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4.9 KiB

using System.Collections.Generic;
using System.Linq;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
public struct ShaderGraphRequirements
{
public NeededCoordinateSpace requiresNormal;
public NeededCoordinateSpace requiresBitangent;
public NeededCoordinateSpace requiresTangent;
public NeededCoordinateSpace requiresViewDir;
public NeededCoordinateSpace requiresPosition;
public bool requiresScreenPosition;
public bool requiresVertexColor;
public List<UVChannel> requiresMeshUVs;
public static ShaderGraphRequirements none
{
get
{
return new ShaderGraphRequirements
{
requiresMeshUVs = new List<UVChannel>()
};
}
}
public bool NeedsTangentSpace()
{
var compoundSpaces = requiresBitangent | requiresNormal | requiresPosition
| requiresTangent | requiresViewDir | requiresPosition
| requiresNormal;
return (compoundSpaces & NeededCoordinateSpace.Tangent) > 0;
}
public ShaderGraphRequirements Union(ShaderGraphRequirements other)
{
var newReqs = new ShaderGraphRequirements();
newReqs.requiresNormal = other.requiresNormal | requiresNormal;
newReqs.requiresTangent = other.requiresTangent | requiresTangent;
newReqs.requiresBitangent = other.requiresBitangent | requiresBitangent;
newReqs.requiresViewDir = other.requiresViewDir | requiresViewDir;
newReqs.requiresPosition = other.requiresPosition | requiresPosition;
newReqs.requiresScreenPosition = other.requiresScreenPosition | requiresScreenPosition;
newReqs.requiresVertexColor = other.requiresVertexColor | requiresVertexColor;
newReqs.requiresMeshUVs = new List<UVChannel>();
if (requiresMeshUVs != null)
newReqs.requiresMeshUVs.AddRange(requiresMeshUVs);
if (other.requiresMeshUVs != null)
newReqs.requiresMeshUVs.AddRange(other.requiresMeshUVs);
return newReqs;
}
public static ShaderGraphRequirements FromNodes(List<INode> nodes)
{
NeededCoordinateSpace requiresNormal = nodes.OfType<IMayRequireNormal>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresNormal());
NeededCoordinateSpace requiresBitangent = nodes.OfType<IMayRequireBitangent>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresBitangent());
NeededCoordinateSpace requiresTangent = nodes.OfType<IMayRequireTangent>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresTangent());
NeededCoordinateSpace requiresViewDir = nodes.OfType<IMayRequireViewDirection>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresViewDirection());
NeededCoordinateSpace requiresPosition = nodes.OfType<IMayRequirePosition>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresPosition());
bool requiresScreenPosition = nodes.OfType<IMayRequireScreenPosition>().Any(x => x.RequiresScreenPosition());
bool requiresVertexColor = nodes.OfType<IMayRequireVertexColor>().Any(x => x.RequiresVertexColor());
var meshUV = new List<UVChannel>();
for (int uvIndex = 0; uvIndex < ShaderGeneratorNames.UVCount; ++uvIndex)
{
var channel = (UVChannel)uvIndex;
if (nodes.OfType<IMayRequireMeshUV>().Any(x => x.RequiresMeshUV(channel)))
meshUV.Add(channel);
}
// if anything needs tangentspace we have make
// sure to have our othonormal basis!
var compoundSpaces = requiresBitangent | requiresNormal | requiresPosition
| requiresTangent | requiresViewDir | requiresPosition
| requiresNormal;
var needsTangentSpace = (compoundSpaces & NeededCoordinateSpace.Tangent) > 0;
if (needsTangentSpace)
{
requiresBitangent |= NeededCoordinateSpace.Object;
requiresNormal |= NeededCoordinateSpace.Object;
requiresTangent |= NeededCoordinateSpace.Object;
}
var reqs = new ShaderGraphRequirements()
{
requiresNormal = requiresNormal,
requiresBitangent = requiresBitangent,
requiresTangent = requiresTangent,
requiresViewDir = requiresViewDir,
requiresPosition = requiresPosition,
requiresScreenPosition = requiresScreenPosition,
requiresVertexColor = requiresVertexColor,
requiresMeshUVs = meshUV
};
return reqs;
}
}
}