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93 lines
4.4 KiB
93 lines
4.4 KiB
using System.Linq;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Input", "Texture", "Sample Texture 3D")]
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class SampleTexture3DNode : AbstractMaterialNode, IGeneratesBodyCode
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{
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public const int OutputSlotRGBAId = 0;
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public const int OutputSlotRId = 5;
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public const int OutputSlotGId = 6;
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public const int OutputSlotBId = 7;
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public const int OutputSlotAId = 8;
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public const int TextureInputId = 1;
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public const int UVInput = 2;
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public const int SamplerInput = 3;
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public const int LodInput = 4;
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const string kTextureInputName = "Texture";
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const string kUVInputName = "UV";
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const string kSamplerInputName = "Sampler";
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RGBANodeOutput m_RGBAPins = RGBANodeOutput.NewDefault();
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Mip3DSamplingInputs m_Mip3DSamplingInputs = Mip3DSamplingInputs.NewDefault();
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public override bool hasPreview { get { return true; } }
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[SerializeField]
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private Texture3DMipSamplingMode m_MipSamplingMode = Texture3DMipSamplingMode.Standard;
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internal Texture3DMipSamplingMode mipSamplingMode
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{
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set { m_MipSamplingMode = value; UpdateMipSamplingModeInputs(); }
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get { return m_MipSamplingMode; }
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}
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private void UpdateMipSamplingModeInputs()
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{
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var capabilities = ShaderStageCapability.Fragment;
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if (m_MipSamplingMode == Texture3DMipSamplingMode.LOD)
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capabilities |= ShaderStageCapability.Vertex;
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m_RGBAPins.SetCapabilities(capabilities);
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m_Mip3DSamplingInputs = MipSamplingModesUtils.CreateMip3DSamplingInputs(
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this, m_MipSamplingMode, m_Mip3DSamplingInputs, LodInput);
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}
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public SampleTexture3DNode()
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{
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name = "Sample Texture 3D";
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synonyms = new string[] { "volume", "tex3d" };
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UpdateNodeAfterDeserialization();
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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m_RGBAPins.CreateNodes(this, ShaderStageCapability.None, OutputSlotRGBAId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId);
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AddSlot(new Texture3DInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName));
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AddSlot(new Vector3MaterialSlot(UVInput, kUVInputName, kUVInputName, SlotType.Input, Vector3.zero));
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AddSlot(new SamplerStateMaterialSlot(SamplerInput, kSamplerInputName, kSamplerInputName, SlotType.Input));
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UpdateMipSamplingModeInputs();
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RemoveSlotsNameNotMatching(new[] { OutputSlotRGBAId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId, TextureInputId, UVInput, SamplerInput, LodInput });
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}
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// Node generations
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public virtual void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
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{
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var uvName = GetSlotValue(UVInput, generationMode);
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//Sampler input slot
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var samplerSlot = FindInputSlot<MaterialSlot>(SamplerInput);
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var edgesSampler = owner.GetEdges(samplerSlot.slotReference);
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var id = GetSlotValue(TextureInputId, generationMode);
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var result = string.Format("$precision4 {0} = {1}({2}.tex, {3}.samplerstate, {4} {5});"
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, GetVariableNameForSlot(OutputSlotRGBAId)
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, MipSamplingModesUtils.Get3DTextureSamplingMacro(m_MipSamplingMode, usePlatformMacros: false)
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, id
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, edgesSampler.Any() ? GetSlotValue(SamplerInput, generationMode) : id
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, uvName
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, MipSamplingModesUtils.GetSamplerMipArgs(this, m_MipSamplingMode, m_Mip3DSamplingInputs, generationMode));
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sb.AppendLine(result);
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sb.AppendLine(string.Format("$precision {0} = {1}.r;", GetVariableNameForSlot(OutputSlotRId), GetVariableNameForSlot(OutputSlotRGBAId)));
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sb.AppendLine(string.Format("$precision {0} = {1}.g;", GetVariableNameForSlot(OutputSlotGId), GetVariableNameForSlot(OutputSlotRGBAId)));
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sb.AppendLine(string.Format("$precision {0} = {1}.b;", GetVariableNameForSlot(OutputSlotBId), GetVariableNameForSlot(OutputSlotRGBAId)));
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sb.AppendLine(string.Format("$precision {0} = {1}.a;", GetVariableNameForSlot(OutputSlotAId), GetVariableNameForSlot(OutputSlotRGBAId)));
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}
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}
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}
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