using System; using System.Linq; using System.Collections.Generic; using UnityEditor.Graphing; using UnityEngine; using UnityEditor.ShaderGraph; using UnityEditor.ShaderGraph.Internal; namespace UnityEditor.Experimental.Rendering.Universal { [Serializable] [Title("Master", "Sprite Lit (Experimental)")] [FormerName("UnityEditor.Experimental.Rendering.LWRP.SpriteLitMasterNode")] class SpriteLitMasterNode : MasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent { public const string PositionName = "Vertex Position"; public const string NormalName = "Vertex Normal"; public const string TangentName = "Vertex Tangent"; public const string ColorSlotName = "Color"; public const string MaskSlotName = "Mask"; public const string NormalSlotName = "Normal"; public const int PositionSlotId = 9; public const int ColorSlotId = 0; public const int MaskSlotId = 1; public const int NormalSlotId = 2; public const int VertNormalSlotId = 10; public const int VertTangentSlotId = 11; public SpriteLitMasterNode() { UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { base.UpdateNodeAfterDeserialization(); name = "Sprite Lit Master"; AddSlot(new PositionMaterialSlot(PositionSlotId, PositionName, PositionName, CoordinateSpace.Object, ShaderStageCapability.Vertex)); AddSlot(new NormalMaterialSlot(VertNormalSlotId, NormalName, NormalName, CoordinateSpace.Object, ShaderStageCapability.Vertex)); AddSlot(new TangentMaterialSlot(VertTangentSlotId, TangentName, TangentName, CoordinateSpace.Object, ShaderStageCapability.Vertex)); AddSlot(new ColorRGBAMaterialSlot(ColorSlotId, ColorSlotName, ColorSlotName, SlotType.Input, Color.white, ShaderStageCapability.Fragment)); AddSlot(new ColorRGBAMaterialSlot(MaskSlotId, MaskSlotName, MaskSlotName, SlotType.Input, Color.white, ShaderStageCapability.Fragment)); AddSlot(new Vector3MaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, SlotType.Input, new Vector3(0.0f, 0.0f, 1.0f), ShaderStageCapability.Fragment)); RemoveSlotsNameNotMatching( new[] { PositionSlotId, VertNormalSlotId, VertTangentSlotId, ColorSlotId, MaskSlotId, NormalSlotId, }); } public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability) { List slots = new List(); GetSlots(slots); List validSlots = new List(); for (int i = 0; i < slots.Count; i++) { if (slots[i].stageCapability != ShaderStageCapability.All && slots[i].stageCapability != stageCapability) continue; validSlots.Add(slots[i]); } return validSlots.OfType().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresNormal(stageCapability)); } public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability) { List slots = new List(); GetSlots(slots); List validSlots = new List(); for (int i = 0; i < slots.Count; i++) { if (slots[i].stageCapability != ShaderStageCapability.All && slots[i].stageCapability != stageCapability) continue; validSlots.Add(slots[i]); } return validSlots.OfType().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresPosition(stageCapability)); } public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability) { List slots = new List(); GetSlots(slots); List validSlots = new List(); for (int i = 0; i < slots.Count; i++) { if (slots[i].stageCapability != ShaderStageCapability.All && slots[i].stageCapability != stageCapability) continue; validSlots.Add(slots[i]); } return validSlots.OfType().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresTangent(stageCapability)); } } }