Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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198 行
6.9 KiB

using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using System.Collections.Generic;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Matrix", "Matrix 4x4")]
class Matrix4Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
public const int OutputSlotId = 0;
const string kOutputSlotName = "Out";
[SerializeField]
Vector4 m_Row0;
[SerializeField]
Vector4 m_Row1;
[SerializeField]
Vector4 m_Row2;
[SerializeField]
Vector4 m_Row3;
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector4 row0
{
get { return m_Row0; }
set { SetRow(ref m_Row0, value); }
}
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector4 row1
{
get { return m_Row1; }
set { SetRow(ref m_Row1, value); }
}
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector4 row2
{
get { return m_Row2; }
set { SetRow(ref m_Row2, value); }
}
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector4 row3
{
get { return m_Row3; }
set { SetRow(ref m_Row3, value); }
}
void SetRow(ref Vector4 row, Vector4 value)
{
if (value == row)
return;
row = value;
Dirty(ModificationScope.Node);
}
public Matrix4Node()
{
name = "Matrix 4x4";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Matrix4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m0", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row0
});
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m1", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row1
});
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m2", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row2
});
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m3", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row3
});
}
public void GenerateNodeCode(ShaderStringBuilder sb, GraphContext graphContext, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
{
sb.AppendLine("$precision4 _{0}_m0 = $precision4 ({1}, {2}, {3}, {4});", GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row0.x),
NodeUtils.FloatToShaderValue(m_Row0.y),
NodeUtils.FloatToShaderValue(m_Row0.z),
NodeUtils.FloatToShaderValue(m_Row0.w));
sb.AppendLine("$precision4 _{0}_m1 = $precision4 ({1}, {2}, {3}, {4});", GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row1.x),
NodeUtils.FloatToShaderValue(m_Row1.y),
NodeUtils.FloatToShaderValue(m_Row1.z),
NodeUtils.FloatToShaderValue(m_Row1.w));
sb.AppendLine("$precision4 _{0}_m2 = $precision4 ({1}, {2}, {3}, {4});", GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row2.x),
NodeUtils.FloatToShaderValue(m_Row2.y),
NodeUtils.FloatToShaderValue(m_Row2.z),
NodeUtils.FloatToShaderValue(m_Row2.w));
sb.AppendLine("$precision4 _{0}_m3 = $precision4 ({1}, {2}, {3}, {4});", GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row3.x),
NodeUtils.FloatToShaderValue(m_Row3.y),
NodeUtils.FloatToShaderValue(m_Row3.z),
NodeUtils.FloatToShaderValue(m_Row3.w));
}
sb.AppendLine("$precision4x4 {0} = $precision4x4 (_{0}_m0.x, _{0}_m0.y, _{0}_m0.z, _{0}_m0.w, _{0}_m1.x, _{0}_m1.y, _{0}_m1.z, _{0}_m1.w, _{0}_m2.x, _{0}_m2.y, _{0}_m2.z, _{0}_m2.w, _{0}_m3.x, _{0}_m3.y, _{0}_m3.z, _{0}_m3.w);",
GetVariableNameForNode());
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
properties.Add(new PreviewProperty(PropertyType.Vector4)
{
name = string.Format("_{0}_m0", GetVariableNameForNode()),
vector4Value = m_Row0
});
properties.Add(new PreviewProperty(PropertyType.Vector4)
{
name = string.Format("_{0}_m1", GetVariableNameForNode()),
vector4Value = m_Row1
});
properties.Add(new PreviewProperty(PropertyType.Vector4)
{
name = string.Format("_{0}_m2", GetVariableNameForNode()),
vector4Value = m_Row2
});
properties.Add(new PreviewProperty(PropertyType.Vector4)
{
name = string.Format("_{0}_m3", GetVariableNameForNode()),
vector4Value = m_Row3
});
}
public override string GetVariableNameForSlot(int slotId)
{
return GetVariableNameForNode();
}
public AbstractShaderProperty AsShaderProperty()
{
return new Matrix4ShaderProperty
{
value = new Matrix4x4()
{
m00 = row0.x,
m01 = row0.y,
m02 = row0.z,
m03 = row0.w,
m10 = row1.x,
m11 = row1.y,
m12 = row1.z,
m13 = row1.w,
m20 = row2.x,
m21 = row2.y,
m22 = row2.z,
m23 = row2.w,
m30 = row3.x,
m31 = row3.y,
m32 = row3.z,
m33 = row3.w,
}
};
}
public int outputSlotId { get { return OutputSlotId; } }
}
}