浏览代码

Readd all existing nodes.

Most nodes are now correct. Some still need UI work (texture).
Missing some of the 'art' nodes still.
/main
Tim Cooper 8 年前
当前提交
da4824f7
共有 105 个文件被更改,包括 2981 次插入27 次删除
  1. 6
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/DrawableNode.cs
  2. 9
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Runtime/Implementation/SerializableNode.cs
  3. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Runtime/Interfaces/INode.cs
  4. 6
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/AbstractMaterialNodeUI.cs
  5. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/PixelShaderNodeUI.cs
  6. 14
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Function2Input.cs
  7. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/PixelShaderNode.cs
  8. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/PropertyNode.cs
  9. 5
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector4Node.cs
  10. 44
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/ColorNodeUI.cs
  11. 12
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/ColorNodeUI.cs.meta
  12. 40
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/CombineNodeUI.cs
  13. 12
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/CombineNodeUI.cs.meta
  14. 46
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/Vector1NodeUI.cs
  15. 12
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/Vector1NodeUI.cs.meta
  16. 46
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/Vector2NodeUI.cs
  17. 12
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/Vector2NodeUI.cs.meta
  18. 46
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/Vector3NodeUI.cs
  19. 12
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/Vector3NodeUI.cs.meta
  20. 31
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/AbsoluteNode.cs
  21. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/AbsoluteNode.cs.meta
  22. 69
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/BlendNode.cs
  23. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/BlendNode.cs.meta
  24. 32
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/ClampNode.cs
  25. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/ClampNode.cs.meta
  26. 62
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/ColorNode.cs
  27. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/ColorNode.cs.meta
  28. 109
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/CombineNode.cs
  29. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/CombineNode.cs.meta
  30. 31
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/DivNode.cs
  31. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/DivNode.cs.meta
  32. 33
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/DotNode.cs
  33. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/DotNode.cs.meta
  34. 32
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/FresnelNode.cs
  35. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/FresnelNode.cs.meta
  36. 74
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Function1Input.cs
  37. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Function1Input.cs.meta
  38. 131
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Function3Input.cs
  39. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Function3Input.cs.meta
  40. 83
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/FunctionMultiInput.cs
  41. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/FunctionMultiInput.cs.meta
  42. 96
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/KaleidoscopeNode.cs
  43. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/KaleidoscopeNode.cs.meta
  44. 15
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/LengthNode.cs
  45. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/LengthNode.cs.meta
  46. 31
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/LerpNode.cs
  47. 12
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/LerpNode.cs.meta
  48. 101
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/MandelbrotNode.cs
  49. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/MandelbrotNode.cs.meta
  50. 15
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/MaxNode.cs
  51. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/MaxNode.cs.meta
  52. 16
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/MinNode.cs
  53. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/MinNode.cs.meta
  54. 34
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/MultiplyNode.cs
  55. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/MultiplyNode.cs.meta
  56. 37
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/NormalNode.cs
  57. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/NormalNode.cs.meta
  58. 15
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/NormalizeNode.cs
  59. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/NormalizeNode.cs.meta
  60. 105
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/PerlinNode.cs
  61. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/PerlinNode.cs.meta
  62. 15
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/PowerNode.cs
  63. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/PowerNode.cs.meta
  64. 31
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/QuantizeNode.cs
  65. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/QuantizeNode.cs.meta
  66. 37
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/ReflectNode.cs
  67. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/ReflectNode.cs.meta
  68. 44
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/ScreenPosNode.cs
  69. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/ScreenPosNode.cs.meta
  70. 15
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SinNode.cs
  71. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SinNode.cs.meta
  72. 32
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SinTimeNode.cs
  73. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SinTimeNode.cs.meta
  74. 31
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SmoothStepNode.cs
  75. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SmoothStepNode.cs.meta
  76. 41
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubGraphIOBaseNode.cs
  77. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubGraphIOBaseNode.cs.meta
  78. 79
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubGraphInputsNode.cs
  79. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubGraphInputsNode.cs.meta
  80. 208
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubGraphNode.cs
  81. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubGraphNode.cs.meta
  82. 22
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubGraphOutputsNode.cs
  83. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubGraphOutputsNode.cs.meta
  84. 31
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubtractNode.cs
  85. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubtractNode.cs.meta
  86. 63
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SwizzleNode.cs
  87. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SwizzleNode.cs.meta
  88. 204
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/TextureNode.cs
  89. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/TextureNode.cs.meta
  90. 52
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/TimeNode.cs
  91. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/TimeNode.cs.meta
  92. 56
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/UVNode.cs
  93. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/UVNode.cs.meta
  94. 33
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/UnpackNormalNode.cs
  95. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/UnpackNormalNode.cs.meta
  96. 66
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector1Node.cs
  97. 12
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector1Node.cs.meta
  98. 66
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector2Node.cs
  99. 12
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector2Node.cs.meta
  100. 66
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector3Node.cs

6
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Drawing/DrawableNode.cs


Vector3 pos = vector3;
// input slots
foreach (var slot in node.inputSlots)
foreach (var slot in node.inputSlots.OrderBy(x => x.priority))
{
pos.y += 22;
AddChild(new NodeAnchor(pos, typeof(Vector4), node, slot, data, Direction.Input));

// output port
pos.x = width;
pos.y = yStart;
foreach (var slot in node.outputSlots)
foreach (var slot in node.outputSlots.OrderBy(x => x.priority))
{
var edges = node.owner.GetEdges(node.GetSlotReference(slot.name));
// don't show empty output slots in collapsed mode

{
Color backgroundColor = new Color(0.0f, 0.0f, 0.0f, 0.7f);
Color selectedColor = new Color(1.0f, 0.7f, 0.0f, 0.7f);
EditorGUI.DrawRect(new Rect(0, 0, scale.x, scale.y), selected ? selectedColor : backgroundColor);
EditorGUI.DrawRect(new Rect(0, 0, scale.x, scale.y), m_Node.hasError ? Color.red : selected ? selectedColor : backgroundColor);
GUI.Label(new Rect(0, 0, scale.x, 26f), GUIContent.none, new GUIStyle("preToolbar"));
GUI.Label(new Rect(10, 2, scale.x - 20.0f, 16.0f), m_Node.name, EditorStyles.toolbarTextField);
var drawState = m_Node.drawState;

9
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Runtime/Implementation/SerializableNode.cs


return slot;
}
public virtual float GetNodeUIHeight(float width)
{
return 0;
}
public virtual void OnBeforeSerialize()
{
m_GuidSerialized = m_Guid.ToString();

m_Slots = SerializationHelper.Deserialize<ISlot>(m_SerializableSlots, new object[] {});
m_SerializableSlots = null;
UpdateSlots();
UpdateNodeAfterDeserialization();
}
public virtual IEnumerable<ISlot> GetInputsWithNoConnection()

public virtual void UpdateSlots()
public virtual void UpdateNodeAfterDeserialization()
{}
}
}

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Runtime/Interfaces/INode.cs


DrawingData drawState { get; set; }
bool hasError { get; }
void ValidateNode();
void UpdateSlots();
void UpdateNodeAfterDeserialization();
}
}

6
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/AbstractMaterialNodeUI.cs


if (m_LastShaderVersion != m_Node.version)
{
UpdatePreviewShader();
m_LastShaderVersion = m_Node.version;
if (UpdatePreviewShader())
m_LastShaderVersion = m_Node.version;
}
var preview = RenderPreview(area);

private bool UpdatePreviewShader()
{
if (m_Node == null)
if (m_Node == null || m_Node.hasError)
return false;
var resultShader = GetPreviewShaderString();

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/PixelShaderNodeUI.cs


var toReturn = GUIModificationType.None;
if (EditorGUI.EndChangeCheck())
{
node.UpdateSlots();
node.UpdateNodeAfterDeserialization();
toReturn = GUIModificationType.ModelChanged;
}
area.y += EditorGUIUtility.singleLineHeight;

14
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Function2Input.cs


protected Function2Input(IGraph owner)
: base(owner)
{
UpdateSlots();
UpdateNodeAfterDeserialization();
public sealed override void UpdateSlots()
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(GetInputSlot1());
AddSlot(GetInputSlot2());

get { return new[] {GetInputSlot1Name(), GetInputSlot2Name(), GetOutputSlotName()}; }
}
protected MaterialSlot GetInputSlot1()
protected virtual MaterialSlot GetInputSlot1()
protected MaterialSlot GetInputSlot2()
protected virtual MaterialSlot GetInputSlot2()
protected MaterialSlot GetOutputSlot()
protected virtual MaterialSlot GetOutputSlot()
return new MaterialSlot(GetOutputSlotName(), GetOutputSlotName(), SlotType.Output, 2, SlotValueType.Dynamic, Vector4.zero);
return new MaterialSlot(GetOutputSlotName(), GetOutputSlotName(), SlotType.Output, 0, SlotValueType.Dynamic, Vector4.zero);
protected virtual string GetInputSlot1Name()
{
return "Input1";

4
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/PixelShaderNode.cs


: base(owner)
{
name = "PixelMaster";
UpdateSlots();
UpdateNodeAfterDeserialization();
public sealed override void UpdateSlots()
public sealed override void UpdateNodeAfterDeserialization()
{
GetLightFunction().DoSlotsForConfiguration(this);
}

2
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/PropertyNode.cs


[SerializeField]
public bool m_Exposed;
public PropertyNode(IGraph owner) : base(owner)
protected PropertyNode(IGraph owner) : base(owner)
{}
public bool exposed

5
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector4Node.cs


public Vector4Node(IGraph owner) : base(owner)
{
name = "V4Node";
UpdateSlots();
UpdateNodeAfterDeserialization();
public sealed override void UpdateSlots()
public sealed override void UpdateNodeAfterDeserialization()
RemoveSlotsNameNotMatching(new[] {kOutputSlotName});
}
public override PropertyType propertyType

44
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/ColorNodeUI.cs


using UnityEditor.Graphing;
using UnityEditor.Graphing.Drawing;
using UnityEngine;
using UnityEngine.Graphing;
using UnityEngine.MaterialGraph;
namespace UnityEditor.MaterialGraph
{
[CustomNodeUI(typeof(ColorNode))]
public class ColorNodeUI : ICustomNodeUi
{
private ColorNode m_Node;
public float GetNodeUiHeight(float width)
{
return 2 * EditorGUIUtility.singleLineHeight;
}
public GUIModificationType Render(Rect area)
{
if (m_Node == null)
return GUIModificationType.None;
EditorGUI.BeginChangeCheck();
m_Node.color = EditorGUI.ColorField(new Rect(area.x, area.y, area.width, EditorGUIUtility.singleLineHeight), "Value", m_Node.color);
if (EditorGUI.EndChangeCheck())
{
return GUIModificationType.Repaint;
}
return GUIModificationType.None;
}
public void SetNode(INode node)
{
if (node is ColorNode)
m_Node = (ColorNode) node;
}
public float GetNodeWidth()
{
return 200;
}
}
}

12
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/ColorNodeUI.cs.meta


fileFormatVersion: 2
guid: 1764879bbfb2621418d1c58fdf5b93fc
timeCreated: 1464957369
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

40
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/CombineNodeUI.cs


using UnityEditor.Graphing;
using UnityEditor.Graphing.Drawing;
using UnityEngine;
using UnityEngine.MaterialGraph;
namespace UnityEditor.MaterialGraph
{
[CustomNodeUI(typeof(CombineNode))]
public class CombineNodeUI : AbstractMaterialNodeUI
{
public float GetNodeUiHeight(float width)
{
return base.GetNodeUiHeight(width) + EditorGUIUtility.singleLineHeight;
}
public override GUIModificationType Render(Rect area)
{
var node = m_Node as CombineNode;
if (node == null)
return base.Render(area);
if (m_Node == null)
return GUIModificationType.None;
EditorGUI.BeginChangeCheck();
node.operation = (CombineNode.Operation)EditorGUI.EnumPopup(area, node.operation);
var toReturn = GUIModificationType.None;
if (EditorGUI.EndChangeCheck())
{
toReturn = GUIModificationType.Repaint;
}
area.y += 2 * EditorGUIUtility.singleLineHeight;
area.height -= 2 * EditorGUIUtility.singleLineHeight;
toReturn |= base.Render(area);
return toReturn;
}
}
}

12
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/CombineNodeUI.cs.meta


fileFormatVersion: 2
guid: 699eabcc43767844f9558d3314df6b1b
timeCreated: 1464957369
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

46
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/Vector1NodeUI.cs


using UnityEditor.Graphing;
using UnityEditor.Graphing.Drawing;
using UnityEngine;
using UnityEngine.Graphing;
using UnityEngine.MaterialGraph;
namespace UnityEditor.MaterialGraph
{
[CustomNodeUI(typeof(Vector1Node))]
public class Vector1NodeUI : ICustomNodeUi
{
private Vector1Node m_Node;
public float GetNodeUiHeight(float width)
{
return 2 * EditorGUIUtility.singleLineHeight;
}
public GUIModificationType Render(Rect area)
{
if (m_Node == null)
return GUIModificationType.None;
EditorGUI.BeginChangeCheck();
m_Node.value = EditorGUI.FloatField(new Rect(area.x, area.y, area.width, EditorGUIUtility.singleLineHeight), "Value", m_Node.value);
if (EditorGUI.EndChangeCheck())
{
//TODO:tidy this shit.
//EditorUtility.SetDirty(materialGraphOwner.owner);
return GUIModificationType.Repaint;
}
return GUIModificationType.None;
}
public void SetNode(INode node)
{
if (node is Vector1Node)
m_Node = (Vector1Node) node;
}
public float GetNodeWidth()
{
return 200;
}
}
}

12
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/Vector1NodeUI.cs.meta


fileFormatVersion: 2
guid: 384d8aee5b4f7be4986d433b2713a49a
timeCreated: 1464961768
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

46
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/Vector2NodeUI.cs


using UnityEditor.Graphing;
using UnityEditor.Graphing.Drawing;
using UnityEngine;
using UnityEngine.Graphing;
using UnityEngine.MaterialGraph;
namespace UnityEditor.MaterialGraph
{
[CustomNodeUI(typeof(Vector2Node))]
public class Vector2NodeUI : ICustomNodeUi
{
private Vector2Node m_Node;
public float GetNodeUiHeight(float width)
{
return 2 * EditorGUIUtility.singleLineHeight;
}
public GUIModificationType Render(Rect area)
{
if (m_Node == null)
return GUIModificationType.None;
EditorGUI.BeginChangeCheck();
m_Node.value = EditorGUI.Vector2Field(new Rect(area.x, area.y, area.width, EditorGUIUtility.singleLineHeight), "Value", m_Node.value);
if (EditorGUI.EndChangeCheck())
{
//TODO:tidy this shit.
//EditorUtility.SetDirty(materialGraphOwner.owner);
return GUIModificationType.Repaint;
}
return GUIModificationType.None;
}
public void SetNode(INode node)
{
if (node is Vector2Node)
m_Node = (Vector2Node) node;
}
public float GetNodeWidth()
{
return 200;
}
}
}

12
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/Vector2NodeUI.cs.meta


fileFormatVersion: 2
guid: 9d3c3a11d71fc154d8d6c3c5a6ebfdfe
timeCreated: 1464961768
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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46
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/Vector3NodeUI.cs


using UnityEditor.Graphing;
using UnityEditor.Graphing.Drawing;
using UnityEngine;
using UnityEngine.Graphing;
using UnityEngine.MaterialGraph;
namespace UnityEditor.MaterialGraph
{
[CustomNodeUI(typeof(Vector3Node))]
public class Vector3NodeUI : ICustomNodeUi
{
private Vector3Node m_Node;
public float GetNodeUiHeight(float width)
{
return 2 * EditorGUIUtility.singleLineHeight;
}
public GUIModificationType Render(Rect area)
{
if (m_Node == null)
return GUIModificationType.None;
EditorGUI.BeginChangeCheck();
m_Node.value = EditorGUI.Vector3Field(new Rect(area.x, area.y, area.width, EditorGUIUtility.singleLineHeight), "Value", m_Node.value);
if (EditorGUI.EndChangeCheck())
{
//TODO:tidy this shit.
//EditorUtility.SetDirty(materialGraphOwner.owner);
return GUIModificationType.Repaint;
}
return GUIModificationType.None;
}
public void SetNode(INode node)
{
if (node is Vector3Node)
m_Node = (Vector3Node) node;
}
public float GetNodeWidth()
{
return 200;
}
}
}

12
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/NodeDrawers/Vector3NodeUI.cs.meta


fileFormatVersion: 2
guid: fb53610f494711741a3c0f528c5e9d87
timeCreated: 1464961769
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

31
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/AbsoluteNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Absolute Node")]
class AbsoluteNode : Function1Input, IGeneratesFunction
{
public AbsoluteNode(IGraph owner) : base(owner)
{
name = "AbsoluteNode";
}
protected override string GetFunctionName() {return "unity_absolute_" + precision; }
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk("inline " + precision + outputDimension + " unity_absolute_" + precision + " (" + precision + outputDimension + " arg1)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("return abs(arg1);", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/AbsoluteNode.cs.meta


fileFormatVersion: 2
guid: 4b496ffd32c22d94bb525897d152da05
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

69
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/BlendNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Art/Blend Node")]
public class BlendNode : Function2Input, IGeneratesFunction
{
public BlendNode(IGraph owner) : base(owner)
{
name = "BlendNode";
}
public enum Operation
{
Normal,
Additive,
}
[SerializeField]
private Operation m_Operation;
[SerializeField]
private float m_Blend = 0.5f;
private static readonly string[] kOpNames =
{
"normal",
"add"
};
public Operation operation
{
get { return m_Operation; }
set { m_Operation = value; }
}
public float blend
{
get { return m_Blend; }
set { m_Blend = value; }
}
protected override string GetFunctionName() { return "unity_blend_" + kOpNames[(int)m_Operation] + "_" + precision; }
protected override string GetFunctionCallBody(string input1Value, string input2Value)
{
return GetFunctionName() + "(" + input1Value + ", " + input2Value + ", " + m_Blend + ")";
}
protected void AddOperationBody(ShaderGenerator visitor, string name, string body, string precision)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk("inline " + precision + outputDimension +" unity_blend_" + name + "_" + precision + " (" + precision + outputDimension + " arg1, " + precision + outputDimension + " arg2, " + precision + " blend)", false);
outputString.AddShaderChunk("{", false); outputString.Indent();
outputString.AddShaderChunk(body, false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
foreach (var precision in m_PrecisionNames)
{
AddOperationBody(visitor, kOpNames[(int)Operation.Normal], "return lerp(arg1, arg2, blend);", precision);
AddOperationBody(visitor, kOpNames[(int)Operation.Additive], "return (arg1 + arg2) * blend;", precision);
}
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/BlendNode.cs.meta


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defaultReferences: []
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icon: {instanceID: 0}
userData:

32
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/ClampNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Clamp Node")]
public class ClampNode : Function3Input, IGeneratesFunction
{
public ClampNode(IGraph owner) : base(owner)
{
name = "ClampNode";
}
protected override string GetFunctionName() {return "unity_clamp_" + precision; }
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk("inline " + precision + "4 unity_clamp_" + precision + " (" + precision + "4 arg1, " + precision + "4 minval, " + precision + "4 maxval)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("return clamp(arg1, minval, maxval);", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}

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MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/ClampNode.cs.meta


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62
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/ColorNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Color Node")]
public class ColorNode : PropertyNode, IGeneratesBodyCode
{
[SerializeField]
private Color m_Color;
private const string kOutputSlotName = "Color";
public ColorNode(IGraph owner) : base(owner)
{
name = "ColorNode";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(kOutputSlotName, kOutputSlotName, SlotType.Output, 0, SlotValueType.Vector4, Vector4.zero));
RemoveSlotsNameNotMatching(new[] {kOutputSlotName});
}
public override PropertyType propertyType
{
get { return PropertyType.Color; }
}
public Color color
{
get { return m_Color; }
set { m_Color = value; }
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode, ConcreteSlotValueType slotValueType)
{
if (exposed || generationMode.IsPreview())
visitor.AddShaderChunk("float4 " + propertyName + ";", true);
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
// we only need to generate node code if we are using a constant... otherwise we can just refer to the property :)
if (exposed || generationMode.IsPreview())
return;
visitor.AddShaderChunk(precision + "4 " + propertyName + " = " + precision + "4 (" + m_Color.r + ", " + m_Color.g + ", " + m_Color.b + ", " + m_Color.a + ");", true);
}
public override PreviewProperty GetPreviewProperty()
{
return new PreviewProperty
{
m_Name = propertyName,
m_PropType = PropertyType.Color,
m_Color = m_Color
};
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/ColorNode.cs.meta


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userData:

109
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/CombineNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Art/Combine Node")]
public class CombineNode : Function2Input, IGeneratesFunction
{
public CombineNode(IGraph owner) : base(owner)
{
name = "CombineNode";
}
// Based on information from:
// http://photoblogstop.com/photoshop/photoshop-blend-modes-explained
// http://www.venture-ware.com/kevin/coding/lets-learn-math-photoshop-blend-modes/
// http://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/
// http://dunnbypaul.net/blends/
public enum Operation
{
Darken,
Multiply,
ColorBurn,
LinearBurn,
// TODO: DarkerColor (Darken, but based on luminosity)
Lighten,
Screen,
ColorDodge,
LinearDodge,
// TODO: LighterColor (Lighten, but based on luminosity)
Overlay,
SoftLight,
HardLight,
VividLight,
LinearLight,
PinLight,
HardMix,
Difference,
Exclusion,
Subtract,
Divide,
}
[SerializeField]
private Operation m_Operation;
private static readonly string[] kOpNames = {
"darken", "mul", "cburn", "lburn",
"lighten", "screen", "cdodge", "ldodge",
"overlay", "softl", "hardl", "vividl", "linearl", "pinl", "hardmix",
"diff", "excl", "sub", "div"
};
public Operation operation
{
get { return m_Operation; }
set { m_Operation = value; }
}
protected override string GetFunctionName() { return "unity_combine_" + kOpNames[(int)m_Operation] + "_" + precision; }
protected void AddOperationBody(ShaderGenerator visitor, string combineName, string body, string combinePrecision)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk("inline " + combinePrecision + "4 unity_combine_" + combineName + "_" + combinePrecision + " (" + combinePrecision + "4 arg1, " + combinePrecision + "4 arg2)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk(body, false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
foreach (var precision in m_PrecisionNames)
{
// Darken group
AddOperationBody(visitor, kOpNames[(int)Operation.Darken], "return min(arg1, arg2);", precision);
AddOperationBody(visitor, kOpNames[(int)Operation.Multiply], "return arg1 * arg2;", precision);
AddOperationBody(visitor, kOpNames[(int)Operation.ColorBurn], "return 1 - (1-arg1)/(arg2+1e-5);", precision);
AddOperationBody(visitor, kOpNames[(int)Operation.LinearBurn], "return arg1 + arg2 - 1;", precision);
// Lighten group
AddOperationBody(visitor, kOpNames[(int)Operation.Lighten], "return max(arg1, arg2);", precision);
AddOperationBody(visitor, kOpNames[(int)Operation.Screen], "return 1- (1-arg1) * (1-arg2);", precision);
AddOperationBody(visitor, kOpNames[(int)Operation.ColorDodge], "return arg1/(1-arg2+1e-5);", precision);
AddOperationBody(visitor, kOpNames[(int)Operation.LinearDodge], "return arg1 + arg2;", precision);
// Contrast group
AddOperationBody(visitor, kOpNames[(int)Operation.Overlay], "return (arg1 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;", precision);
AddOperationBody(visitor, kOpNames[(int)Operation.SoftLight],
"return (1-arg1)*arg1*arg2 + arg1*(1- (1-arg1)*(1-arg2));", precision);
AddOperationBody(visitor, kOpNames[(int)Operation.HardLight], "return (arg2 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;", precision);
AddOperationBody(visitor, kOpNames[(int)Operation.VividLight],
"return (arg2 < 0.5)? 1- (1-arg1)/(2*arg2+1e-5): arg1/(1-2*(arg2-0.5)+1e-5);", precision);
AddOperationBody(visitor, kOpNames[(int)Operation.LinearLight], "return (arg2 < 0.5)? arg1+(2*arg2)-1: arg1+2*(arg2-0.5);", precision);
AddOperationBody(visitor, kOpNames[(int)Operation.PinLight], "return (arg2 < 0.5)? min(arg1, 2*arg2): max(arg1, 2*(arg2-0.5));", precision);
AddOperationBody(visitor, kOpNames[(int)Operation.HardMix], "return (arg2 < 1-arg1)? " + precision + "(0):" + precision + "(1);", precision);
// Inversion group
AddOperationBody(visitor, kOpNames[(int)Operation.Difference], "return abs(arg2-arg1);", precision);
AddOperationBody(visitor, kOpNames[(int)Operation.Exclusion], "return arg1 + arg2 - arg1*arg2*2;", precision);
AddOperationBody(visitor, kOpNames[(int)Operation.Subtract], "return max(arg2-arg1, 0.0);", precision);
AddOperationBody(visitor, kOpNames[(int)Operation.Divide], "return arg1 / (arg2+1e-5);", precision);
}
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/CombineNode.cs.meta


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31
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/DivNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Div Node")]
public class DivNode : Function2Input, IGeneratesFunction
{
public DivNode(IGraph owner) : base(owner)
{
name = "DivNode";
}
protected override string GetFunctionName() {return "unity_div_" + precision; }
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk("inline " + precision + "4 unity_div_" + precision + " (" + precision + "4 arg1, " + precision + "4 arg2)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("return arg1 / arg2;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}

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MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/DivNode.cs.meta


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33
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/DotNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Dot Node")]
public class DotNode : Function2Input
{
public DotNode(IGraph owner) : base(owner)
{
name = "DotNode";
}
protected override string GetFunctionName()
{
return "dot";
}
protected override MaterialSlot GetInputSlot1()
{
return new MaterialSlot(GetInputSlot1Name(), GetInputSlot1Name(), SlotType.Input, 0, SlotValueType.Vector3, Vector4.zero);
}
protected override MaterialSlot GetInputSlot2()
{
return new MaterialSlot(GetInputSlot2Name(), GetInputSlot2Name(), SlotType.Input, 1, SlotValueType.Vector3, Vector4.zero);
}
protected override MaterialSlot GetOutputSlot()
{
return new MaterialSlot(GetOutputSlotName(), GetOutputSlotName(), SlotType.Output, 2, SlotValueType.Vector1, Vector4.zero);
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/DotNode.cs.meta


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32
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/FresnelNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Fresnel Node")]
class FresnelNode : Function2Input, IGeneratesFunction
{
public FresnelNode(IGraph owner) : base(owner)
{
name = "FresnelNode";
}
protected override string GetFunctionName() { return "unity_fresnel_" + precision; }
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk("inline " + precision + "4 unity_fresnel_" + precision + " (" + precision + "4 arg1, " + precision + "4 arg2)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("return (1.0 - dot (normalize (arg1.xyz), normalize (arg2.xyz))).xxxx;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/FresnelNode.cs.meta


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74
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Function1Input.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
public abstract class Function1Input : AbstractMaterialNode, IGeneratesBodyCode
{
public override bool hasPreview
{
get { return true; }
}
protected Function1Input(IGraph owner)
: base(owner)
{
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(GetInputSlot());
AddSlot(GetOutputSlot());
RemoveSlotsNameNotMatching(validSlots);
}
protected string[] validSlots
{
get { return new[] {GetInputSlotName(), GetOutputSlotName()}; }
}
protected virtual MaterialSlot GetInputSlot()
{
return new MaterialSlot(GetInputSlotName(), GetInputSlotName(), SlotType.Input, 0, SlotValueType.Dynamic, Vector4.zero);
}
protected virtual MaterialSlot GetOutputSlot()
{
return new MaterialSlot(GetOutputSlotName(), GetOutputSlotName(), SlotType.Output, 0, SlotValueType.Dynamic, Vector4.zero);
}
protected virtual string GetInputSlotName() {return "Input"; }
protected virtual string GetOutputSlotName() {return "Output"; }
protected abstract string GetFunctionName();
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputSlot = FindMaterialOutputSlot(GetOutputSlotName());
var inputSlot = FindMaterialInputSlot(GetInputSlotName());
if (inputSlot == null || outputSlot == null)
{
Debug.LogError("Invalid slot configuration on node: " + name);
return;
}
var inputValue = GetSlotValue(inputSlot, generationMode);
visitor.AddShaderChunk(precision + outputDimension + " " + GetOutputVariableNameForSlot(outputSlot) + " = " + GetFunctionCallBody(inputValue) + ";", true);
}
protected virtual string GetFunctionCallBody(string inputValue)
{
return GetFunctionName() + " (" + inputValue + ")";
}
public string outputDimension
{
get { return ConvertConcreteSlotValueTypeToString(FindMaterialOutputSlot(GetOutputSlotName()).concreteValueType); }
}
public string inputDimension
{
get { return ConvertConcreteSlotValueTypeToString(FindMaterialInputSlot(GetInputSlotName()).concreteValueType); }
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Function1Input.cs.meta


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131
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Function3Input.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
public abstract class Function3Input : AbstractMaterialNode, IGeneratesBodyCode
{
public override bool hasPreview
{
get { return true; }
}
protected Function3Input(IGraph owner)
: base(owner)
{
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(GetInputSlot1());
AddSlot(GetInputSlot2());
AddSlot(GetOutputSlot());
RemoveSlotsNameNotMatching(validSlots);
}
protected string[] validSlots
{
get { return new[] {GetInputSlot1Name(), GetInputSlot2Name(), GetInputSlot3Name(), GetOutputSlotName()}; }
}
protected MaterialSlot GetInputSlot1()
{
return new MaterialSlot(GetInputSlot1Name(), GetInputSlot1Name(), SlotType.Input, 0, SlotValueType.Dynamic, Vector4.zero);
}
protected MaterialSlot GetInputSlot2()
{
return new MaterialSlot(GetInputSlot2Name(), GetInputSlot2Name(), SlotType.Input, 1, SlotValueType.Dynamic, Vector4.zero);
}
protected MaterialSlot GetInputSlot3()
{
return new MaterialSlot(GetInputSlot3Name(), GetInputSlot3Name(), SlotType.Input, 2, SlotValueType.Dynamic, Vector4.zero);
}
protected MaterialSlot GetOutputSlot()
{
return new MaterialSlot(GetOutputSlotName(), GetOutputSlotName(), SlotType.Output, 0, SlotValueType.Dynamic, Vector4.zero);
}
protected virtual string GetInputSlot1Name()
{
return "Input1";
}
protected virtual string GetInputSlot2Name()
{
return "Input2";
}
protected virtual string GetInputSlot3Name()
{
return "Input3";
}
protected virtual string GetOutputSlotName()
{
return "Output";
}
protected abstract string GetFunctionName();
protected virtual string GetFunctionPrototype(string arg1Name, string arg2Name, string arg3Name)
{
return "inline " + precision + outputDimension + " " + GetFunctionName() + " ("
+ precision + input1Dimension + " " + arg1Name + ", "
+ precision + input2Dimension + " " + arg2Name + ", "
+ precision + input3Dimension + " " + arg3Name + ")";
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputSlot = FindMaterialOutputSlot(GetOutputSlotName());
var inputSlot1 = FindMaterialInputSlot(GetInputSlot1Name());
var inputSlot2 = FindMaterialInputSlot(GetInputSlot2Name());
var inputSlot3 = FindMaterialInputSlot(GetInputSlot3Name());
if (inputSlot1 == null || inputSlot2 == null || inputSlot3 == null || outputSlot == null)
{
Debug.LogError("Invalid slot configuration on node: " + name);
return;
}
string input1Value = GetSlotValue(inputSlot1, generationMode);
string input2Value = GetSlotValue(inputSlot2, generationMode);
string input3Value = GetSlotValue(inputSlot3, generationMode);
visitor.AddShaderChunk(precision + outputDimension + " " + GetOutputVariableNameForSlot(outputSlot) + " = " + GetFunctionCallBody(input1Value, input2Value, input3Value) + ";", true);
}
protected virtual string GetFunctionCallBody(string inputValue1, string inputValue2, string inputValue3)
{
return GetFunctionName() + " (" + inputValue1 + ", " + inputValue2 + ", " + inputValue3 + ")";
}
protected virtual string GetFunctionCallBody(string inputValue)
{
return GetFunctionName() + " (" + inputValue + ")";
}
public string outputDimension
{
get { return ConvertConcreteSlotValueTypeToString(FindMaterialOutputSlot(GetOutputSlotName()).concreteValueType); }
}
public string input1Dimension
{
get { return ConvertConcreteSlotValueTypeToString(FindMaterialInputSlot(GetInputSlot1Name()).concreteValueType); }
}
public string input2Dimension
{
get { return ConvertConcreteSlotValueTypeToString(FindMaterialInputSlot(GetInputSlot2Name()).concreteValueType); }
}
public string input3Dimension
{
get { return ConvertConcreteSlotValueTypeToString(FindMaterialInputSlot(GetInputSlot3Name()).concreteValueType); }
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Function3Input.cs.meta


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83
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/FunctionMultiInput.cs


using System.Linq;
using UnityEngine;
using System.Collections.Generic;
namespace UnityEditor.MaterialGraph
{
/*public abstract class FunctionMultiInput : BaseMaterialNode, IGeneratesBodyCode
{
private const string kOutputSlotName = "Output";
private const string kBaseInputSlotName = "Input";
public override bool hasPreview { get { return true; } }
public override void OnCreate()
{
base.OnCreate();
AddSlot(new Slot(SlotType.OutputSlot, kOutputSlotName));
AddSlot(new Slot(SlotType.InputSlot, GetInputSlotName(0)));
AddSlot(new Slot(SlotType.InputSlot, GetInputSlotName(1)));
}
protected bool IsInputSlotConnected(int index)
{
var inputSlot = GetValidInputSlots().FirstOrDefault(x => x.name == GetInputSlotName(index));
if (inputSlot == null)
{
Debug.LogError("Invalid slot configuration on node: " + name);
return false;
}
return inputSlot.edges.Count > 0;
}
private static string GetInputSlotName(int index) { return kBaseInputSlotName + (index); }
public override void InputEdgeChanged(Edge e)
{
base.InputEdgeChanged(e);
int inputSlotCount = GetValidInputSlots().Count();
if (IsInputSlotConnected(inputSlotCount - 1))
AddSlot(new Slot(SlotType.InputSlot, GetInputSlotName(inputSlotCount)));
else if (inputSlotCount > 2)
{
var lastSlot = inputSlots.FirstOrDefault(x => x.name == GetInputSlotName(inputSlotCount - 1));
if (lastSlot != null)
RemoveSlot(lastSlot);
}
}
protected abstract string GetFunctionName();
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputSlot = outputSlots.FirstOrDefault(x => x.name == kOutputSlotName);
if (outputSlot == null)
{
Debug.LogError("Invalid slot configuration on node: " + name);
return;
}
var inputSlots = GetValidInputSlots();
int inputSlotCount = inputSlots.Count();
// build up a list of the valid input connections
var inputValues = new List<string>(inputSlotCount);
MaterialWindow.DebugMaterialGraph("Generating On Node: " + GetOutputVariableNameForNode() + " - Preview is: " + generationMode);
inputValues.AddRange(inputSlots.Select(inputSlot => GetSlotValue(inputSlot, generationMode)));
visitor.AddShaderChunk(precision + "4 " + GetOutputVariableNameForSlot(outputSlot, generationMode) + " = " + GetFunctionCallBody(inputValues) + ";", true);
}
protected virtual string GetFunctionCallBody(List<string> inputValues)
{
string functionCall = inputValues[0];
for (int q = 1; q < inputValues.Count; ++q)
functionCall = GetFunctionName() + " (" + functionCall + ", " + inputValues[q] + ")";
return functionCall;
}
}*/
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/FunctionMultiInput.cs.meta


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96
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/KaleidoscopeNode.cs


using System;
using System.Linq;
using UnityEngine;
/*
namespace UnityEditor.MaterialGraph
{
[Title("Fractal/Kaleidoscope Node")]
class KaleidoscopeNode : BaseMaterialNode, IGeneratesFunction, IGeneratesBodyCode
{
[SerializeField]
private int m_Iterations = 6;
private const string kPointInputName = "Point";
private const string kConstant1InputName = "Constant1";
private const string kConstant2InputName = "Constant2";
private const string kOutputSlotName = "Output";
public override bool hasPreview { get { return true; } }
public override void OnCreate()
{
name = "KaleidoscopeNode";
base.OnCreate();
// AddSlot(new Slot(SlotType.InputSlot, kPointInputName));
//AddSlot(new Slot(SlotType.InputSlot, kConstant1InputName));
//AddSlot(new Slot(SlotType.InputSlot, kConstant2InputName));
//AddSlot(new Slot(SlotType.OutputSlot, kOutputSlotName));
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk("inline " + precision + "4 unity_kaleidoscope_" + precision + " (" + precision + "2 p, " + precision + "4 c1, " + precision + "4 c2, int iterations)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("c1 = c1 * 2 - 1;", false);
outputString.AddShaderChunk("c2 = c2 * 2 - 1;", false);
outputString.AddShaderChunk("for (int n = 0; n < iterations; n++)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("p = c1.xy + p * c1.zw + " + precision + "2(dot(p, c2.xy), dot(p, c2.zw));", false);
outputString.AddShaderChunk("if(p.x < p.y) p.xy = -p.yx;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
outputString.AddShaderChunk("return " + precision + "4(p, 1, 1);", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputSlot = FindOutputSlot(kOutputSlotName);
var pointInput = FindInputSlot(kPointInputName);
var constant1Input = FindInputSlot(kConstant1InputName);
var constant2Input = FindInputSlot(kConstant2InputName);
if (outputSlot == null || pointInput == null || constant1Input == null || constant2Input == null)
{
Debug.LogError("Invalid slot configuration on node: " + name);
return;
}
string pointInputValue = GetSlotValue(pointInput, generationMode);
string constant1InputValue = GetSlotValue(constant1Input, generationMode);
string constant2InputValue = GetSlotValue(constant2Input, generationMode);
string outName = GetOutputVariableNameForSlot(outputSlot, generationMode);
visitor.AddShaderChunk(precision + "4 " + outName + " = unity_kaleidoscope_" + precision + "(" + pointInputValue + ".xy, " + constant1InputValue + ", " + constant2InputValue + ", " + m_Iterations + ");", false);
}
static float Slider(string title, float value, float from, float to)
{
GUILayout.BeginHorizontal();
GUILayout.Label(title);
value = GUILayout.HorizontalSlider(value, from, to, GUILayout.Width(64));
GUILayout.EndHorizontal();
return value;
}
/*public override void NodeUI()
{
base.NodeUI();
EditorGUI.BeginChangeCheck();
m_Iterations = (int)Slider("Iterations", (float)m_Iterations, 1, 50);
if (EditorGUI.EndChangeCheck())
RegeneratePreviewShaders();
}*
}
}
*/

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/KaleidoscopeNode.cs.meta


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15
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/LengthNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Length Node")]
public class LengthNode : Function1Input
{
public LengthNode(IGraph owner) : base(owner)
{
name = "LengthNode";
}
protected override string GetFunctionName() { return "length"; }
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/LengthNode.cs.meta


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31
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/LerpNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Lerp Node")]
public class LerpNode : Function3Input, IGeneratesFunction
{
public LerpNode(IGraph owner) : base(owner)
{
name = "LerpNode";
}
protected override string GetFunctionName() {return "unity_lerp_" + precision; }
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk(GetFunctionPrototype("first", "second", "s"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("return lerp(first, second, s);", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}

12
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/LerpNode.cs.meta


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101
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/MandelbrotNode.cs


using System;
using System.Linq;
using UnityEngine;
/*
namespace UnityEditor.MaterialGraph
{
[Title("Fractal/Mandelbrot Node")]
class MandelbrotNode : BaseMaterialNode, IGeneratesFunction, IGeneratesBodyCode
{
[SerializeField]
private int m_Iterations = 6;
private const string kPointInputName = "Point";
private const string kConstantInputName = "Constant";
private const string kOutputSlotName = "Output";
public override bool hasPreview { get { return true; } }
public override void OnCreate()
{
name = "MandelbrotNode";
base.OnCreate();
//AddSlot(new Slot(SlotType.InputSlot, kPointInputName));
//AddSlot(new Slot(SlotType.InputSlot, kConstantInputName));
//AddSlot(new Slot(SlotType.OutputSlot, kOutputSlotName));
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk("inline " + precision + "4 unity_mandelbrot_" + precision + " (" + precision + "2 p, " + precision + "2 c, float limit, float scale, int iterations)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk(precision + " zr = p.x * 4 - 2, zi = p.y * 4 - 2, dzr = 1, dzi = 0, r = 0, len2;", false);
outputString.AddShaderChunk("for (int n = 0; n < iterations; n++)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk(precision + " tmp1 = 2 * zr * zi + c.y; zr = zr * zr - zi * zi + c.x; zi = tmp1;", false);
outputString.AddShaderChunk(precision + " tmp2 = 2 * (dzr * zi + dzi * zr); dzr = 2 * (dzr * zr - dzi * zi) + 1; dzi = tmp2;", false);
outputString.AddShaderChunk("len2 = zr * zr + zi * zi;", false);
outputString.AddShaderChunk("if (len2 > 1000000 * limit) { r = n; break; }", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
outputString.AddShaderChunk("return scale * sqrt(len2 / (dzr * dzr + dzi * dzi)) * log(len2);", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var validSlots = ListPool<Slot>.Get();
GetValidInputSlots(validSlots);
var outputSlot = outputSlots.FirstOrDefault(x => x.name == kOutputSlotName);
var pointInput = validSlots.FirstOrDefault(x => x.name == kPointInputName);
var constantInput = validSlots.FirstOrDefault(x => x.name == kConstantInputName);
ListPool<Slot>.Release(validSlots);
if (outputSlot == null || pointInput == null || constantInput == null)
{
Debug.LogError("Invalid slot configuration on node: " + name);
return;
}
//TODO: This will break if there is NO input connected, use default in that case
var pointProvider = pointInput.edges[0].fromSlot.node as BaseMaterialNode;
var pointName = pointProvider.GetOutputVariableNameForSlot(pointInput.edges[0].fromSlot, generationMode);
var constantProvider = constantInput.edges[0].fromSlot.node as BaseMaterialNode;
var constantName = constantProvider.GetOutputVariableNameForSlot(constantInput.edges[0].fromSlot, generationMode);
string outName = GetOutputVariableNameForSlot(outputSlot, generationMode);
visitor.AddShaderChunk(precision + "4 " + outName + " = unity_mandelbrot_" + precision + "(" + pointName + ".xy, " + constantName + ".xy, " + constantName + ".z, " + constantName + ".w, " + m_Iterations + ");", false);
}
static float Slider(string title, float value, float from, float to)
{
GUILayout.BeginHorizontal();
GUILayout.Label(title);
value = GUILayout.HorizontalSlider(value, from, to, GUILayout.Width(64));
GUILayout.EndHorizontal();
return value;
}
/*public override void NodeUI()
{
base.NodeUI();
EditorGUI.BeginChangeCheck();
m_Iterations = (int)Slider("Iterations", (float)m_Iterations, 1, 50);
if (EditorGUI.EndChangeCheck())
RegeneratePreviewShaders();
}*
}
}*/

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/MandelbrotNode.cs.meta


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15
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/MaxNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Maximum Node")]
public class MaximumNode : Function2Input
{
public MaximumNode(IGraph owner) : base(owner)
{
name = "MaximumNode";
}
protected override string GetFunctionName() { return "max"; }
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/MaxNode.cs.meta


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16
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/MinNode.cs


using UnityEngine.Graphing;
using UnityEngine.MaterialGraph;
namespace UnityEditor.MaterialGraph
{
[Title("Math/Minimum Node")]
public class MinimumNode : Function2Input
{
public MinimumNode(IGraph owner) : base(owner)
{
name = "MinimumNode";
}
protected override string GetFunctionName() { return "min"; }
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/MinNode.cs.meta


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34
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/MultiplyNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Multiply Node")]
public class MultiplyNode : Function2Input, IGeneratesFunction
{
public MultiplyNode(IGraph owner) : base(owner)
{
name = "MultiplyNode";
}
protected override string GetFunctionName()
{
return "unity_multiply_" + precision;
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk("inline " + precision + outputDimension + " " + GetFunctionName() + " (" + precision + input1Dimension + " arg1, " + precision + input2Dimension + " arg2)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("return arg1 * arg2;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/MultiplyNode.cs.meta


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37
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/NormalNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Normal Node")]
public class NormalNode : AbstractMaterialNode
{
public NormalNode(IGraph theOwner) : base(theOwner)
{
name = "Normal";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(kOutputSlotName, kOutputSlotName, SlotType.Output, 0, SlotValueType.Vector3, new Vector4(0,0,1,1)));
RemoveSlotsNameNotMatching(new[] {kOutputSlotName});
}
private const string kOutputSlotName = "Normal";
public override bool hasPreview
{
get { return true; }
}
public override PreviewMode previewMode
{
get { return PreviewMode.Preview3D; }
}
public override string GetOutputVariableNameForSlot(MaterialSlot s)
{
return "o.Normal";
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/NormalNode.cs.meta


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15
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/NormalizeNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Normalize Node")]
class NormalizeNode : Function1Input
{
public NormalizeNode(IGraph owner) : base(owner)
{
name = "NormalizeNode";
}
protected override string GetFunctionName() { return "normalize"; }
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/NormalizeNode.cs.meta


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105
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/PerlinNode.cs


using UnityEngine;
/*
namespace UnityEditor.MaterialGraph
{
[Title("Fractal/Perlin Node")]
class PerlinNode : TextureNode, IGeneratesFunction, IGeneratesBodyCode
{
public override bool hasPreview { get { return true; } }
[SerializeField]
private int m_Iterations = 4;
[SerializeField]
private float m_Decay = 0.5f;
[SerializeField]
private float m_Frequency = 2.0f;
public override void OnCreate()
{
name = "Perlin";
base.OnCreate();
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk("inline " + precision + "4 unity_perlin_" + precision + " ("
+ "sampler2D textureID, "
+ "int iterations, "
+ precision + " decay, "
+ precision + " frequency, "
+ precision + "2 p"
+ ")", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk(precision + "4 sum = " + precision + "4(0, 0, 0, 0);", false);
outputString.AddShaderChunk(precision + " amp = 0.5;", false);
outputString.AddShaderChunk("for(int n = 0; n < iterations; n++)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("sum += amp * tex2D (textureID, p);", false);
outputString.AddShaderChunk("p *= frequency;", false);
outputString.AddShaderChunk("amp *= decay;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
outputString.AddShaderChunk("return sum;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
/* public override void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputSlot = FindOutputSlot(kOutputSlotName);
if (outputSlot == null)
return;
var uvSlot = FindInputSlot(kUVSlotName);
if (uvSlot == null)
return;
var uvName = "IN.meshUV0";
if (uvSlot.edges.Count > 0)
{
var fromNode = uvSlot.edges[0].fromSlot.node as BaseMaterialNode;
uvName = fromNode.GetOutputVariableNameForSlot(uvSlot.edges[0].fromSlot, generationMode);
}
string body = "unity_perlin_" + precision + "(" + GetPropertyName() + ", " + m_Iterations + ", " + m_Decay + ", " + m_Frequency + ", " + uvName + ".xy)";
visitor.AddShaderChunk("float4 " + GetOutputVariableNameForSlot(outputSlot, generationMode) + " = " + body + ";", true);
}
*
static float Slider(string title, float value, float from, float to)
{
GUILayout.BeginHorizontal();
GUILayout.Label(title);
value = GUILayout.HorizontalSlider(value, from, to, GUILayout.Width(64));
GUILayout.EndHorizontal();
return value;
}
/*
public override float GetNodeUIHeight()
{
return EditorGUIUtility.singleLineHeight;
}
public override bool NodeUI(Rect drawArea)
{
base.NodeUI(drawArea);
EditorGUI.BeginChangeCheck();
m_Iterations = (int)Slider("Iterations", (float)m_Iterations, 1, 8);
m_Decay = Slider("Decay", m_Decay, -1f, 1f);
m_Frequency = Slider("Frequency", m_Frequency, 0f, 5f);
if (EditorGUI.EndChangeCheck())
RegeneratePreviewShaders();
}*
}
}*/

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/PerlinNode.cs.meta


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15
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/PowerNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Power Node")]
public class PowerNode : Function2Input
{
public PowerNode(IGraph owner) : base(owner)
{
name = "PowerNode";
}
protected override string GetFunctionName() { return "pow"; }
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/PowerNode.cs.meta


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31
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/QuantizeNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Quantize Node")]
class QuantizeNode : Function2Input, IGeneratesFunction
{
public QuantizeNode(IGraph owner) : base(owner)
{
name = "QuantizeNode";
}
protected override string GetFunctionName() {return "unity_quantize_" + precision; }
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk("inline " + precision + "4 unity_quantize_" + precision + " (" + precision + "4 input, " + precision + "4 stepsize)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("return floor(input / stepsize) * stepsize;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/QuantizeNode.cs.meta


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37
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/ReflectNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Reflect Node")]
class ReflectNode : Function2Input, IGeneratesFunction
{
public ReflectNode(IGraph owner) : base(owner)
{
name = "ReflectNode";
}
protected override string GetInputSlot1Name() {return "Normal"; }
protected override string GetInputSlot2Name() {return "Direction"; }
protected override string GetOutputSlotName() {return "Reflection"; }
protected override string GetFunctionName() {return "unity_reflect_" + precision; }
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk("inline " + precision + "4 unity_reflect_" + precision + " (" + precision + "4 normal, " + precision + "4 direction)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk(precision + "3 vn = normalize(normal.xyz);", false);
outputString.AddShaderChunk(precision + "3 vd = normalize(direction.xyz);", false);
outputString.AddShaderChunk("return half4 (2 * dot(vn, vd) * vn - vd, 1.0);", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}

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MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/ReflectNode.cs.meta


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44
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/ScreenPosNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Screen Pos Node")]
public class ScreenPosNode : AbstractMaterialNode, IGeneratesVertexToFragmentBlock
{
public ScreenPosNode(IGraph theOwner) : base(theOwner)
{
name = "ScreenPos";
UpdateNodeAfterDeserialization();
}
private const string kOutputSlotName = "ScreenPos";
public override bool hasPreview { get { return true; } }
public override PreviewMode previewMode
{
get { return PreviewMode.Preview3D; }
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(kOutputSlotName, kOutputSlotName, SlotType.Output, 0, SlotValueType.Vector4, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { kOutputSlotName });
}
public override string GetOutputVariableNameForSlot(MaterialSlot slot)
{
return "IN.screenPos";
}
public void GenerateVertexToFragmentBlock(ShaderGenerator visitor, GenerationMode generationMode)
{
string temp = precision + "4 screenPos";
if (generationMode == GenerationMode.Preview2D)
temp += " : TEXCOORD1";
temp += ";";
visitor.AddShaderChunk(temp, true);
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/ScreenPosNode.cs.meta


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15
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SinNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Sin Node")]
class SinNode : Function1Input
{
public SinNode(IGraph owner) : base(owner)
{
name = "SinNode";
}
protected override string GetFunctionName() {return "sin"; }
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SinNode.cs.meta


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32
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SinTimeNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Sine Time Node")]
public class SinTimeNode : AbstractMaterialNode, IRequiresTime
{
public SinTimeNode(IGraph theOwner) : base(theOwner)
{
name = "Sine Time";
UpdateNodeAfterDeserialization();
}
private const string kOutputSlotName = "SinTime";
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(kOutputSlotName, kOutputSlotName, SlotType.Output, 0, SlotValueType.Vector4, Vector4.one));
RemoveSlotsNameNotMatching(new[] {kOutputSlotName});
}
public override bool hasPreview
{
get { return true; }
}
public override string GetOutputVariableNameForSlot(MaterialSlot s)
{
return "_SinTime";
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SinTimeNode.cs.meta


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31
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SmoothStepNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/SmoothStep Node")]
class SmoothStepNode : Function3Input, IGeneratesFunction
{
public SmoothStepNode(IGraph owner) : base(owner)
{
name = "SmoothStepNode";
}
protected override string GetFunctionName() {return "unity_smoothstep_" + precision; }
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk("inline " + precision + "4 unity_smoothstep_" + precision + " (" + precision + "4 input, " + precision + "4 edge1, " + precision + "4 edge2)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("return smoothstep(edge1, edge2, input);", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SmoothStepNode.cs.meta


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41
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubGraphIOBaseNode.cs


/*
namespace UnityEditor.MaterialGraph
{
public class SubGraphIOBaseNode : BaseMaterialNode
{
GUIContent kTempContent = new GUIContent("+");
public virtual void AddSlot()
{
}
public void FooterUI(GraphGUI host)
{
// TODO: make it pretty
GUIStyle style = this is SubGraphOutputsNode ?
Styles.GetNodeStyle("shader in", Styles.Color.Aqua, false) :
Styles.GetNodeStyle("shader out", Styles.Color.Aqua, false);
var pos = GUILayoutUtility.GetRect(kTempContent, style);
int id = GUIUtility.GetControlID(FocusType.Passive);
Event evt = Event.current;
if (evt.type == EventType.Layout || evt.type == EventType.Used)
return;
switch (evt.GetTypeForControl(id))
{
case EventType.MouseUp:
if (pos.Contains(evt.mousePosition) && evt.button == 0)
{
AddSlot();
evt.Use();
}
break;
case EventType.Repaint:
style.Draw(pos, kTempContent, id);
break;
}
}
}
}
*/

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubGraphIOBaseNode.cs.meta


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79
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubGraphInputsNode.cs


using UnityEngine;
using System.Collections.Generic;
/*
namespace UnityEditor.MaterialGraph
{
public class SubGraphInputsNode : SubGraphIOBaseNode, IGenerateProperties
{
public override void OnCreate()
{
name = "SubGraphInputs";
title = "Inputs";
// position = new Rect(BaseMaterialGraphGUI.kDefaultNodeWidth * 4, BaseMaterialGraphGUI.kDefaultNodeHeight * 2, Mathf.Max(300, position.width), position.height);
base.OnCreate();
}
public override void AddSlot()
{
//AddSlot(new Slot(SlotType.OutputSlot, GenerateSlotName(SlotType.OutputSlot)));
}
public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
{
base.GeneratePropertyBlock(visitor, generationMode);
if (!generationMode.IsPreview())
return;
foreach (var slot in outputSlots)
{
if (slot.edges.Count == 0)
continue;
var defaultValue = GetSlotDefaultValue(slot.name);
if (defaultValue != null)
defaultValue.GeneratePropertyBlock(visitor, generationMode);
}
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode, ConcreteSlotValueType slotValueType)
{
base.GeneratePropertyUsages(visitor, generationMode, slotValueType);
if (!generationMode.IsPreview())
return;
foreach (var slot in outputSlots)
{
if (slot.edges.Count == 0)
continue;
var defaultValue = GetSlotDefaultValue(slot.name);
if (defaultValue != null)
defaultValue.GeneratePropertyUsages(visitor, generationMode, slotValueType);
}
}
protected override void CollectPreviewMaterialProperties (List<PreviewProperty> properties)
{
base.CollectPreviewMaterialProperties(properties);
foreach (var slot in outputSlots)
{
if (slot.edges.Count == 0)
continue;
var defaultOutput = GetSlotDefaultValue(slot.name);
if (defaultOutput == null)
continue;
var pp = new PreviewProperty
{
m_Name = defaultOutput.inputName,
m_PropType = PropertyType.Vector4,
m_Vector4 = defaultOutput.defaultValue
};
properties.Add (pp);
}
}
}
}*/

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubGraphInputsNode.cs.meta


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208
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubGraphNode.cs


/*using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Graphs;
using UnityEngine;
namespace UnityEditor.MaterialGraph
{
//[Title("Sub-graph/Sub-graph Node")]
public class SubGraphNode : BaseMaterialNode, IGeneratesBodyCode, IGeneratesVertexToFragmentBlock, IGeneratesFunction, IGeneratesVertexShaderBlock
{
[SerializeField]
private MaterialSubGraph m_SubGraphAsset;
public MaterialSubGraph subGraphAsset { get { return m_SubGraphAsset; } }
public override PreviewMode previewMode
{
get
{
if (subGraphAsset == null)
return PreviewMode.Preview2D;
var nodes = ListPool<BaseMaterialNode>.Get();
var preview3D = subGraphAsset.outputsNode.CollectChildNodesByExecutionOrder(nodes).Any(x => x.previewMode == PreviewMode.Preview3D);
ListPool <BaseMaterialNode >.Release(nodes);
return preview3D ? PreviewMode.Preview3D : PreviewMode.Preview2D;
}
}
public const int kMaxSlots = 16;
public override void OnCreate()
{
base.OnCreate();
name = "SubGraph";
position = new Rect(position.x, position.y, Mathf.Max(300, position.width), position.height);
}
static string GetInputSlotName(int n)
{
return string.Format("I{0:00}", n);
}
static string GetOutputSlotName(int n)
{
return string.Format("O{0:00}", n);
}
/* public override IEnumerable<Slot> GetValidInputSlots()
{
// We only want to return the input slots that are internally wired to an output slot
return base.GetValidInputSlots().Where(slot => m_SubGraphAsset.InputInternallyWired(slot.name, this)).ToList();
}*
public override void NodeUI(GraphGUI host)
{
EditorGUI.BeginChangeCheck();
m_SubGraphAsset = (MaterialSubGraph)EditorGUILayout.ObjectField(GUIContent.none, m_SubGraphAsset, typeof(MaterialSubGraph), false);
if (EditorGUI.EndChangeCheck() && m_SubGraphAsset != null)
{
SubGraphChanged(m_SubGraphAsset);
}
}
private void SubGraphChanged(MaterialSubGraph sender)
{
RefreshSlots(SlotType.InputSlot, inputSlots.ToList(), sender.inputsNode.slots, (s) => true);
RefreshSlots(SlotType.OutputSlot, outputSlots.ToList(), sender.outputsNode.slots, sender.OutputInternallyWired);
pixelGraph.RevalidateGraph();
}
private void RefreshSlots(SlotType type, IEnumerable<Slot> current, IEnumerable<Slot> updated, Func<string, bool> slotFilter)
{
var innerOutputSlots = updated.Where(n => slotFilter(n.name)).ToArray();
foreach (var slot in innerOutputSlots)
{
var s = current.FirstOrDefault(n => n.name == slot.name);
if (s != null)
s.title = slot.title;
// else
// AddSlot(new Slot(type, slot.name, slot.title));
}
var danglingSlots = current.Except(innerOutputSlots, (ls, rs) => ls.name == rs.name).ToArray();
foreach (var slot in danglingSlots)
RemoveSlot(slot);
}
public void GenerateNodeCode(ShaderGenerator shaderBodyVisitor, GenerationMode generationMode)
{
if (m_SubGraphAsset == null)
return;
var outputString = new ShaderGenerator();
outputString.AddShaderChunk("// Subgraph for node " + GetOutputVariableNameForNode(), false);
// Step 1...
// find out which output slots are actually used
//TODO: Be smarter about this and only output ones that are actually USED, not just connected
//var validOutputSlots = NodeUtils.GetSlotsThatOutputToNodeRecurse(this, (graph as BaseMaterialGraph).masterNode);
var validOutputSlots = outputSlots.Where(x => x.edges.Count > 0);
foreach (var slot in validOutputSlots)
{
outputString.AddShaderChunk(
"float4 "
+ GetOutputVariableNameForSlot(slot, generationMode)
+ " = float4(0, 0, 0, 0);", false);
}
// Step 2...
// Go into the subgraph
outputString.AddShaderChunk("{", false);
outputString.Indent();
// Step 3...
// For each input that is used and connects through we want to generate code.
// First we assign the input variables to the subgraph
foreach (var slot in slots)
{
if (!slot.isInputSlot)
continue;
// see if the input connects all the way though to the output
// if it does allow generation
var inputWired = m_SubGraphAsset.InputInternallyWired(slot.name, this);
if (!inputWired)
continue;
var varName = m_SubGraphAsset.GetInputVariableNameForSlotByName(slot.name, this, generationMode);
var varValue = "float4(0, 0, 0, 0);";
var slotDefaultValue = GetSlotDefaultValue(slot.name);
if (slotDefaultValue != null)
{
varValue = slotDefaultValue.GetDefaultValue(generationMode, concreteInputSlotValueTypes[slot.name]);
}
bool externallyWired = slot.edges.Count > 0;
if (externallyWired)
{
var fromSlot = slot.edges[0].fromSlot;
var fromNode = slot.edges[0].fromSlot.node as BaseMaterialNode;
varValue = fromNode.GetOutputVariableNameForSlot(fromSlot, generationMode);
}
outputString.AddShaderChunk("float4 " + varName + " = " + varValue + ";", false);
}
// Step 4...
// Using the inputs we can now generate the shader body :)
var bodyGenerator = new ShaderGenerator();
m_SubGraphAsset.GenerateNodeCode(bodyGenerator, this);
outputString.AddShaderChunk(bodyGenerator.GetShaderString(0), false);
// Step 5...
// Copy the outputs to the parent context name);
foreach (var slot in validOutputSlots)
{
bool internallyWired = m_SubGraphAsset.OutputInternallyWired(slot.name);
if (internallyWired)
{
outputString.AddShaderChunk(
GetOutputVariableNameForSlot(slot, generationMode)
+ " = "
+ m_SubGraphAsset.GetOutputVariableNameForSlotByName(slot.name, this, generationMode)
+ ";", false);
}
}
outputString.Deindent();
outputString.AddShaderChunk("}", false);
outputString.AddShaderChunk("// Subgraph ends", false);
shaderBodyVisitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
public void GenerateVertexToFragmentBlock(ShaderGenerator visitor, GenerationMode generationMode)
{
m_SubGraphAsset.GenerateVertexToFragmentBlock(visitor, GenerationMode.SurfaceShader);
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
m_SubGraphAsset.GenerateNodeFunction(visitor, GenerationMode.SurfaceShader);
}
public void GenerateVertexShaderBlock(ShaderGenerator visitor, GenerationMode generationMode)
{
m_SubGraphAsset.GenerateVertexShaderBlock(visitor, GenerationMode.SurfaceShader);
}
public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
{
base.GeneratePropertyBlock(visitor, generationMode);
m_SubGraphAsset.GeneratePropertyBlock(visitor, GenerationMode.SurfaceShader);
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode, ConcreteSlotValueType slotValueType)
{
base.GeneratePropertyUsages(visitor, generationMode, slotValueType);
m_SubGraphAsset.GeneratePropertyUsages(visitor, GenerationMode.SurfaceShader, slotValueType);
}
protected override void CollectPreviewMaterialProperties (List<PreviewProperty> properties)
{
base.CollectPreviewMaterialProperties(properties);
properties.AddRange(m_SubGraphAsset.GetPreviewProperties());
}
}
}*/

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubGraphNode.cs.meta


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22
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubGraphOutputsNode.cs


/*using UnityEditor.Graphs;
using UnityEngine;
namespace UnityEditor.MaterialGraph
{
public class SubGraphOutputsNode : SubGraphIOBaseNode
{
public override void OnCreate()
{
base.OnCreate();
name = "SubGraphOutputs";
title = "Outputs";
//position = new Rect(BaseMaterialGraphGUI.kDefaultNodeWidth * 8, BaseMaterialGraphGUI.kDefaultNodeHeight * 2, Mathf.Max(300, position.width), position.height);
}
public override void AddSlot()
{
//AddSlot(new Slot(SlotType.InputSlot, GenerateSlotName(SlotType.InputSlot)));
}
}
}
*/

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubGraphOutputsNode.cs.meta


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31
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubtractNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Subtract Node")]
class SubtractNode : Function2Input, IGeneratesFunction
{
public SubtractNode(IGraph owner) : base(owner)
{
name = "SubtractNode";
}
protected override string GetFunctionName() {return "unity_subtract_" + precision; }
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk(GetFunctionPrototype("arg1", "arg2"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("return arg1 - arg2;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SubtractNode.cs.meta


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63
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SwizzleNode.cs


using UnityEditor;
using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Channels/Swizzle Node")]
public class SwizzleNode : Function2Input
{
[SerializeField]
private int[] m_SwizzleChannel = new int[4];
public SwizzleNode(IGraph owner) : base(owner)
{
name = "SwizzleNode";
}
/*
public override float GetNodeUIHeight(float width)
{
return EditorGUIUtility.singleLineHeight;
}
public override GUIModificationType NodeUI(Rect drawArea)
{
base.NodeUI(drawArea);
string[] channelNames = {"X", "Y", "Z", "W"};
string[] values = {"0", "1", "Input1.x", "Input1.y", "Input1.z", "Input1.w", "Input2.x", "Input2.y", "Input2.z", "Input2.w"};
EditorGUI.BeginChangeCheck();
for (int n = 0; n < 4; n++)
m_SwizzleChannel[n] = EditorGUI.Popup(new Rect(drawArea.x, drawArea.y, drawArea.width, EditorGUIUtility.singleLineHeight), channelNames[n] + "=", m_SwizzleChannel[n], values);
if (EditorGUI.EndChangeCheck())
{
pixelGraph.RevalidateGraph();
return GUIModificationType.Repaint;
}
return GUIModificationType.None;
}
*/
protected override string GetFunctionName()
{
return "";
}
protected override string GetFunctionCallBody(string inputValue1, string inputValue2)
{
string[] inputValues = { inputValue1, inputValue2 };
string[] channelNames = { "x", "y", "z", "w" };
string s = precision + "4(";
for (int n = 0; n < 4; n++)
{
int c = m_SwizzleChannel[n];
if (c < 2)
s += c;
else
{
c -= 2;
s += inputValues[c >> 2] + "." + channelNames[c & 3];
}
s += (n == 3) ? ")" : ",";
}
return s;
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/SwizzleNode.cs.meta


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204
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/TextureNode.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Texture Node")]
public class TextureNode : PropertyNode, IGeneratesBodyCode, IGeneratesVertexShaderBlock, IGeneratesVertexToFragmentBlock
{
protected const string kOutputSlotRGBAName = "RGBA";
protected const string kOutputSlotRName = "R";
protected const string kOutputSlotGName = "G";
protected const string kOutputSlotBName = "B";
protected const string kOutputSlotAName = "A";
protected const string kUVSlotName = "UV";
[SerializeField]
public Texture2D m_DefaultTexture;
[SerializeField]
public TextureType m_TextureType;
private List<string> m_TextureTypeNames;
public override bool hasPreview { get { return true; } }
public TextureNode(IGraph owner) : base(owner)
{
name = "Texture";
LoadTextureTypes();
}
public override void UpdateNodeAfterDeserialization()
{
LoadTextureTypes();
AddSlot(new MaterialSlot(kOutputSlotRGBAName, kOutputSlotRGBAName, SlotType.Output, 0, SlotValueType.Vector4, Vector4.zero));
AddSlot(new MaterialSlot(kOutputSlotRName, kOutputSlotRName, SlotType.Output, 1, SlotValueType.Vector1, Vector4.zero));
AddSlot(new MaterialSlot(kOutputSlotGName, kOutputSlotGName, SlotType.Output, 2, SlotValueType.Vector1, Vector4.zero));
AddSlot(new MaterialSlot(kOutputSlotBName, kOutputSlotBName, SlotType.Output, 3, SlotValueType.Vector1, Vector4.zero));
AddSlot(new MaterialSlot(kOutputSlotAName, kOutputSlotAName, SlotType.Output, 4, SlotValueType.Vector1, Vector4.zero));
AddSlot(new MaterialSlot(kUVSlotName, kUVSlotName, SlotType.Input, 0, SlotValueType.Vector2, Vector4.zero));
RemoveSlotsNameNotMatching(validSlots);
}
protected string[] validSlots
{
get { return new[] {kOutputSlotRGBAName, kOutputSlotRName, kOutputSlotGName, kOutputSlotBName, kOutputSlotAName, kUVSlotName}; }
}
private void LoadTextureTypes()
{
if (m_TextureTypeNames == null)
m_TextureTypeNames = new List<string>(Enum.GetNames(typeof(TextureType)));
}
// Node generations
public virtual void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var uvSlot = FindInputSlot(kUVSlotName);
if (uvSlot == null)
return;
var uvName = "IN.meshUV0.xy";
var edges = owner.GetEdges(GetSlotReference(uvSlot.name)).ToList();
if (edges.Count > 0)
{
var edge = edges[0];
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(edge.outputSlot.nodeGuid);
var slot = fromNode.FindMaterialOutputSlot(edge.outputSlot.slotName);
uvName = ShaderGenerator.AdaptNodeOutput(fromNode, slot, generationMode, ConcreteSlotValueType.Vector2, true);
}
string body = "tex2D (" + propertyName + ", " + uvName + ")";
if (m_TextureType == TextureType.Bump)
body = precision + "4(UnpackNormal(" + body + "), 0)";
visitor.AddShaderChunk("float4 " + GetVariableNameForNode() + " = " + body + ";", true);
}
public override string GetOutputVariableNameForSlot(MaterialSlot s)
{
string slotOutput;
switch (s.name)
{
case kOutputSlotRName:
slotOutput = ".r";
break;
case kOutputSlotGName:
slotOutput = ".g";
break;
case kOutputSlotBName:
slotOutput = ".b";
break;
case kOutputSlotAName:
slotOutput = ".a";
break;
default:
slotOutput = "";
break;
}
return GetVariableNameForNode() + slotOutput;
}
public void GenerateVertexToFragmentBlock(ShaderGenerator visitor, GenerationMode generationMode)
{
var uvSlot = FindInputSlot(kUVSlotName);
if (uvSlot == null)
return;
var edges = owner.GetEdges(GetSlotReference(uvSlot.name));
if (edges.Any())
UVNode.StaticGenerateVertexToFragmentBlock(visitor, generationMode);
}
public void GenerateVertexShaderBlock(ShaderGenerator visitor, GenerationMode generationMode)
{
var uvSlot = FindInputSlot(kUVSlotName);
if (uvSlot == null)
return;
var edges = owner.GetEdges(GetSlotReference(uvSlot.name));
if (edges.Any())
UVNode.GenerateVertexShaderBlock(visitor);
}
// Properties
public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
{
visitor.AddShaderProperty(new TexturePropertyChunk(propertyName, description, m_DefaultTexture, m_TextureType, false, exposed));
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode, ConcreteSlotValueType slotValueType)
{
visitor.AddShaderChunk("sampler2D " + propertyName + ";", true);
}
/*
public override float GetNodeUIHeight(float width)
{
return EditorGUIUtility.singleLineHeight * 2;
}
public override GUIModificationType NodeUI(Rect drawArea)
{
LoadTextureTypes();
base.NodeUI(drawArea);
EditorGUI.BeginChangeCheck();
m_DefaultTexture = EditorGUI.MiniThumbnailObjectField( new Rect(drawArea.x, drawArea.y, drawArea.width, EditorGUIUtility.singleLineHeight), new GUIContent("Texture"), m_DefaultTexture, typeof(Texture2D), null) as Texture2D;
var texureChanged = EditorGUI.EndChangeCheck();
drawArea.y += EditorGUIUtility.singleLineHeight;
EditorGUI.BeginChangeCheck();
m_TextureType = (TextureType) EditorGUI.Popup(new Rect(drawArea.x, drawArea.y, drawArea.width, EditorGUIUtility.singleLineHeight), (int) m_TextureType, m_TextureTypeNames.ToArray(), EditorStyles.popup);
var typeChanged = EditorGUI.EndChangeCheck();
if (typeChanged)
{
pixelGraph.RevalidateGraph();
return GUIModificationType.Repaint;
}
return texureChanged ? GUIModificationType.Repaint : GUIModificationType.None;
}
public override bool DrawSlotDefaultInput(Rect rect, Slot inputSlot)
{
var uvSlot = FindInputSlot(kUVSlotName);
if (uvSlot != inputSlot)
return base.DrawSlotDefaultInput(rect, inputSlot);
var rectXmax = rect.xMax;
rect.x = rectXmax - 70;
rect.width = 70;
EditorGUI.DrawRect(rect, new Color(0.0f, 0.0f, 0.0f, 0.7f));
GUI.Label(rect, "From Mesh");
return false;
}
*/
public override PreviewProperty GetPreviewProperty()
{
return new PreviewProperty
{
m_Name = propertyName,
m_PropType = PropertyType.Texture2D,
m_Texture = m_DefaultTexture
};
}
public override PropertyType propertyType { get { return PropertyType.Texture2D; } }
}
}

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MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/TextureNode.cs.meta


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52
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/TimeNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Time Node")]
public class TimeNode : AbstractMaterialNode, IRequiresTime
{
private const string kOutputSlotName = "Time";
private const string kOutputSlotNameX = "Time.x";
private const string kOutputSlotNameY = "Time.y";
private const string kOutputSlotNameZ = "Time.z";
private const string kOutputSlotNameW = "Time.w";
public TimeNode(IGraph theOwner) : base(theOwner)
{
name = "Time";
}
public override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(kOutputSlotName, kOutputSlotName, SlotType.Output, 0, SlotValueType.Vector4, Vector4.zero));
AddSlot(new MaterialSlot(kOutputSlotNameX, kOutputSlotNameX, SlotType.Output, 1, SlotValueType.Vector1, Vector4.zero));
AddSlot(new MaterialSlot(kOutputSlotNameY, kOutputSlotNameY, SlotType.Output, 2, SlotValueType.Vector1, Vector4.zero));
AddSlot(new MaterialSlot(kOutputSlotNameZ, kOutputSlotNameZ, SlotType.Output, 3, SlotValueType.Vector1, Vector4.zero));
AddSlot(new MaterialSlot(kOutputSlotNameW, kOutputSlotNameW, SlotType.Output, 4, SlotValueType.Vector1, Vector4.zero));
RemoveSlotsNameNotMatching(validSlots);
}
protected string[] validSlots
{
get { return new[] {kOutputSlotName, kOutputSlotNameX, kOutputSlotNameY, kOutputSlotNameZ, kOutputSlotName}; }
}
public override string GetOutputVariableNameForSlot(MaterialSlot s)
{
switch (s.name)
{
case kOutputSlotNameX:
return "_Time.x";
case kOutputSlotNameY:
return "_Time.y";
case kOutputSlotNameZ:
return "_Time.z";
case kOutputSlotNameW:
return "_Time.w";
default:
return "_Time";
}
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/TimeNode.cs.meta


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56
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/UVNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/UV Node")]
public class UVNode : AbstractMaterialNode, IGeneratesVertexToFragmentBlock, IGeneratesVertexShaderBlock, IGeneratesBodyCode
{
private const string kOutputSlotName = "UV";
public override bool hasPreview { get { return true; } }
public UVNode(IGraph theOwner) : base(theOwner)
{
name = "UV";
}
public override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(kOutputSlotName, kOutputSlotName, SlotType.Output, 0, SlotValueType.Vector4, Vector4.zero));
RemoveSlotsNameNotMatching(new[] {kOutputSlotName});
}
public static void StaticGenerateVertexToFragmentBlock(ShaderGenerator visitor, GenerationMode generationMode)
{
string temp = "half4 meshUV0";
if (generationMode == GenerationMode.Preview2D)
temp += " : TEXCOORD0";
temp += ";";
visitor.AddShaderChunk(temp, true);
}
public void GenerateVertexToFragmentBlock(ShaderGenerator visitor, GenerationMode generationMode)
{
StaticGenerateVertexToFragmentBlock(visitor, generationMode);
}
public static void GenerateVertexShaderBlock(ShaderGenerator visitor)
{
visitor.AddShaderChunk("o.meshUV0 = v.texcoord;", true);
}
public void GenerateVertexShaderBlock(ShaderGenerator visitor, GenerationMode generationMode)
{
GenerateVertexShaderBlock(visitor);
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputSlot = FindMaterialOutputSlot(kOutputSlotName);
string uvValue = "IN.meshUV0";
visitor.AddShaderChunk(precision + "4 " + GetOutputVariableNameForSlot(outputSlot) + " = " + uvValue + ";", true);
}
}
}

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MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/UVNode.cs.meta


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33
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/UnpackNormalNode.cs


using System;
using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Channels/Unpack Normal Node")]
internal class UnpackNormalNode : Function1Input
{
public UnpackNormalNode(IGraph owner) : base(owner)
{
name = "UnpackNormalNode";
}
public override bool hasPreview
{
get { return false; }
}
protected override string GetInputSlotName() {return "PackedNormal"; }
protected override string GetOutputSlotName() {return "Normal"; }
protected override string GetFunctionName()
{
return "UnpackNormal";
}
protected override string GetFunctionCallBody(string inputValue)
{
return precision + "4(" + GetFunctionName() + " (" + inputValue + ")" + ", 0)";
}
}
}

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MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/UnpackNormalNode.cs.meta


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66
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector1Node.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Vector 1 Node")]
public class Vector1Node : PropertyNode, IGeneratesBodyCode
{
[SerializeField]
private float m_Value;
private const string kOutputSlotName = "Value";
public Vector1Node(IGraph owner) : base(owner)
{
name = "V1Node";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(kOutputSlotName, kOutputSlotName, SlotType.Output, 0, SlotValueType.Vector1, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { kOutputSlotName });
}
public override PropertyType propertyType
{
get { return PropertyType.Float; }
}
public float value
{
get { return m_Value; }
set { m_Value = value; }
}
public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
{
if (exposed)
visitor.AddShaderProperty(new FloatPropertyChunk(propertyName, description, m_Value, false));
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode, ConcreteSlotValueType valueType)
{
if (exposed || generationMode.IsPreview())
visitor.AddShaderChunk("float " + propertyName + ";", true);
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
if (exposed || generationMode.IsPreview())
return;
visitor.AddShaderChunk(precision + " " + propertyName + " = " + m_Value + ";", true);
}
public override PreviewProperty GetPreviewProperty()
{
return new PreviewProperty
{
m_Name = propertyName,
m_PropType = PropertyType.Float,
m_Float = m_Value
};
}
}
}

12
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector1Node.cs.meta


fileFormatVersion: 2
guid: 87c4299b09d95d64c99884296038ceeb
timeCreated: 1445864587
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icon: {instanceID: 0}
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66
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector2Node.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Vector 2 Node")]
public class Vector2Node : PropertyNode, IGeneratesBodyCode
{
private const string kOutputSlotName = "Value";
[SerializeField]
private Vector2 m_Value;
public Vector2Node(IGraph owner) : base(owner)
{
name = "V2Node";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(kOutputSlotName, kOutputSlotName, SlotType.Output, 0, SlotValueType.Vector2, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { kOutputSlotName });
}
public override PropertyType propertyType
{
get { return PropertyType.Vector2; }
}
public Vector2 value
{
get { return m_Value; }
set { m_Value = value; }
}
public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
{
if (exposed)
visitor.AddShaderProperty(new VectorPropertyChunk(propertyName, description, m_Value, false));
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode, ConcreteSlotValueType valueType)
{
if (exposed || generationMode.IsPreview())
visitor.AddShaderChunk("float2 " + propertyName + ";", true);
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
if (exposed || generationMode.IsPreview())
return;
visitor.AddShaderChunk(precision + "2 " + propertyName + " = " + precision + "2 (" + m_Value.x + ", " + m_Value.y + ");", true);
}
public override PreviewProperty GetPreviewProperty()
{
return new PreviewProperty
{
m_Name = propertyName,
m_PropType = PropertyType.Vector2,
m_Vector4 = m_Value
};
}
}
}

12
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector2Node.cs.meta


fileFormatVersion: 2
guid: 8361d1f9d12a489438c0b1e2e48c8542
timeCreated: 1446473341
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defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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assetBundleVariant:

66
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Vector3Node.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Vector 3 Node")]
public class Vector3Node : PropertyNode, IGeneratesBodyCode
{
private const string kOutputSlotName = "Value";
[SerializeField]
private Vector3 m_Value;
public Vector3Node(IGraph owner) : base(owner)
{
name = "V3Node";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(kOutputSlotName, kOutputSlotName, SlotType.Output, 0, SlotValueType.Vector3, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { kOutputSlotName });
}
public override PropertyType propertyType
{
get { return PropertyType.Vector3; }
}
public Vector3 value
{
get { return m_Value; }
set { m_Value = value; }
}
public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
{
if (exposed)
visitor.AddShaderProperty(new VectorPropertyChunk(propertyName, description, m_Value, false));
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode, ConcreteSlotValueType valueType)
{
if (exposed || generationMode.IsPreview())
visitor.AddShaderChunk("float3 " + propertyName + ";", true);
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
if (exposed || generationMode.IsPreview())
return;
visitor.AddShaderChunk(precision + "3 " + propertyName + " = " + precision + "3 (" + m_Value.x + ", " + m_Value.y + ", " + m_Value.z + ");", true);
}
public override PreviewProperty GetPreviewProperty()
{
return new PreviewProperty
{
m_Name = propertyName,
m_PropType = PropertyType.Vector3,
m_Vector4 = m_Value
};
}
}
}

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