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Set stage capability for Texture2DArray and Texture3D nodes (#1651)

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GitHub 7 年前
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d28560f9
共有 3 个文件被更改,包括 7 次插入6 次删除
  1. 1
      com.unity.shadergraph/CHANGELOG.md
  2. 10
      com.unity.shadergraph/Editor/Data/Nodes/Input/Texture/SampleTexture2DArrayNode.cs
  3. 2
      com.unity.shadergraph/Editor/Data/Nodes/Input/Texture/SampleTexture3DNode.cs

1
com.unity.shadergraph/CHANGELOG.md


- If the current render pipeline is not compatible, master nodes now display an error badge.
- The preview shader now only considers the current render pipeline. Because of this there is less code to compile, and therefore the preview shader will compile faster.
- When you rename a shader graph or sub shader graph locally on your disk, the title of the Shader Graph window, black board, and preview also updates.
- Texture 2D Array and Texture 3D nodes can no longer be used in the vertex shader.
- Shader graphs using alpha clip now generate correct depth and shadow passes.
- `Normal Create` node has been renamed to `Normal From Texture`.

10
com.unity.shadergraph/Editor/Data/Nodes/Input/Texture/SampleTexture2DArrayNode.cs


public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector4MaterialSlot(OutputSlotRGBAId, kOutputSlotRGBAName, kOutputSlotRGBAName, SlotType.Output, Vector4.zero));
AddSlot(new Vector1MaterialSlot(OutputSlotRId, kOutputSlotRName, kOutputSlotRName, SlotType.Output, 0));
AddSlot(new Vector1MaterialSlot(OutputSlotGId, kOutputSlotGName, kOutputSlotGName, SlotType.Output, 0));
AddSlot(new Vector1MaterialSlot(OutputSlotBId, kOutputSlotBName, kOutputSlotBName, SlotType.Output, 0));
AddSlot(new Vector1MaterialSlot(OutputSlotAId, kOutputSlotAName, kOutputSlotAName, SlotType.Output, 0));
AddSlot(new Vector4MaterialSlot(OutputSlotRGBAId, kOutputSlotRGBAName, kOutputSlotRGBAName, SlotType.Output, Vector4.zero, ShaderStageCapability.Fragment));
AddSlot(new Vector1MaterialSlot(OutputSlotRId, kOutputSlotRName, kOutputSlotRName, SlotType.Output, 0, ShaderStageCapability.Fragment));
AddSlot(new Vector1MaterialSlot(OutputSlotGId, kOutputSlotGName, kOutputSlotGName, SlotType.Output, 0, ShaderStageCapability.Fragment));
AddSlot(new Vector1MaterialSlot(OutputSlotBId, kOutputSlotBName, kOutputSlotBName, SlotType.Output, 0, ShaderStageCapability.Fragment));
AddSlot(new Vector1MaterialSlot(OutputSlotAId, kOutputSlotAName, kOutputSlotAName, SlotType.Output, 0, ShaderStageCapability.Fragment));
AddSlot(new Texture2DArrayInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName));
AddSlot(new Vector1MaterialSlot(IndexInputId, kIndexInputName, kIndexInputName, SlotType.Input, 0));
AddSlot(new UVMaterialSlot(UVInput, kUVInputName, kUVInputName, UVChannel.UV0));

2
com.unity.shadergraph/Editor/Data/Nodes/Input/Texture/SampleTexture3DNode.cs


public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero, ShaderStageCapability.Fragment));
AddSlot(new Texture3DInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName));
AddSlot(new Vector3MaterialSlot(UVInput, kUVInputName, kUVInputName, SlotType.Input, Vector3.zero));
AddSlot(new SamplerStateMaterialSlot(SamplerInput, kSamplerInputName, kSamplerInputName, SlotType.Input));

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