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using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{
public enum TextureType
{
Default,
Normal
};
[FormerName("UnityEditor.ShaderGraph.Texture2DNode")]
[Title("Input", "Texture", "Sample Texture 2D")]
public class SampleTexture2DNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV
{
public const int OutputSlotRGBAId = 0;
public const int OutputSlotRId = 4;
public const int OutputSlotGId = 5;
public const int OutputSlotBId = 6;
public const int OutputSlotAId = 7;
public const int TextureInputId = 1;
public const int UVInput = 2;
public const int SamplerInput = 3;
const string kOutputSlotRGBAName = "RGBA";
const string kOutputSlotRName = "R";
const string kOutputSlotGName = "G";
const string kOutputSlotBName = "B";
const string kOutputSlotAName = "A";
const string kTextureInputName = "Texture";
const string kUVInputName = "UV";
const string kSamplerInputName = "Sampler";
public override bool hasPreview { get { return true; } }
public SampleTexture2DNode()
{
name = "Sample Texture 2D";
UpdateNodeAfterDeserialization();
}
public override string documentationURL
{
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Sample-Texture-2D-Node"; }
}
[SerializeField]
private TextureType m_TextureType = TextureType.Default;
[EnumControl("Type")]
public TextureType textureType
{
get { return m_TextureType; }
set
{
if (m_TextureType == value)
return;
m_TextureType = value;
Dirty(ModificationScope.Graph);
}
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector4MaterialSlot(OutputSlotRGBAId, kOutputSlotRGBAName, kOutputSlotRGBAName, SlotType.Output, Vector4.zero));
AddSlot(new Vector1MaterialSlot(OutputSlotRId, kOutputSlotRName, kOutputSlotRName, SlotType.Output, 0));
AddSlot(new Vector1MaterialSlot(OutputSlotGId, kOutputSlotGName, kOutputSlotGName, SlotType.Output, 0));
AddSlot(new Vector1MaterialSlot(OutputSlotBId, kOutputSlotBName, kOutputSlotBName, SlotType.Output, 0));
AddSlot(new Vector1MaterialSlot(OutputSlotAId, kOutputSlotAName, kOutputSlotAName, SlotType.Output, 0));
AddSlot(new Texture2DInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName));
AddSlot(new UVMaterialSlot(UVInput, kUVInputName, kUVInputName, UVChannel.UV0));
AddSlot(new SamplerStateMaterialSlot(SamplerInput, kSamplerInputName, kSamplerInputName, SlotType.Input));
RemoveSlotsNameNotMatching(new[] { OutputSlotRGBAId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId, TextureInputId, UVInput, SamplerInput });
}
// Node generations
public virtual void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var uvName = GetSlotValue(UVInput, generationMode);
//Sampler input slot
var samplerSlot = FindInputSlot<MaterialSlot>(SamplerInput);
var edgesSampler = owner.GetEdges(samplerSlot.slotReference);
var id = GetSlotValue(TextureInputId, generationMode);
var result = string.Format("{0}4 {1} = SAMPLE_TEXTURE2D({2}, {3}, {4});"
, precision
, GetVariableNameForSlot(OutputSlotRGBAId)
, id
, edgesSampler.Any() ? GetSlotValue(SamplerInput, generationMode) : "sampler" + id
, uvName);
visitor.AddShaderChunk(result, true);
if (textureType == TextureType.Normal)
visitor.AddShaderChunk(string.Format("{0}.rgb = UnpackNormalmapRGorAG({0});", GetVariableNameForSlot(OutputSlotRGBAId)), true);
visitor.AddShaderChunk(string.Format("{0} {1} = {2}.r;", precision, GetVariableNameForSlot(OutputSlotRId), GetVariableNameForSlot(OutputSlotRGBAId)), true);
visitor.AddShaderChunk(string.Format("{0} {1} = {2}.g;", precision, GetVariableNameForSlot(OutputSlotGId), GetVariableNameForSlot(OutputSlotRGBAId)), true);
visitor.AddShaderChunk(string.Format("{0} {1} = {2}.b;", precision, GetVariableNameForSlot(OutputSlotBId), GetVariableNameForSlot(OutputSlotRGBAId)), true);
visitor.AddShaderChunk(string.Format("{0} {1} = {2}.a;", precision, GetVariableNameForSlot(OutputSlotAId), GetVariableNameForSlot(OutputSlotRGBAId)), true);
}
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;
}
}
}