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using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Title("Texture/Sample 2D")]
public class Sample2DTexture : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV
{
public const int OutputSlotRGBAId = 0;
public const int OutputSlotRId = 4;
public const int OutputSlotGId = 5;
public const int OutputSlotBId = 6;
public const int OutputSlotAId = 7;
public const int TextureInputId = 1;
public const int UVInput = 2;
public const int SamplerInput = 3;
const string kOutputSlotRGBAName = "RGBA";
const string kOutputSlotRName = "R";
const string kOutputSlotGName = "G";
const string kOutputSlotBName = "B";
const string kOutputSlotAName = "A";
const string kTextureInputName = "Tex";
const string kUVInputName = "UV";
const string kSamplerInputName = "Sampler";
public override bool hasPreview { get { return true; } }
public Sample2DTexture()
{
name = "Sample2DTexture";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector4MaterialSlot(OutputSlotRGBAId, kOutputSlotRGBAName, kOutputSlotRGBAName, SlotType.Output, Vector4.zero));
AddSlot(new Vector1MaterialSlot(OutputSlotRId, kOutputSlotRName, kOutputSlotRName, SlotType.Output,0));
AddSlot(new Vector1MaterialSlot(OutputSlotGId, kOutputSlotGName, kOutputSlotGName, SlotType.Output, 0));
AddSlot(new Vector1MaterialSlot(OutputSlotBId, kOutputSlotBName, kOutputSlotBName, SlotType.Output, 0));
AddSlot(new Vector1MaterialSlot(OutputSlotAId, kOutputSlotAName, kOutputSlotAName, SlotType.Output, 0));
AddSlot(new Texture2DInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName));
AddSlot(new UVMaterialSlot(UVInput, kUVInputName, kUVInputName, UVChannel.uv0));
AddSlot(new SamplerStateMaterialSlot(SamplerInput, kSamplerInputName, kSamplerInputName, SlotType.Input));
RemoveSlotsNameNotMatching(new[] { OutputSlotRGBAId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId, TextureInputId, UVInput, SamplerInput });
}
// Node generations
public virtual void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var uvName = GetSlotValue(UVInput, generationMode);
//Sampler input slot
var samplerSlot = FindInputSlot<MaterialSlot>(SamplerInput);
var edgesSampler = owner.GetEdges(samplerSlot.slotReference);
string result;
if (edgesSampler.Any())
{
result = string.Format(@"
#ifdef UNITY_COMPILER_HLSL
{0}4 {1} = {2}.Sample({3}, {4});
#else
{0}4 {1} = UNITY_SAMPLE_TEX2D({2}, {4});
#endif"
, precision
, GetVariableNameForSlot(OutputSlotRGBAId)
, GetSlotValue(TextureInputId, generationMode)
, GetSlotValue(SamplerInput, generationMode)
, uvName);
}
else
{
result = string.Format("{0}4 {1} = UNITY_SAMPLE_TEX2D({2},{3});"
, precision
, GetVariableNameForSlot(OutputSlotRGBAId)
, GetSlotValue(TextureInputId, generationMode)
, uvName);
}
visitor.AddShaderChunk(result, true);
visitor.AddShaderChunk(string.Format("{0} {1} = {2}.r;", precision, GetVariableNameForSlot(OutputSlotRId), GetVariableNameForSlot(OutputSlotRGBAId)), true);
visitor.AddShaderChunk(string.Format("{0} {1} = {2}.g;", precision, GetVariableNameForSlot(OutputSlotGId), GetVariableNameForSlot(OutputSlotRGBAId)), true);
visitor.AddShaderChunk(string.Format("{0} {1} = {2}.b;", precision, GetVariableNameForSlot(OutputSlotBId), GetVariableNameForSlot(OutputSlotRGBAId)), true);
visitor.AddShaderChunk(string.Format("{0} {1} = {2}.a;", precision, GetVariableNameForSlot(OutputSlotAId), GetVariableNameForSlot(OutputSlotRGBAId)), true);
}
public bool RequiresMeshUV(UVChannel channel)
{
var uvSlot = FindInputSlot<MaterialSlot>(UVInput) as UVMaterialSlot;
if (uvSlot == null)
return false;
if (uvSlot.isConnected)
return false;
return uvSlot.RequiresMeshUV(channel);
}
}
}