using System.Linq; using System.Reflection; using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("Texture/Sample 2D")] public class Sample2DTexture : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV { public const int OutputSlotId = 0; public const int TextureInputId = 1; public const int UVInput = 2; public const int SamplerInput = 3; private const string kOutputSlotName = "rgba"; private const string kTextureInputName = "Tex"; private const string kUVInputName = "UV"; private const string kSamplerInputName = "Sampler"; public override bool hasPreview { get { return true; } } public Sample2DTexture() { name = "Sample2DTexture"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector4, Vector4.zero)); AddSlot(new MaterialSlot(TextureInputId, kTextureInputName, kTextureInputName, SlotType.Input, SlotValueType.Texture2D, Vector4.zero)); AddSlot(new MaterialSlot(UVInput, kUVInputName, kUVInputName, SlotType.Input, SlotValueType.Vector2, Vector4.zero)); AddSlot(new MaterialSlot(SamplerInput, kSamplerInputName, kSamplerInputName, SlotType.Input, SlotValueType.SamplerState, Vector4.zero)); RemoveSlotsNameNotMatching(new[] { OutputSlotId, TextureInputId, UVInput, SamplerInput }); } // Node generations public virtual void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) { //Texture input slot var textureSlot = FindInputSlot(TextureInputId); var edgesTexture = owner.GetEdges(textureSlot.slotReference); // if no texture connected return nothing if (!edgesTexture.Any()) { visitor.AddShaderChunk(precision + "4 " + GetVariableNameForSlot(OutputSlotId) + " = " + precision + "4(0,0,0,0);", true); return; } //UV input slot var uvSlot = FindInputSlot(UVInput); var uvName = string.Format("{0}.xy", UVChannel.uv0.GetUVName()); var edgesUV = owner.GetEdges(uvSlot.slotReference); if (edgesUV.Any()) uvName = GetSlotValue(UVInput, generationMode); //Sampler input slot var samplerSlot = FindInputSlot(SamplerInput); var edgesSampler = owner.GetEdges(samplerSlot.slotReference); string result; if (edgesSampler.Any()) { result = string.Format(@" #ifdef UNITY_COMPILER_HLSL {0}4 {1} = {2}.Sample({3}, {4}); #else {0}4 {1} = UNITY_SAMPLE_TEX2D({2}, {4}); #endif" , precision , GetVariableNameForSlot(OutputSlotId) , GetSlotValue(TextureInputId, generationMode) , GetSlotValue(SamplerInput, generationMode) , uvName); } else { result = string.Format("{0}4 {1} = UNITY_SAMPLE_TEX2D({2},{3});" , precision , GetVariableNameForSlot(OutputSlotId) , GetSlotValue(TextureInputId, generationMode) , uvName); } visitor.AddShaderChunk(result, true); } public bool RequiresMeshUV(UVChannel channel) { if (channel != UVChannel.uv0) { return false; } var uvSlot = FindInputSlot(UVInput); if (uvSlot == null) return true; var edges = owner.GetEdges(uvSlot.slotReference).ToList(); return edges.Count == 0; } } }