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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;
}
}
}