forked from BilalY/Rasagar
64 lines
2.6 KiB
C#
64 lines
2.6 KiB
C#
|
using System;
|
||
|
using System.Linq;
|
||
|
using UnityEngine;
|
||
|
using UnityEditor.Graphing;
|
||
|
|
||
|
namespace UnityEditor.ShaderGraph
|
||
|
{
|
||
|
[Title("Channel", "Split")]
|
||
|
class SplitNode : AbstractMaterialNode, IGeneratesBodyCode
|
||
|
{
|
||
|
const string kInputSlotName = "In";
|
||
|
const string kOutputSlotRName = "R";
|
||
|
const string kOutputSlotGName = "G";
|
||
|
const string kOutputSlotBName = "B";
|
||
|
const string kOutputSlotAName = "A";
|
||
|
|
||
|
public const int InputSlotId = 0;
|
||
|
public const int OutputSlotRId = 1;
|
||
|
public const int OutputSlotGId = 2;
|
||
|
public const int OutputSlotBId = 3;
|
||
|
public const int OutputSlotAId = 4;
|
||
|
|
||
|
public SplitNode()
|
||
|
{
|
||
|
name = "Split";
|
||
|
synonyms = new string[] { "separate" };
|
||
|
UpdateNodeAfterDeserialization();
|
||
|
}
|
||
|
|
||
|
public sealed override void UpdateNodeAfterDeserialization()
|
||
|
{
|
||
|
AddSlot(new DynamicVectorMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector4.zero));
|
||
|
AddSlot(new Vector1MaterialSlot(OutputSlotRId, kOutputSlotRName, kOutputSlotRName, SlotType.Output, 0));
|
||
|
AddSlot(new Vector1MaterialSlot(OutputSlotGId, kOutputSlotGName, kOutputSlotGName, SlotType.Output, 0));
|
||
|
AddSlot(new Vector1MaterialSlot(OutputSlotBId, kOutputSlotBName, kOutputSlotBName, SlotType.Output, 0));
|
||
|
AddSlot(new Vector1MaterialSlot(OutputSlotAId, kOutputSlotAName, kOutputSlotAName, SlotType.Output, 0));
|
||
|
RemoveSlotsNameNotMatching(new int[] { InputSlotId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId });
|
||
|
}
|
||
|
|
||
|
static int[] s_OutputSlots = { OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId };
|
||
|
|
||
|
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
|
||
|
{
|
||
|
var inputValue = GetSlotValue(InputSlotId, generationMode);
|
||
|
|
||
|
var inputSlot = FindInputSlot<MaterialSlot>(InputSlotId);
|
||
|
var numInputChannels = 0;
|
||
|
if (inputSlot != null)
|
||
|
{
|
||
|
numInputChannels = SlotValueHelper.GetChannelCount(inputSlot.concreteValueType);
|
||
|
if (numInputChannels > 4)
|
||
|
numInputChannels = 0;
|
||
|
}
|
||
|
|
||
|
for (var i = 0; i < 4; i++)
|
||
|
{
|
||
|
var outputFormat = numInputChannels == 1 ? inputValue : string.Format("{0}[{1}]", inputValue, i);
|
||
|
var outputValue = i >= numInputChannels ? "0" : outputFormat;
|
||
|
sb.AppendLine(string.Format("$precision {0} = {1};", GetVariableNameForSlot(s_OutputSlots[i]), outputValue));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|