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138 行
4.4 KiB
138 行
4.4 KiB
using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEngine;
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using UnityEditor.Graphing;
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using System.Collections.Generic;
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using UnityEditor.ShaderGraph.Internal;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Input", "Matrix", "Matrix 2x2")]
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class Matrix2Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
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{
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public const int OutputSlotId = 0;
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const string kOutputSlotName = "Out";
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[SerializeField]
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Vector2 m_Row0;
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[SerializeField]
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Vector2 m_Row1;
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[MultiFloatControl("", " ", " ", " ", " ")]
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public Vector2 row0
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{
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get { return m_Row0; }
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set { SetRow(ref m_Row0, value); }
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}
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[MultiFloatControl("", " ", " ", " ", " ")]
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public Vector2 row1
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{
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get { return m_Row1; }
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set { SetRow(ref m_Row1, value); }
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}
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void SetRow(ref Vector2 row, Vector2 value)
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{
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if (value == row)
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return;
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row = value;
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Dirty(ModificationScope.Node);
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}
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public Matrix2Node()
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{
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name = "Matrix 2x2";
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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 Matrix2MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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}
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public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
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{
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if (!generationMode.IsPreview())
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return;
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properties.AddShaderProperty(new Vector2ShaderProperty()
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{
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overrideReferenceName = string.Format("_{0}_m0", GetVariableNameForNode()),
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generatePropertyBlock = false,
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value = m_Row0
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});
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properties.AddShaderProperty(new Vector2ShaderProperty()
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{
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overrideReferenceName = string.Format("_{0}_m1", GetVariableNameForNode()),
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generatePropertyBlock = false,
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value = m_Row1
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});
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}
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public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
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{
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if (!generationMode.IsPreview())
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{
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sb.AppendLine("$precision2 _{0}_m0 = $precision2 ({1}, {2});", GetVariableNameForNode(),
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NodeUtils.FloatToShaderValue(m_Row0.x),
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NodeUtils.FloatToShaderValue(m_Row0.y));
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sb.AppendLine("$precision2 _{0}_m1 = $precision2 ({1}, {2});", GetVariableNameForNode(),
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NodeUtils.FloatToShaderValue(m_Row1.x),
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NodeUtils.FloatToShaderValue(m_Row1.y));
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}
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sb.AppendLine("$precision2x2 {0} = $precision2x2 (_{0}_m0.x, _{0}_m0.y, _{0}_m1.x, _{0}_m1.y);", GetVariableNameForNode());
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}
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public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
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{
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properties.Add(new PreviewProperty(PropertyType.Vector2)
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{
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name = string.Format("_{0}_m0", GetVariableNameForNode()),
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vector4Value = m_Row0
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});
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properties.Add(new PreviewProperty(PropertyType.Vector2)
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{
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name = string.Format("_{0}_m1", GetVariableNameForNode()),
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vector4Value = m_Row1
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});
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}
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public override string GetVariableNameForSlot(int slotId)
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{
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return GetVariableNameForNode();
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}
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public AbstractShaderProperty AsShaderProperty()
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{
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return new Matrix2ShaderProperty
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{
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value = new Matrix4x4()
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{
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m00 = row0.x,
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m01 = row0.y,
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m02 = 0,
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m03 = 0,
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m10 = row1.x,
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m11 = row1.y,
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m12 = 0,
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m13 = 0,
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m20 = 0,
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m21 = 0,
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m22 = 0,
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m23 = 0,
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m30 = 0,
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m31 = 0,
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m32 = 0,
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m33 = 0,
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}
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};
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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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