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93 行
4.7 KiB
93 行
4.7 KiB
using System.Linq;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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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", "Texture", "Sample Texture 2D Array")]
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class SampleTexture2DArrayNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV
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{
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public const int OutputSlotRGBAId = 0;
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public const int OutputSlotRId = 4;
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public const int OutputSlotGId = 5;
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public const int OutputSlotBId = 6;
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public const int OutputSlotAId = 7;
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public const int TextureInputId = 1;
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public const int UVInput = 2;
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public const int SamplerInput = 3;
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public const int IndexInputId = 8;
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const string kOutputSlotRGBAName = "RGBA";
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const string kOutputSlotRName = "R";
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const string kOutputSlotGName = "G";
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const string kOutputSlotBName = "B";
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const string kOutputSlotAName = "A";
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const string kTextureInputName = "Texture Array";
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const string kUVInputName = "UV";
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const string kSamplerInputName = "Sampler";
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const string kIndexInputName = "Index";
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public override bool hasPreview { get { return true; } }
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public SampleTexture2DArrayNode()
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{
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name = "Sample Texture 2D Array";
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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 Vector4MaterialSlot(OutputSlotRGBAId, kOutputSlotRGBAName, kOutputSlotRGBAName, SlotType.Output, Vector4.zero, ShaderStageCapability.Fragment));
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AddSlot(new Vector1MaterialSlot(OutputSlotRId, kOutputSlotRName, kOutputSlotRName, SlotType.Output, 0, ShaderStageCapability.Fragment));
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AddSlot(new Vector1MaterialSlot(OutputSlotGId, kOutputSlotGName, kOutputSlotGName, SlotType.Output, 0, ShaderStageCapability.Fragment));
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AddSlot(new Vector1MaterialSlot(OutputSlotBId, kOutputSlotBName, kOutputSlotBName, SlotType.Output, 0, ShaderStageCapability.Fragment));
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AddSlot(new Vector1MaterialSlot(OutputSlotAId, kOutputSlotAName, kOutputSlotAName, SlotType.Output, 0, ShaderStageCapability.Fragment));
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AddSlot(new Texture2DArrayInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName));
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AddSlot(new Vector1MaterialSlot(IndexInputId, kIndexInputName, kIndexInputName, SlotType.Input, 0));
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AddSlot(new UVMaterialSlot(UVInput, kUVInputName, kUVInputName, UVChannel.UV0));
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AddSlot(new SamplerStateMaterialSlot(SamplerInput, kSamplerInputName, kSamplerInputName, SlotType.Input));
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RemoveSlotsNameNotMatching(new[] { OutputSlotRGBAId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId, TextureInputId, IndexInputId, UVInput, SamplerInput });
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}
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// Node generations
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public virtual void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
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{
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var uvName = GetSlotValue(UVInput, generationMode);
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var indexName = GetSlotValue(IndexInputId, generationMode);
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//Sampler input slot
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var samplerSlot = FindInputSlot<MaterialSlot>(SamplerInput);
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var edgesSampler = owner.GetEdges(samplerSlot.slotReference);
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var id = GetSlotValue(TextureInputId, generationMode);
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var result = string.Format("$precision4 {0} = SAMPLE_TEXTURE2D_ARRAY({1}, {2}, {3}, {4});"
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, GetVariableNameForSlot(OutputSlotRGBAId)
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, id
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, edgesSampler.Any() ? GetSlotValue(SamplerInput, generationMode) : "sampler" + id
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, uvName
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, indexName);
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sb.AppendLine(result);
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sb.AppendLine(string.Format("$precision {0} = {1}.r;", GetVariableNameForSlot(OutputSlotRId), GetVariableNameForSlot(OutputSlotRGBAId)));
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sb.AppendLine(string.Format("$precision {0} = {1}.g;", GetVariableNameForSlot(OutputSlotGId), GetVariableNameForSlot(OutputSlotRGBAId)));
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sb.AppendLine(string.Format("$precision {0} = {1}.b;", GetVariableNameForSlot(OutputSlotBId), GetVariableNameForSlot(OutputSlotRGBAId)));
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sb.AppendLine(string.Format("$precision {0} = {1}.a;", GetVariableNameForSlot(OutputSlotAId), GetVariableNameForSlot(OutputSlotRGBAId)));
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}
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public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
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{
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s_TempSlots.Clear();
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GetInputSlots(s_TempSlots);
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foreach (var slot in s_TempSlots)
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{
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if (slot.RequiresMeshUV(channel))
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return true;
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}
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return false;
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}
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}
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}
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