您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
194 行
7.1 KiB
194 行
7.1 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEditor.Graphing;
|
|
using UnityEditor.ShaderGraph.Drawing.Controls;
|
|
using UnityEngine;
|
|
|
|
namespace UnityEditor.ShaderGraph
|
|
{
|
|
[Title("Channel", "Flip")]
|
|
public class FlipNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
|
|
{
|
|
public FlipNode()
|
|
{
|
|
name = "Flip";
|
|
UpdateNodeAfterDeserialization();
|
|
}
|
|
|
|
public override string documentationURL
|
|
{
|
|
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Flip-Node"; }
|
|
}
|
|
|
|
const int InputSlotId = 0;
|
|
const int OutputSlotId = 1;
|
|
const string kInputSlotName = "In";
|
|
const string kOutputSlotName = "Out";
|
|
|
|
public override bool hasPreview
|
|
{
|
|
get { return true; }
|
|
}
|
|
|
|
string GetFunctionName()
|
|
{
|
|
return "Unity_Flip_" + NodeUtils.ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType);
|
|
}
|
|
|
|
public sealed override void UpdateNodeAfterDeserialization()
|
|
{
|
|
AddSlot(new DynamicVectorMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector4.zero));
|
|
AddSlot(new DynamicVectorMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
|
|
RemoveSlotsNameNotMatching(new[] { InputSlotId, OutputSlotId });
|
|
}
|
|
|
|
int channelCount { get { return SlotValueHelper.GetChannelCount(FindSlot<MaterialSlot>(InputSlotId).concreteValueType); } }
|
|
|
|
[SerializeField]
|
|
private bool m_RedChannel;
|
|
|
|
[ToggleControl("Red")]
|
|
public Toggle redChannel
|
|
{
|
|
get { return new Toggle(m_RedChannel, channelCount > 0); }
|
|
set
|
|
{
|
|
if (m_RedChannel == value.isOn)
|
|
return;
|
|
m_RedChannel = value.isOn;
|
|
Dirty(ModificationScope.Node);
|
|
}
|
|
}
|
|
|
|
[SerializeField]
|
|
private bool m_GreenChannel;
|
|
|
|
[ToggleControl("Green")]
|
|
public Toggle greenChannel
|
|
{
|
|
get { return new Toggle(m_GreenChannel, channelCount > 1); }
|
|
set
|
|
{
|
|
if (m_GreenChannel == value.isOn)
|
|
return;
|
|
m_GreenChannel = value.isOn;
|
|
Dirty(ModificationScope.Node);
|
|
}
|
|
}
|
|
|
|
[SerializeField]
|
|
private bool m_BlueChannel;
|
|
|
|
[ToggleControl("Blue")]
|
|
public Toggle blueChannel
|
|
{
|
|
get { return new Toggle(m_BlueChannel, channelCount > 2); }
|
|
set
|
|
{
|
|
if (m_BlueChannel == value.isOn)
|
|
return;
|
|
m_BlueChannel = value.isOn;
|
|
Dirty(ModificationScope.Node);
|
|
}
|
|
}
|
|
|
|
private bool m_AlphaChannel;
|
|
|
|
[ToggleControl("Alpha")]
|
|
public Toggle alphaChannel
|
|
{
|
|
get { return new Toggle(m_AlphaChannel, channelCount > 3); }
|
|
set
|
|
{
|
|
if (m_AlphaChannel == value.isOn)
|
|
return;
|
|
m_AlphaChannel = value.isOn;
|
|
Dirty(ModificationScope.Node);
|
|
}
|
|
}
|
|
|
|
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
|
|
{
|
|
var sb = new ShaderStringBuilder();
|
|
|
|
var inputValue = GetSlotValue(InputSlotId, generationMode);
|
|
var outputValue = GetSlotValue(OutputSlotId, generationMode);
|
|
sb.AppendLine("{0} {1};", FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToString(precision), GetVariableNameForSlot(OutputSlotId));
|
|
|
|
if (!generationMode.IsPreview())
|
|
{
|
|
sb.AppendLine("{0} _{1}_Flip = {0} ({2}",
|
|
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToString(precision),
|
|
GetVariableNameForNode(),
|
|
Convert.ToInt32(m_RedChannel));
|
|
if (channelCount > 1)
|
|
sb.Append(", {0}", Convert.ToInt32(m_GreenChannel));
|
|
if (channelCount > 2)
|
|
sb.Append(", {0}", Convert.ToInt32(m_BlueChannel));
|
|
if (channelCount > 3)
|
|
sb.Append(", {0}", Convert.ToInt32(m_AlphaChannel));
|
|
sb.Append(");");
|
|
}
|
|
|
|
sb.AppendLine("{0}({1}, _{2}_Flip, {3});", GetFunctionName(), inputValue, GetVariableNameForNode(), outputValue);
|
|
|
|
visitor.AddShaderChunk(sb.ToString(), false);
|
|
}
|
|
|
|
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
|
|
{
|
|
base.CollectPreviewMaterialProperties(properties);
|
|
|
|
properties.Add(new PreviewProperty(PropertyType.Vector4)
|
|
{
|
|
name = string.Format("_{0}_Flip", GetVariableNameForNode()),
|
|
vector4Value = new Vector4(Convert.ToInt32(m_RedChannel), Convert.ToInt32(m_GreenChannel), Convert.ToInt32(m_BlueChannel), Convert.ToInt32(m_AlphaChannel)),
|
|
});
|
|
}
|
|
|
|
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
|
|
{
|
|
if (!generationMode.IsPreview())
|
|
return;
|
|
|
|
base.CollectShaderProperties(properties, generationMode);
|
|
|
|
properties.AddShaderProperty(new Vector4ShaderProperty
|
|
{
|
|
overrideReferenceName = string.Format("_{0}_Flip", GetVariableNameForNode()),
|
|
generatePropertyBlock = false
|
|
});
|
|
}
|
|
|
|
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
|
|
{
|
|
var sb = new ShaderStringBuilder();
|
|
sb.AppendLine("void {0}({1} In, {2} Flip, out {3} Out)",
|
|
GetFunctionName(),
|
|
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToString(precision),
|
|
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToString(precision),
|
|
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToString(precision));
|
|
using (sb.BlockScope())
|
|
{
|
|
sb.AppendLine("Out = (Flip * -2 + 1) * In;");
|
|
}
|
|
visitor.AddShaderChunk(sb.ToString(), true);
|
|
}
|
|
|
|
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
|
|
{
|
|
registry.ProvideFunction(GetFunctionName(), s =>
|
|
{
|
|
s.AppendLine("void {0}({1} In, {2} Flip, out {3} Out)",
|
|
GetFunctionName(),
|
|
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToString(precision),
|
|
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToString(precision),
|
|
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToString(precision));
|
|
using (s.BlockScope())
|
|
{
|
|
s.AppendLine("Out = (Flip * -2 + 1) * In;");
|
|
}
|
|
});
|
|
}
|
|
}
|
|
}
|