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72 行
3.1 KiB
72 行
3.1 KiB
using System.Collections.Generic;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEngine;
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using UnityEditor.Graphing;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Input", "Basic", "Vector 4")]
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class Vector4Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
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{
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[SerializeField]
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private Vector4 m_Value = Vector4.zero;
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const string kInputSlotXName = "X";
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const string kInputSlotYName = "Y";
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const string kInputSlotZName = "Z";
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const string kInputSlotWName = "W";
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const string kOutputSlotName = "Out";
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public const int OutputSlotId = 0;
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public const int InputSlotXId = 1;
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public const int InputSlotYId = 2;
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public const int InputSlotZId = 3;
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public const int InputSlotWId = 4;
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public Vector4Node()
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{
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name = "Vector 4";
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UpdateNodeAfterDeserialization();
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new Vector1MaterialSlot(InputSlotXId, kInputSlotXName, kInputSlotXName, SlotType.Input, m_Value.x));
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AddSlot(new Vector1MaterialSlot(InputSlotYId, kInputSlotYName, kInputSlotYName, SlotType.Input, m_Value.y, label1: "Y"));
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AddSlot(new Vector1MaterialSlot(InputSlotZId, kInputSlotZName, kInputSlotZName, SlotType.Input, m_Value.z, label1: "Z"));
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AddSlot(new Vector1MaterialSlot(InputSlotWId, kInputSlotWName, kInputSlotWName, SlotType.Input, m_Value.w, label1: "W"));
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AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId, InputSlotXId, InputSlotYId, InputSlotZId, InputSlotWId });
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}
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public void GenerateNodeCode(ShaderStringBuilder sb, GraphContext graphContext, GenerationMode generationMode)
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{
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var inputXValue = GetSlotValue(InputSlotXId, generationMode);
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var inputYValue = GetSlotValue(InputSlotYId, generationMode);
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var inputZValue = GetSlotValue(InputSlotZId, generationMode);
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var inputWValue = GetSlotValue(InputSlotWId, generationMode);
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var outputName = GetVariableNameForSlot(outputSlotId);
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var s = string.Format("$precision4 {0} = $precision4({1}, {2}, {3}, {4});",
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outputName,
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inputXValue,
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inputYValue,
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inputZValue,
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inputWValue);
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sb.AppendLine(s);
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}
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public AbstractShaderProperty AsShaderProperty()
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{
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var slotX = FindInputSlot<Vector1MaterialSlot>(InputSlotXId);
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var slotY = FindInputSlot<Vector1MaterialSlot>(InputSlotYId);
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var slotZ = FindInputSlot<Vector1MaterialSlot>(InputSlotZId);
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var slotW = FindInputSlot<Vector1MaterialSlot>(InputSlotWId);
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return new Vector4ShaderProperty { value = new Vector4(slotX.value, slotY.value, slotZ.value, slotW.value) };
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}
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public int outputSlotId { get { return OutputSlotId; } }
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}
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}
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