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116 行
3.8 KiB

using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using System.Collections.Generic;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Matrix", "Matrix 2x2")]
public class Matrix2Node : AbstractMaterialNode, IGeneratesBodyCode
{
public const int OutputSlotId = 0;
const string kOutputSlotName = "Out";
[SerializeField]
Vector2 m_Row0;
[SerializeField]
Vector2 m_Row1;
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector2 row0
{
get { return m_Row0; }
set { SetRow(ref m_Row0, value); }
}
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector2 row1
{
get { return m_Row1; }
set { SetRow(ref m_Row1, value); }
}
void SetRow(ref Vector2 row, Vector2 value)
{
if (value == row)
return;
row = value;
Dirty(ModificationScope.Node);
}
public Matrix2Node()
{
name = "Matrix 2x2";
UpdateNodeAfterDeserialization();
}
public override string documentationURL
{
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Matrix-2x2-Node"; }
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Matrix2MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
properties.AddShaderProperty(new Vector2ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m0", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row0
});
properties.AddShaderProperty(new Vector2ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m1", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row1
});
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var sb = new ShaderStringBuilder();
if (!generationMode.IsPreview())
{
sb.AppendLine("{0}2 _{1}_m0 = {0}2 ({2}, {3});", precision, GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row0.x),
NodeUtils.FloatToShaderValue(m_Row0.y));
sb.AppendLine("{0}2 _{1}_m1 = {0}2 ({2}, {3});", precision, GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row1.x),
NodeUtils.FloatToShaderValue(m_Row1.y));
}
sb.AppendLine("{0}2x2 {1} = {0}2x2 (_{1}_m0.x, _{1}_m0.y, _{1}_m1.x, _{1}_m1.y);",
precision, GetVariableNameForNode());
visitor.AddShaderChunk(sb.ToString(), false);
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
properties.Add(new PreviewProperty(PropertyType.Vector2)
{
name = string.Format("_{0}_m0", GetVariableNameForNode()),
vector4Value = m_Row0
});
properties.Add(new PreviewProperty(PropertyType.Vector2)
{
name = string.Format("_{0}_m1", GetVariableNameForNode()),
vector4Value = m_Row1
});
}
public override string GetVariableNameForSlot(int slotId)
{
return GetVariableNameForNode();
}
}
}