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191 行
6.5 KiB
191 行
6.5 KiB
using UnityEditor.Graphing;
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using System.Linq;
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using System.Collections;
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using System;
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namespace UnityEditor.ShaderGraph
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{
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/* public abstract class FunctionNInNOut : AbstractMaterialNode, IGeneratesBodyCode
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{
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public FunctionNInNOut()
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{
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name = "FunctionNInNOut";
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UpdateNodeAfterDeserialization();
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}
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public override void UpdateNodeAfterDeserialization()
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{
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base.UpdateNodeAfterDeserialization();
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foreach (var slot in GetSlots<MaterialSlot>())
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{
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slot.showValue = true;
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}
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}
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public int AddSlot(string displayName, string nameInShader, SlotType slotType, SlotValueType valueType, Vector4 defaultValue)
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{
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int nextSlotId;
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if (slotType == SlotType.Output)
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nextSlotId = -( GetOutputSlots<MaterialSlot>().Count() + 1 );
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else
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nextSlotId = GetInputSlots<MaterialSlot>().Count() + 1;
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bool useDefaultValue = (valueType != SlotValueType.Texture2D && valueType != SlotValueType.Sampler2D);
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AddSlot(new MaterialSlot(nextSlotId, displayName, nameInShader, slotType, valueType, defaultValue, useDefaultValue));
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return nextSlotId;
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}
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public void RemoveOutputSlot()
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{
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var lastSlotId = -GetOutputSlots<ISlot>().Count();
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RemoveSlotById(lastSlotId);
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}
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public void RemoveInputSlot()
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{
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var lastSlotId = GetInputSlots<ISlot>().Count();
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RemoveSlotById(lastSlotId);
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}
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private void RemoveSlotById(int slotID)
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{
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if (slotID == 0)
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return;
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RemoveSlot(slotID);
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}
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public string GetSlotTypeName(int slotId)
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{
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return ConvertConcreteSlotValueTypeToString(FindSlot<MaterialSlot>(slotId).concreteValueType);
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}
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public ConcreteSlotValueType GetSlotValueType(int slotId)
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{
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return FindSlot<MaterialSlot>(slotId).concreteValueType;
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}
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protected string GetShaderOutputName(int slotId)
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{
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return FindSlot<MaterialSlot>(slotId).shaderOutputName;
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}
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// Must override this
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protected abstract string GetFunctionName();
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private string GetFunctionParameters()
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{
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string param = "";
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int remainingParams = GetSlots<ISlot>().Count();
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foreach (ISlot inSlot in GetSlots<ISlot>())
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{
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if (inSlot.isOutputSlot)
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param += "out ";
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if (FindSlot<MaterialSlot>(inSlot.id).concreteValueType != ConcreteSlotValueType.Texture2D
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&& FindSlot<MaterialSlot>(inSlot.id).concreteValueType != ConcreteSlotValueType.SamplerState
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&& FindSlot<MaterialSlot>(inSlot.id).concreteValueType != ConcreteSlotValueType.Sampler2D
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)
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param += precision;
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param += GetSlotTypeName(inSlot.id) + " ";
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param += GetShaderOutputName(inSlot.id);
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if (remainingParams > 1)
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param += ", ";
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--remainingParams;
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}
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return param;
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}
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private string GetFunctionCallParameters(GenerationMode generationMode)
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{
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string param = "";
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int remainingParams = GetSlots<ISlot>().Count();
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foreach (ISlot inSlot in GetSlots<ISlot>())
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{
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if (FindSlot<MaterialSlot>(inSlot.id).concreteValueType == ConcreteSlotValueType.SamplerState)
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param += GetSamplerInput(inSlot.id);
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else
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param += GetSlotValue(inSlot.id, generationMode);
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if (remainingParams > 1)
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param += ", ";
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--remainingParams;
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}
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return param;
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}
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protected string GetFunctionPrototype()
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{
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return "inline " + "void" + " " + GetFunctionName() +
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" (" +
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GetFunctionParameters() +
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")";
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}
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protected virtual string GetFunctionCall(GenerationMode generationMode)
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{
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string prefix = "";
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string sufix = "";
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foreach (ISlot slot in GetInputSlots<MaterialSlot>())
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{
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if (GetSlotValueType(slot.id) == ConcreteSlotValueType.Texture2D || GetSlotValueType(slot.id) == ConcreteSlotValueType.SamplerState)
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{
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prefix = "#ifdef UNITY_COMPILER_HLSL \n";
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sufix = "\n #endif";
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}
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}
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return prefix + GetFunctionName() +
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" (" +
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GetFunctionCallParameters(generationMode) +
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");" + sufix;
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}
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private string GetOutputDeclaration()
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{
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string outDeclaration = "";
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foreach (MaterialSlot outSlot in GetOutputSlots<MaterialSlot>())
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{
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outDeclaration += "\n " + precision + GetSlotTypeName(outSlot.id) + " " + GetVariableNameForSlot(outSlot.id) + ";\n";
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}
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return outDeclaration;
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}
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public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
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{
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var outputString = new ShaderGenerator();
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outputString.AddShaderChunk(GetOutputDeclaration(), false);
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outputString.AddShaderChunk(GetFunctionCall(generationMode), false);
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visitor.AddShaderChunk(outputString.GetShaderString(0), true);
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}
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public string GetSamplerInput(int slotID)
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{
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//default sampler if no input is provided
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var samplerName = "my_linear_repeat_sampler";
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//Sampler input slot
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var samplerSlot = FindInputSlot<MaterialSlot>(slotID);
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if (samplerSlot != null)
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{
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var edgesSampler = owner.GetEdges(samplerSlot.slotReference).ToList();
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if (edgesSampler.Count > 0)
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{
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var edge = edgesSampler[0];
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var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(edge.outputSlot.nodeGuid);
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samplerName = ShaderGenerator.AdaptNodeOutput(fromNode, edge.outputSlot.slotId, ConcreteSlotValueType.SamplerState, true);
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}
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}
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return samplerName;
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}
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}*/
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}
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