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65 changes: 65 additions & 0 deletions com.unity.sg2/Documentation~/Imposter-Sample-Node.md
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# Imposter Sample Node

## Description

The Imposter Sample Node utilizes the three virtual UVs to sample the imposter texture and blends them based on the camera intersection point on the octahedron sphere, thereby achieving accurate sampling results.
## Ports

| Name | Direction | Type | Description |
|:------------ |:-------------|:-----|:---|
| Texture | Input | Texture2D | The texture asset to sample |
| Sampler | Input | Sampler State | The texture sampler to use for sampling the texture |
| UV0 | Input | Vector4 | The virtual UV for the base frame |
| UV1 | Input | Vector4 | The virtual UV for the second frame |
| UV2 | Input | Vector4 | The virtual UV for the third frame |
| Grid | Input | Vector4 | The current UV grid, which is used to find the corresponding sample frames |
| Frames | Input | Float | The amount of the imposter frames |
| Clip | Input | Float | The amount of clipping for a single frame |
| Parallax | Input | Float | Parallax strength|
| Height Map Channel | Input | Int | The channle of the height map to sample for parallax mapping, if any|
| RGBA | Output | Vector3 | A vector4 from the sampled texture |

## Controls

The Imposter Sample Node [!include[nodes-controls](./snippets/nodes-controls.md)]

<table>
<thead>
<tr>
<th><strong>Name</strong></th>
<th><strong>Sample Type</strong></th>
<th colspan="2"><strong>Description</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td rowspan="3"><strong>Type</strong></td>
<td rowspan="3">Dropdown</td>
<td colspan="2">Select whether to sample three frames or one frame.</td>
</tr>
<tr>
<td><strong>Three Frames</strong></td>
<td>Blends between three frames to get the smoothest result.</td>
</tr>
<tr>
<td><strong>One Frame</strong></td>
<td>Calculates only one frame for better performance.</td>
</tr>
</tbody>
</table>

## Generated code example

[!include[nodes-generated-code](./snippets/nodes-generated-code.md)], based on the selected Mode on the Imposter Sample Node node:

### ThreeFrames

```
ImposterSample(HeightMapChannel, ViewDirectionTS, Parallax, Frames, Texture.tex, Texture.texelSize, Clip, Grid, UV0, UV1, UV2, Sampler.samplerstate, RGBA);
```

### OneFrame

```
ImposterSample_oneFrame(HeightMapChannel, ViewDirectionTS, Parallax, Frames, Texture.tex, Texture.texelSize, Clip, Grid, UV0, Sampler.samplerstate, RGBA);
```
65 changes: 65 additions & 0 deletions com.unity.sg2/Documentation~/Imposter-UV-Node.md
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# Imposter UV Node

## Description

The Imposter UV Node calculates the billboard positon and the virtual UVs for sampling.
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How about we say: "The Imposter UV Node calculates the billboard position (fix the typo in this word) and the UV coordinates needed by the Imposter Sample node." We need to indicate that data output here is intended specifically for the Imposter Sample node.

## Ports

| Name | Direction | Type | Description |
|:------------ |:-------------|:-----|:---|
| In Position | Input | Vector3 | The postion in Object space |
| UV | Input | Vector4 | The UV coordinates of the mesh |
| Frames | Input | Float | The amount of the imposter frames |
| Offset | Input | Float | The offset value from the pivot |
| Size | Input | Float | The size of the imposter |
| HemiSphere | Input | Boolean | If it's true, calculates the imposter grid and UVs base on hemisphere type |
| Out Positon | Output | Vector3 | The output billboard position |
| UV0 | Output | Vector4 | The virtual UV for the base frame |
| UV1 | Output | Vector4 | The virtual UV for the second frame |
| UV2 | Output | Vector4 | The virtual UV for the third frame |
| Grid | Output | Vector4 | The current UV grid, which is used to find the corresponding sample frames |


## Controls

The Imposter UV Node [!include[nodes-controls](./snippets/nodes-controls.md)]

<table>
<thead>
<tr>
<th><strong>Name</strong></th>
<th><strong>Sample Type</strong></th>
<th colspan="2"><strong>Description</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td rowspan="3"><strong>Type</strong></td>
<td rowspan="3">Dropdown</td>
<td colspan="2">Select whether to sample three frames or one frame.</td>
</tr>
<tr>
<td><strong>Three Frames</strong></td>
<td>Blends between three frames to get the smoothest result.</td>
</tr>
<tr>
<td><strong>One Frame</strong></td>
<td>Calculates only one frame for better performance.</td>
</tr>
</tbody>
</table>

## Generated code example

[!include[nodes-generated-code](./snippets/nodes-generated-code.md)], based on the selected Mode on the Imposter Sample Node node:

### ThreeFrames

```
ImposterUV(Pos, inUV, Frames, Offset, Size, HemiSphere, OutPos, Grid, UV0, UV1, UV2)```

### OneFrame

```
ImposterUV_oneFrame(Pos, inUV, Frames, Offset, Size, HemiSphere, OutPos, Grid, UV0);
```
19 changes: 19 additions & 0 deletions com.unity.sg2/Documentation~/previews/ImposterSample.md
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## Description
Samples from the three virtual UVs and blends them base on the camera intersection point to get the correct result.
## Inputs
**Texture** - The texture asset to sample.
**Sampler** - The texture sampler to use for sampling the texture.
**UV0** - The virtual UV for the base frame.
**UV1** - The virtual UV for the second frame.
**UV2** - The virtual UV for the third frame.
**Grid** - The current UV grid, which is used to find the corresponding sample frames.
**Frames** - The amount of the imposter frames
**Clip** - The amount of clipping for a single frame.
**Parallax** - Parallax strength.
**Height Map Channel** - The channle of the height map to sample for parallax mapping, if any.

## Output
**RGBA** - A vector4 from the sampled texture.

## Controls
**Sample Type** - Select whether to sample three frames or one frame, three frames for smoother result, one frame for better performance.
20 changes: 20 additions & 0 deletions com.unity.sg2/Documentation~/previews/ImposterUV.md
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## Description
Calculates the billboard positon and the virtual UVs for sampling.

## Inputs
**InPosition** - The postion in Object space.
**UV** - The UV coordinates of the mesh.
**Frames** - The amount of the imposter frames
**Offset** - The offset value from the pivot.
**Size** - The size of the imposter.
**HemiSphere** - If it's true, calculates the imposter grid and UVs base on hemisphere type.

## Output
**OutPosition** - The output billboard position.
**UV0** - The virtual UV for the base frame.
**UV1** - The virtual UV for the second frame.
**UV2** - The virtual UV for the third frame.
**Grid** - The current UV grid using to find the sample frames.

## Controls
**Sample Type** - Select whether to sample three frames or one frame, three frames for smoother result, one frame for better performance.
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