using System; using System.Collections.Generic; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Controls; using UnityEditor.ShaderGraph.Internal; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("UV", "Flipbook")] class FlipbookNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireMeshUV { public FlipbookNode() { name = "Flipbook"; UpdateNodeAfterDeserialization(); } const int UVSlotId = 0; const int WidthSlotId = 1; const int HeightSlotId = 2; const int TileSlotId = 3; const int OutputSlotId = 4; const string kUVSlotName = "UV"; const string kWidthSlotName = "Width"; const string kHeightSlotName = "Height"; const string kTileSlotName = "Tile"; const string kOutputSlotName = "Out"; public override bool hasPreview { get { return true; } } string GetFunctionName() { return $"Unity_Flipbook_{concretePrecision.ToShaderString()}"; } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new UVMaterialSlot(UVSlotId, kUVSlotName, kUVSlotName, UVChannel.UV0)); AddSlot(new Vector1MaterialSlot(WidthSlotId, kWidthSlotName, kWidthSlotName, SlotType.Input, 1)); AddSlot(new Vector1MaterialSlot(HeightSlotId, kHeightSlotName, kHeightSlotName, SlotType.Input, 1)); AddSlot(new Vector1MaterialSlot(TileSlotId, kTileSlotName, kTileSlotName, SlotType.Input, 0)); AddSlot(new Vector2MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector2.zero)); RemoveSlotsNameNotMatching(new[] { UVSlotId, WidthSlotId, HeightSlotId, TileSlotId, OutputSlotId }); } [SerializeField] private bool m_InvertX = false; [ToggleControl("Invert X")] public ToggleData invertX { get { return new ToggleData(m_InvertX); } set { if (m_InvertX == value.isOn) return; m_InvertX = value.isOn; Dirty(ModificationScope.Node); } } [SerializeField] private bool m_InvertY = true; [ToggleControl("Invert Y")] public ToggleData invertY { get { return new ToggleData(m_InvertY); } set { if (m_InvertY == value.isOn) return; m_InvertY = value.isOn; Dirty(ModificationScope.Node); } } public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode) { var uvValue = GetSlotValue(UVSlotId, generationMode); var widthValue = GetSlotValue(WidthSlotId, generationMode); var heightValue = GetSlotValue(HeightSlotId, generationMode); var tileValue = GetSlotValue(TileSlotId, generationMode); var outputValue = GetSlotValue(OutputSlotId, generationMode); sb.AppendLine("{0} {1};", FindOutputSlot(OutputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId)); if (!generationMode.IsPreview()) { sb.AppendLine("$precision2 _{0}_Invert = $precision2 ({1}, {2});", GetVariableNameForNode(), invertX.isOn ? 1 : 0, invertY.isOn ? 1 : 0); } sb.AppendLine("{0}({1}, {2}, {3}, {4}, _{5}_Invert, {6});", GetFunctionName(), uvValue, widthValue, heightValue, tileValue, GetVariableNameForNode(), outputValue); } public override void CollectPreviewMaterialProperties(List properties) { base.CollectPreviewMaterialProperties(properties); properties.Add(new PreviewProperty(PropertyType.Vector2) { name = string.Format("_{0}_Invert", GetVariableNameForNode()), vector4Value = new Vector2(invertX.isOn ? 1 : 0, invertY.isOn ? 1 : 0) }); } public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode) { if (!generationMode.IsPreview()) return; base.CollectShaderProperties(properties, generationMode); properties.AddShaderProperty(new Vector2ShaderProperty() { overrideReferenceName = string.Format("_{0}_Invert", GetVariableNameForNode()), generatePropertyBlock = false }); } public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode) { registry.ProvideFunction(GetFunctionName(), s => { s.AppendLine("void {0} ({1} UV, {2} Width, {3} Height, {4} Tile, $precision2 Invert, out {5} Out)", GetFunctionName(), FindInputSlot(UVSlotId).concreteValueType.ToShaderString(), FindInputSlot(WidthSlotId).concreteValueType.ToShaderString(), FindInputSlot(HeightSlotId).concreteValueType.ToShaderString(), FindInputSlot(TileSlotId).concreteValueType.ToShaderString(), FindOutputSlot(OutputSlotId).concreteValueType.ToShaderString()); using (s.BlockScope()) { s.AppendLine("Tile = fmod(Tile, Width*Height);"); s.AppendLine("$precision2 tileCount = $precision2(1.0, 1.0) / $precision2(Width, Height);"); s.AppendLine("$precision tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));"); s.AppendLine("$precision tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));"); s.AppendLine("Out = (UV + $precision2(tileX, tileY)) * tileCount;"); } }); } public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability) { s_TempSlots.Clear(); GetInputSlots(s_TempSlots); foreach (var slot in s_TempSlots) { if (slot.RequiresMeshUV(channel)) return true; } return false; } } }