using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text.RegularExpressions; using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { /* [Serializable] [Title("Master/Custom Texture")] public class ExportTextureMasterNode : MasterNode { public const string ColorSlotName = "Color"; public const int ColorSlotId = 0; public ExportTextureMasterNode() { name = "ExportTextureMasterNode"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(ColorSlotId, ColorSlotName, ColorSlotName, SlotType.Input, SlotValueType.Vector4, Vector4.zero)); // clear out slot names that do not match the slots we support RemoveSlotsNameNotMatching(new[] { ColorSlotId }); } public override PreviewMode previewMode { get { return PreviewMode.Preview2D; } } public override string GetSubShader(GenerationMode mode, PropertyCollector shaderPropertiesVisitor) { return ""; } public override bool has3DPreview() { return false; } public override string GetFullShader(GenerationMode generationMode, string name, out List configuredTextures) { // figure out what kind of preview we want! var activeNodeList = ListPool.Get(); NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this); string templateLocation = ShaderGenerator.GetTemplatePath("ExportTexture.template"); if (!File.Exists(templateLocation)) { configuredTextures = new List(); return string.Empty; } string template = File.ReadAllText(templateLocation); var shaderBodyVisitor = new ShaderGenerator(); var shaderFunctionVisitor = new ShaderGenerator(); var shaderPropertiesVisitor = new PropertyCollector(); var shaderPropertyUsagesVisitor = new ShaderGenerator(); var shaderInputVisitor = new ShaderGenerator(); // always add color because why not. shaderInputVisitor.AddShaderChunk("float4 color : COLOR;", true); bool needBitangent = activeNodeList.OfType().Any(x => x.RequiresBitangent()); bool needsWorldPos = activeNodeList.OfType().Any(x => x.RequiresViewDirection()); if (needsWorldPos || activeNodeList.OfType().Any(x => x.RequiresWorldPosition())) { shaderBodyVisitor.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpacePosition + " = float3(0.0, 0.0, 0.0);", true); } if (needBitangent || activeNodeList.OfType().Any(x => x.RequiresNormal())) { shaderBodyVisitor.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceNormal + " = float3(0.0, 0.0, 1.0);", true); } for (int uvIndex = 0; uvIndex < ShaderGeneratorNames.UVCount; ++uvIndex) { var channel = (UVChannel)uvIndex; if (activeNodeList.OfType().Any(x => x.RequiresMeshUV(channel))) { shaderBodyVisitor.AddShaderChunk("half4 " + channel.GetUVName() + " = float4(IN.localTexcoord.xyz,1.0);", true); } } if (activeNodeList.OfType().Any(x => x.RequiresViewDirection())) { shaderBodyVisitor.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceViewDirection + " = float3(0.0, 0.0, -1.0);", true); } if (activeNodeList.OfType().Any(x => x.RequiresScreenPosition())) { shaderBodyVisitor.AddShaderChunk("half4 " + ShaderGeneratorNames.ScreenPosition + " = float4(IN.globalTexcoord.xyz, 1.0);", true); } if (needBitangent || activeNodeList.OfType().Any(x => x.RequiresTangent())) { shaderBodyVisitor.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceTangent + " = float3(1.0,0.0,0.0);", true); } if (needBitangent) { shaderBodyVisitor.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceBitangent + " = float3(0.0,1.0,0.0);", true); } if (activeNodeList.OfType().Any(x => x.RequiresVertexColor())) { shaderBodyVisitor.AddShaderChunk("float4 " + ShaderGeneratorNames.VertexColor + " = float4(1.0,1.0,1.0,1.0);", true); } foreach (var activeNode in activeNodeList.OfType()) { if (activeNode is IGeneratesFunction) (activeNode as IGeneratesFunction).GenerateNodeFunction(shaderFunctionVisitor, generationMode); if (activeNode is IGeneratesBodyCode) (activeNode as IGeneratesBodyCode).GenerateNodeCode(shaderBodyVisitor, generationMode); activeNode.GeneratePropertyBlock(shaderPropertiesVisitor, generationMode); activeNode.GeneratePropertyUsages(shaderPropertyUsagesVisitor, generationMode); } var inputSlot = GetInputSlots().First(); var edges = owner.GetEdges(inputSlot.slotReference); if (edges.Count() > 0) { var outputRef = edges.First().outputSlot; var fromNode = owner.GetNodeFromGuid(outputRef.nodeGuid); shaderBodyVisitor.AddShaderChunk("return " + fromNode.GetVariableNameForSlot(outputRef.slotId) + ";", true); } else { shaderBodyVisitor.AddShaderChunk("return float4(0.5, 0.5, 0.5, 0.5);", true); } ListPool.Release(activeNodeList); template = template.Replace("${ShaderName}", name); template = template.Replace("${ShaderPropertiesHeader}", shaderPropertiesVisitor.GetPropertiesBlock(2)); template = template.Replace("${ShaderPropertyUsages}", shaderPropertyUsagesVisitor.GetShaderString(3)); template = template.Replace("${ShaderFunctions}", shaderFunctionVisitor.GetShaderString(3)); template = template.Replace("${PixelShaderBody}", shaderBodyVisitor.GetShaderString(4)); //In preview mode we use a different vertex shader, as the custom texture shaders are customized and not preview compatible. template = template.Replace("${ShaderIsUsingPreview}", generationMode == GenerationMode.Preview ? "_Preview" : ""); configuredTextures = shaderPropertiesVisitor.GetConfiguredTexutres(); return Regex.Replace(template, @"\r\n|\n\r|\n|\r", Environment.NewLine); } }*/ }