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