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79 行
2.8 KiB
79 行
2.8 KiB
using System;
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using System.Collections.Generic;
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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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[Serializable]
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[Title("Master/Lightweight/PBR Specular")]
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public class LightweightSpecularMasterNode : AbstractLightweightPBRMasterNode
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{
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public const string SpecularSlotName = "Specular";
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public const int SpecularSlotId = 2;
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public const string WorkflowName = "Specular";
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public LightweightSpecularMasterNode()
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{
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name = "LightweightSpecularMasterNode";
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UpdateNodeAfterDeserialization();
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new Vector3MaterialSlot(AlbedoSlotId, AlbedoSlotName, AlbedoSlotName, SlotType.Input, new Vector3(0.5f, 0.5f, 0.5f), ShaderStage.Fragment));
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AddSlot(new Vector3MaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, SlotType.Input, new Vector3(0,0,1), ShaderStage.Fragment));
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AddSlot(new Vector3MaterialSlot(EmissionSlotId, EmissionSlotName, EmissionSlotName, SlotType.Input, Vector3.zero, ShaderStage.Fragment));
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AddSlot(new Vector3MaterialSlot(SpecularSlotId, SpecularSlotName, SpecularSlotName, SlotType.Input, Vector3.zero, ShaderStage.Fragment));
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AddSlot(new Vector1MaterialSlot(SmoothnessSlotId, SmoothnessSlotName, SmoothnessSlotName, SlotType.Input, 0, ShaderStage.Fragment));
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AddSlot(new Vector1MaterialSlot(OcclusionSlotId, OcclusionSlotName, OcclusionSlotName, SlotType.Input,0, ShaderStage.Fragment));
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AddSlot(new Vector1MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, 1, ShaderStage.Fragment));
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// clear out slot names that do not match the slots
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// we support
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RemoveSlotsNameNotMatching(
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new[]
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{
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AlbedoSlotId,
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NormalSlotId,
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EmissionSlotId,
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SpecularSlotId,
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SmoothnessSlotId,
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OcclusionSlotId,
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AlphaSlotId
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});
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}
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protected override string GetTemplateName()
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{
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return "lightweightSubshaderPBR.template";
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}
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protected override IEnumerable<int> masterSurfaceInputs
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{
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get
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{
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return new[]
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{
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AlbedoSlotId,
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NormalSlotId,
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EmissionSlotId,
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SpecularSlotId,
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SmoothnessSlotId,
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OcclusionSlotId,
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AlphaSlotId,
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};
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}
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}
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protected override IEnumerable<int> masterVertexInputs
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{
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get
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{
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return new int[]
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{
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};
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}
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}
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}
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}
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