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64 lines
3.1 KiB
64 lines
3.1 KiB
using UnityEditor.Rendering.UITK.ShaderGraph;
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using UnityEngine;
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using SlotType = UnityEditor.Graphing.SlotType;
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namespace UnityEditor.ShaderGraph
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{
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[Title("UI", "Default Texture")]
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[SubTargetFilter(typeof(IUISubTarget))]
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class DefaultTextureNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireUITK
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{
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public DefaultTextureNode()
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{
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name = "Default Texture";
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synonyms = null;
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UpdateNodeAfterDeserialization();
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}
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const int k_InputSlotIdUV = 0;
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const int k_InputSlotIdTint = 1;
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const int k_OutputSlotId = 2;
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const string k_InputSlotNameUV = "UV";
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const string k_InputSlotNameTint = "Tint";
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const string k_OutputSlotName = "Texture";
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new DefaultVector2MaterialSlot(k_InputSlotIdUV, k_InputSlotNameUV, k_InputSlotNameUV));
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AddSlot(new DefaultVector4MaterialSlot(k_InputSlotIdTint, k_InputSlotNameTint, k_InputSlotNameTint, "Default"));
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AddSlot(new ColorRGBAMaterialSlot(k_OutputSlotId, k_OutputSlotName, k_OutputSlotName, SlotType.Output, Vector4.one, ShaderStageCapability.Fragment));
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RemoveSlotsNameNotMatching(new[] { k_InputSlotIdUV, k_InputSlotIdTint, k_OutputSlotId });
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}
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public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
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{
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string outputVarName = GetVariableNameForSlot(k_OutputSlotId);
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sb.AppendLine("float4 {0} = float4(1, 1, 0, 1);", outputVarName);
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sb.AppendLine("[branch] if (_UIE_RENDER_TYPE_TEXTURE || _UIE_RENDER_TYPE_ANY && round(IN.typeTexSettings.x) == k_FragTypeTexture)");
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using (sb.BlockScope())
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{
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bool hasTint = GetInputNodeFromSlot(k_InputSlotIdTint) != null;
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bool hasUV = GetInputNodeFromSlot(k_InputSlotIdUV) != null;
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sb.AppendLine("TextureFragInput Unity_UIE_EvaluateTextureNode_Input;");
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sb.AppendLine("Unity_UIE_EvaluateTextureNode_Input.tint = {0};", hasTint ? GetSlotValue(k_InputSlotIdTint, generationMode) : "IN.color");
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sb.AppendLine("Unity_UIE_EvaluateTextureNode_Input.textureSlot = IN.typeTexSettings.y;");
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sb.AppendLine("Unity_UIE_EvaluateTextureNode_Input.uv = {0};", hasUV ? GetSlotValue(k_InputSlotIdUV, generationMode) : "IN.uvClip.xy");
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sb.AppendLine("Unity_UIE_EvaluateTextureNode_Input.isArc = false;");
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sb.AppendLine("Unity_UIE_EvaluateTextureNode_Input.outer = float2(-10000, -10000);");
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sb.AppendLine("Unity_UIE_EvaluateTextureNode_Input.inner = float2(-10000, -10000);");
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sb.AppendLine("CommonFragOutput Unity_UIE_EvaluateTextureNode_Output = uie_std_frag_texture(Unity_UIE_EvaluateTextureNode_Input);");
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sb.AppendLine("{0} = Unity_UIE_EvaluateTextureNode_Output.color;", outputVarName);
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}
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}
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public bool RequiresUITK(ShaderStageCapability stageCapability)
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{
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return true;
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}
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}
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}
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