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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using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[FormerName("UnityEditor.ShaderGraph.CubemapNode")]
[Title("Input", "Texture", "Sample Cubemap")]
class SampleCubemapNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireViewDirection, IMayRequireNormal
{
public const int OutputSlotId = 0;
public const int CubemapInputId = 1;
public const int ViewDirInputId = 2;
public const int NormalInputId = 3;
public const int SamplerInputId = 5;
public const int LODInputId = 4;
const string kOutputSlotName = "Out";
const string kCubemapInputName = "Cube";
const string kViewDirInputName = "ViewDir";
const string kNormalInputName = "Normal";
const string kSamplerInputName = "Sampler";
const string kLODInputName = "LOD";
public override bool hasPreview { get { return true; } }
public SampleCubemapNode()
{
name = "Sample Cubemap";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
AddSlot(new CubemapInputMaterialSlot(CubemapInputId, kCubemapInputName, kCubemapInputName));
AddSlot(new ViewDirectionMaterialSlot(ViewDirInputId, kViewDirInputName, kViewDirInputName, CoordinateSpace.Object));
AddSlot(new NormalMaterialSlot(NormalInputId, kNormalInputName, kNormalInputName, CoordinateSpace.Object));
AddSlot(new SamplerStateMaterialSlot(SamplerInputId, kSamplerInputName, kSamplerInputName, SlotType.Input));
AddSlot(new Vector1MaterialSlot(LODInputId, kLODInputName, kLODInputName, SlotType.Input, 0));
RemoveSlotsNameNotMatching(new[] { OutputSlotId, CubemapInputId, ViewDirInputId, NormalInputId, SamplerInputId, LODInputId });
}
public override PreviewMode previewMode
{
get { return PreviewMode.Preview3D; }
}
// Node generations
public virtual void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
//Sampler input slot
var samplerSlot = FindInputSlot<MaterialSlot>(SamplerInputId);
var edgesSampler = owner.GetEdges(samplerSlot.slotReference);
var id = GetSlotValue(CubemapInputId, generationMode);
string result = string.Format("$precision4 {0} = SAMPLE_TEXTURECUBE_LOD({1}, {2}, reflect(-{3}, {4}), {5});"
, GetVariableNameForSlot(OutputSlotId)
, id
, edgesSampler.Any() ? GetSlotValue(SamplerInputId, generationMode) : "sampler" + id
, GetSlotValue(ViewDirInputId, generationMode)
, GetSlotValue(NormalInputId, generationMode)
, GetSlotValue(LODInputId, generationMode));
sb.AppendLine(result);
}
public NeededCoordinateSpace RequiresViewDirection(ShaderStageCapability stageCapability)
{
var viewDirSlot = FindInputSlot<MaterialSlot>(ViewDirInputId);
var edgesViewDir = owner.GetEdges(viewDirSlot.slotReference);
if (!edgesViewDir.Any())
return CoordinateSpace.Object.ToNeededCoordinateSpace();
else
return NeededCoordinateSpace.None;
}
public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability)
{
var normalSlot = FindInputSlot<MaterialSlot>(NormalInputId);
var edgesNormal = owner.GetEdges(normalSlot.slotReference);
if (!edgesNormal.Any())
return CoordinateSpace.Object.ToNeededCoordinateSpace();
else
return NeededCoordinateSpace.None;
}
}
}