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117 行
3.6 KiB

using System;
using System.Collections.Generic;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
public enum ColorMode
{
Default,
HDR
}
[Title("Input", "Basic", "Color")]
public class ColorNode : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
public const int OutputSlotId = 0;
private const string kOutputSlotName = "Out";
public ColorNode()
{
name = "Color";
UpdateNodeAfterDeserialization();
}
public override string documentationURL
{
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Color-Node"; }
}
[SerializeField]
Color m_Color = new Color(UnityEngine.Color.clear, ColorMode.Default);
[Serializable]
public struct Color
{
public UnityEngine.Color color;
public ColorMode mode;
public Color(UnityEngine.Color color, ColorMode mode)
{
this.color = color;
this.mode = mode;
}
}
[ColorControl("")]
public Color color
{
get { return m_Color; }
set
{
if ((value.color == m_Color.color) && (value.mode == m_Color.mode))
return;
m_Color = value;
Dirty(ModificationScope.Node);
}
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
properties.AddShaderProperty(new ColorShaderProperty()
{
overrideReferenceName = GetVariableNameForNode(),
generatePropertyBlock = false,
value = color.color,
colorMode = color.mode
});
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
if (generationMode.IsPreview())
return;
visitor.AddShaderChunk(string.Format(
@"{0}4 {1} = IsGammaSpace() ? {0}4({2}, {3}, {4}, {5}) : {0}4(SRGBToLinear({0}3({2}, {3}, {4})), {5});"
, precision
, GetVariableNameForNode()
, NodeUtils.FloatToShaderValue(color.color.r)
, NodeUtils.FloatToShaderValue(color.color.g)
, NodeUtils.FloatToShaderValue(color.color.b)
, NodeUtils.FloatToShaderValue(color.color.a)), true);
}
public override string GetVariableNameForSlot(int slotId)
{
return GetVariableNameForNode();
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
properties.Add(new PreviewProperty(PropertyType.Color)
{
name = GetVariableNameForNode(),
colorValue = color.color
});
}
public IShaderProperty AsShaderProperty()
{
return new ColorShaderProperty { value = color.color, colorMode = color.mode };
}
public int outputSlotId { get { return OutputSlotId; } }
}
}