// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda // http://kylehalladay.com/blog/tutorial/2014/02/18/Fresnel-Shaders-From-The-Ground-Up.html // http://http.developer.nvidia.com/CgTutorial/cg_tutorial_chapter07.html using System; using UnityEngine; using UnityEditor; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Fresnel", "Surface Data", "Simple Fresnel effect" )] public sealed class FresnelNode : ParentNode { private const string FresnedFinalVar = "fresnelNode"; [SerializeField] private ViewSpace m_normalSpace = ViewSpace.Tangent; enum FresnelType { Standard = 0, Schlick, SchlickIOR, } enum NormalType { WorldNormal = 0, TangentNormal, HalfVector, } enum ViewType { ViewDir = 0, LightDir, } [SerializeField] private FresnelType m_fresnelType = FresnelType.Standard; [SerializeField] private NormalType m_normalType = NormalType.WorldNormal; [SerializeField] private ViewType m_viewType = ViewType.ViewDir; [SerializeField] private bool m_normalizeVectors = false; private InputPort m_normalVecPort; private InputPort m_viewVecPort; private InputPort m_biasPort; private InputPort m_scalePort; private InputPort m_powerPort; protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); AddInputPort( WirePortDataType.FLOAT3, false, "World Normal", -1, MasterNodePortCategory.Fragment, 0 ); AddInputPort( WirePortDataType.FLOAT3, false, "View Dir", -1, MasterNodePortCategory.Fragment, 4 ); AddInputPort( WirePortDataType.FLOAT, false, "Bias", -1, MasterNodePortCategory.Fragment, 1 ); AddInputPort( WirePortDataType.FLOAT, false, "Scale", -1, MasterNodePortCategory.Fragment, 2 ); AddInputPort( WirePortDataType.FLOAT, false, "Power", -1, MasterNodePortCategory.Fragment, 3 ); AddOutputPort( WirePortDataType.FLOAT, "Out" ); m_normalVecPort = m_inputPorts[ 0 ]; m_viewVecPort = m_inputPorts[ 1 ]; m_biasPort = m_inputPorts[ 2 ]; m_scalePort = m_inputPorts[ 3 ]; m_powerPort = m_inputPorts[ 4 ]; m_biasPort.AutoDrawInternalData = true; m_scalePort.AutoDrawInternalData = true; m_powerPort.AutoDrawInternalData = true; m_autoWrapProperties = true; m_drawPreviewAsSphere = true; m_normalVecPort.Vector3InternalData = Vector3.forward; m_scalePort.FloatInternalData = 1; m_powerPort.FloatInternalData = 5; m_previewShaderGUID = "240145eb70cf79f428015012559f4e7d"; } public override void SetPreviewInputs() { base.SetPreviewInputs(); //m_mate PreviewMaterial.SetInt( "_FresnelType", (int)m_fresnelType ); if( m_normalType == NormalType.TangentNormal && m_normalVecPort.IsConnected ) m_previewMaterialPassId = 2; else if( (m_normalType == NormalType.WorldNormal || m_normalType == NormalType.HalfVector ) && m_normalVecPort.IsConnected && !m_viewVecPort.IsConnected ) m_previewMaterialPassId = 1; else if( m_normalType == NormalType.HalfVector && !m_normalVecPort.IsConnected && !m_viewVecPort.IsConnected ) m_previewMaterialPassId = 3; else if( m_normalVecPort.IsConnected && m_viewVecPort.IsConnected ) m_previewMaterialPassId = 4; else if( !m_normalVecPort.IsConnected && !m_viewVecPort.IsConnected && m_viewType == ViewType.LightDir ) m_previewMaterialPassId = 5; else if( !m_normalVecPort.IsConnected && m_viewVecPort.IsConnected && m_normalType == NormalType.HalfVector ) m_previewMaterialPassId = 7; else if( !m_normalVecPort.IsConnected && m_viewVecPort.IsConnected ) m_previewMaterialPassId = 6; else m_previewMaterialPassId = 0; } public override void DrawProperties() { base.DrawProperties(); EditorGUI.BeginChangeCheck(); m_fresnelType = (FresnelType)EditorGUILayoutEnumPopup( "Type", m_fresnelType ); m_normalType = (NormalType)EditorGUILayoutEnumPopup( "Normal Vector", m_normalType ); m_viewType = (ViewType)EditorGUILayoutEnumPopup( "View Vector", m_viewType ); if( EditorGUI.EndChangeCheck() ) { UpdatePort(); } if( !m_biasPort.IsConnected && m_biasPort.Visible ) m_biasPort.FloatInternalData = EditorGUILayoutFloatField( m_biasPort.Name, m_biasPort.FloatInternalData ); if( !m_scalePort.IsConnected && m_scalePort.Visible ) m_scalePort.FloatInternalData = EditorGUILayoutFloatField( m_scalePort.Name, m_scalePort.FloatInternalData ); if( !m_powerPort.IsConnected && m_powerPort.Visible ) m_powerPort.FloatInternalData = EditorGUILayoutFloatField( m_powerPort.Name, m_powerPort.FloatInternalData ); m_normalizeVectors = EditorGUILayoutToggle( "Normalize Vectors", m_normalizeVectors ); } private void UpdatePort() { switch( m_normalType ) { default: case NormalType.WorldNormal: m_normalVecPort.Name = "World Normal"; break; case NormalType.TangentNormal: m_normalVecPort.Name = "Normal"; break; case NormalType.HalfVector: m_normalVecPort.Name = "Half Vector"; break; } switch( m_viewType ) { default: case ViewType.ViewDir: m_viewVecPort.Name = "View Dir"; break; case ViewType.LightDir: m_viewVecPort.Name = "Light Dir"; break; } switch( m_fresnelType ) { default: case FresnelType.Standard: m_biasPort.Visible = true; m_biasPort.Name = "Bias"; m_scalePort.Name = "Scale"; m_scalePort.Visible = true; m_powerPort.Visible = true; break; case FresnelType.Schlick: m_biasPort.Visible = true; m_biasPort.Name = "F0"; m_scalePort.Visible = false; m_powerPort.Visible = false; break; case FresnelType.SchlickIOR: m_biasPort.Visible = false; m_scalePort.Name = "IOR"; m_scalePort.Visible = true; m_powerPort.Visible = false; break; } m_sizeIsDirty = true; } public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar ) { if( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) ) return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ); if( dataCollector.IsFragmentCategory ) dataCollector.AddToInput( UniqueId, SurfaceInputs.WORLD_POS ); string viewdir = string.Empty; if( m_viewType == ViewType.ViewDir ) { if( m_viewVecPort.IsConnected ) viewdir = m_viewVecPort.GeneratePortInstructions( ref dataCollector ); else viewdir = GeneratorUtils.GenerateViewDirection( ref dataCollector, UniqueId, ViewSpace.World ); } else { if( m_viewVecPort.IsConnected ) viewdir = m_viewVecPort.GeneratePortInstructions( ref dataCollector ); else viewdir = GeneratorUtils.GenerateWorldLightDirection( ref dataCollector, UniqueId, m_currentPrecisionType ); } string normal = string.Empty; if( m_normalType == NormalType.WorldNormal || m_normalType == NormalType.TangentNormal ) { if( m_normalVecPort.IsConnected ) { normal = m_normalVecPort.GeneratePortInstructions( ref dataCollector ); if( dataCollector.IsFragmentCategory ) { dataCollector.AddToInput( UniqueId, SurfaceInputs.INTERNALDATA, addSemiColon: false ); if( m_normalType == NormalType.TangentNormal ) { if( dataCollector.IsTemplate ) { normal = dataCollector.TemplateDataCollectorInstance.GetWorldNormal( UniqueId, m_currentPrecisionType, normal, OutputId ); } else { normal = GeneratorUtils.GenerateWorldNormal( ref dataCollector, UniqueId, m_currentPrecisionType, normal, OutputId ); dataCollector.AddToInput( UniqueId, SurfaceInputs.WORLD_NORMAL, m_currentPrecisionType ); dataCollector.ForceNormal = true; } } else { if( m_normalizeVectors ) normal = string.Format( "normalize( {0} )", normal ); } } else { if( m_normalType == NormalType.TangentNormal ) { string wtMatrix = GeneratorUtils.GenerateWorldToTangentMatrix( ref dataCollector, UniqueId, m_currentPrecisionType ); normal = "mul( " + normal + "," + wtMatrix + " )"; } } } else { if( dataCollector.IsFragmentCategory ) { dataCollector.AddToInput( UniqueId, SurfaceInputs.WORLD_NORMAL, m_currentPrecisionType ); if( dataCollector.DirtyNormal ) dataCollector.AddToInput( UniqueId, SurfaceInputs.INTERNALDATA, addSemiColon: false ); } if( dataCollector.IsTemplate ) normal = dataCollector.TemplateDataCollectorInstance.GetWorldNormal( m_currentPrecisionType, normalize: ( dataCollector.DirtyNormal && m_normalizeVectors ) ); else normal = GeneratorUtils.GenerateWorldNormal( ref dataCollector, UniqueId, ( dataCollector.DirtyNormal && m_normalizeVectors ) ); if( dataCollector.DirtyNormal ) { dataCollector.ForceNormal = true; } } } else { // generate HV if( !m_normalVecPort.IsConnected ) { string halfView = GeneratorUtils.GenerateViewDirection( ref dataCollector, UniqueId, ViewSpace.World ); string halfLight = GeneratorUtils.GenerateWorldLightDirection( ref dataCollector, UniqueId, m_currentPrecisionType ); normal = "halfVector" + OutputId; dataCollector.AddLocalVariable( UniqueId, m_currentPrecisionType, WirePortDataType.FLOAT3, normal, "normalize( " + halfView + " + " + halfLight + " )" ); } else { normal = m_normalVecPort.GeneratePortInstructions( ref dataCollector ); if( m_normalizeVectors ) normal = string.Format( "normalize( {0} )", normal ); } } string bias = m_biasPort.GeneratePortInstructions( ref dataCollector ); string scale = m_scalePort.GeneratePortInstructions( ref dataCollector ); string power = m_powerPort.GeneratePortInstructions( ref dataCollector ); string fresnelNDotVLocalValue = "dot( " + normal + ", " + viewdir + " )"; string fresnelNDotVLocalVar = "fresnelNdotV" + OutputId; dataCollector.AddLocalVariable( UniqueId, m_currentPrecisionType, WirePortDataType.FLOAT, fresnelNDotVLocalVar, fresnelNDotVLocalValue ); string fresnelFinalVar = FresnedFinalVar + OutputId; string result = string.Empty; switch( m_fresnelType ) { default: case FresnelType.Standard: { result = string.Format( "( {0} + {1} * pow( 1.0 - {2}, {3} ) )", bias, scale, fresnelNDotVLocalVar, power ); } break; case FresnelType.Schlick: { string f0VarName = "f0" + OutputId; dataCollector.AddLocalVariable( UniqueId, m_currentPrecisionType, WirePortDataType.FLOAT, f0VarName, bias ); result = string.Format( "( {0} + ( 1.0 - {0} ) * pow( 1.0 - {1}, 5 ) )", f0VarName, fresnelNDotVLocalVar ); } break; case FresnelType.SchlickIOR: { string iorVarName = "ior" + OutputId; dataCollector.AddLocalVariable( UniqueId, m_currentPrecisionType, WirePortDataType.FLOAT, iorVarName, scale ); dataCollector.AddLocalVariable( UniqueId, iorVarName +" = pow( ( 1-"+ iorVarName +" )/( 1+"+iorVarName+" ), 2 );"); result = string.Format( "( {0} + ( 1.0 - {0} ) * pow( 1.0 - {1}, 5 ) )", iorVarName, fresnelNDotVLocalVar ); } break; } RegisterLocalVariable( 0, result, ref dataCollector, fresnelFinalVar ); return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ); } public override void PropagateNodeData( NodeData nodeData, ref MasterNodeDataCollector dataCollector ) { base.PropagateNodeData( nodeData, ref dataCollector ); if( m_normalType == NormalType.TangentNormal && m_normalVecPort.IsConnected ) dataCollector.DirtyNormal = true; } public override void ReadFromString( ref string[] nodeParams ) { base.ReadFromString( ref nodeParams ); if( UIUtils.CurrentShaderVersion() > 15305 ) { m_fresnelType = (FresnelType)Enum.Parse( typeof( FresnelType ), GetCurrentParam( ref nodeParams ) ); m_normalType = (NormalType)Enum.Parse( typeof( NormalType ), GetCurrentParam( ref nodeParams ) ); m_viewType = (ViewType)Enum.Parse( typeof( ViewType ), GetCurrentParam( ref nodeParams ) ); m_normalizeVectors = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) ); } else { if( UIUtils.CurrentShaderVersion() >= 13202 ) { m_normalSpace = (ViewSpace)Enum.Parse( typeof( ViewSpace ), GetCurrentParam( ref nodeParams ) ); } else { m_normalSpace = ViewSpace.World; } if( m_normalSpace == ViewSpace.World ) m_normalType = NormalType.WorldNormal; else m_normalType = NormalType.TangentNormal; } UpdatePort(); } public override void WriteToString( ref string nodeInfo, ref string connectionsInfo ) { base.WriteToString( ref nodeInfo, ref connectionsInfo ); IOUtils.AddFieldValueToString( ref nodeInfo, m_fresnelType ); IOUtils.AddFieldValueToString( ref nodeInfo, m_normalType ); IOUtils.AddFieldValueToString( ref nodeInfo, m_viewType ); IOUtils.AddFieldValueToString( ref nodeInfo, m_normalizeVectors ); } } }