExpressionCombine(new []
                {
                    poly6.GetFactor(), spiky.GetFactor(), viscosity.GetFactor()
                }),
                                                    "solverData_KernelFactors"));
            }

            // Gravity
            if (solverDataParams.HasFlag(SolverDataParameters.Gravity))
            {
                if (gravity == null)
                {
                    gravity = new VFXExpressionCombine(new []
                    {
                        VFXValue.Constant(0.0f), VFXValue.Constant(-9.81f), VFXValue.Constant(0.0f),
                    });
                }
                yield return(new VFXNamedExpression(gravity, "solverData_Gravity"));
            }
        }
示例#14
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        protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
        {
            VFXExpression parameters = new VFXExpressionCombine(inputExpression[2], inputExpression[3], inputExpression[4]);

            return(new[] { new VFXExpressionVoroNoise2D(inputExpression[0], parameters) * inputExpression[1] });
        }
示例#15
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        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);
            }
        }
示例#16
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 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());
        }