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Merge pull request #1429 from Unity-Technologies/sg/texture2dlod
Merge pull request #1429 from Unity-Technologies/sg/texture2dlod
Added Sample Texture 2D LOD Node/main
GitHub
7 年前
当前提交
5bfd4b01
共有 4 个文件被更改,包括 139 次插入 和 0 次删除
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5com.unity.shadergraph/CHANGELOG.md
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3com.unity.shadergraph/.data/texture_2d_lod_node.PNG
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120com.unity.shadergraph/Editor/Data/Nodes/Input/Texture/SampleTexture2DLODNode.cs
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11com.unity.shadergraph/Editor/Data/Nodes/Input/Texture/SampleTexture2DLODNode.cs.meta
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version https://git-lfs.github.com/spec/v1 |
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oid sha256:b262d71d68d478f6b6c3dc3086451a764e065b8608a65104e17cb8aefefa5f76 |
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size 238646 |
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using System.Linq; |
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using UnityEngine; |
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using UnityEditor.Graphing; |
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using UnityEditor.ShaderGraph.Drawing.Controls; |
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namespace UnityEditor.ShaderGraph |
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{ |
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[Title("Input", "Texture", "Sample Texture 2D LOD")] |
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public class SampleTexture2DLODNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV |
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{ |
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public const int OutputSlotRGBAId = 0; |
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public const int OutputSlotRId = 5; |
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public const int OutputSlotGId = 6; |
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public const int OutputSlotBId = 7; |
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public const int OutputSlotAId = 8; |
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public const int TextureInputId = 1; |
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public const int UVInput = 2; |
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public const int SamplerInput = 3; |
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public const int LODInput = 4; |
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const string kOutputSlotRGBAName = "RGBA"; |
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const string kOutputSlotRName = "R"; |
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const string kOutputSlotGName = "G"; |
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const string kOutputSlotBName = "B"; |
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const string kOutputSlotAName = "A"; |
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const string kTextureInputName = "Texture"; |
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const string kUVInputName = "UV"; |
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const string kSamplerInputName = "Sampler"; |
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const string kLODInputName = "LOD"; |
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public override bool hasPreview { get { return true; } } |
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public SampleTexture2DLODNode() |
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{ |
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name = "Sample Texture 2D LOD"; |
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UpdateNodeAfterDeserialization(); |
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} |
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public override string documentationURL |
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{ |
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get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Sample-Texture-2D-LOD-Node"; } |
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} |
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[SerializeField] |
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private TextureType m_TextureType = TextureType.Default; |
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[EnumControl("Type")] |
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public TextureType textureType |
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{ |
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get { return m_TextureType; } |
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set |
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{ |
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if (m_TextureType == value) |
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return; |
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m_TextureType = value; |
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Dirty(ModificationScope.Graph); |
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} |
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} |
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public sealed override void UpdateNodeAfterDeserialization() |
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{ |
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AddSlot(new Vector4MaterialSlot(OutputSlotRGBAId, kOutputSlotRGBAName, kOutputSlotRGBAName, SlotType.Output, Vector4.zero, ShaderStageCapability.All)); |
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AddSlot(new Vector1MaterialSlot(OutputSlotRId, kOutputSlotRName, kOutputSlotRName, SlotType.Output, 0, ShaderStageCapability.All)); |
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AddSlot(new Vector1MaterialSlot(OutputSlotGId, kOutputSlotGName, kOutputSlotGName, SlotType.Output, 0, ShaderStageCapability.All)); |
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AddSlot(new Vector1MaterialSlot(OutputSlotBId, kOutputSlotBName, kOutputSlotBName, SlotType.Output, 0, ShaderStageCapability.All)); |
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AddSlot(new Vector1MaterialSlot(OutputSlotAId, kOutputSlotAName, kOutputSlotAName, SlotType.Output, 0, ShaderStageCapability.All)); |
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AddSlot(new Texture2DInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName)); |
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AddSlot(new UVMaterialSlot(UVInput, kUVInputName, kUVInputName, UVChannel.UV0)); |
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AddSlot(new SamplerStateMaterialSlot(SamplerInput, kSamplerInputName, kSamplerInputName, SlotType.Input)); |
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AddSlot(new Vector1MaterialSlot(LODInput, kLODInputName, kLODInputName, SlotType.Input, 0)); |
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RemoveSlotsNameNotMatching(new[] { OutputSlotRGBAId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId, TextureInputId, UVInput, SamplerInput, LODInput }); |
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} |
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// Node generations
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public virtual void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) |
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{ |
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var uvName = GetSlotValue(UVInput, generationMode); |
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//Sampler input slot
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var samplerSlot = FindInputSlot<MaterialSlot>(SamplerInput); |
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var edgesSampler = owner.GetEdges(samplerSlot.slotReference); |
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var lodSlot = GetSlotValue(LODInput, generationMode); |
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var id = GetSlotValue(TextureInputId, generationMode); |
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var result = string.Format("{0}4 {1} = SAMPLE_TEXTURE2D_LOD({2}, {3}, {4}, {5});" |
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, precision |
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, GetVariableNameForSlot(OutputSlotRGBAId) |
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, id |
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, edgesSampler.Any() ? GetSlotValue(SamplerInput, generationMode) : "sampler" + id |
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, uvName |
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, lodSlot); |
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visitor.AddShaderChunk(result, true); |
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if (textureType == TextureType.Normal) |
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visitor.AddShaderChunk(string.Format("{0}.rgb = UnpackNormalmapRGorAG({0});", GetVariableNameForSlot(OutputSlotRGBAId)), true); |
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visitor.AddShaderChunk(string.Format("{0} {1} = {2}.r;", precision, GetVariableNameForSlot(OutputSlotRId), GetVariableNameForSlot(OutputSlotRGBAId)), true); |
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visitor.AddShaderChunk(string.Format("{0} {1} = {2}.g;", precision, GetVariableNameForSlot(OutputSlotGId), GetVariableNameForSlot(OutputSlotRGBAId)), true); |
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visitor.AddShaderChunk(string.Format("{0} {1} = {2}.b;", precision, GetVariableNameForSlot(OutputSlotBId), GetVariableNameForSlot(OutputSlotRGBAId)), true); |
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visitor.AddShaderChunk(string.Format("{0} {1} = {2}.a;", precision, GetVariableNameForSlot(OutputSlotAId), GetVariableNameForSlot(OutputSlotRGBAId)), true); |
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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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fileFormatVersion: 2 |
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guid: 64b637768540cce4f83b9b10cdcacd23 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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