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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Graphing;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Serializable]
[Title("Master", "Unlit")]
public class UnlitMasterNode : MasterNode
{
public const string ColorSlotName = "Color";
public const string AlphaSlotName = "Alpha";
public const string VertexOffsetName = "VertexPosition";
public const int ColorSlotId = 0;
public const int AlphaSlotId = 7;
public UnlitMasterNode()
{
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
name = "Unlit Master";
AddSlot(new ColorRGBMaterialSlot(ColorSlotId, ColorSlotName, ColorSlotName, SlotType.Input, Color.grey, ShaderStage.Fragment));
AddSlot(new Vector1MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, 1, ShaderStage.Fragment));
// clear out slot names that do not match the slots
// we support
RemoveSlotsNameNotMatching(
new[]
{
ColorSlotId,
AlphaSlotId
});
}
public override string GetShader(GenerationMode mode, string outputName, out List<PropertyCollector.TextureInfo> configuredTextures)
{
var activeNodeList = ListPool<INode>.Get();
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this);
var shaderProperties = new PropertyCollector();
var abstractMaterialGraph = owner as AbstractMaterialGraph;
if (abstractMaterialGraph != null)
abstractMaterialGraph.CollectShaderProperties(shaderProperties, mode);
foreach (var activeNode in activeNodeList.OfType<AbstractMaterialNode>())
activeNode.CollectShaderProperties(shaderProperties, mode);
var finalShader = new ShaderGenerator();
finalShader.AddShaderChunk(string.Format(@"Shader ""{0}""", outputName), false);
finalShader.AddShaderChunk("{", false);
finalShader.Indent();
finalShader.AddShaderChunk("Properties", false);
finalShader.AddShaderChunk("{", false);
finalShader.Indent();
finalShader.AddShaderChunk(shaderProperties.GetPropertiesBlock(2), false);
finalShader.Deindent();
finalShader.AddShaderChunk("}", false);
var lwSub = new LightWeightUnlitSubShader();
finalShader.AddShaderChunk(lwSub.GetSubshader(this, mode), true);
//Disable HD for now as there is no mapping
// for many inputs like worldSpaceNormal and similar
/*var hdSub = new HDUnlitSubShader();
finalShader.AddShaderChunk(hdSub.GetSubshader(this, mode), true);*/
finalShader.Deindent();
finalShader.AddShaderChunk("}", false);
configuredTextures = shaderProperties.GetConfiguredTexutres();
return finalShader.GetShaderString(0);
}
}
}