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- using System;
- using System.Linq;
- using System.Collections.Generic;
- using UnityEditor.Graphing;
- using UnityEditor.ShaderGraph.Drawing;
- using UnityEditor.ShaderGraph.Drawing.Controls;
- using UnityEngine;
- using UnityEngine.UIElements;
- using UnityEditor.ShaderGraph;
- using UnityEditor.ShaderGraph.Internal;
- namespace UnityEditor.Experimental.Rendering.Universal
- {
- [Serializable]
- [Title("Master", "Sprite Unlit (Experimental)")]
- [FormerName("UnityEditor.Experimental.Rendering.LWRP.SpriteUnlitMasterNode")]
- class SpriteUnlitMasterNode : MasterNode<ISpriteUnlitSubShader>, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent
- {
- public const string PositionName = "Vertex Position";
- public const string NormalName = "Vertex Normal";
- public const string TangentName = "Vertex Tangent";
- public const string ColorSlotName = "Color";
- public const int PositionSlotId = 9;
- public const int ColorSlotId = 0;
- public const int VertNormalSlotId = 10;
- public const int VertTangentSlotId = 11;
- public SpriteUnlitMasterNode()
- {
- UpdateNodeAfterDeserialization();
- }
- public sealed override void UpdateNodeAfterDeserialization()
- {
- base.UpdateNodeAfterDeserialization();
- name = "Sprite Unlit Master";
- AddSlot(new PositionMaterialSlot(PositionSlotId, PositionName, PositionName, CoordinateSpace.Object, ShaderStageCapability.Vertex));
- AddSlot(new NormalMaterialSlot(VertNormalSlotId, NormalName, NormalName, CoordinateSpace.Object, ShaderStageCapability.Vertex));
- AddSlot(new TangentMaterialSlot(VertTangentSlotId, TangentName, TangentName, CoordinateSpace.Object, ShaderStageCapability.Vertex));
- AddSlot(new ColorRGBAMaterialSlot(ColorSlotId, ColorSlotName, ColorSlotName, SlotType.Input, Color.white, ShaderStageCapability.Fragment));
- RemoveSlotsNameNotMatching(
- new[]
- {
- PositionSlotId,
- VertNormalSlotId,
- VertTangentSlotId,
- ColorSlotId,
- });
- }
- public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability)
- {
- List<MaterialSlot> slots = new List<MaterialSlot>();
- GetSlots(slots);
- List<MaterialSlot> validSlots = new List<MaterialSlot>();
- for (int i = 0; i < slots.Count; i++)
- {
- if (slots[i].stageCapability != ShaderStageCapability.All && slots[i].stageCapability != stageCapability)
- continue;
- validSlots.Add(slots[i]);
- }
- return validSlots.OfType<IMayRequireNormal>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresNormal(stageCapability));
- }
- public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability)
- {
- List<MaterialSlot> slots = new List<MaterialSlot>();
- GetSlots(slots);
- List<MaterialSlot> validSlots = new List<MaterialSlot>();
- for (int i = 0; i < slots.Count; i++)
- {
- if (slots[i].stageCapability != ShaderStageCapability.All && slots[i].stageCapability != stageCapability)
- continue;
- validSlots.Add(slots[i]);
- }
- return validSlots.OfType<IMayRequirePosition>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresPosition(stageCapability));
- }
- public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability)
- {
- List<MaterialSlot> slots = new List<MaterialSlot>();
- GetSlots(slots);
- List<MaterialSlot> validSlots = new List<MaterialSlot>();
- for (int i = 0; i < slots.Count; i++)
- {
- if (slots[i].stageCapability != ShaderStageCapability.All && slots[i].stageCapability != stageCapability)
- continue;
- validSlots.Add(slots[i]);
- }
- return validSlots.OfType<IMayRequireTangent>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresTangent(stageCapability));
- }
- }
- }
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