#if HAS_VFX_GRAPH using System.Collections.Generic; using System.Linq; using UnityEngine; namespace UnityEditor.VFX.URP { [VFXHelpURL("Context-OutputPrimitive")] [VFXInfo(name = "Output ParticleStrip|URP Lit|Quad", category = "#3Output Strip", experimental = true)] class VFXURPLitQuadStripOutput : VFXAbstractParticleURPLitOutput { protected VFXURPLitQuadStripOutput() : base(true) {} // strips public override string name => "Output ParticleStrip".AppendLabel("URP Lit").AppendLabel("Quad"); public override string codeGeneratorTemplate => RenderPipeTemplate("VFXParticleLitPlanarPrimitive"); public override VFXTaskType taskType => VFXTaskType.ParticleQuadOutput; public override bool supportsUV => true; [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Tooltip("When enabled, a Normal Bending Factor slider becomes available in the output which can be used to adjust the curvature of the normals.")] protected bool normalBending = false; [VFXSetting, SerializeField, Tooltip("Specifies the way the UVs are interpolated along the strip. They can either be stretched or repeated per segment.")] private StripTilingMode tilingMode = StripTilingMode.Stretch; [VFXSetting, SerializeField, Tooltip("When enabled, uvs for the strips are swapped.")] protected bool swapUV = false; public class NormalBendingProperties { [Range(0, 1), Tooltip("Controls the amount by which the normals will be bent, creating a rounder look.")] public float normalBendingFactor = 0.1f; } public class CustomUVInputProperties { [Tooltip("Specifies the texture coordinate value (u or v depending on swap UV being enabled) used along the strip.")] public float texCoord = 0.0f; } protected override IEnumerable inputProperties { get { var properties = base.inputProperties; if (normalBending) properties = properties.Concat(PropertiesFromType(nameof(NormalBendingProperties))); if (tilingMode == StripTilingMode.Custom) properties = properties.Concat(PropertiesFromType(nameof(CustomUVInputProperties))); return properties; } } public override IEnumerable attributes { get { yield return new VFXAttributeInfo(VFXAttribute.Position, VFXAttributeMode.Read); if (colorMode != ColorMode.None) yield return new VFXAttributeInfo(VFXAttribute.Color, VFXAttributeMode.Read); yield return new VFXAttributeInfo(VFXAttribute.Alpha, VFXAttributeMode.Read); yield return new VFXAttributeInfo(VFXAttribute.AxisX, VFXAttributeMode.Read); yield return new VFXAttributeInfo(VFXAttribute.AxisY, VFXAttributeMode.Read); yield return new VFXAttributeInfo(VFXAttribute.AxisZ, VFXAttributeMode.Read); yield return new VFXAttributeInfo(VFXAttribute.AngleX, VFXAttributeMode.Read); yield return new VFXAttributeInfo(VFXAttribute.AngleY, VFXAttributeMode.Read); yield return new VFXAttributeInfo(VFXAttribute.AngleZ, VFXAttributeMode.Read); yield return new VFXAttributeInfo(VFXAttribute.PivotX, VFXAttributeMode.Read); yield return new VFXAttributeInfo(VFXAttribute.PivotY, VFXAttributeMode.Read); yield return new VFXAttributeInfo(VFXAttribute.PivotZ, VFXAttributeMode.Read); yield return new VFXAttributeInfo(VFXAttribute.Size, VFXAttributeMode.Read); foreach (var attribute in flipbookAttributes) yield return attribute; } } protected override IEnumerable CollectGPUExpressions(IEnumerable slotExpressions) { foreach (var exp in base.CollectGPUExpressions(slotExpressions)) yield return exp; if (normalBending) yield return slotExpressions.First(o => o.name == nameof(NormalBendingProperties.normalBendingFactor)); if (tilingMode == StripTilingMode.Custom) yield return slotExpressions.First(o => o.name == nameof(CustomUVInputProperties.texCoord)); } public override IEnumerable additionalDefines { get { foreach (var d in base.additionalDefines) yield return d; if (normalBending) yield return "USE_NORMAL_BENDING"; if (tilingMode == StripTilingMode.Stretch) yield return "VFX_STRIPS_UV_STRECHED"; else if (tilingMode == StripTilingMode.RepeatPerSegment) yield return "VFX_STRIPS_UV_PER_SEGMENT"; if (swapUV) yield return "VFX_STRIPS_SWAP_UV"; yield return "FORCE_NORMAL_VARYING"; // To avoid discrepancy between depth and color pass which could cause glitch with ztest yield return VFXPlanarPrimitiveHelper.GetShaderDefine(VFXPrimitiveType.Quad); } } } } #endif