您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
165 行
6.6 KiB
165 行
6.6 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEditor.Graphing;
|
|
using UnityEditor.ShaderGraph.Drawing.Controls;
|
|
using UnityEngine;
|
|
|
|
namespace UnityEditor.ShaderGraph
|
|
{
|
|
[Title("UV", "Flipbook")]
|
|
public class FlipbookNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireMeshUV
|
|
{
|
|
public FlipbookNode()
|
|
{
|
|
name = "Flipbook";
|
|
UpdateNodeAfterDeserialization();
|
|
}
|
|
|
|
public override string documentationURL
|
|
{
|
|
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Flipbook-Node"; }
|
|
}
|
|
|
|
const int UVSlotId = 0;
|
|
const int WidthSlotId = 1;
|
|
const int HeightSlotId = 2;
|
|
const int TileSlotId = 3;
|
|
const int OutputSlotId = 4;
|
|
const string kUVSlotName = "UV";
|
|
const string kWidthSlotName = "Width";
|
|
const string kHeightSlotName = "Height";
|
|
const string kTileSlotName = "Tile";
|
|
const string kOutputSlotName = "Out";
|
|
|
|
public override bool hasPreview
|
|
{
|
|
get { return true; }
|
|
}
|
|
|
|
string GetFunctionName()
|
|
{
|
|
return "Unity_Flipbook_" + precision;
|
|
}
|
|
|
|
public sealed override void UpdateNodeAfterDeserialization()
|
|
{
|
|
AddSlot(new UVMaterialSlot(UVSlotId, kUVSlotName, kUVSlotName, UVChannel.UV0));
|
|
AddSlot(new Vector1MaterialSlot(WidthSlotId, kWidthSlotName, kWidthSlotName, SlotType.Input, 1));
|
|
AddSlot(new Vector1MaterialSlot(HeightSlotId, kHeightSlotName, kHeightSlotName, SlotType.Input, 1));
|
|
AddSlot(new Vector1MaterialSlot(TileSlotId, kTileSlotName, kTileSlotName, SlotType.Input, 0));
|
|
AddSlot(new Vector2MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector2.zero));
|
|
RemoveSlotsNameNotMatching(new[] { UVSlotId, WidthSlotId, HeightSlotId, TileSlotId, OutputSlotId });
|
|
}
|
|
|
|
[SerializeField]
|
|
private bool m_InvertX = false;
|
|
|
|
[ToggleControl("Invert X")]
|
|
public Toggle invertX
|
|
{
|
|
get { return new Toggle(m_InvertX); }
|
|
set
|
|
{
|
|
if (m_InvertX == value.isOn)
|
|
return;
|
|
m_InvertX = value.isOn;
|
|
Dirty(ModificationScope.Node);
|
|
}
|
|
}
|
|
|
|
[SerializeField]
|
|
private bool m_InvertY = true;
|
|
|
|
[ToggleControl("Invert Y")]
|
|
public Toggle invertY
|
|
{
|
|
get { return new Toggle(m_InvertY); }
|
|
set
|
|
{
|
|
if (m_InvertY == value.isOn)
|
|
return;
|
|
m_InvertY = value.isOn;
|
|
Dirty(ModificationScope.Node);
|
|
}
|
|
}
|
|
|
|
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
|
|
{
|
|
var sb = new ShaderStringBuilder();
|
|
var uvValue = GetSlotValue(UVSlotId, generationMode);
|
|
var widthValue = GetSlotValue(WidthSlotId, generationMode);
|
|
var heightValue = GetSlotValue(HeightSlotId, generationMode);
|
|
var tileValue = GetSlotValue(TileSlotId, generationMode);
|
|
var outputValue = GetSlotValue(OutputSlotId, generationMode);
|
|
|
|
sb.AppendLine("{0} {1};", NodeUtils.ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType), GetVariableNameForSlot(OutputSlotId));
|
|
if (!generationMode.IsPreview())
|
|
{
|
|
sb.AppendLine("{0}2 _{1}_Invert = {0}2 ({2}, {3});", precision, GetVariableNameForNode(), invertX.isOn ? 1 : 0, invertY.isOn ? 1 : 0);
|
|
}
|
|
sb.AppendLine("{0}({1}, {2}, {3}, {4}, _{5}_Invert, {6});", GetFunctionName(), uvValue, widthValue, heightValue, tileValue, GetVariableNameForNode(), outputValue);
|
|
|
|
visitor.AddShaderChunk(sb.ToString(), false);
|
|
}
|
|
|
|
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
|
|
{
|
|
base.CollectPreviewMaterialProperties(properties);
|
|
|
|
properties.Add(new PreviewProperty(PropertyType.Vector2)
|
|
{
|
|
name = string.Format("_{0}_Invert", GetVariableNameForNode()),
|
|
vector4Value = new Vector2(invertX.isOn ? 1 : 0, invertY.isOn ? 1 : 0)
|
|
});
|
|
}
|
|
|
|
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
|
|
{
|
|
if (!generationMode.IsPreview())
|
|
return;
|
|
|
|
base.CollectShaderProperties(properties, generationMode);
|
|
|
|
properties.AddShaderProperty(new Vector2ShaderProperty()
|
|
{
|
|
overrideReferenceName = string.Format("_{0}_Invert", GetVariableNameForNode()),
|
|
generatePropertyBlock = false
|
|
});
|
|
}
|
|
|
|
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
|
|
{
|
|
registry.ProvideFunction(GetFunctionName(), s =>
|
|
{
|
|
s.AppendLine("void {0} ({1} UV, {2} Width, {3} Height, {4} Tile, {5}2 Invert, out {6} Out)",
|
|
GetFunctionName(),
|
|
FindInputSlot<MaterialSlot>(UVSlotId).concreteValueType.ToString(precision),
|
|
FindInputSlot<MaterialSlot>(WidthSlotId).concreteValueType.ToString(precision),
|
|
FindInputSlot<MaterialSlot>(HeightSlotId).concreteValueType.ToString(precision),
|
|
FindInputSlot<MaterialSlot>(TileSlotId).concreteValueType.ToString(precision),
|
|
precision,
|
|
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToString(precision));
|
|
using (s.BlockScope())
|
|
{
|
|
s.AppendLine("Tile = fmod(Tile, Width*Height);");
|
|
s.AppendLine("{0}2 tileCount = {0}2(1.0, 1.0) / {0}2(Width, Height);", precision);
|
|
s.AppendLine("{0} tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));", precision);
|
|
s.AppendLine("{0} tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));", precision);
|
|
s.AppendLine("Out = (UV + {0}2(tileX, tileY)) * tileCount;", precision);
|
|
}
|
|
});
|
|
}
|
|
|
|
public bool RequiresMeshUV(UVChannel channel)
|
|
{
|
|
s_TempSlots.Clear();
|
|
GetInputSlots(s_TempSlots);
|
|
foreach (var slot in s_TempSlots)
|
|
{
|
|
if (slot.RequiresMeshUV(channel))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
}
|