using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("UV/MultiLayerParallax")] public class MultiLayerParallaxNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireMeshUV, IMayRequireViewDirectionTangentSpace { protected const string kInputDepthShaderName = "Depth"; protected const string kInputFadeRateShaderName = "FadeRate"; protected const string kInputLayerCountShaderName = "LayerCount"; protected const string kTextureSlotShaderName = "Texture"; protected const string kOutputSlotShaderName = "Result"; public const int InputDepthSlotId = 0; // 'depth' public const int InputFadeRateSlotId = 1; // 'fade_rate' public const int InputLayerCountSlotId = 2; // 'layer_count' public const int TextureSlotId = 3; // 'tex' public const int OutputSlotId = 4; // 'result' public override bool hasPreview { get { return true; } } public override PreviewMode previewMode { get { return PreviewMode.Preview3D; } } public MultiLayerParallaxNode() { name = "MultiLayerParallax"; UpdateNodeAfterDeserialization(); } public string GetFunctionName() { return "unity_multilayer_parallax_" + precision; } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(GetInputDepthSlot()); AddSlot(GetInputFadeRateSlot()); AddSlot(GetInputLayerCountSlot()); AddSlot(GetTextureSlot()); AddSlot(GetOutputSlot()); RemoveSlotsNameNotMatching(validSlots); } protected int[] validSlots { get { return new[] { InputDepthSlotId, InputFadeRateSlotId, InputLayerCountSlotId, TextureSlotId, OutputSlotId }; } } protected virtual MaterialSlot GetInputDepthSlot() { return new MaterialSlot(InputDepthSlotId, GetInputSlot1Name(), kInputDepthShaderName, SlotType.Input, SlotValueType.Vector1, Vector4.zero); } protected virtual MaterialSlot GetInputFadeRateSlot() { return new MaterialSlot(InputFadeRateSlotId, GetInputSlot2Name(), kInputFadeRateShaderName, SlotType.Input, SlotValueType.Dynamic, Vector4.zero); } protected virtual MaterialSlot GetInputLayerCountSlot() { return new MaterialSlot(InputLayerCountSlotId, GetInputSlot3Name(), kInputLayerCountShaderName, SlotType.Input, SlotValueType.Dynamic, Vector4.zero); } protected virtual MaterialSlot GetTextureSlot() { return new MaterialSlot(TextureSlotId, GetTextureSlotName(), kTextureSlotShaderName, SlotType.Input, SlotValueType.Texture2D, Vector4.zero); } protected virtual MaterialSlot GetOutputSlot() { return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, SlotValueType.Dynamic, Vector4.zero); } protected virtual string GetInputSlot1Name() { return kInputDepthShaderName; } protected virtual string GetInputSlot2Name() { return kInputFadeRateShaderName; } protected virtual string GetInputSlot3Name() { return kInputLayerCountShaderName; } protected virtual string GetTextureSlotName() { return kTextureSlotShaderName; } protected virtual string GetOutputSlotName() { return kOutputSlotShaderName; } private string input1Dimension { get { return ConvertConcreteSlotValueTypeToString(FindInputSlot(InputDepthSlotId).concreteValueType); } } private string input2Dimension { get { return ConvertConcreteSlotValueTypeToString(FindInputSlot(InputFadeRateSlotId).concreteValueType); } } private string input3Dimension { get { return ConvertConcreteSlotValueTypeToString(FindInputSlot(InputLayerCountSlotId).concreteValueType); } } public string outputDimension { get { return ConvertConcreteSlotValueTypeToString(FindOutputSlot(OutputSlotId).concreteValueType); } } protected virtual string GetFunctionPrototype(string depth, string fadeRate, string layerCount, string tex, string UVs, string viewTangentSpace) { return "inline " + precision + outputDimension + " " + GetFunctionName() + " (" + precision + input1Dimension + " " + depth + ", " + precision + input2Dimension + " " + fadeRate + ", " + precision + input3Dimension + " " + layerCount + ", " + "sampler2D " + tex + ", " + precision + "2 " + UVs + ", " + precision + "3 " + viewTangentSpace + ")"; } public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) { NodeUtils.SlotConfigurationExceptionIfBadConfiguration(this, new[] { InputDepthSlotId, InputFadeRateSlotId, InputLayerCountSlotId, TextureSlotId }, new[] { OutputSlotId }); string depthValue = GetSlotValue(InputDepthSlotId, generationMode); string fadeRateValue = GetSlotValue(InputFadeRateSlotId, generationMode); string layerCountValue = GetSlotValue(InputLayerCountSlotId, generationMode); string textureValue = GetSlotValue(TextureSlotId, generationMode); visitor.AddShaderChunk( precision + outputDimension + " " + GetVariableNameForSlot(OutputSlotId) + " = " + GetFunctionCallBody(depthValue, fadeRateValue, layerCountValue, textureValue) + ";", true); } public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator(); outputString.AddShaderChunk(GetFunctionPrototype("depth", "fadeRate", "layerCount", "tex", "UVs", "viewTangentSpace"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk(precision + "2 texcoord = UVs;", false); outputString.AddShaderChunk(precision + "2 offset = -viewTangentSpace.xy * depth / layerCount;", false); outputString.AddShaderChunk(precision + outputDimension + " result = 0.0f;", false); outputString.AddShaderChunk(precision + outputDimension + " fade = 1.0f;", false); outputString.AddShaderChunk(precision + " alpha = 0.0f;", false); outputString.AddShaderChunk("for (int i = 0; i < 10; i++) {", false); outputString.Indent(); outputString.AddShaderChunk("result += fade * tex2D(tex, texcoord);", false); outputString.AddShaderChunk("texcoord += offset;", false); outputString.AddShaderChunk("fade *= fadeRate;", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); outputString.AddShaderChunk("return result / layerCount;", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } protected virtual string GetFunctionCallBody(string depthValue, string fadeRateValue, string layerCountValue, string texValue) { return GetFunctionName() + " (" + depthValue + ", " + fadeRateValue + ", " + layerCountValue + ", " + texValue + ", " + UVChannel.uv0.GetUVName() + ", " + ShaderGeneratorNames.TangentSpaceViewDirection + ")"; } public bool RequiresMeshUV(UVChannel channel) { return channel == UVChannel.uv0; } public bool RequiresViewDirectionTangentSpace() { return true; } } }