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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150 行
6.3 KiB

using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Texture", "Sample Texture 2D LOD")]
class SampleTexture2DLODNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV
{
public const int OutputSlotRGBAId = 0;
public const int OutputSlotRId = 5;
public const int OutputSlotGId = 6;
public const int OutputSlotBId = 7;
public const int OutputSlotAId = 8;
public const int TextureInputId = 1;
public const int UVInput = 2;
public const int SamplerInput = 3;
public const int LODInput = 4;
const string kOutputSlotRGBAName = "RGBA";
const string kOutputSlotRName = "R";
const string kOutputSlotGName = "G";
const string kOutputSlotBName = "B";
const string kOutputSlotAName = "A";
const string kTextureInputName = "Texture";
const string kUVInputName = "UV";
const string kSamplerInputName = "Sampler";
const string kLODInputName = "LOD";
public override bool hasPreview { get { return true; } }
public SampleTexture2DLODNode()
{
name = "Sample Texture 2D LOD";
UpdateNodeAfterDeserialization();
}
[SerializeField]
private TextureType m_TextureType = TextureType.Default;
[EnumControl("Type")]
public TextureType textureType
{
get { return m_TextureType; }
set
{
if (m_TextureType == value)
return;
m_TextureType = value;
Dirty(ModificationScope.Graph);
ValidateNode();
}
}
[SerializeField]
private NormalMapSpace m_NormalMapSpace = NormalMapSpace.Tangent;
[EnumControl("Space")]
public NormalMapSpace normalMapSpace
{
get { return m_NormalMapSpace; }
set
{
if (m_NormalMapSpace == value)
return;
m_NormalMapSpace = value;
Dirty(ModificationScope.Graph);
}
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector4MaterialSlot(OutputSlotRGBAId, kOutputSlotRGBAName, kOutputSlotRGBAName, SlotType.Output, Vector4.zero, ShaderStageCapability.All));
AddSlot(new Vector1MaterialSlot(OutputSlotRId, kOutputSlotRName, kOutputSlotRName, SlotType.Output, 0, ShaderStageCapability.All));
AddSlot(new Vector1MaterialSlot(OutputSlotGId, kOutputSlotGName, kOutputSlotGName, SlotType.Output, 0, ShaderStageCapability.All));
AddSlot(new Vector1MaterialSlot(OutputSlotBId, kOutputSlotBName, kOutputSlotBName, SlotType.Output, 0, ShaderStageCapability.All));
AddSlot(new Vector1MaterialSlot(OutputSlotAId, kOutputSlotAName, kOutputSlotAName, SlotType.Output, 0, ShaderStageCapability.All));
AddSlot(new Texture2DInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName));
AddSlot(new UVMaterialSlot(UVInput, kUVInputName, kUVInputName, UVChannel.UV0));
AddSlot(new SamplerStateMaterialSlot(SamplerInput, kSamplerInputName, kSamplerInputName, SlotType.Input));
AddSlot(new Vector1MaterialSlot(LODInput, kLODInputName, kLODInputName, SlotType.Input, 0));
RemoveSlotsNameNotMatching(new[] { OutputSlotRGBAId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId, TextureInputId, UVInput, SamplerInput, LODInput });
}
public override void ValidateNode()
{
var textureSlot = FindInputSlot<Texture2DInputMaterialSlot>(TextureInputId);
textureSlot.defaultType = (textureType == TextureType.Normal ? Texture2DShaderProperty.DefaultType.Bump : Texture2DShaderProperty.DefaultType.White);
base.ValidateNode();
}
// Node generations
public virtual void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var uvName = GetSlotValue(UVInput, generationMode);
//Sampler input slot
var samplerSlot = FindInputSlot<MaterialSlot>(SamplerInput);
var edgesSampler = owner.GetEdges(samplerSlot.slotReference);
var lodSlot = GetSlotValue(LODInput, generationMode);
var id = GetSlotValue(TextureInputId, generationMode);
var result = string.Format("$precision4 {0} = SAMPLE_TEXTURE2D_LOD({1}, {2}, {3}, {4});"
, GetVariableNameForSlot(OutputSlotRGBAId)
, id
, edgesSampler.Any() ? GetSlotValue(SamplerInput, generationMode) : "sampler" + id
, uvName
, lodSlot);
sb.AppendLine(result);
if (textureType == TextureType.Normal)
{
if (normalMapSpace == NormalMapSpace.Tangent)
{
sb.AppendLine(string.Format("{0}.rgb = UnpackNormal({0});", GetVariableNameForSlot(OutputSlotRGBAId)));
}
else
{
sb.AppendLine(string.Format("{0}.rgb = UnpackNormalRGB({0});", GetVariableNameForSlot(OutputSlotRGBAId)));
}
}
sb.AppendLine(string.Format("$precision {0} = {1}.r;", GetVariableNameForSlot(OutputSlotRId), GetVariableNameForSlot(OutputSlotRGBAId)));
sb.AppendLine(string.Format("$precision {0} = {1}.g;", GetVariableNameForSlot(OutputSlotGId), GetVariableNameForSlot(OutputSlotRGBAId)));
sb.AppendLine(string.Format("$precision {0} = {1}.b;", GetVariableNameForSlot(OutputSlotBId), GetVariableNameForSlot(OutputSlotRGBAId)));
sb.AppendLine(string.Format("$precision {0} = {1}.a;", GetVariableNameForSlot(OutputSlotAId), GetVariableNameForSlot(OutputSlotRGBAId)));
}
public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
{
s_TempSlots.Clear();
GetInputSlots(s_TempSlots);
foreach (var slot in s_TempSlots)
{
if (slot.RequiresMeshUV(channel))
return true;
}
return false;
}
}
}