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176 行
6.3 KiB

using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using System.Collections.Generic;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Matrix", "Matrix 4x4")]
public class Matrix4Node : AbstractMaterialNode, IGeneratesBodyCode
{
public const int OutputSlotId = 0;
const string kOutputSlotName = "Out";
[SerializeField]
Vector4 m_Row0;
[SerializeField]
Vector4 m_Row1;
[SerializeField]
Vector4 m_Row2;
[SerializeField]
Vector4 m_Row3;
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector4 row0
{
get { return m_Row0; }
set { SetRow(ref m_Row0, value); }
}
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector4 row1
{
get { return m_Row1; }
set { SetRow(ref m_Row1, value); }
}
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector4 row2
{
get { return m_Row2; }
set { SetRow(ref m_Row2, value); }
}
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector4 row3
{
get { return m_Row3; }
set { SetRow(ref m_Row3, value); }
}
void SetRow(ref Vector4 row, Vector4 value)
{
if (value == row)
return;
row = value;
Dirty(ModificationScope.Node);
}
public Matrix4Node()
{
name = "Matrix 4x4";
UpdateNodeAfterDeserialization();
}
public override string documentationURL
{
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Matrix-4x4-Node"; }
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Matrix4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m0", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row0
});
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m1", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row1
});
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m2", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row2
});
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m3", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row3
});
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var sb = new ShaderStringBuilder();
if (!generationMode.IsPreview())
{
sb.AppendLine("{0}4 _{1}_m0 = {0}4 ({2}, {3}, {4}, {5});", precision, GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row0.x),
NodeUtils.FloatToShaderValue(m_Row0.y),
NodeUtils.FloatToShaderValue(m_Row0.z),
NodeUtils.FloatToShaderValue(m_Row0.w));
sb.AppendLine("{0}4 _{1}_m1 = {0}4 ({2}, {3}, {4}, {5});", precision, GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row1.x),
NodeUtils.FloatToShaderValue(m_Row1.y),
NodeUtils.FloatToShaderValue(m_Row1.z),
NodeUtils.FloatToShaderValue(m_Row1.w));
sb.AppendLine("{0}4 _{1}_m2 = {0}4 ({2}, {3}, {4}, {5});", precision, GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row2.x),
NodeUtils.FloatToShaderValue(m_Row2.y),
NodeUtils.FloatToShaderValue(m_Row2.z),
NodeUtils.FloatToShaderValue(m_Row2.w));
sb.AppendLine("{0}4 _{1}_m3 = {0}4 ({2}, {3}, {4}, {5});", precision, GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row3.x),
NodeUtils.FloatToShaderValue(m_Row3.y),
NodeUtils.FloatToShaderValue(m_Row3.z),
NodeUtils.FloatToShaderValue(m_Row3.w));
}
sb.AppendLine("{0}4x4 {1} = {0}4x4 (_{1}_m0.x, _{1}_m0.y, _{1}_m0.z, _{1}_m0.w, _{1}_m1.x, _{1}_m1.y, _{1}_m1.z, _{1}_m1.w, _{1}_m2.x, _{1}_m2.y, _{1}_m2.z, _{1}_m2.w, _{1}_m3.x, _{1}_m3.y, _{1}_m3.z, _{1}_m3.w);",
precision, GetVariableNameForNode());
visitor.AddShaderChunk(sb.ToString(), false);
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
properties.Add(new PreviewProperty(PropertyType.Vector4)
{
name = string.Format("_{0}_m0", GetVariableNameForNode()),
vector4Value = m_Row0
});
properties.Add(new PreviewProperty(PropertyType.Vector4)
{
name = string.Format("_{0}_m1", GetVariableNameForNode()),
vector4Value = m_Row1
});
properties.Add(new PreviewProperty(PropertyType.Vector4)
{
name = string.Format("_{0}_m2", GetVariableNameForNode()),
vector4Value = m_Row2
});
properties.Add(new PreviewProperty(PropertyType.Vector4)
{
name = string.Format("_{0}_m3", GetVariableNameForNode()),
vector4Value = m_Row3
});
}
public override string GetVariableNameForSlot(int slotId)
{
return GetVariableNameForNode();
}
}
}