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