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180 行
6.5 KiB
180 行
6.5 KiB
using System;
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using System.Collections.Generic;
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using System.Globalization;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Channel", "Swizzle")]
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public class SwizzleNode : AbstractMaterialNode, IGeneratesBodyCode
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{
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public SwizzleNode()
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{
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name = "Swizzle";
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UpdateNodeAfterDeserialization();
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}
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public override string documentationURL
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{
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get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Swizzle-Node"; }
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}
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const int InputSlotId = 0;
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const int OutputSlotId = 1;
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const string kInputSlotName = "In";
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const string kOutputSlotName = "Out";
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public override bool hasPreview
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{
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get { return true; }
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new DynamicVectorMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector4.zero));
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AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
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RemoveSlotsNameNotMatching(new[] { InputSlotId, OutputSlotId });
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}
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static Dictionary<TextureChannel, string> s_ComponentList = new Dictionary<TextureChannel, string>
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{
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{TextureChannel.Red, "r" },
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{TextureChannel.Green, "g" },
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{TextureChannel.Blue, "b" },
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{TextureChannel.Alpha, "a" },
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};
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[SerializeField]
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TextureChannel m_RedChannel;
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[ChannelEnumControl("Red Out")]
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public TextureChannel redChannel
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{
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get { return m_RedChannel; }
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set
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{
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if (m_RedChannel == value)
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return;
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m_RedChannel = value;
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Dirty(ModificationScope.Node);
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}
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}
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[SerializeField]
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TextureChannel m_GreenChannel;
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[ChannelEnumControl("Green Out")]
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public TextureChannel greenChannel
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{
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get { return m_GreenChannel; }
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set
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{
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if (m_GreenChannel == value)
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return;
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m_GreenChannel = value;
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Dirty(ModificationScope.Node);
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}
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}
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[SerializeField]
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TextureChannel m_BlueChannel;
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[ChannelEnumControl("Blue Out")]
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public TextureChannel blueChannel
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{
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get { return m_BlueChannel; }
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set
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{
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if (m_BlueChannel == value)
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return;
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m_BlueChannel = value;
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Dirty(ModificationScope.Node);
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}
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}
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[SerializeField]
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TextureChannel m_AlphaChannel;
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[ChannelEnumControl("Alpha Out")]
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public TextureChannel alphaChannel
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{
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get { return m_AlphaChannel; }
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set
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{
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if (m_AlphaChannel == value)
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return;
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m_AlphaChannel = value;
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Dirty(ModificationScope.Node);
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}
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}
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void ValidateChannelCount()
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{
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var channelCount = SlotValueHelper.GetChannelCount(FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType);
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if ((int)redChannel >= channelCount)
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redChannel = TextureChannel.Red;
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if ((int)greenChannel >= channelCount)
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greenChannel = TextureChannel.Red;
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if ((int)blueChannel >= channelCount)
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blueChannel = TextureChannel.Red;
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if ((int)alphaChannel >= channelCount)
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alphaChannel = TextureChannel.Red;
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}
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public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
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{
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ValidateChannelCount();
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var outputSlotType = FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToString(precision);
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var outputName = GetVariableNameForSlot(OutputSlotId);
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var inputValue = GetSlotValue(InputSlotId, generationMode);
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var inputValueType = FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType;
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if (inputValueType == ConcreteSlotValueType.Vector1)
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visitor.AddShaderChunk(string.Format("{0} {1} = {2};", outputSlotType, outputName, inputValue), false);
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else if (generationMode == GenerationMode.ForReals)
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visitor.AddShaderChunk(string.Format("{0} {1} = {2}.{3}{4}{5}{6};",
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outputSlotType,
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outputName,
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inputValue,
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s_ComponentList[m_RedChannel].ToString(CultureInfo.InvariantCulture),
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s_ComponentList[m_GreenChannel].ToString(CultureInfo.InvariantCulture),
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s_ComponentList[m_BlueChannel].ToString(CultureInfo.InvariantCulture),
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s_ComponentList[m_AlphaChannel].ToString(CultureInfo.InvariantCulture)), false);
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else
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visitor.AddShaderChunk(string.Format("{0} {1} = {0}({3}[((int){2} >> 0) & 3], {3}[((int){2} >> 2) & 3], {3}[((int){2} >> 4) & 3], {3}[((int){2} >> 6) & 3]);",
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outputSlotType,
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outputName,
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GetVariableNameForNode(), // Name of the uniform we encode swizzle values into
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inputValue), false);
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}
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public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
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{
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base.CollectShaderProperties(properties, generationMode);
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if (generationMode != GenerationMode.Preview)
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return;
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properties.AddShaderProperty(new Vector1ShaderProperty
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{
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overrideReferenceName = GetVariableNameForNode(),
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generatePropertyBlock = false
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});
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}
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public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
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{
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base.CollectPreviewMaterialProperties(properties);
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// Encode swizzle values into an integer
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var value = ((int)redChannel) | ((int)greenChannel << 2) | ((int)blueChannel << 4) | ((int)alphaChannel << 6);
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properties.Add(new PreviewProperty(PropertyType.Vector1)
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{
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name = GetVariableNameForNode(),
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floatValue = value
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});
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}
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}
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}
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