using System.Linq; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Controls; namespace UnityEditor.ShaderGraph { [Title("Input", "Texture", "Sample Texture 3D")] public class SampleTexture3DNode : AbstractMaterialNode, IGeneratesBodyCode { public const int OutputSlotId = 0; public const int TextureInputId = 1; public const int UVInput = 2; public const int SamplerInput = 3; const string kOutputSlotName = "Out"; const string kTextureInputName = "Texture"; const string kUVInputName = "UV"; const string kSamplerInputName = "Sampler"; public override bool hasPreview { get { return true; } } public SampleTexture3DNode() { name = "Sample Texture 3D"; UpdateNodeAfterDeserialization(); } public override string documentationURL { get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Sample-Texture-3D-Node"; } } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero, ShaderStageCapability.Fragment)); AddSlot(new Texture3DInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName)); AddSlot(new Vector3MaterialSlot(UVInput, kUVInputName, kUVInputName, SlotType.Input, Vector3.zero)); AddSlot(new SamplerStateMaterialSlot(SamplerInput, kSamplerInputName, kSamplerInputName, SlotType.Input)); RemoveSlotsNameNotMatching(new[] { OutputSlotId, TextureInputId, UVInput, SamplerInput }); } // Node generations public virtual void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) { var uvName = GetSlotValue(UVInput, generationMode); //Sampler input slot var samplerSlot = FindInputSlot(SamplerInput); var edgesSampler = owner.GetEdges(samplerSlot.slotReference); var id = GetSlotValue(TextureInputId, generationMode); var result = string.Format("{0}4 {1} = SAMPLE_TEXTURE3D({2}, {3}, {4});" , precision , GetVariableNameForSlot(OutputSlotId) , id , edgesSampler.Any() ? GetSlotValue(SamplerInput, generationMode) : "sampler" + id , uvName); visitor.AddShaderChunk(result, true); } } }