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82 行
3.1 KiB
82 行
3.1 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.Graphing;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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[Title("Master", "Unlit")]
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public class UnlitMasterNode : MasterNode
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{
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public const string ColorSlotName = "Color";
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public const string AlphaSlotName = "Alpha";
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public const string VertexOffsetName = "VertexPosition";
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public const int ColorSlotId = 0;
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public const int AlphaSlotId = 7;
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public UnlitMasterNode()
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{
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UpdateNodeAfterDeserialization();
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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name = "Unlit Master";
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AddSlot(new ColorRGBMaterialSlot(ColorSlotId, ColorSlotName, ColorSlotName, SlotType.Input, Color.grey, ShaderStage.Fragment));
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AddSlot(new Vector1MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, 1, ShaderStage.Fragment));
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// clear out slot names that do not match the slots
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// we support
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RemoveSlotsNameNotMatching(
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new[]
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{
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ColorSlotId,
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AlphaSlotId
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});
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}
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public override string GetShader(GenerationMode mode, string outputName, out List<PropertyCollector.TextureInfo> configuredTextures)
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{
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var activeNodeList = ListPool<INode>.Get();
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NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this);
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var shaderProperties = new PropertyCollector();
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var abstractMaterialGraph = owner as AbstractMaterialGraph;
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if (abstractMaterialGraph != null)
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abstractMaterialGraph.CollectShaderProperties(shaderProperties, mode);
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foreach (var activeNode in activeNodeList.OfType<AbstractMaterialNode>())
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activeNode.CollectShaderProperties(shaderProperties, mode);
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var finalShader = new ShaderGenerator();
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finalShader.AddShaderChunk(string.Format(@"Shader ""{0}""", outputName), false);
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finalShader.AddShaderChunk("{", false);
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finalShader.Indent();
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finalShader.AddShaderChunk("Properties", false);
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finalShader.AddShaderChunk("{", false);
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finalShader.Indent();
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finalShader.AddShaderChunk(shaderProperties.GetPropertiesBlock(2), false);
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finalShader.Deindent();
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finalShader.AddShaderChunk("}", false);
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var lwSub = new LightWeightUnlitSubShader();
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finalShader.AddShaderChunk(lwSub.GetSubshader(this, mode), true);
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//Disable HD for now as there is no mapping
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// for many inputs like worldSpaceNormal and similar
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/*var hdSub = new HDUnlitSubShader();
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finalShader.AddShaderChunk(hdSub.GetSubshader(this, mode), true);*/
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finalShader.Deindent();
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finalShader.AddShaderChunk("}", false);
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configuredTextures = shaderProperties.GetConfiguredTexutres();
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return finalShader.GetShaderString(0);
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}
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}
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}
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