namespace UnityEngine.MaterialGraph { [Title("Art/Adjustments/ColorBalance")] public class ColorBalanceNode : FunctionNInNOut, IGeneratesFunction { public ColorBalanceNode() { name = "ColorBalance"; AddSlot("Color", "inputColor", Graphing.SlotType.Input, SlotValueType.Vector4, Vector4.one); AddSlot("AdjustRGB", "adjustRGB", Graphing.SlotType.Input, SlotValueType.Vector3, Vector3.zero); AddSlot("RGBA", "finalColor", Graphing.SlotType.Output, SlotValueType.Vector4, Vector4.zero); UpdateNodeAfterDeserialization(); } protected override string GetFunctionName() { return "unity_colorbalance_" + precision; } public override bool hasPreview { get { return true; } } public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator(); outputString.AddShaderChunk(GetFunctionPrototype(), false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("float red = 0;", false); outputString.AddShaderChunk("float green = 0;", false); outputString.AddShaderChunk("float blue = 0;", false); outputString.AddShaderChunk("red = 1.00f / (1-adjustRGB.r) * inputColor.r;", false); outputString.AddShaderChunk("green = 1.00f / (1-adjustRGB.g) * inputColor.g;", false); outputString.AddShaderChunk("blue = 1.00f / (1-adjustRGB.b) * inputColor.b;", false); outputString.AddShaderChunk("red = clamp(red,0.00f,1.00f);", false); outputString.AddShaderChunk("green = clamp(green,0.00f,1.00f);", false); outputString.AddShaderChunk("blue = clamp(blue,0.00f,1.00f);", false); outputString.AddShaderChunk("finalColor.r = red;", false); outputString.AddShaderChunk("finalColor.g = green;", false); outputString.AddShaderChunk("finalColor.b = blue;", false); outputString.AddShaderChunk("finalColor.a = inputColor.a;", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } } }