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using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Texture", "Sample Texture 2D Array")]
class SampleTexture2DArrayNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV
{
public const int OutputSlotRGBAId = 0;
public const int OutputSlotRId = 4;
public const int OutputSlotGId = 5;
public const int OutputSlotBId = 6;
public const int OutputSlotAId = 7;
public const int TextureInputId = 1;
public const int UVInput = 2;
public const int SamplerInput = 3;
public const int IndexInputId = 8;
public const int MipBiasInput = 9;
public const int LodInput = 10;
public const int DdxInput = 11;
public const int DdyInput = 12;
const string kTextureInputName = "Texture Array";
const string kUVInputName = "UV";
const string kSamplerInputName = "Sampler";
const string kIndexInputName = "Index";
RGBANodeOutput m_RGBAPins = RGBANodeOutput.NewDefault();
Mip2DSamplingInputs m_Mip2DSamplingInputs = Mip2DSamplingInputs.NewDefault();
public override bool hasPreview { get { return true; } }
public SampleTexture2DArrayNode()
{
name = "Sample Texture 2D Array";
synonyms = new string[] { "stack", "pile", "tex2darray" };
UpdateNodeAfterDeserialization();
}
[SerializeField]
private bool m_EnableGlobalMipBias = false;
internal bool enableGlobalMipBias
{
set { m_EnableGlobalMipBias = value; }
get { return m_EnableGlobalMipBias; }
}
[SerializeField]
private Texture2DMipSamplingMode m_MipSamplingMode = Texture2DMipSamplingMode.Standard;
internal Texture2DMipSamplingMode mipSamplingMode
{
set { m_MipSamplingMode = value; UpdateMipSamplingModeInputs(); }
get { return m_MipSamplingMode; }
}
private void UpdateMipSamplingModeInputs()
{
var capabilities = ShaderStageCapability.Fragment;
if (m_MipSamplingMode == Texture2DMipSamplingMode.LOD || m_MipSamplingMode == Texture2DMipSamplingMode.Gradient)
capabilities |= ShaderStageCapability.Vertex;
m_RGBAPins.SetCapabilities(capabilities);
m_Mip2DSamplingInputs = MipSamplingModesUtils.CreateMip2DSamplingInputs(
this, m_MipSamplingMode, m_Mip2DSamplingInputs, MipBiasInput, LodInput, DdxInput, DdyInput);
}
public sealed override void UpdateNodeAfterDeserialization()
{
m_RGBAPins.CreateNodes(this, ShaderStageCapability.None, OutputSlotRGBAId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId);
AddSlot(new Texture2DArrayInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName));
AddSlot(new Vector1MaterialSlot(IndexInputId, kIndexInputName, kIndexInputName, SlotType.Input, 0));
AddSlot(new UVMaterialSlot(UVInput, kUVInputName, kUVInputName, UVChannel.UV0));
AddSlot(new SamplerStateMaterialSlot(SamplerInput, kSamplerInputName, kSamplerInputName, SlotType.Input));
UpdateMipSamplingModeInputs();
RemoveSlotsNameNotMatching(new[] { OutputSlotRGBAId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId, TextureInputId, IndexInputId, UVInput, SamplerInput, MipBiasInput, LodInput, DdxInput, DdyInput });
}
// Node generations
public virtual void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var uvName = GetSlotValue(UVInput, generationMode);
var indexName = GetSlotValue(IndexInputId, generationMode);
//Sampler input slot
var samplerSlot = FindInputSlot<MaterialSlot>(SamplerInput);
var edgesSampler = owner.GetEdges(samplerSlot.slotReference);
var id = GetSlotValue(TextureInputId, generationMode);
var result = string.Format("$precision4 {0} = {1}({2}.tex, {3}.samplerstate, {4}, {5} {6});"
, GetVariableNameForSlot(OutputSlotRGBAId)
, MipSamplingModesUtils.Get2DTextureSamplingMacro(m_MipSamplingMode, usePlatformMacros: !m_EnableGlobalMipBias, isArray: true)
, id
, edgesSampler.Any() ? GetSlotValue(SamplerInput, generationMode) : id
, uvName
, indexName
, MipSamplingModesUtils.GetSamplerMipArgs(this, m_MipSamplingMode, m_Mip2DSamplingInputs, generationMode));
sb.AppendLine(result);
sb.AppendLine(string.Format("$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)));
}
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;
}
}
}
}