initial commit

This commit is contained in:
Jo 2025-01-07 02:06:59 +01:00
parent 6715289efe
commit 788c3389af
37645 changed files with 2526849 additions and 80 deletions

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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Colors;
using UnityEditor.ShaderGraph.Internal;
using UnityEditor.ShaderGraph.Drawing;
using UnityEditor.ShaderGraph.Serialization;
using UnityEngine.Assertions;
using UnityEngine.Pool;
namespace UnityEditor.ShaderGraph
{
[Serializable]
abstract class AbstractMaterialNode : JsonObject, IGroupItem, IRectInterface
{
[SerializeField]
JsonRef<GroupData> m_Group = null;
[SerializeField]
private string m_Name;
[SerializeField]
private DrawState m_DrawState;
[NonSerialized]
bool m_HasError;
[NonSerialized]
bool m_IsValid = true;
[NonSerialized]
bool m_IsActive = true;
[NonSerialized]
bool m_WasUsedByGenerator = false;
[SerializeField]
List<JsonData<MaterialSlot>> m_Slots = new List<JsonData<MaterialSlot>>();
public GraphData owner { get; set; }
internal virtual bool ExposeToSearcher => true;
OnNodeModified m_OnModified;
public GroupData group
{
get => m_Group;
set
{
if (m_Group == value)
return;
m_Group = value;
Dirty(ModificationScope.Topological);
}
}
public void RegisterCallback(OnNodeModified callback)
{
m_OnModified += callback;
}
public void UnregisterCallback(OnNodeModified callback)
{
m_OnModified -= callback;
}
public void Dirty(ModificationScope scope)
{
if (m_OnModified != null)
m_OnModified(this, scope);
}
public string name
{
get { return m_Name; }
set { m_Name = value; }
}
public string[] synonyms;
protected virtual string documentationPage => name;
public virtual string documentationURL => NodeUtils.GetDocumentationString(documentationPage);
public virtual bool canDeleteNode => owner != null && owner.outputNode != this;
public DrawState drawState
{
get { return m_DrawState; }
set
{
m_DrawState = value;
Dirty(ModificationScope.Layout);
}
}
Rect IRectInterface.rect
{
get => drawState.position;
set
{
var state = drawState;
state.position = value;
drawState = state;
}
}
public virtual bool canSetPrecision
{
get { return true; }
}
// this is the precision after the inherit/automatic behavior has been calculated
// it does NOT include fallback to any graph default precision
public GraphPrecision graphPrecision { get; set; } = GraphPrecision.Single;
private ConcretePrecision m_ConcretePrecision = ConcretePrecision.Single;
public ConcretePrecision concretePrecision
{
get => m_ConcretePrecision;
set => m_ConcretePrecision = value;
}
[SerializeField]
private Precision m_Precision = Precision.Inherit;
public Precision precision
{
get => m_Precision;
set => m_Precision = value;
}
[SerializeField]
bool m_PreviewExpanded = true;
public bool previewExpanded
{
get { return m_PreviewExpanded; }
set
{
if (previewExpanded == value)
return;
m_PreviewExpanded = value;
Dirty(ModificationScope.Node);
}
}
// by default, if this returns null, the system will allow creation of any previous version
public virtual IEnumerable<int> allowedNodeVersions => null;
// Nodes that want to have a preview area can override this and return true
public virtual bool hasPreview
{
get { return false; }
}
[SerializeField]
internal PreviewMode m_PreviewMode = PreviewMode.Inherit;
public virtual PreviewMode previewMode
{
get { return m_PreviewMode; }
}
public virtual bool allowedInSubGraph
{
get { return !(this is BlockNode); }
}
public virtual bool allowedInMainGraph
{
get { return true; }
}
public virtual bool allowedInLayerGraph
{
get { return true; }
}
public virtual bool hasError
{
get { return m_HasError; }
protected set { m_HasError = value; }
}
public virtual bool isActive
{
get { return m_IsActive; }
}
internal virtual bool wasUsedByGenerator
{
get { return m_WasUsedByGenerator; }
}
internal void SetUsedByGenerator()
{
m_WasUsedByGenerator = true;
}
//There are times when isActive needs to be set to a value explicitly, and
//not be changed by active forest parsing (what we do when we need to figure out
//what nodes should or should not be active, usually from an edit; see NodeUtils).
//In this case, we allow for explicit setting of an active value that cant be overriden.
//Implicit implies that active forest parsing can edit the nodes isActive property
public enum ActiveState
{
Implicit = 0,
ExplicitInactive = 1,
ExplicitActive = 2
}
private ActiveState m_ActiveState = ActiveState.Implicit;
public ActiveState activeState
{
get => m_ActiveState;
}
public void SetOverrideActiveState(ActiveState overrideState, bool updateConnections = true)
{
if (m_ActiveState == overrideState)
{
return;
}
m_ActiveState = overrideState;
switch (m_ActiveState)
{
case ActiveState.Implicit:
if (updateConnections)
{
NodeUtils.ReevaluateActivityOfConnectedNodes(this);
}
break;
case ActiveState.ExplicitInactive:
if (m_IsActive == false)
{
break;
}
else
{
m_IsActive = false;
Dirty(ModificationScope.Node);
if (updateConnections)
{
NodeUtils.ReevaluateActivityOfConnectedNodes(this);
}
break;
}
case ActiveState.ExplicitActive:
if (m_IsActive == true)
{
break;
}
else
{
m_IsActive = true;
Dirty(ModificationScope.Node);
if (updateConnections)
{
NodeUtils.ReevaluateActivityOfConnectedNodes(this);
}
break;
}
}
}
public void SetActive(bool value, bool updateConnections = true)
{
if (m_IsActive == value)
return;
if (m_ActiveState != ActiveState.Implicit)
{
Debug.LogError($"Cannot set IsActive on Node {this} when value is explicitly overriden by ActiveState {m_ActiveState}");
return;
}
// Update this node
m_IsActive = value;
Dirty(ModificationScope.Node);
if (updateConnections)
{
NodeUtils.ReevaluateActivityOfConnectedNodes(this);
}
}
public virtual bool isValid
{
get { return m_IsValid; }
set
{
if (m_IsValid == value)
return;
m_IsValid = value;
}
}
string m_DefaultVariableName;
string m_NameForDefaultVariableName;
string defaultVariableName
{
get
{
if (m_NameForDefaultVariableName != name)
{
m_DefaultVariableName = string.Format("{0}_{1}", NodeUtils.GetHLSLSafeName(name ?? "node"), objectId);
m_NameForDefaultVariableName = name;
}
return m_DefaultVariableName;
}
}
#region Custom Colors
[SerializeField]
CustomColorData m_CustomColors = new CustomColorData();
public bool TryGetColor(string provider, ref Color color)
{
return m_CustomColors.TryGetColor(provider, out color);
}
public void ResetColor(string provider)
{
m_CustomColors.Remove(provider);
}
public void SetColor(string provider, Color color)
{
m_CustomColors.Set(provider, color);
}
#endregion
protected AbstractMaterialNode()
{
m_DrawState.expanded = true;
}
public void GetInputSlots<T>(List<T> foundSlots) where T : MaterialSlot
{
foreach (var slot in m_Slots.SelectValue())
{
if (slot.isInputSlot && slot is T)
foundSlots.Add((T)slot);
}
}
public virtual void GetInputSlots<T>(MaterialSlot startingSlot, List<T> foundSlots) where T : MaterialSlot
{
GetInputSlots(foundSlots);
}
public void GetOutputSlots<T>(List<T> foundSlots) where T : MaterialSlot
{
foreach (var slot in m_Slots.SelectValue())
{
if (slot.isOutputSlot && slot is T materialSlot)
{
foundSlots.Add(materialSlot);
}
}
}
public virtual void GetOutputSlots<T>(MaterialSlot startingSlot, List<T> foundSlots) where T : MaterialSlot
{
GetOutputSlots(foundSlots);
}
public void GetSlots<T>(List<T> foundSlots) where T : MaterialSlot
{
foreach (var slot in m_Slots.SelectValue())
{
if (slot is T materialSlot)
{
foundSlots.Add(materialSlot);
}
}
}
public virtual void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
foreach (var inputSlot in this.GetInputSlots<MaterialSlot>())
{
var edges = owner.GetEdges(inputSlot.slotReference);
if (edges.Any(e => e.outputSlot.node.isActive))
continue;
inputSlot.AddDefaultProperty(properties, generationMode);
}
}
public string GetSlotValue(int inputSlotId, GenerationMode generationMode, ConcretePrecision concretePrecision)
{
string slotValue = GetSlotValue(inputSlotId, generationMode);
return slotValue.Replace(PrecisionUtil.Token, concretePrecision.ToShaderString());
}
public string GetSlotValue(int inputSlotId, GenerationMode generationMode)
{
var inputSlot = FindSlot<MaterialSlot>(inputSlotId);
if (inputSlot == null)
return string.Empty;
var edges = owner.GetEdges(inputSlot.slotReference);
if (edges.Any())
{
var fromSocketRef = edges.First().outputSlot;
var fromNode = fromSocketRef.node;
return fromNode.GetOutputForSlot(fromSocketRef, inputSlot.concreteValueType, generationMode);
}
return inputSlot.GetDefaultValue(generationMode);
}
public AbstractShaderProperty GetSlotProperty(int inputSlotId)
{
if (owner == null)
return null;
var inputSlot = FindSlot<MaterialSlot>(inputSlotId);
if (inputSlot?.slotReference.node == null)
return null;
var edges = owner.GetEdges(inputSlot.slotReference);
if (edges.Any())
{
var fromSocketRef = edges.First().outputSlot;
var fromNode = fromSocketRef.node;
if (fromNode == null)
return null; // this is an error condition... we have an edge that connects to a non-existant node?
if (fromNode is PropertyNode propNode)
{
return propNode.property;
}
if (fromNode is RedirectNodeData redirectNode)
{
return redirectNode.GetSlotProperty(RedirectNodeData.kInputSlotID);
}
#if PROCEDURAL_VT_IN_GRAPH
if (fromNode is ProceduralVirtualTextureNode pvtNode)
{
return pvtNode.AsShaderProperty();
}
#endif // PROCEDURAL_VT_IN_GRAPH
return null;
}
return null;
}
protected internal virtual string GetOutputForSlot(SlotReference fromSocketRef, ConcreteSlotValueType valueType, GenerationMode generationMode)
{
var slot = FindOutputSlot<MaterialSlot>(fromSocketRef.slotId);
if (slot == null)
return string.Empty;
if (fromSocketRef.node.isActive)
return GenerationUtils.AdaptNodeOutput(this, slot.id, valueType);
else
return slot.GetDefaultValue(generationMode);
}
public AbstractMaterialNode GetInputNodeFromSlot(int inputSlotId)
{
var inputSlot = FindSlot<MaterialSlot>(inputSlotId);
if (inputSlot == null)
return null;
var edges = owner.GetEdges(inputSlot.slotReference).ToArray();
AbstractMaterialNode fromNode = null;
if (edges.Count() > 0)
{
var fromSocketRef = edges[0].outputSlot;
fromNode = fromSocketRef.node;
}
return fromNode;
}
public static ConcreteSlotValueType ConvertDynamicVectorInputTypeToConcrete(IEnumerable<ConcreteSlotValueType> inputTypes)
{
var concreteSlotValueTypes = inputTypes as IList<ConcreteSlotValueType> ?? inputTypes.ToList();
var inputTypesDistinct = concreteSlotValueTypes.Distinct().ToList();
switch (inputTypesDistinct.Count)
{
case 0:
return ConcreteSlotValueType.Vector1;
case 1:
if (SlotValueHelper.AreCompatible(SlotValueType.DynamicVector, inputTypesDistinct.First()))
return inputTypesDistinct.First();
break;
default:
// find the 'minumum' channel width excluding 1 as it can promote
inputTypesDistinct.RemoveAll(x => x == ConcreteSlotValueType.Vector1);
var ordered = inputTypesDistinct.OrderByDescending(x => x);
if (ordered.Any())
return ordered.FirstOrDefault();
break;
}
return ConcreteSlotValueType.Vector1;
}
public static ConcreteSlotValueType ConvertDynamicMatrixInputTypeToConcrete(IEnumerable<ConcreteSlotValueType> inputTypes)
{
var concreteSlotValueTypes = inputTypes as IList<ConcreteSlotValueType> ?? inputTypes.ToList();
var inputTypesDistinct = concreteSlotValueTypes.Distinct().ToList();
switch (inputTypesDistinct.Count)
{
case 0:
return ConcreteSlotValueType.Matrix2;
case 1:
return inputTypesDistinct.FirstOrDefault();
default:
var ordered = inputTypesDistinct.OrderByDescending(x => x);
if (ordered.Any())
return ordered.FirstOrDefault();
break;
}
return ConcreteSlotValueType.Matrix2;
}
protected const string k_validationErrorMessage = "Error found during node validation";
// evaluate ALL the precisions...
public virtual void UpdatePrecision(List<MaterialSlot> inputSlots)
{
// first let's reduce from precision ==> graph precision
if (precision == Precision.Inherit)
{
// inherit means calculate it automatically based on inputs
// If no inputs were found use the precision of the Graph
if (inputSlots.Count == 0)
{
graphPrecision = GraphPrecision.Graph;
}
else
{
int curGraphPrecision = (int)GraphPrecision.Half;
foreach (var inputSlot in inputSlots)
{
// If input port doesn't have an edge use the Graph's precision for that input
var edges = owner?.GetEdges(inputSlot.slotReference).ToList();
if (!edges.Any())
{
// disconnected inputs use graph precision
curGraphPrecision = Math.Min(curGraphPrecision, (int)GraphPrecision.Graph);
}
else
{
var outputSlotRef = edges[0].outputSlot;
var outputNode = outputSlotRef.node;
curGraphPrecision = Math.Min(curGraphPrecision, (int)outputNode.graphPrecision);
}
}
graphPrecision = (GraphPrecision)curGraphPrecision;
}
}
else
{
// not inherited, just use the node's selected precision
graphPrecision = precision.ToGraphPrecision(GraphPrecision.Graph);
}
// calculate the concrete precision, with fall-back to the graph concrete precision
concretePrecision = graphPrecision.ToConcrete(owner.graphDefaultConcretePrecision);
}
public virtual void EvaluateDynamicMaterialSlots(List<MaterialSlot> inputSlots, List<MaterialSlot> outputSlots)
{
var dynamicInputSlotsToCompare = DictionaryPool<DynamicVectorMaterialSlot, ConcreteSlotValueType>.Get();
var skippedDynamicSlots = ListPool<DynamicVectorMaterialSlot>.Get();
var dynamicMatrixInputSlotsToCompare = DictionaryPool<DynamicMatrixMaterialSlot, ConcreteSlotValueType>.Get();
var skippedDynamicMatrixSlots = ListPool<DynamicMatrixMaterialSlot>.Get();
// iterate the input slots
{
foreach (var inputSlot in inputSlots)
{
inputSlot.hasError = false;
// if there is a connection
var edges = owner.GetEdges(inputSlot.slotReference).ToList();
if (!edges.Any())
{
if (inputSlot is DynamicVectorMaterialSlot)
skippedDynamicSlots.Add(inputSlot as DynamicVectorMaterialSlot);
if (inputSlot is DynamicMatrixMaterialSlot)
skippedDynamicMatrixSlots.Add(inputSlot as DynamicMatrixMaterialSlot);
continue;
}
// get the output details
var outputSlotRef = edges[0].outputSlot;
var outputNode = outputSlotRef.node;
if (outputNode == null)
continue;
var outputSlot = outputNode.FindOutputSlot<MaterialSlot>(outputSlotRef.slotId);
if (outputSlot == null)
continue;
if (outputSlot.hasError)
{
inputSlot.hasError = true;
continue;
}
var outputConcreteType = outputSlot.concreteValueType;
// dynamic input... depends on output from other node.
// we need to compare ALL dynamic inputs to make sure they
// are compatible.
if (inputSlot is DynamicVectorMaterialSlot)
{
dynamicInputSlotsToCompare.Add((DynamicVectorMaterialSlot)inputSlot, outputConcreteType);
continue;
}
else if (inputSlot is DynamicMatrixMaterialSlot)
{
dynamicMatrixInputSlotsToCompare.Add((DynamicMatrixMaterialSlot)inputSlot, outputConcreteType);
continue;
}
}
// we can now figure out the dynamic slotType
// from here set all the
var dynamicType = ConvertDynamicVectorInputTypeToConcrete(dynamicInputSlotsToCompare.Values);
foreach (var dynamicKvP in dynamicInputSlotsToCompare)
dynamicKvP.Key.SetConcreteType(dynamicType);
foreach (var skippedSlot in skippedDynamicSlots)
skippedSlot.SetConcreteType(dynamicType);
// and now dynamic matrices
var dynamicMatrixType = ConvertDynamicMatrixInputTypeToConcrete(dynamicMatrixInputSlotsToCompare.Values);
foreach (var dynamicKvP in dynamicMatrixInputSlotsToCompare)
dynamicKvP.Key.SetConcreteType(dynamicMatrixType);
foreach (var skippedSlot in skippedDynamicMatrixSlots)
skippedSlot.SetConcreteType(dynamicMatrixType);
bool inputError = inputSlots.Any(x => x.hasError);
if (inputError)
{
owner.AddConcretizationError(objectId, string.Format("Node {0} had input error", objectId));
hasError = true;
}
// configure the output slots now
// their slotType will either be the default output slotType
// or the above dynamic slotType for dynamic nodes
// or error if there is an input error
foreach (var outputSlot in outputSlots)
{
outputSlot.hasError = false;
if (inputError)
{
outputSlot.hasError = true;
continue;
}
if (outputSlot is DynamicVectorMaterialSlot dynamicVectorMaterialSlot)
{
dynamicVectorMaterialSlot.SetConcreteType(dynamicType);
continue;
}
else if (outputSlot is DynamicMatrixMaterialSlot dynamicMatrixMaterialSlot)
{
dynamicMatrixMaterialSlot.SetConcreteType(dynamicMatrixType);
continue;
}
}
if (outputSlots.Any(x => x.hasError))
{
owner.AddConcretizationError(objectId, string.Format("Node {0} had output error", objectId));
hasError = true;
}
CalculateNodeHasError();
ListPool<DynamicVectorMaterialSlot>.Release(skippedDynamicSlots);
DictionaryPool<DynamicVectorMaterialSlot, ConcreteSlotValueType>.Release(dynamicInputSlotsToCompare);
ListPool<DynamicMatrixMaterialSlot>.Release(skippedDynamicMatrixSlots);
DictionaryPool<DynamicMatrixMaterialSlot, ConcreteSlotValueType>.Release(dynamicMatrixInputSlotsToCompare);
}
}
public virtual void Concretize()
{
hasError = false;
owner?.ClearErrorsForNode(this);
using (var inputSlots = PooledList<MaterialSlot>.Get())
using (var outputSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(inputSlots);
GetOutputSlots(outputSlots);
UpdatePrecision(inputSlots);
EvaluateDynamicMaterialSlots(inputSlots, outputSlots);
}
}
public virtual void ValidateNode()
{
}
public virtual bool canCutNode => true;
public virtual bool canCopyNode => true;
protected virtual void CalculateNodeHasError()
{
foreach (var slot in this.GetInputSlots<MaterialSlot>())
{
if (slot.isConnected)
{
var edge = owner.GetEdges(slot.slotReference).First();
var outputNode = edge.outputSlot.node;
var outputSlot = outputNode.GetOutputSlots<MaterialSlot>().First(s => s.id == edge.outputSlot.slotId);
if (!slot.IsCompatibleWith(outputSlot))
{
owner.AddConcretizationError(objectId, $"Slot {slot.RawDisplayName()} cannot accept input of type {outputSlot.concreteValueType}.");
hasError = true;
return;
}
}
}
}
protected string GetRayTracingError() => $@"
#if defined(SHADER_STAGE_RAY_TRACING)
#error '{name}' node is not supported in ray tracing, please provide an alternate implementation, relying for instance on the 'Raytracing Quality' keyword
#endif";
public virtual void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
using (var tempPreviewProperties = PooledList<PreviewProperty>.Get())
using (var tempEdges = PooledList<IEdge>.Get())
{
GetInputSlots(tempSlots);
foreach (var s in tempSlots)
{
tempPreviewProperties.Clear();
tempEdges.Clear();
if (owner != null)
{
owner.GetEdges(s.slotReference, tempEdges);
if (tempEdges.Any())
continue;
}
s.GetPreviewProperties(tempPreviewProperties, GetVariableNameForSlot(s.id));
for (int i = 0; i < tempPreviewProperties.Count; i++)
{
if (tempPreviewProperties[i].name == null)
continue;
properties.Add(tempPreviewProperties[i]);
}
}
}
}
public virtual string GetVariableNameForSlot(int slotId)
{
var slot = FindSlot<MaterialSlot>(slotId);
if (slot == null)
throw new ArgumentException(string.Format("Attempting to use MaterialSlot({0}) on node of type {1} where this slot can not be found", slotId, this), "slotId");
return string.Format("_{0}_{1}_{2}", GetVariableNameForNode(), NodeUtils.GetHLSLSafeName(slot.shaderOutputName), unchecked((uint)slotId));
}
public string GetConnnectionStateVariableNameForSlot(int slotId)
{
return ShaderInput.GetConnectionStateVariableName(GetVariableNameForSlot(slotId));
}
public virtual string GetVariableNameForNode()
{
return defaultVariableName;
}
public MaterialSlot AddSlot(MaterialSlot slot, bool attemptToModifyExistingInstance = true)
{
if (slot == null)
{
throw new ArgumentException($"Trying to add null slot to node {this}");
}
MaterialSlot foundSlot = FindSlot<MaterialSlot>(slot.id);
if (slot == foundSlot)
return foundSlot;
// Try to keep the existing instance to avoid unnecessary changes to file
if (attemptToModifyExistingInstance && foundSlot != null && slot.GetType() == foundSlot.GetType())
{
foundSlot.displayName = slot.RawDisplayName();
foundSlot.CopyDefaultValue(slot);
return foundSlot;
}
// keep the same ordering by replacing the first match, if it exists
int firstIndex = m_Slots.FindIndex(s => s.value.id == slot.id);
if (firstIndex >= 0)
{
m_Slots[firstIndex] = slot;
// remove additional matches to get rid of unused duplicates
m_Slots.RemoveAllFromRange(s => s.value.id == slot.id, firstIndex + 1, m_Slots.Count - (firstIndex + 1));
}
else
m_Slots.Add(slot);
slot.owner = this;
OnSlotsChanged();
if (foundSlot == null)
return slot;
// foundSlot is of a different type; try to copy values
// I think this is to support casting if implemented in CopyValuesFrom ?
slot.CopyValuesFrom(foundSlot);
foundSlot.owner = null;
return slot;
}
public void RemoveSlot(int slotId)
{
// Remove edges that use this slot
// no owner can happen after creation
// but before added to graph
if (owner != null)
{
var edges = owner.GetEdges(GetSlotReference(slotId));
foreach (var edge in edges.ToArray())
owner.RemoveEdge(edge);
}
//remove slots
m_Slots.RemoveAll(x => x.value.id == slotId);
OnSlotsChanged();
}
protected virtual void OnSlotsChanged()
{
Dirty(ModificationScope.Topological);
owner?.ClearErrorsForNode(this);
}
public void RemoveSlotsNameNotMatching(IEnumerable<int> slotIds, bool supressWarnings = false)
{
var invalidSlots = m_Slots.Select(x => x.value.id).Except(slotIds);
foreach (var invalidSlot in invalidSlots.ToArray())
{
if (!supressWarnings)
Debug.LogWarningFormat("Removing Invalid MaterialSlot: {0}", invalidSlot);
RemoveSlot(invalidSlot);
}
}
public bool SetSlotOrder(List<int> desiredOrderSlotIds)
{
bool changed = false;
int writeIndex = 0;
for (int orderIndex = 0; orderIndex < desiredOrderSlotIds.Count; orderIndex++)
{
var id = desiredOrderSlotIds[orderIndex];
var matchIndex = m_Slots.FindIndex(s => s.value.id == id);
if (matchIndex < 0)
{
// no matching slot with that id.. skip it
}
else
{
if (writeIndex != matchIndex)
{
// swap the matching slot into position
var slot = m_Slots[matchIndex];
m_Slots[matchIndex] = m_Slots[writeIndex];
m_Slots[writeIndex] = slot;
changed = true;
}
writeIndex++;
}
}
return changed;
}
public SlotReference GetSlotReference(int slotId)
{
var slot = FindSlot<MaterialSlot>(slotId);
if (slot == null)
throw new ArgumentException("Slot could not be found", "slotId");
return new SlotReference(this, slotId);
}
public T FindSlot<T>(int slotId) where T : MaterialSlot
{
foreach (var slot in m_Slots.SelectValue())
{
if (slot.id == slotId && slot is T)
return (T)slot;
}
return default(T);
}
public T FindInputSlot<T>(int slotId) where T : MaterialSlot
{
foreach (var slot in m_Slots.SelectValue())
{
if (slot.isInputSlot && slot.id == slotId && slot is T)
return (T)slot;
}
return default(T);
}
public T FindOutputSlot<T>(int slotId) where T : MaterialSlot
{
foreach (var slot in m_Slots.SelectValue())
{
if (slot.isOutputSlot && slot.id == slotId && slot is T)
return (T)slot;
}
return default(T);
}
public virtual IEnumerable<MaterialSlot> GetInputsWithNoConnection()
{
return this.GetInputSlots<MaterialSlot>().Where(x => !owner.GetEdges(GetSlotReference(x.id)).Any());
}
public void SetupSlots()
{
foreach (var s in m_Slots.SelectValue())
s.owner = this;
}
public virtual void UpdateNodeAfterDeserialization()
{ }
public bool IsSlotConnected(int slotId)
{
var slot = FindSlot<MaterialSlot>(slotId);
return slot != null && owner.GetEdges(slot.slotReference).Any();
}
public virtual void Setup() { }
protected void EnqueSlotsForSerialization()
{
foreach (var slot in m_Slots)
{
slot.OnBeforeSerialize();
}
}
}
}

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using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Adjustment", "Channel Mixer")]
class ChannelMixerNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
{
public ChannelMixerNode()
{
name = "Channel Mixer";
UpdateNodeAfterDeserialization();
}
const int InputSlotId = 0;
const int OutputSlotId = 1;
const string kInputSlotName = "In";
const string kOutputSlotName = "Out";
public override bool hasPreview
{
get { return true; }
}
string GetFunctionName()
{
return "Unity_ChannelMixer_$precision";
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector3MaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector3.zero));
AddSlot(new Vector3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector3.zero));
RemoveSlotsNameNotMatching(new[] { InputSlotId, OutputSlotId });
}
[SerializeField]
ChannelMixer m_ChannelMixer = new ChannelMixer(new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1));
[Serializable]
public struct ChannelMixer
{
public Vector3 outRed;
public Vector3 outGreen;
public Vector3 outBlue;
public ChannelMixer(Vector3 red, Vector3 green, Vector3 blue)
{
outRed = red;
outGreen = green;
outBlue = blue;
}
}
[ChannelMixerControl("")]
public ChannelMixer channelMixer
{
get { return m_ChannelMixer; }
set
{
if ((value.outRed == m_ChannelMixer.outRed) && (value.outGreen == m_ChannelMixer.outGreen) && (value.outBlue == m_ChannelMixer.outBlue))
return;
m_ChannelMixer = value;
Dirty(ModificationScope.Node);
}
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var inputValue = GetSlotValue(InputSlotId, generationMode);
var outputValue = GetSlotValue(OutputSlotId, generationMode);
sb.AppendLine("{0} {1};", FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId));
if (!generationMode.IsPreview())
{
sb.AppendLine("$precision3 _{0}_Red = $precision3 ({1}, {2}, {3});", GetVariableNameForNode(), channelMixer.outRed[0], channelMixer.outRed[1], channelMixer.outRed[2]);
sb.AppendLine("$precision3 _{0}_Green = $precision3 ({1}, {2}, {3});", GetVariableNameForNode(), channelMixer.outGreen[0], channelMixer.outGreen[1], channelMixer.outGreen[2]);
sb.AppendLine("$precision3 _{0}_Blue = $precision3 ({1}, {2}, {3});", GetVariableNameForNode(), channelMixer.outBlue[0], channelMixer.outBlue[1], channelMixer.outBlue[2]);
}
sb.AppendLine("{0}({1}, _{2}_Red, _{2}_Green, _{2}_Blue, {3});", GetFunctionName(), inputValue, GetVariableNameForNode(), outputValue);
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
base.CollectPreviewMaterialProperties(properties);
properties.Add(new PreviewProperty(PropertyType.Vector3)
{
name = string.Format("_{0}_Red", GetVariableNameForNode()),
vector4Value = channelMixer.outRed
});
properties.Add(new PreviewProperty(PropertyType.Vector3)
{
name = string.Format("_{0}_Green", GetVariableNameForNode()),
vector4Value = channelMixer.outGreen
});
properties.Add(new PreviewProperty(PropertyType.Vector3)
{
name = string.Format("_{0}_Blue", GetVariableNameForNode()),
vector4Value = channelMixer.outBlue
});
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
base.CollectShaderProperties(properties, generationMode);
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_Red", GetVariableNameForNode()),
generatePropertyBlock = false
});
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_Green", GetVariableNameForNode()),
generatePropertyBlock = false
});
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_Blue", GetVariableNameForNode()),
generatePropertyBlock = false
});
}
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
registry.ProvideFunction(GetFunctionName(), s =>
{
s.AppendLine("void {0} ({1} In, $precision3 Red, $precision3 Green, $precision3 Blue, out {2} Out)",
GetFunctionName(),
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(),
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString());
using (s.BlockScope())
{
s.AppendLine("Out = {0}(dot(In, Red), dot(In, Green), dot(In, Blue));",
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString());
}
});
}
}
}

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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Adjustment", "Contrast")]
class ContrastNode : CodeFunctionNode
{
public ContrastNode()
{
name = "Contrast";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Contrast", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Contrast(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None, 1, 1, 1, 1)] Vector1 Contrast,
[Slot(2, Binding.None)] out Vector3 Out)
{
Out = Vector2.zero;
return
@"
{
$precision midpoint = pow(0.5, 2.2);
Out = (In - midpoint) * Contrast + midpoint;
}";
}
}
}

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using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{
enum HueMode
{
Degrees,
Normalized
};
[Title("Artistic", "Adjustment", "Hue")]
class HueNode : CodeFunctionNode
{
public HueNode()
{
name = "Hue";
}
[SerializeField]
private HueMode m_HueMode = HueMode.Degrees;
[EnumControl("Range")]
public HueMode hueMode
{
get { return m_HueMode; }
set
{
if (m_HueMode == value)
return;
m_HueMode = value;
Dirty(ModificationScope.Graph);
}
}
protected override MethodInfo GetFunctionToConvert()
{
switch (m_HueMode)
{
case HueMode.Normalized:
return GetType().GetMethod("Unity_Hue_Normalized", BindingFlags.Static | BindingFlags.NonPublic);
default:
return GetType().GetMethod("Unity_Hue_Degrees", BindingFlags.Static | BindingFlags.NonPublic);
}
}
static string Unity_Hue_Degrees(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] Vector1 Offset,
[Slot(2, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
// RGB to HSV
$precision4 K = $precision4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
$precision4 P = lerp($precision4(In.bg, K.wz), $precision4(In.gb, K.xy), step(In.b, In.g));
$precision4 Q = lerp($precision4(P.xyw, In.r), $precision4(In.r, P.yzx), step(P.x, In.r));
$precision D = Q.x - min(Q.w, Q.y);
$precision E = 1e-10;
$precision V = (D == 0) ? Q.x : (Q.x + E);
$precision3 hsv = $precision3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), V);
$precision hue = hsv.x + Offset / 360;
hsv.x = (hue < 0)
? hue + 1
: (hue > 1)
? hue - 1
: hue;
// HSV to RGB
$precision4 K2 = $precision4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
$precision3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
}";
}
static string Unity_Hue_Normalized(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector1 Offset,
[Slot(2, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
// RGB to HSV
$precision4 K = $precision4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
$precision4 P = lerp($precision4(In.bg, K.wz), $precision4(In.gb, K.xy), step(In.b, In.g));
$precision4 Q = lerp($precision4(P.xyw, In.r), $precision4(In.r, P.yzx), step(P.x, In.r));
$precision D = Q.x - min(Q.w, Q.y);
$precision E = 1e-10;
$precision V = (D == 0) ? Q.x : (Q.x + E);
$precision3 hsv = $precision3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), V);
$precision hue = hsv.x + Offset;
hsv.x = (hue < 0)
? hue + 1
: (hue > 1)
? hue - 1
: hue;
// HSV to RGB
$precision4 K2 = $precision4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
$precision3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
}";
}
}
}

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using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Adjustment", "Invert Colors")]
class InvertColorsNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
{
public InvertColorsNode()
{
name = "Invert Colors";
UpdateNodeAfterDeserialization();
}
const int InputSlotId = 0;
const int OutputSlotId = 1;
const string kInputSlotName = "In";
const string kOutputSlotName = "Out";
public override bool hasPreview
{
get { return true; }
}
string GetFunctionName()
{
return $"Unity_InvertColors_{FindSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString()}";
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new DynamicVectorMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector4.zero));
AddSlot(new DynamicVectorMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { InputSlotId, OutputSlotId });
}
int channelCount { get { return SlotValueHelper.GetChannelCount(FindSlot<MaterialSlot>(InputSlotId).concreteValueType); } }
[SerializeField]
private bool m_RedChannel;
[ToggleControl("Red")]
public ToggleData redChannel
{
get { return new ToggleData(m_RedChannel, channelCount > 0); }
set
{
if (m_RedChannel == value.isOn)
return;
m_RedChannel = value.isOn;
Dirty(ModificationScope.Node);
}
}
[SerializeField]
private bool m_GreenChannel;
[ToggleControl("Green")]
public ToggleData greenChannel
{
get { return new ToggleData(m_GreenChannel, channelCount > 1); }
set
{
if (m_GreenChannel == value.isOn)
return;
m_GreenChannel = value.isOn;
Dirty(ModificationScope.Node);
}
}
[SerializeField]
private bool m_BlueChannel;
[ToggleControl("Blue")]
public ToggleData blueChannel
{
get { return new ToggleData(m_BlueChannel, channelCount > 2); }
set
{
if (m_BlueChannel == value.isOn)
return;
m_BlueChannel = value.isOn;
Dirty(ModificationScope.Node);
}
}
private bool m_AlphaChannel;
[ToggleControl("Alpha")]
public ToggleData alphaChannel
{
get { return new ToggleData(m_AlphaChannel, channelCount > 3); }
set
{
if (m_AlphaChannel == value.isOn)
return;
m_AlphaChannel = value.isOn;
Dirty(ModificationScope.Node);
}
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var inputValue = GetSlotValue(InputSlotId, generationMode);
var outputValue = GetSlotValue(OutputSlotId, generationMode);
sb.AppendLine("{0} {1};", FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId));
if (!generationMode.IsPreview())
{
sb.TryAppendIndentation();
sb.Append("{0} _{1}_InvertColors = {0} ({2}",
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString(),
GetVariableNameForNode(),
Convert.ToInt32(m_RedChannel));
if (channelCount > 1)
sb.Append(", {0}", Convert.ToInt32(m_GreenChannel));
if (channelCount > 2)
sb.Append(", {0}", Convert.ToInt32(m_BlueChannel));
if (channelCount > 3)
sb.Append(", {0}", Convert.ToInt32(m_AlphaChannel));
sb.Append(");");
sb.AppendNewLine();
}
sb.AppendLine("{0}({1}, _{2}_InvertColors, {3});", GetFunctionName(), inputValue, GetVariableNameForNode(), outputValue);
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
base.CollectPreviewMaterialProperties(properties);
properties.Add(new PreviewProperty(PropertyType.Vector4)
{
name = string.Format("_{0}_InvertColors", GetVariableNameForNode()),
vector4Value = new Vector4(Convert.ToInt32(m_RedChannel), Convert.ToInt32(m_GreenChannel), Convert.ToInt32(m_BlueChannel), Convert.ToInt32(m_AlphaChannel)),
});
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
base.CollectShaderProperties(properties, generationMode);
properties.AddShaderProperty(new Vector4ShaderProperty
{
overrideReferenceName = string.Format("_{0}_InvertColors", GetVariableNameForNode()),
generatePropertyBlock = false
});
}
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
registry.ProvideFunction(GetFunctionName(), s =>
{
s.AppendLine("void {0}({1} In, {2} InvertColors, out {3} Out)",
GetFunctionName(),
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(),
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(),
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString());
using (s.BlockScope())
{
s.AppendLine("Out = abs(InvertColors - In);");
}
});
}
}
}

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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Adjustment", "Replace Color")]
class ReplaceColorNode : CodeFunctionNode
{
public ReplaceColorNode()
{
name = "Replace Color";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_ReplaceColor", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_ReplaceColor(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] ColorRGB From,
[Slot(2, Binding.None)] ColorRGB To,
[Slot(3, Binding.None)] Vector1 Range,
[Slot(5, Binding.None)] Vector1 Fuzziness,
[Slot(4, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
$precision Distance = distance(From, In);
Out = lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 1e-5f)));
}";
}
}
}

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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Adjustment", "Saturation")]
class SaturationNode : CodeFunctionNode
{
public SaturationNode()
{
name = "Saturation";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Saturation", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Saturation(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None, 1, 1, 1, 1)] Vector1 Saturation,
[Slot(2, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return @"
{
$precision luma = dot(In, $precision3(0.2126729, 0.7151522, 0.0721750));
Out = luma.xxx + Saturation.xxx * (In - luma.xxx);
}
";
}
}
}

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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Adjustment", "White Balance")]
class WhiteBalanceNode : CodeFunctionNode
{
public WhiteBalanceNode()
{
name = "White Balance";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_WhiteBalance", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_WhiteBalance(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] Vector1 Temperature,
[Slot(2, Binding.None)] Vector1 Tint,
[Slot(3, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return @"
{
// Range ~[-1.67;1.67] works best
$precision t1 = Temperature * 10 / 6;
$precision t2 = Tint * 10 / 6;
// Get the CIE xy chromaticity of the reference white point.
// Note: 0.31271 = x value on the D65 white point
$precision x = 0.31271 - t1 * (t1 < 0 ? 0.1 : 0.05);
$precision standardIlluminantY = 2.87 * x - 3 * x * x - 0.27509507;
$precision y = standardIlluminantY + t2 * 0.05;
// Calculate the coefficients in the LMS space.
$precision3 w1 = $precision3(0.949237, 1.03542, 1.08728); // D65 white point
// CIExyToLMS
$precision Y = 1;
$precision X = Y * x / y;
$precision Z = Y * (1 - x - y) / y;
$precision L = 0.7328 * X + 0.4296 * Y - 0.1624 * Z;
$precision M = -0.7036 * X + 1.6975 * Y + 0.0061 * Z;
$precision S = 0.0030 * X + 0.0136 * Y + 0.9834 * Z;
$precision3 w2 = $precision3(L, M, S);
$precision3 balance = $precision3(w1.x / w2.x, w1.y / w2.y, w1.z / w2.z);
$precision3x3 LIN_2_LMS_MAT = {
3.90405e-1, 5.49941e-1, 8.92632e-3,
7.08416e-2, 9.63172e-1, 1.35775e-3,
2.31082e-2, 1.28021e-1, 9.36245e-1
};
$precision3x3 LMS_2_LIN_MAT = {
2.85847e+0, -1.62879e+0, -2.48910e-2,
-2.10182e-1, 1.15820e+0, 3.24281e-4,
-4.18120e-2, -1.18169e-1, 1.06867e+0
};
$precision3 lms = mul(LIN_2_LMS_MAT, In);
lms *= balance;
Out = mul(LMS_2_LIN_MAT, lms);
}
";
}
}
}

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namespace UnityEditor.ShaderGraph
{
enum BlendMode
{
Burn,
Darken,
Difference,
Dodge,
Divide,
Exclusion,
HardLight,
HardMix,
Lighten,
LinearBurn,
LinearDodge,
LinearLight,
LinearLightAddSub,
Multiply,
Negation,
Overlay,
PinLight,
Screen,
SoftLight,
Subtract,
VividLight,
Overwrite
}
}

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using System.Reflection;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Blend", "Blend")]
class BlendNode : CodeFunctionNode
{
public BlendNode()
{
name = "Blend";
synonyms = new string[] { "burn", "darken", "difference", "dodge", "divide", "exclusion", "hard light", "hard mix", "linear burn", "linear dodge", "linear light", "multiply", "negate", "overlay", "pin light", "screen", "soft light", "subtract", "vivid light", "overwrite" };
}
string GetCurrentBlendName()
{
return System.Enum.GetName(typeof(BlendMode), m_BlendMode);
}
[SerializeField]
BlendMode m_BlendMode = BlendMode.Overlay;
[EnumControl("Mode")]
public BlendMode blendMode
{
get { return m_BlendMode; }
set
{
if (m_BlendMode == value)
return;
m_BlendMode = value;
Dirty(ModificationScope.Graph);
}
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod(string.Format("Unity_Blend_{0}", GetCurrentBlendName()),
BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Blend_Burn(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = 1.0 - (1.0 - Blend)/(Base + 0.000000000001);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Darken(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = min(Blend, Base);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Difference(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = abs(Blend - Base);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Dodge(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Base / (1.0 - clamp(Blend, 0.000001, 0.999999));
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Divide(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Base / (Blend + 0.000000000001);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Exclusion(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Blend + Base - (2.0 * Blend * Base);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_HardLight(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
$precision{slot2dimension} result1 = 1.0 - 2.0 * (1.0 - Base) * (1.0 - Blend);
$precision{slot2dimension} result2 = 2.0 * Base * Blend;
$precision{slot2dimension} zeroOrOne = step(Blend, 0.5);
Out = result2 * zeroOrOne + (1 - zeroOrOne) * result1;
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_HardMix(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = step(1 - Base, Blend);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Lighten(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = max(Blend, Base);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_LinearBurn(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Base + Blend - 1.0;
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_LinearDodge(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Base + Blend;
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_LinearLight(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Blend < 0.5 ? max(Base + (2 * Blend) - 1, 0) : min(Base + 2 * (Blend - 0.5), 1);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_LinearLightAddSub(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Blend + 2.0 * Base - 1.0;
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Multiply(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Base * Blend;
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Negation(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = 1.0 - abs(1.0 - Blend - Base);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Screen(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = 1.0 - (1.0 - Blend) * (1.0 - Base);
Out = lerp(Base, Out, Opacity);
}";
}
static string Unity_Blend_Overlay(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
$precision{slot2dimension} result1 = 1.0 - 2.0 * (1.0 - Base) * (1.0 - Blend);
$precision{slot2dimension} result2 = 2.0 * Base * Blend;
$precision{slot2dimension} zeroOrOne = step(Base, 0.5);
Out = result2 * zeroOrOne + (1 - zeroOrOne) * result1;
Out = lerp(Base, Out, Opacity);
}
";
}
static string Unity_Blend_PinLight(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
$precision{slot2dimension} check = step (0.5, Blend);
$precision{slot2dimension} result1 = check * max(2.0 * (Base - 0.5), Blend);
Out = result1 + (1.0 - check) * min(2.0 * Base, Blend);
Out = lerp(Base, Out, Opacity);
}
";
}
static string Unity_Blend_SoftLight(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
$precision{slot2dimension} result1 = 2.0 * Base * Blend + Base * Base * (1.0 - 2.0 * Blend);
$precision{slot2dimension} result2 = sqrt(Base) * (2.0 * Blend - 1.0) + 2.0 * Base * (1.0 - Blend);
$precision{slot2dimension} zeroOrOne = step(0.5, Blend);
Out = result2 * zeroOrOne + (1 - zeroOrOne) * result1;
Out = lerp(Base, Out, Opacity);
}
";
}
static string Unity_Blend_VividLight(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Base = clamp(Base, 0.000001, 0.999999);
$precision{slot2dimension} result1 = 1.0 - (1.0 - Blend) / (2.0 * Base);
$precision{slot2dimension} result2 = Blend / (2.0 * (1.0 - Base));
$precision{slot2dimension} zeroOrOne = step(0.5, Base);
Out = result2 * zeroOrOne + (1 - zeroOrOne) * result1;
Out = lerp(Base, Out, Opacity);
}
";
}
static string Unity_Blend_Subtract(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = Base - Blend;
Out = lerp(Base, Out, Opacity);
}
";
}
static string Unity_Blend_Overwrite(
[Slot(0, Binding.None)] DynamicDimensionVector Base,
[Slot(1, Binding.None)] DynamicDimensionVector Blend,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Opacity,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = lerp(Base, Blend, Opacity);
}";
}
}
}

View file

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 1aa4fa75c826d8d409b5033a6ef686eb
timeCreated: 1495456651
licenseType: Pro
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executionOrder: 0
icon: {instanceID: 0}
userData:
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folderAsset: yes
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@ -0,0 +1,42 @@
using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Filter", "Dither")]
class DitherNode : CodeFunctionNode
{
public DitherNode()
{
name = "Dither";
synonyms = new string[] { "blue noise", "half tone" };
UpdateNodeAfterDeserialization();
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Dither", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Dither(
[Slot(0, Binding.None)] DynamicDimensionVector In,
[Slot(1, Binding.ScreenPosition)] Vector2 ScreenPosition,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
$precision2 uv = ScreenPosition.xy * _ScreenParams.xy;
$precision DITHER_THRESHOLDS[16] =
{
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
};
uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4;
Out = In - DITHER_THRESHOLDS[index];
}";
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 40b83fe632985494f96d2211c1963835
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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fileFormatVersion: 2
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folderAsset: yes
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externalObjects: {}
userData:
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View file

@ -0,0 +1,153 @@
using System;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{
enum TextureChannel
{
Red,
Green,
Blue,
Alpha
}
[Title("Artistic", "Mask", "Channel Mask")]
class ChannelMaskNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
{
public ChannelMaskNode()
{
name = "Channel Mask";
synonyms = new string[] { "component mask" };
UpdateNodeAfterDeserialization();
}
const int InputSlotId = 0;
const int OutputSlotId = 1;
const string kInputSlotName = "In";
const string kOutputSlotName = "Out";
public override bool hasPreview
{
get { return true; }
}
string GetFunctionName()
{
string channelSum = "None";
if (channelMask != 0)
{
bool red = (channelMask & 1) != 0;
bool green = (channelMask & 2) != 0;
bool blue = (channelMask & 4) != 0;
bool alpha = (channelMask & 8) != 0;
channelSum = string.Format("{0}{1}{2}{3}", red ? "Red" : "", green ? "Green" : "", blue ? "Blue" : "", alpha ? "Alpha" : "");
}
// NOTE: it's important we use the $precision generic form of the slot type in the name here
return $"Unity_ChannelMask_{channelSum}_{FindInputSlot<DynamicVectorMaterialSlot>(InputSlotId).concreteValueType.ToShaderString()}";
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new DynamicVectorMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector3.zero));
AddSlot(new DynamicVectorMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector3.zero));
RemoveSlotsNameNotMatching(new[] { InputSlotId, OutputSlotId });
}
public TextureChannel channel;
[SerializeField]
private int m_ChannelMask = -1;
[ChannelEnumMaskControl("Channels")]
public int channelMask
{
get { return m_ChannelMask; }
set
{
if (m_ChannelMask == value)
return;
m_ChannelMask = value;
Dirty(ModificationScope.Graph);
}
}
void ValidateChannelCount()
{
int channelCount = SlotValueHelper.GetChannelCount(FindSlot<MaterialSlot>(InputSlotId).concreteValueType);
if (channelMask >= 1 << channelCount)
channelMask = -1;
}
string GetFunctionPrototype(string argIn, string argOut)
{
return string.Format("void {0} ({1} {2}, out {3} {4})"
, GetFunctionName()
, FindInputSlot<DynamicVectorMaterialSlot>(InputSlotId).concreteValueType.ToShaderString()
, argIn
, FindOutputSlot<DynamicVectorMaterialSlot>(OutputSlotId).concreteValueType.ToShaderString()
, argOut);
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
ValidateChannelCount();
string inputValue = GetSlotValue(InputSlotId, generationMode);
string outputValue = GetSlotValue(OutputSlotId, generationMode);
sb.AppendLine(string.Format("{0} {1};", FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId)));
sb.AppendLine(GetFunctionCallBody(inputValue, outputValue));
}
string GetFunctionCallBody(string inputValue, string outputValue)
{
return GetFunctionName() + " (" + inputValue + ", " + outputValue + ");";
}
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
ValidateChannelCount();
registry.ProvideFunction(GetFunctionName(), s =>
{
int channelCount = SlotValueHelper.GetChannelCount(FindSlot<MaterialSlot>(InputSlotId).concreteValueType);
s.AppendLine(GetFunctionPrototype("In", "Out"));
using (s.BlockScope())
{
if (channelMask == 0)
s.AppendLine("Out = 0;");
else if (channelMask == -1)
s.AppendLine("Out = In;");
else
{
bool red = (channelMask & 1) != 0;
bool green = (channelMask & 2) != 0;
bool blue = (channelMask & 4) != 0;
bool alpha = (channelMask & 8) != 0;
switch (channelCount)
{
case 1:
s.AppendLine("Out = In.r;");
break;
case 2:
s.AppendLine(string.Format("Out = $precision2({0}, {1});",
red ? "In.r" : "0", green ? "In.g" : "0"));
break;
case 3:
s.AppendLine(string.Format("Out = $precision3({0}, {1}, {2});",
red ? "In.r" : "0", green ? "In.g" : "0", blue ? "In.b" : "0"));
break;
case 4:
s.AppendLine(string.Format("Out = $precision4({0}, {1}, {2}, {3});",
red ? "In.r" : "0", green ? "In.g" : "0", blue ? "In.b" : "0", alpha ? "In.a" : "0"));
break;
default:
throw new ArgumentOutOfRangeException();
}
}
}
});
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e3fd76d77a796b641ba3e9149086efc2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,34 @@
using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Mask", "Color Mask")]
class ColorMaskNode : CodeFunctionNode
{
public ColorMaskNode()
{
name = "Color Mask";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_ColorMask", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_ColorMask(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] ColorRGB MaskColor,
[Slot(2, Binding.None)] Vector1 Range,
[Slot(4, Binding.None)] Vector1 Fuzziness,
[Slot(3, Binding.None)] out Vector1 Out)
{
return
@"
{
$precision Distance = distance(MaskColor, In);
Out = saturate(1 - (Distance - Range) / max(Fuzziness, 1e-5));
}";
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 19255c24842f72c4c94c21b682a3e170
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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fileFormatVersion: 2
guid: b7f9e0995756c4a4896912f8873eb63c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,81 @@
using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{
enum NormalBlendMode
{
Default,
Reoriented
}
[FormerName("UnityEditor.ShaderGraph.BlendNormalRNM")]
[Title("Artistic", "Normal", "Normal Blend")]
class NormalBlendNode : CodeFunctionNode
{
public NormalBlendNode()
{
name = "Normal Blend";
}
[SerializeField]
private NormalBlendMode m_BlendMode = NormalBlendMode.Default;
[EnumControl("Mode")]
public NormalBlendMode blendMode
{
get { return m_BlendMode; }
set
{
if (m_BlendMode == value)
return;
m_BlendMode = value;
Dirty(ModificationScope.Graph);
}
}
protected override MethodInfo GetFunctionToConvert()
{
switch (m_BlendMode)
{
case NormalBlendMode.Reoriented:
return GetType().GetMethod("Unity_NormalBlend_Reoriented", BindingFlags.Static | BindingFlags.NonPublic);
default:
return GetType().GetMethod("Unity_NormalBlend", BindingFlags.Static | BindingFlags.NonPublic);
}
}
static string Unity_NormalBlend(
[Slot(0, Binding.None, 0, 0, 1, 0)] Vector3 A,
[Slot(1, Binding.None, 0, 0, 1, 0)] Vector3 B,
[Slot(2, Binding.None)] out Vector3 Out)
{
Out = Vector3.one;
return @"
{
Out = SafeNormalize($precision3(A.rg + B.rg, A.b * B.b));
}
";
}
static string Unity_NormalBlend_Reoriented(
[Slot(0, Binding.None, 0, 0, 1, 0)] Vector3 A,
[Slot(1, Binding.None, 0, 0, 1, 0)] Vector3 B,
[Slot(2, Binding.None)] out Vector3 Out)
{
Out = Vector3.one;
return
@"
{
$precision3 t = A.xyz + $precision3(0.0, 0.0, 1.0);
$precision3 u = B.xyz * $precision3(-1.0, -1.0, 1.0);
Out = (t / t.z) * dot(t, u) - u;
}
";
}
}
}

View file

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: e8d13e9dbb613e04f835b281d7ee9ef1
timeCreated: 1490780593
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,131 @@
using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
enum OutputSpace
{
Tangent,
World
};
[Title("Artistic", "Normal", "Normal From Height")]
class NormalFromHeightNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireTangent, IMayRequireBitangent, IMayRequireNormal, IMayRequirePosition
{
public NormalFromHeightNode()
{
name = "Normal From Height";
synonyms = new string[] { "convert to normal", "bump map" };
UpdateNodeAfterDeserialization();
}
[SerializeField]
private OutputSpace m_OutputSpace = OutputSpace.Tangent;
[EnumControl("Output Space")]
public OutputSpace outputSpace
{
get { return m_OutputSpace; }
set
{
if (m_OutputSpace == value)
return;
m_OutputSpace = value;
Dirty(ModificationScope.Graph);
}
}
const int InputSlotId = 0;
const int StrengthSlotId = 2;
const int OutputSlotId = 1;
const string kInputSlotName = "In";
const string kStrengthSlotName = "Strength";
const string kOutputSlotName = "Out";
public override bool hasPreview
{
get { return true; }
}
string GetFunctionName()
{
return $"Unity_NormalFromHeight_{outputSpace.ToString()}_$precision";
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector1MaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, 0));
AddSlot(new Vector1MaterialSlot(StrengthSlotId, kStrengthSlotName, kStrengthSlotName, SlotType.Input, 0.01f));
AddSlot(new Vector3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero, ShaderStageCapability.Fragment));
RemoveSlotsNameNotMatching(new[] { InputSlotId, StrengthSlotId, OutputSlotId });
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var inputValue = GetSlotValue(InputSlotId, generationMode);
var strengthValue = GetSlotValue(StrengthSlotId, generationMode);
var outputValue = GetSlotValue(OutputSlotId, generationMode);
sb.AppendLine("{0} {1};", FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId));
sb.AppendLine("$precision3x3 _{0}_TangentMatrix = $precision3x3(IN.{1}SpaceTangent, IN.{1}SpaceBiTangent, IN.{1}SpaceNormal);", GetVariableNameForNode(), NeededCoordinateSpace.World.ToString());
sb.AppendLine("$precision3 _{0}_Position = IN.{1}SpacePosition;", GetVariableNameForNode(), NeededCoordinateSpace.World.ToString());
sb.AppendLine("{0}({1},{2},_{3}_Position,_{3}_TangentMatrix, {4});", GetFunctionName(), inputValue, strengthValue, GetVariableNameForNode(), outputValue);
}
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
registry.ProvideFunction(GetFunctionName(), s =>
{
s.AppendLine("void {0}({1} In, {2} Strength, $precision3 Position, $precision3x3 TangentMatrix, out {3} Out)",
GetFunctionName(),
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(),
FindInputSlot<MaterialSlot>(StrengthSlotId).concreteValueType.ToShaderString(),
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString());
using (s.BlockScope())
{
s.AppendLine(GetRayTracingError());
s.AppendLine("$precision3 worldDerivativeX = ddx(Position);");
s.AppendLine("$precision3 worldDerivativeY = ddy(Position);");
s.AppendNewLine();
s.AppendLine("$precision3 crossX = cross(TangentMatrix[2].xyz, worldDerivativeX);");
s.AppendLine("$precision3 crossY = cross(worldDerivativeY, TangentMatrix[2].xyz);");
s.AppendLine("$precision d = dot(worldDerivativeX, crossY);");
s.AppendLine("$precision sgn = d < 0.0 ? (-1.0f) : 1.0f;");
s.AppendLine("$precision surface = sgn / max(0.000000000000001192093f, abs(d));");
s.AppendNewLine();
s.AppendLine("$precision dHdx = ddx(In);");
s.AppendLine("$precision dHdy = ddy(In);");
s.AppendLine("$precision3 surfGrad = surface * (dHdx*crossY + dHdy*crossX);");
s.AppendLine("Out = SafeNormalize(TangentMatrix[2].xyz - (Strength * surfGrad));");
if (outputSpace == OutputSpace.Tangent)
s.AppendLine("Out = TransformWorldToTangent(Out, TangentMatrix);");
}
});
}
public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability)
{
return NeededCoordinateSpace.World;
}
public NeededCoordinateSpace RequiresBitangent(ShaderStageCapability stageCapability)
{
return NeededCoordinateSpace.World;
}
public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability)
{
return NeededCoordinateSpace.World;
}
public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability)
{
return NeededCoordinateSpace.World;
}
}
}

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using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[FormerName("UnityEditor.ShaderGraph.NormalCreateNode")]
[Title("Artistic", "Normal", "Normal From Texture")]
class NormalFromTextureNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireMeshUV
{
public const int TextureInputId = 0;
public const int UVInputId = 1;
public const int SamplerInputId = 2;
public const int OffsetInputId = 3;
public const int StrengthInputId = 4;
public const int OutputSlotId = 5;
const string k_TextureInputName = "Texture";
const string k_UVInputName = "UV";
const string k_SamplerInputName = "Sampler";
const string k_OffsetInputName = "Offset";
const string k_StrengthInputName = "Strength";
const string k_OutputSlotName = "Out";
public NormalFromTextureNode()
{
name = "Normal From Texture";
synonyms = new string[] { "convert to normal", "bump map" };
UpdateNodeAfterDeserialization();
}
string GetFunctionName()
{
return "Unity_NormalFromTexture_$precision";
}
public override bool hasPreview { get { return true; } }
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Texture2DInputMaterialSlot(TextureInputId, k_TextureInputName, k_TextureInputName));
AddSlot(new UVMaterialSlot(UVInputId, k_UVInputName, k_UVInputName, UVChannel.UV0));
AddSlot(new SamplerStateMaterialSlot(SamplerInputId, k_SamplerInputName, k_SamplerInputName, SlotType.Input));
AddSlot(new Vector1MaterialSlot(OffsetInputId, k_OffsetInputName, k_OffsetInputName, SlotType.Input, 0.5f));
AddSlot(new Vector1MaterialSlot(StrengthInputId, k_StrengthInputName, k_StrengthInputName, SlotType.Input, 8f));
AddSlot(new Vector3MaterialSlot(OutputSlotId, k_OutputSlotName, k_OutputSlotName, SlotType.Output, Vector3.zero, ShaderStageCapability.Fragment));
RemoveSlotsNameNotMatching(new[] { TextureInputId, UVInputId, SamplerInputId, OffsetInputId, StrengthInputId, OutputSlotId });
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var textureValue = GetSlotValue(TextureInputId, generationMode);
var uvValue = GetSlotValue(UVInputId, generationMode);
var offsetValue = GetSlotValue(OffsetInputId, generationMode);
var strengthValue = GetSlotValue(StrengthInputId, generationMode);
var outputValue = GetSlotValue(OutputSlotId, generationMode);
var samplerSlot = FindInputSlot<MaterialSlot>(SamplerInputId);
var edgesSampler = owner.GetEdges(samplerSlot.slotReference);
string samplerValue;
if (edgesSampler.Any())
samplerValue = GetSlotValue(SamplerInputId, generationMode);
else
samplerValue = textureValue;
sb.AppendLine("{0} {1};", FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId));
sb.AppendLine("{0}(TEXTURE2D_ARGS({1}.tex, {2}.samplerstate), {1}.GetTransformedUV({3}), {4}, {5}, {6});", GetFunctionName(), textureValue, samplerValue, uvValue, offsetValue, strengthValue, outputValue);
}
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
registry.ProvideFunction(GetFunctionName(), s =>
{
s.AppendLine("void {0}(TEXTURE2D_PARAM(Texture, Sampler), {1} UV, {2} Offset, {3} Strength, out {4} Out)",
GetFunctionName(),
FindInputSlot<MaterialSlot>(UVInputId).concreteValueType.ToShaderString(),
FindInputSlot<MaterialSlot>(OffsetInputId).concreteValueType.ToShaderString(),
FindInputSlot<MaterialSlot>(StrengthInputId).concreteValueType.ToShaderString(),
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString());
using (s.BlockScope())
{
s.AppendLine("Offset = pow(Offset, 3) * 0.1;");
s.AppendLine("$precision2 offsetU = $precision2(UV.x + Offset, UV.y);");
s.AppendLine("$precision2 offsetV = $precision2(UV.x, UV.y + Offset);");
s.AppendLine("$precision normalSample = SAMPLE_TEXTURE2D(Texture, Sampler, UV);");
s.AppendLine("$precision uSample = SAMPLE_TEXTURE2D(Texture, Sampler, offsetU);");
s.AppendLine("$precision vSample = SAMPLE_TEXTURE2D(Texture, Sampler, offsetV);");
s.AppendLine("$precision3 va = $precision3(1, 0, (uSample - normalSample) * Strength);");
s.AppendLine("$precision3 vb = $precision3(0, 1, (vSample - normalSample) * Strength);");
s.AppendLine("Out = normalize(cross(va, vb));");
}
});
}
public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
{
foreach (var slot in this.GetInputSlots<MaterialSlot>().OfType<IMayRequireMeshUV>())
{
if (slot.RequiresMeshUV(channel))
return true;
}
return false;
}
}
}

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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Normal", "Normal Reconstruct Z")]
class NormalReconstructZNode : CodeFunctionNode
{
public NormalReconstructZNode()
{
name = "Normal Reconstruct Z";
synonyms = new string[] { "derive z" };
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("NormalReconstructZ", BindingFlags.Static | BindingFlags.NonPublic);
}
static string NormalReconstructZ(
[Slot(0, Binding.None)] Vector2 In,
[Slot(2, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
$precision reconstructZ = sqrt(1.0 - saturate(dot(In.xy, In.xy)));
$precision3 normalVector = $precision3(In.x, In.y, reconstructZ);
Out = normalize(normalVector);
}";
}
}
}

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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Normal", "Normal Strength")]
internal class NormalStrengthNode : CodeFunctionNode
{
public NormalStrengthNode()
{
name = "Normal Strength";
synonyms = new string[] { "intensity" };
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_NormalStrength", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_NormalStrength(
[Slot(0, Binding.None, 0, 0, 1, 0)] Vector3 In,
[Slot(1, Binding.None, 1, 1, 1, 1)] Vector1 Strength,
[Slot(2, Binding.None)] out Vector3 Out)
{
Out = Vector3.up;
return
@"
{
Out = $precision3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
";
}
}
}

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using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Normal", "Normal Unpack")]
internal class NormalUnpackNode : CodeFunctionNode
{
public NormalUnpackNode()
{
name = "Normal Unpack";
}
[SerializeField]
private NormalMapSpace m_NormalMapSpace = NormalMapSpace.Tangent;
[EnumControl("Space")]
public NormalMapSpace normalMapSpace
{
get { return m_NormalMapSpace; }
set
{
if (m_NormalMapSpace == value)
return;
m_NormalMapSpace = value;
Dirty(ModificationScope.Graph);
}
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod(normalMapSpace == NormalMapSpace.Tangent ? "Unity_NormalUnpack" : "Unity_NormalUnpackRGB", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_NormalUnpack(
[Slot(0, Binding.None)] Vector4 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.up;
return
@"
{
Out = UnpackNormal(In);
}
";
}
static string Unity_NormalUnpackRGB(
[Slot(0, Binding.None)] Vector4 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.up;
return
@"
{
Out = UnpackNormalRGB(In);
}
";
}
}
}

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using System;
using System.Reflection;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
enum Colorspace
{
RGB,
Linear,
HSV
}
[Serializable]
struct ColorspaceConversion : IEnumConversion
{
public Colorspace from;
public Colorspace to;
public ColorspaceConversion(Colorspace from, Colorspace to)
{
this.from = from;
this.to = to;
}
Enum IEnumConversion.from
{
get { return from; }
set { from = (Colorspace)value; }
}
Enum IEnumConversion.to
{
get { return to; }
set { to = (Colorspace)value; }
}
}
[Title("Artistic", "Utility", "Colorspace Conversion")]
class ColorspaceConversionNode : CodeFunctionNode
{
public ColorspaceConversionNode()
{
name = "Colorspace Conversion";
}
[SerializeField]
ColorspaceConversion m_Conversion = new ColorspaceConversion(Colorspace.RGB, Colorspace.RGB);
[EnumConversionControl]
ColorspaceConversion conversion
{
get { return m_Conversion; }
set
{
if (m_Conversion.Equals(value))
return;
m_Conversion = value;
Dirty(ModificationScope.Graph);
}
}
string GetSpaceFrom()
{
return Enum.GetName(typeof(Colorspace), conversion.from);
}
string GetSpaceTo()
{
return Enum.GetName(typeof(Colorspace), conversion.to);
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod(string.Format("Unity_ColorspaceConversion_{0}_{1}", GetSpaceFrom(), GetSpaceTo()),
BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_ColorspaceConversion_RGB_RGB(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
Out = In;
}
";
}
static string Unity_ColorspaceConversion_RGB_Linear(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
$precision3 linearRGBLo = In / 12.92;
$precision3 linearRGBHi = pow(max(abs((In + 0.055) / 1.055), 1.192092896e-07), $precision3(2.4, 2.4, 2.4));
Out = $precision3(In <= 0.04045) ? linearRGBLo : linearRGBHi;
}
";
}
static string Unity_ColorspaceConversion_RGB_HSV(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
$precision4 K = $precision4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
$precision4 P = lerp($precision4(In.bg, K.wz), $precision4(In.gb, K.xy), step(In.b, In.g));
$precision4 Q = lerp($precision4(P.xyw, In.r), $precision4(In.r, P.yzx), step(P.x, In.r));
$precision D = Q.x - min(Q.w, Q.y);
$precision E = 1e-10;
$precision V = (D == 0) ? Q.x : (Q.x + E);
Out = $precision3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), V);
}
";
}
static string Unity_ColorspaceConversion_Linear_RGB(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
$precision3 sRGBLo = In * 12.92;
$precision3 sRGBHi = (pow(max(abs(In), 1.192092896e-07), $precision3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) * 1.055) - 0.055;
Out = $precision3(In <= 0.0031308) ? sRGBLo : sRGBHi;
}
";
}
static string Unity_ColorspaceConversion_Linear_Linear(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
Out = In;
}
";
}
static string Unity_ColorspaceConversion_Linear_HSV(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
$precision3 sRGBLo = In * 12.92;
$precision3 sRGBHi = (pow(max(abs(In), 1.192092896e-07), $precision3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) * 1.055) - 0.055;
$precision3 Linear = $precision3(In <= 0.0031308) ? sRGBLo : sRGBHi;
$precision4 K = $precision4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
$precision4 P = lerp($precision4(Linear.bg, K.wz), $precision4(Linear.gb, K.xy), step(Linear.b, Linear.g));
$precision4 Q = lerp($precision4(P.xyw, Linear.r), $precision4(Linear.r, P.yzx), step(P.x, Linear.r));
$precision D = Q.x - min(Q.w, Q.y);
$precision E = 1e-10;
Out = $precision3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x);
}
";
}
static string Unity_ColorspaceConversion_HSV_RGB(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
$precision4 K = $precision4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
$precision3 P = abs(frac(In.xxx + K.xyz) * 6.0 - K.www);
Out = In.z * lerp(K.xxx, saturate(P - K.xxx), In.y);
}
";
}
static string Unity_ColorspaceConversion_HSV_Linear(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
$precision4 K = $precision4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
$precision3 P = abs(frac(In.xxx + K.xyz) * 6.0 - K.www);
$precision3 RGB = In.z * lerp(K.xxx, saturate(P - K.xxx), In.y);
$precision3 linearRGBLo = RGB / 12.92;
$precision3 linearRGBHi = pow(max(abs((RGB + 0.055) / 1.055), 1.192092896e-07), $precision3(2.4, 2.4, 2.4));
Out = $precision3(RGB <= 0.04045) ? linearRGBLo : linearRGBHi;
}
";
}
static string Unity_ColorspaceConversion_HSV_HSV(
[Slot(0, Binding.None)] Vector3 In,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
Out = In;
}
";
}
}
}

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using System;
using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
using System.Collections.Generic;
using System.Text.RegularExpressions;
namespace UnityEditor.ShaderGraph
{
class BlockNode : AbstractMaterialNode
, IMayRequireNormal
, IMayRequireTangent
, IMayRequireBitangent
, IMayRequireMeshUV
, IMayRequireScreenPosition
, IMayRequireViewDirection
, IMayRequirePosition
, IMayRequirePositionPredisplacement
, IMayRequireVertexColor
{
[SerializeField]
string m_SerializedDescriptor;
[NonSerialized]
ContextData m_ContextData;
[NonSerialized]
BlockFieldDescriptor m_Descriptor;
public override bool canCutNode => false;
public override bool canCopyNode => false;
// Because the GraphData is deserialized after its child elements
// the descriptor list is not built (and owner is not set)
// at the time of node deserialization
// Therefore we need to deserialize this element at GraphData.OnAfterDeserialize
public string serializedDescriptor => m_SerializedDescriptor;
public ContextData contextData
{
get => m_ContextData;
set => m_ContextData = value;
}
public int index => contextData.blocks.IndexOf(this);
public BlockFieldDescriptor descriptor
{
get => m_Descriptor;
set => m_Descriptor = value;
}
const string k_CustomBlockDefaultName = "CustomInterpolator";
internal enum CustomBlockType { Float = 1, Vector2 = 2, Vector3 = 3, Vector4 = 4 }
internal bool isCustomBlock { get => m_Descriptor?.isCustom ?? false; }
internal string customName
{
get => m_Descriptor.name;
set => OnCustomBlockFieldModified(value, customWidth);
}
internal CustomBlockType customWidth
{
get => (CustomBlockType)ControlToWidth(m_Descriptor.control);
set => OnCustomBlockFieldModified(customName, value);
}
public void Init(BlockFieldDescriptor fieldDescriptor)
{
m_Descriptor = fieldDescriptor;
// custom blocks can be "copied" via a custom Field Descriptor, we'll use the CI name instead though.
name = !isCustomBlock
? $"{fieldDescriptor.tag}.{fieldDescriptor.name}"
: $"{BlockFields.VertexDescription.name}.{k_CustomBlockDefaultName}";
// TODO: This exposes the MaterialSlot API
// TODO: This needs to be removed but is currently required by HDRP for DiffusionProfileInputMaterialSlot
if (m_Descriptor is CustomSlotBlockFieldDescriptor customSlotDescriptor)
{
var newSlot = customSlotDescriptor.createSlot();
AddSlot(newSlot);
RemoveSlotsNameNotMatching(new int[] { 0 });
return;
}
AddSlotFromControlType();
}
internal void InitCustomDefault()
{
Init(MakeCustomBlockField(k_CustomBlockDefaultName, CustomBlockType.Vector4));
}
private void AddSlotFromControlType(bool attemptToModifyExisting = true)
{
// TODO: this should really just use callbacks like the CustomSlotBlockFieldDescriptor. then we wouldn't need this switch to make a copy
var stageCapability = m_Descriptor.shaderStage.GetShaderStageCapability();
switch (descriptor.control)
{
case PositionControl positionControl:
AddSlot(new PositionMaterialSlot(0, descriptor.displayName, descriptor.name, positionControl.space, stageCapability), attemptToModifyExisting);
break;
case NormalControl normalControl:
AddSlot(new NormalMaterialSlot(0, descriptor.displayName, descriptor.name, normalControl.space, stageCapability), attemptToModifyExisting);
break;
case TangentControl tangentControl:
AddSlot(new TangentMaterialSlot(0, descriptor.displayName, descriptor.name, tangentControl.space, stageCapability), attemptToModifyExisting);
break;
case VertexColorControl vertexColorControl:
AddSlot(new VertexColorMaterialSlot(0, descriptor.displayName, descriptor.name, stageCapability), attemptToModifyExisting);
break;
case ColorControl colorControl:
var colorMode = colorControl.hdr ? ColorMode.HDR : ColorMode.Default;
AddSlot(new ColorRGBMaterialSlot(0, descriptor.displayName, descriptor.name, SlotType.Input, colorControl.value, colorMode, stageCapability), attemptToModifyExisting);
break;
case ColorRGBAControl colorRGBAControl:
AddSlot(new ColorRGBAMaterialSlot(0, descriptor.displayName, descriptor.name, SlotType.Input, colorRGBAControl.value, stageCapability), attemptToModifyExisting);
break;
case FloatControl floatControl:
AddSlot(new Vector1MaterialSlot(0, descriptor.displayName, descriptor.name, SlotType.Input, floatControl.value, stageCapability), attemptToModifyExisting);
break;
case Vector2Control vector2Control:
AddSlot(new Vector2MaterialSlot(0, descriptor.displayName, descriptor.name, SlotType.Input, vector2Control.value, stageCapability), attemptToModifyExisting);
break;
case Vector3Control vector3Control:
AddSlot(new Vector3MaterialSlot(0, descriptor.displayName, descriptor.name, SlotType.Input, vector3Control.value, stageCapability), attemptToModifyExisting);
break;
case Vector4Control vector4Control:
AddSlot(new Vector4MaterialSlot(0, descriptor.displayName, descriptor.name, SlotType.Input, vector4Control.value, stageCapability), attemptToModifyExisting);
break;
}
RemoveSlotsNameNotMatching(new int[] { 0 });
}
public override string GetVariableNameForNode()
{
// Temporary block nodes have temporary guids that cannot be used to set preview data
// Since each block is unique anyway we just omit the guid
return NodeUtils.GetHLSLSafeName(name);
}
public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return NeededCoordinateSpace.None;
if (m_Descriptor.control == null)
return NeededCoordinateSpace.None;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresNormal;
}
public NeededCoordinateSpace RequiresViewDirection(ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return NeededCoordinateSpace.None;
if (m_Descriptor.control == null)
return NeededCoordinateSpace.None;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresViewDir;
}
public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return NeededCoordinateSpace.None;
if (m_Descriptor.control == null)
return NeededCoordinateSpace.None;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresPosition;
}
public NeededCoordinateSpace RequiresPositionPredisplacement(ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return NeededCoordinateSpace.None;
if (m_Descriptor.control == null)
return NeededCoordinateSpace.None;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresPositionPredisplacement;
}
public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return NeededCoordinateSpace.None;
if (m_Descriptor.control == null)
return NeededCoordinateSpace.None;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresTangent;
}
public NeededCoordinateSpace RequiresBitangent(ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return NeededCoordinateSpace.None;
if (m_Descriptor.control == null)
return NeededCoordinateSpace.None;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresBitangent;
}
public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return false;
if (m_Descriptor.control == null)
return false;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresMeshUVs.Contains(channel);
}
public bool RequiresScreenPosition(ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return false;
if (m_Descriptor.control == null)
return false;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresScreenPosition;
}
public bool RequiresVertexColor(ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return false;
if (m_Descriptor.control == null)
return false;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresVertexColor;
}
private void OnCustomBlockFieldModified(string name, CustomBlockType width)
{
if (!isCustomBlock)
{
Debug.LogWarning(String.Format("{0} is not a custom interpolator.", this.name));
return;
}
m_Descriptor = MakeCustomBlockField(name, width);
// TODO: Preserve the original slot's value and try to reapply after the slot is updated.
AddSlotFromControlType(false);
owner?.ValidateGraph();
}
public override void OnBeforeSerialize()
{
base.OnBeforeSerialize();
if (descriptor != null)
{
if (isCustomBlock)
{
int width = ControlToWidth(m_Descriptor.control);
m_SerializedDescriptor = $"{m_Descriptor.tag}.{m_Descriptor.name}#{width}";
}
else
{
m_SerializedDescriptor = $"{m_Descriptor.tag}.{m_Descriptor.name}";
}
}
}
public override void OnAfterDeserialize()
{
// TODO: Go find someone to tell @esme not to do this.
if (m_SerializedDescriptor.Contains("#"))
{
string descName = k_CustomBlockDefaultName;
CustomBlockType descWidth = CustomBlockType.Vector4;
var descTag = BlockFields.VertexDescription.name;
name = $"{descTag}.{descName}";
var wsplit = m_SerializedDescriptor.Split(new char[] { '#', '.' });
try
{
descWidth = (CustomBlockType)int.Parse(wsplit[2]);
}
catch
{
Debug.LogWarning(String.Format("Bad width found while deserializing custom interpolator {0}, defaulting to 4.", m_SerializedDescriptor));
descWidth = CustomBlockType.Vector4;
}
IControl control;
try { control = (IControl)FindSlot<MaterialSlot>(0).InstantiateControl(); }
catch { control = WidthToControl((int)descWidth); }
descName = NodeUtils.ConvertToValidHLSLIdentifier(wsplit[1]);
m_Descriptor = new BlockFieldDescriptor(descTag, descName, "", control, ShaderStage.Vertex, isCustom: true);
}
}
#region CustomInterpolatorHelpers
private static BlockFieldDescriptor MakeCustomBlockField(string name, CustomBlockType width)
{
name = NodeUtils.ConvertToValidHLSLIdentifier(name);
var referenceName = name;
var define = "";
IControl control = WidthToControl((int)width);
var tag = BlockFields.VertexDescription.name;
return new BlockFieldDescriptor(tag, referenceName, define, control, ShaderStage.Vertex, isCustom: true);
}
private static IControl WidthToControl(int width)
{
switch (width)
{
case 1: return new FloatControl(default(float));
case 2: return new Vector2Control(default(Vector2));
case 3: return new Vector3Control(default(Vector3));
case 4: return new Vector4Control(default(Vector4));
default: return null;
}
}
private static int ControlToWidth(IControl control)
{
switch (control)
{
case FloatControl a: return 1;
case Vector2Control b: return 2;
case Vector3Control c: return 3;
case Vector4Control d: return 4;
default: return -1;
}
}
#endregion
}
}

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fileFormatVersion: 2
guid: 3c01e026e3d1ea44397e3bcf9a8f5a4d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 9e3d3d0ce68bbc843b9b8734ab8d4f02
folderAsset: yes
timeCreated: 1495531110
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,42 @@
using System;
using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Channel", "Combine")]
class CombineNode : CodeFunctionNode
{
public CombineNode()
{
name = "Combine";
synonyms = new string[] { "append" };
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Combine", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Combine(
[Slot(0, Binding.None)] Vector1 R,
[Slot(1, Binding.None)] Vector1 G,
[Slot(2, Binding.None)] Vector1 B,
[Slot(3, Binding.None)] Vector1 A,
[Slot(4, Binding.None)] out Vector4 RGBA,
[Slot(5, Binding.None)] out Vector3 RGB,
[Slot(6, Binding.None)] out Vector2 RG)
{
RGBA = Vector4.zero;
RGB = Vector3.zero;
RG = Vector2.zero;
return @"
{
RGBA = $precision4(R, G, B, A);
RGB = $precision3(R, G, B);
RG = $precision2(R, G);
}
";
}
}
}

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 3738e97908dea1f4bbc5e5a7cf562ecc
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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@ -0,0 +1,175 @@
using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Channel", "Flip")]
class FlipNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
{
public FlipNode()
{
name = "Flip";
UpdateNodeAfterDeserialization();
}
const int InputSlotId = 0;
const int OutputSlotId = 1;
const string kInputSlotName = "In";
const string kOutputSlotName = "Out";
public override bool hasPreview
{
get { return true; }
}
string GetFunctionName()
{
// NOTE: it's important we use the $precision generic form of the slot type in the name here
return $"Unity_Flip_{FindSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString()}";
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new DynamicVectorMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector4.zero));
AddSlot(new DynamicVectorMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { InputSlotId, OutputSlotId });
}
int channelCount { get { return SlotValueHelper.GetChannelCount(FindSlot<MaterialSlot>(InputSlotId).concreteValueType); } }
[SerializeField]
private bool m_RedChannel;
[ToggleControl("Red")]
public ToggleData redChannel
{
get { return new ToggleData(m_RedChannel, channelCount > 0); }
set
{
if (m_RedChannel == value.isOn)
return;
m_RedChannel = value.isOn;
Dirty(ModificationScope.Node);
}
}
[SerializeField]
private bool m_GreenChannel;
[ToggleControl("Green")]
public ToggleData greenChannel
{
get { return new ToggleData(m_GreenChannel, channelCount > 1); }
set
{
if (m_GreenChannel == value.isOn)
return;
m_GreenChannel = value.isOn;
Dirty(ModificationScope.Node);
}
}
[SerializeField]
private bool m_BlueChannel;
[ToggleControl("Blue")]
public ToggleData blueChannel
{
get { return new ToggleData(m_BlueChannel, channelCount > 2); }
set
{
if (m_BlueChannel == value.isOn)
return;
m_BlueChannel = value.isOn;
Dirty(ModificationScope.Node);
}
}
[SerializeField]
private bool m_AlphaChannel;
[ToggleControl("Alpha")]
public ToggleData alphaChannel
{
get { return new ToggleData(m_AlphaChannel, channelCount > 3); }
set
{
if (m_AlphaChannel == value.isOn)
return;
m_AlphaChannel = value.isOn;
Dirty(ModificationScope.Node);
}
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var inputValue = GetSlotValue(InputSlotId, generationMode);
var outputValue = GetSlotValue(OutputSlotId, generationMode);
sb.AppendLine("{0} {1};", FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId));
if (!generationMode.IsPreview())
{
sb.TryAppendIndentation();
sb.Append("{0} _{1}_Flip = {0} ({2}",
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(),
GetVariableNameForNode(),
Convert.ToInt32(m_RedChannel));
if (channelCount > 1)
sb.Append(", {0}", Convert.ToInt32(m_GreenChannel));
if (channelCount > 2)
sb.Append(", {0}", Convert.ToInt32(m_BlueChannel));
if (channelCount > 3)
sb.Append(", {0}", Convert.ToInt32(m_AlphaChannel));
sb.Append(");");
sb.AppendNewLine();
}
sb.AppendLine("{0}({1}, _{2}_Flip, {3});", GetFunctionName(), inputValue, GetVariableNameForNode(), outputValue);
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
base.CollectPreviewMaterialProperties(properties);
properties.Add(new PreviewProperty(PropertyType.Vector4)
{
name = string.Format("_{0}_Flip", GetVariableNameForNode()),
vector4Value = new Vector4(Convert.ToInt32(m_RedChannel), Convert.ToInt32(m_GreenChannel), Convert.ToInt32(m_BlueChannel), Convert.ToInt32(m_AlphaChannel)),
});
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
base.CollectShaderProperties(properties, generationMode);
properties.AddShaderProperty(new Vector4ShaderProperty
{
overrideReferenceName = string.Format("_{0}_Flip", GetVariableNameForNode()),
generatePropertyBlock = false
});
}
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
registry.ProvideFunction(GetFunctionName(), s =>
{
s.AppendLine("void {0}({1} In, {2} Flip, out {3} Out)",
GetFunctionName(),
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(),
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(),
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString());
using (s.BlockScope())
{
s.AppendLine("Out = (Flip * -2 + 1) * In;");
}
});
}
}
}

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fileFormatVersion: 2
guid: fa443691530c547418e195e22597f2af
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,63 @@
using System;
using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Title("Channel", "Split")]
class SplitNode : AbstractMaterialNode, IGeneratesBodyCode
{
const string kInputSlotName = "In";
const string kOutputSlotRName = "R";
const string kOutputSlotGName = "G";
const string kOutputSlotBName = "B";
const string kOutputSlotAName = "A";
public const int InputSlotId = 0;
public const int OutputSlotRId = 1;
public const int OutputSlotGId = 2;
public const int OutputSlotBId = 3;
public const int OutputSlotAId = 4;
public SplitNode()
{
name = "Split";
synonyms = new string[] { "separate" };
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new DynamicVectorMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, 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));
RemoveSlotsNameNotMatching(new int[] { InputSlotId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId });
}
static int[] s_OutputSlots = { OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId };
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var inputValue = GetSlotValue(InputSlotId, generationMode);
var inputSlot = FindInputSlot<MaterialSlot>(InputSlotId);
var numInputChannels = 0;
if (inputSlot != null)
{
numInputChannels = SlotValueHelper.GetChannelCount(inputSlot.concreteValueType);
if (numInputChannels > 4)
numInputChannels = 0;
}
for (var i = 0; i < 4; i++)
{
var outputFormat = numInputChannels == 1 ? inputValue : string.Format("{0}[{1}]", inputValue, i);
var outputValue = i >= numInputChannels ? "0" : outputFormat;
sb.AppendLine(string.Format("$precision {0} = {1};", GetVariableNameForSlot(s_OutputSlots[i]), outputValue));
}
}
}
}

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@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 892fc353b154d0347854e3bebf1b49e7
timeCreated: 1490896965
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,194 @@
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Rendering;
namespace UnityEditor.ShaderGraph
{
[Title("Channel", "Swizzle")]
class SwizzleNode : AbstractMaterialNode, IGeneratesBodyCode
{
public SwizzleNode()
{
name = "Swizzle";
synonyms = new string[] { "swap", "reorder", "component mask" };
UpdateNodeAfterDeserialization();
}
const int InputSlotId = 0;
const int OutputSlotId = 1;
const string kInputSlotName = "In";
const string kOutputSlotName = "Out";
public override bool hasPreview
{
get { return true; }
}
[SerializeField]
string _maskInput = "xyzw";
[TextControl("Mask:")]
public string maskInput
{
get { return _maskInput; }
set
{
if (_maskInput.Equals(value))
return;
_maskInput = value;
UpdateNodeAfterDeserialization();
Dirty(ModificationScope.Topological);
}
}
public string convertedMask;
public bool ValidateMaskInput(int InputValueSize)
{
convertedMask = _maskInput.ToLower();
Dictionary<char, char> mask_map = new Dictionary<char, char>
{
{'r', 'x' },
{'g', 'y' },
{'b', 'z' },
{'a', 'w' },
};
bool MaskInputIsValid = true;
char[] MaskChars = convertedMask.ToCharArray();
char[] AllChars = { 'x', 'y', 'z', 'w', 'r', 'g', 'b', 'a' };
List<char> CurrentChars = new List<char>();
for (int i = 0; i < InputValueSize; i++)
{
CurrentChars.Add(AllChars[i]);
CurrentChars.Add(AllChars[i + 4]);
}
foreach (char c in MaskChars)
{
if (!CurrentChars.Contains(c))
{
MaskInputIsValid = false;
}
}
if (MaskChars.Length <= 0 || MaskChars.Length > 4)
{
MaskInputIsValid = false;
}
//Convert "rgba" input to "xyzw" to avoid mismathcing
if (MaskInputIsValid)
{
char[] rgba = { 'r', 'g', 'b', 'a' };
for (int i = 0; i < MaskChars.Length; i++)
{
if (rgba.Contains(MaskChars[i]))
{
MaskChars[i] = mask_map[MaskChars[i]];
}
}
convertedMask = new string(MaskChars);
}
return MaskInputIsValid;
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new DynamicVectorMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector4.zero));
switch (_maskInput.Length)
{
case 1:
AddSlot(new Vector1MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, 0));
break;
case 2:
AddSlot(new Vector2MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector2.zero));
break;
case 3:
AddSlot(new Vector3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector3.zero));
break;
default:
AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
break;
}
RemoveSlotsNameNotMatching(new[] { InputSlotId, OutputSlotId });
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var outputSlotType = FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString();
var outputName = GetVariableNameForSlot(OutputSlotId);
var inputValue = GetSlotValue(InputSlotId, generationMode);
var inputValueType = FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType;
var InputValueSize = SlotValueHelper.GetChannelCount(inputValueType);
if (!ValidateMaskInput(InputValueSize))
{
sb.AppendLine(string.Format("{0} {1} = 0;", outputSlotType, outputName));
}
else
{
sb.AppendLine("{0} {1} = {2}.{3};", outputSlotType, outputName, inputValue, convertedMask);
}
}
public override void ValidateNode()
{
base.ValidateNode();
var inputValueType = FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType;
var InputValueSize = SlotValueHelper.GetChannelCount(inputValueType);
if (!ValidateMaskInput(InputValueSize))
{
owner.AddValidationError(objectId, "Invalid mask for a Vector" + InputValueSize + " input.", ShaderCompilerMessageSeverity.Error);
}
}
public override int latestVersion => 1;
public override void OnAfterMultiDeserialize(string json)
{
//collect texturechannel properties
//get the value
//pass it to maskInput
if (sgVersion < 1)
{
LegacySwizzleChannelData.LegacySwizzleChannel(json, this);
ChangeVersion(1);
UpdateNodeAfterDeserialization();
}
}
public override IEnumerable<int> allowedNodeVersions => new List<int> { 1 };
class LegacySwizzleChannelData
{
//collect texturechannel properties
[SerializeField]
public TextureChannel m_RedChannel;
[SerializeField]
public TextureChannel m_GreenChannel;
[SerializeField]
public TextureChannel m_BlueChannel;
[SerializeField]
public TextureChannel m_AlphaChannel;
public static void LegacySwizzleChannel(string json, SwizzleNode node)
{
Dictionary<TextureChannel, string> s_ComponentList = new Dictionary<TextureChannel, string>
{
{TextureChannel.Red, "r" },
{TextureChannel.Green, "g" },
{TextureChannel.Blue, "b" },
{TextureChannel.Alpha, "a" },
};
var legacySwizzleChannelData = new LegacySwizzleChannelData();
JsonUtility.FromJsonOverwrite(json, legacySwizzleChannelData);
node._maskInput = s_ComponentList[legacySwizzleChannelData.m_RedChannel] + s_ComponentList[legacySwizzleChannelData.m_GreenChannel] + s_ComponentList[legacySwizzleChannelData.m_BlueChannel] + s_ComponentList[legacySwizzleChannelData.m_AlphaChannel];
}
}
}
}

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fileFormatVersion: 2
guid: 408ee761513fda7449bb3e428095726a
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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@ -0,0 +1,588 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using JetBrains.Annotations;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
abstract class CodeFunctionNode : AbstractMaterialNode
, IGeneratesBodyCode
, IGeneratesFunction
, IMayRequireNormal
, IMayRequireTangent
, IMayRequireBitangent
, IMayRequireMeshUV
, IMayRequireScreenPosition
, IMayRequireViewDirection
, IMayRequirePosition
, IMayRequirePositionPredisplacement
, IMayRequireVertexColor
{
[NonSerialized]
private List<SlotAttribute> m_Slots = new List<SlotAttribute>();
public override bool hasPreview
{
get { return true; }
}
protected CodeFunctionNode()
{
UpdateNodeAfterDeserialization();
}
protected struct Boolean
{ }
protected struct Vector1
{ }
protected struct Texture2D
{ }
protected struct Texture2DArray
{ }
protected struct Texture3D
{ }
protected struct SamplerState
{ }
protected struct Gradient
{ }
protected struct DynamicDimensionVector
{ }
protected struct ColorRGBA
{ }
protected struct ColorRGB
{ }
protected struct Matrix3x3
{ }
protected struct Matrix2x2
{ }
protected struct DynamicDimensionMatrix
{ }
protected struct PropertyConnectionState
{ }
protected enum Binding
{
None,
ObjectSpaceNormal,
ObjectSpaceTangent,
ObjectSpaceBitangent,
ObjectSpacePosition,
ViewSpaceNormal,
ViewSpaceTangent,
ViewSpaceBitangent,
ViewSpacePosition,
WorldSpaceNormal,
WorldSpaceTangent,
WorldSpaceBitangent,
WorldSpacePosition,
TangentSpaceNormal,
TangentSpaceTangent,
TangentSpaceBitangent,
TangentSpacePosition,
MeshUV0,
MeshUV1,
MeshUV2,
MeshUV3,
ScreenPosition,
ObjectSpaceViewDirection,
ViewSpaceViewDirection,
WorldSpaceViewDirection,
TangentSpaceViewDirection,
VertexColor,
}
[AttributeUsage(AttributeTargets.Parameter, AllowMultiple = false)]
protected class SlotAttribute : Attribute
{
public int slotId { get; private set; }
public Binding binding { get; private set; }
public bool hidden { get; private set; }
public Vector4? defaultValue { get; private set; }
public ShaderStageCapability stageCapability { get; private set; }
public SlotAttribute(int mSlotId, Binding mImplicitBinding, ShaderStageCapability mStageCapability = ShaderStageCapability.All)
{
slotId = mSlotId;
binding = mImplicitBinding;
defaultValue = null;
stageCapability = mStageCapability;
}
public SlotAttribute(int mSlotId, Binding mImplicitBinding, bool mHidden, ShaderStageCapability mStageCapability = ShaderStageCapability.All)
{
slotId = mSlotId;
binding = mImplicitBinding;
hidden = mHidden;
defaultValue = null;
stageCapability = mStageCapability;
}
public SlotAttribute(int mSlotId, Binding mImplicitBinding, float defaultX, float defaultY, float defaultZ, float defaultW, ShaderStageCapability mStageCapability = ShaderStageCapability.All)
{
slotId = mSlotId;
binding = mImplicitBinding;
defaultValue = new Vector4(defaultX, defaultY, defaultZ, defaultW);
stageCapability = mStageCapability;
}
}
protected abstract MethodInfo GetFunctionToConvert();
private static SlotValueType ConvertTypeToSlotValueType(ParameterInfo p)
{
Type t = p.ParameterType;
if (p.ParameterType.IsByRef)
t = p.ParameterType.GetElementType();
if (t == typeof(Boolean))
{
return SlotValueType.Boolean;
}
if (t == typeof(Vector1))
{
return SlotValueType.Vector1;
}
if (t == typeof(Vector2))
{
return SlotValueType.Vector2;
}
if (t == typeof(Vector3))
{
return SlotValueType.Vector3;
}
if (t == typeof(Vector4))
{
return SlotValueType.Vector4;
}
if (t == typeof(Color))
{
return SlotValueType.Vector4;
}
if (t == typeof(ColorRGBA))
{
return SlotValueType.Vector4;
}
if (t == typeof(ColorRGB))
{
return SlotValueType.Vector3;
}
if (t == typeof(Texture2D))
{
return SlotValueType.Texture2D;
}
if (t == typeof(Texture2DArray))
{
return SlotValueType.Texture2DArray;
}
if (t == typeof(Texture3D))
{
return SlotValueType.Texture3D;
}
if (t == typeof(Cubemap))
{
return SlotValueType.Cubemap;
}
if (t == typeof(Gradient))
{
return SlotValueType.Gradient;
}
if (t == typeof(SamplerState))
{
return SlotValueType.SamplerState;
}
if (t == typeof(DynamicDimensionVector))
{
return SlotValueType.DynamicVector;
}
if (t == typeof(Matrix4x4))
{
return SlotValueType.Matrix4;
}
if (t == typeof(Matrix3x3))
{
return SlotValueType.Matrix3;
}
if (t == typeof(Matrix2x2))
{
return SlotValueType.Matrix2;
}
if (t == typeof(DynamicDimensionMatrix))
{
return SlotValueType.DynamicMatrix;
}
if (t == typeof(PropertyConnectionState))
{
return SlotValueType.PropertyConnectionState;
}
throw new ArgumentException("Unsupported type " + t);
}
public sealed override void UpdateNodeAfterDeserialization()
{
var method = GetFunctionToConvert();
if (method == null)
throw new ArgumentException("Mapped method is null on node" + this);
if (method.ReturnType != typeof(string))
throw new ArgumentException("Mapped function should return string");
// validate no duplicates
var slotAtributes = method.GetParameters().Select(GetSlotAttribute).ToList();
if (slotAtributes.Any(x => x == null))
throw new ArgumentException("Missing SlotAttribute on " + method.Name);
if (slotAtributes.GroupBy(x => x.slotId).Any(x => x.Count() > 1))
throw new ArgumentException("Duplicate SlotAttribute on " + method.Name);
List<MaterialSlot> slots = new List<MaterialSlot>();
foreach (var par in method.GetParameters())
{
var attribute = GetSlotAttribute(par);
var name = GraphUtil.ConvertCamelCase(par.Name, true);
MaterialSlot s;
if (attribute.binding == Binding.None && !par.IsOut && par.ParameterType == typeof(Color))
s = new ColorRGBAMaterialSlot(attribute.slotId, name, par.Name, SlotType.Input, attribute.defaultValue ?? Vector4.zero, stageCapability: attribute.stageCapability, hidden: attribute.hidden);
else if (attribute.binding == Binding.None && !par.IsOut && par.ParameterType == typeof(ColorRGBA))
s = new ColorRGBAMaterialSlot(attribute.slotId, name, par.Name, SlotType.Input, attribute.defaultValue ?? Vector4.zero, stageCapability: attribute.stageCapability, hidden: attribute.hidden);
else if (attribute.binding == Binding.None && !par.IsOut && par.ParameterType == typeof(ColorRGB))
s = new ColorRGBMaterialSlot(attribute.slotId, name, par.Name, SlotType.Input, attribute.defaultValue ?? Vector4.zero, ColorMode.Default, stageCapability: attribute.stageCapability, hidden: attribute.hidden);
else if (attribute.binding == Binding.None || par.IsOut)
s = MaterialSlot.CreateMaterialSlot(
ConvertTypeToSlotValueType(par),
attribute.slotId,
name,
par.Name,
par.IsOut ? SlotType.Output : SlotType.Input,
attribute.defaultValue ?? Vector4.zero,
shaderStageCapability: attribute.stageCapability,
hidden: attribute.hidden);
else
s = CreateBoundSlot(attribute.binding, attribute.slotId, name, par.Name, attribute.stageCapability, attribute.hidden);
slots.Add(s);
m_Slots.Add(attribute);
}
foreach (var slot in slots)
{
AddSlot(slot);
}
RemoveSlotsNameNotMatching(slots.Select(x => x.id), true);
}
private static MaterialSlot CreateBoundSlot(Binding attributeBinding, int slotId, string displayName, string shaderOutputName, ShaderStageCapability shaderStageCapability, bool hidden = false)
{
switch (attributeBinding)
{
case Binding.ObjectSpaceNormal:
return new NormalMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Object, shaderStageCapability, hidden);
case Binding.ObjectSpaceTangent:
return new TangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Object, shaderStageCapability, hidden);
case Binding.ObjectSpaceBitangent:
return new BitangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Object, shaderStageCapability, hidden);
case Binding.ObjectSpacePosition:
return new PositionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Object, shaderStageCapability, hidden);
case Binding.ViewSpaceNormal:
return new NormalMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.View, shaderStageCapability, hidden);
case Binding.ViewSpaceTangent:
return new TangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.View, shaderStageCapability, hidden);
case Binding.ViewSpaceBitangent:
return new BitangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.View, shaderStageCapability, hidden);
case Binding.ViewSpacePosition:
return new PositionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.View, shaderStageCapability, hidden);
case Binding.WorldSpaceNormal:
return new NormalMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.World, shaderStageCapability, hidden);
case Binding.WorldSpaceTangent:
return new TangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.World, shaderStageCapability, hidden);
case Binding.WorldSpaceBitangent:
return new BitangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.World, shaderStageCapability, hidden);
case Binding.WorldSpacePosition:
return new PositionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.World, shaderStageCapability, hidden);
case Binding.TangentSpaceNormal:
return new NormalMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Tangent, shaderStageCapability, hidden);
case Binding.TangentSpaceTangent:
return new TangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Tangent, shaderStageCapability, hidden);
case Binding.TangentSpaceBitangent:
return new BitangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Tangent, shaderStageCapability, hidden);
case Binding.TangentSpacePosition:
return new PositionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Tangent, shaderStageCapability, hidden);
case Binding.MeshUV0:
return new UVMaterialSlot(slotId, displayName, shaderOutputName, UVChannel.UV0, shaderStageCapability, hidden);
case Binding.MeshUV1:
return new UVMaterialSlot(slotId, displayName, shaderOutputName, UVChannel.UV1, shaderStageCapability, hidden);
case Binding.MeshUV2:
return new UVMaterialSlot(slotId, displayName, shaderOutputName, UVChannel.UV2, shaderStageCapability, hidden);
case Binding.MeshUV3:
return new UVMaterialSlot(slotId, displayName, shaderOutputName, UVChannel.UV3, shaderStageCapability, hidden);
case Binding.ScreenPosition:
return new ScreenPositionMaterialSlot(slotId, displayName, shaderOutputName, ScreenSpaceType.Default, shaderStageCapability, hidden);
case Binding.ObjectSpaceViewDirection:
return new ViewDirectionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Object, shaderStageCapability, hidden);
case Binding.ViewSpaceViewDirection:
return new ViewDirectionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.View, shaderStageCapability, hidden);
case Binding.WorldSpaceViewDirection:
return new ViewDirectionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.World, shaderStageCapability, hidden);
case Binding.TangentSpaceViewDirection:
return new ViewDirectionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Tangent, shaderStageCapability, hidden);
case Binding.VertexColor:
return new VertexColorMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden);
default:
throw new ArgumentOutOfRangeException("attributeBinding", attributeBinding, null);
}
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetOutputSlots(tempSlots);
foreach (var outSlot in tempSlots)
{
sb.AppendLine(outSlot.concreteValueType.ToShaderString(PrecisionUtil.Token) + " " + GetVariableNameForSlot(outSlot.id) + ";");
}
string call = GetFunctionName() + "(";
bool first = true;
tempSlots.Clear();
GetSlots(tempSlots);
tempSlots.Sort((slot1, slot2) => slot1.id.CompareTo(slot2.id));
foreach (var slot in tempSlots)
{
if (!first)
{
call += ", ";
}
first = false;
if (slot.isInputSlot)
call += GetSlotValue(slot.id, generationMode);
else
call += GetVariableNameForSlot(slot.id);
}
call += ");";
sb.AppendLine(call);
}
}
private string GetFunctionName()
{
var function = GetFunctionToConvert();
return function.Name + (function.IsStatic ? string.Empty : "_" + objectId) + "_$precision"
+ (this.GetSlots<DynamicVectorMaterialSlot>().Select(s => NodeUtils.GetSlotDimension(s.concreteValueType)).FirstOrDefault() ?? "")
+ (this.GetSlots<DynamicMatrixMaterialSlot>().Select(s => NodeUtils.GetSlotDimension(s.concreteValueType)).FirstOrDefault() ?? "");
}
private string GetFunctionHeader()
{
string header = "void " + GetFunctionName() + "(";
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetSlots(tempSlots);
tempSlots.Sort((slot1, slot2) => slot1.id.CompareTo(slot2.id));
var first = true;
foreach (var slot in tempSlots)
{
if (!first)
header += ", ";
first = false;
if (slot.isOutputSlot)
header += "out ";
// always use generic precisions for parameters, they will get concretized by the system
header += slot.concreteValueType.ToShaderString(PrecisionUtil.Token) + " " + slot.shaderOutputName;
}
header += ")";
}
return header;
}
private static object GetDefault(Type type)
{
return type.IsValueType ? Activator.CreateInstance(type) : null;
}
private string GetFunctionBody(MethodInfo info)
{
var args = new List<object>();
foreach (var param in info.GetParameters())
args.Add(GetDefault(param.ParameterType));
var result = info.Invoke(this, args.ToArray()) as string;
if (string.IsNullOrEmpty(result))
return string.Empty;
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetSlots(tempSlots);
foreach (var slot in tempSlots)
{
var toReplace = string.Format("{{slot{0}dimension}}", slot.id);
var replacement = NodeUtils.GetSlotDimension(slot.concreteValueType);
result = result.Replace(toReplace, replacement);
}
}
return result;
}
public virtual void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
registry.ProvideFunction(GetFunctionName(), s =>
{
s.AppendLine(GetFunctionHeader());
var functionBody = GetFunctionBody(GetFunctionToConvert());
var lines = functionBody.Trim('\r', '\n', '\t', ' ');
s.AppendLines(lines);
});
}
private static SlotAttribute GetSlotAttribute([NotNull] ParameterInfo info)
{
var attrs = info.GetCustomAttributes(typeof(SlotAttribute), false).OfType<SlotAttribute>().ToList();
return attrs.FirstOrDefault();
}
public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability)
{
var binding = NeededCoordinateSpace.None;
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
foreach (var slot in tempSlots)
binding |= slot.RequiresNormal();
return binding;
}
}
public NeededCoordinateSpace RequiresViewDirection(ShaderStageCapability stageCapability)
{
var binding = NeededCoordinateSpace.None;
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
foreach (var slot in tempSlots)
binding |= slot.RequiresViewDirection();
return binding;
}
}
public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
var binding = NeededCoordinateSpace.None;
foreach (var slot in tempSlots)
binding |= slot.RequiresPosition();
return binding;
}
}
public NeededCoordinateSpace RequiresPositionPredisplacement(ShaderStageCapability stageCapability)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
var binding = NeededCoordinateSpace.None;
foreach (var slot in tempSlots)
binding |= slot.RequiresPositionPredisplacement();
return binding;
}
}
public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
var binding = NeededCoordinateSpace.None;
foreach (var slot in tempSlots)
binding |= slot.RequiresTangent();
return binding;
}
}
public NeededCoordinateSpace RequiresBitangent(ShaderStageCapability stageCapability)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
var binding = NeededCoordinateSpace.None;
foreach (var slot in tempSlots)
binding |= slot.RequiresBitangent();
return binding;
}
}
public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
foreach (var slot in tempSlots)
{
if (slot.RequiresMeshUV(channel))
return true;
}
return false;
}
}
public bool RequiresScreenPosition(ShaderStageCapability stageCapability)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
foreach (var slot in tempSlots)
{
if (slot.RequiresScreenPosition(stageCapability))
return true;
}
return false;
}
}
public bool RequiresVertexColor(ShaderStageCapability stageCapability)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
foreach (var slot in tempSlots)
{
if (slot.RequiresVertexColor())
return true;
}
return false;
}
}
}
}

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fileFormatVersion: 2
guid: 3ed144f424a684a25971321011ebb096
timeCreated: 1495966736
licenseType: Pro
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,15 @@
using System;
namespace UnityEditor.ShaderGraph
{
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
class FormerNameAttribute : Attribute
{
public string fullName { get; private set; }
public FormerNameAttribute(string fullName)
{
this.fullName = fullName;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ae5b0289aecc42c2b6f5b5b08b80bdd9
timeCreated: 1513592955

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@ -0,0 +1,79 @@
namespace UnityEditor.ShaderGraph
{
/*abstract class FunctionMultiInput : BaseMaterialNode, IGeneratesBodyCode
{
private const string kOutputSlotName = "Output";
private const string kBaseInputSlotName = "Input";
public override bool hasPreview { get { return true; } }
public override void OnCreate()
{
base.OnCreate();
AddSlot(new Slot(SlotType.OutputSlot, kOutputSlotName));
AddSlot(new Slot(SlotType.InputSlot, GetInputSlotName(0)));
AddSlot(new Slot(SlotType.InputSlot, GetInputSlotName(1)));
}
protected bool IsInputSlotConnected(int index)
{
var inputSlot = GetValidInputSlots().FirstOrDefault(x => x.name == GetInputSlotName(index));
if (inputSlot == null)
{
Debug.LogError("Invalid slot configuration on node: " + name);
return false;
}
return inputSlot.edges.Count > 0;
}
private static string GetInputSlotName(int index) { return kBaseInputSlotName + (index); }
public override void InputEdgeChanged(Edge e)
{
base.InputEdgeChanged(e);
int inputSlotCount = GetValidInputSlots().Count();
if (IsInputSlotConnected(inputSlotCount - 1))
AddSlot(new Slot(SlotType.InputSlot, GetInputSlotName(inputSlotCount)));
else if (inputSlotCount > 2)
{
var lastSlot = inputSlots.FirstOrDefault(x => x.name == GetInputSlotName(inputSlotCount - 1));
if (lastSlot != null)
RemoveSlot(lastSlot);
}
}
protected abstract string GetFunctionName();
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputSlot = outputSlots.FirstOrDefault(x => x.name == kOutputSlotName);
if (outputSlot == null)
{
Debug.LogError("Invalid slot configuration on node: " + name);
return;
}
var inputSlots = GetValidInputSlots();
int inputSlotCount = inputSlots.Count();
// build up a list of the valid input connections
var inputValues = new List<string>(inputSlotCount);
MaterialWindow.DebugMaterialGraph("Generating On Node: " + GetOutputVariableNameForNode() + " - Preview is: " + generationMode);
inputValues.AddRange(inputSlots.Select(inputSlot => GetSlotValue(inputSlot, generationMode)));
visitor.AddShaderChunk(precision + "4 " + GetVariableNameForSlot(outputSlot, generationMode) + " = " + GetFunctionCallBody(inputValues) + ";", true);
}
protected virtual string GetFunctionCallBody(List<string> inputValues)
{
string functionCall = inputValues[0];
for (int q = 1; q < inputValues.Count; ++q)
functionCall = GetFunctionName() + " (" + functionCall + ", " + inputValues[q] + ")";
return functionCall;
}
}*/
}

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fileFormatVersion: 2
guid: 323a0eb1930dff241b4547716c8eb21f
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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using System;
using System.Text.RegularExpressions;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
abstract class GeometryNode : AbstractMaterialNode
{
public GeometryNode()
{
m_PreviewMode = PreviewMode.Preview3D;
}
public virtual List<CoordinateSpace> validSpaces => new List<CoordinateSpace> { CoordinateSpace.Object, CoordinateSpace.View, CoordinateSpace.World, CoordinateSpace.Tangent };
[SerializeField]
private CoordinateSpace m_Space = CoordinateSpace.World;
[PopupControl("Space")]
public PopupList spacePopup
{
get
{
var names = validSpaces.Select(cs => cs.ToString().PascalToLabel()).ToArray();
return new PopupList(names, (int)m_Space);
}
set
{
if (m_Space == (CoordinateSpace)value.selectedEntry)
return;
m_Space = (CoordinateSpace)value.selectedEntry;
Dirty(ModificationScope.Graph);
}
}
public CoordinateSpace space => m_Space;
public override bool hasPreview
{
get { return true; }
}
}
}

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fileFormatVersion: 2
guid: 2e30171d4f8dfdc44beee8926ed3a83e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
namespace UnityEditor.ShaderGraph
{
static class GuidEncoder
{
public static string Encode(Guid guid)
{
string enc = Convert.ToBase64String(guid.ToByteArray());
return String.Format("{0:X}", enc.GetHashCode());
}
}
}

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fileFormatVersion: 2
guid: 3cf71f51f0308524080bb4aba2c9bb81
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
interface IPropertyFromNode
{
AbstractShaderProperty AsShaderProperty();
int outputSlotId { get; }
}
}

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fileFormatVersion: 2
guid: 01ab4daa0c099e24e90bbb8623a4198b
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externalObjects: {}
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userData:
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@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 0ab9e53346965db4a8ee81a2b978dca5
folderAsset: yes
timeCreated: 1495526789
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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fileFormatVersion: 2
guid: b43ef3944c134a74995e6582de94d21b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using System.Collections.Generic;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Basic", "Boolean")]
class BooleanNode : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]
private bool m_Value;
public const int OutputSlotId = 0;
private const string kOutputSlotName = "Out";
public BooleanNode()
{
name = "Boolean";
synonyms = new string[] { "switch", "true", "false", "on", "off" };
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new BooleanMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, false));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
[ToggleControl("")]
public ToggleData value
{
get { return new ToggleData(m_Value); }
set
{
if (m_Value == value.isOn)
return;
m_Value = value.isOn;
Dirty(ModificationScope.Node);
}
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
properties.AddShaderProperty(new BooleanShaderProperty()
{
overrideReferenceName = GetVariableNameForNode(),
generatePropertyBlock = false,
value = m_Value
});
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
if (generationMode.IsPreview())
return;
sb.AppendLine("$precision {0} = {1};", GetVariableNameForNode(), (m_Value ? 1 : 0));
}
public override string GetVariableNameForSlot(int slotId)
{
return GetVariableNameForNode();
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
properties.Add(new PreviewProperty(PropertyType.Boolean)
{
name = GetVariableNameForNode(),
booleanValue = m_Value
});
}
public AbstractShaderProperty AsShaderProperty()
{
return new BooleanShaderProperty { value = m_Value };
}
public int outputSlotId { get { return OutputSlotId; } }
}
}

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fileFormatVersion: 2
guid: a6bd4d4655c0b9046a14e6ab0caebdc3
timeCreated: 1445864587
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,175 @@
using System;
using System.Collections.Generic;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph.Internal
{
public enum ColorMode
{
Default,
HDR
}
}
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Basic", "Color")]
class ColorNode : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
public const int OutputSlotId = 0;
private const string kOutputSlotName = "Out";
public override int latestVersion => 1;
public ColorNode()
{
name = "Color";
synonyms = new string[] { "rgba" };
UpdateNodeAfterDeserialization();
}
[SerializeField]
Color m_Color = new Color(UnityEngine.Color.clear, ColorMode.Default);
[Serializable]
public struct Color
{
public UnityEngine.Color color;
public ColorMode mode;
public Color(UnityEngine.Color color, ColorMode mode)
{
this.color = color;
this.mode = mode;
}
}
[ColorControl("")]
public Color color
{
get { return m_Color; }
set
{
if ((value.color == m_Color.color) && (value.mode == m_Color.mode))
return;
if ((value.mode != m_Color.mode) && (value.mode == ColorMode.Default))
{
float r = Mathf.Clamp(value.color.r, 0, 1);
float g = Mathf.Clamp(value.color.g, 0, 1);
float b = Mathf.Clamp(value.color.b, 0, 1);
float a = Mathf.Clamp(value.color.a, 0, 1);
value.color = new UnityEngine.Color(r, g, b, a);
}
m_Color = value;
Dirty(ModificationScope.Graph);
}
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
properties.AddShaderProperty(new ColorShaderProperty()
{
overrideReferenceName = GetVariableNameForNode(),
generatePropertyBlock = false,
value = color.color,
colorMode = color.mode
});
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
if (generationMode.IsPreview())
return;
switch (sgVersion)
{
case 0:
sb.AppendLine(@"$precision4 {0} = IsGammaSpace() ? $precision4({1}, {2}, {3}, {4}) : $precision4(SRGBToLinear($precision3({1}, {2}, {3})), {4});"
, GetVariableNameForNode()
, NodeUtils.FloatToShaderValue(color.color.r)
, NodeUtils.FloatToShaderValue(color.color.g)
, NodeUtils.FloatToShaderValue(color.color.b)
, NodeUtils.FloatToShaderValue(color.color.a));
break;
case 1:
//HDR color picker assumes Linear space, regular color picker assumes SRGB. Handle both cases
if (color.mode == ColorMode.Default)
{
sb.AppendLine(@"$precision4 {0} = IsGammaSpace() ? $precision4({1}, {2}, {3}, {4}) : $precision4(SRGBToLinear($precision3({1}, {2}, {3})), {4});"
, GetVariableNameForNode()
, NodeUtils.FloatToShaderValue(color.color.r)
, NodeUtils.FloatToShaderValue(color.color.g)
, NodeUtils.FloatToShaderValue(color.color.b)
, NodeUtils.FloatToShaderValue(color.color.a));
}
else
{
sb.AppendLine(@"$precision4 {0} = IsGammaSpace() ? LinearToSRGB($precision4({1}, {2}, {3}, {4})) : $precision4({1}, {2}, {3}, {4});"
, GetVariableNameForNode()
, NodeUtils.FloatToShaderValue(color.color.r)
, NodeUtils.FloatToShaderValue(color.color.g)
, NodeUtils.FloatToShaderValue(color.color.b)
, NodeUtils.FloatToShaderValue(color.color.a));
}
break;
}
}
public override string GetVariableNameForSlot(int slotId)
{
return GetVariableNameForNode();
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
UnityEngine.Color propColor = color.color;
if (color.mode == ColorMode.Default)
{
if (PlayerSettings.colorSpace == ColorSpace.Linear)
propColor = propColor.linear;
}
if (color.mode == ColorMode.HDR)
{
switch (sgVersion)
{
case 0:
if (PlayerSettings.colorSpace == ColorSpace.Linear)
propColor = propColor.linear;
break;
case 1:
if (PlayerSettings.colorSpace == ColorSpace.Gamma)
propColor = propColor.gamma;
break;
}
}
// we use Vector4 type to avoid all of the automatic color conversions of PropertyType.Color
properties.Add(new PreviewProperty(PropertyType.Vector4)
{
name = GetVariableNameForNode(),
vector4Value = propColor
});
}
public AbstractShaderProperty AsShaderProperty()
{
return new ColorShaderProperty() { value = color.color, colorMode = color.mode };
}
public int outputSlotId { get { return OutputSlotId; } }
}
}

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fileFormatVersion: 2
guid: 325c0e24c20746345a5f90dc201973f8
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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@ -0,0 +1,75 @@
using System.Collections.Generic;
using System.Globalization;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
enum ConstantType
{
PI,
TAU,
PHI,
E,
SQRT2
};
[Title("Input", "Basic", "Constant")]
class ConstantNode : AbstractMaterialNode, IGeneratesBodyCode
{
static Dictionary<ConstantType, float> m_constantList = new Dictionary<ConstantType, float>
{
{ConstantType.PI, 3.1415926f },
{ConstantType.TAU, 6.28318530f},
{ConstantType.PHI, 1.618034f},
{ConstantType.E, 2.718282f},
{ConstantType.SQRT2, 1.414214f},
};
[SerializeField]
private ConstantType m_constant = ConstantType.PI;
private const int kOutputSlotId = 0;
private const string kOutputSlotName = "Out";
[EnumControl("")]
public ConstantType constant
{
get { return m_constant; }
set
{
if (m_constant == value)
return;
m_constant = value;
Dirty(ModificationScope.Graph);
}
}
public ConstantNode()
{
name = "Constant";
synonyms = new string[] { "pi", "tau", "phi" };
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector1MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, 0));
RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
sb.AppendLine(string.Format("$precision {0} = {1};"
, GetVariableNameForNode()
, m_constantList[constant].ToString(CultureInfo.InvariantCulture)));
}
public override string GetVariableNameForSlot(int slotId)
{
return GetVariableNameForNode();
}
}
}

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fileFormatVersion: 2
guid: f48f68efc30ae334098ff30e88fbf9db
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System.Collections.Generic;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Basic", "Integer")]
class IntegerNode : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]
private int m_Value;
public const int OutputSlotId = 0;
private const string kOutputSlotName = "Out";
public IntegerNode()
{
name = "Integer";
synonyms = new string[] { "whole number" };
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector1MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, 0));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
[IntegerControl("")]
public int value
{
get { return m_Value; }
set
{
if (m_Value == value)
return;
m_Value = value;
Dirty(ModificationScope.Node);
}
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
properties.AddShaderProperty(new Vector1ShaderProperty()
{
overrideReferenceName = GetVariableNameForNode(),
generatePropertyBlock = false,
value = value,
floatType = FloatType.Integer
});
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
if (generationMode.IsPreview())
return;
sb.AppendLine(string.Format("$precision {0} = {1};", GetVariableNameForNode(), m_Value));
}
public override string GetVariableNameForSlot(int slotId)
{
return GetVariableNameForNode();
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
properties.Add(new PreviewProperty(PropertyType.Float)
{
name = GetVariableNameForNode(),
floatValue = m_Value
});
}
public AbstractShaderProperty AsShaderProperty()
{
return new Vector1ShaderProperty { value = value, floatType = FloatType.Integer };
}
public int outputSlotId { get { return OutputSlotId; } }
}
}

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fileFormatVersion: 2
guid: e449bdf3b245898489ebab4f709ded62
timeCreated: 1445864587
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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using System.Collections.Generic;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using System.Globalization;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Basic", "Slider")]
class SliderNode : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]
private Vector3 m_Value = new Vector3(0f, 0f, 1f);
public const int OutputSlotId = 0;
private const string kOutputSlotName = "Out";
public SliderNode()
{
name = "Slider";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector1MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, 0));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
[SliderControl("", true)]
public Vector3 value
{
get { return m_Value; }
set
{
if (m_Value == value)
return;
m_Value = value;
Dirty(ModificationScope.Node);
}
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
properties.AddShaderProperty(new Vector1ShaderProperty()
{
overrideReferenceName = GetVariableNameForNode(),
generatePropertyBlock = false,
value = value.x,
rangeValues = new Vector2(value.y, value.z),
floatType = FloatType.Slider
});
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
if (generationMode.IsPreview())
return;
sb.AppendLine(string.Format(CultureInfo.InvariantCulture, "$precision {0} = {1};", GetVariableNameForNode(), m_Value.x));
}
public override string GetVariableNameForSlot(int slotId)
{
return GetVariableNameForNode();
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
properties.Add(new PreviewProperty(PropertyType.Float)
{
name = GetVariableNameForNode(),
floatValue = m_Value.x
});
}
public AbstractShaderProperty AsShaderProperty()
{
return new Vector1ShaderProperty
{
value = value.x,
rangeValues = new Vector2(value.y, value.z),
floatType = FloatType.Slider
};
}
public int outputSlotId { get { return OutputSlotId; } }
}
}

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fileFormatVersion: 2
guid: 39d5ba890306e584c9fb4fede8c37f9c
timeCreated: 1445864587
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Basic", "Time")]
class TimeNode : AbstractMaterialNode, IMayRequireTime
{
private const string kOutputSlotName = "Time";
private const string kOutputSlot1Name = "Sine Time";
private const string kOutputSlot2Name = "Cosine Time";
private const string kOutputSlot3Name = "Delta Time";
private const string kOutputSlot4Name = "Smooth Delta";
public const int OutputSlotId = 0;
public const int OutputSlot1Id = 1;
public const int OutputSlot2Id = 2;
public const int OutputSlot3Id = 3;
public const int OutputSlot4Id = 4;
public TimeNode()
{
name = "Time";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector1MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, 0));
AddSlot(new Vector1MaterialSlot(OutputSlot1Id, kOutputSlot1Name, kOutputSlot1Name, SlotType.Output, 0));
AddSlot(new Vector1MaterialSlot(OutputSlot2Id, kOutputSlot2Name, kOutputSlot2Name, SlotType.Output, 0));
AddSlot(new Vector1MaterialSlot(OutputSlot3Id, kOutputSlot3Name, kOutputSlot3Name, SlotType.Output, 0));
AddSlot(new Vector1MaterialSlot(OutputSlot4Id, kOutputSlot4Name, kOutputSlot4Name, SlotType.Output, 0));
RemoveSlotsNameNotMatching(validSlots);
}
protected int[] validSlots
{
get { return new[] { OutputSlotId, OutputSlot1Id, OutputSlot2Id, OutputSlot3Id, OutputSlot4Id }; }
}
public override string GetVariableNameForSlot(int slotId)
{
switch (slotId)
{
case OutputSlot1Id:
return "IN.TimeParameters.y";
case OutputSlot2Id:
return "IN.TimeParameters.z";
case OutputSlot3Id:
return "unity_DeltaTime.x";
case OutputSlot4Id:
return "unity_DeltaTime.z";
default:
return "IN.TimeParameters.x";
}
}
public bool RequiresTime()
{
return true;
}
}
}

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fileFormatVersion: 2
guid: 66310de0dabd3074aa56ab7714324cc0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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using System.Collections.Generic;
using System.Linq;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Basic", "Float")]
class Vector1Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]
private float m_Value = 0;
const string kInputSlotXName = "X";
const string kOutputSlotName = "Out";
public const int InputSlotXId = 1;
public const int OutputSlotId = 0;
public Vector1Node()
{
name = "Float";
synonyms = new string[] { "Vector 1", "1", "v1", "vec1", "scalar" };
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector1MaterialSlot(InputSlotXId, kInputSlotXName, kInputSlotXName, SlotType.Input, m_Value));
AddSlot(new Vector1MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, 0));
RemoveSlotsNameNotMatching(new[] { OutputSlotId, InputSlotXId });
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var inputValue = GetSlotValue(InputSlotXId, generationMode);
sb.AppendLine(string.Format("$precision {0} = {1};", GetVariableNameForSlot(OutputSlotId), inputValue));
}
public AbstractShaderProperty AsShaderProperty()
{
var slot = FindInputSlot<Vector1MaterialSlot>(InputSlotXId);
return new Vector1ShaderProperty { value = slot.value };
}
public override void OnAfterDeserialize()
{
base.OnAfterDeserialize();
name = "Float";
}
int IPropertyFromNode.outputSlotId { get { return OutputSlotId; } }
}
}

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fileFormatVersion: 2
guid: 87c4299b09d95d64c99884296038ceeb
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licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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using System.Collections.Generic;
using System.Linq;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Basic", "Vector 2")]
class Vector2Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]
private Vector2 m_Value = Vector2.zero;
const string kInputSlotXName = "X";
const string kInputSlotYName = "Y";
const string kOutputSlotName = "Out";
public const int OutputSlotId = 0;
public const int InputSlotXId = 1;
public const int InputSlotYId = 2;
public Vector2Node()
{
name = "Vector 2";
synonyms = new string[] { "2", "v2", "vec2", "float2" };
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector1MaterialSlot(InputSlotXId, kInputSlotXName, kInputSlotXName, SlotType.Input, m_Value.x));
AddSlot(new Vector1MaterialSlot(InputSlotYId, kInputSlotYName, kInputSlotYName, SlotType.Input, m_Value.y, label1: "Y"));
AddSlot(new Vector2MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { OutputSlotId, InputSlotXId, InputSlotYId });
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var inputXValue = GetSlotValue(InputSlotXId, generationMode);
var inputYValue = GetSlotValue(InputSlotYId, generationMode);
var outputName = GetVariableNameForSlot(OutputSlotId);
var s = string.Format("$precision2 {0} = $precision2({1}, {2});",
outputName,
inputXValue,
inputYValue);
sb.AppendLine(s);
}
public AbstractShaderProperty AsShaderProperty()
{
var slotX = FindInputSlot<Vector1MaterialSlot>(InputSlotXId);
var slotY = FindInputSlot<Vector1MaterialSlot>(InputSlotYId);
return new Vector2ShaderProperty { value = new Vector2(slotX.value, slotY.value) };
}
int IPropertyFromNode.outputSlotId { get { return OutputSlotId; } }
}
}

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fileFormatVersion: 2
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icon: {instanceID: 0}
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assetBundleName:
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using System.Collections.Generic;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Basic", "Vector 3")]
class Vector3Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]
private Vector3 m_Value = Vector3.zero;
const string kInputSlotXName = "X";
const string kInputSlotYName = "Y";
const string kInputSlotZName = "Z";
const string kOutputSlotName = "Out";
public const int OutputSlotId = 0;
public const int InputSlotXId = 1;
public const int InputSlotYId = 2;
public const int InputSlotZId = 3;
public Vector3Node()
{
name = "Vector 3";
synonyms = new string[] { "3", "v3", "vec3", "float3" };
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector1MaterialSlot(InputSlotXId, kInputSlotXName, kInputSlotXName, SlotType.Input, m_Value.x));
AddSlot(new Vector1MaterialSlot(InputSlotYId, kInputSlotYName, kInputSlotYName, SlotType.Input, m_Value.y, label1: "Y"));
AddSlot(new Vector1MaterialSlot(InputSlotZId, kInputSlotZName, kInputSlotZName, SlotType.Input, m_Value.z, label1: "Z"));
AddSlot(new Vector3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { OutputSlotId, InputSlotXId, InputSlotYId, InputSlotZId });
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var inputXValue = GetSlotValue(InputSlotXId, generationMode);
var inputYValue = GetSlotValue(InputSlotYId, generationMode);
var inputZValue = GetSlotValue(InputSlotZId, generationMode);
var outputName = GetVariableNameForSlot(outputSlotId);
var s = string.Format("$precision3 {0} = $precision3({1}, {2}, {3});",
outputName,
inputXValue,
inputYValue,
inputZValue);
sb.AppendLine(s);
}
public AbstractShaderProperty AsShaderProperty()
{
var slotX = FindInputSlot<Vector1MaterialSlot>(InputSlotXId);
var slotY = FindInputSlot<Vector1MaterialSlot>(InputSlotYId);
var slotZ = FindInputSlot<Vector1MaterialSlot>(InputSlotZId);
return new Vector3ShaderProperty { value = new Vector3(slotX.value, slotY.value, slotZ.value) };
}
public int outputSlotId { get { return OutputSlotId; } }
}
}

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executionOrder: 0
icon: {instanceID: 0}
userData:
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using System.Collections.Generic;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Basic", "Vector 4")]
class Vector4Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]
private Vector4 m_Value = Vector4.zero;
const string kInputSlotXName = "X";
const string kInputSlotYName = "Y";
const string kInputSlotZName = "Z";
const string kInputSlotWName = "W";
const string kOutputSlotName = "Out";
public const int OutputSlotId = 0;
public const int InputSlotXId = 1;
public const int InputSlotYId = 2;
public const int InputSlotZId = 3;
public const int InputSlotWId = 4;
public Vector4Node()
{
name = "Vector 4";
synonyms = new string[] { "4", "v4", "vec4", "float4" };
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector1MaterialSlot(InputSlotXId, kInputSlotXName, kInputSlotXName, SlotType.Input, m_Value.x));
AddSlot(new Vector1MaterialSlot(InputSlotYId, kInputSlotYName, kInputSlotYName, SlotType.Input, m_Value.y, label1: "Y"));
AddSlot(new Vector1MaterialSlot(InputSlotZId, kInputSlotZName, kInputSlotZName, SlotType.Input, m_Value.z, label1: "Z"));
AddSlot(new Vector1MaterialSlot(InputSlotWId, kInputSlotWName, kInputSlotWName, SlotType.Input, m_Value.w, label1: "W"));
AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { OutputSlotId, InputSlotXId, InputSlotYId, InputSlotZId, InputSlotWId });
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var inputXValue = GetSlotValue(InputSlotXId, generationMode);
var inputYValue = GetSlotValue(InputSlotYId, generationMode);
var inputZValue = GetSlotValue(InputSlotZId, generationMode);
var inputWValue = GetSlotValue(InputSlotWId, generationMode);
var outputName = GetVariableNameForSlot(outputSlotId);
var s = string.Format("$precision4 {0} = $precision4({1}, {2}, {3}, {4});",
outputName,
inputXValue,
inputYValue,
inputZValue,
inputWValue);
sb.AppendLine(s);
}
public AbstractShaderProperty AsShaderProperty()
{
var slotX = FindInputSlot<Vector1MaterialSlot>(InputSlotXId);
var slotY = FindInputSlot<Vector1MaterialSlot>(InputSlotYId);
var slotZ = FindInputSlot<Vector1MaterialSlot>(InputSlotZId);
var slotW = FindInputSlot<Vector1MaterialSlot>(InputSlotWId);
return new Vector4ShaderProperty { value = new Vector4(slotX.value, slotY.value, slotZ.value, slotW.value) };
}
public int outputSlotId { get { return OutputSlotId; } }
}
}

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fileFormatVersion: 2
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MonoImporter:
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executionOrder: 0
icon: {instanceID: 0}
userData:

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using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
using UnityEditor.Rendering;
namespace UnityEditor.ShaderGraph
{
[Serializable]
[Title("Custom Interpolators", "Instance")]
class CustomInterpolatorNode : AbstractMaterialNode
{
[SerializeField]
internal string customBlockNodeName = "K_INVALID";
[SerializeField]
private BlockNode.CustomBlockType serializedType = BlockNode.CustomBlockType.Vector4;
public override bool hasPreview { get { return true; } }
internal override bool ExposeToSearcher { get => false; } // This is exposed in a special way.
public override bool allowedInSubGraph { get => false; }
internal BlockNode e_targetBlockNode // weak indirection via customBlockNodeName
{
get => (owner?.vertexContext.blocks.Find(cib => cib.value.descriptor.name == customBlockNodeName))?.value ?? null;
}
public CustomInterpolatorNode()
{
UpdateNodeAfterDeserialization();
}
internal void ConnectToCustomBlock(BlockNode node)
{
// if somehow we were already connected, be sure to unregister.
if (e_targetBlockNode != null)
{
e_targetBlockNode.UnregisterCallback(OnCustomBlockModified);
}
// if a new cib is renamed to match us when we didn't have a target (unusual case, but covering all bases here).
if (node?.isCustomBlock ?? false)
{
name = node.customName + " (Custom Interpolator)";
customBlockNodeName = node.customName;
serializedType = node.customWidth;
BuildSlot();
node.RegisterCallback(OnCustomBlockModified);
}
}
internal void ConnectToCustomBlockByName(string customBlockName)
{
// see above
if (e_targetBlockNode != null)
{
e_targetBlockNode.UnregisterCallback(OnCustomBlockModified);
}
name = customBlockName + " (Custom Interpolator)";
customBlockNodeName = customBlockName;
if (e_targetBlockNode != null)
{
serializedType = e_targetBlockNode.customWidth;
BuildSlot();
e_targetBlockNode.RegisterCallback(OnCustomBlockModified);
}
else
{
// We should get badged in OnValidate.
}
}
void OnCustomBlockModified(AbstractMaterialNode node, Graphing.ModificationScope scope)
{
if (node is BlockNode bnode)
{
if (bnode?.isCustomBlock ?? false)
{
name = bnode.customName + " (Custom Interpolator)";
customBlockNodeName = bnode.customName;
if (e_targetBlockNode != null && e_targetBlockNode.owner != null)
{
serializedType = e_targetBlockNode.customWidth;
BuildSlot();
Dirty(ModificationScope.Node);
Dirty(ModificationScope.Topological);
}
}
}
// bnode information we got is somehow invalid, this is probably case for an exception.
}
public override void ValidateNode()
{
// Our node was deleted or we had bad deserialization, we need to badge.
if (e_targetBlockNode == null || e_targetBlockNode.owner == null)
{
e_targetBlockNode?.UnregisterCallback(OnCustomBlockModified);
owner.AddValidationError(objectId, String.Format("Custom Block Interpolator '{0}' not found.", customBlockNodeName), ShaderCompilerMessageSeverity.Error);
}
else
{
// our blockNode reference is somehow valid again after it wasn't,
// we can reconnect and everything should be restored.
ConnectToCustomBlockByName(customBlockNodeName);
}
}
public override void UpdateNodeAfterDeserialization()
{
// our e_targetBlockNode is unsafe here, so we build w/our serialization info and hope for the best!
BuildSlot();
base.UpdateNodeAfterDeserialization();
}
void BuildSlot()
{
switch (serializedType)
{
case BlockNode.CustomBlockType.Float:
AddSlot(new Vector1MaterialSlot(0, "Out", "Out", SlotType.Output, default(float), ShaderStageCapability.Fragment));
break;
case BlockNode.CustomBlockType.Vector2:
AddSlot(new Vector2MaterialSlot(0, "Out", "Out", SlotType.Output, default(Vector2), ShaderStageCapability.Fragment));
break;
case BlockNode.CustomBlockType.Vector3:
AddSlot(new Vector3MaterialSlot(0, "Out", "Out", SlotType.Output, default(Vector3), ShaderStageCapability.Fragment));
break;
case BlockNode.CustomBlockType.Vector4:
AddSlot(new Vector4MaterialSlot(0, "Out", "Out", SlotType.Output, default(Vector4), ShaderStageCapability.Fragment));
break;
}
RemoveSlotsNameNotMatching(new[] { 0 });
}
public override string GetVariableNameForSlot(int slotid)
{
// Awkward case where current preview generation code does not use the Output for the all/isfinite preview for self.
// GetOutputForSlot does _not_ make use of GetVariableNameForSlot in any way, so this is just to prevent disrupting
// any existing expected behavior in the preview.
if (CustomInterpolatorUtils.generatorNodeOnly)
{
var slotRef = GetSlotReference(0);
return GetOutputForSlot(slotRef, slotRef.slot.concreteValueType, GenerationMode.Preview);
}
return "float4(1,0,1,1)";
}
protected internal override string GetOutputForSlot(SlotReference fromSocketRef, ConcreteSlotValueType valueType, GenerationMode generationMode)
{
// check to see if we can inline a value.
List<PreviewProperty> props = new List<PreviewProperty>();
e_targetBlockNode?.CollectPreviewMaterialProperties(props);
// if the cib is inActive, this node still might be in an active branch.
bool isActive = e_targetBlockNode?.isActive ?? false;
// if the cib has no input node, we can use the input property to inline a magic value.
bool canInline = e_targetBlockNode?.GetInputNodeFromSlot(0) == null && props.Count != 0;
// vector width of target slot
int toWidth = SlotTypeToWidth(valueType);
string finalResult = "";
// If cib is inactive (or doesn't exist), then we default to black (as is the case for other nodes).
if (!isActive || CustomInterpolatorUtils.generatorSkipFlag)
{
finalResult = ConvertVector("$precision4(0,0,0,0)", 4, toWidth);
}
// cib has no input; we can directly use the inline value instead.
else if (canInline)
{
Vector4 v = default;
if (props[0].propType != PropertyType.Float)
v = props[0].vector4Value;
int outWidth = 4;
string result;
switch (props[0].propType)
{
case PropertyType.Float:
result = $" $precision1({props[0].floatValue}) ";
outWidth = 1;
break;
default:
result = $" $precision4({v.x},{v.y},{v.z},{v.w}) ";
outWidth = 4;
break;
}
finalResult = ConvertVector(result, outWidth, toWidth);
}
// Preview Node doesn't support CI, but we can fake it by asking the cib's source input for it's value instead.
else if (CustomInterpolatorUtils.generatorNodeOnly)
{
var sourceSlot = FindSourceSlot(out var found);
// CIB's type needs to constrain the incoming value (eg. vec2(out)->float(cib) | float(cin)->vec2(in))
// If we didn't do this next line, we'd get vec2(out)->vec2(in), which would ignore the truncation in the preview.
var result = sourceSlot.node.GetOutputForSlot(sourceSlot, FindSlot<MaterialSlot>(0).concreteValueType, GenerationMode.Preview);
finalResult = ConvertVector(result, (int)e_targetBlockNode.customWidth, toWidth);
}
// If we made it this far, then cib is in a valid and meaningful configuration in the SDI struct.
else
{
// pull directly out of the SDI and just use it.
var result = string.Format("IN.{0}", customBlockNodeName);
finalResult = ConvertVector(result, (int)e_targetBlockNode.customWidth, toWidth);
}
return finalResult.Replace(PrecisionUtil.Token, concretePrecision.ToShaderString());
}
SlotReference FindSourceSlot(out bool found)
{
try
{
found = true;
return owner.GetEdges(e_targetBlockNode).First().outputSlot;
}
catch
{
found = false;
return default;
}
}
private static int SlotTypeToWidth(ConcreteSlotValueType valueType)
{
switch (valueType)
{
case ConcreteSlotValueType.Boolean:
case ConcreteSlotValueType.Vector1: return 1;
case ConcreteSlotValueType.Vector2: return 2;
case ConcreteSlotValueType.Vector3: return 3;
default: return 4;
}
}
private static string ConvertVector(string name, int fromLen, int toLen)
{
if (fromLen == toLen)
return name;
var key = new char[] { 'x', 'y', 'z', 'w' };
string begin = $"$precision{toLen}({name}.";
var mid = "";
string end = ")";
if (toLen == 4)
{
// We assume homogenous coordinates for some reason.
end = ", 1.0)";
toLen -= 1;
}
if (fromLen == 1)
{
// we expand floats for each component for some reason.
fromLen = toLen;
key = new char[] { 'x', 'x', 'x' };
}
// expand the swizzle
int swizzLen = Math.Min(fromLen, toLen);
for (int i = 0; i < swizzLen; ++i)
mid += key[i];
// fill gaps
for (int i = fromLen; i < toLen; ++i)
mid += ", 0.0";
// float<toLen>(<name>.<swizz>, <gap...>, 1.0)"
return $"({begin}{mid}{end})";
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0ccc92de4363bc249858ecefc3a07775
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 5e9138df313dc9e4fa20f92625c26b59
folderAsset: yes
timeCreated: 1495527166
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,36 @@
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Geometry", "Bitangent Vector")]
class BitangentVectorNode : GeometryNode, IMayRequireBitangent
{
public const int kOutputSlotId = 0;
public const string kOutputSlotName = "Out";
public BitangentVectorNode()
{
name = "Bitangent Vector";
synonyms = new string[] { "binormal" };
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector3MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, new Vector4(0, 0, 1)));
RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
}
public override string GetVariableNameForSlot(int slotId)
{
return string.Format("IN.{0}", space.ToVariableName(InterpolatorType.BiTangent));
}
public NeededCoordinateSpace RequiresBitangent(ShaderStageCapability stageCapability)
{
return space.ToNeededCoordinateSpace();
}
}
}

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@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 25ded6c13e7523d48935f8bd1b9afcb6
timeCreated: 1481041579
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,34 @@
using System.Reflection;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Geometry", "Instance ID")]
class InstanceIDNode : CodeFunctionNode
{
public override bool hasPreview { get { return false; } }
public InstanceIDNode()
{
name = "Instance ID";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("UnityGetInstanceID", BindingFlags.Static | BindingFlags.NonPublic);
}
static string UnityGetInstanceID([Slot(0, Binding.None)] out Vector1 Out)
{
return
@"
{
#if UNITY_ANY_INSTANCING_ENABLED
Out = unity_InstanceID;
#else
Out = 0;
#endif
}
";
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 215e6221fbd6f9a4bbd14e951c9575d6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,37 @@
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[FormerName("UnityEngine.MaterialGraph.NormalNode")]
[Title("Input", "Geometry", "Normal Vector")]
class NormalVectorNode : GeometryNode, IMayRequireNormal
{
public const int kOutputSlotId = 0;
public const string kOutputSlotName = "Out";
public NormalVectorNode()
{
name = "Normal Vector";
synonyms = new string[] { "surface direction" };
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector3MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, new Vector4(0, 0, 1)));
RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
}
public override string GetVariableNameForSlot(int slotId)
{
return string.Format("IN.{0}", space.ToVariableName(InterpolatorType.Normal));
}
public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability)
{
return space.ToNeededCoordinateSpace();
}
}
}

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