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Add CombineNode

/main
Florent Guinier 8 年前
当前提交
4b0b903e
共有 2 个文件被更改,包括 50 次插入93 次删除
  1. 140
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Channel/CombineNode.cs
  2. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Channel/SplitNode.cs

140
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Channel/CombineNode.cs


namespace UnityEngine.MaterialGraph
{
[Title("Channel/Combine")]
public class CombineNode : PropertyNode, IGeneratesBodyCode
public class CombineNode : AbstractMaterialNode, IGeneratesBodyCode
protected const string kOutputSlot0Id = "Input0";
protected const string kOutputSlot1Id = "Input1";
protected const string kOutputSlot2Id = "Input2";
protected const string kOutputSlot3Id = "Input3";
protected const string kInputSlot0Name = "Input1";
protected const string kInputSlot1Name = "Input2";
protected const string kInputSlot2Name = "Input3";
protected const string kInputSlot3Name = "Input4";
protected const string kOutputSlotRGBAName = "RGBA";
protected const string kOutputSlotRGBSlotName = "RGB";
protected const string kOutputSlotRGSlotName = "RG";
protected const string kOutputSlotName = "Output";
public const int InputSlot0Id = 0;
public const int InputSlot1Id = 1;

public const int OutputSlotRGBAId = 4;
public const int OutputSlotRGBId = 5;
public const int OutputSlotRGId = 6;
public const int OutputSlotId = 4;
public CombineNode()
{

public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(InputSlot0Id, kOutputSlot0Id, kOutputSlot0Id, SlotType.Input, SlotValueType.Dynamic, Vector4.zero));
AddSlot(new MaterialSlot(InputSlot1Id, kOutputSlot1Id, kOutputSlot1Id, SlotType.Input, SlotValueType.Dynamic, Vector4.zero));
AddSlot(new MaterialSlot(InputSlot2Id, kOutputSlot2Id, kOutputSlot2Id, SlotType.Input, SlotValueType.Dynamic, Vector4.zero));
AddSlot(new MaterialSlot(InputSlot3Id, kOutputSlot3Id, kOutputSlot3Id, SlotType.Input, SlotValueType.Dynamic, Vector4.zero));
AddSlot(new MaterialSlot(OutputSlotRGBAId, kOutputSlotRGBAName, kOutputSlotRGBAName, SlotType.Output, SlotValueType.Vector4, Vector4.zero));
AddSlot(new MaterialSlot(OutputSlotRGBId, kOutputSlotRGBSlotName, kOutputSlotRGBSlotName, SlotType.Output, SlotValueType.Vector3, Vector4.zero));
AddSlot(new MaterialSlot(OutputSlotRGId, kOutputSlotRGSlotName, kOutputSlotRGSlotName, SlotType.Output, SlotValueType.Vector2, Vector4.zero));
AddSlot(new MaterialSlot(InputSlot0Id, kInputSlot0Name, kInputSlot0Name, SlotType.Input, SlotValueType.Dynamic, Vector4.zero));
AddSlot(new MaterialSlot(InputSlot1Id, kInputSlot1Name, kInputSlot1Name, SlotType.Input, SlotValueType.Dynamic, Vector4.zero));
AddSlot(new MaterialSlot(InputSlot2Id, kInputSlot2Name, kInputSlot2Name, SlotType.Input, SlotValueType.Dynamic, Vector4.zero));
AddSlot(new MaterialSlot(InputSlot3Id, kInputSlot3Name, kInputSlot3Name, SlotType.Input, SlotValueType.Dynamic, Vector4.zero));
AddSlot(new MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector4, Vector4.zero));
get { return new[] { InputSlot0Id, InputSlot1Id, InputSlot2Id, InputSlot3Id, OutputSlotRGBAId, OutputSlotRGBId, OutputSlotRGId }; }
get { return new[] { InputSlot0Id, InputSlot1Id, InputSlot2Id, InputSlot3Id, OutputSlotId}; }
[SerializeField]
private Vector4 m_Value;
public Vector4 value
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
get { return m_Value; }
set
{
if (m_Value == value)
return;
m_Value = value;
if (onModified != null)
onModified(this, ModificationScope.Node);
}
NodeUtils.SlotConfigurationExceptionIfBadConfiguration(this, new[] { InputSlot0Id, InputSlot1Id, InputSlot2Id, InputSlot3Id }, new[] { OutputSlotId });
visitor.AddShaderChunk(precision + "4 " + GetVariableNameForSlot(OutputSlotId) + " = " + GetNodeBody(generationMode) + ";", true);
public override PropertyType propertyType { get { return PropertyType.Vector4; } }
public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
private int GetChannelCountForInput(int inputSlotId)
if (exposedState == ExposedState.Exposed)
visitor.AddShaderProperty(new VectorPropertyChunk(propertyName, description, m_Value, PropertyChunk.HideState.Visible));
}
var inputSlot = FindInputSlot<MaterialSlot>(inputSlotId);
if (inputSlot == null)
return 0;
int numInputChannels = (int)inputSlot.concreteValueType;
if (owner.GetEdges(inputSlot.slotReference).ToList().Count() == 0)
numInputChannels = 0;
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
{
if (exposedState == ExposedState.Exposed || generationMode.IsPreview())
visitor.AddShaderChunk(precision + "4 " + propertyName + ";", true);
return numInputChannels;
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
private void AddChannelsFromInputSlot(GenerationMode generationMode, int inputSlot, ref string outputString, ref int freeChannel)
//if (exposedState == ExposedState.Exposed || generationMode.IsPreview())
// return;
var inputValue = GetSlotValue(InputSlot0Id, generationMode);
visitor.AddShaderChunk(precision + "4 " + propertyName + " = " + inputValue + ";", false);
//visitor.AddShaderChunk(precision + "4 " + propertyName + " = " + precision + "4 (" + m_Value.x + ", " + m_Value.y + ", " + m_Value.z + ", " + m_Value.w + ");", true);
}
string[] channelNames = { "r", "g", "b", "a" };
protected virtual MaterialSlot GetInputSlot()
{
return new MaterialSlot(InputSlot0Id, GetInputSlotName(), kOutputSlot0Id, SlotType.Input, SlotValueType.Dynamic, Vector4.zero);
}
int numChannel = GetChannelCountForInput(inputSlot);
numChannel = Math.Min(freeChannel, numChannel);
if (numChannel <= 0)
return;
protected virtual string GetInputSlotName() { return "Input"; }
string channelInputName = GetSlotValue(inputSlot, generationMode);
outputString += channelInputName;
public override PreviewProperty GetPreviewProperty()
{
return new PreviewProperty
{
m_Name = propertyName,
m_PropType = PropertyType.Vector4,
m_Vector4 = m_Value
};
freeChannel -= numChannel;
if (freeChannel != 0)
outputString += ",";
/*public override string GetVariableNameForSlot(int slotId)
protected string GetNodeBody(GenerationMode generationMode)
string slotOutput;
switch (slotId)
string outputString = precision + "4(";
int freeChannels = 4;
AddChannelsFromInputSlot(generationMode, InputSlot0Id, ref outputString, ref freeChannels);
AddChannelsFromInputSlot(generationMode, InputSlot1Id, ref outputString, ref freeChannels);
AddChannelsFromInputSlot(generationMode, InputSlot2Id, ref outputString, ref freeChannels);
AddChannelsFromInputSlot(generationMode, InputSlot3Id, ref outputString, ref freeChannels);
for (int i = freeChannels; i > 0; --i)
case OutputSlotRId:
slotOutput = ".r";
break;
case OutputSlotGId:
slotOutput = ".g";
break;
case OutputSlotBId:
slotOutput = ".b";
break;
case OutputSlotAId:
slotOutput = ".a";
break;
default:
slotOutput = "";
break;
outputString += "0.0";
if (i > 1)
outputString += ", ";
return propertyName + slotOutput;
//return GetVariableNameForNode() + slotOutput;
}*/
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
properties.Add(GetPreviewProperty());
outputString += ")";
return outputString;
}
}
}

3
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Channel/SplitNode.cs


using System;
using System.Collections.Generic;
using System.Linq;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph

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