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186 行
7.9 KiB

using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Title("OLD/MultiLayerParallax")]
public class MultiLayerParallaxNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireMeshUV, IMayRequireViewDirection
{
protected const string kInputDepthShaderName = "Depth";
protected const string kInputFadeRateShaderName = "FadeRate";
protected const string kInputLayerCountShaderName = "LayerCount";
protected const string kTextureSlotShaderName = "Texture";
protected const string kOutputSlotShaderName = "Result";
public const int InputDepthSlotId = 0; // 'depth'
public const int InputFadeRateSlotId = 1; // 'fade_rate'
public const int InputLayerCountSlotId = 2; // 'layer_count'
public const int TextureSlotId = 3; // 'tex'
public const int OutputSlotId = 4; // 'result'
public override bool hasPreview
{
get { return true; }
}
public override PreviewMode previewMode
{
get
{
return PreviewMode.Preview3D;
}
}
public MultiLayerParallaxNode()
{
name = "MultiLayerParallax";
UpdateNodeAfterDeserialization();
}
public string GetFunctionName()
{
return "unity_multilayer_parallax_" + precision;
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(GetInputDepthSlot());
AddSlot(GetInputFadeRateSlot());
AddSlot(GetInputLayerCountSlot());
AddSlot(GetTextureSlot());
AddSlot(GetOutputSlot());
RemoveSlotsNameNotMatching(validSlots);
}
protected int[] validSlots
{
get { return new[] { InputDepthSlotId, InputFadeRateSlotId, InputLayerCountSlotId, TextureSlotId, OutputSlotId }; }
}
protected virtual MaterialSlot GetInputDepthSlot()
{
return new Vector1MaterialSlot(InputDepthSlotId, GetInputSlot1Name(), kInputDepthShaderName, SlotType.Input,0);
}
protected virtual MaterialSlot GetInputFadeRateSlot()
{
return new DynamicVectorMaterialSlot(InputFadeRateSlotId, GetInputSlot2Name(), kInputFadeRateShaderName, SlotType.Input, Vector4.zero);
}
protected virtual MaterialSlot GetInputLayerCountSlot()
{
return new DynamicVectorMaterialSlot(InputLayerCountSlotId, GetInputSlot3Name(), kInputLayerCountShaderName, SlotType.Input, Vector4.zero);
}
protected virtual MaterialSlot GetTextureSlot()
{
return new Texture2DMaterialSlot(TextureSlotId, GetTextureSlotName(), kTextureSlotShaderName, SlotType.Input);
}
protected virtual MaterialSlot GetOutputSlot()
{
return new DynamicVectorMaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, Vector4.zero);
}
protected virtual string GetInputSlot1Name()
{
return kInputDepthShaderName;
}
protected virtual string GetInputSlot2Name()
{
return kInputFadeRateShaderName;
}
protected virtual string GetInputSlot3Name()
{
return kInputLayerCountShaderName;
}
protected virtual string GetTextureSlotName()
{
return kTextureSlotShaderName;
}
protected virtual string GetOutputSlotName()
{
return kOutputSlotShaderName;
}
protected virtual string GetFunctionPrototype(string depth, string fadeRate, string layerCount, string tex, string UVs, string viewTangentSpace)
{
var input1 = ConvertConcreteSlotValueTypeToString(precision, FindInputSlot<MaterialSlot>(InputDepthSlotId).concreteValueType);
var input2 = ConvertConcreteSlotValueTypeToString(precision, FindInputSlot<MaterialSlot>(InputFadeRateSlotId).concreteValueType);
var input3 = ConvertConcreteSlotValueTypeToString(precision, FindInputSlot<MaterialSlot>(InputLayerCountSlotId).concreteValueType);
var output = ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType);
return string.Format("inline {0} {1} ({2} {3}, {4} {5}, {6} {7}, " + "sampler2D {8}, {9}2 {10}, {9}3 {11})", output, GetFunctionName(), input1, depth, input2, fadeRate, input3, layerCount, tex, precision, UVs, viewTangentSpace);
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
NodeUtils.SlotConfigurationExceptionIfBadConfiguration(this, new[] { InputDepthSlotId, InputFadeRateSlotId, InputLayerCountSlotId, TextureSlotId }, new[] { OutputSlotId });
string depthValue = GetSlotValue(InputDepthSlotId, generationMode);
string fadeRateValue = GetSlotValue(InputFadeRateSlotId, generationMode);
string layerCountValue = GetSlotValue(InputLayerCountSlotId, generationMode);
string textureValue = GetSlotValue(TextureSlotId, generationMode);
var output = ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType);
visitor.AddShaderChunk(string.Format("{0} {1} = {2};", output, GetVariableNameForSlot(OutputSlotId), GetFunctionCallBody(depthValue, fadeRateValue, layerCountValue, textureValue)), true);
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk(GetFunctionPrototype("depth", "fadeRate", "layerCount", "tex", "UVs", "viewTangentSpace"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk(precision + "2 texcoord = UVs;", false);
outputString.AddShaderChunk(precision + "2 offset = -viewTangentSpace.xy * depth / layerCount;", false);
var output = ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType);
outputString.AddShaderChunk(output + " result = 0.0f;", false);
outputString.AddShaderChunk(output + " fade = 1.0f;", false);
outputString.AddShaderChunk(precision + " alpha = 0.0f;", false);
outputString.AddShaderChunk("for (int i = 0; i < 10; i++) {", false);
outputString.Indent();
outputString.AddShaderChunk("result += fade * tex2D(tex, texcoord);", false);
outputString.AddShaderChunk("texcoord += offset;", false);
outputString.AddShaderChunk("fade *= fadeRate;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
outputString.AddShaderChunk("return result / layerCount;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
protected virtual string GetFunctionCallBody(string depthValue, string fadeRateValue, string layerCountValue, string texValue)
{
return GetFunctionName() + " (" +
depthValue + ", " +
fadeRateValue + ", " +
layerCountValue + ", " +
texValue + ", " +
UVChannel.uv0.GetUVName() + ", " +
CoordinateSpace.View.ToVariableName(InterpolatorType.Tangent) + ")";
}
public bool RequiresMeshUV(UVChannel channel)
{
return channel == UVChannel.uv0;
}
public NeededCoordinateSpace RequiresViewDirection()
{
return NeededCoordinateSpace.Tangent;
}
}
}