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
 
 
 
 

121 行
3.9 KiB

using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("UV/Parallax")]
public class ParallaxNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireMeshUV, IMayRequireViewDirection
{
protected const string kInputSlot1ShaderName = "Depth";
protected const string kOutputSlotShaderName = "UV";
public const int InputSlot1Id = 0;
public const int OutputSlotId = 1;
public override bool hasPreview
{
get { return true; }
}
public override PreviewMode previewMode
{
get
{
return PreviewMode.Preview3D;
}
}
public ParallaxNode()
{
name = "Parallax";
UpdateNodeAfterDeserialization();
}
public string GetFunctionName()
{
return "unity_parallax_" + precision;
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(GetInputSlot1());
AddSlot(GetOutputSlot());
RemoveSlotsNameNotMatching(validSlots);
}
protected int[] validSlots
{
get { return new[] { InputSlot1Id, OutputSlotId }; }
}
protected virtual MaterialSlot GetInputSlot1()
{
return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, SlotType.Input, SlotValueType.Vector1, Vector4.zero);
}
protected virtual MaterialSlot GetOutputSlot()
{
return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector2, Vector4.zero);
}
protected virtual string GetInputSlot1Name()
{
return kInputSlot1ShaderName;
}
protected virtual string GetOutputSlotName()
{
return kOutputSlotShaderName;
}
protected virtual string GetFunctionPrototype(string arg1Name, string arg2Name, string arg3Name)
{
return "inline " + precision + "2 " + GetFunctionName() + " (" +
precision + " " + arg1Name + ", " +
precision + "2 " + arg2Name + ", " +
precision + "3 " + arg3Name + ")";
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
NodeUtils.SlotConfigurationExceptionIfBadConfiguration(this, new[] { InputSlot1Id }, new[] { OutputSlotId });
string input1Value = GetSlotValue(InputSlot1Id, generationMode);
visitor.AddShaderChunk(precision + "2 " + GetVariableNameForSlot(OutputSlotId) + " = " + GetFunctionCallBody(input1Value) + ";", true);
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk(GetFunctionPrototype("depth", "UVs", "viewTangentSpace"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("return UVs + depth * viewTangentSpace.xy / viewTangentSpace.z;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
protected virtual string GetFunctionCallBody(string inputValue1)
{
var channel = UVChannel.uv0;
return GetFunctionName() + " (" +
inputValue1 + ", " +
channel.GetUVName() + ", " +
ShaderGeneratorNames.TangentSpaceViewDirection + ")";
}
public bool RequiresMeshUV(UVChannel channel)
{
return channel == UVChannel.uv0;
}
public NeededCoordinateSpace RequiresViewDirection()
{
return NeededCoordinateSpace.Tangent;
}
}
}