Files
BookRPG/Library/PackageCache/com.unity.shadergraph@6db99422c248/Editor/Data/Nodes/UI/SampleElementTextureNode.cs
2026-07-16 21:49:59 +01:00

128 lines
6.2 KiB
C#

using System;
using UnityEditor.Graphing;
using UnityEditor.Rendering.UITK.ShaderGraph;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("UI", "Sample Element Texture")]
[SubTargetFilter(typeof(IUISubTarget))]
class SampleElementTextureNode : AbstractMaterialNode, IGeneratesFunction, IGeneratesBodyCode, IMayRequireUITK
{
public const int UV0Id = 0;
public const int UV1Id = 1;
public const int UV2Id = 2;
public const int UV3Id = 3;
public const int Color0SlotId = 10;
public const int Color1SlotId = 11;
public const int Color2SlotId = 12;
public const int Color3SlotId = 13;
private const string kUIV0SlotName = "UV 0";
private const string kUIV1SlotName = "UV 1";
private const string kUIV2SlotName = "UV 2";
private const string kUIV3SlotName = "UV 3";
private const string kColor0SlotName = "Color 0";
private const string kColor1SlotName = "Color 1";
private const string kColor2SlotName = "Color 2";
private const string kColor3SlotName = "Color 3";
public override bool hasPreview { get { return false; } }
public SampleElementTextureNode()
{
name = "Sample Element Texture";
synonyms = new string[] { };
UpdateNodeAfterDeserialization();
}
public override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector2MaterialSlot(UV0Id, kUIV0SlotName, kUIV0SlotName, SlotType.Input, Vector2.zero));
AddSlot(new Vector2MaterialSlot(UV1Id, kUIV1SlotName, kUIV1SlotName, SlotType.Input, Vector2.zero));
AddSlot(new Vector2MaterialSlot(UV2Id, kUIV2SlotName, kUIV2SlotName, SlotType.Input, Vector2.zero));
AddSlot(new Vector2MaterialSlot(UV3Id, kUIV3SlotName, kUIV3SlotName, SlotType.Input, Vector2.zero));
AddSlot(new Vector4MaterialSlot(Color0SlotId, kColor0SlotName, kColor0SlotName, SlotType.Output, Vector4.zero));
AddSlot(new Vector4MaterialSlot(Color1SlotId, kColor1SlotName, kColor1SlotName, SlotType.Output, Vector4.zero));
AddSlot(new Vector4MaterialSlot(Color2SlotId, kColor2SlotName, kColor2SlotName, SlotType.Output, Vector4.zero));
AddSlot(new Vector4MaterialSlot(Color3SlotId, kColor3SlotName, kColor3SlotName, SlotType.Output, Vector4.zero));
RemoveSlotsNameNotMatching(new[] {
UV0Id,
UV1Id,
UV2Id,
UV3Id,
Color0SlotId,
Color1SlotId,
Color2SlotId,
Color3SlotId,
});
}
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
registry.ProvideFunction("UIE_SAMPLE4", sb =>
{
sb.AppendLine(@"#define UIE_SAMPLE4(index) \");
sb.AppendLine(@" c0 = UNITY_SAMPLE_TEX2D(_Texture##index, uv0); \");
sb.AppendLine(@" c1 = UNITY_SAMPLE_TEX2D(_Texture##index, uv1); \");
sb.AppendLine(@" c2 = UNITY_SAMPLE_TEX2D(_Texture##index, uv2); \");
sb.AppendLine(@" c3 = UNITY_SAMPLE_TEX2D(_Texture##index, uv3);");
sb.AppendLine("");
sb.AppendLine("void SampleTextureSlot4(half index, float2 uv0, float2 uv1, float2 uv2, float2 uv3, out float4 c0, out float4 c1, out float4 c2, out float4 c3)");
using (sb.BlockScope())
{
sb.AppendLine("UIE_BRANCH(UIE_SAMPLE4)");
}
});
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
if (generationMode == GenerationMode.Preview)
{
// In preview mode, return white
sb.AppendLine("$precision4 {0} = $precision4(1, 1, 1, 1);", GetVariableNameForSlot(Color0SlotId));
sb.AppendLine("$precision4 {0} = $precision4(1, 1, 1, 1);", GetVariableNameForSlot(Color1SlotId));
sb.AppendLine("$precision4 {0} = $precision4(1, 1, 1, 1);", GetVariableNameForSlot(Color2SlotId));
sb.AppendLine("$precision4 {0} = $precision4(1, 1, 1, 1);", GetVariableNameForSlot(Color3SlotId));
return;
}
sb.AppendLine("$precision4 {0};", GetVariableNameForSlot(Color0SlotId));
sb.AppendLine("$precision4 {0};", GetVariableNameForSlot(Color1SlotId));
sb.AppendLine("$precision4 {0};", GetVariableNameForSlot(Color2SlotId));
sb.AppendLine("$precision4 {0};", GetVariableNameForSlot(Color3SlotId));
using (sb.BlockScope())
{
sb.AppendLine("half Unity_UIE_TextureSlotIndex = IN.typeTexSettings.y;");
sb.AppendLine("SampleTextureSlot4(Unity_UIE_TextureSlotIndex, {0}, {1}, {2}, {3}, {4}, {5}, {6}, {7});",
GetSlotValue(UV0Id, generationMode),
GetSlotValue(UV1Id, generationMode),
GetSlotValue(UV2Id, generationMode),
GetSlotValue(UV3Id, generationMode),
GetVariableNameForSlot(Color0SlotId),
GetVariableNameForSlot(Color1SlotId),
GetVariableNameForSlot(Color2SlotId),
GetVariableNameForSlot(Color3SlotId));
sb.AppendLine("#if _UIE_FORCE_GAMMA");
sb.AppendLine("{0}.rgb = uie_linear_to_gamma({1}.rgb);", GetVariableNameForSlot(Color0SlotId), GetVariableNameForSlot(Color0SlotId));
sb.AppendLine("{0}.rgb = uie_linear_to_gamma({1}.rgb);", GetVariableNameForSlot(Color1SlotId), GetVariableNameForSlot(Color1SlotId));
sb.AppendLine("{0}.rgb = uie_linear_to_gamma({1}.rgb);", GetVariableNameForSlot(Color2SlotId), GetVariableNameForSlot(Color2SlotId));
sb.AppendLine("{0}.rgb = uie_linear_to_gamma({1}.rgb);", GetVariableNameForSlot(Color3SlotId), GetVariableNameForSlot(Color3SlotId));
sb.AppendLine("#endif");
}
}
public bool RequiresUITK(ShaderStageCapability stageCapability)
{
return true;
}
}
}