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158 行
6.4 KiB
158 行
6.4 KiB
using System;
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using System.Collections.Generic;
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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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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Title("UV", "Flipbook")]
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class FlipbookNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireMeshUV
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{
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public FlipbookNode()
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{
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name = "Flipbook";
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UpdateNodeAfterDeserialization();
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}
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const int UVSlotId = 0;
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const int WidthSlotId = 1;
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const int HeightSlotId = 2;
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const int TileSlotId = 3;
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const int OutputSlotId = 4;
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const string kUVSlotName = "UV";
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const string kWidthSlotName = "Width";
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const string kHeightSlotName = "Height";
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const string kTileSlotName = "Tile";
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const string kOutputSlotName = "Out";
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public override bool hasPreview
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{
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get { return true; }
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}
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string GetFunctionName()
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{
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return $"Unity_Flipbook_{concretePrecision.ToShaderString()}";
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new UVMaterialSlot(UVSlotId, kUVSlotName, kUVSlotName, UVChannel.UV0));
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AddSlot(new Vector1MaterialSlot(WidthSlotId, kWidthSlotName, kWidthSlotName, SlotType.Input, 1));
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AddSlot(new Vector1MaterialSlot(HeightSlotId, kHeightSlotName, kHeightSlotName, SlotType.Input, 1));
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AddSlot(new Vector1MaterialSlot(TileSlotId, kTileSlotName, kTileSlotName, SlotType.Input, 0));
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AddSlot(new Vector2MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector2.zero));
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RemoveSlotsNameNotMatching(new[] { UVSlotId, WidthSlotId, HeightSlotId, TileSlotId, OutputSlotId });
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}
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[SerializeField]
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private bool m_InvertX = false;
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[ToggleControl("Invert X")]
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public ToggleData invertX
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{
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get { return new ToggleData(m_InvertX); }
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set
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{
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if (m_InvertX == value.isOn)
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return;
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m_InvertX = value.isOn;
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Dirty(ModificationScope.Node);
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}
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}
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[SerializeField]
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private bool m_InvertY = true;
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[ToggleControl("Invert Y")]
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public ToggleData invertY
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{
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get { return new ToggleData(m_InvertY); }
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set
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{
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if (m_InvertY == value.isOn)
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return;
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m_InvertY = value.isOn;
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Dirty(ModificationScope.Node);
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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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var uvValue = GetSlotValue(UVSlotId, generationMode);
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var widthValue = GetSlotValue(WidthSlotId, generationMode);
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var heightValue = GetSlotValue(HeightSlotId, generationMode);
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var tileValue = GetSlotValue(TileSlotId, generationMode);
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var outputValue = GetSlotValue(OutputSlotId, generationMode);
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sb.AppendLine("{0} {1};", FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId));
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if (!generationMode.IsPreview())
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{
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sb.AppendLine("$precision2 _{0}_Invert = $precision2 ({1}, {2});", GetVariableNameForNode(), invertX.isOn ? 1 : 0, invertY.isOn ? 1 : 0);
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}
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sb.AppendLine("{0}({1}, {2}, {3}, {4}, _{5}_Invert, {6});", GetFunctionName(), uvValue, widthValue, heightValue, tileValue, GetVariableNameForNode(), outputValue);
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}
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public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
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{
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base.CollectPreviewMaterialProperties(properties);
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properties.Add(new PreviewProperty(PropertyType.Vector2)
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{
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name = string.Format("_{0}_Invert", GetVariableNameForNode()),
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vector4Value = new Vector2(invertX.isOn ? 1 : 0, invertY.isOn ? 1 : 0)
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});
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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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base.CollectShaderProperties(properties, generationMode);
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properties.AddShaderProperty(new Vector2ShaderProperty()
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{
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overrideReferenceName = string.Format("_{0}_Invert", GetVariableNameForNode()),
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generatePropertyBlock = false
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});
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}
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public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
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{
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registry.ProvideFunction(GetFunctionName(), s =>
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{
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s.AppendLine("void {0} ({1} UV, {2} Width, {3} Height, {4} Tile, $precision2 Invert, out {5} Out)",
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GetFunctionName(),
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FindInputSlot<MaterialSlot>(UVSlotId).concreteValueType.ToShaderString(),
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FindInputSlot<MaterialSlot>(WidthSlotId).concreteValueType.ToShaderString(),
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FindInputSlot<MaterialSlot>(HeightSlotId).concreteValueType.ToShaderString(),
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FindInputSlot<MaterialSlot>(TileSlotId).concreteValueType.ToShaderString(),
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FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString());
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using (s.BlockScope())
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{
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s.AppendLine("Tile = fmod(Tile, Width*Height);");
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s.AppendLine("$precision2 tileCount = $precision2(1.0, 1.0) / $precision2(Width, Height);");
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s.AppendLine("$precision tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));");
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s.AppendLine("$precision tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));");
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s.AppendLine("Out = (UV + $precision2(tileX, tileY)) * tileCount;");
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}
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});
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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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