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namespace UnityEngine.MaterialGraph |
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{ |
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[Title("ColorBalance")] |
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public class ColorBalanceNode : FunctionNInNOut, IGeneratesFunction |
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{ |
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public ColorBalanceNode() |
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{ |
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name = "ColorBalance"; |
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AddSlot("Color", "inputColor", Graphing.SlotType.Input, SlotValueType.Vector4, Vector4.one); |
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AddSlot("AdjustRGB", "adjustRGB", Graphing.SlotType.Input, SlotValueType.Vector3, Vector3.zero); |
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AddSlot("RGBA", "finalColor", Graphing.SlotType.Output, SlotValueType.Vector4, Vector4.zero); |
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UpdateNodeAfterDeserialization(); |
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} |
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protected override string GetFunctionName() |
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{ |
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return "unity_colorbalance_" + precision; |
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} |
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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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public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) |
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{ |
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var outputString = new ShaderGenerator(); |
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outputString.AddShaderChunk(GetFunctionPrototype(), false); |
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outputString.AddShaderChunk("{", false); |
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outputString.Indent(); |
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outputString.AddShaderChunk("float red = 0;", false); |
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outputString.AddShaderChunk("float green = 0;", false); |
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outputString.AddShaderChunk("float blue = 0;", false); |
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outputString.AddShaderChunk("red = 1.00f / (1-adjustRGB.r) * inputColor.r;", false); |
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outputString.AddShaderChunk("green = 1.00f / (1-adjustRGB.g) * inputColor.g;", false); |
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outputString.AddShaderChunk("blue = 1.00f / (1-adjustRGB.b) * inputColor.b;", false); |
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outputString.AddShaderChunk("red = clamp(red,0.00f,1.00f);", false); |
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outputString.AddShaderChunk("green = clamp(green,0.00f,1.00f);", false); |
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outputString.AddShaderChunk("blue = clamp(blue,0.00f,1.00f);", false); |
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outputString.AddShaderChunk("finalColor.r = red;", false); |
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outputString.AddShaderChunk("finalColor.g = green;", false); |
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outputString.AddShaderChunk("finalColor.b = blue;", false); |
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outputString.AddShaderChunk("finalColor.a = inputColor.a;", false); |
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outputString.Deindent(); |
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outputString.AddShaderChunk("}", false); |
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visitor.AddShaderChunk(outputString.GetShaderString(0), true); |
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} |
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} |
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} |