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79 行
2.8 KiB

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Serializable]
[Title("Master/Lightweight/PBR Specular")]
public class LightweightSpecularMasterNode : AbstractLightweightPBRMasterNode
{
public const string SpecularSlotName = "Specular";
public const int SpecularSlotId = 2;
public const string WorkflowName = "Specular";
public LightweightSpecularMasterNode()
{
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
name = "LW Specular Master";
AddSlot(new Vector3MaterialSlot(AlbedoSlotId, AlbedoSlotName, AlbedoSlotName, SlotType.Input, new Vector3(0.5f, 0.5f, 0.5f), ShaderStage.Fragment));
AddSlot(new Vector3MaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, SlotType.Input, new Vector3(0,0,1), ShaderStage.Fragment));
AddSlot(new Vector3MaterialSlot(EmissionSlotId, EmissionSlotName, EmissionSlotName, SlotType.Input, Vector3.zero, ShaderStage.Fragment));
AddSlot(new Vector3MaterialSlot(SpecularSlotId, SpecularSlotName, SpecularSlotName, SlotType.Input, Vector3.zero, ShaderStage.Fragment));
AddSlot(new Vector1MaterialSlot(SmoothnessSlotId, SmoothnessSlotName, SmoothnessSlotName, SlotType.Input, 0, ShaderStage.Fragment));
AddSlot(new Vector1MaterialSlot(OcclusionSlotId, OcclusionSlotName, OcclusionSlotName, SlotType.Input,0, ShaderStage.Fragment));
AddSlot(new Vector1MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, 1, ShaderStage.Fragment));
// clear out slot names that do not match the slots
// we support
RemoveSlotsNameNotMatching(
new[]
{
AlbedoSlotId,
NormalSlotId,
EmissionSlotId,
SpecularSlotId,
SmoothnessSlotId,
OcclusionSlotId,
AlphaSlotId
});
}
protected override string GetTemplateName()
{
return "lightweightSubshaderPBR.template";
}
protected override IEnumerable<int> masterSurfaceInputs
{
get
{
return new[]
{
AlbedoSlotId,
NormalSlotId,
EmissionSlotId,
SpecularSlotId,
SmoothnessSlotId,
OcclusionSlotId,
AlphaSlotId,
};
}
}
protected override IEnumerable<int> masterVertexInputs
{
get
{
return new int[]
{
};
}
}
}
}