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119 行
5.3 KiB
119 行
5.3 KiB
using System.Linq;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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namespace UnityEditor.ShaderGraph
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{
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public enum TextureType
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{
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Default,
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Normal
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};
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[FormerName("UnityEditor.ShaderGraph.Texture2DNode")]
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[Title("Input", "Texture", "Sample Texture 2D")]
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public class SampleTexture2DNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV
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{
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public const int OutputSlotRGBAId = 0;
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public const int OutputSlotRId = 4;
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public const int OutputSlotGId = 5;
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public const int OutputSlotBId = 6;
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public const int OutputSlotAId = 7;
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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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const string kOutputSlotRGBAName = "RGBA";
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const string kOutputSlotRName = "R";
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const string kOutputSlotGName = "G";
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const string kOutputSlotBName = "B";
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const string kOutputSlotAName = "A";
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const string kTextureInputName = "Texture";
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const string kUVInputName = "UV";
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const string kSamplerInputName = "Sampler";
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public override bool hasPreview { get { return true; } }
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public SampleTexture2DNode()
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{
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name = "Sample Texture 2D";
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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/Sample-Texture-2D-Node"; }
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}
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[SerializeField]
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private TextureType m_TextureType = TextureType.Default;
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[EnumControl("Type")]
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public TextureType textureType
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{
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get { return m_TextureType; }
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set
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{
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if (m_TextureType == value)
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return;
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m_TextureType = value;
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Dirty(ModificationScope.Graph);
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}
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new Vector4MaterialSlot(OutputSlotRGBAId, kOutputSlotRGBAName, kOutputSlotRGBAName, SlotType.Output, Vector4.zero, ShaderStageCapability.Fragment));
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AddSlot(new Vector1MaterialSlot(OutputSlotRId, kOutputSlotRName, kOutputSlotRName, SlotType.Output, 0, ShaderStageCapability.Fragment));
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AddSlot(new Vector1MaterialSlot(OutputSlotGId, kOutputSlotGName, kOutputSlotGName, SlotType.Output, 0, ShaderStageCapability.Fragment));
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AddSlot(new Vector1MaterialSlot(OutputSlotBId, kOutputSlotBName, kOutputSlotBName, SlotType.Output, 0, ShaderStageCapability.Fragment));
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AddSlot(new Vector1MaterialSlot(OutputSlotAId, kOutputSlotAName, kOutputSlotAName, SlotType.Output, 0, ShaderStageCapability.Fragment));
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AddSlot(new Texture2DInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName));
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AddSlot(new UVMaterialSlot(UVInput, kUVInputName, kUVInputName, UVChannel.UV0));
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AddSlot(new SamplerStateMaterialSlot(SamplerInput, kSamplerInputName, kSamplerInputName, SlotType.Input));
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RemoveSlotsNameNotMatching(new[] { OutputSlotRGBAId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId, 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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var 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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var id = GetSlotValue(TextureInputId, generationMode);
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var result = string.Format("{0}4 {1} = SAMPLE_TEXTURE2D({2}, {3}, {4});"
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, precision
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, GetVariableNameForSlot(OutputSlotRGBAId)
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, id
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, edgesSampler.Any() ? GetSlotValue(SamplerInput, generationMode) : "sampler" + id
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, uvName);
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visitor.AddShaderChunk(result, true);
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if (textureType == TextureType.Normal)
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visitor.AddShaderChunk(string.Format("{0}.rgb = UnpackNormalmapRGorAG({0});", GetVariableNameForSlot(OutputSlotRGBAId)), true);
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visitor.AddShaderChunk(string.Format("{0} {1} = {2}.r;", precision, GetVariableNameForSlot(OutputSlotRId), GetVariableNameForSlot(OutputSlotRGBAId)), true);
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visitor.AddShaderChunk(string.Format("{0} {1} = {2}.g;", precision, GetVariableNameForSlot(OutputSlotGId), GetVariableNameForSlot(OutputSlotRGBAId)), true);
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visitor.AddShaderChunk(string.Format("{0} {1} = {2}.b;", precision, GetVariableNameForSlot(OutputSlotBId), GetVariableNameForSlot(OutputSlotRGBAId)), true);
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visitor.AddShaderChunk(string.Format("{0} {1} = {2}.a;", precision, GetVariableNameForSlot(OutputSlotAId), GetVariableNameForSlot(OutputSlotRGBAId)), true);
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}
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public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
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{
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s_TempSlots.Clear();
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GetInputSlots(s_TempSlots);
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foreach (var slot in s_TempSlots)
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{
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if (slot.RequiresMeshUV(channel))
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return true;
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}
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return false;
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}
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}
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}
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