using System; using System.Collections.Generic; using System.Globalization; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Controls; using UnityEngine; namespace UnityEditor.ShaderGraph { enum DielectricMaterialType { Common, RustedMetal, Water, Ice, Glass, Custom }; [Title("Input", "PBR", "Dielectric Specular")] class DielectricSpecularNode : AbstractMaterialNode, IGeneratesBodyCode { public DielectricSpecularNode() { name = "Dielectric Specular"; UpdateNodeAfterDeserialization(); } [SerializeField] DielectricMaterial m_Material = new DielectricMaterial(DielectricMaterialType.Common, 0.5f, 1.0f); [Serializable] public struct DielectricMaterial { public DielectricMaterialType type; public float range; public float indexOfRefraction; public DielectricMaterial(DielectricMaterialType type, float range, float indexOfRefraction) { this.type = type; this.range = range; this.indexOfRefraction = indexOfRefraction; } } [DielectricSpecularControl()] public DielectricMaterial material { get { return m_Material; } set { if ((value.type == m_Material.type) && (value.range == m_Material.range) && (value.indexOfRefraction == m_Material.indexOfRefraction)) return; DielectricMaterialType previousType = m_Material.type; m_Material = value; if (value.type != previousType) Dirty(ModificationScope.Graph); else Dirty(ModificationScope.Node); } } static Dictionary m_MaterialList = new Dictionary { {DielectricMaterialType.RustedMetal, "0.030"}, {DielectricMaterialType.Water, "0.020"}, {DielectricMaterialType.Ice, "0.018"}, {DielectricMaterialType.Glass, "0.040"} }; private const int kOutputSlotId = 0; private const string kOutputSlotName = "Out"; public override bool hasPreview { get { return true; } } public override PreviewMode previewMode { get { return PreviewMode.Preview2D; } } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new Vector1MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, 0)); RemoveSlotsNameNotMatching(new[] { kOutputSlotId }); } public void GenerateNodeCode(ShaderStringBuilder sb, GraphContext graphContext, GenerationMode generationMode) { if (!generationMode.IsPreview()) { switch (material.type) { case DielectricMaterialType.Custom: sb.AppendLine("$precision _{0}_IOR = {1};", GetVariableNameForNode(), material.indexOfRefraction); break; case DielectricMaterialType.Common: sb.AppendLine("$precision _{0}_Range = {1};", GetVariableNameForNode(), material.range); break; default: break; } } switch (material.type) { case DielectricMaterialType.Common: sb.AppendLine("$precision {0} = lerp(0.034, 0.048, _{1}_Range);", GetVariableNameForSlot(kOutputSlotId), GetVariableNameForNode()); break; case DielectricMaterialType.Custom: sb.AppendLine("$precision {0} = pow(_{1}_IOR - 1, 2) / pow(_{1}_IOR + 1, 2);", GetVariableNameForSlot(kOutputSlotId), GetVariableNameForNode()); break; default: sb.AppendLine("$precision {0} = {1};", GetVariableNameForSlot(kOutputSlotId), m_MaterialList[material.type].ToString(CultureInfo.InvariantCulture)); break; } } public override void CollectPreviewMaterialProperties(List properties) { base.CollectPreviewMaterialProperties(properties); if (material.type == DielectricMaterialType.Common) { properties.Add(new PreviewProperty(PropertyType.Vector1) { name = string.Format("_{0}_Range", GetVariableNameForNode()), floatValue = material.range }); } else if (material.type == DielectricMaterialType.Custom) { properties.Add(new PreviewProperty(PropertyType.Vector1) { name = string.Format("_{0}_IOR", GetVariableNameForNode()), floatValue = material.indexOfRefraction }); } } public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode) { if (!generationMode.IsPreview()) return; base.CollectShaderProperties(properties, generationMode); if (material.type == DielectricMaterialType.Common) { properties.AddShaderProperty(new Vector1ShaderProperty() { overrideReferenceName = string.Format("_{0}_Range", GetVariableNameForNode()), generatePropertyBlock = false }); } else if (material.type == DielectricMaterialType.Custom) { properties.AddShaderProperty(new Vector1ShaderProperty() { overrideReferenceName = string.Format("_{0}_IOR", GetVariableNameForNode()), generatePropertyBlock = false }); } } } }