using System.Collections.Generic; using System; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.ShaderGraph; using UnityEditor.ShaderGraph.Internal; using UnityEngine.Rendering.HighDefinition; namespace UnityEditor.Rendering.HighDefinition { [SRPFilter(typeof(HDRenderPipeline))] [Title("Utility", "High Definition Render Pipeline", "Water", "EvaluateFoamData_Water")] class EvaluateFoamData_Water : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV { public EvaluateFoamData_Water() { name = "Evaluate Foam Data Water"; UpdateNodeAfterDeserialization(); } public override string documentationURL => Documentation.GetPageLink("EvaluateFoamData_Water"); const int kSimulationFoamInputSlotId = 0; const string kSimulationFoamInputSlotName = "SimulationFoam"; const int kCustomFoamInputSlotId = 1; const string kCustomFoamInputSlotName = "CustomFoam"; const int kFoamOutputSlotId = 2; const string kFoamOutputSlotName = "Foam"; const int kSmoothnessOutputSlotId = 3; const string kSmoothnessOutputSlotName = "Smoothness"; public override bool hasPreview { get { return false; } } public sealed override void UpdateNodeAfterDeserialization() { // Input AddSlot(new Vector1MaterialSlot(kSimulationFoamInputSlotId, kSimulationFoamInputSlotName, kSimulationFoamInputSlotName, SlotType.Input, 0, ShaderStageCapability.Fragment)); AddSlot(new Vector1MaterialSlot(kCustomFoamInputSlotId, kCustomFoamInputSlotName, kCustomFoamInputSlotName, SlotType.Input, 0, ShaderStageCapability.Fragment)); // Output AddSlot(new Vector1MaterialSlot(kFoamOutputSlotId, kFoamOutputSlotName, kFoamOutputSlotName, SlotType.Output, 0)); AddSlot(new Vector1MaterialSlot(kSmoothnessOutputSlotId, kSmoothnessOutputSlotName, kSmoothnessOutputSlotName, SlotType.Output, 0)); RemoveSlotsNameNotMatching(new[] { // Input kSimulationFoamInputSlotId, kCustomFoamInputSlotId, // Output kFoamOutputSlotId, kSmoothnessOutputSlotId }); } public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode) { if (generationMode == GenerationMode.ForReals) { string simulationFoam = GetSlotValue(kSimulationFoamInputSlotId, generationMode); string customFoam = GetSlotValue(kCustomFoamInputSlotId, generationMode); sb.AppendLine("FoamData foamData;"); sb.AppendLine("ZERO_INITIALIZE(FoamData, foamData);"); sb.AppendLine("EvaluateFoamData({0}, {1}, IN.{2}.xzy, foamData);", simulationFoam, customFoam, ShaderGeneratorNames.GetUVName(UVChannel.UV0) ); sb.AppendLine("$precision {0} = foamData.smoothness;", GetVariableNameForSlot(kSmoothnessOutputSlotId) ); sb.AppendLine("$precision {0} = foamData.foamValue;", GetVariableNameForSlot(kFoamOutputSlotId) ); } else { sb.AppendLine("$precision {0} = 0.0;", GetVariableNameForSlot(kSmoothnessOutputSlotId) ); sb.AppendLine("$precision {0} = 0.0;", GetVariableNameForSlot(kFoamOutputSlotId) ); } } public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability) { return channel == UVChannel.UV0; } } }