using UnityEditor.Graphing; using System.Collections.Generic; using System.Globalization; using UnityEditor.ShaderGraph.Drawing.Controls; using UnityEngine; namespace UnityEditor.ShaderGraph { public enum TransformationMatrixType { None = -1, ModelView, View, Projection, ViewProjection, TransposeModelView, InverseTransposeModelView, ObjectToWorld, WorldToObject }; public enum UnityMatrixType { Model, InverseModel, View, InverseView, Projection, InverseProjection, ViewProjection, InverseViewProjection } [Title("Input", "Matrix", "Transformation Matrix")] public class TransformationMatrixNode : AbstractMaterialNode { static Dictionary m_MatrixList = new Dictionary { {UnityMatrixType.Model, "UNITY_MATRIX_M"}, {UnityMatrixType.InverseModel, "UNITY_MATRIX_I_M"}, {UnityMatrixType.View, "UNITY_MATRIX_V"}, {UnityMatrixType.InverseView, "UNITY_MATRIX_I_V"}, {UnityMatrixType.Projection, "UNITY_MATRIX_P"}, {UnityMatrixType.InverseProjection, "UNITY_MATRIX_I_P"}, {UnityMatrixType.ViewProjection, "UNITY_MATRIX_VP"}, {UnityMatrixType.InverseViewProjection, "UNITY_MATRIX_I_VP"}, }; static Dictionary m_MatrixUpgrade = new Dictionary { {TransformationMatrixType.ModelView, UnityMatrixType.Model}, {TransformationMatrixType.View, UnityMatrixType.View}, {TransformationMatrixType.Projection, UnityMatrixType.Projection}, {TransformationMatrixType.ViewProjection, UnityMatrixType.ViewProjection}, {TransformationMatrixType.TransposeModelView, UnityMatrixType.Model}, {TransformationMatrixType.InverseTransposeModelView, UnityMatrixType.Model}, {TransformationMatrixType.ObjectToWorld, UnityMatrixType.Model}, {TransformationMatrixType.WorldToObject, UnityMatrixType.InverseModel}, }; [SerializeField] private TransformationMatrixType m_matrix = TransformationMatrixType.ModelView; [SerializeField] private UnityMatrixType m_MatrixType = UnityMatrixType.Model; private const int kOutputSlotId = 0; private const string kOutputSlotName = "Out"; public override bool hasPreview { get { return false; } } [EnumControl("")] public UnityMatrixType matrixType { get { return m_MatrixType; } set { if (m_MatrixType == value) return; m_MatrixType = value; Dirty(ModificationScope.Graph); } } public TransformationMatrixNode() { name = "Transformation Matrix"; UpdateNodeAfterDeserialization(); } public override string documentationURL { get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Transformation-Matrix-Node"; } } public sealed override void UpdateNodeAfterDeserialization() { if(m_matrix != TransformationMatrixType.None) { m_MatrixType = m_MatrixUpgrade[m_matrix]; m_matrix = TransformationMatrixType.None; } AddSlot(new Matrix4MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output)); RemoveSlotsNameNotMatching(new[] { kOutputSlotId }); } public override string GetVariableNameForSlot(int slotId) { return m_MatrixList[matrixType].ToString(CultureInfo.InvariantCulture); } public bool RequiresVertexColor() { return true; } } }