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63 行
2.5 KiB
63 行
2.5 KiB
using System.Linq;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Input", "Texture", "Sample Texture 3D")]
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public class SampleTexture3DNode : AbstractMaterialNode, IGeneratesBodyCode
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{
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public const int OutputSlotId = 0;
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public const int TextureInputId = 1;
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public const int UVInput = 2;
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public const int SamplerInput = 3;
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const string kOutputSlotName = "Out";
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const string kTextureInputName = "Texture";
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const string kUVInputName = "UV";
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const string kSamplerInputName = "Sampler";
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public override bool hasPreview { get { return true; } }
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public SampleTexture3DNode()
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{
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name = "Sample Texture 3D";
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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/Sample-Texture-3D-Node"; }
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero, ShaderStageCapability.Fragment));
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AddSlot(new Texture3DInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName));
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AddSlot(new Vector3MaterialSlot(UVInput, kUVInputName, kUVInputName, SlotType.Input, Vector3.zero));
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AddSlot(new SamplerStateMaterialSlot(SamplerInput, kSamplerInputName, kSamplerInputName, SlotType.Input));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId, TextureInputId, UVInput, SamplerInput });
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}
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// Node generations
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public virtual void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
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{
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var uvName = GetSlotValue(UVInput, generationMode);
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//Sampler input slot
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var samplerSlot = FindInputSlot<MaterialSlot>(SamplerInput);
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var edgesSampler = owner.GetEdges(samplerSlot.slotReference);
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var id = GetSlotValue(TextureInputId, generationMode);
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var result = string.Format("{0}4 {1} = SAMPLE_TEXTURE3D({2}, {3}, {4});"
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, precision
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, GetVariableNameForSlot(OutputSlotId)
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, id
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, edgesSampler.Any() ? GetSlotValue(SamplerInput, generationMode) : "sampler" + id
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, uvName);
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visitor.AddShaderChunk(result, true);
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}
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}
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}
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