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Merge pull request #219 from keijiro/screenspace-slot

Addition of ScreenPositionSlotControlView
/main
GitHub 7 年前
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d2945014
共有 9 个文件被更改,包括 121 次插入35 次删除
  1. 31
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/ScreenPositionMaterialSlot.cs
  2. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Filter/DitherNode.cs
  3. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/CodeFunctionNode.cs
  4. 30
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/ScreenPositionNode.cs
  5. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Resources/Styles/MaterialGraph.uss
  6. 28
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Util/ScreenSpaceType.cs
  7. 11
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Util/ScreenSpaceType.cs.meta
  8. 31
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/Slots/ScreenPositionSlotControlView.cs
  9. 11
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/Slots/ScreenPositionSlotControlView.cs.meta

31
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/ScreenPositionMaterialSlot.cs


using System;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Slots;
using UnityEngine.Experimental.UIElements;
namespace UnityEditor.ShaderGraph
{

[SerializeField]
ScreenSpaceType m_ScreenSpaceType;
public ScreenSpaceType screenSpaceType
{
get { return m_ScreenSpaceType; }
set { m_ScreenSpaceType = value; }
}
public ScreenPositionMaterialSlot(int slotId, string displayName, string shaderOutputName,
public ScreenPositionMaterialSlot(int slotId, string displayName, string shaderOutputName, ScreenSpaceType screenSpaceType,
{}
{
this.screenSpaceType = screenSpaceType;
}
public override VisualElement InstantiateControl()
{
return new ScreenPositionSlotControlView(this);
}
return string.Format("IN.{0}", ShaderGeneratorNames.ScreenPosition);
return m_ScreenSpaceType.ToValueAsVariable();
}
public override void CopyValuesFrom(MaterialSlot foundSlot)
{
var slot = foundSlot as ScreenPositionMaterialSlot;
if (slot != null)
screenSpaceType = slot.screenSpaceType;
}
}
}

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Filter/DitherNode.cs


}
static string Unity_Dither(
[Slot(0, Binding.None)] DynamicDimensionVector In,
[Slot(1, Binding.ScreenPosition)] Vector2 UV,
[Slot(1, Binding.ScreenPosition)] Vector2 ScreenPosition,
{precision}2 uv = (UV.xy / UV.w) * _ScreenParams.xy;
{precision}2 uv = ScreenPosition.xy * _ScreenParams.xy;
{precision} DITHER_THRESHOLDS[16] =
{
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/CodeFunctionNode.cs


case Binding.MeshUV3:
return new UVMaterialSlot(slotId, displayName, shaderOutputName, UVChannel.UV3);
case Binding.ScreenPosition:
return new ScreenPositionMaterialSlot(slotId, displayName, shaderOutputName);
return new ScreenPositionMaterialSlot(slotId, displayName, shaderOutputName, ScreenSpaceType.Default);
case Binding.ObjectSpaceViewDirection:
return new ViewDirectionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Object);
case Binding.ViewSpaceViewDirection:

30
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/ScreenPositionNode.cs


namespace UnityEditor.ShaderGraph
{
public enum ScreenSpaceType
{
Default,
Raw,
Center,
Tiled
};
[Title("Input", "Geometry", "Screen Position")]
public class ScreenPositionNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireScreenPosition
{

public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
switch (m_ScreenSpaceType)
{
case ScreenSpaceType.Raw:
visitor.AddShaderChunk(string.Format("{0}4 {1} = IN.{2};", precision, GetVariableNameForSlot(kOutputSlotId),
ShaderGeneratorNames.ScreenPosition), true);
break;
case ScreenSpaceType.Center:
visitor.AddShaderChunk(string.Format("{0}4 {1} = {2};", precision, GetVariableNameForSlot(kOutputSlotId),
string.Format("float4((IN.{0}.xy / IN.{0}.w) * 2 - 1, 0, 0)", ShaderGeneratorNames.ScreenPosition)), true);
break;
case ScreenSpaceType.Tiled:
visitor.AddShaderChunk(string.Format("{0}4 {1} = {2};", precision, GetVariableNameForSlot(kOutputSlotId),
string.Format("float4((IN.{0}.xy / IN.{0}.w) * 2 - 1, 0, 0)", ShaderGeneratorNames.ScreenPosition)), true);
visitor.AddShaderChunk(string.Format("{0} = {1};", GetVariableNameForSlot(kOutputSlotId),
string.Format("frac(float4({0}.x * _ScreenParams.x / _ScreenParams.y, {0}.y, 0, 0))", GetVariableNameForSlot(kOutputSlotId))), true);
break;
default:
visitor.AddShaderChunk(string.Format("{0}4 {1} = {2};", precision, GetVariableNameForSlot(kOutputSlotId),
string.Format("float4(IN.{0}.xy / IN.{0}.w, 0, 0)", ShaderGeneratorNames.ScreenPosition)), true);
break;
}
visitor.AddShaderChunk(string.Format("{0}4 {1} = {2};", precision, GetVariableNameForSlot(kOutputSlotId), m_ScreenSpaceType.ToValueAsVariable()), true);
}
public bool RequiresScreenPosition()

8
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Resources/Styles/MaterialGraph.uss


width: 40;
}
ScreenPositionSlotControlView > EnumField {
margin-top: 0;
margin-bottom: 0;
margin-left: 0;
margin-right: 0;
width: 54;
}
ColorRGBASlotControlView {
flex-direction: row;
align-items: center;

28
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Util/ScreenSpaceType.cs


namespace UnityEditor.ShaderGraph
{
public enum ScreenSpaceType
{
Default,
Raw,
Center,
Tiled
};
public static class ScreenSpaceTypeExtensions
{
public static string ToValueAsVariable(this ScreenSpaceType screenSpaceType)
{
switch (screenSpaceType)
{
case ScreenSpaceType.Raw:
return string.Format("IN.{0}", ShaderGeneratorNames.ScreenPosition);
case ScreenSpaceType.Center:
return string.Format("float4(IN.{0}.xy / IN.{0}.w * 2 - 1, 0, 0)", ShaderGeneratorNames.ScreenPosition);
case ScreenSpaceType.Tiled:
return string.Format("frac(float4((IN.{0}.x / IN.{0}.w * 2 - 1) * _ScreenParams.x / _ScreenParams.y, IN.{0}.y / IN.{0}.w * 2 - 1, 0, 0))", ShaderGeneratorNames.ScreenPosition);
default:
return string.Format("float4(IN.{0}.xy / IN.{0}.w, 0, 0)", ShaderGeneratorNames.ScreenPosition);
}
}
}
}

11
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Util/ScreenSpaceType.cs.meta


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31
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/Slots/ScreenPositionSlotControlView.cs


using System;
using UnityEditor.Graphing;
using UnityEditor.Experimental.UIElements;
using UnityEngine.Experimental.UIElements;
namespace UnityEditor.ShaderGraph.Drawing.Slots
{
public class ScreenPositionSlotControlView : VisualElement
{
ScreenPositionMaterialSlot m_Slot;
public ScreenPositionSlotControlView(ScreenPositionMaterialSlot slot)
{
m_Slot = slot;
var enumField = new EnumField(slot.screenSpaceType);
enumField.OnValueChanged(OnValueChanged);
Add(enumField);
}
void OnValueChanged(ChangeEvent<Enum> evt)
{
var screenSpaceType = (ScreenSpaceType)evt.newValue;
if (screenSpaceType != m_Slot.screenSpaceType)
{
m_Slot.owner.owner.owner.RegisterCompleteObjectUndo("Change Screen Space Type");
m_Slot.screenSpaceType = screenSpaceType;
m_Slot.owner.Dirty(ModificationScope.Graph);
}
}
}
}

11
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/Slots/ScreenPositionSlotControlView.cs.meta


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externalObjects: {}
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