using UnityEditor.Graphing; using UnityEngine; using UnityEditor.ShaderGraph.Drawing.Controls; using System.Collections.Generic; /*namespace UnityEditor.ShaderGraph { public enum SceneVelocityMode { Default, Hue }; [Title("Input", "Scene", "Scene Velocity")] public class SceneVelocityNode : AbstractMaterialNode, IGenerateProperties, IGeneratesBodyCode, IMayRequireScreenPosition { const string kUVSlotName = "UV"; const string kOutputSlotName = "Out"; public const int UVSlotId = 0; public const int OutputSlotId = 1; public SceneVelocityNode() { name = "Scene Velocity"; UpdateNodeAfterDeserialization(); } public override bool hasPreview { get { return true; } } [SerializeField] private SceneVelocityMode m_SceneVelocityMode = SceneVelocityMode.Default; [EnumControl("Mode")] public SceneVelocityMode sceneVelocityMode { get { return m_SceneVelocityMode; } set { if (m_SceneVelocityMode == value) return; m_SceneVelocityMode = value; Dirty(ModificationScope.Graph); } } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new ScreenPositionMaterialSlot(UVSlotId, kUVSlotName, kUVSlotName)); AddSlot(new Vector3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector3.zero)); RemoveSlotsNameNotMatching(new[] { UVSlotId, OutputSlotId }); } public override void CollectPreviewMaterialProperties(List properties) { properties.Add(new PreviewProperty() { name = "_CameraMotionVectorTexture", propType = PropertyType.Float, vector4Value = new Vector4(1, 1, 1, 1), floatValue = 1, colorValue = new Vector4(1, 1, 1, 1), }); } public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode) { properties.AddShaderProperty(new Sampler2DShaderProperty { overrideReferenceName = "_CameraMotionVectorTexture", generatePropertyBlock = false }); } public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) { string uvValue = GetSlotValue(UVSlotId, generationMode); string outputValue = GetSlotValue(OutputSlotId, generationMode); visitor.AddShaderChunk(string.Format("{0}3 _MotionVectorTexture = {0}3(tex2D(_CameraMotionVectorTexture, {1}).rg, 0);", precision, uvValue), true); if (sceneVelocityMode == SceneVelocityMode.Hue) { visitor.AddShaderChunk(string.Format("{0} hue = (atan2(_MotionVectorTexture.x, _MotionVectorTexture.y) / 3.14159265359 + 1.0) * 0.5;", precision), true); visitor.AddShaderChunk(string.Format("_MotionVectorTexture = saturate({0}3(abs(hue * 6.0 - 3.0) - 1.0, 2.0 - abs(hue * 6.0 - 2.0), 2.0 - abs(hue * 6.0 - 4.0)));", precision), true); } visitor.AddShaderChunk(string.Format("{0} {1} = _MotionVectorTexture;", ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot(OutputSlotId).concreteValueType), GetVariableNameForSlot(OutputSlotId)), true); } public bool RequiresScreenPosition() { var uvSlot = FindInputSlot(UVSlotId) as ScreenPositionMaterialSlot; if (uvSlot == null) return false; if (uvSlot.isConnected) return false; return uvSlot.RequiresScreenPosition(); } } }*/