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85 行
2.7 KiB
85 行
2.7 KiB
using UnityEditor.Graphing;
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using System.Collections.Generic;
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using System.Globalization;
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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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public enum TransformationMatrixType
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{
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ModelView,
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View,
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Projection,
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ViewProjection,
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TransposeModelView,
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InverseTransposeModelView,
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ObjectToWorld,
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WorldToObject
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};
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[Title("Input", "Matrix", "Transformation Matrix")]
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public class TransformationMatrixNode : AbstractMaterialNode
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{
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static Dictionary<TransformationMatrixType, string> m_matrixList = new Dictionary<TransformationMatrixType, string>
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{
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{TransformationMatrixType.ModelView, "UNITY_MATRIX_MV"},
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{TransformationMatrixType.View, "UNITY_MATRIX_V"},
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{TransformationMatrixType.Projection, "UNITY_MATRIX_P"},
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{TransformationMatrixType.ViewProjection, "UNITY_MATRIX_VP"},
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{TransformationMatrixType.TransposeModelView, "UNITY_MATRIX_T_MV"},
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{TransformationMatrixType.InverseTransposeModelView, "UNITY_MATRIX_IT_MV"},
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{TransformationMatrixType.ObjectToWorld, "UNITY_MATRIX_M"},
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{TransformationMatrixType.WorldToObject, "UNITY_MATRIX_I_M"},
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};
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[SerializeField]
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private TransformationMatrixType m_matrix = TransformationMatrixType.ModelView;
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private const int kOutputSlotId = 0;
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private const string kOutputSlotName = "Out";
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public override bool hasPreview { get { return false; } }
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[EnumControl("")]
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public TransformationMatrixType matrix
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{
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get { return m_matrix; }
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set
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{
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if (m_matrix == value)
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return;
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m_matrix = value;
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Dirty(ModificationScope.Graph);
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}
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}
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public TransformationMatrixNode()
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{
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name = "Transformation Matrix";
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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/Transformation-Matrix-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(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
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RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
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}
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public override string GetVariableNameForSlot(int slotId)
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{
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return m_matrixList[matrix].ToString(CultureInfo.InvariantCulture);
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}
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public bool RequiresVertexColor()
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{
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return true;
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}
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}
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}
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