using UnityEditor.Rendering.UITK.ShaderGraph; using UnityEngine; using SlotType = UnityEditor.Graphing.SlotType; namespace UnityEditor.ShaderGraph { [Title("UI", "Default SDF Text")] [SubTargetFilter(typeof(IUISubTarget))] class DefaultSDFTextNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireUITK { public DefaultSDFTextNode() { name = "Default SDF Text"; synonyms = null; UpdateNodeAfterDeserialization(); } const int k_InputSlotIdTint = 0; const int k_OutputSlotId = 1; const string k_InputSlotNameTint = "Tint"; const string k_OutputSlotName = "SDF Text"; public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new DefaultVector4MaterialSlot(k_InputSlotIdTint, k_InputSlotNameTint, k_InputSlotNameTint, "Default")); AddSlot(new ColorRGBAMaterialSlot(k_OutputSlotId, k_OutputSlotName, k_OutputSlotName, SlotType.Output, Vector4.one, ShaderStageCapability.Fragment)); RemoveSlotsNameNotMatching(new[] { k_InputSlotIdTint, 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_TEXT || _UIE_RENDER_TYPE_ANY) && round(IN.typeTexSettings.x) == k_FragTypeText && (GetTextureInfo(IN.typeTexSettings.y).sdfScale > 0.0))"); using (sb.BlockScope()) { bool hasTint = GetInputNodeFromSlot(k_InputSlotIdTint) != null; sb.AppendLine("SdfTextFragInput Unity_UIE_EvaluateSdfTextNode_Input;"); sb.AppendLine("Unity_UIE_EvaluateSdfTextNode_Input.tint = {0};", hasTint ? GetSlotValue(k_InputSlotIdTint, generationMode) : "IN.color"); sb.AppendLine("Unity_UIE_EvaluateSdfTextNode_Input.textureSlot = IN.typeTexSettings.y;"); sb.AppendLine("Unity_UIE_EvaluateSdfTextNode_Input.uv = IN.uvClip.xy;"); sb.AppendLine("Unity_UIE_EvaluateSdfTextNode_Input.extraDilate = IN.circle.x;"); sb.AppendLine("Unity_UIE_EvaluateSdfTextNode_Input.textCoreLoc = round(IN.textCoreLoc);"); sb.AppendLine("Unity_UIE_EvaluateSdfTextNode_Input.opacity = IN.typeTexSettings.z;"); sb.AppendLine("CommonFragOutput Unity_UIE_EvaluateSdfTextNode_Output = uie_std_frag_sdf_text(Unity_UIE_EvaluateSdfTextNode_Input);"); sb.AppendLine("{0} = Unity_UIE_EvaluateSdfTextNode_Output.color;", outputVarName); } } public bool RequiresUITK(ShaderStageCapability stageCapability) { return true; } } }