Matrix3Node.cs 5.5 KB

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  1. using UnityEditor.ShaderGraph.Drawing.Controls;
  2. using UnityEngine;
  3. using UnityEditor.Graphing;
  4. using System.Collections.Generic;
  5. using UnityEditor.ShaderGraph.Internal;
  6. namespace UnityEditor.ShaderGraph
  7. {
  8. [Title("Input", "Matrix", "Matrix 3x3")]
  9. class Matrix3Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
  10. {
  11. public const int OutputSlotId = 0;
  12. const string kOutputSlotName = "Out";
  13. [SerializeField]
  14. Vector3 m_Row0;
  15. [SerializeField]
  16. Vector3 m_Row1;
  17. [SerializeField]
  18. Vector3 m_Row2;
  19. [MultiFloatControl("", " ", " ", " ", " ")]
  20. public Vector3 row0
  21. {
  22. get { return m_Row0; }
  23. set { SetRow(ref m_Row0, value); }
  24. }
  25. [MultiFloatControl("", " ", " ", " ", " ")]
  26. public Vector3 row1
  27. {
  28. get { return m_Row1; }
  29. set { SetRow(ref m_Row1, value); }
  30. }
  31. [MultiFloatControl("", " ", " ", " ", " ")]
  32. public Vector3 row2
  33. {
  34. get { return m_Row2; }
  35. set { SetRow(ref m_Row2, value); }
  36. }
  37. void SetRow(ref Vector3 row, Vector3 value)
  38. {
  39. if (value == row)
  40. return;
  41. row = value;
  42. Dirty(ModificationScope.Node);
  43. }
  44. public Matrix3Node()
  45. {
  46. name = "Matrix 3x3";
  47. UpdateNodeAfterDeserialization();
  48. }
  49. public sealed override void UpdateNodeAfterDeserialization()
  50. {
  51. AddSlot(new Matrix3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
  52. RemoveSlotsNameNotMatching(new[] { OutputSlotId });
  53. }
  54. public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
  55. {
  56. if (!generationMode.IsPreview())
  57. return;
  58. properties.AddShaderProperty(new Vector3ShaderProperty()
  59. {
  60. overrideReferenceName = string.Format("_{0}_m0", GetVariableNameForNode()),
  61. generatePropertyBlock = false,
  62. value = m_Row0
  63. });
  64. properties.AddShaderProperty(new Vector3ShaderProperty()
  65. {
  66. overrideReferenceName = string.Format("_{0}_m1", GetVariableNameForNode()),
  67. generatePropertyBlock = false,
  68. value = m_Row1
  69. });
  70. properties.AddShaderProperty(new Vector3ShaderProperty()
  71. {
  72. overrideReferenceName = string.Format("_{0}_m2", GetVariableNameForNode()),
  73. generatePropertyBlock = false,
  74. value = m_Row2
  75. });
  76. }
  77. public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
  78. {
  79. if (!generationMode.IsPreview())
  80. {
  81. sb.AppendLine("$precision3 _{0}_m0 = $precision3 ({1}, {2}, {3});", GetVariableNameForNode(),
  82. NodeUtils.FloatToShaderValue(m_Row0.x),
  83. NodeUtils.FloatToShaderValue(m_Row0.y),
  84. NodeUtils.FloatToShaderValue(m_Row0.z));
  85. sb.AppendLine("$precision3 _{0}_m1 = $precision3 ({1}, {2}, {3});", GetVariableNameForNode(),
  86. NodeUtils.FloatToShaderValue(m_Row1.x),
  87. NodeUtils.FloatToShaderValue(m_Row1.y),
  88. NodeUtils.FloatToShaderValue(m_Row1.z));
  89. sb.AppendLine("$precision3 _{0}_m2 = $precision3 ({1}, {2}, {3});", GetVariableNameForNode(),
  90. NodeUtils.FloatToShaderValue(m_Row2.x),
  91. NodeUtils.FloatToShaderValue(m_Row2.y),
  92. NodeUtils.FloatToShaderValue(m_Row2.z));
  93. }
  94. sb.AppendLine("$precision3x3 {0} = $precision3x3 (_{0}_m0.x, _{0}_m0.y, _{0}_m0.z, _{0}_m1.x, _{0}_m1.y, _{0}_m1.z, _{0}_m2.x, _{0}_m2.y, _{0}_m2.z);", GetVariableNameForNode());
  95. }
  96. public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
  97. {
  98. properties.Add(new PreviewProperty(PropertyType.Vector3)
  99. {
  100. name = string.Format("_{0}_m0", GetVariableNameForNode()),
  101. vector4Value = m_Row0
  102. });
  103. properties.Add(new PreviewProperty(PropertyType.Vector3)
  104. {
  105. name = string.Format("_{0}_m1", GetVariableNameForNode()),
  106. vector4Value = m_Row1
  107. });
  108. properties.Add(new PreviewProperty(PropertyType.Vector3)
  109. {
  110. name = string.Format("_{0}_m2", GetVariableNameForNode()),
  111. vector4Value = m_Row2
  112. });
  113. }
  114. public override string GetVariableNameForSlot(int slotId)
  115. {
  116. return GetVariableNameForNode();
  117. }
  118. public AbstractShaderProperty AsShaderProperty()
  119. {
  120. return new Matrix3ShaderProperty
  121. {
  122. value = new Matrix4x4()
  123. {
  124. m00 = row0.x,
  125. m01 = row0.y,
  126. m02 = row0.z,
  127. m03 = 0,
  128. m10 = row1.x,
  129. m11 = row1.y,
  130. m12 = row1.z,
  131. m13 = 0,
  132. m20 = row2.x,
  133. m21 = row2.y,
  134. m22 = row2.z,
  135. m23 = 0,
  136. m30 = 0,
  137. m31 = 0,
  138. m32 = 0,
  139. m33 = 0,
  140. }
  141. };
  142. }
  143. public int outputSlotId { get { return OutputSlotId; } }
  144. }
  145. }