You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
131 lines
7.4 KiB
131 lines
7.4 KiB
using System.Linq;
|
|
using UnityEngine;
|
|
using UnityEditor.Graphing;
|
|
using UnityEditor.ShaderGraph.Internal;
|
|
|
|
namespace UnityEditor.ShaderGraph
|
|
{
|
|
[Title("Input", "Texture", "Gather Texture 2D")]
|
|
class GatherTexture2DNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV
|
|
{
|
|
public const int OutputSlotRGBAId = 0;
|
|
public const int OutputSlotRId = 5;
|
|
public const int OutputSlotGId = 6;
|
|
public const int OutputSlotBId = 7;
|
|
public const int OutputSlotAId = 8;
|
|
public const int TextureInputId = 1;
|
|
public const int UVInput = 2;
|
|
public const int SamplerInput = 3;
|
|
public const int OffsetInput = 4;
|
|
|
|
const string kOutputSlotRGBAName = "RGBA";
|
|
const string kOutputSlotRName = "R";
|
|
const string kOutputSlotGName = "G";
|
|
const string kOutputSlotBName = "B";
|
|
const string kOutputSlotAName = "A";
|
|
const string kTextureInputName = "Texture";
|
|
const string kUVInputName = "UV";
|
|
const string kSamplerInputName = "Sampler";
|
|
const string kOffsetInputName = "Offset";
|
|
|
|
public override bool hasPreview { get { return true; } }
|
|
|
|
public GatherTexture2DNode()
|
|
{
|
|
name = "Gather Texture 2D";
|
|
UpdateNodeAfterDeserialization();
|
|
}
|
|
|
|
public sealed override void UpdateNodeAfterDeserialization()
|
|
{
|
|
AddSlot(new Vector4MaterialSlot(OutputSlotRGBAId, kOutputSlotRGBAName, kOutputSlotRGBAName, SlotType.Output, Vector4.zero, ShaderStageCapability.All));
|
|
AddSlot(new Vector1MaterialSlot(OutputSlotRId, kOutputSlotRName, kOutputSlotRName, SlotType.Output, 0, ShaderStageCapability.All));
|
|
AddSlot(new Vector1MaterialSlot(OutputSlotGId, kOutputSlotGName, kOutputSlotGName, SlotType.Output, 0, ShaderStageCapability.All));
|
|
AddSlot(new Vector1MaterialSlot(OutputSlotBId, kOutputSlotBName, kOutputSlotBName, SlotType.Output, 0, ShaderStageCapability.All));
|
|
AddSlot(new Vector1MaterialSlot(OutputSlotAId, kOutputSlotAName, kOutputSlotAName, SlotType.Output, 0, ShaderStageCapability.All));
|
|
AddSlot(new Texture2DInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName));
|
|
AddSlot(new UVMaterialSlot(UVInput, kUVInputName, kUVInputName, UVChannel.UV0));
|
|
AddSlot(new SamplerStateMaterialSlot(SamplerInput, kSamplerInputName, kSamplerInputName, SlotType.Input));
|
|
AddSlot(new Vector2MaterialSlot(OffsetInput, kOffsetInputName, kOffsetInputName, SlotType.Input, Vector2.zero, ShaderStageCapability.All, null, null, false, true));
|
|
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotRGBAId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId, TextureInputId, UVInput, SamplerInput, OffsetInput });
|
|
}
|
|
|
|
public override void Setup()
|
|
{
|
|
base.Setup();
|
|
var textureSlot = FindInputSlot<Texture2DInputMaterialSlot>(TextureInputId);
|
|
textureSlot.defaultType = Texture2DShaderProperty.DefaultType.White;
|
|
}
|
|
|
|
// Node generations
|
|
public virtual void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
|
|
{
|
|
var uvName = GetSlotValue(UVInput, generationMode);
|
|
|
|
//Sampler input slot
|
|
var samplerSlot = FindInputSlot<MaterialSlot>(SamplerInput);
|
|
var edgesSampler = owner.GetEdges(samplerSlot.slotReference);
|
|
|
|
var id = GetSlotValue(TextureInputId, generationMode);
|
|
var offset = GetSlotValue(OffsetInput, generationMode);
|
|
|
|
sb.AppendLine("#if (SHADER_TARGET >= 41)");
|
|
{
|
|
sb.AppendLine(string.Format("$precision4 {0} = {1}.tex.Gather({2}.samplerstate, {3}, {4});"
|
|
, GetVariableNameForSlot(OutputSlotRGBAId)
|
|
, id
|
|
, edgesSampler.Any() ? GetSlotValue(SamplerInput, generationMode) : id
|
|
, uvName
|
|
, offset));
|
|
sb.AppendLine(string.Format("$precision {0} = {1}.r;", GetVariableNameForSlot(OutputSlotRId), GetVariableNameForSlot(OutputSlotRGBAId)));
|
|
sb.AppendLine(string.Format("$precision {0} = {1}.g;", GetVariableNameForSlot(OutputSlotGId), GetVariableNameForSlot(OutputSlotRGBAId)));
|
|
sb.AppendLine(string.Format("$precision {0} = {1}.b;", GetVariableNameForSlot(OutputSlotBId), GetVariableNameForSlot(OutputSlotRGBAId)));
|
|
sb.AppendLine(string.Format("$precision {0} = {1}.a;", GetVariableNameForSlot(OutputSlotAId), GetVariableNameForSlot(OutputSlotRGBAId)));
|
|
}
|
|
sb.AppendLine("#else");
|
|
{
|
|
// Gather offsets defined in this order:
|
|
// (-,+),(+,+),(+,-),(-,-)
|
|
|
|
var uvR = string.Format("(floor({0} * {1}.texelSize.zw + $precision2(-0.5, 0.5)) + trunc({2}) + $precision2(0.5, 0.5)) * {1}.texelSize.xy", uvName, id, offset);
|
|
var uvG = string.Format("(floor({0} * {1}.texelSize.zw + $precision2(0.5, 0.5)) + trunc({2}) + $precision2(0.5, 0.5)) * {1}.texelSize.xy", uvName, id, offset);
|
|
var uvB = string.Format("(floor({0} * {1}.texelSize.zw + $precision2(0.5, -0.5)) + trunc({2}) + $precision2(0.5, 0.5)) * {1}.texelSize.xy", uvName, id, offset);
|
|
var uvA = string.Format("(floor({0} * {1}.texelSize.zw + $precision2(-0.5, -0.5)) + trunc({2}) + $precision2(0.5, 0.5)) * {1}.texelSize.xy", uvName, id, offset);
|
|
|
|
sb.AppendLine(string.Format("$precision {0} = SAMPLE_TEXTURE2D_LOD({1}.tex, {2}.samplerstate, {3}, 0).r;", GetVariableNameForSlot(OutputSlotRId), id, edgesSampler.Any() ? GetSlotValue(SamplerInput, generationMode) : id, uvR));
|
|
sb.AppendLine(string.Format("$precision {0} = SAMPLE_TEXTURE2D_LOD({1}.tex, {2}.samplerstate, {3}, 0).r;", GetVariableNameForSlot(OutputSlotGId), id, edgesSampler.Any() ? GetSlotValue(SamplerInput, generationMode) : id, uvG));
|
|
sb.AppendLine(string.Format("$precision {0} = SAMPLE_TEXTURE2D_LOD({1}.tex, {2}.samplerstate, {3}, 0).r;", GetVariableNameForSlot(OutputSlotBId), id, edgesSampler.Any() ? GetSlotValue(SamplerInput, generationMode) : id, uvB));
|
|
sb.AppendLine(string.Format("$precision {0} = SAMPLE_TEXTURE2D_LOD({1}.tex, {2}.samplerstate, {3}, 0).r;", GetVariableNameForSlot(OutputSlotAId), id, edgesSampler.Any() ? GetSlotValue(SamplerInput, generationMode) : id, uvA));
|
|
|
|
sb.AppendLine(string.Format("$precision4 {0} = $precision4({1},{2},{3},{4});"
|
|
, GetVariableNameForSlot(OutputSlotRGBAId)
|
|
, GetVariableNameForSlot(OutputSlotRId)
|
|
, GetVariableNameForSlot(OutputSlotGId)
|
|
, GetVariableNameForSlot(OutputSlotBId)
|
|
, GetVariableNameForSlot(OutputSlotAId)));
|
|
}
|
|
sb.AppendLine("#endif");
|
|
}
|
|
|
|
public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
|
|
{
|
|
using (var tempSlots = PooledList<MaterialSlot>.Get())
|
|
{
|
|
GetInputSlots(tempSlots);
|
|
var result = false;
|
|
foreach (var slot in tempSlots)
|
|
{
|
|
if (slot.RequiresMeshUV(channel))
|
|
{
|
|
result = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
tempSlots.Clear();
|
|
return result;
|
|
}
|
|
}
|
|
}
|
|
}
|