using UnityEngine.Graphing; using System.Collections.Generic; using System.Linq; namespace UnityEngine.MaterialGraph { [Title("UV/UV Rotator")] public class UVRotatorNode : Function2Input, IGeneratesFunction, IMayRequireMeshUV { private const string kUVSlotName = "UV"; private const string kRotationSlotName = "Rotation"; public UVRotatorNode() { name = "UVRotator"; } protected override string GetFunctionName() { return "unity_uvrotator_" + precision; } protected override MaterialSlot GetInputSlot1() { return new MaterialSlot(InputSlot1Id, kUVSlotName, kUVSlotName, SlotType.Input, SlotValueType.Vector4, Vector4.zero); } protected override MaterialSlot GetInputSlot2() { return new MaterialSlot(InputSlot2Id, kRotationSlotName, kRotationSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero); } protected override MaterialSlot GetOutputSlot() { return new MaterialSlot(OutputSlotId, kUVSlotName, kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector4, Vector4.zero); } protected override string GetFunctionCallBody(string input1Value, string input2Value) { //get input UV slot var uvName = string.Format("{0}", UVChannel.uv0.GetUVName()); bool isConnected = false; var uvSlot = FindInputSlot(InputSlot1Id); if (uvSlot != null) { var edges = owner.GetEdges(uvSlot.slotReference).ToList(); if (edges.Count > 0) { var edge = edges[0]; var fromNode = owner.GetNodeFromGuid(edge.outputSlot.nodeGuid); uvName = ShaderGenerator.AdaptNodeOutput(fromNode, edge.outputSlot.slotId, ConcreteSlotValueType.Vector4, true); isConnected = true; } } if (isConnected) return GetFunctionName() + " (" + input1Value + ", " + input2Value + ")"; else return GetFunctionName() + " (" + uvName + ", " + input2Value + ")"; } public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator(); outputString.AddShaderChunk(GetFunctionPrototype("arg1", "arg2"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); //center texture's pivot outputString.AddShaderChunk("arg1.xy -= 0.5;", false); //rotation matrix outputString.AddShaderChunk(precision + " s = sin(arg2);", false); outputString.AddShaderChunk(precision + " c = cos(arg2);", false); outputString.AddShaderChunk(precision + "2x2 rMatrix = float2x2(c, -s, s, c);", false); //center rotation matrix outputString.AddShaderChunk("rMatrix *= 0.5;", false); outputString.AddShaderChunk("rMatrix += 0.5;", false); outputString.AddShaderChunk("rMatrix = rMatrix*2 - 1;", false); //multiply the UVs by the rotation matrix outputString.AddShaderChunk("arg1.xy = mul(arg1.xy, rMatrix);", false); outputString.AddShaderChunk("arg1.xy += 0.5;", false); outputString.AddShaderChunk("return " + "arg1;", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } public bool RequiresMeshUV(UVChannel channel) { if (channel != UVChannel.uv0) { return false; } var uvSlot = FindInputSlot(InputSlot1Id); if (uvSlot == null) return true; var edges = owner.GetEdges(uvSlot.slotReference).ToList(); return edges.Count == 0; } } }