using System.Linq; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Controls; namespace UnityEditor.ShaderGraph { public enum TextureType { Default, Normal }; [FormerName("UnityEditor.ShaderGraph.Texture2DNode")] [Title("Input", "Texture", "Sample Texture 2D")] public class SampleTexture2DNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV { public const int OutputSlotRGBAId = 0; public const int OutputSlotRId = 4; public const int OutputSlotGId = 5; public const int OutputSlotBId = 6; public const int OutputSlotAId = 7; public const int TextureInputId = 1; public const int UVInput = 2; public const int SamplerInput = 3; const string kOutputSlotRGBAName = "RGBA"; const string kOutputSlotRName = "R"; const string kOutputSlotGName = "G"; const string kOutputSlotBName = "B"; const string kOutputSlotAName = "A"; const string kTextureInputName = "Texture"; const string kUVInputName = "UV"; const string kSamplerInputName = "Sampler"; public override bool hasPreview { get { return true; } } public SampleTexture2DNode() { name = "Sample Texture 2D"; UpdateNodeAfterDeserialization(); } public override string documentationURL { get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Sample-Texture-2D-Node"; } } [SerializeField] private TextureType m_TextureType = TextureType.Default; [EnumControl("Type")] public TextureType textureType { get { return m_TextureType; } set { if (m_TextureType == value) return; m_TextureType = value; Dirty(ModificationScope.Graph); } } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new Vector4MaterialSlot(OutputSlotRGBAId, kOutputSlotRGBAName, kOutputSlotRGBAName, SlotType.Output, Vector4.zero)); AddSlot(new Vector1MaterialSlot(OutputSlotRId, kOutputSlotRName, kOutputSlotRName, SlotType.Output, 0)); AddSlot(new Vector1MaterialSlot(OutputSlotGId, kOutputSlotGName, kOutputSlotGName, SlotType.Output, 0)); AddSlot(new Vector1MaterialSlot(OutputSlotBId, kOutputSlotBName, kOutputSlotBName, SlotType.Output, 0)); AddSlot(new Vector1MaterialSlot(OutputSlotAId, kOutputSlotAName, kOutputSlotAName, SlotType.Output, 0)); AddSlot(new Texture2DInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName)); AddSlot(new UVMaterialSlot(UVInput, kUVInputName, kUVInputName, UVChannel.UV0)); AddSlot(new SamplerStateMaterialSlot(SamplerInput, kSamplerInputName, kSamplerInputName, SlotType.Input)); RemoveSlotsNameNotMatching(new[] { OutputSlotRGBAId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId, 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_TEXTURE2D({2}, {3}, {4});" , precision , GetVariableNameForSlot(OutputSlotRGBAId) , id , edgesSampler.Any() ? GetSlotValue(SamplerInput, generationMode) : "sampler" + id , uvName); visitor.AddShaderChunk(result, true); if (textureType == TextureType.Normal) visitor.AddShaderChunk(string.Format("{0}.rgb = UnpackNormalmapRGorAG({0});", GetVariableNameForSlot(OutputSlotRGBAId)), true); visitor.AddShaderChunk(string.Format("{0} {1} = {2}.r;", precision, GetVariableNameForSlot(OutputSlotRId), GetVariableNameForSlot(OutputSlotRGBAId)), true); visitor.AddShaderChunk(string.Format("{0} {1} = {2}.g;", precision, GetVariableNameForSlot(OutputSlotGId), GetVariableNameForSlot(OutputSlotRGBAId)), true); visitor.AddShaderChunk(string.Format("{0} {1} = {2}.b;", precision, GetVariableNameForSlot(OutputSlotBId), GetVariableNameForSlot(OutputSlotRGBAId)), true); visitor.AddShaderChunk(string.Format("{0} {1} = {2}.a;", precision, GetVariableNameForSlot(OutputSlotAId), GetVariableNameForSlot(OutputSlotRGBAId)), true); } public bool RequiresMeshUV(UVChannel channel) { s_TempSlots.Clear(); GetInputSlots(s_TempSlots); foreach (var slot in s_TempSlots) { if (slot.RequiresMeshUV(channel)) return true; } return false; } } }