using System; using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Serializable] [Title("Master/Cloth")] public class ClothMasterNode : AbstractAdvancedMasterNode { //public const string MetallicSlotName = "Metallic"; //public const int MetallicSlotId = 2; public const string AnisotropySlotName = "Anisotropy"; public const int AnisotropySlotId = 8; public const string FuzzSlotName = "Fuzz"; public const int FuzzSlotId = 9; public const string ClothFactorSlotName = "ClothFactor"; public const int ClothFactorSlotId = 10; public const string LightFunctionName = "Advanced"; public const string SurfaceOutputStructureName = "SurfaceOutputAdvanced"; public ClothMasterNode() { name = "Cloth"; UpdateNodeAfterDeserialization(); } public override string GetMaterialID() { return "SHADINGMODELID_CLOTH"; } public override bool RequireTangentCalculation() { return true; } public override int[] GetCustomDataSlots() { return new int[] { 9, 10 }; } public override string[] GetCustomData() { string fuzzInput = GetVariableNameForSlotAtId(9); if (fuzzInput == "") fuzzInput = "float3(0,0,0)"; else fuzzInput = fuzzInput + ".rgb"; string clothFactorInput = GetVariableNameForSlotAtId(10); if (clothFactorInput == "") clothFactorInput = "0"; else clothFactorInput = clothFactorInput + ".r"; return new string[] { "o.CustomData = float4(" + fuzzInput + ", "+ clothFactorInput + ");" }; } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(AlbedoSlotId, AlbedoSlotName, AlbedoSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero)); AddSlot(new MaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero)); AddSlot(new MaterialSlot(EmissionSlotId, EmissionSlotName, EmissionSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero)); //AddSlot(new MaterialSlot(MetallicSlotId, MetallicSlotName, MetallicSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero)); AddSlot(new MaterialSlot(SmoothnessSlotId, SmoothnessSlotName, SmoothnessSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero)); AddSlot(new MaterialSlot(OcclusionSlotId, OcclusionSlotName, OcclusionSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero)); AddSlot(new MaterialSlot(TangentSlotId, TangentSlotName, TangentSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero)); AddSlot(new MaterialSlot(AnisotropySlotId, AnisotropySlotName, AnisotropySlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero)); AddSlot(new MaterialSlot(FuzzSlotId, FuzzSlotName, FuzzSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero)); AddSlot(new MaterialSlot(ClothFactorSlotId, ClothFactorSlotName, ClothFactorSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero)); // clear out slot names that do not match the slots // we support RemoveSlotsNameNotMatching( new[] { AlbedoSlotId, NormalSlotId, EmissionSlotId, //MetallicSlotId, SmoothnessSlotId, OcclusionSlotId, AlphaSlotId, TangentSlotId, AnisotropySlotId, FuzzSlotId, ClothFactorSlotId }); } public override string GetSurfaceOutputName() { return SurfaceOutputStructureName; } public override string GetLightFunction() { return LightFunctionName; } } }