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117 行
3.6 KiB
117 行
3.6 KiB
using System;
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using System.Collections.Generic;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEngine;
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using UnityEditor.Graphing;
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namespace UnityEditor.ShaderGraph
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{
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public enum ColorMode
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{
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Default,
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HDR
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}
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[Title("Input", "Basic", "Color")]
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public class ColorNode : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
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{
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public const int OutputSlotId = 0;
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private const string kOutputSlotName = "Out";
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public ColorNode()
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{
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name = "Color";
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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/Color-Node"; }
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}
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[SerializeField]
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Color m_Color = new Color(UnityEngine.Color.clear, ColorMode.Default);
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[Serializable]
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public struct Color
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{
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public UnityEngine.Color color;
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public ColorMode mode;
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public Color(UnityEngine.Color color, ColorMode mode)
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{
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this.color = color;
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this.mode = mode;
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}
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}
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[ColorControl("")]
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public Color color
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{
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get { return m_Color; }
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set
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{
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if ((value.color == m_Color.color) && (value.mode == m_Color.mode))
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return;
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m_Color = value;
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Dirty(ModificationScope.Node);
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}
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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));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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}
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public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
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{
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if (!generationMode.IsPreview())
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return;
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properties.AddShaderProperty(new ColorShaderProperty()
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{
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overrideReferenceName = GetVariableNameForNode(),
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generatePropertyBlock = false,
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value = color.color,
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colorMode = color.mode
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});
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}
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public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
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{
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if (generationMode.IsPreview())
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return;
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visitor.AddShaderChunk(string.Format(
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@"{0}4 {1} = IsGammaSpace() ? {0}4({2}, {3}, {4}, {5}) : {0}4(SRGBToLinear({0}3({2}, {3}, {4})), {5});"
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, precision
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, GetVariableNameForNode()
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, NodeUtils.FloatToShaderValue(color.color.r)
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, NodeUtils.FloatToShaderValue(color.color.g)
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, NodeUtils.FloatToShaderValue(color.color.b)
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, NodeUtils.FloatToShaderValue(color.color.a)), true);
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}
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public override string GetVariableNameForSlot(int slotId)
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{
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return GetVariableNameForNode();
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}
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public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
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{
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properties.Add(new PreviewProperty(PropertyType.Color)
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{
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name = GetVariableNameForNode(),
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colorValue = color.color
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});
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}
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public IShaderProperty AsShaderProperty()
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{
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return new ColorShaderProperty { value = color.color, colorMode = color.mode };
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}
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public int outputSlotId { get { return OutputSlotId; } }
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}
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}
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