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227 行
6.6 KiB

using System;
using System.Reflection;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
public enum Colorspace
{
RGB,
Linear,
HSV
}
[Serializable]
public struct ColorspaceConversion : IEnumConversion
{
public Colorspace from;
public Colorspace to;
public ColorspaceConversion(Colorspace from, Colorspace to)
{
this.from = from;
this.to = to;
}
Enum IEnumConversion.from
{
get { return from; }
set { from = (Colorspace)value; }
}
Enum IEnumConversion.to
{
get { return to; }
set { to = (Colorspace)value; }
}
}
[Title("Artistic", "Utility", "Colorspace Conversion")]
public class ColorspaceConversionNode : CodeFunctionNode
{
public ColorspaceConversionNode()
{
name = "Colorspace Conversion";
}
public override string documentationURL
{
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Colorspace-Conversion-Node"; }
}
[SerializeField]
ColorspaceConversion m_Conversion = new ColorspaceConversion(Colorspace.RGB, Colorspace.RGB);
[EnumConversionControl]
ColorspaceConversion conversion
{
get { return m_Conversion; }
set
{
if (m_Conversion.Equals(value))
return;
m_Conversion = value;
Dirty(ModificationScope.Graph);
}
}
string GetSpaceFrom()
{
return Enum.GetName(typeof(Colorspace), conversion.from);
}
string GetSpaceTo()
{
return Enum.GetName(typeof(Colorspace), conversion.to);
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod(string.Format("Unity_ColorspaceConversion_{0}_{1}", GetSpaceFrom(), GetSpaceTo()),
BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_ColorspaceConversion_RGB_RGB(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
Out = In;
}
";
}
static string Unity_ColorspaceConversion_RGB_Linear(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
{precision}3 linearRGBLo = In / 12.92;;
{precision}3 linearRGBHi = pow(max(abs((In + 0.055) / 1.055), 1.192092896e-07), {precision}3(2.4, 2.4, 2.4));;
Out = {precision}3(In <= 0.04045) ? linearRGBLo : linearRGBHi;
}
";
}
static string Unity_ColorspaceConversion_RGB_HSV(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
{precision}4 K = {precision}4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
{precision}4 P = lerp({precision}4(In.bg, K.wz), {precision}4(In.gb, K.xy), step(In.b, In.g));
{precision}4 Q = lerp({precision}4(P.xyw, In.r), {precision}4(In.r, P.yzx), step(P.x, In.r));
{precision} D = Q.x - min(Q.w, Q.y);
{precision} E = 1e-10;
Out = {precision}3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x);
}
";
}
static string Unity_ColorspaceConversion_Linear_RGB(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
{precision}3 sRGBLo = In * 12.92;
{precision}3 sRGBHi = (pow(max(abs(In), 1.192092896e-07), {precision}3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) * 1.055) - 0.055;
Out = {precision}3(In <= 0.0031308) ? sRGBLo : sRGBHi;
}
";
}
static string Unity_ColorspaceConversion_Linear_Linear(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
Out = In;
}
";
}
static string Unity_ColorspaceConversion_Linear_HSV(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
{precision}3 sRGBLo = In * 12.92;
{precision}3 sRGBHi = (pow(max(abs(In), 1.192092896e-07), {precision}3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) * 1.055) - 0.055;
{precision}3 Linear = {precision}3(In <= 0.0031308) ? sRGBLo : sRGBHi;
{precision}4 K = {precision}4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
{precision}4 P = lerp({precision}4(Linear.bg, K.wz), {precision}4(Linear.gb, K.xy), step(Linear.b, Linear.g));
{precision}4 Q = lerp({precision}4(P.xyw, Linear.r), {precision}4(Linear.r, P.yzx), step(P.x, Linear.r));
{precision} D = Q.x - min(Q.w, Q.y);
{precision} E = 1e-10;
Out = {precision}3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x);
}
";
}
static string Unity_ColorspaceConversion_HSV_RGB(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
{precision}4 K = {precision}4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
{precision}3 P = abs(frac(In.xxx + K.xyz) * 6.0 - K.www);
Out = In.z * lerp(K.xxx, saturate(P - K.xxx), In.y);
}
";
}
static string Unity_ColorspaceConversion_HSV_Linear(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
{precision}4 K = {precision}4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
{precision}3 P = abs(frac(In.xxx + K.xyz) * 6.0 - K.www);
{precision}3 RGB = In.z * lerp(K.xxx, saturate(P - K.xxx), In.y);
{precision}3 linearRGBLo = RGB / 12.92;;
{precision}3 linearRGBHi = pow(max(abs((RGB + 0.055) / 1.055), 1.192092896e-07), {precision}3(2.4, 2.4, 2.4));;
Out = {precision}3(RGB <= 0.04045) ? linearRGBLo : linearRGBHi;
}
";
}
static string Unity_ColorspaceConversion_HSV_HSV(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
Out = In;
}
";
}
}
}