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54 行
1.6 KiB
54 行
1.6 KiB
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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[Title("Input", "Geometry", "UV")]
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public class UVNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV
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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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[SerializeField]
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private UVChannel m_OutputChannel;
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[EnumControl("Channel")]
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public UVChannel uvChannel
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{
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get { return m_OutputChannel; }
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set
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{
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if (m_OutputChannel == value)
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return;
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m_OutputChannel = value;
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Dirty(ModificationScope.Graph);
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}
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}
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public override bool hasPreview { get { return true; } }
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public UVNode()
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{
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name = "UV";
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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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AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector2.zero));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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}
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public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
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{
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visitor.AddShaderChunk(string.Format("{0}4 {1} = IN.{2};", precision, GetVariableNameForSlot(OutputSlotId), m_OutputChannel.GetUVName()), true);
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}
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public bool RequiresMeshUV(UVChannel channel)
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{
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return channel == uvChannel;
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}
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}
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}
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