using UnityEditor.Rendering.UITK.ShaderGraph; using UnityEngine; using SlotType = UnityEditor.Graphing.SlotType; namespace UnityEditor.ShaderGraph { [Title("UI", "Default Gradient")] [SubTargetFilter(typeof(IUISubTarget))] class DefaultGradientNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireUITK { public DefaultGradientNode() { name = "Default Gradient"; synonyms = null; UpdateNodeAfterDeserialization(); } const int k_OutputSlotId = 0; const string k_OutputSlotName = "Gradient"; public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new ColorRGBAMaterialSlot(k_OutputSlotId, k_OutputSlotName, k_OutputSlotName, SlotType.Output, Vector4.one, ShaderStageCapability.Fragment)); RemoveSlotsNameNotMatching(new[] { k_OutputSlotId }); } public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode) { string outputVarName = GetVariableNameForSlot(k_OutputSlotId); sb.AppendLine("float4 {0} = float4(1, 1, 0, 1);", outputVarName); sb.AppendLine("[branch] if (_UIE_RENDER_TYPE_GRADIENT || _UIE_RENDER_TYPE_ANY && round(IN.typeTexSettings.x) == k_FragTypeSvgGradient)"); using (sb.BlockScope()) { sb.AppendLine("SvgGradientFragInput Unity_UIE_RenderTypeSwitchNode_SvgGradient_Input;"); sb.AppendLine("Unity_UIE_RenderTypeSwitchNode_SvgGradient_Input.settingIndex = round(IN.typeTexSettings.z);"); sb.AppendLine("Unity_UIE_RenderTypeSwitchNode_SvgGradient_Input.textureSlot = round(IN.typeTexSettings.y);"); sb.AppendLine("Unity_UIE_RenderTypeSwitchNode_SvgGradient_Input.uv = IN.uvClip.xy;"); sb.AppendLine("Unity_UIE_RenderTypeSwitchNode_SvgGradient_Input.isArc = false;"); sb.AppendLine("Unity_UIE_RenderTypeSwitchNode_SvgGradient_Input.outer = float2(-10000, -10000);"); sb.AppendLine("Unity_UIE_RenderTypeSwitchNode_SvgGradient_Input.inner = float2(-10000, -10000);"); sb.AppendLine("CommonFragOutput Unity_UIE_RenderTypeSwitchNode_Output = uie_std_frag_svg_gradient(Unity_UIE_RenderTypeSwitchNode_SvgGradient_Input);"); sb.AppendLine("{0} = Unity_UIE_RenderTypeSwitchNode_Output.color * IN.color;", outputVarName); } } public bool RequiresUITK(ShaderStageCapability stageCapability) { return true; } } }