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2.5 KiB

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