using System; using System.Collections.Generic; using System.Linq; using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Serializable] [Title("Master/Lightweight/PBR Metallic")] public class LightweightMetallicMasterNode : AbstractLightweightPBRMasterNode { public const string MetallicSlotName = "Metallic"; public const int MetallicSlotId = 2; public const string WorkflowName = "Metallic"; public LightweightMetallicMasterNode() { name = "LightweightMetallicMasterNode"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(VertexOffsetId, VertexOffsetName, VertexOffsetName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Vertex)); AddSlot(new MaterialSlot(AlbedoSlotId, AlbedoSlotName, AlbedoSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment)); AddSlot(new MaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment)); AddSlot(new MaterialSlot(EmissionSlotId, EmissionSlotName, EmissionSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment)); AddSlot(new MaterialSlot(MetallicSlotId, MetallicSlotName, MetallicSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); AddSlot(new MaterialSlot(SmoothnessSlotId, SmoothnessSlotName, SmoothnessSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); AddSlot(new MaterialSlot(OcclusionSlotId, OcclusionSlotName, OcclusionSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); AddSlot(new MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); // clear out slot names that do not match the slots // we support RemoveSlotsNameNotMatching( new[] { AlbedoSlotId, NormalSlotId, EmissionSlotId, MetallicSlotId, SmoothnessSlotId, OcclusionSlotId, AlphaSlotId, VertexOffsetId }); } protected override string GetTemplateName() { return "lightweightSubshaderPBR.template"; } protected override void GetLightweightDefinesAndRemap(ShaderGenerator defines, ShaderGenerator surfaceOutputRemap) { base.GetLightweightDefinesAndRemap(defines, surfaceOutputRemap); defines.AddShaderChunk("#define _METALLIC_SETUP 1", true); } protected override IEnumerable masterSurfaceInputs { get { return new[] { AlbedoSlotId, NormalSlotId, EmissionSlotId, MetallicSlotId, SmoothnessSlotId, OcclusionSlotId, AlphaSlotId, }; } } protected override IEnumerable masterVertexInputs { get { return new[] { VertexOffsetId }; } } } }