initial commit

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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 UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using System.Collections.Generic;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Matrix", "Matrix 2x2")]
class Matrix2Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
public const int OutputSlotId = 0;
const string kOutputSlotName = "Out";
[SerializeField]
Vector2 m_Row0;
[SerializeField]
Vector2 m_Row1;
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector2 row0
{
get { return m_Row0; }
set { SetRow(ref m_Row0, value); }
}
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector2 row1
{
get { return m_Row1; }
set { SetRow(ref m_Row1, value); }
}
void SetRow(ref Vector2 row, Vector2 value)
{
if (value == row)
return;
row = value;
Dirty(ModificationScope.Node);
}
public Matrix2Node()
{
name = "Matrix 2x2";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Matrix2MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
properties.AddShaderProperty(new Vector2ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m0", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row0
});
properties.AddShaderProperty(new Vector2ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m1", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row1
});
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
{
sb.AppendLine("$precision2 _{0}_m0 = $precision2 ({1}, {2});", GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row0.x),
NodeUtils.FloatToShaderValue(m_Row0.y));
sb.AppendLine("$precision2 _{0}_m1 = $precision2 ({1}, {2});", GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row1.x),
NodeUtils.FloatToShaderValue(m_Row1.y));
}
sb.AppendLine("$precision2x2 {0} = $precision2x2 (_{0}_m0.x, _{0}_m0.y, _{0}_m1.x, _{0}_m1.y);", GetVariableNameForNode());
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
properties.Add(new PreviewProperty(PropertyType.Vector2)
{
name = string.Format("_{0}_m0", GetVariableNameForNode()),
vector4Value = m_Row0
});
properties.Add(new PreviewProperty(PropertyType.Vector2)
{
name = string.Format("_{0}_m1", GetVariableNameForNode()),
vector4Value = m_Row1
});
}
public override string GetVariableNameForSlot(int slotId)
{
return GetVariableNameForNode();
}
public AbstractShaderProperty AsShaderProperty()
{
return new Matrix2ShaderProperty
{
value = new Matrix4x4()
{
m00 = row0.x,
m01 = row0.y,
m02 = 0,
m03 = 0,
m10 = row1.x,
m11 = row1.y,
m12 = 0,
m13 = 0,
m20 = 0,
m21 = 0,
m22 = 0,
m23 = 0,
m30 = 0,
m31 = 0,
m32 = 0,
m33 = 0,
}
};
}
public int outputSlotId { get { return OutputSlotId; } }
}
}

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fileFormatVersion: 2
guid: a01da6bf9ffa118478ae371b28d2e166
timeCreated: 1446473341
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using System.Collections.Generic;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Matrix", "Matrix 3x3")]
class Matrix3Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
public const int OutputSlotId = 0;
const string kOutputSlotName = "Out";
[SerializeField]
Vector3 m_Row0;
[SerializeField]
Vector3 m_Row1;
[SerializeField]
Vector3 m_Row2;
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector3 row0
{
get { return m_Row0; }
set { SetRow(ref m_Row0, value); }
}
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector3 row1
{
get { return m_Row1; }
set { SetRow(ref m_Row1, value); }
}
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector3 row2
{
get { return m_Row2; }
set { SetRow(ref m_Row2, value); }
}
void SetRow(ref Vector3 row, Vector3 value)
{
if (value == row)
return;
row = value;
Dirty(ModificationScope.Node);
}
public Matrix3Node()
{
name = "Matrix 3x3";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Matrix3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
properties.AddShaderProperty(new Vector3ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m0", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row0
});
properties.AddShaderProperty(new Vector3ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m1", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row1
});
properties.AddShaderProperty(new Vector3ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m2", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row2
});
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
{
sb.AppendLine("$precision3 _{0}_m0 = $precision3 ({1}, {2}, {3});", GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row0.x),
NodeUtils.FloatToShaderValue(m_Row0.y),
NodeUtils.FloatToShaderValue(m_Row0.z));
sb.AppendLine("$precision3 _{0}_m1 = $precision3 ({1}, {2}, {3});", GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row1.x),
NodeUtils.FloatToShaderValue(m_Row1.y),
NodeUtils.FloatToShaderValue(m_Row1.z));
sb.AppendLine("$precision3 _{0}_m2 = $precision3 ({1}, {2}, {3});", GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row2.x),
NodeUtils.FloatToShaderValue(m_Row2.y),
NodeUtils.FloatToShaderValue(m_Row2.z));
}
sb.AppendLine("$precision3x3 {0} = $precision3x3 (_{0}_m0.x, _{0}_m0.y, _{0}_m0.z, _{0}_m1.x, _{0}_m1.y, _{0}_m1.z, _{0}_m2.x, _{0}_m2.y, _{0}_m2.z);", GetVariableNameForNode());
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
properties.Add(new PreviewProperty(PropertyType.Vector3)
{
name = string.Format("_{0}_m0", GetVariableNameForNode()),
vector4Value = m_Row0
});
properties.Add(new PreviewProperty(PropertyType.Vector3)
{
name = string.Format("_{0}_m1", GetVariableNameForNode()),
vector4Value = m_Row1
});
properties.Add(new PreviewProperty(PropertyType.Vector3)
{
name = string.Format("_{0}_m2", GetVariableNameForNode()),
vector4Value = m_Row2
});
}
public override string GetVariableNameForSlot(int slotId)
{
return GetVariableNameForNode();
}
public AbstractShaderProperty AsShaderProperty()
{
return new Matrix3ShaderProperty
{
value = new Matrix4x4()
{
m00 = row0.x,
m01 = row0.y,
m02 = row0.z,
m03 = 0,
m10 = row1.x,
m11 = row1.y,
m12 = row1.z,
m13 = 0,
m20 = row2.x,
m21 = row2.y,
m22 = row2.z,
m23 = 0,
m30 = 0,
m31 = 0,
m32 = 0,
m33 = 0,
}
};
}
public int outputSlotId { get { return OutputSlotId; } }
}
}

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fileFormatVersion: 2
guid: fec4ad06a8bd71044af822b7d2258a69
timeCreated: 1446473341
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using System.Collections.Generic;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Matrix", "Matrix 4x4")]
class Matrix4Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
public const int OutputSlotId = 0;
const string kOutputSlotName = "Out";
[SerializeField]
Vector4 m_Row0;
[SerializeField]
Vector4 m_Row1;
[SerializeField]
Vector4 m_Row2;
[SerializeField]
Vector4 m_Row3;
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector4 row0
{
get { return m_Row0; }
set { SetRow(ref m_Row0, value); }
}
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector4 row1
{
get { return m_Row1; }
set { SetRow(ref m_Row1, value); }
}
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector4 row2
{
get { return m_Row2; }
set { SetRow(ref m_Row2, value); }
}
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector4 row3
{
get { return m_Row3; }
set { SetRow(ref m_Row3, value); }
}
void SetRow(ref Vector4 row, Vector4 value)
{
if (value == row)
return;
row = value;
Dirty(ModificationScope.Node);
}
public Matrix4Node()
{
name = "Matrix 4x4";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Matrix4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m0", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row0
});
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m1", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row1
});
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m2", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row2
});
properties.AddShaderProperty(new Vector4ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m3", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row3
});
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
{
sb.AppendLine("$precision4 _{0}_m0 = $precision4 ({1}, {2}, {3}, {4});", GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row0.x),
NodeUtils.FloatToShaderValue(m_Row0.y),
NodeUtils.FloatToShaderValue(m_Row0.z),
NodeUtils.FloatToShaderValue(m_Row0.w));
sb.AppendLine("$precision4 _{0}_m1 = $precision4 ({1}, {2}, {3}, {4});", GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row1.x),
NodeUtils.FloatToShaderValue(m_Row1.y),
NodeUtils.FloatToShaderValue(m_Row1.z),
NodeUtils.FloatToShaderValue(m_Row1.w));
sb.AppendLine("$precision4 _{0}_m2 = $precision4 ({1}, {2}, {3}, {4});", GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row2.x),
NodeUtils.FloatToShaderValue(m_Row2.y),
NodeUtils.FloatToShaderValue(m_Row2.z),
NodeUtils.FloatToShaderValue(m_Row2.w));
sb.AppendLine("$precision4 _{0}_m3 = $precision4 ({1}, {2}, {3}, {4});", GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row3.x),
NodeUtils.FloatToShaderValue(m_Row3.y),
NodeUtils.FloatToShaderValue(m_Row3.z),
NodeUtils.FloatToShaderValue(m_Row3.w));
}
sb.AppendLine("$precision4x4 {0} = $precision4x4 (_{0}_m0.x, _{0}_m0.y, _{0}_m0.z, _{0}_m0.w, _{0}_m1.x, _{0}_m1.y, _{0}_m1.z, _{0}_m1.w, _{0}_m2.x, _{0}_m2.y, _{0}_m2.z, _{0}_m2.w, _{0}_m3.x, _{0}_m3.y, _{0}_m3.z, _{0}_m3.w);",
GetVariableNameForNode());
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
properties.Add(new PreviewProperty(PropertyType.Vector4)
{
name = string.Format("_{0}_m0", GetVariableNameForNode()),
vector4Value = m_Row0
});
properties.Add(new PreviewProperty(PropertyType.Vector4)
{
name = string.Format("_{0}_m1", GetVariableNameForNode()),
vector4Value = m_Row1
});
properties.Add(new PreviewProperty(PropertyType.Vector4)
{
name = string.Format("_{0}_m2", GetVariableNameForNode()),
vector4Value = m_Row2
});
properties.Add(new PreviewProperty(PropertyType.Vector4)
{
name = string.Format("_{0}_m3", GetVariableNameForNode()),
vector4Value = m_Row3
});
}
public override string GetVariableNameForSlot(int slotId)
{
return GetVariableNameForNode();
}
public AbstractShaderProperty AsShaderProperty()
{
return new Matrix4ShaderProperty
{
value = new Matrix4x4()
{
m00 = row0.x,
m01 = row0.y,
m02 = row0.z,
m03 = row0.w,
m10 = row1.x,
m11 = row1.y,
m12 = row1.z,
m13 = row1.w,
m20 = row2.x,
m21 = row2.y,
m22 = row2.z,
m23 = row2.w,
m30 = row3.x,
m31 = row3.y,
m32 = row3.z,
m33 = row3.w,
}
};
}
public int outputSlotId { get { return OutputSlotId; } }
}
}

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fileFormatVersion: 2
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timeCreated: 1446473341
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEditor.Graphing;
using System.Collections.Generic;
using System.Globalization;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
enum TransformationMatrixType
{
None = -1,
ModelView,
View,
Projection,
ViewProjection,
TransposeModelView,
InverseTransposeModelView,
ObjectToWorld,
WorldToObject
};
internal enum UnityMatrixType
{
Model,
InverseModel,
View,
InverseView,
Projection,
InverseProjection,
ViewProjection,
InverseViewProjection
}
[Title("Input", "Matrix", "Transformation Matrix")]
class TransformationMatrixNode : AbstractMaterialNode, IMayRequireTransform
{
static Dictionary<UnityMatrixType, string> m_MatrixList = new Dictionary<UnityMatrixType, string>
{
{UnityMatrixType.Model, "UNITY_MATRIX_M"},
{UnityMatrixType.InverseModel, "UNITY_MATRIX_I_M"},
{UnityMatrixType.View, "UNITY_MATRIX_V"},
{UnityMatrixType.InverseView, "UNITY_MATRIX_I_V"},
{UnityMatrixType.Projection, "UNITY_MATRIX_P"},
{UnityMatrixType.InverseProjection, "UNITY_MATRIX_I_P"},
{UnityMatrixType.ViewProjection, "UNITY_MATRIX_VP"},
{UnityMatrixType.InverseViewProjection, "UNITY_MATRIX_I_VP"},
};
static Dictionary<TransformationMatrixType, UnityMatrixType> m_MatrixUpgrade = new Dictionary<TransformationMatrixType, UnityMatrixType>
{
{TransformationMatrixType.ModelView, UnityMatrixType.Model},
{TransformationMatrixType.View, UnityMatrixType.View},
{TransformationMatrixType.Projection, UnityMatrixType.Projection},
{TransformationMatrixType.ViewProjection, UnityMatrixType.ViewProjection},
{TransformationMatrixType.TransposeModelView, UnityMatrixType.Model},
{TransformationMatrixType.InverseTransposeModelView, UnityMatrixType.Model},
{TransformationMatrixType.ObjectToWorld, UnityMatrixType.Model},
{TransformationMatrixType.WorldToObject, UnityMatrixType.InverseModel},
};
[SerializeField]
private TransformationMatrixType m_matrix = TransformationMatrixType.ModelView;
[SerializeField]
private UnityMatrixType m_MatrixType = UnityMatrixType.Model;
private const int kOutputSlotId = 0;
private const string kOutputSlotName = "Out";
public override bool hasPreview { get { return false; } }
[EnumControl("")]
public UnityMatrixType matrixType
{
get { return m_MatrixType; }
set
{
if (m_MatrixType == value)
return;
m_MatrixType = value;
Dirty(ModificationScope.Graph);
}
}
public TransformationMatrixNode()
{
name = "Transformation Matrix";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
if (m_matrix != TransformationMatrixType.None)
{
m_MatrixType = m_MatrixUpgrade[m_matrix];
m_matrix = TransformationMatrixType.None;
}
AddSlot(new Matrix4MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
}
public override string GetVariableNameForSlot(int slotId)
{
return m_MatrixList[matrixType].ToString(CultureInfo.InvariantCulture);
}
public bool RequiresVertexColor()
{
return true;
}
public NeededTransform[] RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All)
{
return new[] { new NeededTransform(matrixType) };
}
}
}

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fileFormatVersion: 2
guid: 080829bc2938e23489292a936367364d
timeCreated: 1481123160
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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