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104 行
3.9 KiB
104 行
3.9 KiB
using System.Linq;
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using System.Reflection;
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using UnityEngine.Graphing;
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namespace UnityEngine.MaterialGraph
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{
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[Title("Texture/Sample 2D")]
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public class Sample2DTexture : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV
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{
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public const int OutputSlotId = 0;
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public const int TextureInputId = 1;
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public const int UVInput = 2;
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public const int SamplerInput = 3;
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private const string kOutputSlotName = "rgba";
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private const string kTextureInputName = "Tex";
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private const string kUVInputName = "UV";
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private const string kSamplerInputName = "Sampler";
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public override bool hasPreview { get { return true; } }
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public Sample2DTexture()
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{
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name = "Sample2DTexture";
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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 MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector4, Vector4.zero));
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AddSlot(new MaterialSlot(TextureInputId, kTextureInputName, kTextureInputName, SlotType.Input, SlotValueType.Texture2D, Vector4.zero));
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AddSlot(new MaterialSlot(UVInput, kUVInputName, kUVInputName, SlotType.Input, SlotValueType.Vector2, Vector4.zero));
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AddSlot(new MaterialSlot(SamplerInput, kSamplerInputName, kSamplerInputName, SlotType.Input, SlotValueType.SamplerState, Vector4.zero));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId, TextureInputId, UVInput, SamplerInput });
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}
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// Node generations
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public virtual void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
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{
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//Texture input slot
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var textureSlot = FindInputSlot<MaterialSlot>(TextureInputId);
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var edgesTexture = owner.GetEdges(textureSlot.slotReference);
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// if no texture connected return nothing
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if (!edgesTexture.Any())
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{
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visitor.AddShaderChunk(precision + "4 " + GetVariableNameForSlot(OutputSlotId) + " = " + precision + "4(0,0,0,0);", true);
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return;
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}
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//UV input slot
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var uvSlot = FindInputSlot<MaterialSlot>(UVInput);
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var uvName = string.Format("{0}.xy", UVChannel.uv0.GetUVName());
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var edgesUV = owner.GetEdges(uvSlot.slotReference);
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if (edgesUV.Any())
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uvName = GetSlotValue(UVInput, generationMode);
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//Sampler input slot
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var samplerSlot = FindInputSlot<MaterialSlot>(SamplerInput);
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var edgesSampler = owner.GetEdges(samplerSlot.slotReference);
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string result;
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if (edgesSampler.Any())
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{
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result = string.Format(@"
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#ifdef UNITY_COMPILER_HLSL
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{0}4 {1} = {2}.Sample({3}, {4});
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#else
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{0}4 {1} = UNITY_SAMPLE_TEX2D({2}, {4});
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#endif"
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, precision
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, GetVariableNameForSlot(OutputSlotId)
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, GetSlotValue(TextureInputId, generationMode)
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, GetSlotValue(SamplerInput, generationMode)
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, uvName);
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}
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else
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{
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result = string.Format("{0}4 {1} = UNITY_SAMPLE_TEX2D({2},{3});"
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, precision
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, GetVariableNameForSlot(OutputSlotId)
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, GetSlotValue(TextureInputId, generationMode)
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, uvName);
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}
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visitor.AddShaderChunk(result, true);
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}
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public bool RequiresMeshUV(UVChannel channel)
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{
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if (channel != UVChannel.uv0)
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{
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return false;
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}
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var uvSlot = FindInputSlot<MaterialSlot>(UVInput);
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if (uvSlot == null)
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return true;
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var edges = owner.GetEdges(uvSlot.slotReference).ToList();
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return edges.Count == 0;
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}
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}
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}
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