using UnityEditor.Graphing; using System.Linq; using System.Collections; namespace UnityEditor.ShaderGraph { /* [Title("Art/ChannelBlend")] public class ChannelBlend : FunctionNInNOut, IGeneratesFunction { public ChannelBlend() { name = "ChannelBlend"; AddSlot("Mask", "mask", Graphing.SlotType.Input, SlotValueType.Vector4, Vector4.zero); AddSlot("RColor", "rCol", Graphing.SlotType.Input, SlotValueType.Vector4, Vector4.zero); AddSlot("GColor", "gCol", Graphing.SlotType.Input, SlotValueType.Vector4, Vector4.zero); AddSlot("BColor", "bCol", Graphing.SlotType.Input, SlotValueType.Vector4, Vector4.zero); AddSlot("AColor", "aCol", Graphing.SlotType.Input, SlotValueType.Vector4, Vector4.zero); AddSlot("BGColor", "bgCol", Graphing.SlotType.Input, SlotValueType.Vector4, Vector4.zero); AddSlot("BlendedColor", "blendCol", Graphing.SlotType.Output, SlotValueType.Vector4, Vector4.zero); } protected override string GetFunctionName() { return "unity_ChannelBlend"; } 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.AddShaderChunk("float4 background = step(max(mask.r,max(mask.g,mask.b)), 0.001) * bgCol;", false); outputString.AddShaderChunk("blendCol = mask.r * rCol + mask.g * gCol + mask.b * bCol + mask.a * aCol + background;", false); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } }*/ }