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182 行
6.3 KiB

using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Channel", "Swizzle")]
public class SwizzleNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
{
public SwizzleNode()
{
name = "Swizzle";
UpdateNodeAfterDeserialization();
}
const int InputSlotId = 0;
const int OutputSlotId = 1;
const string kInputSlotName = "In";
const string kOutputSlotName = "Out";
public override bool hasPreview
{
get { return true; }
}
string GetFunctionName()
{
return "Unity_Swizzle_" + precision + "_" + GuidEncoder.Encode(guid);
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new DynamicVectorMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector4.zero));
AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { InputSlotId, OutputSlotId });
}
static Dictionary<TextureChannel, string> m_ComponentList = new Dictionary<TextureChannel, string>
{
{TextureChannel.Red, ".r" },
{TextureChannel.Green, ".g" },
{TextureChannel.Blue, ".b" },
{TextureChannel.Alpha, ".a" },
};
[SerializeField]
private TextureChannel m_RedChannel;
[ChannelEnumControl("Red Out")]
public TextureChannel redChannel
{
get { return m_RedChannel; }
set
{
if (m_RedChannel == value)
return;
m_RedChannel = value;
if (onModified != null)
{
onModified(this, ModificationScope.Graph);
}
}
}
[SerializeField]
private TextureChannel m_GreenChannel;
[ChannelEnumControl("Green Out")]
public TextureChannel greenChannel
{
get { return m_GreenChannel; }
set
{
if (m_GreenChannel == value)
return;
m_GreenChannel = value;
if (onModified != null)
{
onModified(this, ModificationScope.Graph);
}
}
}
[SerializeField]
private TextureChannel m_BlueChannel;
[ChannelEnumControl("Blue Out")]
public TextureChannel blueChannel
{
get { return m_BlueChannel; }
set
{
if (m_BlueChannel == value)
return;
m_BlueChannel = value;
if (onModified != null)
{
onModified(this, ModificationScope.Graph);
}
}
}
[SerializeField]
private TextureChannel m_AlphaChannel;
[ChannelEnumControl("Alpha Out")]
public TextureChannel alphaChannel
{
get { return m_AlphaChannel; }
set
{
if (m_AlphaChannel == value)
return;
m_AlphaChannel = value;
if (onModified != null)
{
onModified(this, ModificationScope.Graph);
}
}
}
void ValidateChannelCount()
{
int channelCount = (int)SlotValueHelper.GetChannelCount(FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType);
if ((int)redChannel >= channelCount)
redChannel = TextureChannel.Red;
if ((int)greenChannel >= channelCount)
greenChannel = TextureChannel.Red;
if ((int)blueChannel >= channelCount)
blueChannel = TextureChannel.Red;
if ((int)alphaChannel >= channelCount)
alphaChannel = TextureChannel.Red;
}
string GetFunctionPrototype(string inArg, string outArg)
{
return string.Format("void {0} ({1} {2}, out {3} {4})", GetFunctionName(),
ConvertConcreteSlotValueTypeToString(precision, FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType), inArg,
ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType), outArg);
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
ValidateChannelCount();
string inputValue = GetSlotValue(InputSlotId, generationMode);
string outputValue = GetSlotValue(OutputSlotId, generationMode);
visitor.AddShaderChunk(string.Format("{0} {1};", ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType), GetVariableNameForSlot(OutputSlotId)), true);
visitor.AddShaderChunk(GetFunctionCallBody(inputValue, outputValue), true);
}
string GetFunctionCallBody(string inputValue, string outputValue)
{
return GetFunctionName() + " (" + inputValue + ", " + outputValue + ");";
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
ValidateChannelCount();
var outputString = new ShaderGenerator();
outputString.AddShaderChunk(GetFunctionPrototype("In", "Out"), true);
outputString.AddShaderChunk("{", true);
outputString.Indent();
outputString.AddShaderChunk(string.Format("Out = {0} ({1}, {2}, {3}, {4});",
ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType),
kInputSlotName + m_ComponentList[m_RedChannel],
kInputSlotName + m_ComponentList[m_GreenChannel],
kInputSlotName + m_ComponentList[m_BlueChannel],
kInputSlotName + m_ComponentList[m_AlphaChannel]), true);
outputString.Deindent();
outputString.AddShaderChunk("}", true);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}