您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
104 行
3.4 KiB
104 行
3.4 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
#if UNITY_EDITOR
|
|
using UnityEditor;
|
|
#endif
|
|
using UnityEngine.Graphing;
|
|
|
|
namespace UnityEngine.MaterialGraph
|
|
{
|
|
[Title("Input/Depth Texture")]
|
|
public class DepthTextureNode : PropertyNode, IGeneratesBodyCode, IMayRequireMeshUV
|
|
{
|
|
protected const string kUVSlotName = "UV";
|
|
protected const string kOutputSlotName = "Output";
|
|
|
|
public const int UvSlotId = 0;
|
|
public const int OutputSlotId = 1;
|
|
|
|
public override bool hasPreview { get { return true; } }
|
|
|
|
public Texture2D defaultTexture { get; set; }
|
|
|
|
public DepthTextureNode()
|
|
{
|
|
name = "DepthTexture";
|
|
UpdateNodeAfterDeserialization();
|
|
}
|
|
|
|
public sealed override void UpdateNodeAfterDeserialization()
|
|
{
|
|
AddSlot(new MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector4, Vector4.zero));
|
|
AddSlot(new MaterialSlot(UvSlotId, kUVSlotName, kUVSlotName, SlotType.Input, SlotValueType.Vector2, Vector4.zero, false));
|
|
RemoveSlotsNameNotMatching(validSlots);
|
|
}
|
|
|
|
protected int[] validSlots
|
|
{
|
|
get { return new[] { OutputSlotId, UvSlotId }; }
|
|
}
|
|
|
|
public virtual void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
|
|
{
|
|
var uvSlot = FindInputSlot<MaterialSlot>(UvSlotId);
|
|
if (uvSlot == null)
|
|
return;
|
|
|
|
var uvName = string.Format("{0}.xy", UVChannel.uv0.GetUVName());
|
|
var edges = owner.GetEdges(uvSlot.slotReference).ToList();
|
|
|
|
if (edges.Count > 0)
|
|
{
|
|
var edge = edges[0];
|
|
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(edge.outputSlot.nodeGuid);
|
|
uvName = ShaderGenerator.AdaptNodeOutput(fromNode, edge.outputSlot.slotId, ConcreteSlotValueType.Vector2, true);
|
|
}
|
|
|
|
string body = "tex2D (_CameraDepthTexture, " + uvName + ")";
|
|
visitor.AddShaderChunk(precision + "4 " + GetVariableNameForNode() + " = " + body + ";", true);
|
|
}
|
|
|
|
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
|
|
{
|
|
properties.Add(GetPreviewProperty());
|
|
}
|
|
|
|
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
|
|
{
|
|
visitor.AddShaderChunk("sampler2D _CameraDepthTexture;", true);
|
|
}
|
|
|
|
public override PreviewProperty GetPreviewProperty()
|
|
{
|
|
return new PreviewProperty
|
|
{
|
|
m_Name = propertyName,
|
|
m_PropType = PropertyType.Texture2D,
|
|
m_Texture = defaultTexture
|
|
};
|
|
}
|
|
|
|
public override string GetVariableNameForSlot(int slotId)
|
|
{
|
|
return GetVariableNameForNode();
|
|
}
|
|
|
|
public override PropertyType propertyType { get { return PropertyType.Texture2D; } }
|
|
|
|
public bool RequiresMeshUV(UVChannel channel)
|
|
{
|
|
if (channel != UVChannel.uv0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var uvSlot = FindInputSlot<MaterialSlot>(UvSlotId);
|
|
if (uvSlot == null)
|
|
return true;
|
|
|
|
var edges = owner.GetEdges(uvSlot.slotReference).ToList();
|
|
return edges.Count == 0;
|
|
}
|
|
}
|
|
}
|