From 322b50b2bd8f67eb77df18ca0a0a607db5de657a Mon Sep 17 00:00:00 2001 From: max Date: Wed, 13 Jan 2021 19:31:54 +0100 Subject: [PATCH] Shader UV's Support for both Houdini (Flipped) and normal UVs. --- .../Shaders/HLSL/VectorEncodingDecoding.hlsl | 8 +- Runtime/Shaders/HLSL/VertexAnimation.hlsl | 33 +- Runtime/Shaders/SubGraphs/VA1.shadersubgraph | 799 ------------------ .../Shaders/SubGraphs/VA1.shadersubgraph.meta | 10 - 4 files changed, 8 insertions(+), 842 deletions(-) delete mode 100644 Runtime/Shaders/SubGraphs/VA1.shadersubgraph delete mode 100644 Runtime/Shaders/SubGraphs/VA1.shadersubgraph.meta diff --git a/Runtime/Shaders/HLSL/VectorEncodingDecoding.hlsl b/Runtime/Shaders/HLSL/VectorEncodingDecoding.hlsl index 7df5ae8..bc47907 100644 --- a/Runtime/Shaders/HLSL/VectorEncodingDecoding.hlsl +++ b/Runtime/Shaders/HLSL/VectorEncodingDecoding.hlsl @@ -58,10 +58,10 @@ void Float3ToFloat2_float(float3 f3, out float2 f2) //float3 rotation = normalize(float3(f3.x, 0, f3.y)); float3 rotation = normalize(float3(f3.x, 0, f3.z)); - f2.x = acos (dot(rotation, float3(1, 0, 0))) * sign(f3.z); - f2.x = ((f2.x / V_PI) + 1) * 0.5f; - - f2.y = acos(f3.y) / V_PI; + f2.x = acos (dot(rotation, float3(1, 0, 0))) * sign(f3.z); + f2.x = ((f2.x / V_PI) + 1) * 0.5f; + + f2.y = acos(f3.y) / V_PI; f2 *= 15; f2.x = round(f2.x); diff --git a/Runtime/Shaders/HLSL/VertexAnimation.hlsl b/Runtime/Shaders/HLSL/VertexAnimation.hlsl index 7e9561d..f07add3 100644 --- a/Runtime/Shaders/HLSL/VertexAnimation.hlsl +++ b/Runtime/Shaders/HLSL/VertexAnimation.hlsl @@ -8,29 +8,18 @@ float2 VA_UV_float(float2 uv, int maxFrames, float time) { float2 uvPosition; - float timeInFrames = frac(time); timeInFrames = ceil(timeInFrames * maxFrames); timeInFrames /= maxFrames; timeInFrames += round(1.0f / maxFrames); uvPosition.x = uv.x; + +#ifdef VA_FLIP_UVS_ON uvPosition.y = (1.0f - (timeInFrames)) + (1.0f - (1.0f - uv.y)); - - return uvPosition; -} - -float2 VA1_UV_float(float2 uv, int maxFrames, float time) -{ - float2 uvPosition; - - float timeInFrames = frac(time); - timeInFrames = ceil(timeInFrames * maxFrames); - timeInFrames /= maxFrames; - timeInFrames += round(1.0f / maxFrames); - - uvPosition.x = uv.x; +#else uvPosition.y = (1.0f - (1.0f - uv.y) - (1.0f - (timeInFrames))); +#endif return uvPosition; } @@ -49,20 +38,6 @@ void VA_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float t alpha = texturePos.w; } -void VA1_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float time, int maxFrames, - out float3 position, out float alpha) -{ - float2 uvPosition = VA1_UV_float(uv, maxFrames, time); - - // Position. - float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0); - position = texturePos.xyz; - - // Normal. - //FloatToFloat3_float(texturePos.w, outNormal); - alpha = texturePos.w; -} - void VA_ARRAY_float(float2 uv, SamplerState texSampler, Texture2DArray positionMap, float positionMapIndex, float time, int maxFrames, out float3 position, out float3 alpha) { diff --git a/Runtime/Shaders/SubGraphs/VA1.shadersubgraph b/Runtime/Shaders/SubGraphs/VA1.shadersubgraph deleted file mode 100644 index 339f271..0000000 --- a/Runtime/Shaders/SubGraphs/VA1.shadersubgraph +++ /dev/null @@ -1,799 +0,0 @@ -{ - 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