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- using System.Linq;
- using UnityEngine;
- using UnityEditor.Graphing;
- using UnityEditor.ShaderGraph.Drawing.Controls;
- namespace UnityEditor.ShaderGraph
- {
- [Title("Input", "Texture", "Sample Texture 3D")]
- class SampleTexture3DNode : AbstractMaterialNode, IGeneratesBodyCode
- {
- public const int OutputSlotId = 0;
- public const int TextureInputId = 1;
- public const int UVInput = 2;
- public const int SamplerInput = 3;
- const string kOutputSlotName = "Out";
- const string kTextureInputName = "Texture";
- const string kUVInputName = "UV";
- const string kSamplerInputName = "Sampler";
- public override bool hasPreview { get { return true; } }
- public SampleTexture3DNode()
- {
- name = "Sample Texture 3D";
- UpdateNodeAfterDeserialization();
- }
- public sealed override void UpdateNodeAfterDeserialization()
- {
- AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero, ShaderStageCapability.Fragment));
- AddSlot(new Texture3DInputMaterialSlot(TextureInputId, kTextureInputName, kTextureInputName));
- AddSlot(new Vector3MaterialSlot(UVInput, kUVInputName, kUVInputName, SlotType.Input, Vector3.zero));
- AddSlot(new SamplerStateMaterialSlot(SamplerInput, kSamplerInputName, kSamplerInputName, SlotType.Input));
- RemoveSlotsNameNotMatching(new[] { OutputSlotId, TextureInputId, UVInput, SamplerInput });
- }
- // Node generations
- public virtual void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
- {
- var uvName = GetSlotValue(UVInput, 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} = SAMPLE_TEXTURE3D({1}, {2}, {3});"
- , GetVariableNameForSlot(OutputSlotId)
- , id
- , edgesSampler.Any() ? GetSlotValue(SamplerInput, generationMode) : "sampler" + id
- , uvName);
- sb.AppendLine(result);
- }
- }
- }
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