using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title ("Math/Color/LineartoRGB")] public class LineartoRGBNode : Function1Input, IGeneratesFunction { public LineartoRGBNode() { name = "RGBtoLinear"; } protected override string GetFunctionName () { return "unity_lineartorgb_" + precision; } protected override MaterialSlot GetInputSlot () { return new MaterialSlot (InputSlotId, GetInputSlotName (), kInputSlotShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero); } protected override MaterialSlot GetOutputSlot () { return new MaterialSlot (OutputSlotId, GetOutputSlotName (), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector3, Vector4.zero); } public void GenerateNodeFunction (ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator (); outputString.AddShaderChunk (GetFunctionPrototype ("arg1"), false); outputString.AddShaderChunk ("{", false); outputString.Indent (); outputString.AddShaderChunk (precision + "3 sRGBLo = arg1 * 12.92;", false); outputString.AddShaderChunk (precision + "3 sRGBHi = (pow(max(abs(arg1), 1.192092896e-07), "+precision+ "3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) * 1.055) - 0.055;", false); outputString.AddShaderChunk ("return " + precision + "3(arg1 <= 0.0031308) ? sRGBLo : sRGBHi;", false); outputString.Deindent (); outputString.AddShaderChunk ("}", false); visitor.AddShaderChunk (outputString.GetShaderString (0), true); } } }