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using UnityEngine.Graphing;
using System.Linq;
using System.Collections;
namespace UnityEngine.MaterialGraph
{
/* [Title("Art/ChannelBlend")]
public class ChannelBlend : FunctionNInNOut, IGeneratesFunction
{
public ChannelBlend()
{
name = "ChannelBlend";
AddSlot("Mask", "mask", Graphing.SlotType.Input, SlotValueType.Vector4, Vector4.zero);
AddSlot("RColor", "rCol", Graphing.SlotType.Input, SlotValueType.Vector4, Vector4.zero);
AddSlot("GColor", "gCol", Graphing.SlotType.Input, SlotValueType.Vector4, Vector4.zero);
AddSlot("BColor", "bCol", Graphing.SlotType.Input, SlotValueType.Vector4, Vector4.zero);
AddSlot("AColor", "aCol", Graphing.SlotType.Input, SlotValueType.Vector4, Vector4.zero);
AddSlot("BGColor", "bgCol", Graphing.SlotType.Input, SlotValueType.Vector4, Vector4.zero);
AddSlot("BlendedColor", "blendCol", Graphing.SlotType.Output, SlotValueType.Vector4, Vector4.zero);
}
protected override string GetFunctionName()
{
return "unity_ChannelBlend";
}
public override bool hasPreview
{
get { return true; }
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk(GetFunctionPrototype(), false);
outputString.AddShaderChunk("{", false);
outputString.AddShaderChunk("float4 background = step(max(mask.r,max(mask.g,mask.b)), 0.001) * bgCol;", false);
outputString.AddShaderChunk("blendCol = mask.r * rCol + mask.g * gCol + mask.b * bCol + mask.a * aCol + background;", false);
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}*/
}