您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
150 行
6.3 KiB
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;
|
|
}
|
|
}
|
|
}
|