SplitNode.cs 2.6 KB

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  1. using System;
  2. using System.Linq;
  3. using UnityEngine;
  4. using UnityEditor.Graphing;
  5. namespace UnityEditor.ShaderGraph
  6. {
  7. [Title("Channel", "Split")]
  8. class SplitNode : AbstractMaterialNode, IGeneratesBodyCode
  9. {
  10. const string kInputSlotName = "In";
  11. const string kOutputSlotRName = "R";
  12. const string kOutputSlotGName = "G";
  13. const string kOutputSlotBName = "B";
  14. const string kOutputSlotAName = "A";
  15. public const int InputSlotId = 0;
  16. public const int OutputSlotRId = 1;
  17. public const int OutputSlotGId = 2;
  18. public const int OutputSlotBId = 3;
  19. public const int OutputSlotAId = 4;
  20. public SplitNode()
  21. {
  22. name = "Split";
  23. UpdateNodeAfterDeserialization();
  24. }
  25. public sealed override void UpdateNodeAfterDeserialization()
  26. {
  27. AddSlot(new DynamicVectorMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector4.zero));
  28. AddSlot(new Vector1MaterialSlot(OutputSlotRId, kOutputSlotRName, kOutputSlotRName, SlotType.Output, 0));
  29. AddSlot(new Vector1MaterialSlot(OutputSlotGId, kOutputSlotGName, kOutputSlotGName, SlotType.Output, 0));
  30. AddSlot(new Vector1MaterialSlot(OutputSlotBId, kOutputSlotBName, kOutputSlotBName, SlotType.Output, 0));
  31. AddSlot(new Vector1MaterialSlot(OutputSlotAId, kOutputSlotAName, kOutputSlotAName, SlotType.Output, 0));
  32. RemoveSlotsNameNotMatching(new int[] { InputSlotId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId });
  33. }
  34. static int[] s_OutputSlots = {OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId};
  35. public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
  36. {
  37. var inputValue = GetSlotValue(InputSlotId, generationMode);
  38. var inputSlot = FindInputSlot<MaterialSlot>(InputSlotId);
  39. var numInputChannels = 0;
  40. if (inputSlot != null)
  41. {
  42. numInputChannels = SlotValueHelper.GetChannelCount(inputSlot.concreteValueType);
  43. if (numInputChannels > 4)
  44. numInputChannels = 0;
  45. }
  46. for (var i = 0; i < 4; i++)
  47. {
  48. var outputFormat = numInputChannels == 1 ? inputValue : string.Format("{0}[{1}]", inputValue, i);
  49. var outputValue = i >= numInputChannels ? "0" : outputFormat;
  50. sb.AppendLine(string.Format("$precision {0} = {1};", GetVariableNameForSlot(s_OutputSlots[i]), outputValue));
  51. }
  52. }
  53. }
  54. }