Editor/ShaderGraphPlus/Nodes/Effects/Fresnel.cs
namespace ShaderGraphPlus.Nodes;
/// <summary>
/// Calculates a Fresnel term.
/// </summary>
[Title( "Fresnel" ), Category( "Effects" ), Icon( "blur_circular" )]
public sealed class Fresnel : ShaderNodePlus
{
[JsonIgnore, Hide, Browsable( false )]
public override Color NodeTitleColor => ShaderGraphPlusTheme.NodeHeaderColors.FunctionNode;
/// <summary>
/// Normal at the point being shaded.
/// </summary>
[Input( typeof( Vector3 ) )]
[Hide]
public NodeInput Normal { get; set; }
/// <summary>
/// Direction of the viewer's eye.
/// </summary>
[Input( typeof( Vector3 ) )]
[Hide]
public NodeInput Direction { get; set; }
/// <summary>
/// Power that controls the strength of the Fresnel effect.
/// </summary>
[Input( typeof( float ) )]
[Hide]
public NodeInput Power { get; set; }
/// <summary>
/// Default value for when Power input is missing.
/// </summary>
public float DefaultPower { get; set; } = 10.0f;
[Output( typeof( Vector3 ) )]
[Hide]
public NodeResult.Func Result => ( GraphCompiler compiler ) =>
{
var power = compiler.ResultOrDefault( Power, DefaultPower ).Cast( 1 );
var normal = Normal.IsValid ? compiler.Result( Normal ).Cast( 3 ) : "i.vNormalWs";
var direction = Direction.IsValid ? compiler.Result( Direction ).Cast( 3 ) :
$"CalculatePositionToCameraDirWs( {(compiler.IsVs ? "i.vPositionWs.xyz" : "i.vPositionWithOffsetWs.xyz + g_vHighPrecisionLightingOffsetWs.xyz")} )";
return new( ResultType.Vector3, $"pow( 1.0 - dot( normalize( {normal} ), normalize( {direction} ) ), {power} )" );
};
}