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