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125 行
4.1 KiB
125 行
4.1 KiB
using System;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEngine;
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using UnityEngine.Experimental.UIElements;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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[Title("Master", "Unlit")]
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public class UnlitMasterNode : MasterNode<IUnlitSubShader>, IMayRequirePosition
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{
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public const string ColorSlotName = "Color";
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public const string AlphaSlotName = "Alpha";
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public const string AlphaClipThresholdSlotName = "AlphaClipThreshold";
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public const string PositionName = "Position";
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public const int ColorSlotId = 0;
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public const int AlphaSlotId = 7;
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public const int AlphaThresholdSlotId = 8;
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public const int PositionSlotId = 9;
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[SerializeField]
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SurfaceType m_SurfaceType;
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public SurfaceType surfaceType
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{
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get { return m_SurfaceType; }
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set
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{
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if (m_SurfaceType == value)
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return;
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m_SurfaceType = value;
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Dirty(ModificationScope.Graph);
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}
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}
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[SerializeField]
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AlphaMode m_AlphaMode;
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public AlphaMode alphaMode
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{
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get { return m_AlphaMode; }
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set
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{
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if (m_AlphaMode == value)
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return;
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m_AlphaMode = value;
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Dirty(ModificationScope.Graph);
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}
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}
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[SerializeField]
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bool m_TwoSided;
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public ToggleData twoSided
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{
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get { return new ToggleData(m_TwoSided); }
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set
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{
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if (m_TwoSided == value.isOn)
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return;
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m_TwoSided = value.isOn;
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Dirty(ModificationScope.Graph);
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}
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}
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public UnlitMasterNode()
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{
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UpdateNodeAfterDeserialization();
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}
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public override string documentationURL
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{
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get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Unlit-Master-Node"; }
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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base.UpdateNodeAfterDeserialization();
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name = "Unlit Master";
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AddSlot(new PositionMaterialSlot(PositionSlotId, PositionName, PositionName, CoordinateSpace.Object, ShaderStageCapability.Vertex));
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AddSlot(new ColorRGBMaterialSlot(ColorSlotId, ColorSlotName, ColorSlotName, SlotType.Input, Color.grey, ShaderStageCapability.Fragment));
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AddSlot(new Vector1MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, 1, ShaderStageCapability.Fragment));
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AddSlot(new Vector1MaterialSlot(AlphaThresholdSlotId, AlphaClipThresholdSlotName, AlphaClipThresholdSlotName, SlotType.Input, 0f, ShaderStageCapability.Fragment));
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// clear out slot names that do not match the slots
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// we support
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RemoveSlotsNameNotMatching(
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new[]
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{
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PositionSlotId,
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ColorSlotId,
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AlphaSlotId,
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AlphaThresholdSlotId
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});
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}
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protected override VisualElement CreateCommonSettingsElement()
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{
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return new UnlitSettingsView(this);
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}
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public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability)
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{
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List<MaterialSlot> slots = new List<MaterialSlot>();
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GetSlots(slots);
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List<MaterialSlot> validSlots = new List<MaterialSlot>();
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for (int i = 0; i < slots.Count; i++)
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{
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if (slots[i].stageCapability != ShaderStageCapability.All && slots[i].stageCapability != stageCapability)
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continue;
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validSlots.Add(slots[i]);
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}
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return validSlots.OfType<IMayRequirePosition>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresPosition(stageCapability));
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}
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}
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}
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