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66 行
2.7 KiB
66 行
2.7 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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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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[Title("Channel", "Split")]
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public class SplitNode : AbstractMaterialNode, IGeneratesBodyCode
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{
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const string kInputSlotName = "In";
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const string kOutputSlotRName = "R";
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const string kOutputSlotGName = "G";
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const string kOutputSlotBName = "B";
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const string kOutputSlotAName = "A";
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public const int InputSlotId = 0;
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public const int OutputSlotRId = 1;
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public const int OutputSlotGId = 2;
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public const int OutputSlotBId = 3;
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public const int OutputSlotAId = 4;
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public SplitNode()
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{
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name = "Split";
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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 DynamicVectorMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector4.zero));
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AddSlot(new Vector1MaterialSlot(OutputSlotRId, kOutputSlotRName, kOutputSlotRName, SlotType.Output, 0));
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AddSlot(new Vector1MaterialSlot(OutputSlotGId, kOutputSlotGName, kOutputSlotGName, SlotType.Output, 0));
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AddSlot(new Vector1MaterialSlot(OutputSlotBId, kOutputSlotBName, kOutputSlotBName, SlotType.Output, 0));
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AddSlot(new Vector1MaterialSlot(OutputSlotAId, kOutputSlotAName, kOutputSlotAName, SlotType.Output, 0));
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RemoveSlotsNameNotMatching(new int[] { InputSlotId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId });
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}
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static int[] s_OutputSlots = {OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId};
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public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
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{
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var inputValue = GetSlotValue(InputSlotId, generationMode);
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var inputSlot = FindInputSlot<MaterialSlot>(InputSlotId);
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var numInputChannels = 0;
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if (inputSlot != null)
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{
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numInputChannels = SlotValueHelper.GetChannelCount(inputSlot.concreteValueType);
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if (numInputChannels > 4)
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numInputChannels = 0;
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if (!owner.GetEdges(inputSlot.slotReference).Any())
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numInputChannels = 0;
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}
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for (var i = 0; i < 4; i++)
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{
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var outputFormat = numInputChannels == 1 ? inputValue : string.Format("{0}[{1}]", inputValue, i);
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var outputValue = i >= numInputChannels ? "0" : outputFormat;
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visitor.AddShaderChunk(string.Format("{0} {1} = {2};", precision, GetVariableNameForSlot(s_OutputSlots[i]), outputValue), true);
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}
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}
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}
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}
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