using System; using System.Collections.Generic; using System.Linq; #if UNITY_EDITOR using UnityEditor; #endif using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("Input/Depth Texture")] public class DepthTextureNode : PropertyNode, IGeneratesBodyCode, IMayRequireMeshUV { protected const string kUVSlotName = "UV"; protected const string kOutputSlotName = "Output"; public const int UvSlotId = 0; public const int OutputSlotId = 1; public override bool hasPreview { get { return true; } } public Texture2D defaultTexture { get; set; } public DepthTextureNode() { name = "DepthTexture"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector4, Vector4.zero)); AddSlot(new MaterialSlot(UvSlotId, kUVSlotName, kUVSlotName, SlotType.Input, SlotValueType.Vector2, Vector4.zero, false)); RemoveSlotsNameNotMatching(validSlots); } protected int[] validSlots { get { return new[] { OutputSlotId, UvSlotId }; } } public virtual void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) { var uvSlot = FindInputSlot(UvSlotId); if (uvSlot == null) return; var uvName = string.Format("{0}.xy", UVChannel.uv0.GetUVName()); 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.Vector2, true); } string body = "tex2D (_CameraDepthTexture, " + uvName + ")"; visitor.AddShaderChunk(precision + "4 " + GetVariableNameForNode() + " = " + body + ";", true); } public override void CollectPreviewMaterialProperties(List properties) { properties.Add(GetPreviewProperty()); } public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode) { visitor.AddShaderChunk("sampler2D _CameraDepthTexture;", true); } public override PreviewProperty GetPreviewProperty() { return new PreviewProperty { m_Name = propertyName, m_PropType = PropertyType.Texture2D, m_Texture = defaultTexture }; } public override string GetVariableNameForSlot(int slotId) { return GetVariableNameForNode(); } public override PropertyType propertyType { get { return PropertyType.Texture2D; } } public bool RequiresMeshUV(UVChannel channel) { if (channel != UVChannel.uv0) { return false; } var uvSlot = FindInputSlot(UvSlotId); if (uvSlot == null) return true; var edges = owner.GetEdges(uvSlot.slotReference).ToList(); return edges.Count == 0; } } }