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130 lines
5.9 KiB
130 lines
5.9 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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using UnityEditor.ShaderGraph.Internal;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Input", "Texture", "Sample Texture 2D Array")]
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class SampleTexture2DArrayNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV
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{
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public const int OutputSlotRGBAId = 0;
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public const int OutputSlotRId = 4;
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public const int OutputSlotGId = 5;
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public const int OutputSlotBId = 6;
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public const int OutputSlotAId = 7;
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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 IndexInputId = 8;
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public const int MipBiasInput = 9;
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public const int LodInput = 10;
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public const int DdxInput = 11;
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public const int DdyInput = 12;
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const string kTextureInputName = "Texture Array";
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const string kUVInputName = "UV";
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const string kSamplerInputName = "Sampler";
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const string kIndexInputName = "Index";
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RGBANodeOutput m_RGBAPins = RGBANodeOutput.NewDefault();
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Mip2DSamplingInputs m_Mip2DSamplingInputs = Mip2DSamplingInputs.NewDefault();
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public override bool hasPreview { get { return true; } }
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public SampleTexture2DArrayNode()
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{
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name = "Sample Texture 2D Array";
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synonyms = new string[] { "stack", "pile", "tex2darray" };
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UpdateNodeAfterDeserialization();
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}
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[SerializeField]
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private bool m_EnableGlobalMipBias = false;
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internal bool enableGlobalMipBias
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{
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set { m_EnableGlobalMipBias = value; }
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get { return m_EnableGlobalMipBias; }
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}
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[SerializeField]
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private Texture2DMipSamplingMode m_MipSamplingMode = Texture2DMipSamplingMode.Standard;
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internal Texture2DMipSamplingMode 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 == Texture2DMipSamplingMode.LOD || m_MipSamplingMode == Texture2DMipSamplingMode.Gradient)
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capabilities |= ShaderStageCapability.Vertex;
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m_RGBAPins.SetCapabilities(capabilities);
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m_Mip2DSamplingInputs = MipSamplingModesUtils.CreateMip2DSamplingInputs(
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this, m_MipSamplingMode, m_Mip2DSamplingInputs, MipBiasInput, LodInput, DdxInput, DdyInput);
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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 Texture2DArrayInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName));
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AddSlot(new Vector1MaterialSlot(IndexInputId, kIndexInputName, kIndexInputName, SlotType.Input, 0));
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AddSlot(new UVMaterialSlot(UVInput, kUVInputName, kUVInputName, UVChannel.UV0));
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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, IndexInputId, UVInput, SamplerInput, MipBiasInput, LodInput, DdxInput, DdyInput });
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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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var indexName = GetSlotValue(IndexInputId, 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("$precision4 {0} = {1}({2}.tex, {3}.samplerstate, {4}, {5} {6});"
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, GetVariableNameForSlot(OutputSlotRGBAId)
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, MipSamplingModesUtils.Get2DTextureSamplingMacro(m_MipSamplingMode, usePlatformMacros: !m_EnableGlobalMipBias, isArray: true)
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, id
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, edgesSampler.Any() ? GetSlotValue(SamplerInput, generationMode) : id
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, uvName
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, indexName
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, MipSamplingModesUtils.GetSamplerMipArgs(this, m_MipSamplingMode, m_Mip2DSamplingInputs, generationMode));
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sb.AppendLine(result);
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sb.AppendLine(string.Format("$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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public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
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{
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using (var tempSlots = PooledList<MaterialSlot>.Get())
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{
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GetInputSlots(tempSlots);
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var result = false;
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foreach (var slot in tempSlots)
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{
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if (slot.RequiresMeshUV(channel))
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{
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result = true;
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break;
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}
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}
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tempSlots.Clear();
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return result;
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}
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}
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}
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}
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