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using UnityEditor.Rendering.UITK.ShaderGraph;
using UnityEngine;
using SlotType = UnityEditor.Graphing.SlotType;
namespace UnityEditor.ShaderGraph
{
[Title("UI", "Default Texture")]
[SubTargetFilter(typeof(IUISubTarget))]
class DefaultTextureNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireUITK
{
public DefaultTextureNode()
{
name = "Default Texture";
synonyms = null;
UpdateNodeAfterDeserialization();
}
const int k_InputSlotIdUV = 0;
const int k_InputSlotIdTint = 1;
const int k_OutputSlotId = 2;
const string k_InputSlotNameUV = "UV";
const string k_InputSlotNameTint = "Tint";
const string k_OutputSlotName = "Texture";
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new DefaultVector2MaterialSlot(k_InputSlotIdUV, k_InputSlotNameUV, k_InputSlotNameUV));
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_InputSlotIdUV, 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_TEXTURE || _UIE_RENDER_TYPE_ANY && round(IN.typeTexSettings.x) == k_FragTypeTexture)");
using (sb.BlockScope())
{
bool hasTint = GetInputNodeFromSlot(k_InputSlotIdTint) != null;
bool hasUV = GetInputNodeFromSlot(k_InputSlotIdUV) != null;
sb.AppendLine("TextureFragInput Unity_UIE_EvaluateTextureNode_Input;");
sb.AppendLine("Unity_UIE_EvaluateTextureNode_Input.tint = {0};", hasTint ? GetSlotValue(k_InputSlotIdTint, generationMode) : "IN.color");
sb.AppendLine("Unity_UIE_EvaluateTextureNode_Input.textureSlot = IN.typeTexSettings.y;");
sb.AppendLine("Unity_UIE_EvaluateTextureNode_Input.uv = {0};", hasUV ? GetSlotValue(k_InputSlotIdUV, generationMode) : "IN.uvClip.xy");
sb.AppendLine("Unity_UIE_EvaluateTextureNode_Input.isArc = false;");
sb.AppendLine("Unity_UIE_EvaluateTextureNode_Input.outer = float2(-10000, -10000);");
sb.AppendLine("Unity_UIE_EvaluateTextureNode_Input.inner = float2(-10000, -10000);");
sb.AppendLine("CommonFragOutput Unity_UIE_EvaluateTextureNode_Output = uie_std_frag_texture(Unity_UIE_EvaluateTextureNode_Input);");
sb.AppendLine("{0} = Unity_UIE_EvaluateTextureNode_Output.color;", outputVarName);
}
}
public bool RequiresUITK(ShaderStageCapability stageCapability)
{
return true;
}
}
}