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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
////////////////////////////////////////////
// CameraFilterPack - by VETASOFT 2018 /////
////////////////////////////////////////////
Shader "CameraFilterPack/Glow_Glow_Color" {
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Blurred (RGB)", 2D) = "white" {}
_TimeX ("Time", Range(0.0, 1.0)) = 1.0
_ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,0.)
_Amount ("_Amount", Range(0.0, 20.0)) = 5.0
}
SubShader
{
Pass
{
Cull Off ZWrite Off ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
#pragma glsl
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform sampler2D _MainTex2;
uniform float _TimeX;
uniform float _Amount;
uniform float _Value1;
uniform float _Value2;
uniform float _Value3;
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv_MainTex : TEXCOORD0;
};
struct v2f
{
float2 uv_MainTex : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.uv_MainTex = IN.uv_MainTex;
OUT.color = IN.color;
return OUT;
}
float4 frag (v2f i) : COLOR
{
float stepU = _Amount/_ScreenParams.x;
float3 result = tex2D(_MainTex,i.uv_MainTex - float2(0, stepU)).rgb;
result += tex2D(_MainTex,i.uv_MainTex).rgb;
result += tex2D(_MainTex,i.uv_MainTex + float2(0, stepU)).rgb;
result /= 3;
return float4(result,1.0);
}
ENDCG
}
Pass
{
Cull Off ZWrite Off ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
#pragma glsl
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform sampler2D _MainTex2;
uniform float _TimeX;
uniform float _Value1;
uniform float _Value2;
uniform float _Value3;
uniform float _Amount;
uniform float4 _GlowColor;
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv_MainTex : TEXCOORD0;
};
struct v2f
{
float2 uv_MainTex : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.uv_MainTex = IN.uv_MainTex;
OUT.color = IN.color;
return OUT;
}
float4 frag (v2f i) : COLOR
{
float3 result=tex2D(_MainTex,i.uv_MainTex.xy).rgb;
float3 cm=tex2D(_MainTex2,i.uv_MainTex.xy).rgb;
float c=cm*_Value2;
result += c*_GlowColor.rgb;
return float4(result,1.0);
}
ENDCG
}
Pass
{
Cull Off ZWrite Off ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
#pragma glsl
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform sampler2D _MainTex2;
uniform float _TimeX;
uniform float _Amount;
uniform float _Value1;
uniform float _Value2;
uniform float _Value3;
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv_MainTex : TEXCOORD0;
};
struct v2f
{
float2 uv_MainTex : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.uv_MainTex = IN.uv_MainTex;
OUT.color = IN.color;
return OUT;
}
float4 frag (v2f i) : COLOR
{
float stepU = _Amount/_ScreenParams.x;
float3 result = tex2D(_MainTex,i.uv_MainTex - float2(stepU, 0)).rgb;
result += tex2D(_MainTex,i.uv_MainTex).rgb;
result += tex2D(_MainTex,i.uv_MainTex + float2(stepU, 0)).rgb;
result /= 3;
return float4(result,1.0);
}
ENDCG
}
Pass
{
Cull Off ZWrite Off ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
#pragma glsl
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform sampler2D _MainTex2;
uniform float _TimeX;
uniform float _Amount;
uniform float _Value1;
uniform float _Value2;
uniform float _Value3;
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv_MainTex : TEXCOORD0;
};
struct v2f
{
float2 uv_MainTex : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.uv_MainTex = IN.uv_MainTex;
OUT.color = IN.color;
return OUT;
}
float4 frag (v2f i) : COLOR
{
float stepU = _Amount/_ScreenParams.x;
float3 result = tex2D(_MainTex,i.uv_MainTex - float2(stepU, 0)).rgb;
float l = dot(result,0.33);
result = smoothstep(_Value1, _Value1+_Value3, l);
return float4(result,1.0);
}
ENDCG
}
}
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/BigMap" {
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_MainTexTwo("MainTex2", 2D) = "white" {}
_ThreValue("ThreValue", range(0,1)) = 0
_ToonEffect("Toon Effect",range(0,1)) = 0.5
_Steps("Steps of toon",range(0,9)) = 3
//_BumpMap ("Normal Map", 2D) = "bump" {}
//_BumpScale ("Bump Scale", Range(0.0, 1.0)) = 0.0
}
SubShader{
Tags{ "RenderType" = "Opaque" }
LOD 150
CGPROGRAM
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Cartoon fullforwardshadows //vertex:vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
//#pragma surface surf Lambert noforwardadd
sampler2D _MainTex;
sampler2D _MainTexTwo;
fixed _ThreValue;
float _ToonEffect;
float _Steps;
//sampler2D _BumpMap;
//float _BumpScale;
struct Input
{
float2 uv_MainTex;
};
inline float4 LightingCartoon(SurfaceOutput s, fixed3 lightDir, fixed3 viewDir, fixed atten)
{
float difLight = max(0, dot(normalize(s.Normal), normalize(lightDir)));
//difLight = (difLight + 1) / 2;//做亮化处理
//difLight = smoothstep(0, 1, difLight);//使颜色平滑的在[0,1]范围之内
float toon = floor(difLight * _Steps) / _Steps;//把颜色做离散化处理,把diffuse颜色限制在_Steps种(_Steps阶颜色),简化颜色,这样的处理使色阶间能平滑的显示
difLight = lerp(difLight, toon, _ToonEffect);//根据外部我们可控的卡通化程度值_ToonEffect,调节卡通与现实的比重
float4 col;
col.rgb = s.Albedo * _LightColor0.rgb * difLight * atten;
col.a = s.Alpha;
return col;
}
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
fixed4 c2 = tex2D(_MainTexTwo, IN.uv_MainTex);
c = c * (1 - _ThreValue) + c2 * _ThreValue;
//c = fixed4(0,0,1,1);
o.Albedo = c.rgb;
o.Alpha = c.a;
//fixed4 c3 = tex2D(_BumpMap, IN.uv_MainTex);
//o.Normal = c3.rgb * 2.0 - 1.0;
//o.Normal.z = _BumpScale;
}
ENDCG
}
//Fallback "Specular"
Fallback "Mobile/VertexLit"
}
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Water/SeaWave" {
Properties {
_WaterTex ("WaterTex", 2D) = "black" {}
_WaveTex ("WaveTex", 2D) = "black" {} //海浪
_BumpTex ("BumpTex", 2D) = "bump" {}
_GTex ("Gradient", 2D) = "white" {} //海水渐变
_NoiseTex ("Noise", 2D) = "white" {} //海浪躁波
_WaterSpeed("WaterSpeed", float) = 0.74 //海水速度
_WaveSpeed("WaveSpeed", float) = -12.64 //海浪速度
_WaveRange("WaveRange", float) = 0.3
_NoiseRange("NoiseRange", float) = 6.43
_WaveDelta("WaveDelta", float) = 2.43
_Refract("Refract", float) = 0.07
_Specular("Specular", float) = 1.86
_Gloss("Gloss", float) = 0.71
_SpecColor("SpecColor", color) = (1, 1, 1, 1)
_LightDir("LightDir", vector) = (0, 50, 30, 0)
_Range ("Range", vector) = (0.13, 1.53, 0.37, 0.78)
}
SubShader {
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
LOD 200
zwrite off
CGPROGRAM
#pragma surface surf WaterLight vertex:vert alpha noshadow
#pragma target 3.0
sampler2D _GTex;
sampler2D _WaterTex;
sampler2D _BumpTex;
sampler2D _CameraDepthTexture;
sampler2D _NoiseTex;
sampler2D _WaveTex;
float4 _Range;
half _WaterSpeed;
half _WaveSpeed;
fixed _WaveDelta;
half _WaveRange;
fixed _Refract;
half _Specular;
fixed _Gloss;
float4 _LightDir;
half _NoiseRange;
float4 _WaterTex_TexelSize;
struct Input {
float2 uv_WaterTex;
float2 uv_NoiseTex;
float4 proj;
float3 viewDir;
};
fixed4 LightingWaterLight(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten) {
half3 halfVector = normalize(_LightDir + viewDir);
float diffFactor = max(0, dot(normalize(_LightDir), s.Normal)) * 0.8 + 0.2;
float nh = max(0, dot(halfVector, s.Normal));
float spec = pow(nh, s.Specular * 128.0) * s.Gloss;
fixed4 c;
c.rgb = (s.Albedo * _LightColor0.rgb * diffFactor + _SpecColor.rgb * spec * _LightColor0.rgb) * (atten);
c.a = s.Alpha + spec * _SpecColor.a;
return c;
}
void vert (inout appdata_full v, out Input i) {
UNITY_INITIALIZE_OUTPUT(Input, i);
i.proj = ComputeScreenPos(UnityObjectToClipPos(v.vertex));
COMPUTE_EYEDEPTH(i.proj.z);
}
void surf (Input IN, inout SurfaceOutput o) {
float2 uv = IN.proj.xy/IN.proj.w;
#if UNITY_UV_STARTS_AT_TOP
if(_WaterTex_TexelSize.y<0)
uv.y = 1 - uv.y;
#endif
fixed4 water = (tex2D(_WaterTex, IN.uv_WaterTex + float2(_WaterSpeed*_Time.x,0))+tex2D(_WaterTex, float2(1-IN.uv_WaterTex.y,IN.uv_WaterTex.x) + float2(_WaterSpeed*_Time.x,0)))/2;
float4 offsetColor = (tex2D(_BumpTex, IN.uv_WaterTex + float2(_WaterSpeed*_Time.x,0))+tex2D(_BumpTex, float2(1-IN.uv_WaterTex.y,IN.uv_WaterTex.x) + float2(_WaterSpeed*_Time.x,0)))/2;
half2 offset = UnpackNormal(offsetColor).xy * _Refract;
half m_depth = LinearEyeDepth(tex2Dproj (_CameraDepthTexture, IN.proj).r);
half deltaDepth = m_depth - IN.proj.z;
fixed4 noiseColor = tex2D(_NoiseTex, IN.uv_NoiseTex);
fixed4 waterColor = tex2D(_GTex, float2(min(_Range.y, deltaDepth)/_Range.y,1));
fixed4 waveColor = tex2D(_WaveTex, float2(1-min(_Range.z, deltaDepth)/_Range.z+_WaveRange*sin(_Time.x*_WaveSpeed+noiseColor.r*_NoiseRange),1)+offset);
waveColor.rgb *= (1-(sin(_Time.x*_WaveSpeed+noiseColor.r*_NoiseRange)+1)/2)*noiseColor.r;
fixed4 waveColor2 = tex2D(_WaveTex, float2(1-min(_Range.z, deltaDepth)/_Range.z+_WaveRange*sin(_Time.x*_WaveSpeed+_WaveDelta+noiseColor.r*_NoiseRange),1)+offset);
waveColor2.rgb *= (1-(sin(_Time.x*_WaveSpeed+_WaveDelta+noiseColor.r*_NoiseRange)+1)/2)*noiseColor.r;
half water_A = 1-min(_Range.z, deltaDepth)/_Range.z;
half water_B = min(_Range.w, deltaDepth)/_Range.w;
float4 bumpColor = (tex2D(_BumpTex, IN.uv_WaterTex+offset + float2(_WaterSpeed*_Time.x,0))+tex2D(_BumpTex, float2(1-IN.uv_WaterTex.y,IN.uv_WaterTex.x)+offset + float2(_WaterSpeed*_Time.x,0)))/2;
o.Normal = UnpackNormal(bumpColor).xyz;
o.Specular = _Specular;
o.Gloss = _Gloss;
o.Albedo = (1 - water_B) + waterColor.rgb * water_B;
o.Albedo = o.Albedo * (1 - water.a*water_A) + water.rgb * water.a*water_A;
o.Albedo += (waveColor.rgb+waveColor2.rgb) * water_A;
o.Alpha = min(_Range.x, deltaDepth)/_Range.x;
}
ENDCG
}
//FallBack "Diffuse"
}
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- _RefractionAmount: 0.057
- _RimDistance: 0.899
- _RimDistortion: 0.139
- _RimSize: 0.2
- _Rimfalloff: 0.1
- _Rimtiling: 0.5
- _SECONDARY_WAVES: 0
- _SurfaceHighlight: 0.03
- _SurfaceHighlightsDistortion: 0.45
- _SurfaceHighlightsSpeed: 0.1
- _SurfaceHightlighttiling: 0.14999995
- _Surfacehightlightsize: 0
- _Tessellation: 0.01
- _Tiling: 0.955
- _Transparency: 0.616
- _USE_VC_INTERSECTION: 1
- _Unlit: 1
- _UseIntersectionFoam: 1
- _UseIntersectionHighlight: 0
- _WaveFoam: 0
- _WaveHeight: 0
- _WaveSize: 0.5
- _Wavesspeed: 3.58
- _Wavesstrength: 0.031
- _Wavetint: -0.1
- _Worldspacetiling: 0
- __dirty: 1
m_Colors:
- _FresnelColor: {r: 0.5, g: 0.8551724, b: 1, a: 0.084}
- _RimColor: {r: 0.78773576, g: 0.9858491, b: 1, a: 0.09019608}
- _WaterColor: {r: 0.2848403, g: 0.33917457, b: 0.34905353, a: 0.47843137}
- _WaterShallowColor: {r: 0.54770374, g: 0.63843375, b: 0.6415094, a: 0.39215687}
- _WaveDirection: {r: 0, g: 0, b: 0, a: 0}
| jynew/jyx2/Assets/3DScene/StylizedWater/Materials/wuminggu.mat/0 | {
"file_path": "jynew/jyx2/Assets/3DScene/StylizedWater/Materials/wuminggu.mat",
"repo_id": "jynew",
"token_count": 1873
} | 824 |
// Stylized Water Shader by Staggart Creations http://u3d.as/A2R
// Online documentation can be found at http://staggart.xyz
Shader "Hidden/SWS/ShaderMapRenderer"
{
Properties
{
_RedInput("Red Channel", 2D) = "black" {}
_GreenInput("Green Channel", 2D) = "black" {}
_BlueInput("Blue Channel", 2D) = "black" {}
//_AlphaInput ("Alpha Channel", 2D) = "black" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _RedInput;
sampler2D _GreenInput;
sampler2D _BlueInput;
sampler2D _AlphaInput;
fixed4 frag (v2f_img IN) : SV_Target
{
float r = tex2D(_RedInput, IN.uv).rrrr;
float g = tex2D(_GreenInput, IN.uv).rrrr;
float b = tex2D(_BlueInput, IN.uv).rrrr;
//float a = tex2D(_AlphaInput, IN.uv).rrrr;
return float4(r, g, b, 1);
}
ENDCG
}
}
} | jynew/jyx2/Assets/3DScene/StylizedWater/Scripts/Editor/SWS_ShaderMapRenderer.shader/0 | {
"file_path": "jynew/jyx2/Assets/3DScene/StylizedWater/Scripts/Editor/SWS_ShaderMapRenderer.shader",
"repo_id": "jynew",
"token_count": 416
} | 825 |
fileFormatVersion: 2
guid: 9de5ca44ba99f6b45af77d082a56bef9
timeCreated: 1524326022
licenseType: Store
MonoImporter:
serializedVersion: 2
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executionOrder: 0
icon: {fileID: 2800000, guid: 1747b2b24c6409145b0fa8b767a67d7e, type: 3}
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| jynew/jyx2/Assets/3DScene/StylizedWater/Scripts/StylizedWaterBlur.cs.meta/0 | {
"file_path": "jynew/jyx2/Assets/3DScene/StylizedWater/Scripts/StylizedWaterBlur.cs.meta",
"repo_id": "jynew",
"token_count": 132
} | 826 |
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "StylizedWater/Mobile"
{
Properties
{
[HideInInspector] __dirty( "", Int ) = 1
_WaterColor("Water Color", Color) = (0.1176471,0.6348885,1,0)
_WaterShallowColor("WaterShallowColor", Color) = (0.4191176,0.7596349,1,0)
_Wavetint("Wave tint", Range( -1 , 1)) = 0
_RimColor("Rim Color", Color) = (1,1,1,0.5019608)
_NormalStrength("NormalStrength", Range( 0 , 1)) = 0.25
_Transparency("Transparency", Range( 0 , 1)) = 0.75
_Glossiness("Glossiness", Range( 0 , 1)) = 0.85
_Worldspacetiling("Worldspace tiling", Float) = 1
_NormalTiling("NormalTiling", Range( 0 , 1)) = 0.9
_EdgeFade("EdgeFade", Range( 0.01 , 3)) = 0.2448298
_RimSize("Rim Size", Range( 0 , 20)) = 5
_Rimfalloff("Rim falloff", Range( 0.1 , 50)) = 3
_Rimtiling("Rim tiling", Float) = 0.5
_FoamOpacity("FoamOpacity", Range( -1 , 1)) = 0.05
_FoamSpeed("FoamSpeed", Range( 0 , 1)) = 0.1
_FoamSize("FoamSize", Float) = 0
_FoamTiling("FoamTiling", Float) = 0.05
_Depth("Depth", Range( 0 , 100)) = 30
_Wavesspeed("Waves speed", Range( 0 , 10)) = 0.75
_WaveHeight("Wave Height", Range( 0 , 1)) = 0.05
_WaveFoam("Wave Foam", Range( 0 , 10)) = 0
_WaveSize("Wave Size", Range( 0 , 10)) = 0.1
_WaveDirection("WaveDirection", Vector) = (1,0,0,0)
[Toggle]_USE_VC_INTERSECTION("USE_VC_INTERSECTION", Float) = 0
[Toggle]_UseIntersectionFoam("UseIntersectionFoam", Int) = 0
[Toggle]_ENABLE_VC("ENABLE_VC", Float) = 0
[Toggle]_LIGHTING("LIGHTING", Int) = 0
[NoScaleOffset][Normal]_Normals("Normals", 2D) = "bump" {}
[Toggle]_Unlit("Unlit", Float) = 0
[NoScaleOffset]_Shadermap("Shadermap", 2D) = "black" {}
[Toggle]_NORMAL_MAP("NORMAL_MAP", Int) = 0
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True" "IsEmissive" = "true" }
LOD 200
Cull Back
CGPROGRAM
#include "UnityPBSLighting.cginc"
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
#pragma target 3.0
#pragma shader_feature _USEINTERSECTIONFOAM_ON
#pragma multi_compile __ _NORMAL_MAP_ON
#pragma multi_compile __ _LIGHTING_ON
#pragma fragmentoption ARB_precision_hint_fastest
#pragma exclude_renderers xbox360 psp2 n3ds wiiu
#pragma surface surf StandardCustomLighting alpha:fade keepalpha noshadow nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:vertexDataFunc
struct Input
{
float3 worldNormal;
INTERNAL_DATA
float4 screenPos;
float2 data713;
float2 texcoord_0;
float2 data714;
float4 vertexColor : COLOR;
float3 worldPos;
float3 worldRefl;
float3 data746;
float2 texcoord_1;
};
struct SurfaceOutputCustomLightingCustom
{
fixed3 Albedo;
fixed3 Normal;
half3 Emission;
half Metallic;
half Smoothness;
half Occlusion;
fixed Alpha;
Input SurfInput;
UnityGIInput GIData;
};
uniform half4 _WaterShallowColor;
uniform half4 _WaterColor;
uniform sampler2D_float _CameraDepthTexture;
uniform float _Depth;
uniform sampler2D _Shadermap;
uniform float _Worldspacetiling;
uniform float _WaveSize;
uniform float _Wavesspeed;
uniform float4 _WaveDirection;
uniform fixed _Wavetint;
uniform float4 _RimColor;
uniform float _USE_VC_INTERSECTION;
uniform float _ENABLE_VC;
uniform half _Rimfalloff;
uniform float _Rimtiling;
uniform half _RimSize;
uniform fixed _FoamOpacity;
uniform float _FoamTiling;
uniform float _FoamSpeed;
uniform half _FoamSize;
uniform float _WaveFoam;
uniform sampler2D _Normals;
uniform float _NormalTiling;
uniform fixed _NormalStrength;
uniform fixed _Glossiness;
uniform float _Unlit;
uniform fixed _Transparency;
uniform half _EdgeFade;
uniform fixed _WaveHeight;
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
o.texcoord_0.xy = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex );
o.data713 = lerp(( -20.0 * o.texcoord_0 ),( (ase_worldPos).xz * float2( 0.1,0.1 ) ),_Worldspacetiling);
float2 appendResult500 = (float2(_WaveDirection.x , _WaveDirection.z));
o.data714 = ( ( _Wavesspeed * _Time.x ) * appendResult500 );
o.data746 = _LightColor0.rgb;
float3 ase_vertexNormal = v.normal.xyz;
o.texcoord_1.xy = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 Tiling21 = lerp(( -20.0 * o.texcoord_1 ),( (ase_worldPos).xz * float2( 0.1,0.1 ) ),_Worldspacetiling);
float2 WaveSpeed40 = ( ( _Wavesspeed * _Time.x ) * appendResult500 );
float2 HeightmapUV581 = ( ( ( Tiling21 * _WaveSize ) * float2( 0.1,0.1 ) ) + ( WaveSpeed40 * float2( 0.5,0.5 ) ) );
float4 tex2DNode94 = tex2Dlod( _Shadermap, float4( HeightmapUV581, 0.0 , 0.0 ) );
float temp_output_95_0 = ( _WaveHeight * tex2DNode94.g );
float3 Displacement100 = ( ase_vertexNormal * temp_output_95_0 );
v.vertex.xyz += Displacement100;
}
inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
{
UnityGIInput data = s.GIData;
Input i = s.SurfInput;
half4 c = 0;
SurfaceOutputStandard s733 = (SurfaceOutputStandard ) 0;
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
//Stylized Water custom depth
float screenDepth643 = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture,UNITY_PROJ_COORD(ase_screenPos))));
float distanceDepth643 = abs( ( screenDepth643 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( lerp( 1.0 , ( 1.0 / _ProjectionParams.z ) , unity_OrthoParams.w) ) );
float DepthTexture494 = distanceDepth643;
float Depth479 = saturate( ( DepthTexture494 / _Depth ) );
float3 lerpResult478 = lerp( (_WaterShallowColor).rgb , (_WaterColor).rgb , Depth479);
float3 WaterColor350 = lerpResult478;
float2 Tiling21 = i.data713;
float2 WaveSpeed40 = i.data714;
float2 HeightmapUV581 = ( ( ( Tiling21 * _WaveSize ) * float2( 0.1,0.1 ) ) + ( WaveSpeed40 * float2( 0.5,0.5 ) ) );
float4 tex2DNode94 = tex2D( _Shadermap, HeightmapUV581 );
float Heightmap99 = tex2DNode94.g;
float3 temp_cast_0 = (( Heightmap99 * _Wavetint )).xxx;
float3 RimColor102 = (_RimColor).rgb;
float4 VertexColors729 = lerp(float4( 0.0,0,0,0 ),i.vertexColor,_ENABLE_VC);
float2 temp_output_24_0 = ( Tiling21 * _Rimtiling );
float temp_output_30_0 = ( tex2D( _Shadermap, ( ( 0.5 * temp_output_24_0 ) + WaveSpeed40 ) ).b * tex2D( _Shadermap, ( temp_output_24_0 + ( 1.0 - WaveSpeed40 ) ) ).b );
float Intersection42 = saturate( ( _RimColor.a * ( 1.0 - ( ( ( lerp(DepthTexture494,( 1.0 - (VertexColors729).r ),_USE_VC_INTERSECTION) / _Rimfalloff ) * temp_output_30_0 ) + ( lerp(DepthTexture494,( 1.0 - (VertexColors729).r ),_USE_VC_INTERSECTION) / _RimSize ) ) ) ) );
float3 lerpResult61 = lerp( ( WaterColor350 - temp_cast_0 ) , ( RimColor102 * 3.0 ) , Intersection42);
float2 temp_output_634_0 = ( WaveSpeed40 * _FoamSpeed );
float4 tex2DNode67 = tex2D( _Shadermap, ( ( _FoamTiling * Tiling21 ) + temp_output_634_0 + ( Heightmap99 * 0.1 ) ) );
#ifdef _USEINTERSECTIONFOAM_ON
float staticSwitch725 = ( 1.0 - tex2DNode67.b );
#else
float staticSwitch725 = saturate( ( 1000.0 * ( ( tex2D( _Shadermap, ( ( _FoamTiling * ( Tiling21 * float2( 0.5,0.5 ) ) ) + temp_output_634_0 ) ).r - tex2DNode67.r ) - _FoamSize ) ) );
#endif
float Foam73 = ( _FoamOpacity * staticSwitch725 );
float3 temp_cast_1 = (2.0).xxx;
float FoamTex244 = staticSwitch725;
float WaveFoam221 = saturate( ( pow( ( tex2DNode94.g * _WaveFoam ) , 2.0 ) * FoamTex244 ) );
float3 lerpResult223 = lerp( ( lerpResult61 + Foam73 ) , temp_cast_1 , WaveFoam221);
float3 FinalColor114 = lerpResult223;
s733.Albedo = FinalColor114;
fixed3 _BlankNormal = fixed3(0,0,1);
float2 temp_output_705_0 = ( _NormalTiling * Tiling21 );
#ifdef _NORMAL_MAP_ON
float2 staticSwitch760 = ( ( float2( 0.25,0.25 ) * temp_output_705_0 ) + WaveSpeed40 );
#else
float2 staticSwitch760 = float2( 0.0,0 );
#endif
#ifdef _NORMAL_MAP_ON
float2 staticSwitch761 = ( temp_output_705_0 + ( 1.0 - WaveSpeed40 ) );
#else
float2 staticSwitch761 = float2( 0.0,0 );
#endif
#ifdef _NORMAL_MAP_ON
float3 staticSwitch763 = ( ( UnpackNormal( tex2D( _Normals, staticSwitch760 ) ) + UnpackNormal( tex2D( _Normals, staticSwitch761 ) ) ) / float3( 2,2,2 ) );
#else
float3 staticSwitch763 = _BlankNormal;
#endif
float3 lerpResult621 = lerp( _BlankNormal , staticSwitch763 , _NormalStrength);
float3 NormalMap52 = lerpResult621;
s733.Normal = WorldNormalVector( i, NormalMap52);
s733.Emission = float3( 0,0,0 );
s733.Metallic = 0.0;
float GlossParam754 = _Glossiness;
s733.Smoothness = GlossParam754;
s733.Occlusion = 1.0;
gi.light.ndotl = LambertTerm( s733.Normal, gi.light.dir );
data.light = gi.light;
UnityGI gi733 = gi;
#ifdef UNITY_PASS_FORWARDBASE
Unity_GlossyEnvironmentData g733;
g733.roughness = 1 - s733.Smoothness;
g733.reflUVW = reflect( -data.worldViewDir, s733.Normal );
gi733 = UnityGlobalIllumination( data, s733.Occlusion, s733.Normal, g733 );
#endif
float3 surfResult733 = LightingStandard ( s733, viewDir, gi733 ).rgb;
surfResult733 += s733.Emission;
float3 ase_worldPos = i.worldPos;
float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) );
float dotResult741 = dot( ase_worldlightDir , WorldReflectionVector( i , NormalMap52 ) );
#ifdef _LIGHTING_ON
float3 staticSwitch769 = float3( 0.0,0,0 );
#else
float3 staticSwitch769 = ( pow( max( 0.0 , dotResult741 ) , ( GlossParam754 * 64.0 ) ) + lerp(( i.data746 * FinalColor114 ),FinalColor114,_Unlit) );
#endif
float3 CustomLighting753 = staticSwitch769;
#ifdef _LIGHTING_ON
float3 staticSwitch734 = surfResult733;
#else
float3 staticSwitch734 = CustomLighting753;
#endif
float Opacity121 = saturate( ( ( DepthTexture494 / _EdgeFade ) * ( Intersection42 + saturate( ( Depth479 + _WaterShallowColor.a ) ) ) ) );
c.rgb = staticSwitch734;
c.a = ( ( _Transparency * Opacity121 ) - (VertexColors729).g );
return c;
}
inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
{
s.GIData = data;
}
void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
{
o.SurfInput = i;
o.Normal = float3(0,0,1);
}
ENDCG
}
}
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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <[email protected]>
using UnityEditor;
using UnityEngine;
namespace AmplifyShaderEditor
{
public class ConfirmationWindow
{
public delegate ShaderLoadResult OnConfirmationSelected( bool value, Shader shader, Material material );
public event OnConfirmationSelected OnConfirmationSelectedEvt;
private const string m_yesStr = "Yes";
private const string m_noStr = "No";
private bool m_isActive = false;
private string m_currentMessage;
private GUIStyle m_areaStyle;
private GUIContent m_content;
private GUIStyle m_buttonStyle;
private GUIStyle m_labelStyle;
private Shader m_shader;
private Material m_material;
private Rect m_area;
private bool m_autoDeactivate = true;
public ConfirmationWindow( float x, float y, float width, float height )
{
m_content = new GUIContent( GUIContent.none );
m_area = new Rect( x, y, width, height );
}
public void Destroy()
{
m_shader = null;
OnConfirmationSelectedEvt = null;
}
public void ActivateConfirmation( Shader shader, Material material, string message, OnConfirmationSelected evt, bool autoDeactivate = true )
{
OnConfirmationSelectedEvt = evt;
m_currentMessage = message;
m_shader = shader;
m_material = material;
m_autoDeactivate = autoDeactivate;
m_isActive = true;
}
public void OnGUI()
{
if ( m_areaStyle == null )
{
m_areaStyle = new GUIStyle( UIUtils.TextArea );
m_areaStyle.stretchHeight = true;
m_areaStyle.stretchWidth = true;
m_areaStyle.fontSize = ( int ) Constants.DefaultTitleFontSize;
}
if ( m_buttonStyle == null )
{
m_buttonStyle = UIUtils.Button;
}
if ( m_labelStyle == null )
{
m_labelStyle = new GUIStyle( UIUtils.Label );
m_labelStyle.alignment = TextAnchor.MiddleCenter;
m_labelStyle.wordWrap = true;
}
m_area.x = ( int ) ( 0.5f * UIUtils.CurrentWindow.CameraInfo.width );
m_area.y = ( int ) ( 0.5f * UIUtils.CurrentWindow.CameraInfo.height );
GUILayout.BeginArea( m_area, m_content, m_areaStyle );
{
EditorGUILayout.BeginVertical();
{
EditorGUILayout.Separator();
EditorGUILayout.LabelField( m_currentMessage, m_labelStyle );
EditorGUILayout.Separator();
EditorGUILayout.Separator();
EditorGUILayout.BeginHorizontal();
{
if ( GUILayout.Button( m_yesStr, m_buttonStyle ) )
{
if ( OnConfirmationSelectedEvt != null )
OnConfirmationSelectedEvt( true, m_shader, m_material );
if ( m_autoDeactivate )
Deactivate();
}
if ( GUILayout.Button( m_noStr, m_buttonStyle ) )
{
if ( OnConfirmationSelectedEvt != null )
OnConfirmationSelectedEvt( false, m_shader, m_material );
if ( m_autoDeactivate )
Deactivate();
}
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndVertical();
}
GUILayout.EndArea();
}
public void Deactivate()
{
m_isActive = false;
OnConfirmationSelectedEvt = null;
}
public bool IsActive { get { return m_isActive; } }
}
}
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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <[email protected]>
using UnityEngine;
using UnityEditor;
namespace AmplifyShaderEditor
{
public enum MenuAnchor
{
TOP_LEFT = 0,
TOP_CENTER,
TOP_RIGHT,
MIDDLE_LEFT,
MIDDLE_CENTER,
MIDDLE_RIGHT,
BOTTOM_LEFT,
BOTTOM_CENTER,
BOTTOM_RIGHT,
NONE
}
public enum MenuAutoSize
{
MATCH_VERTICAL = 0,
MATCH_HORIZONTAL,
NONE
}
public class MenuParent
{
protected AmplifyShaderEditorWindow m_parentWindow = null;
protected const float MinimizeButtonXSpacing = 5;
protected const float MinimizeButtonYSpacing = 5.5f;
protected const float ResizeAreaWidth = 5;
protected const float MinimizeCollisionAdjust = 5;
protected GUIStyle m_style;
protected GUIContent m_content;
protected Rect m_maximizedArea;
protected Rect m_transformedArea;
protected Rect m_resizeArea;
protected MenuAnchor m_anchor;
protected MenuAutoSize m_autoSize;
protected bool m_isActive = true;
protected bool m_isMaximized = true;
protected bool m_lockOnMinimize = false;
protected bool m_preLockState = false;
protected Rect m_minimizedArea;
protected Rect m_minimizeButtonPos;
protected float m_realWidth;
protected GUIStyle m_empty = new GUIStyle();
protected float m_resizeDelta;
protected bool m_isResizing = false;
protected bool m_resizable = false;
protected GUIStyle m_resizeAreaStyle;
protected bool m_isMouseInside = false;
protected Vector2 m_currentScrollPos;
public MenuParent( AmplifyShaderEditorWindow parentWindow, float x, float y, float width, float height, string name, MenuAnchor anchor = MenuAnchor.NONE, MenuAutoSize autoSize = MenuAutoSize.NONE )
{
m_parentWindow = parentWindow;
m_anchor = anchor;
m_autoSize = autoSize;
m_maximizedArea = new Rect( x, y, width, height );
m_content = new GUIContent( GUIContent.none );
m_content.text = name;
m_transformedArea = new Rect();
m_resizeArea = new Rect();
m_resizeArea.width = ResizeAreaWidth;
m_resizeAreaStyle = GUIStyle.none;
m_currentScrollPos = Vector2.zero;
}
public void SetMinimizedArea( float x, float y, float width, float height )
{
m_minimizedArea = new Rect( x, y, width, height );
}
protected void InitDraw( Rect parentPosition, Vector2 mousePosition, int mouseButtonId )
{
if ( m_style == null )
{
m_style = new GUIStyle( UIUtils.TextArea );
m_style.stretchHeight = true;
m_style.stretchWidth = true;
m_style.fontSize = ( int ) Constants.DefaultTitleFontSize;
m_style.fontStyle = FontStyle.Normal;
Texture minimizeTex = UIUtils.GetCustomStyle( CustomStyle.MaximizeButton ).normal.background;
m_minimizeButtonPos = new Rect( 0, 0, minimizeTex.width, minimizeTex.height );
}
Rect currentArea = m_isMaximized ? m_maximizedArea : m_minimizedArea;
if ( m_isMaximized )
{
if ( m_resizable )
{
if ( m_isResizing )
{
if ( m_anchor == MenuAnchor.TOP_LEFT )
m_resizeDelta = ( ParentWindow.CurrentEvent.mousePosition.x - m_maximizedArea.width );
else if ( m_anchor == MenuAnchor.TOP_RIGHT )
m_resizeDelta = ParentWindow.CurrentEvent.mousePosition.x - ( parentPosition.width - m_maximizedArea.width);
}
}
m_realWidth = m_maximizedArea.width;
if ( m_resizable )
{
if ( m_anchor == MenuAnchor.TOP_LEFT )
{
currentArea.width += m_resizeDelta;
m_realWidth += m_resizeDelta;
}
else if ( m_anchor == MenuAnchor.TOP_RIGHT )
{
currentArea.width -= m_resizeDelta;
m_realWidth -= m_resizeDelta;
}
}
}
else
{
if ( currentArea.x < 0 )
{
m_realWidth = currentArea.width + currentArea.x;
}
else if ( ( currentArea.x + currentArea.width ) > parentPosition.width )
{
m_realWidth = parentPosition.width - currentArea.x;
}
if ( m_realWidth < 0 )
m_realWidth = 0;
}
switch ( m_anchor )
{
case MenuAnchor.TOP_LEFT:
{
m_transformedArea.x = currentArea.x;
m_transformedArea.y = currentArea.y;
if ( m_isMaximized )
{
m_minimizeButtonPos.x = m_transformedArea.x + m_transformedArea.width - m_minimizeButtonPos.width - MinimizeButtonXSpacing;
m_minimizeButtonPos.y = m_transformedArea.y + MinimizeButtonYSpacing;
m_resizeArea.x = m_transformedArea.x + m_transformedArea.width;
m_resizeArea.y = m_minimizeButtonPos.y;
m_resizeArea.height = m_transformedArea.height;
}
else
{
float width = ( m_transformedArea.width - m_transformedArea.x );
m_minimizeButtonPos.x = m_transformedArea.x + width * 0.5f - m_minimizeButtonPos.width * 0.5f;
m_minimizeButtonPos.y = m_transformedArea.height * 0.5f - m_minimizeButtonPos.height * 0.5f;
}
}
break;
case MenuAnchor.TOP_CENTER:
{
m_transformedArea.x = parentPosition.width * 0.5f + currentArea.x;
m_transformedArea.y = currentArea.y;
}
break;
case MenuAnchor.TOP_RIGHT:
{
m_transformedArea.x = parentPosition.width - currentArea.x - currentArea.width;
m_transformedArea.y = currentArea.y;
if ( m_isMaximized )
{
m_minimizeButtonPos.x = m_transformedArea.x + MinimizeButtonXSpacing;
m_minimizeButtonPos.y = m_transformedArea.y + MinimizeButtonYSpacing;
m_resizeArea.x = m_transformedArea.x - ResizeAreaWidth;
m_resizeArea.y = m_minimizeButtonPos.y;
m_resizeArea.height = m_transformedArea.height;
}
else
{
float width = ( parentPosition.width - m_transformedArea.x );
m_minimizeButtonPos.x = m_transformedArea.x + width * 0.5f - m_minimizeButtonPos.width * 0.5f;
m_minimizeButtonPos.y = m_transformedArea.height * 0.5f - m_minimizeButtonPos.height * 0.5f;
}
}
break;
case MenuAnchor.MIDDLE_LEFT:
{
m_transformedArea.x = currentArea.x;
m_transformedArea.y = parentPosition.height * 0.5f + currentArea.y;
}
break;
case MenuAnchor.MIDDLE_CENTER:
{
m_transformedArea.x = parentPosition.width * 0.5f + currentArea.x;
m_transformedArea.y = parentPosition.height * 0.5f + currentArea.y;
}
break;
case MenuAnchor.MIDDLE_RIGHT:
{
m_transformedArea.x = parentPosition.width - currentArea.x - currentArea.width;
m_transformedArea.y = parentPosition.height * 0.5f + currentArea.y;
}
break;
case MenuAnchor.BOTTOM_LEFT:
{
m_transformedArea.x = currentArea.x;
m_transformedArea.y = parentPosition.height - currentArea.y - currentArea.height;
}
break;
case MenuAnchor.BOTTOM_CENTER:
{
m_transformedArea.x = parentPosition.width * 0.5f + currentArea.x;
m_transformedArea.y = parentPosition.height - currentArea.y - currentArea.height;
}
break;
case MenuAnchor.BOTTOM_RIGHT:
{
m_transformedArea.x = parentPosition.width - currentArea.x - currentArea.width;
m_transformedArea.y = parentPosition.height - currentArea.y - currentArea.height;
}
break;
case MenuAnchor.NONE:
{
m_transformedArea.x = currentArea.x;
m_transformedArea.y = currentArea.y;
}
break;
}
switch ( m_autoSize )
{
case MenuAutoSize.MATCH_HORIZONTAL:
{
m_transformedArea.width = parentPosition.width - m_transformedArea.x;
m_transformedArea.height = currentArea.height;
}
break;
case MenuAutoSize.MATCH_VERTICAL:
{
m_transformedArea.width = currentArea.width;
m_transformedArea.height = parentPosition.height - m_transformedArea.y;
}
break;
case MenuAutoSize.NONE:
{
m_transformedArea.width = currentArea.width;
m_transformedArea.height = currentArea.height;
}
break;
}
}
public virtual void Draw( Rect parentPosition, Vector2 mousePosition, int mouseButtonId, bool hasKeyboadFocus )
{
InitDraw( parentPosition, mousePosition, mouseButtonId );
if ( ParentWindow.CurrentEvent.type == EventType.MouseDrag && ParentWindow.CurrentEvent.button > 0 /*catches both middle and right mouse button*/ )
{
m_isMouseInside = IsInside( mousePosition );
if ( m_isMouseInside )
{
m_currentScrollPos.x += Constants.MenuDragSpeed * ParentWindow.CurrentEvent.delta.x;
if ( m_currentScrollPos.x < 0 )
m_currentScrollPos.x = 0;
m_currentScrollPos.y += Constants.MenuDragSpeed * ParentWindow.CurrentEvent.delta.y;
if ( m_currentScrollPos.y < 0 )
m_currentScrollPos.y = 0;
}
}
}
public void PostDraw()
{
if ( !m_isMaximized )
{
m_transformedArea.height = 35;
GUI.Label( m_transformedArea, m_content, m_style );
}
Color colorBuffer = GUI.color;
GUI.color = EditorGUIUtility.isProSkin ? Color.white : Color.black;
bool guiEnabledBuffer = GUI.enabled;
GUI.enabled = !m_lockOnMinimize;
Rect buttonArea = m_minimizeButtonPos;
buttonArea.x -= MinimizeCollisionAdjust;
buttonArea.width += 2 * MinimizeCollisionAdjust;
buttonArea.y -= MinimizeCollisionAdjust;
buttonArea.height += 2 * MinimizeCollisionAdjust;
if ( m_parentWindow.CameraDrawInfo.CurrentEventType == EventType.Repaint )
GUI.Label( m_minimizeButtonPos, string.Empty, UIUtils.GetCustomStyle( m_isMaximized ? CustomStyle.MinimizeButton : CustomStyle.MaximizeButton ) );
if( m_parentWindow.CameraDrawInfo.CurrentEventType == EventType.MouseDown && buttonArea.Contains( m_parentWindow.CameraDrawInfo.MousePosition ) )
//if ( GUI.Button( buttonArea, string.Empty, m_empty ) )
{
m_isMaximized = !m_isMaximized;
m_resizeDelta = 0;
}
if ( m_resizable && m_isMaximized )
{
EditorGUIUtility.AddCursorRect( m_resizeArea, MouseCursor.ResizeHorizontal );
if ( !m_isResizing && GUI.RepeatButton( m_resizeArea, string.Empty, m_resizeAreaStyle ) )
{
m_isResizing = true;
}
else
{
if ( m_isResizing )
{
if ( ParentWindow.CurrentEvent.isMouse && ParentWindow.CurrentEvent.type != EventType.MouseDrag )
{
m_isResizing = false;
}
}
}
if ( m_realWidth < buttonArea.width )
{
// Auto-minimize
m_isMaximized = false;
m_resizeDelta = 0;
m_isResizing = false;
}
else
{
float halfSizeWindow = 0.5f * ParentWindow.position.width;
if ( m_realWidth > halfSizeWindow )
{
m_realWidth = 0.5f * ParentWindow.position.width;
if ( m_resizeDelta > 0 )
{
m_resizeDelta = m_realWidth - m_maximizedArea.width;
}
else
{
m_resizeDelta = m_maximizedArea.width - m_realWidth;
}
}
}
}
GUI.enabled = guiEnabledBuffer;
GUI.color = colorBuffer;
}
public void OnLostFocus()
{
if ( m_isResizing )
{
m_isResizing = false;
}
}
virtual public void Destroy()
{
m_empty = null;
m_resizeAreaStyle = null;
}
public float InitialX
{
get { return m_maximizedArea.x; }
set { m_maximizedArea.x = value; }
}
public float Width
{
get { return m_maximizedArea.width; }
set { m_maximizedArea.width = value; }
}
public float RealWidth
{
get { return m_realWidth; }
}
public float Height
{
get { return m_maximizedArea.height; }
set { m_maximizedArea.height = value; }
}
public Rect Size
{
get { return m_maximizedArea; }
}
public virtual bool IsInside( Vector2 position )
{
if ( !m_isActive )
return false;
return m_transformedArea.Contains( position );
}
public bool IsMaximized
{
get { return m_isMaximized; }
set { m_isMaximized = value; }
}
public Rect TransformedArea
{
get { return m_transformedArea; }
}
public bool Resizable { set { m_resizable = value; } }
public bool IsResizing { get { return m_isResizing; } }
public bool LockOnMinimize
{
set
{
if ( m_lockOnMinimize == value )
return;
m_lockOnMinimize = value;
if ( value )
{
m_preLockState = m_isMaximized;
m_isMaximized = false;
}
else
{
m_isMaximized = m_preLockState;
}
}
}
public bool IsActive
{
get { return m_isActive; }
}
public AmplifyShaderEditorWindow ParentWindow { get { return m_parentWindow; } set { m_parentWindow = value; } }
}
}
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// Amplify Shader Editor - Visual Shader vEditing Tool
// Copyright (c) Amplify Creations, Lda <[email protected]>
using UnityEngine;
using UnityEditor;
using System;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttributes( "Static Switch", "Logical Operators", "Creates a shader keyword toggle", Available = true )]
public sealed class StaticSwitch : PropertyNode
{
[SerializeField]
private int m_defaultValue = 0;
[SerializeField]
private int m_materialValue = 0;
[SerializeField]
private int m_multiCompile = 0;
[SerializeField]
private int m_currentKeywordId = 0;
[SerializeField]
private string m_currentKeyword = string.Empty;
[SerializeField]
private bool m_createToggle = true;
private GUIContent m_checkContent;
private GUIContent m_popContent;
private int m_conditionId = -1;
private const int MinComboSize = 50;
private const int MaxComboSize = 105;
private Rect m_varRect;
private Rect m_imgRect;
private bool m_editing;
enum KeywordModeType
{
Toggle = 0,
ToggleOff,
KeywordEnum,
}
[SerializeField]
private KeywordModeType m_keywordModeType = KeywordModeType.Toggle;
private const string StaticSwitchStr = "Static Switch";
private const string MaterialToggleStr = "Material Toggle";
private const string ToggleMaterialValueStr = "Material Value";
private const string ToggleDefaultValueStr = "Default Value";
private const string AmountStr = "Amount";
private const string KeywordStr = "Keyword";
private const string CustomStr = "Custom";
private const string ToggleTypeStr = "Toggle Type";
private const string TypeStr = "Type";
private const string ModeStr = "Mode";
private const string KeywordTypeStr = "Keyword Type";
private const string KeywordNameStr = "Keyword Name";
public readonly static string[] KeywordTypeList = { "Shader Feature", "Multi Compile"/*, "Define Symbol"*/ };
public readonly static int[] KeywordTypeInt = { 0, 1/*, 2*/ };
[SerializeField]
private string[] m_defaultKeywordNames = { "Key0", "Key1", "Key2", "Key3", "Key4", "Key5", "Key6", "Key7", "Key8" };
[SerializeField]
private string[] m_keywordEnumList = { "Key0", "Key1" };
int m_keywordEnumAmount = 2;
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
AddOutputPort( WirePortDataType.FLOAT, Constants.EmptyPortValue );
AddInputPort( WirePortDataType.FLOAT, false, "False", -1, MasterNodePortCategory.Fragment, 1 );
AddInputPort( WirePortDataType.FLOAT, false, "True", -1, MasterNodePortCategory.Fragment, 0 );
for( int i = 2; i < 9; i++ )
{
AddInputPort( WirePortDataType.FLOAT, false, m_defaultKeywordNames[ i ] );
m_inputPorts[ i ].Visible = false;
}
m_headerColor = new Color( 0.0f, 0.55f, 0.45f, 1f );
m_customPrefix = KeywordStr+" ";
m_autoWrapProperties = false;
m_freeType = false;
m_useVarSubtitle = true;
m_allowPropertyDuplicates = true;
m_showTitleWhenNotEditing = false;
m_currentParameterType = PropertyType.Property;
m_checkContent = new GUIContent();
m_checkContent.image = UIUtils.CheckmarkIcon;
m_popContent = new GUIContent();
m_popContent.image = UIUtils.PopupIcon;
m_previewShaderGUID = "0b708c11c68e6a9478ac97fe3643eab1";
m_showAutoRegisterUI = true;
}
public override void SetPreviewInputs()
{
base.SetPreviewInputs();
if( m_conditionId == -1 )
m_conditionId = Shader.PropertyToID( "_Condition" );
if( m_createToggle )
PreviewMaterial.SetInt( m_conditionId, m_materialValue );
else
PreviewMaterial.SetInt( m_conditionId, m_defaultValue );
}
protected override void OnUniqueIDAssigned()
{
base.OnUniqueIDAssigned();
if( m_createToggle )
UIUtils.RegisterPropertyNode( this );
else
UIUtils.UnregisterPropertyNode( this );
}
public override void Destroy()
{
base.Destroy();
UIUtils.UnregisterPropertyNode( this );
}
public override void OnInputPortConnected( int portId, int otherNodeId, int otherPortId, bool activateNode = true )
{
base.OnInputPortConnected( portId, otherNodeId, otherPortId, activateNode );
UpdateConnections();
}
public override void OnConnectedOutputNodeChanges( int inputPortId, int otherNodeId, int otherPortId, string name, WirePortDataType type )
{
base.OnConnectedOutputNodeChanges( inputPortId, otherNodeId, otherPortId, name, type );
UpdateConnections();
}
public override void OnInputPortDisconnected( int portId )
{
base.OnInputPortDisconnected( portId );
UpdateConnections();
}
private void UpdateConnections()
{
WirePortDataType mainType = WirePortDataType.FLOAT;
int highest = UIUtils.GetPriority( mainType );
for( int i = 0; i < m_inputPorts.Count; i++ )
{
if( m_inputPorts[ i ].IsConnected )
{
WirePortDataType portType = m_inputPorts[ i ].GetOutputConnection().DataType;
if( UIUtils.GetPriority( portType ) > highest )
{
mainType = portType;
highest = UIUtils.GetPriority( portType );
}
}
}
for( int i = 0; i < m_inputPorts.Count; i++ )
{
m_inputPorts[ i ].ChangeType( mainType, false );
}
m_outputPorts[ 0 ].ChangeType( mainType, false );
}
public override string GetPropertyValue()
{
if( m_createToggle )
if( m_keywordModeType == KeywordModeType.KeywordEnum && m_keywordEnumAmount > 0 )
return PropertyAttributes + "[" + m_keywordModeType.ToString() + "(" + GetKeywordEnumPropertyList() + ")] " + m_propertyName + "(\"" + m_propertyInspectorName + "\", Float) = " + m_defaultValue;
else
return PropertyAttributes + "[" + m_keywordModeType.ToString() + "(" + GetPropertyValStr() + ")] " + m_propertyName + "(\"" + m_propertyInspectorName + "\", Float) = " + m_defaultValue;
else
return string.Empty;
}
public string KeywordEnumList(int index)
{
if( m_variableMode == VariableMode.Fetch )
return m_keywordEnumList[index];
else
return m_keywordEnumList[index].ToUpper();
}
public override string PropertyName
{
get
{
if( m_variableMode == VariableMode.Fetch )
return m_currentKeyword;
else
return base.PropertyName.ToUpper();
}
}
public override string GetPropertyValStr()
{
if( m_keywordModeType == KeywordModeType.KeywordEnum )
return PropertyName;
else if( m_variableMode == VariableMode.Fetch )
return m_currentKeyword;
else
return PropertyName + ( m_createToggle ? OnOffStr : "_ON" );
}
private string GetKeywordEnumPropertyList()
{
string result = string.Empty;
for( int i = 0; i < m_keywordEnumList.Length; i++ )
{
if( i == 0 )
result = m_keywordEnumList[ i ];
else
result += "," + m_keywordEnumList[ i ];
}
return result;
}
private string GetKeywordEnumPragmaList()
{
string result = string.Empty;
for( int i = 0; i < m_keywordEnumList.Length; i++ )
{
if( i == 0 )
result = PropertyName + "_" + KeywordEnumList(i);
else
result += " " + PropertyName + "_" + KeywordEnumList( i );
}
return result;
}
public override string GetUniformValue()
{
return string.Empty;
}
public override bool GetUniformData( out string dataType, out string dataName )
{
dataType = string.Empty;
dataName = string.Empty;
return false;
}
public override void DrawProperties()
{
//base.DrawProperties();
NodeUtils.DrawPropertyGroup( ref m_propertiesFoldout, Constants.ParameterLabelStr, PropertyGroup );
NodeUtils.DrawPropertyGroup( ref m_visibleCustomAttrFoldout, CustomAttrStr, DrawCustomAttributes, DrawCustomAttrAddRemoveButtons );
CheckPropertyFromInspector();
}
void DrawEnumList()
{
EditorGUI.BeginChangeCheck();
m_keywordEnumAmount = EditorGUILayoutIntSlider( AmountStr, m_keywordEnumAmount, 2, 9 );
if( EditorGUI.EndChangeCheck() )
{
CurrentSelectedInput = Mathf.Clamp( CurrentSelectedInput, 0, m_keywordEnumAmount - 1 );
UpdateLabels();
}
EditorGUI.indentLevel++;
for( int i = 0; i < m_keywordEnumList.Length; i++ )
{
EditorGUI.BeginChangeCheck();
m_keywordEnumList[ i ] = EditorGUILayoutTextField( "Item " + i, m_keywordEnumList[ i ] );
if( EditorGUI.EndChangeCheck() )
{
m_keywordEnumList[ i ] = UIUtils.RemoveInvalidEnumCharacters( m_keywordEnumList[ i ] );
m_keywordEnumList[ i ] = m_keywordEnumList[ i ].Replace( " ", "" ); // sad face :( does not support spaces
m_inputPorts[ i ].Name = m_keywordEnumList[ i ];
m_defaultKeywordNames[ i ] = m_inputPorts[ i ].Name;
}
}
EditorGUI.indentLevel--;
}
public void UpdateLabels()
{
int maxinputs = m_keywordModeType == KeywordModeType.KeywordEnum ? m_keywordEnumAmount : 2;
m_keywordEnumAmount = Mathf.Clamp( m_keywordEnumAmount, 0, maxinputs );
m_keywordEnumList = new string[ maxinputs ];
for( int i = 0; i < maxinputs; i++ )
{
m_keywordEnumList[ i ] = m_defaultKeywordNames[ i ];
m_inputPorts[ i ].Name = m_keywordEnumList[ i ];
}
if( m_keywordModeType != KeywordModeType.KeywordEnum )
{
m_inputPorts[ 0 ].Name = "False";
m_inputPorts[ 1 ].Name = "True";
}
for( int i = 0; i < m_inputPorts.Count; i++ )
{
m_inputPorts[ i ].Visible = ( i < maxinputs );
}
m_sizeIsDirty = true;
}
void PropertyGroup()
{
EditorGUI.BeginChangeCheck();
m_keywordModeType = (KeywordModeType)EditorGUILayoutEnumPopup( TypeStr, m_keywordModeType );
if( EditorGUI.EndChangeCheck() )
{
UpdateLabels();
}
m_variableMode = (VariableMode)EditorGUILayoutEnumPopup( ModeStr, m_variableMode );
if( m_variableMode == VariableMode.Create )
{
EditorGUI.BeginChangeCheck();
m_multiCompile = EditorGUILayoutIntPopup( KeywordTypeStr, m_multiCompile, KeywordTypeList, KeywordTypeInt );
if( EditorGUI.EndChangeCheck() )
{
BeginPropertyFromInspectorCheck();
}
}
if( m_keywordModeType != KeywordModeType.KeywordEnum )
{
if( m_variableMode == VariableMode.Create )
{
ShowPropertyInspectorNameGUI();
ShowPropertyNameGUI( true );
bool guiEnabledBuffer = GUI.enabled;
GUI.enabled = false;
EditorGUILayout.TextField( KeywordNameStr, GetPropertyValStr() );
GUI.enabled = guiEnabledBuffer;
}
else
{
ShowPropertyInspectorNameGUI();
EditorGUI.BeginChangeCheck();
m_currentKeywordId = EditorGUILayoutPopup( KeywordStr, m_currentKeywordId, UIUtils.AvailableKeywords );
if( EditorGUI.EndChangeCheck() )
{
if( m_currentKeywordId != 0 )
{
m_currentKeyword = UIUtils.AvailableKeywords[ m_currentKeywordId ];
}
}
if( m_currentKeywordId == 0 )
{
EditorGUI.BeginChangeCheck();
m_currentKeyword = EditorGUILayoutTextField( CustomStr, m_currentKeyword );
if( EditorGUI.EndChangeCheck() )
{
m_currentKeyword = UIUtils.RemoveInvalidCharacters( m_currentKeyword );
}
}
}
}
else
{
ShowPropertyInspectorNameGUI();
ShowPropertyNameGUI( true );
DrawEnumList();
}
ShowAutoRegister();
EditorGUI.BeginChangeCheck();
m_createToggle = EditorGUILayoutToggle( MaterialToggleStr, m_createToggle );
if( EditorGUI.EndChangeCheck() )
{
if( m_createToggle )
UIUtils.RegisterPropertyNode( this );
else
UIUtils.UnregisterPropertyNode( this );
}
if( m_createToggle )
{
EditorGUILayout.BeginHorizontal();
GUILayout.Space( 20 );
m_propertyTab = GUILayout.Toolbar( m_propertyTab, LabelToolbarTitle );
EditorGUILayout.EndHorizontal();
switch( m_propertyTab )
{
default:
case 0:
{
EditorGUI.BeginChangeCheck();
if( m_keywordModeType != KeywordModeType.KeywordEnum )
m_materialValue = EditorGUILayoutToggle( ToggleMaterialValueStr, m_materialValue == 1 ) ? 1 : 0;
else
m_materialValue = EditorGUILayoutPopup( ToggleMaterialValueStr, m_materialValue, m_keywordEnumList );
if( EditorGUI.EndChangeCheck() )
m_requireMaterialUpdate = true;
}
break;
case 1:
{
if( m_keywordModeType != KeywordModeType.KeywordEnum )
m_defaultValue = EditorGUILayoutToggle( ToggleDefaultValueStr, m_defaultValue == 1 ) ? 1 : 0;
else
m_defaultValue = EditorGUILayoutPopup( ToggleDefaultValueStr, m_materialValue, m_keywordEnumList );
}
break;
}
}
//EditorGUILayout.HelpBox( "Keyword Type:\n" +
// "The difference is that unused variants of \"Shader Feature\" shaders will not be included into game build while \"Multi Compile\" variants are included regardless of their usage.\n\n" +
// "So \"Shader Feature\" makes most sense for keywords that will be set on the materials, while \"Multi Compile\" for keywords that will be set from code globally.\n\n" +
// "You can set keywords using the material property using the \"Property Name\" or you can set the keyword directly using the \"Keyword Name\".", MessageType.None );
}
public override void OnNodeLayout( DrawInfo drawInfo )
{
float finalSize = 0;
if( m_keywordModeType == KeywordModeType.KeywordEnum )
{
GUIContent dropdown = new GUIContent( m_inputPorts[ CurrentSelectedInput ].Name );
int cacheSize = UIUtils.GraphDropDown.fontSize;
UIUtils.GraphDropDown.fontSize = 10;
Vector2 calcSize = UIUtils.GraphDropDown.CalcSize( dropdown );
UIUtils.GraphDropDown.fontSize = cacheSize;
finalSize = Mathf.Clamp( calcSize.x, MinComboSize, MaxComboSize );
if( m_insideSize.x != finalSize )
{
m_insideSize.Set( finalSize, 25 );
m_sizeIsDirty = true;
}
}
base.OnNodeLayout( drawInfo );
if( m_keywordModeType != KeywordModeType.KeywordEnum )
{
m_varRect = m_remainingBox;
m_varRect.size = Vector2.one * 22 * drawInfo.InvertedZoom;
m_varRect.center = m_remainingBox.center;
if( m_showPreview )
m_varRect.y = m_remainingBox.y;
}
else
{
m_varRect = m_remainingBox;
m_varRect.width = finalSize * drawInfo.InvertedZoom;
m_varRect.height = 16 * drawInfo.InvertedZoom;
m_varRect.x = m_remainingBox.xMax - m_varRect.width;
m_varRect.y += 1 * drawInfo.InvertedZoom;
m_imgRect = m_varRect;
m_imgRect.x = m_varRect.xMax - 16 * drawInfo.InvertedZoom;
m_imgRect.width = 16 * drawInfo.InvertedZoom;
m_imgRect.height = m_imgRect.width;
}
}
public override void DrawGUIControls( DrawInfo drawInfo )
{
base.DrawGUIControls( drawInfo );
if( drawInfo.CurrentEventType != EventType.MouseDown || !m_createToggle )
return;
if( m_varRect.Contains( drawInfo.MousePosition ) )
{
m_editing = true;
}
else if( m_editing )
{
m_editing = false;
}
}
private int CurrentSelectedInput
{
get
{
return m_materialMode ? m_materialValue : m_defaultValue;
}
set
{
if( m_materialMode )
m_materialValue = value;
else
m_defaultValue = value;
}
}
public override void Draw( DrawInfo drawInfo )
{
base.Draw( drawInfo );
if( m_editing )
{
if( m_keywordModeType != KeywordModeType.KeywordEnum )
{
if( GUI.Button( m_varRect, GUIContent.none, UIUtils.GraphButton ) )
{
CurrentSelectedInput = CurrentSelectedInput == 1 ? 0 : 1;
m_editing = false;
if( m_materialMode )
m_requireMaterialUpdate = true;
}
if( CurrentSelectedInput == 1 )
{
GUI.Label( m_varRect, m_checkContent, UIUtils.GraphButtonIcon );
}
}
else
{
EditorGUI.BeginChangeCheck();
CurrentSelectedInput = EditorGUIPopup( m_varRect, CurrentSelectedInput, m_keywordEnumList, UIUtils.GraphDropDown );
if( EditorGUI.EndChangeCheck() )
{
m_editing = false;
if( m_materialMode )
m_requireMaterialUpdate = true;
}
}
}
}
public override void OnNodeRepaint( DrawInfo drawInfo )
{
base.OnNodeRepaint( drawInfo );
if( !m_isVisible )
return;
if( m_createToggle && ContainerGraph.LodLevel <= ParentGraph.NodeLOD.LOD2 )
{
if( !m_editing )
{
if( m_keywordModeType != KeywordModeType.KeywordEnum )
{
GUI.Label( m_varRect, GUIContent.none, UIUtils.GraphButton );
if( CurrentSelectedInput == 1 )
GUI.Label( m_varRect, m_checkContent, UIUtils.GraphButtonIcon );
}
else
{
GUI.Label( m_varRect, m_keywordEnumList[ CurrentSelectedInput ], UIUtils.GraphDropDown );
GUI.Label( m_imgRect, m_popContent, UIUtils.GraphButtonIcon );
}
}
}
}
private string OnOffStr
{
get
{
switch( m_keywordModeType )
{
default:
case KeywordModeType.Toggle:
return "_ON";
case KeywordModeType.ToggleOff:
return "_OFF";
}
}
}
void RegisterPragmas( ref MasterNodeDataCollector dataCollector )
{
if( m_variableMode == VariableMode.Create )
{
if( m_keywordModeType == KeywordModeType.KeywordEnum )
{
if( m_multiCompile == 1 )
dataCollector.AddToPragmas( UniqueId, "multi_compile " + GetKeywordEnumPragmaList() );
else if( m_multiCompile == 0 )
dataCollector.AddToPragmas( UniqueId, "shader_feature " + GetKeywordEnumPragmaList() );
}
else
{
if( m_multiCompile == 1 )
dataCollector.AddToPragmas( UniqueId, "multi_compile __ " + PropertyName + OnOffStr );
else if( m_multiCompile == 0 )
dataCollector.AddToPragmas( UniqueId, "shader_feature " + PropertyName + OnOffStr );
}
}
}
protected override void RegisterProperty( ref MasterNodeDataCollector dataCollector )
{
base.RegisterProperty( ref dataCollector );
RegisterPragmas( ref dataCollector );
}
public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
{
if( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) )
return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
base.GenerateShaderForOutput( outputId, ref dataCollector, ignoreLocalvar );
//if( m_keywordModeType == KeywordModeType.KeywordEnum )
RegisterPragmas( ref dataCollector );
string outType = UIUtils.PrecisionWirePortToCgType( m_currentPrecisionType, m_outputPorts[ 0 ].DataType );
if( m_keywordModeType == KeywordModeType.KeywordEnum )
{
string defaultKey = "\t" + outType + " staticSwitch" + OutputId + " = " + m_inputPorts[ m_defaultValue ].GeneratePortInstructions( ref dataCollector ) + ";";
string[] allOutputs = new string[ m_keywordEnumAmount ];
for( int i = 0; i < m_keywordEnumAmount; i++ )
allOutputs[ i ] = m_inputPorts[ i ].GeneratePortInstructions( ref dataCollector );
for( int i = 0; i < m_keywordEnumAmount; i++ )
{
string keyword = PropertyName + "_" + KeywordEnumList( i );
if( i == 0 )
dataCollector.AddLocalVariable( UniqueId, "#if defined(" + keyword + ")", true );
else
dataCollector.AddLocalVariable( UniqueId, "#elif defined(" + keyword + ")", true );
if( m_defaultValue == i )
dataCollector.AddLocalVariable( UniqueId, defaultKey, true );
else
dataCollector.AddLocalVariable( UniqueId, "\t" + outType + " staticSwitch" + OutputId + " = " + allOutputs[ i ] + ";", true );
}
dataCollector.AddLocalVariable( UniqueId, "#else", true );
dataCollector.AddLocalVariable( UniqueId, defaultKey, true );
dataCollector.AddLocalVariable( UniqueId, "#endif", true );
}
else
{
string falseCode = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
string trueCode = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector );
if( m_variableMode == VariableMode.Fetch )
dataCollector.AddLocalVariable( UniqueId, "#ifdef " + m_currentKeyword, true );
else
dataCollector.AddLocalVariable( UniqueId, "#ifdef " + PropertyName + OnOffStr, true );
dataCollector.AddLocalVariable( UniqueId, "\t" + outType + " staticSwitch" + OutputId + " = " + trueCode + ";", true );
dataCollector.AddLocalVariable( UniqueId, "#else", true );
dataCollector.AddLocalVariable( UniqueId, "\t" + outType + " staticSwitch" + OutputId + " = " + falseCode + ";", true );
dataCollector.AddLocalVariable( UniqueId, "#endif", true );
}
m_outputPorts[ 0 ].SetLocalValue( "staticSwitch" + OutputId , dataCollector.PortCategory );
return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
}
public override void DrawTitle( Rect titlePos )
{
SetAdditonalTitleTextOnCallback( GetPropertyValStr(), ( instance, newSubTitle ) => instance.AdditonalTitleContent.text = string.Format( Constants.SubTitleVarNameFormatStr, newSubTitle ) );
if( !m_isEditing && ContainerGraph.LodLevel <= ParentGraph.NodeLOD.LOD3 )
{
GUI.Label( titlePos, StaticSwitchStr, UIUtils.GetCustomStyle( CustomStyle.NodeTitle ) );
}
}
public override void UpdateMaterial( Material mat )
{
base.UpdateMaterial( mat );
if( UIUtils.IsProperty( m_currentParameterType ) && !InsideShaderFunction )
{
if( m_keywordModeType == KeywordModeType.KeywordEnum )
{
for( int i = 0; i < m_keywordEnumAmount; i++ )
{
string key = PropertyName + "_" + KeywordEnumList( i );
mat.DisableKeyword( key );
}
mat.EnableKeyword( PropertyName + "_" + KeywordEnumList( m_materialValue ));
}
else
{
int final = m_materialValue;
if( m_keywordModeType == KeywordModeType.ToggleOff )
final = final == 1 ? 0 : 1;
mat.SetFloat( m_propertyName, m_materialValue );
if( final == 1 )
mat.EnableKeyword( GetPropertyValStr() );
else
mat.DisableKeyword( GetPropertyValStr() );
}
}
}
public override void SetMaterialMode( Material mat, bool fetchMaterialValues )
{
base.SetMaterialMode( mat, fetchMaterialValues );
if( fetchMaterialValues && m_materialMode && UIUtils.IsProperty( m_currentParameterType ) && mat.HasProperty( m_propertyName ) )
{
m_materialValue = mat.GetInt( m_propertyName );
}
}
public override void ForceUpdateFromMaterial( Material material )
{
if( UIUtils.IsProperty( m_currentParameterType ) && material.HasProperty( m_propertyName ) )
m_materialValue = material.GetInt( m_propertyName );
}
public override void ReadFromString( ref string[] nodeParams )
{
base.ReadFromString( ref nodeParams );
m_multiCompile = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
if( UIUtils.CurrentShaderVersion() > 14403 )
{
m_defaultValue = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
if( UIUtils.CurrentShaderVersion() > 14101 )
{
m_materialValue = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
}
}
else
{
m_defaultValue = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) ) ? 1 : 0;
if( UIUtils.CurrentShaderVersion() > 14101 )
{
m_materialValue = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) ) ? 1 : 0;
}
}
if( UIUtils.CurrentShaderVersion() > 13104 )
{
m_createToggle = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) );
m_currentKeyword = GetCurrentParam( ref nodeParams );
m_currentKeywordId = UIUtils.GetKeywordId( m_currentKeyword );
}
if( UIUtils.CurrentShaderVersion() > 14001 )
{
m_keywordModeType = (KeywordModeType)Enum.Parse( typeof( KeywordModeType ), GetCurrentParam( ref nodeParams ) );
}
if( UIUtils.CurrentShaderVersion() > 14403 )
{
m_keywordEnumAmount = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
for( int i = 0; i < m_keywordEnumAmount; i++ )
{
m_defaultKeywordNames[ i ] = GetCurrentParam( ref nodeParams );
}
UpdateLabels();
}
if( m_createToggle )
UIUtils.RegisterPropertyNode( this );
else
UIUtils.UnregisterPropertyNode( this );
}
public override void ReadFromDeprecated( ref string[] nodeParams, Type oldType = null )
{
base.ReadFromDeprecated( ref nodeParams, oldType );
{
m_currentKeyword = GetCurrentParam( ref nodeParams );
m_currentKeywordId = UIUtils.GetKeywordId( m_currentKeyword );
m_createToggle = false;
m_keywordModeType = KeywordModeType.Toggle;
m_variableMode = VariableMode.Fetch;
}
}
public override void WriteToString( ref string nodeInfo, ref string connectionsInfo )
{
base.WriteToString( ref nodeInfo, ref connectionsInfo );
IOUtils.AddFieldValueToString( ref nodeInfo, m_multiCompile );
IOUtils.AddFieldValueToString( ref nodeInfo, m_defaultValue );
IOUtils.AddFieldValueToString( ref nodeInfo, m_materialValue );
IOUtils.AddFieldValueToString( ref nodeInfo, m_createToggle );
IOUtils.AddFieldValueToString( ref nodeInfo, m_currentKeyword );
IOUtils.AddFieldValueToString( ref nodeInfo, m_keywordModeType );
IOUtils.AddFieldValueToString( ref nodeInfo, m_keywordEnumAmount );
for( int i = 0; i < m_keywordEnumAmount; i++ )
{
IOUtils.AddFieldValueToString( ref nodeInfo, m_keywordEnumList[ i ] );
}
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Constants/StaticSwitch.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Constants/StaticSwitch.cs",
"repo_id": "jynew",
"token_count": 9994
} | 850 |
// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <[email protected]>
using UnityEngine;
namespace AmplifyShaderEditor
{
public class DrawInfo
{
public Rect TransformedCameraArea;
public Rect CameraArea;
public Vector2 MousePosition;
public Vector2 CameraOffset;
public float InvertedZoom;
public bool LeftMouseButtonPressed;
public EventType CurrentEventType;
public Vector2 TransformedMousePos;
public bool ZoomChanged;
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/DrawInfo.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/DrawInfo.cs",
"repo_id": "jynew",
"token_count": 151
} | 851 |
fileFormatVersion: 2
guid: 2134a58fb8235524d84046a051bce6b5
timeCreated: 1481126954
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/WorldSpaceLightDirHlpNode.cs.meta/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/WorldSpaceLightDirHlpNode.cs.meta",
"repo_id": "jynew",
"token_count": 102
} | 852 |
using System;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttributes( "RGB to HSV", "Image Effects", "Converts from RGB to HSV color space" )]
public sealed class RGBToHSVNode : ParentNode
{
public static readonly string RGBToHSVHeader = "RGBToHSV( {0} )";
public static readonly string[] RGBToHSVFunction = { "{0}3 RGBToHSV({0}3 c)\n",
"{\n",
"\t{0}4 K = {0}4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n",
"\t{0}4 p = lerp( {0}4( c.bg, K.wz ), {0}4( c.gb, K.xy ), step( c.b, c.g ) );\n",
"\t{0}4 q = lerp( {0}4( p.xyw, c.r ), {0}4( c.r, p.yzx ), step( p.x, c.r ) );\n",
"\t{0} d = q.x - min( q.w, q.y );\n",
"\t{0} e = 1.0e-10;\n",
"\treturn {0}3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n",
"}"
};
public static readonly bool[] RGBToHSVFlags = { true,
false,
true,
true,
true,
true,
true,
true,
false};
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
AddInputPort( WirePortDataType.FLOAT3, false, "RGB" );
AddOutputPort( WirePortDataType.FLOAT3, "HSV" );
AddOutputPort( WirePortDataType.FLOAT, "Hue" );
AddOutputPort( WirePortDataType.FLOAT, "Saturation" );
AddOutputPort( WirePortDataType.FLOAT, "Value" );
m_previewShaderGUID = "0f2f09b49bf4954428aafa2dfe1a9a09";
m_useInternalPortData = true;
m_autoWrapProperties = true;
}
public override void DrawProperties()
{
base.DrawProperties();
DrawPrecisionProperty();
}
public void AddRGBToHSVFunction( ref MasterNodeDataCollector dataCollector, string precisionString )
{
if( !dataCollector.HasFunction( RGBToHSVHeader ) )
{
//Hack to be used util indent is properly used
int currIndent = UIUtils.ShaderIndentLevel;
if( dataCollector.MasterNodeCategory == AvailableShaderTypes.Template )
{
UIUtils.ShaderIndentLevel = 0;
}
else
{
UIUtils.ShaderIndentLevel = 1;
UIUtils.ShaderIndentLevel++;
}
string finalFunction = string.Empty;
for( int i = 0; i < RGBToHSVFunction.Length; i++ )
{
finalFunction += UIUtils.ShaderIndentTabs + ( RGBToHSVFlags[ i ] ? string.Format( RGBToHSVFunction[ i ], precisionString ) : RGBToHSVFunction[ i ] );
}
UIUtils.ShaderIndentLevel--;
UIUtils.ShaderIndentLevel = currIndent;
dataCollector.AddFunction( RGBToHSVHeader, finalFunction );
}
}
public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
{
if ( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) )
return GetOutputVectorItem( 0, outputId, m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ) );
string precisionString = UIUtils.PrecisionWirePortToCgType( m_currentPrecisionType, WirePortDataType.FLOAT );
AddRGBToHSVFunction( ref dataCollector, precisionString );
string rgbValue = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
RegisterLocalVariable( 0, string.Format( RGBToHSVHeader, rgbValue ), ref dataCollector, "hsvTorgb" + OutputId );
return GetOutputVectorItem( 0, outputId, m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ) );
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/ImageEffects/RGBToHSVNode.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/ImageEffects/RGBToHSVNode.cs",
"repo_id": "jynew",
"token_count": 1557
} | 853 |
// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <[email protected]>
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace AmplifyShaderEditor
{
[Serializable]
public class AdditionalDefinesHelper
{
private const string AdditionalDefinesStr = " Additional Defines";
private const float ShaderKeywordButtonLayoutWidth = 15;
private ParentNode m_currentOwner;
[SerializeField]
private List<string> m_additionalDefines = new List<string>();
public List<string> DefineList { get { return m_additionalDefines; } set { m_additionalDefines = value; } }
[SerializeField]
private List<string> m_outsideDefines = new List<string>();
public List<string> OutsideList { get { return m_outsideDefines; } set { m_outsideDefines = value; } }
public void Draw( ParentNode owner )
{
m_currentOwner = owner;
bool value = owner.ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedAdditionalDefines;
NodeUtils.DrawPropertyGroup( ref value, AdditionalDefinesStr, DrawMainBody, DrawButtons );
owner.ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedAdditionalDefines = value;
}
void DrawButtons()
{
EditorGUILayout.Separator();
// Add keyword
if( GUILayout.Button( string.Empty, UIUtils.PlusStyle, GUILayout.Width( ShaderKeywordButtonLayoutWidth ) ) )
{
m_additionalDefines.Add( string.Empty );
EditorGUI.FocusTextInControl( null );
}
//Remove keyword
if( GUILayout.Button( string.Empty, UIUtils.MinusStyle, GUILayout.Width( ShaderKeywordButtonLayoutWidth ) ) )
{
if( m_additionalDefines.Count > 0 )
{
m_additionalDefines.RemoveAt( m_additionalDefines.Count - 1 );
EditorGUI.FocusTextInControl( null );
}
}
}
void DrawMainBody()
{
EditorGUILayout.Separator();
int itemCount = m_additionalDefines.Count;
int markedToDelete = -1;
for( int i = 0; i < itemCount; i++ )
{
EditorGUILayout.BeginHorizontal();
{
EditorGUI.BeginChangeCheck();
m_additionalDefines[ i ] = EditorGUILayout.TextField( m_additionalDefines[ i ] );
if( EditorGUI.EndChangeCheck() )
{
m_additionalDefines[ i ] = UIUtils.RemoveShaderInvalidCharacters( m_additionalDefines[ i ] );
}
// Add new port
if( m_currentOwner.GUILayoutButton( string.Empty, UIUtils.PlusStyle, GUILayout.Width( ShaderKeywordButtonLayoutWidth ) ) )
{
m_additionalDefines.Insert( i + 1, string.Empty );
EditorGUI.FocusTextInControl( null );
}
//Remove port
if( m_currentOwner.GUILayoutButton( string.Empty, UIUtils.MinusStyle, GUILayout.Width( ShaderKeywordButtonLayoutWidth ) ) )
{
markedToDelete = i;
}
}
EditorGUILayout.EndHorizontal();
}
if( markedToDelete > -1 )
{
if( m_additionalDefines.Count > markedToDelete )
{
m_additionalDefines.RemoveAt( markedToDelete );
EditorGUI.FocusTextInControl( null );
}
}
EditorGUILayout.Separator();
EditorGUILayout.HelpBox( "Please add your defines without the #define keywords", MessageType.Info );
}
public void ReadFromString( ref uint index, ref string[] nodeParams )
{
int count = Convert.ToInt32( nodeParams[ index++ ] );
for( int i = 0; i < count; i++ )
{
m_additionalDefines.Add( nodeParams[ index++ ] );
}
}
public void WriteToString( ref string nodeInfo )
{
IOUtils.AddFieldValueToString( ref nodeInfo, m_additionalDefines.Count );
for( int i = 0; i < m_additionalDefines.Count; i++ )
{
IOUtils.AddFieldValueToString( ref nodeInfo, m_additionalDefines[ i ] );
}
}
public void AddToDataCollector( ref MasterNodeDataCollector dataCollector )
{
for( int i = 0; i < m_additionalDefines.Count; i++ )
{
if( !string.IsNullOrEmpty( m_additionalDefines[ i ] ) )
dataCollector.AddToDefines( -1, m_additionalDefines[ i ] );
}
for( int i = 0; i < m_outsideDefines.Count; i++ )
{
if( !string.IsNullOrEmpty( m_outsideDefines[ i ] ) )
dataCollector.AddToDefines( -1, m_outsideDefines[ i ] );
}
}
public void Destroy()
{
m_additionalDefines.Clear();
m_additionalDefines = null;
m_currentOwner = null;
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/AdditionalDefinesHelper.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/AdditionalDefinesHelper.cs",
"repo_id": "jynew",
"token_count": 1670
} | 854 |
using System;
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
namespace AmplifyShaderEditor
{
[Serializable]
public class CustomTagData
{
private const string TagFormat = "\"{0}\"=\"{1}\"";
public string TagName;
public string TagValue;
public int TagId = -1;
public bool TagFoldout = true;
[SerializeField]
private TemplateSpecialTags m_specialTag = TemplateSpecialTags.None;
[SerializeField]
private RenderType m_renderType = RenderType.Opaque;
[SerializeField]
private RenderQueue m_renderQueue = RenderQueue.Geometry;
[SerializeField]
private int m_renderQueueOffset = 0;
public CustomTagData()
{
TagName = string.Empty;
TagValue = string.Empty;
m_specialTag = TemplateSpecialTags.None;
m_renderType = RenderType.Opaque;
m_renderQueue = RenderQueue.Geometry;
m_renderQueueOffset = 0;
}
public CustomTagData( CustomTagData other )
{
TagName = other.TagName;
TagValue = other.TagValue;
TagId = other.TagId;
TagFoldout = other.TagFoldout;
m_specialTag = other.m_specialTag;
m_renderType = other.m_renderType;
m_renderQueue = other.m_renderQueue;
m_renderQueueOffset = other.m_renderQueueOffset;
}
public void SetTagValue( params string[] value )
{
TagValue = value[ 0 ];
switch( m_specialTag )
{
case TemplateSpecialTags.RenderType:
m_renderType = TemplateHelperFunctions.StringToRenderType[ value[ 0 ] ];
break;
case TemplateSpecialTags.Queue:
{
if( value.Length == 2 )
{
m_renderQueue = TemplateHelperFunctions.StringToRenderQueue[ value[ 0 ] ];
int.TryParse( value[ 1 ], out m_renderQueueOffset );
}
else
{
int indexPlus = value[ 0 ].IndexOf( '+' );
if( indexPlus > 0 )
{
string[] args = value[ 0 ].Split( '+' );
m_renderQueue = TemplateHelperFunctions.StringToRenderQueue[ args[ 0 ] ];
int.TryParse( args[ 1 ], out m_renderQueueOffset );
}
else
{
int indexMinus = value[ 0 ].IndexOf( '-' );
if( indexMinus > 0 )
{
string[] args = value[ 0 ].Split( '-' );
m_renderQueue = TemplateHelperFunctions.StringToRenderQueue[ args[ 0 ] ];
int.TryParse( args[ 1 ], out m_renderQueueOffset );
m_renderQueueOffset *= -1;
}
else
{
m_renderQueue = TemplateHelperFunctions.StringToRenderQueue[ value[ 0 ] ];
m_renderQueueOffset = 0;
}
}
}
BuildQueueTagValue();
}
break;
}
}
void CheckSpecialTag()
{
if( TagName.Equals( Constants.RenderTypeHelperStr ) )
{
m_specialTag = TemplateSpecialTags.RenderType;
m_renderType = TemplateHelperFunctions.StringToRenderType[ TagValue ];
}
else if( TagName.Equals( Constants.RenderQueueHelperStr ) )
{
m_specialTag = TemplateSpecialTags.Queue;
SetTagValue( TagValue );
}
else
{
m_specialTag = TemplateSpecialTags.None;
}
}
public CustomTagData( string name, string value, int id )
{
TagName = name;
TagValue = value;
TagId = id;
CheckSpecialTag();
}
//Used on Template based shaders loading
public CustomTagData( string data, int id )
{
TagId = id;
string[] arr = data.Split( IOUtils.VALUE_SEPARATOR );
if( arr.Length > 1 )
{
TagName = arr[ 0 ];
TagValue = arr[ 1 ];
}
if( arr.Length > 2 )
{
m_specialTag = (TemplateSpecialTags)Enum.Parse( typeof( TemplateSpecialTags ), arr[ 2 ] );
switch( m_specialTag )
{
case TemplateSpecialTags.RenderType:
{
m_renderType = (RenderType)Enum.Parse( typeof( RenderType ), TagValue );
}
break;
case TemplateSpecialTags.Queue:
{
if( arr.Length == 4 )
{
m_renderQueue = (RenderQueue)Enum.Parse( typeof( RenderQueue ), TagValue );
int.TryParse( arr[ 3 ], out m_renderQueueOffset );
}
BuildQueueTagValue();
}
break;
}
}
else if( UIUtils.CurrentShaderVersion() < 15600 )
{
CheckSpecialTag();
}
}
//Used on Standard Surface shaders loading
public CustomTagData( string data )
{
string[] arr = data.Split( IOUtils.VALUE_SEPARATOR );
if( arr.Length > 1 )
{
TagName = arr[ 0 ];
TagValue = arr[ 1 ];
}
}
public override string ToString()
{
switch( m_specialTag )
{
case TemplateSpecialTags.RenderType:
return TagName + IOUtils.VALUE_SEPARATOR +
TagValue + IOUtils.VALUE_SEPARATOR +
m_specialTag;
case TemplateSpecialTags.Queue:
return TagName + IOUtils.VALUE_SEPARATOR +
m_renderQueue.ToString() + IOUtils.VALUE_SEPARATOR +
m_specialTag + IOUtils.VALUE_SEPARATOR +
m_renderQueueOffset;
}
return TagName + IOUtils.VALUE_SEPARATOR + TagValue;
}
public string GenerateTag()
{
return string.Format( TagFormat, TagName, TagValue );
}
public void BuildQueueTagValue()
{
TagValue = m_renderQueue.ToString();
if( m_renderQueueOffset > 0 )
{
TagValue += "+" + m_renderQueueOffset;
}
else if( m_renderQueueOffset < 0 )
{
TagValue += m_renderQueueOffset;
}
}
public TemplateSpecialTags SpecialTag
{
get { return m_specialTag; }
set
{
m_specialTag = value;
switch( value )
{
case TemplateSpecialTags.RenderType:
{
TagValue = m_renderType.ToString();
}
break;
case TemplateSpecialTags.Queue:
{
BuildQueueTagValue();
}
break;
}
}
}
public RenderType RenderType
{
get { return m_renderType; }
set
{
m_renderType = value;
TagValue = value.ToString();
}
}
public RenderQueue RenderQueue
{
get { return m_renderQueue; }
set { m_renderQueue = value; }
}
public int RenderQueueOffset
{
get { return m_renderQueueOffset; }
set { m_renderQueueOffset = value; }
}
public bool IsValid { get { return ( !string.IsNullOrEmpty( TagValue ) && !string.IsNullOrEmpty( TagName ) ); } }
}
[Serializable]
public class CustomTagsHelper
{
private const string CustomTagsStr = " Custom SubShader Tags";
private const string TagNameStr = "Name";
private const string TagValueStr = "Value";
private const float ShaderKeywordButtonLayoutWidth = 15;
private ParentNode m_currentOwner;
[SerializeField]
private List<CustomTagData> m_availableTags = new List<CustomTagData>();
public void Draw( ParentNode owner )
{
m_currentOwner = owner;
bool value = owner.ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedCustomTags;
NodeUtils.DrawPropertyGroup( ref value, CustomTagsStr, DrawMainBody, DrawButtons );
owner.ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedCustomTags = value;
}
void DrawButtons()
{
EditorGUILayout.Separator();
// Add tag
if( GUILayout.Button( string.Empty, UIUtils.PlusStyle, GUILayout.Width( ShaderKeywordButtonLayoutWidth ) ) )
{
m_availableTags.Add( new CustomTagData() );
EditorGUI.FocusTextInControl( null );
}
//Remove tag
if( GUILayout.Button( string.Empty, UIUtils.MinusStyle, GUILayout.Width( ShaderKeywordButtonLayoutWidth ) ) )
{
if( m_availableTags.Count > 0 )
{
m_availableTags.RemoveAt( m_availableTags.Count - 1 );
EditorGUI.FocusTextInControl( null );
}
}
}
void DrawMainBody()
{
EditorGUILayout.Separator();
int itemCount = m_availableTags.Count;
if( itemCount == 0 )
{
EditorGUILayout.HelpBox( "Your list is Empty!\nUse the plus button to add one.", MessageType.Info );
}
int markedToDelete = -1;
float originalLabelWidth = EditorGUIUtility.labelWidth;
for( int i = 0; i < itemCount; i++ )
{
m_availableTags[ i ].TagFoldout = m_currentOwner.EditorGUILayoutFoldout( m_availableTags[ i ].TagFoldout, string.Format( "[{0}] - {1}", i, m_availableTags[ i ].TagName ) );
if( m_availableTags[ i ].TagFoldout )
{
EditorGUI.indentLevel += 1;
EditorGUIUtility.labelWidth = 70;
//Tag Name
EditorGUI.BeginChangeCheck();
m_availableTags[ i ].TagName = EditorGUILayout.TextField( TagNameStr, m_availableTags[ i ].TagName );
if( EditorGUI.EndChangeCheck() )
{
m_availableTags[ i ].TagName = UIUtils.RemoveShaderInvalidCharacters( m_availableTags[ i ].TagName );
}
//Tag Value
EditorGUI.BeginChangeCheck();
m_availableTags[ i ].TagValue = EditorGUILayout.TextField( TagValueStr, m_availableTags[ i ].TagValue );
if( EditorGUI.EndChangeCheck() )
{
m_availableTags[ i ].TagValue = UIUtils.RemoveShaderInvalidCharacters( m_availableTags[ i ].TagValue );
}
EditorGUIUtility.labelWidth = originalLabelWidth;
EditorGUILayout.BeginHorizontal();
{
GUILayout.Label( " " );
// Add new port
if( m_currentOwner.GUILayoutButton( string.Empty, UIUtils.PlusStyle, GUILayout.Width( ShaderKeywordButtonLayoutWidth ) ) )
{
m_availableTags.Insert( i + 1, new CustomTagData() );
EditorGUI.FocusTextInControl( null );
}
//Remove port
if( m_currentOwner.GUILayoutButton( string.Empty, UIUtils.MinusStyle, GUILayout.Width( ShaderKeywordButtonLayoutWidth ) ) )
{
markedToDelete = i;
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel -= 1;
}
}
if( markedToDelete > -1 )
{
if( m_availableTags.Count > markedToDelete )
{
m_availableTags.RemoveAt( markedToDelete );
EditorGUI.FocusTextInControl( null );
}
}
EditorGUILayout.Separator();
}
public void ReadFromString( ref uint index, ref string[] nodeParams )
{
int count = Convert.ToInt32( nodeParams[ index++ ] );
for( int i = 0; i < count; i++ )
{
m_availableTags.Add( new CustomTagData( nodeParams[ index++ ] ) );
}
}
public void WriteToString( ref string nodeInfo )
{
int tagsCount = m_availableTags.Count;
IOUtils.AddFieldValueToString( ref nodeInfo, tagsCount );
for( int i = 0; i < tagsCount; i++ )
{
IOUtils.AddFieldValueToString( ref nodeInfo, m_availableTags[ i ].ToString() );
}
}
public string GenerateCustomTags()
{
int tagsCount = m_availableTags.Count;
string result = tagsCount == 0 ? string.Empty : " ";
for( int i = 0; i < tagsCount; i++ )
{
if( m_availableTags[ i ].IsValid )
{
result += m_availableTags[ i ].GenerateTag();
if( i < tagsCount - 1 )
{
result += " ";
}
}
}
return result;
}
public void Destroy()
{
m_availableTags.Clear();
m_availableTags = null;
m_currentOwner = null;
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/CustomTagsHelper.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/CustomTagsHelper.cs",
"repo_id": "jynew",
"token_count": 4452
} | 855 |
// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <[email protected]>
using UnityEngine;
using UnityEditor;
using System;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttributes( "Switch by Pipeline", "Functions", "Executes branch according to current pipeline", NodeAvailabilityFlags = (int)NodeAvailability.ShaderFunction )]
public sealed class FunctionSwitchByPipeline : ParentNode
{
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
AddInputPort( WirePortDataType.FLOAT, false, "Standard" );
AddInputPort( WirePortDataType.FLOAT, false, "Lightweight" );
AddInputPort( WirePortDataType.FLOAT, false, "HD" );
AddOutputPort( WirePortDataType.FLOAT, Constants.EmptyPortValue );
}
public override void OnInputPortConnected( int portId, int otherNodeId, int otherPortId, bool activateNode = true )
{
base.OnInputPortConnected( portId, otherNodeId, otherPortId, activateNode );
m_inputPorts[ portId ].MatchPortToConnection();
UpdateOutputPort();
}
public override void OnConnectedOutputNodeChanges( int outputPortId, int otherNodeId, int otherPortId, string name, WirePortDataType type )
{
base.OnConnectedOutputNodeChanges( outputPortId, otherNodeId, otherPortId, name, type );
m_inputPorts[ outputPortId ].MatchPortToConnection();
UpdateOutputPort();
}
void UpdateOutputPort()
{
switch( m_containerGraph.CurrentSRPType )
{
case TemplateSRPType.BuiltIn:
m_outputPorts[ 0 ].ChangeType( m_inputPorts[ 0 ].DataType, false );
break;
case TemplateSRPType.Lightweight:
m_outputPorts[ 0 ].ChangeType( m_inputPorts[ 1 ].DataType, false );
break;
case TemplateSRPType.HD:
m_outputPorts[ 0 ].ChangeType( m_inputPorts[ 2 ].DataType, false );
break;
}
}
public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
{
base.GenerateShaderForOutput( outputId, ref dataCollector, ignoreLocalvar );
switch( dataCollector.CurrentSRPType )
{
case TemplateSRPType.BuiltIn:
return m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
case TemplateSRPType.Lightweight:
return m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector );
case TemplateSRPType.HD:
return m_inputPorts[ 2 ].GeneratePortInstructions( ref dataCollector );
}
return "0";
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/FunctionSwitchByPipeline.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/FunctionSwitchByPipeline.cs",
"repo_id": "jynew",
"token_count": 858
} | 856 |
// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <[email protected]>
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
namespace AmplifyShaderEditor
{
public enum VertexMode
{
Relative,
Absolute
}
public enum RenderPath
{
All,
ForwardOnly,
DeferredOnly
}
public enum StandardShaderLightModel
{
Standard,
StandardSpecular,
Lambert,
BlinnPhong,
Unlit,
CustomLighting
}
public enum CullMode
{
Back,
Front,
Off
}
public enum AlphaMode
{
Opaque = 0,
Masked = 1,
Transparent = 2, // Transparent (alpha:fade)
Translucent = 3,
Premultiply = 4, // Alpha Premul (alpha:premul)
Custom = 5,
}
public enum RenderType
{
Opaque,
Transparent,
TransparentCutout,
Background,
Overlay,
TreeOpaque,
TreeTransparentCutout,
TreeBillboard,
Grass,
GrassBillboard,
Custom
}
public enum RenderQueue
{
Background,
Geometry,
AlphaTest,
Transparent,
Overlay
}
public enum RenderPlatforms
{
d3d9,
d3d11,
glcore,
gles,
gles3,
metal,
d3d11_9x,
xbox360,
xboxone,
ps4,
psp2,
n3ds,
wiiu
}
[Serializable]
public class NodeCache
{
public int TargetNodeId = -1;
public int TargetPortId = -1;
public NodeCache( int targetNodeId, int targetPortId )
{
SetData( targetNodeId, targetPortId );
}
public void SetData( int targetNodeId, int targetPortId )
{
TargetNodeId = targetNodeId;
TargetPortId = targetPortId;
}
public void Invalidate()
{
TargetNodeId = -1;
TargetPortId = -1;
}
public bool IsValid
{
get { return ( TargetNodeId >= 0 ); }
}
public override string ToString()
{
return "TargetNodeId " + TargetNodeId + " TargetPortId " + TargetPortId;
}
}
[Serializable]
public class CacheNodeConnections
{
public Dictionary<string, List<NodeCache>> NodeCacheArray;
public CacheNodeConnections()
{
NodeCacheArray = new Dictionary<string, List<NodeCache>>();
}
public void Add( string key, NodeCache value )
{
if( NodeCacheArray.ContainsKey( key ) )
{
NodeCacheArray[ key ].Add( value );
}
else
{
NodeCacheArray.Add( key, new List<NodeCache>() );
NodeCacheArray[ key ].Add( value );
}
}
public NodeCache Get( string key, int idx = 0 )
{
if( NodeCacheArray.ContainsKey( key ) )
{
if( idx < NodeCacheArray[ key ].Count )
return NodeCacheArray[ key ][ idx ];
}
return null;
}
public List<NodeCache> GetList( string key )
{
if( NodeCacheArray.ContainsKey( key ) )
{
return NodeCacheArray[ key ];
}
return null;
}
public void Clear()
{
foreach( KeyValuePair<string, List<NodeCache>> kvp in NodeCacheArray )
{
kvp.Value.Clear();
}
NodeCacheArray.Clear();
}
}
[Serializable]
[NodeAttributes( "Standard Surface Output", "Master", "Surface shader generator output", null, KeyCode.None, false )]
public sealed class StandardSurfaceOutputNode : MasterNode, ISerializationCallbackReceiver
{
private readonly static string[] VertexLitFunc = { "\t\tinline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )",
"\t\t{",
"\t\t\treturn half4 ( 0, 0, 0, s.Alpha );",
"\t\t}\n"};
private readonly static string[] FadeModeOptions = { "Opaque", "Masked", "Transparent", "Translucent", "Alpha Premultipled", "Custom" };
private const string VertexModeStr = "Vertex Output";
private readonly static GUIContent RenderPathContent = new GUIContent( "Render Path", "Selects and generates passes for the supported rendering paths\nDefault: All" );
private const string ShaderModelStr = "Shader Model";
private readonly static GUIContent LightModelContent = new GUIContent( "Light Model", "Surface shader lighting model defines how the surface reflects light\nDefault: Standard" );
private readonly static GUIContent ShaderLODContent = new GUIContent( "Shader LOD", "Shader LOD" );
private readonly static GUIContent CullModeContent = new GUIContent( "Cull Mode", "Polygon culling mode prevents rendering of either back-facing or front-facing polygons to save performance, turn it off if you want to render both sides\nDefault: Back" );
private const string DiscardStr = "Opacity Mask";
private const string VertexDisplacementStr = "Local Vertex Offset";
private const string VertexPositionStr = "Local Vertex Position";
private const string VertexDataStr = "VertexData";
private const string VertexNormalStr = "Local Vertex Normal";
private const string CustomLightingStr = "Custom Lighting";
private const string AlbedoStr = "Albedo";
private const string NormalStr = "Normal";
private const string EmissionStr = "Emission";
private const string MetallicStr = "Metallic";
private const string SmoothnessStr = "Smoothness";
private const string OcclusionDataStr = "Occlusion";
private const string OcclusionLabelStr = "Ambient Occlusion";
private const string TransmissionStr = "Transmission";
private const string TranslucencyStr = "Translucency";
private const string RefractionStr = "Refraction";
private const string AlphaStr = "Opacity";
private const string AlphaDataStr = "Alpha";
private const string DebugStr = "Debug";
private const string SpecularStr = "Specular";
private const string GlossStr = "Gloss";
private const string CustomRenderTypeStr = "Custom Type";
private readonly static GUIContent AlphaModeContent = new GUIContent( " Blend Mode", "Defines how the surface blends with the background\nDefault: Opaque" );
private const string OpacityMaskClipValueStr = "Mask Clip Value";
private readonly static GUIContent OpacityMaskClipValueContent = new GUIContent( "Mask Clip Value", "Default clip value to be compared with opacity alpha ( 0 = fully Opaque, 1 = fully Masked )\nDefault: 0.5" );
private readonly static GUIContent CastShadowsContent = new GUIContent( "Cast Shadows", "Generates a shadow caster pass for vertex modifications and point lights in forward rendering\nDefault: ON" );
private readonly static GUIContent ReceiveShadowsContent = new GUIContent( "Receive Shadows", "Untick it to disable shadow receiving, this includes self-shadowing (only for forward rendering) \nDefault: ON" );
private readonly static GUIContent QueueIndexContent = new GUIContent( "Queue Index", "Value to offset the render queue, accepts both positive values to render later and negative values to render sooner\nDefault: 0" );
private readonly static GUIContent RefractionLayerStr = new GUIContent( "Refraction Layer", "Use it to group or ungroup different refraction shaders into the same or different grabpass (only for forward rendering) \nDefault: 0" );
private readonly static GUIContent AlphaToCoverageStr = new GUIContent( "Alpha To Coverage", "" );
private readonly static GUIContent RenderQueueContent = new GUIContent( "Render Queue", "Base rendering queue index\n(Background = 1000, Geometry = 2000, AlphaTest = 2450, Transparent = 3000, Overlay = 4000)\nDefault: Geometry" );
private readonly static GUIContent RenderTypeContent = new GUIContent( "Render Type", "Categorizes shaders into several predefined groups, usually to be used with screen shader effects\nDefault: Opaque" );
private const string ShaderInputOrderStr = "Shader Input Order";
[SerializeField]
private BlendOpsHelper m_blendOpsHelper = new BlendOpsHelper();
[SerializeField]
private StencilBufferOpHelper m_stencilBufferHelper = new StencilBufferOpHelper();
[SerializeField]
private ZBufferOpHelper m_zBufferHelper = new ZBufferOpHelper();
[SerializeField]
private OutlineOpHelper m_outlineHelper = new OutlineOpHelper();
[SerializeField]
private TessellationOpHelper m_tessOpHelper = new TessellationOpHelper();
[SerializeField]
private ColorMaskHelper m_colorMaskHelper = new ColorMaskHelper();
[SerializeField]
private RenderingPlatformOpHelper m_renderingPlatformOpHelper = new RenderingPlatformOpHelper();
[SerializeField]
private RenderingOptionsOpHelper m_renderingOptionsOpHelper = new RenderingOptionsOpHelper();
[SerializeField]
private BillboardOpHelper m_billboardOpHelper = new BillboardOpHelper();
[SerializeField]
private FallbackPickerHelper m_fallbackHelper = null;
//legacy
[SerializeField]
private AdditionalIncludesHelper m_additionalIncludes = new AdditionalIncludesHelper();
//legacy
[SerializeField]
private AdditionalPragmasHelper m_additionalPragmas = new AdditionalPragmasHelper();
//legacy
[SerializeField]
private AdditionalDefinesHelper m_additionalDefines = new AdditionalDefinesHelper();
[SerializeField]
private TemplateAdditionalDirectivesHelper m_additionalDirectives = new TemplateAdditionalDirectivesHelper(" Additional Directives");
[SerializeField]
private AdditionalSurfaceOptionsHelper m_additionalSurfaceOptions = new AdditionalSurfaceOptionsHelper();
[SerializeField]
private UsePassHelper m_usePass;
[SerializeField]
private CustomTagsHelper m_customTagsHelper = new CustomTagsHelper();
[SerializeField]
private DependenciesHelper m_dependenciesHelper = new DependenciesHelper();
[SerializeField]
private StandardShaderLightModel m_currentLightModel;
[SerializeField]
private StandardShaderLightModel m_lastLightModel;
[SerializeField]
private CullMode m_cullMode = CullMode.Back;
[SerializeField]
private InlineProperty m_inlineCullMode = new InlineProperty();
[SerializeField]
private AlphaMode m_alphaMode = AlphaMode.Opaque;
[SerializeField]
private RenderType m_renderType = RenderType.Opaque;
[SerializeField]
private string m_customRenderType = string.Empty;
[SerializeField]
private RenderQueue m_renderQueue = RenderQueue.Geometry;
[SerializeField]
private RenderPath m_renderPath = RenderPath.All;
[SerializeField]
private VertexMode m_vertexMode = VertexMode.Relative;
[SerializeField]
private bool m_customBlendMode = false;
[SerializeField]
private float m_opacityMaskClipValue = 0.5f;
[SerializeField]
private InlineProperty m_inlineOpacityMaskClipValue = new InlineProperty();
[SerializeField]
private int m_customLightingPortId = -1;
[SerializeField]
private int m_emissionPortId = -1;
[SerializeField]
private int m_discardPortId = -1;
[SerializeField]
private int m_opacityPortId = -1;
[SerializeField]
private int m_vertexPortId = -1;
[SerializeField]
private bool m_keepAlpha = true;
[SerializeField]
private bool m_castShadows = true;
//[SerializeField]
private bool m_customShadowCaster = false;
[SerializeField]
private bool m_receiveShadows = true;
[SerializeField]
private int m_queueOrder = 0;
[SerializeField]
private int m_grabOrder = 0;
[SerializeField]
private bool m_alphaToCoverage = false;
private InputPort m_transmissionPort;
private InputPort m_translucencyPort;
private InputPort m_tessellationPort;
private bool m_previousTranslucencyOn = false;
private bool m_previousRefractionOn = false;
[SerializeField]
private CacheNodeConnections m_cacheNodeConnections = new CacheNodeConnections();
private bool m_usingProSkin = false;
private GUIStyle m_inspectorFoldoutStyle;
private GUIStyle m_inspectorToolbarStyle;
private GUIStyle m_inspectorTooldropdownStyle;
private bool m_customBlendAvailable = false;
private Color m_cachedColor = Color.white;
private float m_titleOpacity = 0.5f;
private float m_boxOpacity = 0.5f;
private InputPort m_refractionPort;
private InputPort m_normalPort;
private GUIStyle m_inspectorDefaultStyle;
[SerializeField]
private ReordenatorNode m_specColorReorder = null;
[SerializeField]
private int m_specColorOrderIndex = -1;
[SerializeField]
private ReordenatorNode m_maskClipReorder = null;
[SerializeField]
private int m_maskClipOrderIndex = -1;
[SerializeField]
private ReordenatorNode m_translucencyReorder = null;
[SerializeField]
private int m_translucencyOrderIndex = -1;
[SerializeField]
private ReordenatorNode m_refractionReorder = null;
[SerializeField]
private int m_refractionOrderIndex = -1;
[SerializeField]
private ReordenatorNode m_tessellationReorder = null;
[SerializeField]
private int m_tessellationOrderIndex = -1;
private bool m_previousTessellationOn = false;
private bool m_initialize = true;
private bool m_checkChanges = true;
private bool m_lightModelChanged = true;
private PropertyNode m_dummyProperty = null;
protected override void CommonInit( int uniqueId )
{
m_currentLightModel = m_lastLightModel = StandardShaderLightModel.Standard;
m_textLabelWidth = 120;
m_autoDrawInternalPortData = false;
base.CommonInit( uniqueId );
m_zBufferHelper.ParentSurface = this;
m_tessOpHelper.ParentSurface = this;
}
public override void OnEnable()
{
base.OnEnable();
if( m_usePass == null )
{
m_usePass = ScriptableObject.CreateInstance<UsePassHelper>();
m_usePass.ModuleName = " Additional Use Passes";
}
if( m_fallbackHelper == null )
m_fallbackHelper = ScriptableObject.CreateInstance<FallbackPickerHelper>();
}
public override void AddMasterPorts()
{
int vertexCorrection = 2;
int index = vertexCorrection + 2;
base.AddMasterPorts();
switch( m_currentLightModel )
{
case StandardShaderLightModel.Standard:
{
AddInputPort( WirePortDataType.FLOAT3, false, AlbedoStr, vertexCorrection + 1, MasterNodePortCategory.Fragment, 0 );
AddInputPort( WirePortDataType.FLOAT3, false, NormalStr, vertexCorrection + 0, MasterNodePortCategory.Fragment, 1 );
m_normalPort = m_inputPorts[ m_inputPorts.Count - 1 ];
AddInputPort( WirePortDataType.FLOAT3, false, EmissionStr, index++, MasterNodePortCategory.Fragment, 2 );
AddInputPort( WirePortDataType.FLOAT, false, MetallicStr, index++, MasterNodePortCategory.Fragment, 3 );
AddInputPort( WirePortDataType.FLOAT, false, SmoothnessStr, index++, MasterNodePortCategory.Fragment, 4 );
AddInputPort( WirePortDataType.FLOAT, false, OcclusionLabelStr, OcclusionDataStr, index++, MasterNodePortCategory.Fragment, 5 );
}
break;
case StandardShaderLightModel.StandardSpecular:
{
AddInputPort( WirePortDataType.FLOAT3, false, AlbedoStr, vertexCorrection + 1, MasterNodePortCategory.Fragment, 0 );
AddInputPort( WirePortDataType.FLOAT3, false, NormalStr, vertexCorrection + 0, MasterNodePortCategory.Fragment, 1 );
m_normalPort = m_inputPorts[ m_inputPorts.Count - 1 ];
AddInputPort( WirePortDataType.FLOAT3, false, EmissionStr, index++, MasterNodePortCategory.Fragment, 2 );
AddInputPort( WirePortDataType.FLOAT3, false, SpecularStr, index++, MasterNodePortCategory.Fragment, 3 );
AddInputPort( WirePortDataType.FLOAT, false, SmoothnessStr, index++, MasterNodePortCategory.Fragment, 4 );
AddInputPort( WirePortDataType.FLOAT, false, OcclusionLabelStr, OcclusionDataStr, index++, MasterNodePortCategory.Fragment, 5 );
}
break;
case StandardShaderLightModel.CustomLighting:
{
AddInputPort( WirePortDataType.FLOAT3, false, AlbedoStr, vertexCorrection + 1, MasterNodePortCategory.Fragment, 0 );
AddInputPort( WirePortDataType.FLOAT3, false, NormalStr, vertexCorrection + 0, MasterNodePortCategory.Fragment, 1 );
m_normalPort = m_inputPorts[ m_inputPorts.Count - 1 ];
m_inputPorts[ m_inputPorts.Count - 1 ].Locked = true;
AddInputPort( WirePortDataType.FLOAT3, false, EmissionStr, index++, MasterNodePortCategory.Fragment, 2 );
AddInputPort( WirePortDataType.FLOAT, false, SpecularStr, index++, MasterNodePortCategory.Fragment, 3 );
m_inputPorts[ m_inputPorts.Count - 1 ].Locked = true;
AddInputPort( WirePortDataType.FLOAT, false, GlossStr, index++, MasterNodePortCategory.Fragment, 4 );
m_inputPorts[ m_inputPorts.Count - 1 ].Locked = true;
}
break;
case StandardShaderLightModel.Unlit:
{
AddInputPort( WirePortDataType.FLOAT3, false, AlbedoStr, vertexCorrection + 1, MasterNodePortCategory.Fragment, 0 );
m_inputPorts[ m_inputPorts.Count - 1 ].Locked = true;
AddInputPort( WirePortDataType.FLOAT3, false, NormalStr, vertexCorrection + 0, MasterNodePortCategory.Fragment, 1 );
m_normalPort = m_inputPorts[ m_inputPorts.Count - 1 ];
m_inputPorts[ m_inputPorts.Count - 1 ].Locked = true;
AddInputPort( WirePortDataType.FLOAT3, false, EmissionStr, index++, MasterNodePortCategory.Fragment, 2 );
AddInputPort( WirePortDataType.FLOAT, false, SpecularStr, index++, MasterNodePortCategory.Fragment, 3 );
m_inputPorts[ m_inputPorts.Count - 1 ].Locked = true;
AddInputPort( WirePortDataType.FLOAT, false, GlossStr, index++, MasterNodePortCategory.Fragment, 4 );
m_inputPorts[ m_inputPorts.Count - 1 ].Locked = true;
}
break;
case StandardShaderLightModel.Lambert:
{
AddInputPort( WirePortDataType.FLOAT3, false, AlbedoStr, vertexCorrection + 1, MasterNodePortCategory.Fragment, 0 );
AddInputPort( WirePortDataType.FLOAT3, false, NormalStr, vertexCorrection + 0, MasterNodePortCategory.Fragment, 1 );
m_normalPort = m_inputPorts[ m_inputPorts.Count - 1 ];
AddInputPort( WirePortDataType.FLOAT3, false, EmissionStr, index++, MasterNodePortCategory.Fragment, 2 );
AddInputPort( WirePortDataType.FLOAT, false, SpecularStr, index++, MasterNodePortCategory.Fragment, 3 );
AddInputPort( WirePortDataType.FLOAT, false, GlossStr, index++, MasterNodePortCategory.Fragment, 4 );
}
break;
case StandardShaderLightModel.BlinnPhong:
{
AddInputPort( WirePortDataType.FLOAT3, false, AlbedoStr, vertexCorrection + 1, MasterNodePortCategory.Fragment, 0 );
AddInputPort( WirePortDataType.FLOAT3, false, NormalStr, vertexCorrection + 0, MasterNodePortCategory.Fragment, 1 );
m_normalPort = m_inputPorts[ m_inputPorts.Count - 1 ];
AddInputPort( WirePortDataType.FLOAT3, false, EmissionStr, index++, MasterNodePortCategory.Fragment, 2 );
AddInputPort( WirePortDataType.FLOAT, false, SpecularStr, index++, MasterNodePortCategory.Fragment, 3 );
AddInputPort( WirePortDataType.FLOAT, false, GlossStr, index++, MasterNodePortCategory.Fragment, 4 );
}
break;
}
// instead of setting in the switch emission port is always at position 2;
m_emissionPortId = 2;
AddInputPort( WirePortDataType.FLOAT3, false, TransmissionStr, index++, MasterNodePortCategory.Fragment, 6 );
m_transmissionPort = m_inputPorts[ m_inputPorts.Count - 1 ];
m_inputPorts[ m_inputPorts.Count - 1 ].Locked = ( m_currentLightModel == StandardShaderLightModel.Standard ) || ( m_currentLightModel == StandardShaderLightModel.StandardSpecular ) ? false : true;
AddInputPort( WirePortDataType.FLOAT3, false, TranslucencyStr, index++, MasterNodePortCategory.Fragment, 7 );
m_translucencyPort = m_inputPorts[ m_inputPorts.Count - 1 ];
m_inputPorts[ m_inputPorts.Count - 1 ].Locked = ( m_currentLightModel == StandardShaderLightModel.Standard ) || ( m_currentLightModel == StandardShaderLightModel.StandardSpecular ) ? false : true;
AddInputPort( WirePortDataType.FLOAT, false, RefractionStr, index + 2, MasterNodePortCategory.Fragment, 8 );
m_refractionPort = m_inputPorts[ m_inputPorts.Count - 1 ];
m_inputPorts[ m_inputPorts.Count - 1 ].Locked = ( m_alphaMode == AlphaMode.Opaque || m_alphaMode == AlphaMode.Masked || m_currentLightModel == StandardShaderLightModel.Unlit || m_currentLightModel == StandardShaderLightModel.CustomLighting );
AddInputPort( WirePortDataType.FLOAT, false, AlphaStr, index++, MasterNodePortCategory.Fragment, 9 );
m_inputPorts[ m_inputPorts.Count - 1 ].DataName = AlphaDataStr;
m_opacityPortId = m_inputPorts.Count - 1;
m_inputPorts[ m_inputPorts.Count - 1 ].Locked = ( m_alphaMode == AlphaMode.Opaque || m_alphaMode == AlphaMode.Masked );
AddInputPort( WirePortDataType.FLOAT, false, DiscardStr, index++, MasterNodePortCategory.Fragment, 10 );
m_inputPorts[ m_inputPorts.Count - 1 ].Locked = ( m_alphaMode != AlphaMode.Masked && m_alphaMode != AlphaMode.Custom );
m_discardPortId = m_inputPorts.Count - 1;
// This is done to take the index + 2 from refraction port into account and not overlap indexes
index++;
AddInputPort( WirePortDataType.FLOAT3, false, CustomLightingStr, index++, MasterNodePortCategory.Fragment, 13 );
m_inputPorts[ m_inputPorts.Count - 1 ].Locked = ( m_currentLightModel != StandardShaderLightModel.CustomLighting );
m_inputPorts[ m_inputPorts.Count - 1 ].GenType = PortGenType.CustomLighting;
m_customLightingPortId = m_inputPorts.Count - 1;
////////////////////////////////////////////////////////////////////////////////////////////////
// Vertex functions - Adding ordex index in order to force these to be the last ones
// Well now they have been moved to be the first ones so operations on vertex are to be taken into account
// by dither, screen position and similar nodes
////////////////////////////////////////////////////////////////////////////////////////////////
m_vertexPortId = m_inputPorts.Count;
m_tessOpHelper.VertexOffsetIndexPort = m_vertexPortId;
AddInputPort( WirePortDataType.FLOAT3, false, ( m_vertexMode == VertexMode.Relative ? VertexDisplacementStr : VertexPositionStr ), VertexDataStr, 0/*index++*/, MasterNodePortCategory.Vertex, 11 );
AddInputPort( WirePortDataType.FLOAT3, false, VertexNormalStr, 1/*index++*/, MasterNodePortCategory.Vertex, 12 );
//AddInputPort( WirePortDataType.FLOAT3, false, CustomLightModelStr, index++, MasterNodePortCategory.Fragment, 13 );
//m_inputPorts[ m_inputPorts.Count - 1 ].Locked = true;// !(m_currentLightModel == StandardShaderLightModel.CustomLighting);
AddInputPort( WirePortDataType.FLOAT4, false, TessellationOpHelper.TessellationPortStr, index++, MasterNodePortCategory.Tessellation, 14 );
m_tessellationPort = m_inputPorts[ m_inputPorts.Count - 1 ];
m_tessOpHelper.MasterNodeIndexPort = m_tessellationPort.PortId;
////////////////////////////////////////////////////////////////////////////////////
AddInputPort( WirePortDataType.FLOAT3, false, DebugStr, index++, MasterNodePortCategory.Debug, 15 );
for( int i = 0; i < m_inputPorts.Count; i++ )
{
m_inputPorts[ i ].CustomColor = Color.white;
}
m_sizeIsDirty = true;
}
public override void ForcePortType()
{
int portId = 0;
switch( m_currentLightModel )
{
case StandardShaderLightModel.Standard:
{
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false );
}
break;
case StandardShaderLightModel.StandardSpecular:
{
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false );
}
break;
case StandardShaderLightModel.CustomLighting:
{
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false );
}
break;
case StandardShaderLightModel.Unlit:
case StandardShaderLightModel.Lambert:
{
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false );
}
break;
case StandardShaderLightModel.BlinnPhong:
{
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false );
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false );
}
break;
}
//Transmission
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
//Translucency
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
//Refraction
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false );
//Alpha
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false );
//Discard
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT, false );
//Custom Lighting
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
//Vertex Offset
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
//Vertex Normal
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
//Tessellation
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT4, false );
//Debug
m_inputPorts[ portId++ ].ChangeType( WirePortDataType.FLOAT3, false );
}
public override void SetName( string name )
{
ShaderName = name;
}
public void DrawInspectorProperty()
{
if( m_inspectorDefaultStyle == null )
{
m_inspectorDefaultStyle = UIUtils.GetCustomStyle( CustomStyle.ResetToDefaultInspectorButton );
}
DrawCustomInspector();
}
private void RecursiveLog()
{
List<PropertyNode> nodes = UIUtils.PropertyNodesList();
nodes.Sort( ( x, y ) => { return x.OrderIndex.CompareTo( y.OrderIndex ); } );
for( int i = 0; i < nodes.Count; i++ )
{
if( ( nodes[ i ] is ReordenatorNode ) )
( nodes[ i ] as ReordenatorNode ).RecursiveLog();
else
Debug.Log( nodes[ i ].OrderIndex + " " + nodes[ i ].PropertyName );
}
}
public void DrawGeneralOptions()
{
DrawShaderName();
DrawCurrentShaderType();
EditorGUI.BeginChangeCheck();
m_currentLightModel = (StandardShaderLightModel)EditorGUILayoutEnumPopup( LightModelContent, m_currentLightModel );
if( EditorGUI.EndChangeCheck() )
{
ContainerGraph.ChangedLightingModel = true;
if( m_currentLightModel == StandardShaderLightModel.CustomLighting )
{
ContainerGraph.ParentWindow.CurrentNodeAvailability = NodeAvailability.CustomLighting;
//ContainerGraph.CurrentCanvasMode = NodeAvailability.CustomLighting;
}
else
{
ContainerGraph.ParentWindow.CurrentNodeAvailability = NodeAvailability.SurfaceShader;
//ContainerGraph.CurrentCanvasMode = NodeAvailability.SurfaceShader;
}
}
m_shaderModelIdx = EditorGUILayoutPopup( ShaderModelStr, m_shaderModelIdx, ShaderModelTypeArr );
EditorGUI.BeginChangeCheck();
DrawPrecisionProperty();
if( EditorGUI.EndChangeCheck() )
ContainerGraph.CurrentPrecision = m_currentPrecisionType;
//m_cullMode = (CullMode)EditorGUILayoutEnumPopup( CullModeContent, m_cullMode );
UndoParentNode inst = this;
m_inlineCullMode.CustomDrawer( ref inst, ( x ) => { m_cullMode = (CullMode)EditorGUILayoutEnumPopup( CullModeContent, m_cullMode ); }, CullModeContent.text );
//m_inlineCullMode.Value = (int)m_cullMode;
//m_inlineCullMode.EnumTypePopup( ref inst, CullModeContent.text, Enum.GetNames( typeof( CullMode ) ) );
//m_cullMode = (CullMode) m_inlineCullMode.Value;
m_renderPath = (RenderPath)EditorGUILayoutEnumPopup( RenderPathContent, m_renderPath );
m_castShadows = EditorGUILayoutToggle( CastShadowsContent, m_castShadows );
m_receiveShadows = EditorGUILayoutToggle( ReceiveShadowsContent, m_receiveShadows );
m_queueOrder = EditorGUILayoutIntField( QueueIndexContent, m_queueOrder );
EditorGUI.BeginChangeCheck();
m_vertexMode = (VertexMode)EditorGUILayoutEnumPopup( VertexModeStr, m_vertexMode );
if( EditorGUI.EndChangeCheck() )
{
m_inputPorts[ m_vertexPortId ].Name = m_vertexMode == VertexMode.Relative ? VertexDisplacementStr : VertexPositionStr;
m_sizeIsDirty = true;
}
m_shaderLOD = Mathf.Clamp( EditorGUILayoutIntField( ShaderLODContent, m_shaderLOD ), 0, Shader.globalMaximumLOD );
////m_lodCrossfade = EditorGUILayoutToggle( LODCrossfadeContent, m_lodCrossfade );
m_fallbackHelper.Draw( this );
DrawInspectorProperty();
}
public void ShowOpacityMaskValueUI()
{
EditorGUI.BeginChangeCheck();
UndoParentNode inst = this;
m_inlineOpacityMaskClipValue.CustomDrawer( ref inst, ( x ) => { m_opacityMaskClipValue = EditorGUILayoutFloatField( OpacityMaskClipValueContent, m_opacityMaskClipValue ); }, OpacityMaskClipValueContent.text );
if( EditorGUI.EndChangeCheck() )
{
m_checkChanges = true;
if( m_currentMaterial != null && m_currentMaterial.HasProperty( IOUtils.MaskClipValueName ) )
{
m_currentMaterial.SetFloat( IOUtils.MaskClipValueName, m_opacityMaskClipValue );
}
}
}
public override void DrawProperties()
{
if( m_inspectorFoldoutStyle == null || EditorGUIUtility.isProSkin != m_usingProSkin )
m_inspectorFoldoutStyle = new GUIStyle( GUI.skin.GetStyle( "foldout" ) );
if( m_inspectorToolbarStyle == null || EditorGUIUtility.isProSkin != m_usingProSkin )
{
m_inspectorToolbarStyle = new GUIStyle( GUI.skin.GetStyle( "toolbarbutton" ) )
{
fixedHeight = 20
};
}
if( m_inspectorTooldropdownStyle == null || EditorGUIUtility.isProSkin != m_usingProSkin )
{
m_inspectorTooldropdownStyle = new GUIStyle( GUI.skin.GetStyle( "toolbardropdown" ) )
{
fixedHeight = 20
};
m_inspectorTooldropdownStyle.margin.bottom = 2;
}
if( EditorGUIUtility.isProSkin != m_usingProSkin )
m_usingProSkin = EditorGUIUtility.isProSkin;
base.DrawProperties();
EditorGUILayout.BeginVertical();
{
EditorGUILayout.Separator();
m_titleOpacity = 0.5f;
m_boxOpacity = ( EditorGUIUtility.isProSkin ? 0.5f : 0.25f );
m_cachedColor = GUI.color;
// General
bool generalIsVisible = ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedGeneralShaderOptions;
NodeUtils.DrawPropertyGroup( ref generalIsVisible, GeneralFoldoutStr, DrawGeneralOptions );
ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedGeneralShaderOptions = generalIsVisible;
//Blend Mode
GUI.color = new Color( m_cachedColor.r, m_cachedColor.g, m_cachedColor.b, m_titleOpacity );
EditorGUILayout.BeginHorizontal( m_inspectorToolbarStyle );
GUI.color = m_cachedColor;
bool blendOptionsVisible = GUILayout.Toggle( ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedBlendOptions, AlphaModeContent, UIUtils.MenuItemToggleStyle, GUILayout.ExpandWidth( true ) );
if( Event.current.button == Constants.FoldoutMouseId )
{
ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedBlendOptions = blendOptionsVisible;
}
if( !EditorGUIUtility.isProSkin )
GUI.color = new Color( 0.25f, 0.25f, 0.25f, 1f );
float boxSize = 60;
switch( m_alphaMode )
{
case AlphaMode.Transparent:
boxSize = 85;
break;
case AlphaMode.Translucent:
boxSize = 80;
break;
case AlphaMode.Premultiply:
boxSize = 120;
break;
}
EditorGUI.BeginChangeCheck();
m_alphaMode = (AlphaMode)EditorGUILayoutPopup( string.Empty, (int)m_alphaMode, FadeModeOptions, UIUtils.InspectorPopdropdownStyle, GUILayout.Width( boxSize ), GUILayout.Height( 19 ) );
if( EditorGUI.EndChangeCheck() )
{
UpdateFromBlendMode();
}
GUI.color = m_cachedColor;
EditorGUILayout.EndHorizontal();
m_customBlendAvailable = ( m_alphaMode == AlphaMode.Custom || m_alphaMode == AlphaMode.Opaque );
if( ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedBlendOptions )
{
GUI.color = new Color( m_cachedColor.r, m_cachedColor.g, m_cachedColor.b, m_boxOpacity );
EditorGUILayout.BeginVertical( UIUtils.MenuItemBackgroundStyle );
GUI.color = m_cachedColor;
EditorGUI.indentLevel++;
EditorGUILayout.Separator();
EditorGUI.BeginChangeCheck();
m_renderType = (RenderType)EditorGUILayoutEnumPopup( RenderTypeContent, m_renderType );
if( m_renderType == RenderType.Custom )
{
EditorGUI.BeginChangeCheck();
m_customRenderType = EditorGUILayoutTextField( CustomRenderTypeStr, m_customRenderType );
if( EditorGUI.EndChangeCheck() )
{
m_customRenderType = UIUtils.RemoveInvalidCharacters( m_customRenderType );
}
}
m_renderQueue = (RenderQueue)EditorGUILayoutEnumPopup( RenderQueueContent, m_renderQueue );
if( EditorGUI.EndChangeCheck() )
{
if( m_renderType == RenderType.Opaque && m_renderQueue == RenderQueue.Geometry )
m_alphaMode = AlphaMode.Opaque;
else if( m_renderType == RenderType.TransparentCutout && m_renderQueue == RenderQueue.AlphaTest )
m_alphaMode = AlphaMode.Masked;
else if( m_renderType == RenderType.Transparent && m_renderQueue == RenderQueue.Transparent )
m_alphaMode = AlphaMode.Transparent;
else if( m_renderType == RenderType.Opaque && m_renderQueue == RenderQueue.Transparent )
m_alphaMode = AlphaMode.Translucent;
else
m_alphaMode = AlphaMode.Custom;
UpdateFromBlendMode();
}
bool bufferedEnabled = GUI.enabled;
GUI.enabled = ( m_alphaMode == AlphaMode.Masked || m_alphaMode == AlphaMode.Custom );
m_inputPorts[ m_discardPortId ].Locked = !GUI.enabled;
ShowOpacityMaskValueUI();
GUI.enabled = bufferedEnabled;
EditorGUI.BeginDisabledGroup( !( m_alphaMode == AlphaMode.Transparent || m_alphaMode == AlphaMode.Premultiply || m_alphaMode == AlphaMode.Translucent || m_alphaMode == AlphaMode.Custom ) );
m_grabOrder = EditorGUILayoutIntField( RefractionLayerStr, m_grabOrder );
float cachedLabelWidth = EditorGUIUtility.labelWidth;
EditorGUIUtility.labelWidth = 130;
m_alphaToCoverage = EditorGUILayoutToggle( AlphaToCoverageStr, m_alphaToCoverage );
EditorGUIUtility.labelWidth = cachedLabelWidth;
EditorGUI.EndDisabledGroup();
EditorGUILayout.Separator();
if( !m_customBlendAvailable )
{
EditorGUILayout.HelpBox( "Advanced options are only available for Custom blend modes", MessageType.Warning );
}
EditorGUI.BeginDisabledGroup( !m_customBlendAvailable );
m_blendOpsHelper.Draw( this, m_customBlendAvailable );
m_colorMaskHelper.Draw( this );
EditorGUI.EndDisabledGroup();
EditorGUILayout.Separator();
EditorGUI.indentLevel--;
EditorGUILayout.EndVertical();
}
m_stencilBufferHelper.Draw( this );
m_tessOpHelper.Draw( this, m_inspectorToolbarStyle, m_currentMaterial, m_tessellationPort.IsConnected );
m_outlineHelper.Draw( this, m_inspectorToolbarStyle, m_currentMaterial );
m_billboardOpHelper.Draw( this );
m_zBufferHelper.Draw( this, m_inspectorToolbarStyle, m_customBlendAvailable );
m_renderingOptionsOpHelper.Draw( this );
m_renderingPlatformOpHelper.Draw( this );
//m_additionalDefines.Draw( this );
//m_additionalIncludes.Draw( this );
//m_additionalPragmas.Draw( this );
m_additionalSurfaceOptions.Draw( this );
m_usePass.Draw( this );
m_additionalDirectives.Draw( this );
m_customTagsHelper.Draw( this );
m_dependenciesHelper.Draw( this );
DrawMaterialInputs( m_inspectorToolbarStyle );
}
EditorGUILayout.EndVertical();
}
public override void OnNodeLogicUpdate( DrawInfo drawInfo )
{
base.OnNodeLogicUpdate( drawInfo );
if( m_initialize )
{
m_initialize = false;
if( m_dummyProperty == null )
{
m_dummyProperty = ScriptableObject.CreateInstance<PropertyNode>();
m_dummyProperty.ContainerGraph = ContainerGraph;
}
}
if( m_currentLightModel != m_lastLightModel )
m_lightModelChanged = true;
if( m_lightModelChanged )
{
m_lightModelChanged = false;
if( m_currentLightModel == StandardShaderLightModel.BlinnPhong )
{
if( m_specColorReorder == null )
{
m_specColorReorder = ScriptableObject.CreateInstance<ReordenatorNode>();
m_specColorReorder.ContainerGraph = ContainerGraph;
m_specColorReorder.OrderIndex = m_specColorOrderIndex;
m_specColorReorder.Init( "_SpecColor", "Specular Color", null );
}
UIUtils.RegisterPropertyNode( m_specColorReorder );
}
else
{
if( m_specColorReorder != null )
UIUtils.UnregisterPropertyNode( m_specColorReorder );
}
if( m_currentLightModel == StandardShaderLightModel.CustomLighting && m_masterNodeCategory == 0 )
ContainerGraph.CurrentCanvasMode = NodeAvailability.CustomLighting;
else if( m_masterNodeCategory == 0 )
ContainerGraph.CurrentCanvasMode = NodeAvailability.SurfaceShader;
CacheCurrentSettings();
m_lastLightModel = m_currentLightModel;
DeleteAllInputConnections( true, true );
AddMasterPorts();
ConnectFromCache();
}
if( drawInfo.CurrentEventType != EventType.Layout )
return;
if( m_transmissionPort != null && m_transmissionPort.IsConnected && m_renderPath != RenderPath.ForwardOnly )
{
m_renderPath = RenderPath.ForwardOnly;
UIUtils.ShowMessage( "Render Path changed to Forward Only since transmission only works in forward rendering" );
}
if( m_translucencyPort != null && m_translucencyPort.IsConnected && m_renderPath != RenderPath.ForwardOnly )
{
m_renderPath = RenderPath.ForwardOnly;
UIUtils.ShowMessage( "Render Path changed to Forward Only since translucency only works in forward rendering" );
}
if( m_translucencyPort.IsConnected != m_previousTranslucencyOn )
m_checkChanges = true;
if( m_refractionPort.IsConnected != m_previousRefractionOn )
m_checkChanges = true;
if( ( m_tessOpHelper.EnableTesselation && !m_tessellationPort.IsConnected ) != m_previousTessellationOn )
m_checkChanges = true;
m_previousTranslucencyOn = m_translucencyPort.IsConnected;
m_previousRefractionOn = m_refractionPort.IsConnected;
m_previousTessellationOn = ( m_tessOpHelper.EnableTesselation && !m_tessellationPort.IsConnected );
if( m_checkChanges )
{
if( m_translucencyPort.IsConnected )
{
if( m_translucencyReorder == null )
{
List<PropertyNode> translucencyList = new List<PropertyNode>();
for( int i = 0; i < 6; i++ )
{
translucencyList.Add( m_dummyProperty );
}
m_translucencyReorder = ScriptableObject.CreateInstance<ReordenatorNode>();
m_translucencyReorder.ContainerGraph = ContainerGraph;
m_translucencyReorder.OrderIndex = m_translucencyOrderIndex;
m_translucencyReorder.Init( "_TranslucencyGroup", "Translucency", translucencyList );
}
UIUtils.RegisterPropertyNode( m_translucencyReorder );
}
else
{
if( m_translucencyReorder != null )
UIUtils.UnregisterPropertyNode( m_translucencyReorder );
}
if( m_refractionPort.IsConnected )
{
if( m_refractionReorder == null )
{
List<PropertyNode> refractionList = new List<PropertyNode>();
for( int i = 0; i < 1; i++ )
{
refractionList.Add( m_dummyProperty );
}
m_refractionReorder = ScriptableObject.CreateInstance<ReordenatorNode>();
m_refractionReorder.ContainerGraph = ContainerGraph;
m_refractionReorder.OrderIndex = m_refractionOrderIndex;
m_refractionReorder.Init( "_RefractionGroup", "Refraction", refractionList );
}
UIUtils.RegisterPropertyNode( m_refractionReorder );
}
else
{
if( m_refractionReorder != null )
UIUtils.UnregisterPropertyNode( m_refractionReorder );
}
if( m_tessOpHelper.EnableTesselation && !m_tessellationPort.IsConnected )
{
if( m_tessellationReorder == null )
{
List<PropertyNode> tessellationList = new List<PropertyNode>();
for( int i = 0; i < 4; i++ )
{
tessellationList.Add( m_dummyProperty );
}
m_tessellationReorder = ScriptableObject.CreateInstance<ReordenatorNode>();
m_tessellationReorder.ContainerGraph = ContainerGraph;
m_tessellationReorder.OrderIndex = m_tessellationOrderIndex;
m_tessellationReorder.Init( "_TessellationGroup", "Tessellation", tessellationList );
m_tessellationReorder.HeaderTitle = "Tesselation";
}
UIUtils.RegisterPropertyNode( m_tessellationReorder );
}
else
{
if( m_tessellationReorder != null )
UIUtils.UnregisterPropertyNode( m_tessellationReorder );
}
if( m_inputPorts[ m_discardPortId ].Available && !m_inlineOpacityMaskClipValue.IsValid )
{
if( m_maskClipReorder == null )
{
// Create dragable clip material property
m_maskClipReorder = ScriptableObject.CreateInstance<ReordenatorNode>();
m_maskClipReorder.ContainerGraph = ContainerGraph;
m_maskClipReorder.OrderIndex = m_maskClipOrderIndex;
m_maskClipReorder.Init( "_Cutoff", "Mask Clip Value", null );
}
UIUtils.RegisterPropertyNode( m_maskClipReorder );
}
else
{
if( m_maskClipReorder != null )
UIUtils.UnregisterPropertyNode( m_maskClipReorder );
}
m_checkChanges = false;
}
}
public override void OnNodeRepaint( DrawInfo drawInfo )
{
base.OnNodeRepaint( drawInfo );
if( m_containerGraph.IsInstancedShader || m_renderingOptionsOpHelper.ForceEnableInstancing )
{
DrawInstancedIcon( drawInfo );
}
}
private void CacheCurrentSettings()
{
m_cacheNodeConnections.Clear();
for( int portId = 0; portId < m_inputPorts.Count; portId++ )
{
if( m_inputPorts[ portId ].IsConnected )
{
WireReference connection = m_inputPorts[ portId ].GetConnection();
m_cacheNodeConnections.Add( m_inputPorts[ portId ].Name, new NodeCache( connection.NodeId, connection.PortId ) );
}
}
}
private void ConnectFromCache()
{
for( int i = 0; i < m_inputPorts.Count; i++ )
{
NodeCache cache = m_cacheNodeConnections.Get( m_inputPorts[ i ].Name );
if( cache != null )
{
UIUtils.SetConnection( UniqueId, m_inputPorts[ i ].PortId, cache.TargetNodeId, cache.TargetPortId );
}
}
}
public override void UpdateMaterial( Material mat )
{
base.UpdateMaterial( mat );
if( m_alphaMode == AlphaMode.Masked || m_alphaMode == AlphaMode.Custom )
{
if( mat.HasProperty( IOUtils.MaskClipValueName ) )
mat.SetFloat( IOUtils.MaskClipValueName, m_opacityMaskClipValue );
}
}
public override void SetMaterialMode( Material mat, bool fetchMaterialValues )
{
base.SetMaterialMode( mat, fetchMaterialValues );
if( m_alphaMode == AlphaMode.Masked || m_alphaMode == AlphaMode.Custom )
{
if( fetchMaterialValues && m_materialMode && mat.HasProperty( IOUtils.MaskClipValueName ) )
{
m_opacityMaskClipValue = mat.GetFloat( IOUtils.MaskClipValueName );
}
}
}
public override void ForceUpdateFromMaterial( Material material )
{
m_tessOpHelper.UpdateFromMaterial( material );
m_outlineHelper.UpdateFromMaterial( material );
if( m_alphaMode == AlphaMode.Masked || m_alphaMode == AlphaMode.Custom )
{
if( material.HasProperty( IOUtils.MaskClipValueName ) )
m_opacityMaskClipValue = material.GetFloat( IOUtils.MaskClipValueName );
}
}
public override void UpdateMasterNodeMaterial( Material material )
{
m_currentMaterial = material;
UpdateMaterialEditor();
}
void UpdateMaterialEditor()
{
FireMaterialChangedEvt();
}
public string CreateInstructionsForVertexPort( InputPort port )
{
//Vertex displacement and per vertex custom data
WireReference connection = port.GetConnection();
ParentNode node = UIUtils.GetNode( connection.NodeId );
string vertexInstructions = node.GetValueFromOutputStr( connection.PortId, port.DataType, ref m_currentDataCollector, false );
if( m_currentDataCollector.DirtySpecialLocalVariables )
{
m_currentDataCollector.AddVertexInstruction( m_currentDataCollector.SpecialLocalVariables, UniqueId, false );
m_currentDataCollector.ClearSpecialLocalVariables();
}
if( m_currentDataCollector.DirtyVertexVariables )
{
m_currentDataCollector.AddVertexInstruction( m_currentDataCollector.VertexLocalVariables, UniqueId, false );
m_currentDataCollector.ClearVertexLocalVariables();
}
return vertexInstructions;
}
public void CreateInstructionsForPort( InputPort port, string portName, bool addCustomDelimiters = false, string customDelimiterIn = null, string customDelimiterOut = null, bool ignoreLocalVar = false, bool normalIsConnected = false )
{
WireReference connection = port.GetConnection();
ParentNode node = UIUtils.GetNode( connection.NodeId );
string newInstruction = node.GetValueFromOutputStr( connection.PortId, port.DataType, ref m_currentDataCollector, ignoreLocalVar );
if( m_currentDataCollector.DirtySpecialLocalVariables )
{
m_currentDataCollector.AddInstructions( m_currentDataCollector.SpecialLocalVariables );
m_currentDataCollector.ClearSpecialLocalVariables();
}
if( m_currentDataCollector.DirtyVertexVariables )
{
m_currentDataCollector.AddVertexInstruction( m_currentDataCollector.VertexLocalVariables, port.NodeId, false );
m_currentDataCollector.ClearVertexLocalVariables();
}
if( m_currentDataCollector.ForceNormal && !normalIsConnected )
{
m_currentDataCollector.AddToStartInstructions( "\t\t\t" + Constants.OutputVarStr + ".Normal = float3(0,0,1);\n" );
m_currentDataCollector.DirtyNormal = true;
m_currentDataCollector.ForceNormal = false;
}
m_currentDataCollector.AddInstructions( addCustomDelimiters ? customDelimiterIn : ( "\t\t\t" + portName + " = " ) );
m_currentDataCollector.AddInstructions( newInstruction );
m_currentDataCollector.AddInstructions( addCustomDelimiters ? customDelimiterOut : ";\n" );
}
public string CreateInstructionStringForPort( InputPort port, bool ignoreLocalVar = false )
{
WireReference connection = port.GetConnection();
ParentNode node = UIUtils.GetNode( connection.NodeId );
string newInstruction = node.GetValueFromOutputStr( connection.PortId, port.DataType, ref m_currentDataCollector, ignoreLocalVar );
if( m_currentDataCollector.DirtySpecialLocalVariables )
{
m_currentDataCollector.AddInstructions( m_currentDataCollector.SpecialLocalVariables );
m_currentDataCollector.ClearSpecialLocalVariables();
}
if( m_currentDataCollector.DirtyVertexVariables )
{
m_currentDataCollector.AddVertexInstruction( m_currentDataCollector.VertexLocalVariables, port.NodeId, false );
m_currentDataCollector.ClearVertexLocalVariables();
}
if( m_currentDataCollector.ForceNormal )
{
m_currentDataCollector.AddToStartInstructions( "\t\t\t" + Constants.OutputVarStr + ".Normal = float3(0,0,1);\n" );
m_currentDataCollector.DirtyNormal = true;
m_currentDataCollector.ForceNormal = false;
}
return newInstruction;
}
public override Shader Execute( string pathname, bool isFullPath )
{
ForcePortType();
ForceReordering();
UpdateFromBlendMode();
base.Execute( pathname, isFullPath );
RegisterStandaloneFuntions();
bool isInstancedShader = m_renderingOptionsOpHelper.ForceEnableInstancing || UIUtils.IsInstancedShader();
bool hasVirtualTexture = UIUtils.HasVirtualTexture();
bool hasTranslucency = false;
bool hasTransmission = false;
bool hasEmission = false;
bool hasOpacity = false;
bool hasOpacityMask = false;
bool hasRefraction = false;
//bool hasVertexOffset = false;
//bool hasCustomLightingAlpha = false;
bool hasCustomLightingMask = false;
string customLightingCode = string.Empty;
string customLightingAlphaCode = string.Empty;
string customLightingMaskCode = string.Empty;
string customLightingInstructions = string.Empty;
string refractionCode = string.Empty;
string refractionInstructions = string.Empty;
string refractionFix = string.Empty;
string aboveUsePasses = string.Empty;
string bellowUsePasses = string.Empty;
m_usePass.BuildUsePassInfo( ref aboveUsePasses, ref bellowUsePasses, "\t\t" );
m_currentDataCollector.TesselationActive = m_tessOpHelper.EnableTesselation;
m_currentDataCollector.CurrentRenderPath = m_renderPath;
StandardShaderLightModel cachedLightModel = m_currentLightModel;
NodeAvailability cachedAvailability = ContainerGraph.CurrentCanvasMode;
bool debugIsUsingCustomLighting = false;
bool usingDebugPort = false;
if( m_inputPorts[ m_inputPorts.Count - 1 ].IsConnected )
{
usingDebugPort = true;
debugIsUsingCustomLighting = m_currentLightModel == StandardShaderLightModel.CustomLighting;
m_currentDataCollector.GenType = PortGenType.CustomLighting;
m_currentLightModel = StandardShaderLightModel.CustomLighting;
ContainerGraph.CurrentCanvasMode = NodeAvailability.CustomLighting;
}
if( isInstancedShader )
{
m_currentDataCollector.AddToPragmas( UniqueId, IOUtils.InstancedPropertiesHeader );
}
if( m_renderingOptionsOpHelper.SpecularHighlightToggle || m_renderingOptionsOpHelper.ReflectionsToggle )
m_currentDataCollector.AddToProperties( UniqueId, "[Header(Forward Rendering Options)]", 10001 );
if( m_renderingOptionsOpHelper.SpecularHighlightToggle )
{
m_currentDataCollector.AddToProperties( UniqueId, "[ToggleOff] _SpecularHighlights(\"Specular Highlights\", Float) = 1.0", 10002 );
m_currentDataCollector.AddToPragmas( UniqueId, "shader_feature _SPECULARHIGHLIGHTS_OFF" );
}
if( m_renderingOptionsOpHelper.ReflectionsToggle )
{
m_currentDataCollector.AddToProperties( UniqueId, "[ToggleOff] _GlossyReflections(\"Reflections\", Float) = 1.0", 10003 );
m_currentDataCollector.AddToPragmas( UniqueId, "shader_feature _GLOSSYREFLECTIONS_OFF" );
}
// See if each node is being used on frag and/or vert ports
SetupNodeCategories();
m_containerGraph.CheckPropertiesAutoRegister( ref m_currentDataCollector );
if( m_refractionPort.IsConnected || m_inputPorts[ m_inputPorts.Count - 1 ].IsConnected )
{
m_currentDataCollector.DirtyNormal = true;
m_currentDataCollector.ForceNormal = true;
}
//this.PropagateNodeData( nodeData );
string tags = "\"RenderType\" = \"{0}\" \"Queue\" = \"{1}\"";
string finalRenderType = ( m_renderType == RenderType.Custom && m_customRenderType.Length > 0 ) ? m_customRenderType : m_renderType.ToString();
tags = string.Format( tags, finalRenderType, ( m_renderQueue + ( ( m_queueOrder >= 0 ) ? "+" : string.Empty ) + m_queueOrder ) );
//if ( !m_customBlendMode )
{
if( m_alphaMode == AlphaMode.Transparent || m_alphaMode == AlphaMode.Premultiply )
{
//tags += " \"IgnoreProjector\" = \"True\"";
if( !m_renderingOptionsOpHelper.IgnoreProjectorValue )
{
Debug.Log( string.Format( "Setting Ignore Projector to True since it's requires by Blend Mode {0}.", m_alphaMode ) );
m_renderingOptionsOpHelper.IgnoreProjectorValue = true;
}
}
}
tags += m_renderingOptionsOpHelper.IgnoreProjectorTag;
tags += m_renderingOptionsOpHelper.ForceNoShadowCastingTag;
tags += m_renderingOptionsOpHelper.DisableBatchingTag;
//add virtual texture support
if( hasVirtualTexture )
{
tags += " \"Amplify\" = \"True\" ";
}
//tags = "Tags{ " + tags + " }";
string outputStruct = "";
switch( m_currentLightModel )
{
case StandardShaderLightModel.CustomLighting: outputStruct = "SurfaceOutputCustomLightingCustom"; break;
case StandardShaderLightModel.Standard: outputStruct = "SurfaceOutputStandard"; break;
case StandardShaderLightModel.StandardSpecular: outputStruct = "SurfaceOutputStandardSpecular"; break;
case StandardShaderLightModel.Unlit:
case StandardShaderLightModel.Lambert:
case StandardShaderLightModel.BlinnPhong: outputStruct = "SurfaceOutput"; break;
}
if( m_currentLightModel == StandardShaderLightModel.CustomLighting )
{
m_currentDataCollector.AddToIncludes( UniqueId, Constants.UnityPBSLightingLib );
m_currentDataCollector.ChangeCustomInputHeader( m_currentLightModel.ToString() + Constants.CustomLightStructStr );
m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Albedo", true );
m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Normal", true );
m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Emission", true );
m_currentDataCollector.AddToCustomInput( UniqueId, "half Metallic", true );
m_currentDataCollector.AddToCustomInput( UniqueId, "half Smoothness", true );
m_currentDataCollector.AddToCustomInput( UniqueId, "half Occlusion", true );
m_currentDataCollector.AddToCustomInput( UniqueId, "half Alpha", true );
m_currentDataCollector.AddToCustomInput( UniqueId, "Input SurfInput", true );
m_currentDataCollector.AddToCustomInput( UniqueId, "UnityGIInput GIData", true );
}
// Need to sort before creating local vars so they can inspect the normal port correctly
SortedList<int, InputPort> sortedPorts = new SortedList<int, InputPort>();
for( int i = 0; i < m_inputPorts.Count; i++ )
{
sortedPorts.Add( m_inputPorts[ i ].OrderId, m_inputPorts[ i ] );
}
bool normalIsConnected = m_normalPort.IsConnected;
m_tessOpHelper.Reset();
if( m_inputPorts[ m_inputPorts.Count - 1 ].IsConnected )
{
//Debug Port active
InputPort debugPort = m_inputPorts[ m_inputPorts.Count - 1 ];
m_currentDataCollector.PortCategory = debugPort.Category;
if( debugIsUsingCustomLighting )
{
m_currentDataCollector.UsingCustomOutput = true;
WireReference connection = m_inputPorts[ m_inputPorts.Count - 1 ].GetConnection();
ParentNode node = UIUtils.GetNode( connection.NodeId );
customLightingCode = node.GetValueFromOutputStr( connection.PortId, WirePortDataType.FLOAT3, ref m_currentDataCollector, false );
customLightingInstructions = m_currentDataCollector.CustomOutput;
if( m_currentDataCollector.ForceNormal )
{
m_currentDataCollector.AddToStartInstructions( "\t\t\t" + Constants.OutputVarStr + ".Normal = float3(0,0,1);\n" );
m_currentDataCollector.DirtyNormal = true;
m_currentDataCollector.ForceNormal = false;
}
if( m_currentDataCollector.DirtyVertexVariables )
{
m_currentDataCollector.AddVertexInstruction( m_currentDataCollector.VertexLocalVariables, UniqueId, false );
m_currentDataCollector.ClearVertexLocalVariables();
}
m_currentDataCollector.UsingCustomOutput = false;
}
else
{
CreateInstructionsForPort( debugPort, Constants.OutputVarStr + ".Emission", false, null, null, false, false );
}
}
else
{
MasterNodePortCategory currentCategory = sortedPorts[ 0 ].Category;
//Collect data from standard nodes
for( int i = 0; i < sortedPorts.Count; i++ )
{
// prepare ports for custom lighting
m_currentDataCollector.GenType = sortedPorts[ i ].GenType;
if( m_currentLightModel == StandardShaderLightModel.CustomLighting && sortedPorts[ i ].Name.Equals( AlphaStr ) )
ContainerGraph.ResetNodesLocalVariablesIfNot( MasterNodePortCategory.Vertex );
if( sortedPorts[ i ].IsConnected )
{
m_currentDataCollector.PortCategory = sortedPorts[ i ].Category;
if( sortedPorts[ i ].Name.Equals( NormalStr ) )// Normal Map is Connected
{
m_currentDataCollector.DirtyNormal = true;
}
if( sortedPorts[ i ].Name.Equals( TranslucencyStr ) )
{
hasTranslucency = true;
}
if( sortedPorts[ i ].Name.Equals( TransmissionStr ) )
{
hasTransmission = true;
}
if( sortedPorts[ i ].Name.Equals( EmissionStr ) )
{
hasEmission = true;
}
if( sortedPorts[ i ].Name.Equals( RefractionStr ) )
{
hasRefraction = true;
}
if( sortedPorts[ i ].Name.Equals( AlphaStr ) )
{
hasOpacity = true;
}
if( sortedPorts[ i ].Name.Equals( DiscardStr ) )
{
hasOpacityMask = true;
}
if( hasRefraction )
{
m_currentDataCollector.AddToInput( UniqueId, SurfaceInputs.SCREEN_POS );
m_currentDataCollector.AddToInput( UniqueId, SurfaceInputs.WORLD_POS );
//not necessary, just being safe
m_currentDataCollector.DirtyNormal = true;
m_currentDataCollector.ForceNormal = true;
if( m_grabOrder != 0 )
{
m_currentDataCollector.AddGrabPass( "RefractionGrab" + m_grabOrder );
m_currentDataCollector.AddToUniforms( UniqueId, "uniform sampler2D RefractionGrab" + m_grabOrder + ";" );
}
else
{
m_currentDataCollector.AddGrabPass( "" );
m_currentDataCollector.AddToUniforms( UniqueId, "uniform sampler2D _GrabTexture;" );
}
m_currentDataCollector.AddToUniforms( UniqueId, "uniform float _ChromaticAberration;" );
m_currentDataCollector.AddToProperties( UniqueId, "[Header(Refraction)]", m_refractionReorder.OrderIndex );
m_currentDataCollector.AddToProperties( UniqueId, "_ChromaticAberration(\"Chromatic Aberration\", Range( 0 , 0.3)) = 0.1", m_refractionReorder.OrderIndex + 1 );
m_currentDataCollector.AddToPragmas( UniqueId, "multi_compile _ALPHAPREMULTIPLY_ON" );
}
if( hasTranslucency || hasTransmission )
{
//Translucency and Transmission Generation
//Add properties and uniforms
m_currentDataCollector.AddToIncludes( UniqueId, Constants.UnityPBSLightingLib );
if( hasTranslucency )
{
m_currentDataCollector.AddToProperties( UniqueId, "[Header(Translucency)]", m_translucencyReorder.OrderIndex );
m_currentDataCollector.AddToProperties( UniqueId, "_Translucency(\"Strength\", Range( 0 , 50)) = 1", m_translucencyReorder.OrderIndex + 1 );
m_currentDataCollector.AddToProperties( UniqueId, "_TransNormalDistortion(\"Normal Distortion\", Range( 0 , 1)) = 0.1", m_translucencyReorder.OrderIndex + 2 );
m_currentDataCollector.AddToProperties( UniqueId, "_TransScattering(\"Scaterring Falloff\", Range( 1 , 50)) = 2", m_translucencyReorder.OrderIndex + 3 );
m_currentDataCollector.AddToProperties( UniqueId, "_TransDirect(\"Direct\", Range( 0 , 1)) = 1", m_translucencyReorder.OrderIndex + 4 );
m_currentDataCollector.AddToProperties( UniqueId, "_TransAmbient(\"Ambient\", Range( 0 , 1)) = 0.2", m_translucencyReorder.OrderIndex + 5 );
m_currentDataCollector.AddToProperties( UniqueId, "_TransShadow(\"Shadow\", Range( 0 , 1)) = 0.9", m_translucencyReorder.OrderIndex + 6 );
m_currentDataCollector.AddToUniforms( UniqueId, "uniform half _Translucency;" );
m_currentDataCollector.AddToUniforms( UniqueId, "uniform half _TransNormalDistortion;" );
m_currentDataCollector.AddToUniforms( UniqueId, "uniform half _TransScattering;" );
m_currentDataCollector.AddToUniforms( UniqueId, "uniform half _TransDirect;" );
m_currentDataCollector.AddToUniforms( UniqueId, "uniform half _TransAmbient;" );
m_currentDataCollector.AddToUniforms( UniqueId, "uniform half _TransShadow;" );
}
//Add custom struct
switch( m_currentLightModel )
{
case StandardShaderLightModel.Standard:
case StandardShaderLightModel.StandardSpecular:
outputStruct = "SurfaceOutput" + m_currentLightModel.ToString() + Constants.CustomLightStructStr; break;
}
m_currentDataCollector.ChangeCustomInputHeader( m_currentLightModel.ToString() + Constants.CustomLightStructStr );
m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Albedo", true );
m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Normal", true );
m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Emission", true );
switch( m_currentLightModel )
{
case StandardShaderLightModel.Standard:
m_currentDataCollector.AddToCustomInput( UniqueId, "half Metallic", true );
break;
case StandardShaderLightModel.StandardSpecular:
m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Specular", true );
break;
}
m_currentDataCollector.AddToCustomInput( UniqueId, "half Smoothness", true );
m_currentDataCollector.AddToCustomInput( UniqueId, "half Occlusion", true );
m_currentDataCollector.AddToCustomInput( UniqueId, "half Alpha", true );
if( hasTranslucency )
m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Translucency", true );
if( hasTransmission )
m_currentDataCollector.AddToCustomInput( UniqueId, "half3 Transmission", true );
}
if( sortedPorts[ i ].Name.Equals( DiscardStr ) )
{
//Discard Op Node
if( m_currentLightModel == StandardShaderLightModel.CustomLighting )
{
hasCustomLightingMask = true;
m_currentDataCollector.UsingCustomOutput = true;
m_currentDataCollector.GenType = PortGenType.CustomLighting;
WireReference connection = sortedPorts[ i ].GetConnection();
ParentNode node = UIUtils.GetNode( connection.NodeId );
customLightingMaskCode = node.GetValueFromOutputStr( connection.PortId, WirePortDataType.FLOAT, ref m_currentDataCollector, false );
customLightingMaskCode = "clip( " + customLightingMaskCode + " - " + m_inlineOpacityMaskClipValue.GetValueOrProperty( IOUtils.MaskClipValueName, false ) + " )";
customLightingInstructions = m_currentDataCollector.CustomOutput;
m_currentDataCollector.GenType = PortGenType.NonCustomLighting;
m_currentDataCollector.UsingCustomOutput = false;
continue;
}
else
{
string clipIn = "\t\t\tclip( ";
string clipOut = " - " + m_inlineOpacityMaskClipValue.GetValueOrProperty( IOUtils.MaskClipValueName, false ) + " );\n";
if( m_alphaToCoverage && m_castShadows )
{
clipIn = "\t\t\t#if UNITY_PASS_SHADOWCASTER\n" + clipIn;
clipOut = clipOut + "\t\t\t#endif\n";
}
CreateInstructionsForPort( sortedPorts[ i ], Constants.OutputVarStr + "." + sortedPorts[ i ].DataName, true, clipIn, clipOut, false, normalIsConnected );
}
}
else if( sortedPorts[ i ].DataName.Equals( VertexDataStr ) )
{
string vertexInstructions = CreateInstructionsForVertexPort( sortedPorts[ i ] );
m_currentDataCollector.AddToVertexDisplacement( vertexInstructions, m_vertexMode );
}
else if( sortedPorts[ i ].DataName.Equals( VertexNormalStr ) )
{
string vertexInstructions = CreateInstructionsForVertexPort( sortedPorts[ i ] );
m_currentDataCollector.AddToVertexNormal( vertexInstructions );
}
else if( m_tessOpHelper.IsTessellationPort( sortedPorts[ i ].PortId ) && sortedPorts[ i ].IsConnected /* && m_tessOpHelper.EnableTesselation*/)
{
//Vertex displacement and per vertex custom data
WireReference connection = sortedPorts[ i ].GetConnection();
ParentNode node = UIUtils.GetNode( connection.NodeId );
string vertexInstructions = node.GetValueFromOutputStr( connection.PortId, sortedPorts[ i ].DataType, ref m_currentDataCollector, false );
if( m_currentDataCollector.DirtySpecialLocalVariables )
{
m_tessOpHelper.AddAdditionalData( m_currentDataCollector.SpecialLocalVariables );
m_currentDataCollector.ClearSpecialLocalVariables();
}
if( m_currentDataCollector.DirtyVertexVariables )
{
m_tessOpHelper.AddAdditionalData( m_currentDataCollector.VertexLocalVariables );
m_currentDataCollector.ClearVertexLocalVariables();
}
m_tessOpHelper.AddCustomFunction( vertexInstructions );
}
else if( sortedPorts[ i ].Name.Equals( RefractionStr ) )
{
ContainerGraph.ResetNodesLocalVariables();
m_currentDataCollector.UsingCustomOutput = true;
refractionFix = " + 0.00001 * i.screenPos * i.worldPos";
m_currentDataCollector.AddInstructions( "\t\t\to.Normal = o.Normal" + refractionFix + ";\n" );
refractionCode = CreateInstructionStringForPort( sortedPorts[ i ], false );
refractionInstructions = m_currentDataCollector.CustomOutput;
m_currentDataCollector.UsingCustomOutput = false;
}
else if( sortedPorts[ i ].Name.Equals( CustomLightingStr ) )
{
m_currentDataCollector.UsingCustomOutput = true;
WireReference connection = sortedPorts[ i ].GetConnection();
ParentNode node = UIUtils.GetNode( connection.NodeId );
customLightingCode = node.GetValueFromOutputStr( connection.PortId, WirePortDataType.FLOAT3, ref m_currentDataCollector, false );
customLightingInstructions = m_currentDataCollector.CustomOutput;
if( m_currentDataCollector.ForceNormal )
{
m_currentDataCollector.AddToStartInstructions( "\t\t\t" + Constants.OutputVarStr + ".Normal = float3(0,0,1);\n" );
m_currentDataCollector.DirtyNormal = true;
m_currentDataCollector.ForceNormal = false;
}
if( m_currentDataCollector.DirtyVertexVariables )
{
m_currentDataCollector.AddVertexInstruction( m_currentDataCollector.VertexLocalVariables, UniqueId, false );
m_currentDataCollector.ClearVertexLocalVariables();
}
m_currentDataCollector.UsingCustomOutput = false;
}
else if( sortedPorts[ i ].Name.Equals( AlphaStr ) && m_currentLightModel == StandardShaderLightModel.CustomLighting )
{
m_currentDataCollector.UsingCustomOutput = true;
m_currentDataCollector.GenType = PortGenType.CustomLighting;
WireReference connection = sortedPorts[ i ].GetConnection();
ParentNode node = UIUtils.GetNode( connection.NodeId );
customLightingAlphaCode = node.GetValueFromOutputStr( connection.PortId, WirePortDataType.FLOAT, ref m_currentDataCollector, false );
customLightingInstructions = m_currentDataCollector.CustomOutput;
if( m_currentDataCollector.ForceNormal )
{
m_currentDataCollector.AddToStartInstructions( "\t\t\t" + Constants.OutputVarStr + ".Normal = float3(0,0,1);\n" );
m_currentDataCollector.DirtyNormal = true;
m_currentDataCollector.ForceNormal = false;
}
if( m_currentDataCollector.DirtyVertexVariables )
{
m_currentDataCollector.AddVertexInstruction( m_currentDataCollector.VertexLocalVariables, UniqueId, false );
m_currentDataCollector.ClearVertexLocalVariables();
}
m_currentDataCollector.GenType = PortGenType.NonCustomLighting;
m_currentDataCollector.UsingCustomOutput = false;
}
else
{
// Surface shader instruccions
// if working on normals and have normal dependent node then ignore local var generation
CreateInstructionsForPort( sortedPorts[ i ], Constants.OutputVarStr + "." + sortedPorts[ i ].DataName, false, null, null, false, normalIsConnected );
}
}
else if( sortedPorts[ i ].Name.Equals( AlphaStr ) )
{
if( m_currentLightModel != StandardShaderLightModel.CustomLighting )
{
m_currentDataCollector.AddInstructions( string.Format( "\t\t\t{0}.{1} = 1;\n", Constants.OutputVarStr, sortedPorts[ i ].DataName ) );
}
}
}
m_billboardOpHelper.FillDataCollectorWithInternalData( ref m_currentDataCollector );
}
if( ( m_castShadows && m_alphaToCoverage ) ||
( m_castShadows && hasOpacity ) ||
( m_castShadows && ( m_currentDataCollector.UsingWorldNormal || m_currentDataCollector.UsingWorldReflection || m_currentDataCollector.UsingViewDirection ) ) ||
( m_castShadows && m_inputPorts[ m_discardPortId ].Available && m_inputPorts[ m_discardPortId ].IsConnected && m_currentLightModel == StandardShaderLightModel.CustomLighting ) )
m_customShadowCaster = true;
else
m_customShadowCaster = false;
//m_customShadowCaster = true;
for( int i = 0; i < 4; i++ )
{
if( m_currentDataCollector.GetChannelUsage( i ) == TextureChannelUsage.Required )
{
string channelName = UIUtils.GetChannelName( i );
m_currentDataCollector.AddToProperties( -1, UIUtils.GetTex2DProperty( channelName, TexturePropertyValues.white ), -1 );
}
}
m_currentDataCollector.AddToProperties( -1, IOUtils.DefaultASEDirtyCheckProperty, 10000 );
if( m_inputPorts[ m_discardPortId ].Available && m_inputPorts[ m_discardPortId ].IsConnected )
{
if( m_inlineOpacityMaskClipValue.IsValid )
{
RangedFloatNode fnode = UIUtils.GetNode( m_inlineOpacityMaskClipValue.NodeId ) as RangedFloatNode;
if( fnode != null )
{
m_currentDataCollector.AddToProperties( fnode.UniqueId, fnode.GetPropertyValue(), fnode.OrderIndex );
m_currentDataCollector.AddToUniforms( fnode.UniqueId, fnode.GetUniformValue() );
}
else
{
IntNode inode = UIUtils.GetNode( m_inlineOpacityMaskClipValue.NodeId ) as IntNode;
m_currentDataCollector.AddToProperties( inode.UniqueId, inode.GetPropertyValue(), inode.OrderIndex );
m_currentDataCollector.AddToUniforms( inode.UniqueId, inode.GetUniformValue() );
}
} else
{
m_currentDataCollector.AddToProperties( -1, string.Format( IOUtils.MaskClipValueProperty, OpacityMaskClipValueStr, m_opacityMaskClipValue ), ( m_maskClipReorder != null ) ? m_maskClipReorder.OrderIndex : -1 );
m_currentDataCollector.AddToUniforms( -1, string.Format( IOUtils.MaskClipValueUniform, m_opacityMaskClipValue ) );
}
}
if( !m_currentDataCollector.DirtyInputs )
m_currentDataCollector.AddToInput( UniqueId, "half filler", true );
if( m_currentLightModel == StandardShaderLightModel.BlinnPhong )
m_currentDataCollector.AddToProperties( -1, "_SpecColor(\"Specular Color\",Color)=(1,1,1,1)", m_specColorReorder.OrderIndex );
//Tesselation
if( m_tessOpHelper.EnableTesselation )
{
m_tessOpHelper.AddToDataCollector( ref m_currentDataCollector, m_tessellationReorder != null ? m_tessellationReorder.OrderIndex : -1 );
if( !m_currentDataCollector.DirtyPerVertexData )
{
m_currentDataCollector.OpenPerVertexHeader( false );
}
}
if( m_outlineHelper.EnableOutline || ( m_currentDataCollector.UsingCustomOutlineColor || m_currentDataCollector.CustomOutlineSelectedAlpha > 0 || m_currentDataCollector.UsingCustomOutlineWidth ) )
{
m_outlineHelper.AddToDataCollector( ref m_currentDataCollector );
}
#if !UNITY_2017_1_OR_NEWER
if( m_renderingOptionsOpHelper.LodCrossfade )
{
m_currentDataCollector.AddToPragmas( UniqueId, "multi_compile _ LOD_FADE_CROSSFADE" );
m_currentDataCollector.AddToStartInstructions( "\t\t\tUNITY_APPLY_DITHER_CROSSFADE(i);\n" );
m_currentDataCollector.AddToInput( UniqueId, "UNITY_DITHER_CROSSFADE_COORDS", false );
m_currentDataCollector.AddVertexInstruction( "UNITY_TRANSFER_DITHER_CROSSFADE( " + Constants.VertexShaderOutputStr + ", " + Constants.VertexShaderInputStr + ".vertex )", UniqueId, true );
}
#endif
//m_additionalIncludes.AddToDataCollector( ref m_currentDataCollector );
//m_additionalPragmas.AddToDataCollector( ref m_currentDataCollector );
//m_additionalDefines.AddToDataCollector( ref m_currentDataCollector );
m_additionalDirectives.AddAllToDataCollector( ref m_currentDataCollector );
//m_currentDataCollector.CloseInputs();
m_currentDataCollector.CloseCustomInputs();
m_currentDataCollector.CloseProperties();
m_currentDataCollector.ClosePerVertexHeader();
//build Shader Body
string ShaderBody = string.Empty;
OpenShaderBody( ref ShaderBody, m_shaderName );
{
//set properties
if( m_currentDataCollector.DirtyProperties )
{
ShaderBody += m_currentDataCollector.BuildPropertiesString();
}
//set subshader
OpenSubShaderBody( ref ShaderBody );
{
// Add extra depth pass
m_zBufferHelper.DrawExtraDepthPass( ref ShaderBody );
// Add optionalPasses
if( m_outlineHelper.EnableOutline || ( m_currentDataCollector.UsingCustomOutlineColor || m_currentDataCollector.CustomOutlineSelectedAlpha > 0 || m_currentDataCollector.UsingCustomOutlineWidth ) )
{
if( !usingDebugPort )
AddMultilineBody( ref ShaderBody, m_outlineHelper.OutlineFunctionBody( ref m_currentDataCollector, isInstancedShader, m_customShadowCaster, UIUtils.RemoveInvalidCharacters( ShaderName ), ( m_billboardOpHelper.IsBillboard && !usingDebugPort ? m_billboardOpHelper.GetInternalMultilineInstructions() : null ), ref m_tessOpHelper, ShaderModelTypeArr[ m_shaderModelIdx ] ) );
}
//Add SubShader tags
if( hasEmission )
{
tags += " \"IsEmissive\" = \"true\" ";
}
tags += m_customTagsHelper.GenerateCustomTags();
tags = "Tags{ " + tags + " }";
if( !string.IsNullOrEmpty( aboveUsePasses ) )
{
ShaderBody += aboveUsePasses;
}
AddRenderTags( ref ShaderBody, tags );
AddShaderLOD( ref ShaderBody, m_shaderLOD );
AddRenderState( ref ShaderBody, "Cull", m_inlineCullMode.GetValueOrProperty( m_cullMode.ToString() ) );
m_customBlendAvailable = ( m_alphaMode == AlphaMode.Custom || m_alphaMode == AlphaMode.Opaque );
if( ( m_zBufferHelper.IsActive && m_customBlendAvailable ) || m_outlineHelper.UsingZWrite || m_outlineHelper.UsingZTest )
{
ShaderBody += m_zBufferHelper.CreateDepthInfo( m_outlineHelper.UsingZWrite, m_outlineHelper.UsingZTest );
}
if( m_stencilBufferHelper.Active )
{
ShaderBody += m_stencilBufferHelper.CreateStencilOp( this );
}
if( m_blendOpsHelper.Active )
{
ShaderBody += m_blendOpsHelper.CreateBlendOps();
}
if( m_alphaToCoverage )
{
ShaderBody += "\t\tAlphaToMask On\n";
}
// Build Color Mask
m_colorMaskHelper.BuildColorMask( ref ShaderBody, m_customBlendAvailable );
//ShaderBody += "\t\tZWrite " + _zWriteMode + '\n';
//ShaderBody += "\t\tZTest " + _zTestMode + '\n';
//Add GrabPass
if( m_currentDataCollector.DirtyGrabPass )
{
ShaderBody += m_currentDataCollector.GrabPass;
}
// build optional parameters
string OptionalParameters = string.Empty;
// addword standard to custom lighting to accepts standard lighting models
string standardCustomLighting = string.Empty;
if( m_currentLightModel == StandardShaderLightModel.CustomLighting )
standardCustomLighting = "Standard";
//add cg program
if( m_customShadowCaster )
OpenCGInclude( ref ShaderBody );
else
OpenCGProgram( ref ShaderBody );
{
//Add Defines
if( m_currentDataCollector.DirtyDefines )
ShaderBody += m_currentDataCollector.Defines;
//Add Includes
if( m_customShadowCaster )
{
m_currentDataCollector.AddToIncludes( UniqueId, Constants.UnityPBSLightingLib );
m_currentDataCollector.AddToIncludes( UniqueId, "Lighting.cginc" );
}
if( m_currentDataCollector.DirtyIncludes )
ShaderBody += m_currentDataCollector.Includes;
//define as surface shader and specify lighting model
if( UIUtils.GetTextureArrayNodeAmount() > 0 && m_shaderModelIdx < 3 )
{
Debug.Log( "Automatically changing Shader Model to 3.5 since it's the minimum required by texture arrays." );
m_shaderModelIdx = 3;
}
// if tessellation is active then we need be at least using shader model 4.6
if( m_tessOpHelper.EnableTesselation && m_shaderModelIdx < 6 )
{
Debug.Log( "Automatically changing Shader Model to 4.6 since it's the minimum required by tessellation." );
m_shaderModelIdx = 6;
}
// if translucency is ON change render path
if( hasTranslucency && m_renderPath != RenderPath.ForwardOnly )
{
Debug.Log( "Automatically changing Render Path to Forward Only since translucency only works in forward rendering." );
m_renderPath = RenderPath.ForwardOnly;
}
// if outline is ON change render path
if( m_outlineHelper.EnableOutline && m_renderPath != RenderPath.ForwardOnly )
{
Debug.Log( "Automatically changing Render Path to Forward Only since outline only works in forward rendering." );
m_renderPath = RenderPath.ForwardOnly;
}
// if transmission is ON change render path
if( hasTransmission && m_renderPath != RenderPath.ForwardOnly )
{
Debug.Log( "Automatically changing Render Path to Forward Only since transmission only works in forward rendering." );
m_renderPath = RenderPath.ForwardOnly;
}
// if refraction is ON change render path
if( hasRefraction && m_renderPath != RenderPath.ForwardOnly )
{
Debug.Log( "Automatically changing Render Path to Forward Only since refraction only works in forward rendering." );
m_renderPath = RenderPath.ForwardOnly;
}
ShaderBody += string.Format( IOUtils.PragmaTargetHeader, ShaderModelTypeArr[ m_shaderModelIdx ] );
//Add pragmas (needs check to see if all pragmas work with custom shadow caster)
if( m_currentDataCollector.DirtyPragmas/* && !m_customShadowCaster */)
ShaderBody += m_currentDataCollector.Pragmas;
if(m_currentDataCollector.DirtyAdditionalDirectives)
ShaderBody += m_currentDataCollector.StandardAdditionalDirectives;
//if ( !m_customBlendMode )
{
switch( m_alphaMode )
{
case AlphaMode.Opaque:
case AlphaMode.Masked: break;
case AlphaMode.Transparent:
{
OptionalParameters += "alpha:fade" + Constants.OptionalParametersSep;
}
break;
case AlphaMode.Premultiply:
{
OptionalParameters += "alpha:premul" + Constants.OptionalParametersSep;
}
break;
}
}
if( m_keepAlpha )
{
OptionalParameters += "keepalpha" + Constants.OptionalParametersSep;
}
if( hasRefraction )
{
OptionalParameters += "finalcolor:RefractionF" + Constants.OptionalParametersSep;
}
if( !m_customShadowCaster && m_castShadows )
{
OptionalParameters += "addshadow" + Constants.OptionalParametersSep;
}
if( m_castShadows )
{
OptionalParameters += "fullforwardshadows" + Constants.OptionalParametersSep;
}
if( !m_receiveShadows )
{
OptionalParameters += "noshadow" + Constants.OptionalParametersSep;
}
if( m_renderingOptionsOpHelper.IsOptionActive( " Add Pass" ) && usingDebugPort )
{
OptionalParameters += "noforwardadd" + Constants.OptionalParametersSep;
}
if( m_renderingOptionsOpHelper.ForceDisableInstancing )
{
OptionalParameters += "noinstancing" + Constants.OptionalParametersSep;
}
switch( m_renderPath )
{
case RenderPath.All: break;
case RenderPath.DeferredOnly: OptionalParameters += "exclude_path:forward" + Constants.OptionalParametersSep; break;
case RenderPath.ForwardOnly: OptionalParameters += "exclude_path:deferred" + Constants.OptionalParametersSep; break;
}
//Add code generation options
m_renderingOptionsOpHelper.Build( ref OptionalParameters );
if( !m_customShadowCaster )
{
string customLightSurface = string.Empty;
if( hasTranslucency || hasTransmission )
customLightSurface = "Custom";
m_renderingPlatformOpHelper.SetRenderingPlatforms( ref ShaderBody );
//Check if Custom Vertex is being used and add tag
if( m_currentDataCollector.DirtyPerVertexData )
OptionalParameters += "vertex:" + Constants.VertexDataFunc + Constants.OptionalParametersSep;
if( m_tessOpHelper.EnableTesselation && !usingDebugPort )
{
m_tessOpHelper.WriteToOptionalParams( ref OptionalParameters );
}
m_additionalSurfaceOptions.WriteToOptionalSurfaceOptions( ref OptionalParameters );
AddShaderPragma( ref ShaderBody, "surface surf " + standardCustomLighting + m_currentLightModel.ToString() + customLightSurface + Constants.OptionalParametersSep + OptionalParameters );
}
else
{
if( /*m_currentDataCollector.UsingWorldNormal ||*/ m_currentDataCollector.UsingInternalData )
{
ShaderBody += "\t\t#ifdef UNITY_PASS_SHADOWCASTER\n";
ShaderBody += "\t\t\t#undef INTERNAL_DATA\n";
ShaderBody += "\t\t\t#undef WorldReflectionVector\n";
ShaderBody += "\t\t\t#undef WorldNormalVector\n";
ShaderBody += "\t\t\t#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;\n";
ShaderBody += "\t\t\t#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))\n";
ShaderBody += "\t\t\t#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))\n";
ShaderBody += "\t\t#endif\n";
}
}
if( m_currentDataCollector.UsingHigherSizeTexcoords )
{
ShaderBody += "\t\t#undef TRANSFORM_TEX\n";
ShaderBody += "\t\t#define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w)\n";
}
if( m_currentDataCollector.DirtyAppData )
ShaderBody += m_currentDataCollector.CustomAppData;
// Add Input struct
if( m_currentDataCollector.DirtyInputs )
ShaderBody += "\t\t" + m_currentDataCollector.Inputs + "\t\t};" + "\n\n";
// Add Custom Lighting struct
if( m_currentDataCollector.DirtyCustomInput )
ShaderBody += m_currentDataCollector.CustomInput + "\n\n";
//Add Uniforms
if( m_currentDataCollector.DirtyUniforms )
ShaderBody += m_currentDataCollector.Uniforms + "\n";
// Add Array Derivatives Macros
if( m_currentDataCollector.UsingArrayDerivatives )
{
ShaderBody += "\t\t#if defined(UNITY_COMPILER_HLSL2GLSL) || defined(SHADER_TARGET_SURFACE_ANALYSIS)\n";
ShaderBody += "\t\t\t#define ASE_SAMPLE_TEX2DARRAY_GRAD(tex,coord,dx,dy) UNITY_SAMPLE_TEX2DARRAY (tex,coord)\n";
ShaderBody += "\t\t#else\n";
ShaderBody += "\t\t\t#define ASE_SAMPLE_TEX2DARRAY_GRAD(tex,coord,dx,dy) tex.SampleGrad (sampler##tex,coord,dx,dy)\n";
ShaderBody += "\t\t#endif\n\n";
}
//Add Instanced Properties
if( isInstancedShader && m_currentDataCollector.DirtyInstancedProperties )
{
m_currentDataCollector.SetupInstancePropertiesBlock( UIUtils.RemoveInvalidCharacters( ShaderName ) );
ShaderBody += m_currentDataCollector.InstancedProperties + "\n";
}
if( m_currentDataCollector.DirtyFunctions )
ShaderBody += m_currentDataCollector.Functions + "\n";
//Tesselation
if( m_tessOpHelper.EnableTesselation && !usingDebugPort )
{
ShaderBody += m_tessOpHelper.GetCurrentTessellationFunction + "\n";
}
//Add Custom Vertex Data
if( m_currentDataCollector.DirtyPerVertexData )
{
ShaderBody += m_currentDataCollector.VertexData;
}
if( m_currentLightModel == StandardShaderLightModel.Unlit )
{
for( int i = 0; i < VertexLitFunc.Length; i++ )
{
ShaderBody += VertexLitFunc[ i ] + "\n";
}
}
//Add custom lighting
if( m_currentLightModel == StandardShaderLightModel.CustomLighting )
{
ShaderBody += "\t\tinline half4 LightingStandard" + m_currentLightModel.ToString() + "( inout " + outputStruct + " " + Constants.CustomLightOutputVarStr + ", half3 viewDir, UnityGI gi )\n\t\t{\n";
ShaderBody += "\t\t\tUnityGIInput data = s.GIData;\n";
ShaderBody += "\t\t\tInput i = s.SurfInput;\n";
ShaderBody += "\t\t\thalf4 c = 0;\n";
if( m_currentDataCollector.UsingLightAttenuation )
{
ShaderBody += "\t\t\t#ifdef UNITY_PASS_FORWARDBASE\n";
ShaderBody += "\t\t\tfloat ase_lightAtten = data.atten;\n";
ShaderBody += "\t\t\tif( _LightColor0.a == 0)\n";
ShaderBody += "\t\t\tase_lightAtten = 0;\n";
ShaderBody += "\t\t\t#else\n";
ShaderBody += "\t\t\tfloat3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 );\n";
ShaderBody += "\t\t\tfloat ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b );\n";
ShaderBody += "\t\t\t#endif\n";
ShaderBody += "\t\t\t#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)\n";
ShaderBody += "\t\t\thalf bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);\n";
ShaderBody += "\t\t\tfloat zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);\n";
ShaderBody += "\t\t\tfloat fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);\n";
ShaderBody += "\t\t\tase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));\n";
ShaderBody += "\t\t\t#endif\n";
}
//if( m_currentDataCollector.dirtyc )
ShaderBody += customLightingInstructions;
ShaderBody += "\t\t\tc.rgb = " + ( !string.IsNullOrEmpty( customLightingCode ) ? customLightingCode : "0" ) + ";\n";
ShaderBody += "\t\t\tc.a = " + ( !string.IsNullOrEmpty( customLightingAlphaCode ) ? customLightingAlphaCode : "1" ) + ";\n";
if( m_alphaMode == AlphaMode.Premultiply || ( ( m_alphaMode == AlphaMode.Custom || m_alphaMode == AlphaMode.Opaque ) && m_blendOpsHelper.CurrentBlendRGB.IndexOf( "Premultiplied" ) > -1 ) )
ShaderBody += "\t\t\tc.rgb *= c.a;\n";
if( hasCustomLightingMask )
ShaderBody += "\t\t\t" + customLightingMaskCode + ";\n";
ShaderBody += "\t\t\treturn c;\n";
ShaderBody += "\t\t}\n\n";
//Add GI function
ShaderBody += "\t\tinline void LightingStandard" + m_currentLightModel.ToString() + "_GI( inout " + outputStruct + " " + Constants.CustomLightOutputVarStr + ", UnityGIInput data, inout UnityGI gi )\n\t\t{\n";
ShaderBody += "\t\t\ts.GIData = data;\n";
//ShaderBody += "\t\t\tUNITY_GI(gi, " + Constants.CustomLightOutputVarStr + ", data);\n";
ShaderBody += "\t\t}\n\n";
}
//Add custom lighting function
if( hasTranslucency || hasTransmission )
{
ShaderBody += "\t\tinline half4 Lighting" + m_currentLightModel.ToString() + Constants.CustomLightStructStr + "(" + outputStruct + " " + Constants.CustomLightOutputVarStr + ", half3 viewDir, UnityGI gi )\n\t\t{\n";
if( hasTranslucency )
{
ShaderBody += "\t\t\t#if !DIRECTIONAL\n";
ShaderBody += "\t\t\tfloat3 lightAtten = gi.light.color;\n";
ShaderBody += "\t\t\t#else\n";
ShaderBody += "\t\t\tfloat3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, _TransShadow );\n";
ShaderBody += "\t\t\t#endif\n";
ShaderBody += "\t\t\thalf3 lightDir = gi.light.dir + " + Constants.CustomLightOutputVarStr + ".Normal * _TransNormalDistortion;\n";
ShaderBody += "\t\t\thalf transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering );\n";
ShaderBody += "\t\t\thalf3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * " + Constants.CustomLightOutputVarStr + ".Translucency;\n";
ShaderBody += "\t\t\thalf4 c = half4( " + Constants.CustomLightOutputVarStr + ".Albedo * translucency * _Translucency, 0 );\n\n";
}
if( hasTransmission )
{
ShaderBody += "\t\t\thalf3 transmission = max(0 , -dot(" + Constants.CustomLightOutputVarStr + ".Normal, gi.light.dir)) * gi.light.color * " + Constants.CustomLightOutputVarStr + ".Transmission;\n";
ShaderBody += "\t\t\thalf4 d = half4(" + Constants.CustomLightOutputVarStr + ".Albedo * transmission , 0);\n\n";
}
ShaderBody += "\t\t\tSurfaceOutput" + m_currentLightModel.ToString() + " r;\n";
ShaderBody += "\t\t\tr.Albedo = " + Constants.CustomLightOutputVarStr + ".Albedo;\n";
ShaderBody += "\t\t\tr.Normal = " + Constants.CustomLightOutputVarStr + ".Normal;\n";
ShaderBody += "\t\t\tr.Emission = " + Constants.CustomLightOutputVarStr + ".Emission;\n";
switch( m_currentLightModel )
{
case StandardShaderLightModel.Standard:
ShaderBody += "\t\t\tr.Metallic = " + Constants.CustomLightOutputVarStr + ".Metallic;\n";
break;
case StandardShaderLightModel.StandardSpecular:
ShaderBody += "\t\t\tr.Specular = " + Constants.CustomLightOutputVarStr + ".Specular;\n";
break;
}
ShaderBody += "\t\t\tr.Smoothness = " + Constants.CustomLightOutputVarStr + ".Smoothness;\n";
ShaderBody += "\t\t\tr.Occlusion = " + Constants.CustomLightOutputVarStr + ".Occlusion;\n";
ShaderBody += "\t\t\tr.Alpha = " + Constants.CustomLightOutputVarStr + ".Alpha;\n";
ShaderBody += "\t\t\treturn Lighting" + m_currentLightModel.ToString() + " (r, viewDir, gi)" + ( hasTranslucency ? " + c" : "" ) + ( hasTransmission ? " + d" : "" ) + ";\n";
ShaderBody += "\t\t}\n\n";
//Add GI function
ShaderBody += "\t\tinline void Lighting" + m_currentLightModel.ToString() + Constants.CustomLightStructStr + "_GI(" + outputStruct + " " + Constants.CustomLightOutputVarStr + ", UnityGIInput data, inout UnityGI gi )\n\t\t{\n";
ShaderBody += "\t\t\t#if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS\n";
ShaderBody += "\t\t\t\tgi = UnityGlobalIllumination(data, " + Constants.CustomLightOutputVarStr + ".Occlusion, " + Constants.CustomLightOutputVarStr + ".Normal);\n";
ShaderBody += "\t\t\t#else\n";
ShaderBody += "\t\t\t\tUNITY_GLOSSY_ENV_FROM_SURFACE( g, " + Constants.CustomLightOutputVarStr + ", data );\n";
ShaderBody += "\t\t\t\tgi = UnityGlobalIllumination( data, " + Constants.CustomLightOutputVarStr + ".Occlusion, " + Constants.CustomLightOutputVarStr + ".Normal, g );\n";
ShaderBody += "\t\t\t#endif\n";
//ShaderBody += "\t\t\tUNITY_GI(gi, " + Constants.CustomLightOutputVarStr + ", data);\n";
ShaderBody += "\t\t}\n\n";
}
if( hasRefraction )
{
ShaderBody += "\t\tinline float4 Refraction( Input " + Constants.InputVarStr + ", " + outputStruct + " " + Constants.OutputVarStr + ", float indexOfRefraction, float chomaticAberration ) {\n";
ShaderBody += "\t\t\tfloat3 worldNormal = " + Constants.OutputVarStr + ".Normal;\n";
ShaderBody += "\t\t\tfloat4 screenPos = " + Constants.InputVarStr + ".screenPos;\n";
ShaderBody += "\t\t\t#if UNITY_UV_STARTS_AT_TOP\n";
ShaderBody += "\t\t\t\tfloat scale = -1.0;\n";
ShaderBody += "\t\t\t#else\n";
ShaderBody += "\t\t\t\tfloat scale = 1.0;\n";
ShaderBody += "\t\t\t#endif\n";
ShaderBody += "\t\t\tfloat halfPosW = screenPos.w * 0.5;\n";
ShaderBody += "\t\t\tscreenPos.y = ( screenPos.y - halfPosW ) * _ProjectionParams.x * scale + halfPosW;\n";
ShaderBody += "\t\t\t#if SHADER_API_D3D9 || SHADER_API_D3D11\n";
ShaderBody += "\t\t\t\tscreenPos.w += 0.00000000001;\n";
ShaderBody += "\t\t\t#endif\n";
ShaderBody += "\t\t\tfloat2 projScreenPos = ( screenPos / screenPos.w ).xy;\n";
ShaderBody += "\t\t\tfloat3 worldViewDir = normalize( UnityWorldSpaceViewDir( " + Constants.InputVarStr + ".worldPos ) );\n";
ShaderBody += "\t\t\tfloat3 refractionOffset = ( ( ( ( indexOfRefraction - 1.0 ) * mul( UNITY_MATRIX_V, float4( worldNormal, 0.0 ) ) ) * ( 1.0 / ( screenPos.z + 1.0 ) ) ) * ( 1.0 - dot( worldNormal, worldViewDir ) ) );\n";
ShaderBody += "\t\t\tfloat2 cameraRefraction = float2( refractionOffset.x, -( refractionOffset.y * _ProjectionParams.x ) );\n";
string grabpass = "_GrabTexture";
if( m_grabOrder != 0 )
grabpass = "RefractionGrab" + m_grabOrder;
ShaderBody += "\t\t\tfloat4 redAlpha = tex2D( " + grabpass + ", ( projScreenPos + cameraRefraction ) );\n";
ShaderBody += "\t\t\tfloat green = tex2D( " + grabpass + ", ( projScreenPos + ( cameraRefraction * ( 1.0 - chomaticAberration ) ) ) ).g;\n";
ShaderBody += "\t\t\tfloat blue = tex2D( " + grabpass + ", ( projScreenPos + ( cameraRefraction * ( 1.0 + chomaticAberration ) ) ) ).b;\n";
ShaderBody += "\t\t\treturn float4( redAlpha.r, green, blue, redAlpha.a );\n";
ShaderBody += "\t\t}\n\n";
ShaderBody += "\t\tvoid RefractionF( Input " + Constants.InputVarStr + ", " + outputStruct + " " + Constants.OutputVarStr + ", inout half4 color )\n";
ShaderBody += "\t\t{\n";
ShaderBody += "\t\t\t#ifdef UNITY_PASS_FORWARDBASE\n";
ShaderBody += refractionInstructions;
ShaderBody += "\t\t\tcolor.rgb = color.rgb + Refraction( " + Constants.InputVarStr + ", " + Constants.OutputVarStr + ", " + refractionCode + ", _ChromaticAberration ) * ( 1 - color.a );\n";
ShaderBody += "\t\t\tcolor.a = 1;\n";
ShaderBody += "\t\t\t#endif\n";
ShaderBody += "\t\t}\n\n";
}
//Add Surface Shader body
ShaderBody += "\t\tvoid surf( Input " + Constants.InputVarStr + " , inout " + outputStruct + " " + Constants.OutputVarStr + " )\n\t\t{\n";
{
// Pass input information to custom lighting function
if( m_currentLightModel == StandardShaderLightModel.CustomLighting )
ShaderBody += "\t\t\t" + Constants.OutputVarStr + ".SurfInput = " + Constants.InputVarStr + ";\n";
//add local vars
if( m_currentDataCollector.DirtyLocalVariables )
ShaderBody += m_currentDataCollector.LocalVariables;
//add nodes ops
if( m_currentDataCollector.DirtyInstructions )
ShaderBody += m_currentDataCollector.Instructions;
}
ShaderBody += "\t\t}\n";
}
CloseCGProgram( ref ShaderBody );
//Add custom Shadow Caster
if( m_customShadowCaster )
{
OpenCGProgram( ref ShaderBody );
string customLightSurface = hasTranslucency || hasTransmission ? "Custom" : "";
m_renderingPlatformOpHelper.SetRenderingPlatforms( ref ShaderBody );
//Check if Custom Vertex is being used and add tag
if( m_currentDataCollector.DirtyPerVertexData )
OptionalParameters += "vertex:" + Constants.VertexDataFunc + Constants.OptionalParametersSep;
if( m_tessOpHelper.EnableTesselation && !usingDebugPort )
{
m_tessOpHelper.WriteToOptionalParams( ref OptionalParameters );
}
//if ( hasRefraction )
// ShaderBody += "\t\t#pragma multi_compile _ALPHAPREMULTIPLY_ON\n";
m_additionalSurfaceOptions.WriteToOptionalSurfaceOptions( ref OptionalParameters );
AddShaderPragma( ref ShaderBody, "surface surf " + standardCustomLighting + m_currentLightModel.ToString() + customLightSurface + Constants.OptionalParametersSep + OptionalParameters );
CloseCGProgram( ref ShaderBody );
ShaderBody += "\t\tPass\n";
ShaderBody += "\t\t{\n";
ShaderBody += "\t\t\tName \"ShadowCaster\"\n";
ShaderBody += "\t\t\tTags{ \"LightMode\" = \"ShadowCaster\" }\n";
ShaderBody += "\t\t\tZWrite On\n";
if( m_alphaToCoverage )
ShaderBody += "\t\t\tAlphaToMask Off\n";
ShaderBody += "\t\t\tCGPROGRAM\n";
ShaderBody += "\t\t\t#pragma vertex vert\n";
ShaderBody += "\t\t\t#pragma fragment frag\n";
ShaderBody += "\t\t\t#pragma target " + ShaderModelTypeArr[ m_shaderModelIdx ] + "\n";
//ShaderBody += "\t\t\t#pragma multi_compile_instancing\n";
ShaderBody += "\t\t\t#pragma multi_compile_shadowcaster\n";
ShaderBody += "\t\t\t#pragma multi_compile UNITY_PASS_SHADOWCASTER\n";
ShaderBody += "\t\t\t#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n";
ShaderBody += "\t\t\t#include \"HLSLSupport.cginc\"\n";
#if UNITY_2018_3_OR_NEWER
//Preventing WebGL to throw error Duplicate system value semantic definition: input semantic 'SV_POSITION' and input semantic 'VPOS'
ShaderBody += "\t\t\t#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )\n";
#else
ShaderBody += "\t\t\t#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )\n";
#endif
ShaderBody += "\t\t\t\t#define CAN_SKIP_VPOS\n";
ShaderBody += "\t\t\t#endif\n";
ShaderBody += "\t\t\t#include \"UnityCG.cginc\"\n";
ShaderBody += "\t\t\t#include \"Lighting.cginc\"\n";
ShaderBody += "\t\t\t#include \"UnityPBSLighting.cginc\"\n";
if( !( m_alphaToCoverage && hasOpacity && hasOpacityMask ) )
if( hasOpacity )
ShaderBody += "\t\t\tsampler3D _DitherMaskLOD;\n";
//ShaderBody += "\t\t\tsampler3D _DitherMaskLOD;\n";
ShaderBody += "\t\t\tstruct v2f\n";
ShaderBody += "\t\t\t{\n";
ShaderBody += "\t\t\t\tV2F_SHADOW_CASTER;\n";
int texcoordIndex = 1;
for( int i = 0; i < m_currentDataCollector.PackSlotsList.Count; i++ )
{
int size = 4 - m_currentDataCollector.PackSlotsList[ i ];
if( size > 0 )
{
ShaderBody += "\t\t\t\tfloat" + size + " customPack" + ( i + 1 ) + " : TEXCOORD" + ( i + 1 ) + ";\n";
}
texcoordIndex++;
}
if( !m_currentDataCollector.UsingInternalData )
ShaderBody += "\t\t\t\tfloat3 worldPos : TEXCOORD" + ( texcoordIndex++ ) + ";\n";
if( m_currentDataCollector.UsingScreenPos )
ShaderBody += "\t\t\t\tfloat4 screenPos : TEXCOORD" + ( texcoordIndex++ ) + ";\n";
if( /*m_currentDataCollector.UsingWorldNormal || m_currentDataCollector.UsingWorldPosition ||*/ m_currentDataCollector.UsingInternalData || m_currentDataCollector.DirtyNormal )
{
ShaderBody += "\t\t\t\tfloat4 tSpace0 : TEXCOORD" + ( texcoordIndex++ ) + ";\n";
ShaderBody += "\t\t\t\tfloat4 tSpace1 : TEXCOORD" + ( texcoordIndex++ ) + ";\n";
ShaderBody += "\t\t\t\tfloat4 tSpace2 : TEXCOORD" + ( texcoordIndex++ ) + ";\n";
}
else if( !m_currentDataCollector.UsingInternalData && m_currentDataCollector.UsingWorldNormal )
{
ShaderBody += "\t\t\t\tfloat3 worldNormal : TEXCOORD" + ( texcoordIndex++ ) + ";\n";
}
if( m_currentDataCollector.UsingVertexColor )
ShaderBody += "\t\t\t\thalf4 color : COLOR0;\n";
ShaderBody += "\t\t\t\tUNITY_VERTEX_INPUT_INSTANCE_ID\n";
ShaderBody += "\t\t\t};\n";
ShaderBody += "\t\t\tv2f vert( "+m_currentDataCollector.CustomAppDataName + " v )\n";
ShaderBody += "\t\t\t{\n";
ShaderBody += "\t\t\t\tv2f o;\n";
ShaderBody += "\t\t\t\tUNITY_SETUP_INSTANCE_ID( v );\n";
ShaderBody += "\t\t\t\tUNITY_INITIALIZE_OUTPUT( v2f, o );\n";
ShaderBody += "\t\t\t\tUNITY_TRANSFER_INSTANCE_ID( v, o );\n";
if( m_currentDataCollector.DirtyPerVertexData || m_currentDataCollector.CustomShadowCoordsList.Count > 0 )
ShaderBody += "\t\t\t\tInput customInputData;\n";
if( m_currentDataCollector.DirtyPerVertexData )
{
ShaderBody += "\t\t\t\tvertexDataFunc( v" + ( m_currentDataCollector.TesselationActive ? "" : ", customInputData" ) + " );\n";
}
ShaderBody += "\t\t\t\tfloat3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;\n";
ShaderBody += "\t\t\t\thalf3 worldNormal = UnityObjectToWorldNormal( v.normal );\n";
if( m_currentDataCollector.UsingInternalData || m_currentDataCollector.DirtyNormal )
{
ShaderBody += "\t\t\t\thalf3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );\n";
ShaderBody += "\t\t\t\thalf tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n";
ShaderBody += "\t\t\t\thalf3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;\n";
ShaderBody += "\t\t\t\to.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );\n";
ShaderBody += "\t\t\t\to.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );\n";
ShaderBody += "\t\t\t\to.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );\n";
}
else if( !m_currentDataCollector.UsingInternalData && m_currentDataCollector.UsingWorldNormal )
{
ShaderBody += "\t\t\t\to.worldNormal = worldNormal;\n";
}
for( int i = 0; i < m_currentDataCollector.CustomShadowCoordsList.Count; i++ )
{
int size = UIUtils.GetChannelsAmount( m_currentDataCollector.CustomShadowCoordsList[ i ].DataType );
string channels = string.Empty;
for( int j = 0; j < size; j++ )
{
channels += Convert.ToChar( 120 + m_currentDataCollector.CustomShadowCoordsList[ i ].TextureIndex + j );
}
channels = channels.Replace( '{', 'w' );
ShaderBody += "\t\t\t\to.customPack" + ( m_currentDataCollector.CustomShadowCoordsList[ i ].TextureSlot + 1 ) + "." + channels + " = customInputData." + m_currentDataCollector.CustomShadowCoordsList[ i ].CoordName + ";\n";
//TODO: TEMPORARY SOLUTION, this needs to go somewhere else, there's no need for these comparisons
if( m_currentDataCollector.CustomShadowCoordsList[ i ].CoordName.StartsWith( "uv_" ) )
{
ShaderBody += "\t\t\t\to.customPack" + ( m_currentDataCollector.CustomShadowCoordsList[ i ].TextureSlot + 1 ) + "." + channels + " = v.texcoord;\n";
}
else if( m_currentDataCollector.CustomShadowCoordsList[ i ].CoordName.StartsWith( "uv2_" ) )
{
ShaderBody += "\t\t\t\to.customPack" + ( m_currentDataCollector.CustomShadowCoordsList[ i ].TextureSlot + 1 ) + "." + channels + " = v.texcoord1;\n";
}
else if( m_currentDataCollector.CustomShadowCoordsList[ i ].CoordName.StartsWith( "uv3_" ) )
{
ShaderBody += "\t\t\t\to.customPack" + ( m_currentDataCollector.CustomShadowCoordsList[ i ].TextureSlot + 1 ) + "." + channels + " = v.texcoord2;\n";
}
else if( m_currentDataCollector.CustomShadowCoordsList[ i ].CoordName.StartsWith( "uv4_" ) )
{
ShaderBody += "\t\t\t\to.customPack" + ( m_currentDataCollector.CustomShadowCoordsList[ i ].TextureSlot + 1 ) + "." + channels + " = v.texcoord3;\n";
}
}
if( !m_currentDataCollector.UsingInternalData )
ShaderBody += "\t\t\t\to.worldPos = worldPos;\n";
ShaderBody += "\t\t\t\tTRANSFER_SHADOW_CASTER_NORMALOFFSET( o )\n";
if( m_currentDataCollector.UsingScreenPos )
ShaderBody += "\t\t\t\to.screenPos = ComputeScreenPos( o.pos );\n";
if( m_currentDataCollector.UsingVertexColor )
ShaderBody += "\t\t\t\to.color = v.color;\n";
ShaderBody += "\t\t\t\treturn o;\n";
ShaderBody += "\t\t\t}\n";
ShaderBody += "\t\t\thalf4 frag( v2f IN\n";
ShaderBody += "\t\t\t#if !defined( CAN_SKIP_VPOS )\n";
ShaderBody += "\t\t\t, UNITY_VPOS_TYPE vpos : VPOS\n";
ShaderBody += "\t\t\t#endif\n";
ShaderBody += "\t\t\t) : SV_Target\n";
ShaderBody += "\t\t\t{\n";
ShaderBody += "\t\t\t\tUNITY_SETUP_INSTANCE_ID( IN );\n";
ShaderBody += "\t\t\t\tInput surfIN;\n";
ShaderBody += "\t\t\t\tUNITY_INITIALIZE_OUTPUT( Input, surfIN );\n";
for( int i = 0; i < m_currentDataCollector.CustomShadowCoordsList.Count; i++ )
{
int size = UIUtils.GetChannelsAmount( m_currentDataCollector.CustomShadowCoordsList[ i ].DataType );
string channels = string.Empty;
for( int j = 0; j < size; j++ )
{
channels += Convert.ToChar( 120 + m_currentDataCollector.CustomShadowCoordsList[ i ].TextureIndex + j );
}
channels = channels.Replace( '{', 'w' );
ShaderBody += "\t\t\t\tsurfIN." + m_currentDataCollector.CustomShadowCoordsList[ i ].CoordName + " = IN.customPack" + ( m_currentDataCollector.CustomShadowCoordsList[ i ].TextureSlot + 1 ) + "." + channels + ";\n";
}
if( m_currentDataCollector.UsingInternalData )
ShaderBody += "\t\t\t\tfloat3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );\n";
else
ShaderBody += "\t\t\t\tfloat3 worldPos = IN.worldPos;\n";
ShaderBody += "\t\t\t\thalf3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );\n";
if( m_currentDataCollector.UsingViewDirection && !m_currentDataCollector.DirtyNormal )
ShaderBody += "\t\t\t\tsurfIN.viewDir = worldViewDir;\n";
else if( m_currentDataCollector.UsingViewDirection )
ShaderBody += "\t\t\t\tsurfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;\n";
if( m_currentDataCollector.UsingWorldPosition )
ShaderBody += "\t\t\t\tsurfIN.worldPos = worldPos;\n";
if( m_currentDataCollector.UsingWorldNormal && m_currentDataCollector.UsingInternalData )
ShaderBody += "\t\t\t\tsurfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );\n";
else if( !m_currentDataCollector.UsingInternalData && m_currentDataCollector.UsingWorldNormal )
ShaderBody += "\t\t\t\tsurfIN.worldNormal = IN.worldNormal;\n";
if( m_currentDataCollector.UsingWorldReflection )
ShaderBody += "\t\t\t\tsurfIN.worldRefl = -worldViewDir;\n";
if( m_currentDataCollector.UsingInternalData )
{
ShaderBody += "\t\t\t\tsurfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;\n";
ShaderBody += "\t\t\t\tsurfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;\n";
ShaderBody += "\t\t\t\tsurfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;\n";
}
if( m_currentDataCollector.UsingScreenPos )
ShaderBody += "\t\t\t\tsurfIN.screenPos = IN.screenPos;\n";
if( m_currentDataCollector.UsingVertexColor )
ShaderBody += "\t\t\t\tsurfIN.vertexColor = IN.color;\n";
ShaderBody += "\t\t\t\t" + outputStruct + " o;\n";
ShaderBody += "\t\t\t\tUNITY_INITIALIZE_OUTPUT( " + outputStruct + ", o )\n";
ShaderBody += "\t\t\t\tsurf( surfIN, o );\n";
if( ( hasOpacity || hasOpacityMask ) && m_currentLightModel == StandardShaderLightModel.CustomLighting )
{
ShaderBody += "\t\t\t\tUnityGI gi;\n";
ShaderBody += "\t\t\t\tUNITY_INITIALIZE_OUTPUT( UnityGI, gi );\n";
ShaderBody += "\t\t\t\to.Alpha = LightingStandardCustomLighting( o, worldViewDir, gi ).a;\n";
}
ShaderBody += "\t\t\t\t#if defined( CAN_SKIP_VPOS )\n";
ShaderBody += "\t\t\t\tfloat2 vpos = IN.pos;\n";
ShaderBody += "\t\t\t\t#endif\n";
if( ( m_alphaToCoverage && hasOpacity && m_inputPorts[ m_discardPortId ].IsConnected ) )
{
}
else if( hasOpacity )
{
ShaderBody += "\t\t\t\thalf alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;\n";
ShaderBody += "\t\t\t\tclip( alphaRef - 0.01 );\n";
}
ShaderBody += "\t\t\t\tSHADOW_CASTER_FRAGMENT( IN )\n";
ShaderBody += "\t\t\t}\n";
ShaderBody += "\t\t\tENDCG\n";
ShaderBody += "\t\t}\n";
}
}
if( !string.IsNullOrEmpty( bellowUsePasses ) )
{
ShaderBody += bellowUsePasses;
}
CloseSubShaderBody( ref ShaderBody );
if( m_dependenciesHelper.HasDependencies )
{
ShaderBody += m_dependenciesHelper.GenerateDependencies();
}
if( m_fallbackHelper.Active )
{
ShaderBody += m_fallbackHelper.TabbedFallbackShader;
}
else if( m_castShadows || m_receiveShadows )
{
AddShaderProperty( ref ShaderBody, "Fallback", "Diffuse" );
}
if( !string.IsNullOrEmpty( m_customInspectorName ) )
{
AddShaderProperty( ref ShaderBody, "CustomEditor", m_customInspectorName );
}
}
CloseShaderBody( ref ShaderBody );
if( usingDebugPort )
{
m_currentLightModel = cachedLightModel;
ContainerGraph.CurrentCanvasMode = cachedAvailability;
}
// Generate Graph info
ShaderBody += ContainerGraph.ParentWindow.GenerateGraphInfo();
//TODO: Remove current SaveDebugShader and uncomment SaveToDisk as soon as pathname is editable
if( !String.IsNullOrEmpty( pathname ) )
{
IOUtils.StartSaveThread( ShaderBody, ( isFullPath ? pathname : ( IOUtils.dataPath + pathname ) ) );
}
else
{
IOUtils.StartSaveThread( ShaderBody, Application.dataPath + "/AmplifyShaderEditor/Samples/Shaders/" + m_shaderName + ".shader" );
}
// Load new shader into material
if( CurrentShader == null )
{
AssetDatabase.Refresh( ImportAssetOptions.ForceUpdate );
CurrentShader = Shader.Find( ShaderName );
}
//else
//{
// // need to always get asset datapath because a user can change and asset location from the project window
// AssetDatabase.ImportAsset( AssetDatabase.GetAssetPath( m_currentShader ) );
// //ShaderUtil.UpdateShaderAsset( m_currentShader, ShaderBody );
//}
if( m_currentShader != null )
{
m_currentDataCollector.UpdateShaderImporter( ref m_currentShader );
if( m_currentMaterial != null )
{
if( m_currentShader != m_currentMaterial.shader )
m_currentMaterial.shader = m_currentShader;
#if UNITY_5_6_OR_NEWER
if ( isInstancedShader )
{
m_currentMaterial.enableInstancing = true;
}
#endif
m_currentDataCollector.UpdateMaterialOnPropertyNodes( m_currentMaterial );
UpdateMaterialEditor();
// need to always get asset datapath because a user can change and asset location from the project window
//AssetDatabase.ImportAsset( AssetDatabase.GetAssetPath( m_currentMaterial ) );
}
}
m_currentDataCollector.Destroy();
m_currentDataCollector = null;
return m_currentShader;
}
public override void UpdateFromShader( Shader newShader )
{
if( m_currentMaterial != null && m_currentMaterial.shader != newShader )
{
m_currentMaterial.shader = newShader;
}
CurrentShader = newShader;
}
public override void Destroy()
{
base.Destroy();
if( m_dummyProperty != null )
{
m_dummyProperty.Destroy();
GameObject.DestroyImmediate( m_dummyProperty );
m_dummyProperty = null;
}
m_translucencyPort = null;
m_transmissionPort = null;
m_refractionPort = null;
m_normalPort = null;
m_renderingOptionsOpHelper.Destroy();
m_renderingOptionsOpHelper = null;
m_additionalIncludes.Destroy();
m_additionalIncludes = null;
m_additionalPragmas.Destroy();
m_additionalPragmas = null;
m_additionalDefines.Destroy();
m_additionalDefines = null;
m_additionalSurfaceOptions.Destroy();
m_additionalSurfaceOptions = null;
m_additionalDirectives.Destroy();
m_additionalDirectives = null;
m_customTagsHelper.Destroy();
m_customTagsHelper = null;
m_dependenciesHelper.Destroy();
m_dependenciesHelper = null;
m_renderingPlatformOpHelper = null;
m_inspectorDefaultStyle = null;
m_inspectorFoldoutStyle = null;
m_zBufferHelper = null;
m_stencilBufferHelper = null;
m_blendOpsHelper = null;
m_tessOpHelper.Destroy();
m_tessOpHelper = null;
m_outlineHelper.Destroy();
m_outlineHelper = null;
m_colorMaskHelper.Destroy();
m_colorMaskHelper = null;
m_billboardOpHelper = null;
m_fallbackHelper.Destroy();
GameObject.DestroyImmediate( m_fallbackHelper );
m_fallbackHelper = null;
m_usePass.Destroy();
GameObject.DestroyImmediate( m_usePass );
m_usePass = null;
}
public override int VersionConvertInputPortId( int portId )
{
int newPort = portId;
//added translucency input after occlusion
if( UIUtils.CurrentShaderVersion() <= 2404 )
{
switch( m_currentLightModel )
{
case StandardShaderLightModel.Standard:
case StandardShaderLightModel.StandardSpecular:
if( portId >= 6 )
newPort += 1;
break;
case StandardShaderLightModel.CustomLighting:
case StandardShaderLightModel.Unlit:
case StandardShaderLightModel.Lambert:
case StandardShaderLightModel.BlinnPhong:
if( portId >= 5 )
newPort += 1;
break;
}
}
portId = newPort;
//added transmission input after occlusion
if( UIUtils.CurrentShaderVersion() < 2407 )
{
switch( m_currentLightModel )
{
case StandardShaderLightModel.Standard:
case StandardShaderLightModel.StandardSpecular:
if( portId >= 6 )
newPort += 1;
break;
case StandardShaderLightModel.CustomLighting:
case StandardShaderLightModel.Unlit:
case StandardShaderLightModel.Lambert:
case StandardShaderLightModel.BlinnPhong:
if( portId >= 5 )
newPort += 1;
break;
}
}
portId = newPort;
//added tessellation ports
if( UIUtils.CurrentShaderVersion() < 3002 )
{
switch( m_currentLightModel )
{
case StandardShaderLightModel.Standard:
case StandardShaderLightModel.StandardSpecular:
if( portId >= 13 )
newPort += 1;
break;
case StandardShaderLightModel.CustomLighting:
case StandardShaderLightModel.Unlit:
case StandardShaderLightModel.Lambert:
case StandardShaderLightModel.BlinnPhong:
if( portId >= 10 )
newPort += 1;
break;
}
}
portId = newPort;
//added refraction after translucency
if( UIUtils.CurrentShaderVersion() < 3204 )
{
switch( m_currentLightModel )
{
case StandardShaderLightModel.Standard:
case StandardShaderLightModel.StandardSpecular:
if( portId >= 8 )
newPort += 1;
break;
case StandardShaderLightModel.CustomLighting:
case StandardShaderLightModel.Unlit:
case StandardShaderLightModel.Lambert:
case StandardShaderLightModel.BlinnPhong:
if( portId >= 7 )
newPort += 1;
break;
}
}
portId = newPort;
//removed custom lighting port
//if ( UIUtils.CurrentShaderVersion() < 10003 ) //runs everytime because this system is only used after 5000 version
{
switch( m_currentLightModel )
{
case StandardShaderLightModel.Standard:
case StandardShaderLightModel.StandardSpecular:
if( portId >= 13 )
newPort -= 1;
break;
case StandardShaderLightModel.CustomLighting:
case StandardShaderLightModel.Unlit:
case StandardShaderLightModel.Lambert:
case StandardShaderLightModel.BlinnPhong:
if( portId >= 12 )
newPort -= 1;
break;
}
}
portId = newPort;
//if( UIUtils.CurrentShaderVersion() < 13802 ) //runs everytime because this system is only used after 5000 version
{
switch( m_currentLightModel )
{
case StandardShaderLightModel.Standard:
case StandardShaderLightModel.StandardSpecular:
if( portId >= 11 )
newPort += 1;
break;
case StandardShaderLightModel.CustomLighting:
case StandardShaderLightModel.Unlit:
case StandardShaderLightModel.Lambert:
case StandardShaderLightModel.BlinnPhong:
if( portId >= 10 )
newPort += 1;
break;
}
}
portId = newPort;
return newPort;
}
public override void ReadFromString( ref string[] nodeParams )
{
try
{
base.ReadFromString( ref nodeParams );
m_currentLightModel = (StandardShaderLightModel)Enum.Parse( typeof( StandardShaderLightModel ), GetCurrentParam( ref nodeParams ) );
if( CurrentMasterNodeCategory == AvailableShaderTypes.SurfaceShader && m_currentLightModel == StandardShaderLightModel.CustomLighting )
{
ContainerGraph.CurrentCanvasMode = NodeAvailability.CustomLighting;
ContainerGraph.ParentWindow.CurrentNodeAvailability = NodeAvailability.CustomLighting;
}
else if( CurrentMasterNodeCategory == AvailableShaderTypes.SurfaceShader )
{
ContainerGraph.CurrentCanvasMode = NodeAvailability.SurfaceShader;
ContainerGraph.ParentWindow.CurrentNodeAvailability = NodeAvailability.SurfaceShader;
}
//if ( _shaderCategory.Length > 0 )
// _shaderCategory = UIUtils.RemoveInvalidCharacters( _shaderCategory );
ShaderName = GetCurrentParam( ref nodeParams );
if( m_shaderName.Length > 0 )
ShaderName = UIUtils.RemoveShaderInvalidCharacters( ShaderName );
m_renderingOptionsOpHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
m_cullMode = (CullMode)Enum.Parse( typeof( CullMode ), GetCurrentParam( ref nodeParams ) );
m_zBufferHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
string alphaMode = GetCurrentParam( ref nodeParams );
if( UIUtils.CurrentShaderVersion() < 4003 )
{
if( alphaMode.Equals( "Fade" ) )
{
alphaMode = "Transparent";
}
else if( alphaMode.Equals( "Transparent" ) )
{
alphaMode = "Premultiply";
}
}
m_alphaMode = (AlphaMode)Enum.Parse( typeof( AlphaMode ), alphaMode );
m_opacityMaskClipValue = Convert.ToSingle( GetCurrentParam( ref nodeParams ) );
m_keepAlpha = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) );
m_keepAlpha = true;
m_castShadows = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) );
m_queueOrder = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
if( UIUtils.CurrentShaderVersion() > 11 )
{
m_customBlendMode = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) );
m_renderType = (RenderType)Enum.Parse( typeof( RenderType ), GetCurrentParam( ref nodeParams ) );
if( UIUtils.CurrentShaderVersion() > 14305 )
{
m_customRenderType = GetCurrentParam( ref nodeParams );
}
m_renderQueue = (RenderQueue)Enum.Parse( typeof( RenderQueue ), GetCurrentParam( ref nodeParams ) );
}
if( UIUtils.CurrentShaderVersion() > 2402 )
{
m_renderPath = (RenderPath)Enum.Parse( typeof( RenderPath ), GetCurrentParam( ref nodeParams ) );
}
if( UIUtils.CurrentShaderVersion() > 2405 )
{
m_renderingPlatformOpHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
}
if( UIUtils.CurrentShaderVersion() > 2500 )
{
m_colorMaskHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
}
if( UIUtils.CurrentShaderVersion() > 2501 )
{
m_stencilBufferHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
}
if( UIUtils.CurrentShaderVersion() > 2504 )
{
m_tessOpHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
}
if( UIUtils.CurrentShaderVersion() > 2505 )
{
m_receiveShadows = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) );
}
if( UIUtils.CurrentShaderVersion() > 3202 )
{
m_blendOpsHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
}
if( UIUtils.CurrentShaderVersion() > 3203 )
{
m_grabOrder = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
}
if( UIUtils.CurrentShaderVersion() > 5003 )
{
m_outlineHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
}
if( UIUtils.CurrentShaderVersion() > 5110 )
{
m_billboardOpHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
}
if( UIUtils.CurrentShaderVersion() > 6101 )
{
m_vertexMode = (VertexMode)Enum.Parse( typeof( VertexMode ), GetCurrentParam( ref nodeParams ) );
}
if( UIUtils.CurrentShaderVersion() > 6102 )
{
m_shaderLOD = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
m_fallbackHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
}
if( UIUtils.CurrentShaderVersion() > 7102 )
{
m_maskClipOrderIndex = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
m_translucencyOrderIndex = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
m_refractionOrderIndex = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
m_tessellationOrderIndex = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
}
if( UIUtils.CurrentShaderVersion() > 10010 && UIUtils.CurrentShaderVersion() < 15312 )
{
m_additionalIncludes.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
}
if( UIUtils.CurrentShaderVersion() > 11006 )
{
m_customTagsHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
}
if( UIUtils.CurrentShaderVersion() > 13102 && UIUtils.CurrentShaderVersion() < 15312 )
{
m_additionalPragmas.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
}
if( UIUtils.CurrentShaderVersion() > 13205 )
{
m_alphaToCoverage = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) );
}
if( UIUtils.CurrentShaderVersion() > 13903 )
{
m_dependenciesHelper.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
}
if( UIUtils.CurrentShaderVersion() > 14005 && UIUtils.CurrentShaderVersion() < 15312 )
{
m_additionalDefines.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
}
if( UIUtils.CurrentShaderVersion() > 14501 )
{
m_inlineCullMode.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
}
if( UIUtils.CurrentShaderVersion() > 14502 )
{
m_specColorOrderIndex = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
}
if( UIUtils.CurrentShaderVersion() > 15204 )
{
m_inlineOpacityMaskClipValue.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
}
if( UIUtils.CurrentShaderVersion() > 15311 )
{
m_additionalDirectives.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
m_additionalSurfaceOptions.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
}
else
{
m_additionalDirectives.AddItems( AdditionalLineType.Define, m_additionalDefines.DefineList );
m_additionalDirectives.AddItems( AdditionalLineType.Include, m_additionalIncludes.IncludeList );
m_additionalDirectives.AddItems( AdditionalLineType.Pragma, m_additionalPragmas.PragmaList );
}
if( UIUtils.CurrentShaderVersion() > 15402 )
{
m_usePass.ReadFromString( ref m_currentReadParamIdx, ref nodeParams );
}
m_lightModelChanged = true;
m_lastLightModel = m_currentLightModel;
DeleteAllInputConnections( true );
AddMasterPorts();
UpdateFromBlendMode();
m_customBlendMode = TestCustomBlendMode();
ContainerGraph.CurrentPrecision = m_currentPrecisionType;
}
catch( Exception e )
{
Debug.Log( e );
}
}
public override void RefreshExternalReferences()
{
base.RefreshExternalReferences();
// change port connection from emission to the new custom lighting port
if( m_currentLightModel == StandardShaderLightModel.CustomLighting && m_inputPorts[ m_emissionPortId ].IsConnected && UIUtils.CurrentShaderVersion() < 13802 )
{
OutputPort port = m_inputPorts[ m_emissionPortId ].GetOutputConnection( 0 );
m_inputPorts[ m_emissionPortId ].FullDeleteConnections();
UIUtils.SetConnection( m_inputPorts[ m_customLightingPortId ].NodeId, m_inputPorts[ m_customLightingPortId ].PortId, port.NodeId, port.PortId );
}
}
public override void WriteToString( ref string nodeInfo, ref string connectionsInfo )
{
base.WriteToString( ref nodeInfo, ref connectionsInfo );
IOUtils.AddFieldValueToString( ref nodeInfo, m_currentLightModel );
IOUtils.AddFieldValueToString( ref nodeInfo, m_shaderName );
m_renderingOptionsOpHelper.WriteToString( ref nodeInfo );
IOUtils.AddFieldValueToString( ref nodeInfo, m_cullMode );
m_zBufferHelper.WriteToString( ref nodeInfo );
IOUtils.AddFieldValueToString( ref nodeInfo, m_alphaMode );
IOUtils.AddFieldValueToString( ref nodeInfo, m_opacityMaskClipValue );
IOUtils.AddFieldValueToString( ref nodeInfo, m_keepAlpha );
IOUtils.AddFieldValueToString( ref nodeInfo, m_castShadows );
IOUtils.AddFieldValueToString( ref nodeInfo, m_queueOrder );
IOUtils.AddFieldValueToString( ref nodeInfo, m_customBlendMode );
IOUtils.AddFieldValueToString( ref nodeInfo, m_renderType );
IOUtils.AddFieldValueToString( ref nodeInfo, m_customRenderType );
IOUtils.AddFieldValueToString( ref nodeInfo, m_renderQueue );
IOUtils.AddFieldValueToString( ref nodeInfo, m_renderPath );
m_renderingPlatformOpHelper.WriteToString( ref nodeInfo );
m_colorMaskHelper.WriteToString( ref nodeInfo );
m_stencilBufferHelper.WriteToString( ref nodeInfo );
m_tessOpHelper.WriteToString( ref nodeInfo );
IOUtils.AddFieldValueToString( ref nodeInfo, m_receiveShadows );
m_blendOpsHelper.WriteToString( ref nodeInfo );
IOUtils.AddFieldValueToString( ref nodeInfo, m_grabOrder );
m_outlineHelper.WriteToString( ref nodeInfo );
m_billboardOpHelper.WriteToString( ref nodeInfo );
IOUtils.AddFieldValueToString( ref nodeInfo, m_vertexMode );
IOUtils.AddFieldValueToString( ref nodeInfo, m_shaderLOD );
m_fallbackHelper.WriteToString( ref nodeInfo );
IOUtils.AddFieldValueToString( ref nodeInfo, ( m_maskClipReorder != null ) ? m_maskClipReorder.OrderIndex : -1 );
IOUtils.AddFieldValueToString( ref nodeInfo, ( m_translucencyReorder != null ) ? m_translucencyReorder.OrderIndex : -1 );
IOUtils.AddFieldValueToString( ref nodeInfo, ( m_refractionReorder != null ) ? m_refractionReorder.OrderIndex : -1 );
IOUtils.AddFieldValueToString( ref nodeInfo, ( m_tessellationReorder != null ) ? m_tessellationReorder.OrderIndex : -1 );
//m_additionalIncludes.WriteToString( ref nodeInfo );
m_customTagsHelper.WriteToString( ref nodeInfo );
//m_additionalPragmas.WriteToString( ref nodeInfo );
IOUtils.AddFieldValueToString( ref nodeInfo, m_alphaToCoverage );
m_dependenciesHelper.WriteToString( ref nodeInfo );
//m_additionalDefines.WriteToString( ref nodeInfo );
m_inlineCullMode.WriteToString( ref nodeInfo );
IOUtils.AddFieldValueToString( ref nodeInfo, ( m_specColorReorder != null ) ? m_specColorReorder.OrderIndex : -1 );
m_inlineOpacityMaskClipValue.WriteToString( ref nodeInfo );
m_additionalDirectives.WriteToString( ref nodeInfo );
m_additionalSurfaceOptions.WriteToString( ref nodeInfo );
m_usePass.WriteToString( ref nodeInfo );
}
private bool TestCustomBlendMode()
{
switch( m_alphaMode )
{
case AlphaMode.Opaque:
{
if( m_renderType == RenderType.Opaque && m_renderQueue == RenderQueue.Geometry )
return false;
}
break;
case AlphaMode.Masked:
{
if( m_renderType == RenderType.TransparentCutout && m_renderQueue == RenderQueue.AlphaTest )
return false;
}
break;
case AlphaMode.Transparent:
case AlphaMode.Premultiply:
{
if( m_renderType == RenderType.Transparent && m_renderQueue == RenderQueue.Transparent )
return false;
}
break;
case AlphaMode.Translucent:
{
if( m_renderType == RenderType.Opaque && m_renderQueue == RenderQueue.Transparent )
return false;
}
break;
}
return true;
}
private void UpdateFromBlendMode()
{
m_checkChanges = true;
bool lockRefractionPort = false;
if( m_currentLightModel == StandardShaderLightModel.Unlit || m_currentLightModel == StandardShaderLightModel.CustomLighting )
{
lockRefractionPort = true;
}
switch( m_alphaMode )
{
case AlphaMode.Opaque:
{
m_renderType = RenderType.Opaque;
m_renderQueue = RenderQueue.Geometry;
m_keepAlpha = true;
m_refractionPort.Locked = true;
m_inputPorts[ m_opacityPortId ].Locked = true;
m_inputPorts[ m_discardPortId ].Locked = true;
}
break;
case AlphaMode.Masked:
{
m_renderType = RenderType.TransparentCutout;
m_renderQueue = RenderQueue.AlphaTest;
m_keepAlpha = true;
m_refractionPort.Locked = true;
m_inputPorts[ m_opacityPortId ].Locked = true;
m_inputPorts[ m_discardPortId ].Locked = false;
}
break;
case AlphaMode.Transparent:
case AlphaMode.Premultiply:
{
m_renderType = RenderType.Transparent;
m_renderQueue = RenderQueue.Transparent;
m_refractionPort.Locked = false || lockRefractionPort;
m_inputPorts[ m_opacityPortId ].Locked = false;
m_inputPorts[ m_discardPortId ].Locked = true;
}
break;
case AlphaMode.Translucent:
{
m_renderType = RenderType.Opaque;
m_renderQueue = RenderQueue.Transparent;
m_refractionPort.Locked = false || lockRefractionPort;
m_inputPorts[ m_opacityPortId ].Locked = false;
m_inputPorts[ m_discardPortId ].Locked = true;
}
break;
case AlphaMode.Custom:
{
m_refractionPort.Locked = false || lockRefractionPort;
m_inputPorts[ m_opacityPortId ].Locked = false;
m_inputPorts[ m_discardPortId ].Locked = false;
}
break;
}
m_blendOpsHelper.SetBlendOpsFromBlendMode( m_alphaMode, ( m_alphaMode == AlphaMode.Custom || m_alphaMode == AlphaMode.Opaque ) );
}
public StandardShaderLightModel CurrentLightingModel { get { return m_currentLightModel; } }
public CullMode CurrentCullMode { get { return m_cullMode; } }
//public AdditionalIncludesHelper AdditionalIncludes { get { return m_additionalIncludes; } set { m_additionalIncludes = value; } }
//public AdditionalPragmasHelper AdditionalPragmas { get { return m_additionalPragmas; } set { m_additionalPragmas = value; } }
//public AdditionalDefinesHelper AdditionalDefines { get { return m_additionalDefines; } set { m_additionalDefines = value; } }
public TemplateAdditionalDirectivesHelper AdditionalDirectives { get { return m_additionalDirectives; } }
public OutlineOpHelper OutlineHelper { get { return m_outlineHelper; } }
public float OpacityMaskClipValue { get { return m_opacityMaskClipValue; } }
public InlineProperty InlineOpacityMaskClipValue { get { return m_inlineOpacityMaskClipValue; } set { m_inlineOpacityMaskClipValue = value; } }
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/StandardSurface.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/StandardSurface.cs",
"repo_id": "jynew",
"token_count": 51902
} | 857 |
// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <[email protected]>
namespace AmplifyShaderEditor
{
[System.Serializable]
[NodeAttributes( "World To Object", "Object Transform", "Transforms input to Object Space" )]
public sealed class WorldToObjectTransfNode : ParentTransfNode
{
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
m_matrixName = "unity_WorldToObject";
m_matrixHDName = "GetWorldToObjectMatrix()";
m_previewShaderGUID = "79a5efd1e3309f54d8ba3e7fdf5e459b";
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Misc/Transformation/WorldToObjectTransfNode.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Misc/Transformation/WorldToObjectTransfNode.cs",
"repo_id": "jynew",
"token_count": 209
} | 858 |
// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <[email protected]>
using UnityEngine;
using UnityEditor;
namespace AmplifyShaderEditor
{
public class NodeUtils
{
public delegate void DrawPropertySection();
public static void DrawPropertyGroup( string sectionName, DrawPropertySection DrawSection )
{
Color cachedColor = GUI.color;
GUI.color = new Color( cachedColor.r, cachedColor.g, cachedColor.b, 0.5f );
EditorGUILayout.BeginHorizontal( UIUtils.MenuItemToolbarStyle );
GUI.color = cachedColor;
GUILayout.Label( sectionName, UIUtils.MenuItemToggleStyle );
EditorGUILayout.EndHorizontal();
cachedColor = GUI.color;
GUI.color = new Color( cachedColor.r, cachedColor.g, cachedColor.b, ( EditorGUIUtility.isProSkin ? 0.5f : 0.25f ) );
EditorGUILayout.BeginVertical( UIUtils.MenuItemBackgroundStyle );
GUI.color = cachedColor;
DrawSection();
EditorGUILayout.Separator();
EditorGUILayout.EndVertical();
}
public static void DrawNestedPropertyGroup( ref bool foldoutValue, string sectionName, DrawPropertySection DrawSection, int horizontalSpacing = 15 )
{
GUILayout.BeginHorizontal();
{
GUILayout.Space( horizontalSpacing );
EditorGUILayout.BeginVertical( EditorStyles.helpBox );
{
Color cachedColor = GUI.color;
GUI.color = new Color( cachedColor.r, cachedColor.g, cachedColor.b, 0.5f );
EditorGUILayout.BeginHorizontal();
{
GUI.color = cachedColor;
bool value = GUILayout.Toggle( foldoutValue, sectionName, UIUtils.MenuItemToggleStyle );
if( Event.current.button == Constants.FoldoutMouseId )
{
foldoutValue = value;
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
if( foldoutValue )
{
cachedColor = GUI.color;
GUI.color = new Color( cachedColor.r, cachedColor.g, cachedColor.b, ( EditorGUIUtility.isProSkin ? 0.5f : 0.25f ) );
{
EditorGUILayout.BeginVertical( UIUtils.MenuItemBackgroundStyle );
{
GUI.color = cachedColor;
DrawSection();
}
EditorGUILayout.EndVertical();
EditorGUILayout.Separator();
}
}
EditorGUI.indentLevel++;
}
EditorGUILayout.EndVertical();
}
GUILayout.EndHorizontal();
}
public static void DrawNestedPropertyGroup( ref bool foldoutValue, string sectionName, DrawPropertySection DrawSection, DrawPropertySection HeaderSection )
{
GUILayout.BeginHorizontal();
{
GUILayout.Space( 15 );
EditorGUILayout.BeginVertical( EditorStyles.helpBox );
Color cachedColor = GUI.color;
GUI.color = new Color( cachedColor.r, cachedColor.g, cachedColor.b, 0.5f );
EditorGUILayout.BeginHorizontal();
GUI.color = cachedColor;
bool value = GUILayout.Toggle( foldoutValue, sectionName, UIUtils.MenuItemToggleStyle );
if( Event.current.button == Constants.FoldoutMouseId )
{
foldoutValue = value;
}
HeaderSection();
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
if( foldoutValue )
{
cachedColor = GUI.color;
GUI.color = new Color( cachedColor.r, cachedColor.g, cachedColor.b, ( EditorGUIUtility.isProSkin ? 0.5f : 0.25f ) );
EditorGUILayout.BeginVertical( UIUtils.MenuItemBackgroundStyle );
GUI.color = cachedColor;
DrawSection();
EditorGUILayout.EndVertical();
EditorGUILayout.Separator();
}
EditorGUI.indentLevel++;
EditorGUILayout.EndVertical();
}
GUILayout.EndHorizontal();
}
public static void DrawNestedPropertyGroup( UndoParentNode owner, ref bool foldoutValue, ref bool enabledValue, string sectionName, DrawPropertySection DrawSection )
{
GUILayout.BeginHorizontal();
{
GUILayout.Space( 15 );
EditorGUILayout.BeginVertical( EditorStyles.helpBox );
Color cachedColor = GUI.color;
GUI.color = new Color( cachedColor.r, cachedColor.g, cachedColor.b, 0.5f );
EditorGUILayout.BeginHorizontal();
GUI.color = cachedColor;
bool value = GUILayout.Toggle( foldoutValue, sectionName, UIUtils.MenuItemToggleStyle );
if( Event.current.button == Constants.FoldoutMouseId )
{
foldoutValue = value;
}
value = ( (object)owner != null ) ? owner.GUILayoutToggle( enabledValue, string.Empty,UIUtils.MenuItemEnableStyle, GUILayout.Width( 16 ) ) :
GUILayout.Toggle( enabledValue, string.Empty, UIUtils.MenuItemEnableStyle, GUILayout.Width( 16 ) );
if( Event.current.button == Constants.FoldoutMouseId )
{
enabledValue = value;
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
if( foldoutValue )
{
cachedColor = GUI.color;
GUI.color = new Color( cachedColor.r, cachedColor.g, cachedColor.b, ( EditorGUIUtility.isProSkin ? 0.5f : 0.25f ) );
EditorGUILayout.BeginVertical( UIUtils.MenuItemBackgroundStyle );
GUI.color = cachedColor;
DrawSection();
EditorGUILayout.EndVertical();
EditorGUILayout.Separator();
}
EditorGUI.indentLevel++;
EditorGUILayout.EndVertical();
}
GUILayout.EndHorizontal();
}
public static void DrawPropertyGroup( ref bool foldoutValue, string sectionName, DrawPropertySection DrawSection )
{
Color cachedColor = GUI.color;
GUI.color = new Color( cachedColor.r, cachedColor.g, cachedColor.b, 0.5f );
EditorGUILayout.BeginHorizontal( UIUtils.MenuItemToolbarStyle );
GUI.color = cachedColor;
bool value = GUILayout.Toggle( foldoutValue, sectionName, UIUtils.MenuItemToggleStyle );
if( Event.current.button == Constants.FoldoutMouseId )
{
foldoutValue = value;
}
EditorGUILayout.EndHorizontal();
if( foldoutValue )
{
cachedColor = GUI.color;
GUI.color = new Color( cachedColor.r, cachedColor.g, cachedColor.b, ( EditorGUIUtility.isProSkin ? 0.5f : 0.25f ) );
EditorGUILayout.BeginVertical( UIUtils.MenuItemBackgroundStyle );
{
GUI.color = cachedColor;
EditorGUI.indentLevel++;
DrawSection();
EditorGUI.indentLevel--;
EditorGUILayout.Separator();
}
EditorGUILayout.EndVertical();
}
}
public static void DrawPropertyGroup( ref bool foldoutValue, string sectionName, DrawPropertySection DrawSection, DrawPropertySection HeaderSection )
{
Color cachedColor = GUI.color;
GUI.color = new Color( cachedColor.r, cachedColor.g, cachedColor.b, 0.5f );
EditorGUILayout.BeginHorizontal( UIUtils.MenuItemToolbarStyle );
GUI.color = cachedColor;
bool value = GUILayout.Toggle( foldoutValue, sectionName, UIUtils.MenuItemToggleStyle );
if( Event.current.button == Constants.FoldoutMouseId )
{
foldoutValue = value;
}
HeaderSection();
EditorGUILayout.EndHorizontal();
if( foldoutValue )
{
cachedColor = GUI.color;
GUI.color = new Color( cachedColor.r, cachedColor.g, cachedColor.b, ( EditorGUIUtility.isProSkin ? 0.5f : 0.25f ) );
EditorGUILayout.BeginVertical( UIUtils.MenuItemBackgroundStyle );
{
GUI.color = cachedColor;
EditorGUI.indentLevel++;
DrawSection();
EditorGUI.indentLevel--;
EditorGUILayout.Separator();
}
EditorGUILayout.EndVertical();
}
}
public static bool DrawPropertyGroup( UndoParentNode owner, ref bool foldoutValue, ref bool enabledValue, string sectionName, DrawPropertySection DrawSection )
{
bool enableChanged = false;
Color cachedColor = GUI.color;
GUI.color = new Color( cachedColor.r, cachedColor.g, cachedColor.b, 0.5f );
EditorGUILayout.BeginHorizontal( UIUtils.MenuItemToolbarStyle );
GUI.color = cachedColor;
bool value = GUILayout.Toggle( foldoutValue, sectionName, UIUtils.MenuItemToggleStyle, GUILayout.ExpandWidth( true ) );
if( Event.current.button == Constants.FoldoutMouseId )
{
foldoutValue = value;
}
EditorGUI.BeginChangeCheck();
value = ( (object)owner != null ) ? owner.EditorGUILayoutToggle( string.Empty, enabledValue, UIUtils.MenuItemEnableStyle, GUILayout.Width( 16 ) ) :
EditorGUILayout.Toggle( string.Empty, enabledValue, UIUtils.MenuItemEnableStyle, GUILayout.Width( 16 ) );
if( Event.current.button == Constants.FoldoutMouseId )
{
enabledValue = value;
}
if( EditorGUI.EndChangeCheck() )
{
enableChanged = true;
}
EditorGUILayout.EndHorizontal();
if( foldoutValue )
{
cachedColor = GUI.color;
GUI.color = new Color( cachedColor.r, cachedColor.g, cachedColor.b, ( EditorGUIUtility.isProSkin ? 0.5f : 0.25f ) );
EditorGUILayout.BeginVertical( UIUtils.MenuItemBackgroundStyle );
GUI.color = cachedColor;
EditorGUILayout.Separator();
EditorGUI.BeginDisabledGroup( !enabledValue );
EditorGUI.indentLevel += 1;
DrawSection();
EditorGUI.indentLevel -= 1;
EditorGUI.EndDisabledGroup();
EditorGUILayout.Separator();
EditorGUILayout.EndVertical();
}
return enableChanged;
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/NodeUtils.cs/0 | {
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| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Operators/FmodOpNode.cs.meta/0 | {
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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <[email protected]>
using UnityEngine;
using System;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttributes( "Divide", "Math Operators", "Division of two values ( A / B )", null, KeyCode.D )]
public sealed class SimpleDivideOpNode : DynamicTypeNode
{
protected override void CommonInit( int uniqueId )
{
m_dynamicRestrictions = new WirePortDataType[]
{
WirePortDataType.OBJECT,
WirePortDataType.FLOAT,
WirePortDataType.FLOAT2,
WirePortDataType.FLOAT3,
WirePortDataType.FLOAT4,
WirePortDataType.COLOR,
WirePortDataType.FLOAT3x3,
WirePortDataType.FLOAT4x4,
WirePortDataType.INT
};
base.CommonInit( uniqueId );
m_allowMatrixCheck = true;
m_previewShaderGUID = "409f06d00d1094849b0834c52791fa72";
}
public override string BuildResults( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
{
SetExtensibleInputData( outputId, ref dataCollector, ignoreLocalvar );
string result = "( " + m_extensibleInputResults[ 0 ];
for ( int i = 1; i < m_extensibleInputResults.Count; i++ )
{
result += " / " + m_extensibleInputResults[ i ];
}
result += " )";
return result;
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/SimpleNodes/SimpleDivideOpNode.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/SimpleNodes/SimpleDivideOpNode.cs",
"repo_id": "jynew",
"token_count": 503
} | 861 |
// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <[email protected]>
using UnityEngine;
using System;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttributes( "Panner", "UV Coordinates", "Pans UV texture coordinates according to its inputs" )]
public sealed class PannerNode : ParentNode
{
private const string _speedXStr = "Speed X";
private const string _speedYStr = "Speed Y";
//[SerializeField]
//private float m_speedX = 1f;
//[SerializeField]
//private float m_speedY = 1f;
private int m_cachedUsingEditorId = -1;
//private int m_cachedSpeedXId = -1;
//private int m_cachedSpeedYId = -1;
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
AddInputPort( WirePortDataType.FLOAT2, false, "UV" ,-1,MasterNodePortCategory.Fragment,0);
AddInputPort( WirePortDataType.FLOAT2, false, "Speed", -1, MasterNodePortCategory.Fragment, 2 );
AddInputPort( WirePortDataType.FLOAT, false, "Time", -1, MasterNodePortCategory.Fragment, 1 );
AddOutputPort( WirePortDataType.FLOAT2, "Out" );
m_textLabelWidth = 70;
// m_autoWrapProperties = true;
m_useInternalPortData = true;
m_previewShaderGUID = "6f89a5d96bdad114b9bbd0c236cac622";
m_inputPorts[ 2 ].FloatInternalData = 1;
}
//public override void DrawProperties()
//{
// base.DrawProperties();
// m_speedX = EditorGUILayoutFloatField( _speedXStr, m_speedX );
// m_speedY = EditorGUILayoutFloatField( _speedYStr, m_speedY );
//}
public override void SetPreviewInputs()
{
base.SetPreviewInputs();
if ( m_cachedUsingEditorId == -1 )
m_cachedUsingEditorId = Shader.PropertyToID( "_UsingEditor" );
//if ( m_cachedSpeedXId == -1 )
// m_cachedSpeedXId = Shader.PropertyToID( "_SpeedX" );
//if ( m_cachedSpeedYId == -1 )
// m_cachedSpeedYId = Shader.PropertyToID( "_SpeedY" );
PreviewMaterial.SetFloat( m_cachedUsingEditorId, ( m_inputPorts[ 2 ].IsConnected ? 0 : 1 ) );
//PreviewMaterial.SetFloat( m_cachedSpeedXId, m_speedX );
//PreviewMaterial.SetFloat( m_cachedSpeedYId, m_speedY );
}
public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
{
if( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) )
return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
string timePort = m_inputPorts[ 2 ].GeneratePortInstructions( ref dataCollector );
if( !m_inputPorts[ 2 ].IsConnected )
{
if( !( dataCollector.IsTemplate && dataCollector.IsSRP ) )
dataCollector.AddToIncludes( UniqueId, Constants.UnityShaderVariables );
timePort += " * _Time.y";
}
string speed = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector );
string result = "( " + timePort + " * " + speed + " + " + m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ) + ")";
RegisterLocalVariable( 0, result, ref dataCollector, "panner" + OutputId );
return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
}
public override void ReadFromString( ref string[] nodeParams )
{
base.ReadFromString( ref nodeParams );
if( UIUtils.CurrentShaderVersion() < 13107 )
{
// The internal data for the new port can be set in here since it didn't existed
// on older shader versions
float speedX = Convert.ToSingle( GetCurrentParam( ref nodeParams ) );
float speedY = Convert.ToSingle( GetCurrentParam( ref nodeParams ) );
m_inputPorts[ 1 ].Vector2InternalData = new Vector2( speedX, speedY );
}
}
public override void ReadInputDataFromString( ref string[] nodeParams )
{
base.ReadInputDataFromString( ref nodeParams );
if( UIUtils.CurrentShaderVersion() < 13107 )
{
//Time Port must be rewritten after internal data is read
// already existed in previous shaders
m_inputPorts[ 2 ].FloatInternalData = 1;
}
}
public override void WriteToString( ref string nodeInfo, ref string connectionsInfo )
{
base.WriteToString( ref nodeInfo, ref connectionsInfo );
//IOUtils.AddFieldValueToString( ref nodeInfo, m_speedX );
//IOUtils.AddFieldValueToString( ref nodeInfo, m_speedY );
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Textures/PannerNode.cs/0 | {
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"repo_id": "jynew",
"token_count": 1555
} | 862 |
// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <[email protected]>
using System;
namespace AmplifyShaderEditor
{
[NodeAttributes( "Unpack Scale Normal", "Textures", "Applies UnpackNormal/UnpackScaleNormal function" )]
[Serializable]
public class UnpackScaleNormalNode : ParentNode
{
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
AddInputPort( WirePortDataType.FLOAT4, false, "Value" );
AddInputPort( WirePortDataType.FLOAT, false, "Scale" );
m_inputPorts[ 1 ].FloatInternalData = 1;
AddOutputVectorPorts( WirePortDataType.FLOAT3, "XYZ" );
m_useInternalPortData = true;
m_previewShaderGUID = "8b0ae05e25d280c45af81ded56f8012e";
}
public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
{
string src = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
bool isScaledNormal = false;
if ( m_inputPorts[ 1 ].IsConnected )
{
isScaledNormal = true;
}
else
{
if ( m_inputPorts[ 1 ].FloatInternalData != 1 )
{
isScaledNormal = true;
}
}
string normalMapUnpackMode = string.Empty;
string scaleValue = isScaledNormal?m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector ):"1.0";
normalMapUnpackMode = string.Format( TemplateHelperFunctions.CreateUnpackNormalStr( dataCollector, isScaledNormal, scaleValue ), src);
if( isScaledNormal && !( dataCollector.IsTemplate && dataCollector.IsSRP ) )
{
dataCollector.AddToIncludes( UniqueId, Constants.UnityStandardUtilsLibFuncs );
}
int outputUsage = 0;
for ( int i = 0; i < m_outputPorts.Count; i++ )
{
if ( m_outputPorts[ i ].IsConnected )
outputUsage += 1;
}
if ( outputUsage > 1 )
{
string varName = "localUnpackNormal" + UniqueId;
dataCollector.AddLocalVariable( UniqueId, "float3 " + varName + " = " + normalMapUnpackMode + ";" );
return GetOutputVectorItem( 0, outputId, varName );
}
else
{
return GetOutputVectorItem( 0, outputId, normalMapUnpackMode );
}
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Textures/UnpackScaleNormalNode.cs/0 | {
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namespace AmplifyShaderEditor
{
public class TessellationParentNode : ParentNode
{
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
m_useInternalPortData = true;
}
public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
{
if ( dataCollector.PortCategory != MasterNodePortCategory.Tessellation )
{
UIUtils.ShowMessage( m_nodeAttribs.Name + " can only be used on Master Node Tessellation port" );
return "(-1)";
}
return BuildTessellationFunction( ref dataCollector );
}
protected virtual string BuildTessellationFunction( ref MasterNodeDataCollector dataCollector )
{
return string.Empty;
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Vertex/Tessellation/TessellationParentNode.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Vertex/Tessellation/TessellationParentNode.cs",
"repo_id": "jynew",
"token_count": 250
} | 865 |
// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <[email protected]>
using UnityEngine;
using System.Collections.Generic;
namespace AmplifyShaderEditor
{
public class PreMadeShaders
{
public static readonly string FlatColorSequenceId = "Flat Color";
private Dictionary<string, ActionSequence> m_actionLib;
public PreMadeShaders()
{
m_actionLib = new Dictionary<string, ActionSequence>();
ActionSequence sequence = new ActionSequence( FlatColorSequenceId );
sequence.AddToSequence( new CreateNodeActionData( 1, typeof( ColorNode ), new Vector2( -250, 125 ) ) );
sequence.AddToSequence( new CreateConnectionActionData( 0, 4, 1, 0 ) );
m_actionLib.Add( sequence.Name, sequence );
}
public ActionSequence GetSequence( string name )
{
if ( m_actionLib.ContainsKey( name ) )
{
return m_actionLib[ name ];
}
return null;
}
public void Destroy()
{
var items = m_actionLib.GetEnumerator();
while ( items.MoveNext() )
{
items.Current.Value.Destroy();
}
m_actionLib.Clear();
m_actionLib = null;
}
public ActionSequence FlatColorSequence
{
get { return m_actionLib[ FlatColorSequenceId ]; }
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/PreMadeShaders.cs/0 | {
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"repo_id": "jynew",
"token_count": 445
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"repo_id": "jynew",
"token_count": 100
} | 869 |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace AmplifyShaderEditor
{
[CustomEditor( typeof( Texture2DArray ) )]
public class CustomTexture2DArrayInspector : UnityEditor.Editor
{
Texture2DArray m_target;
[SerializeField]
float m_index;
Shader m_textureArrayPreview;
Material m_previewMaterial;
GUIStyle slider = null;
GUIStyle thumb = null;
GUIContent m_allButton = null;
[SerializeField]
bool m_seeAll;
void OnEnable()
{
m_target = ( target as Texture2DArray );
m_textureArrayPreview = AssetDatabase.LoadAssetAtPath<Shader>( AssetDatabase.GUIDToAssetPath( "610c24aad350fba4583068c6c22fa428" ) );
m_previewMaterial = new Material( m_textureArrayPreview );
slider = null;
thumb = null;
}
public override void OnPreviewGUI( Rect r, GUIStyle background )
{
base.OnPreviewGUI( r, background );
m_previewMaterial.SetTexture( "_MainTex", m_target );
m_previewMaterial.SetFloat( "_Index", m_index );
EditorGUI.DrawPreviewTexture( r, m_target, m_previewMaterial, ScaleMode.ScaleToFit, 1f );
}
private void OnDisable()
{
DestroyImmediate( m_previewMaterial );
m_previewMaterial = null;
}
public override void OnInspectorGUI()
{
if( slider == null )
slider = "preSlider";
if( thumb == null )
thumb = "preSliderThumb";
if( m_allButton == null )
m_allButton = EditorGUIUtility.IconContent( "PreTextureMipMapLow" );
base.OnInspectorGUI();
}
public override bool HasPreviewGUI()
{
return true;
}
public override void OnPreviewSettings()
{
base.OnPreviewSettings();
m_seeAll = GUILayout.Toggle( m_seeAll, m_allButton, "preButton" );
EditorGUI.BeginDisabledGroup( m_seeAll );
m_index = Mathf.Round( GUILayout.HorizontalSlider( m_index, 0, m_target.depth - 1, slider, thumb ) );
EditorGUI.EndDisabledGroup();
}
public override void OnInteractivePreviewGUI( Rect r, GUIStyle background )
{
//base.OnInteractivePreviewGUI( r, background );
if( m_seeAll )
{
int columns = Mathf.CeilToInt( Mathf.Sqrt( m_target.depth ) );
float sizeX = r.width / columns - 20;
float centerY = ( columns * columns ) - m_target.depth;
int rows = columns;
if( centerY >= columns )
rows--;
float sizeY = ( r.height - 16 ) / rows - 15;
if( centerY >= columns )
centerY = sizeY * 0.5f;
else
centerY = 0;
Rect smallRect = r;
if( rows > 1 )
smallRect.y += ( 15 / ( rows - 1 ) );
else
smallRect.y += 15;
smallRect.x = r.x + 10;
smallRect.width = sizeX;
smallRect.height = sizeY;
for( int i = 0; i < m_target.depth; i++ )
{
m_previewMaterial.SetTexture( "_MainTex", m_target );
m_previewMaterial.SetFloat( "_Index", i );
EditorGUI.DrawPreviewTexture( smallRect, m_target, m_previewMaterial, ScaleMode.ScaleToFit, 1 );
Rect dropRect = smallRect;
float diff = smallRect.height - smallRect.width;
if( diff > 0 )
dropRect.y -= diff * 0.5f;
dropRect.y += 16;
EditorGUI.DropShadowLabel( dropRect, "[" + i + "]" );
smallRect.x += sizeX + 20;
if( ( ( i + 1 ) % ( columns ) ) == 0 )
{
smallRect.x = r.x + 10;
smallRect.height = sizeY;
smallRect.y += sizeY + 30;
}
}
}
else
{
m_previewMaterial.SetTexture( "_MainTex", m_target );
m_previewMaterial.SetFloat( "_Index", m_index );
EditorGUI.DrawPreviewTexture( r, m_target, m_previewMaterial, ScaleMode.ScaleToFit, 1f );
EditorGUI.DropShadowLabel( r, "[" + m_index + "]" );
}
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/CustomTexture2DArrayInspector.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/CustomTexture2DArrayInspector.cs",
"repo_id": "jynew",
"token_count": 1497
} | 870 |
using UnityEngine;
namespace AmplifyShaderEditor
{
public static class RectExtension
{
private static Rect ValidateBoundaries( this Rect thisRect )
{
if ( thisRect.yMin > thisRect.yMax )
{
float yMin = thisRect.yMin;
thisRect.yMin = thisRect.yMax;
thisRect.yMax = yMin;
}
if ( thisRect.xMin > thisRect.xMax )
{
float xMin = thisRect.xMin;
thisRect.xMin = thisRect.xMax;
thisRect.xMax = xMin;
}
return thisRect;
}
public static bool Includes( this Rect thisRect , Rect other )
{
thisRect = thisRect.ValidateBoundaries();
other = other.ValidateBoundaries();
if ( other.xMin >= thisRect.xMin && other.xMax <= thisRect.xMax )
{
if ( other.yMin >= thisRect.yMin && other.yMax <= thisRect.yMax )
{
return true;
}
}
return false;
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/RectExtension.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/RectExtension.cs",
"repo_id": "jynew",
"token_count": 359
} | 871 |
fileFormatVersion: 2
guid: 0932db7ec1402c2489679c4b72eab5eb
folderAsset: yes
timeCreated: 1481126943
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources.meta/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources.meta",
"repo_id": "jynew",
"token_count": 76
} | 872 |
Shader "Hidden/AbsOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return abs(tex2D( _A, i.uv ));
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_AbsOpNode.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_AbsOpNode.shader",
"repo_id": "jynew",
"token_count": 174
} | 873 |
Shader "Hidden/ColorSpaceDouble"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
float4 frag( v2f_img i ) : SV_Target
{
return unity_ColorSpaceDouble;
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ColorSpaceDouble.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ColorSpaceDouble.shader",
"repo_id": "jynew",
"token_count": 129
} | 874 |
Shader "Hidden/DesaturateNode"
{
Properties
{
_A ( "_RBG", 2D ) = "white" {}
_B ( "_Fraction", 2D ) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
uniform sampler2D _A;
uniform sampler2D _B;
float4 frag ( v2f_img i ) : SV_Target
{
float3 rgb = tex2D ( _A, i.uv ).rgb;
float fraction = tex2D ( _B, i.uv ).r;
float dotResult = dot ( rgb, float3( 0.299, 0.587, 0.114 ) );
float3 finalColor = lerp ( rgb, dotResult.xxx, fraction );
return float4( finalColor, 1 );
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DesaturateNode.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DesaturateNode.shader",
"repo_id": "jynew",
"token_count": 311
} | 875 |
Shader "Hidden/FunctionInputNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
int _Type;
float4 frag(v2f_img i) : SV_Target
{
if( _Type == 1 )
{
return tex2D( _A, i.uv ).r;
} else if( _Type == 2 )
{
return float4(tex2D( _A, i.uv ).rg,0,0);
} else if( _Type == 3 )
{
return float4(tex2D( _A, i.uv ).rgb,0);
}
else
{
return tex2D( _A, i.uv );
}
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_FunctionInputNode.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_FunctionInputNode.shader",
"repo_id": "jynew",
"token_count": 336
} | 876 |
Shader "Hidden/IndirectSpecularLight"
{
Properties
{
_Skybox("_Skybox", CUBE) = "white" {}
_A ("Normal", 2D) = "white" {}
_B ("Smoothness", 2D) = "white" {}
_C ("Occlusion", 2D) = "white" {}
}
SubShader
{
Pass // not connected
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
uniform samplerCUBE _Skybox;
sampler2D _A;
sampler2D _B;
sampler2D _C;
float4 frag(v2f_img i) : SV_Target
{
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 worldNormal = normalize(float3(xy, z));
float3 vertexPos = float3(xy, z);
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float3 worldRefl = -worldViewDir;
worldRefl = normalize(reflect( worldRefl, worldNormal ));
float3 sky = texCUBElod( _Skybox, float4(worldRefl, (1-saturate(tex2D(_B,i.uv).r)) * 6) ).rgb;
return float4(sky * tex2D(_C,i.uv).r, 1);
}
ENDCG
}
Pass // connected
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
uniform samplerCUBE _Skybox;
sampler2D _A;
sampler2D _B;
sampler2D _C;
float4 frag(v2f_img i) : SV_Target
{
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 normal = normalize(vertexPos);
float3 worldNormal = UnityObjectToWorldNormal(normal);
float3 tangent = normalize(float3( -z, xy.y*0.01, xy.x ));
float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz;
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float3 worldTangent = UnityObjectToWorldDir(tangent);
float tangentSign = -1;
float3 worldBinormal = normalize( cross(worldNormal, worldTangent) * tangentSign);
float4 tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
float4 tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
float4 tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
float3 worldRefl = -worldViewDir;
float2 sphereUVs = i.uv;
sphereUVs.x = atan2(vertexPos.x, -vertexPos.z) / (UNITY_PI) + 0.5;
// Needs further checking
//float3 tangentNormal = tex2Dlod(_A, float4(sphereUVs,0,0)).xyz;
float3 tangentNormal = tex2D(_A, sphereUVs).xyz;
worldRefl = reflect( worldRefl, half3( dot( tSpace0.xyz, tangentNormal ), dot( tSpace1.xyz, tangentNormal ), dot( tSpace2.xyz, tangentNormal ) ) );
float3 sky = texCUBElod( _Skybox, float4(worldRefl, (1-saturate(tex2D(_B,i.uv).r)) * 6) ).rgb;
return float4(sky * tex2D(_C,i.uv).r, 1);
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectSpecularLight.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectSpecularLight.shader",
"repo_id": "jynew",
"token_count": 1321
} | 877 |
Shader "Hidden/LinearToGammaNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
float4 c = tex2D( _A, i.uv );
c.rgb = LinearToGammaSpace( c.rgb );
return c;
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_LinearToGammaNode.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_LinearToGammaNode.shader",
"repo_id": "jynew",
"token_count": 207
} | 878 |
Shader "Hidden/NormalizeNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return normalize(tex2D( _A, i.uv ));
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_NormalizeNode.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_NormalizeNode.shader",
"repo_id": "jynew",
"token_count": 175
} | 879 |
Shader "Hidden/PiNode"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return tex2D( _A, i.uv ).r * UNITY_PI;
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_PiNode.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_PiNode.shader",
"repo_id": "jynew",
"token_count": 151
} | 880 |
Shader "Hidden/ReflectOpNode"
{
Properties
{
_A ("_Incident", 2D) = "white" {}
_B ("_Normal", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float4 b = tex2D( _B, i.uv );
return reflect(a, b);
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ReflectOpNode.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ReflectOpNode.shader",
"repo_id": "jynew",
"token_count": 237
} | 881 |
Shader "Hidden/SaturateNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
return saturate(tex2D( _A, i.uv ));
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SaturateNode.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SaturateNode.shader",
"repo_id": "jynew",
"token_count": 176
} | 882 |
Shader "Hidden/SimpleMaxOp"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
float4 frag(v2f_img i) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float4 b = tex2D( _B, i.uv );
return max( a, b );
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SimpleMaxOp.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SimpleMaxOp.shader",
"repo_id": "jynew",
"token_count": 235
} | 883 |
Shader "Hidden/SinTimeNode"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
float _EditorTime;
float4 frag( v2f_img i ) : SV_Target
{
float4 t = _EditorTime;
t.x = _EditorTime / 8;
t.y = _EditorTime / 4;
t.z = _EditorTime / 2;
return sin(t);
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SinTimeNode.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SinTimeNode.shader",
"repo_id": "jynew",
"token_count": 194
} | 884 |
Shader "Hidden/SwitchByFaceNode"
{
Properties
{
_A ("_Front", 2D) = "white" {}
_B ("_Back", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
float4 frag( v2f_img i, half ase_vface : VFACE ) : SV_Target
{
float4 front = tex2D( _A, i.uv );
float4 back = tex2D( _B, i.uv );
return ( ( ase_vface > 0 ) ? ( front ) : ( back ) );
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SwitchByFaceNode.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SwitchByFaceNode.shader",
"repo_id": "jynew",
"token_count": 259
} | 885 |
Shader "Hidden/TangentVertexDataNode"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
float4 frag( v2f_img i ) : SV_Target
{
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 tangent = normalize(float3( -z, xy.y*0.01, xy.x ));
return float4((tangent), 1);
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_TangentVertexDataNode.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_TangentVertexDataNode.shader",
"repo_id": "jynew",
"token_count": 211
} | 886 |
Shader "Hidden/TexturePropertyNode"
{
Properties
{
_Sampler ("_Sampler", 2D) = "white" {}
_Sampler3D ("_Sampler3D", 3D) = "white" {}
_Array ("_Array", 2DArray) = "white" {}
_Cube( "_Cube", CUBE) = "white" {}
_Default ("_Default", Int) = 0
_Type ("_Type", Int) = 0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma exclude_renderers d3d9
#pragma target 3.5
#include "UnityCG.cginc"
UNITY_DECLARE_TEX2DARRAY( _Array );
samplerCUBE _Cube;
sampler2D _Sampler;
sampler3D _Sampler3D;
int _Default;
int _Type;
float4 frag( v2f_img i ) : SV_Target
{
if(_Default == 1)
{
return 1;
}
else if(_Default == 2)
{
return 0;
}
else if(_Default == 3)
{
return 0.5f;
}
else if(_Default == 4)
{
return float4(0.5,0.5,1,1);
}
else
{
if( _Type == 4 )
return UNITY_SAMPLE_TEX2DARRAY( _Array, float3( i.uv, 0 ) );
else if( _Type == 3 )
return texCUBE( _Cube, float3(i.uv,0) );
else if( _Type == 2 )
return tex3D( _Sampler3D, float3(i.uv,0) );
else
return tex2D( _Sampler, i.uv);
}
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_TexturePropertyNode.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_TexturePropertyNode.shader",
"repo_id": "jynew",
"token_count": 658
} | 887 |
Shader "Hidden/Vector4Node"
{
Properties {
_InputVector ("_InputVector", Vector) = (0,0,0,0)
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
float4 _InputVector;
float4 frag( v2f_img i ) : SV_Target
{
return _InputVector;
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_Vector4Node.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_Vector4Node.shader",
"repo_id": "jynew",
"token_count": 168
} | 888 |
Shader "Hidden/WorldNormalVector"
{
Properties
{
_A ("_WorldNormal", 2D) = "white" {}
}
SubShader
{
Pass //not connected
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
float4 frag(v2f_img i) : SV_Target
{
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 worldNormal = normalize(float3(xy, z));
return float4(worldNormal, 1);
}
ENDCG
}
Pass //connected
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 normal = normalize(vertexPos);
float3 worldNormal = UnityObjectToWorldNormal(normal);
float3 tangent = normalize(float3( -z, xy.y*0.01, xy.x ));
float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz;
float3 worldTangent = UnityObjectToWorldDir(tangent);
float tangentSign = -1;
float3 worldBinormal = normalize( cross(worldNormal, worldTangent) * tangentSign);
float4 tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
float4 tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
float4 tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
float2 sphereUVs = i.uv;
sphereUVs.x = (atan2(vertexPos.x, -vertexPos.z) / (UNITY_PI) + 0.5);
// Needs further checking
//float3 tangentNormal = tex2Dlod(_A, float4(sphereUVs,0,0)).xyz;
float3 tangentNormal = tex2D(_A, sphereUVs).xyz;
worldNormal = fixed3( dot( tSpace0.xyz, tangentNormal ), dot( tSpace1.xyz, tangentNormal ), dot( tSpace2.xyz, tangentNormal ) );
return float4(worldNormal, 1);
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_WorldNormalVector.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_WorldNormalVector.shader",
"repo_id": "jynew",
"token_count": 850
} | 889 |
Shader "Hidden/WorldTransformParams"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
float4 frag( v2f_img i ) : SV_Target
{
return unity_WorldTransformParams;
}
ENDCG
}
}
}
| jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_WorldTransformParams.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_WorldTransformParams.shader",
"repo_id": "jynew",
"token_count": 131
} | 890 |
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| jynew/jyx2/Assets/3rd/Animancer/Examples/01 Basics/02 Playing And Fading/Playing And Fading.unity/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using System;
using UnityEngine;
namespace Animancer.Examples.Basics
{
/// <summary>
/// Demonstrates how to use a <see cref="NamedAnimancerComponent"/> to play animations by name.
/// </summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/basics/named-animations">Named Animations</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.Basics/NamedAnimations
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Basics - Named Animations")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Basics) + "/" + nameof(NamedAnimations))]
public sealed class NamedAnimations : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private NamedAnimancerComponent _Animancer;
[SerializeField] private AnimationClip _Walk;
[SerializeField] private AnimationClip _Run;
/************************************************************************************************************************/
// Idle.
/************************************************************************************************************************/
// Called by a UI Button.
/// <summary>
/// Plays the idle animation by name. This requires the animation to already have a state in the
/// <see cref="NamedAnimancerComponent"/>, which has already been done in this example by adding it to the
/// <see cref="NamedAnimancerComponent.Animations"/> list in the Inspector.
/// <para></para>
/// If it has not been added, this method will simply do nothing.
/// </summary>
public void PlayIdle()
{
_Animancer.TryPlay("Humanoid-Idle");
}
/************************************************************************************************************************/
// Walk.
/************************************************************************************************************************/
// Called by a UI Button.
/// <summary>
/// Plays the walk animation by name. Unlike the idle animation, this one has not been added to the
/// Inspector list so it will not exist and this method will log a warning unless you call
/// <see cref="InitialiseWalkState"/> first.
/// </summary>
public void PlayWalk()
{
var state = _Animancer.TryPlay("Humanoid-Walk");
if (state == null)
Debug.LogWarning("No state has been registered with 'Humanoid-Walk' as its key yet.");
// _Animancer.TryPlay(_Walk.name); would also work,
// but if we are going to use the clip we should really just use _Animancer.Play(_Walk);
}
/************************************************************************************************************************/
// Called by a UI Button.
/// <summary>
/// Creates a state for the walk animation so that <see cref="PlayWalk"/> can play it.
/// </summary>
/// <remarks>
/// Calling this method more than once will throw an <see cref="ArgumentException"/> because a state already
/// exists with the key it's trying to use (the animation's name).
/// <para></para>
/// If we wanted to allow repeated calls we could use
/// <see cref="AnimancerLayer.GetOrCreateState(AnimationClip, bool)"/> instead, which would create a state the
/// first time then return the same one every time after that.
/// <para></para>
/// If we wanted to actually create multiple states for the same animation, we would have to use the optional
/// `key` parameter to specify a different key for each of them.
/// </remarks>
public void InitialiseWalkState()
{
_Animancer.States.Create(_Walk);
Debug.Log("Created a state to play " + _Walk, this);
}
/************************************************************************************************************************/
// Run.
/************************************************************************************************************************/
// Called by a UI Button.
/// <summary>
/// Plays the run animation using a direct reference to show that the ability to play animations by
/// name in a <see cref="NamedAnimancerComponent"/> does not prevent it from also using direct references like
/// the base <see cref="AnimancerComponent"/>.
/// </summary>
public void PlayRun()
{
_Animancer.Play(_Run);
// What actually happens internally looks more like this:
// object key = _Animancer.GetKey(_Run);
// var state = _Animancer.GetOrCreate(key, _Run);
// _Animancer.Play(state);
// The base AnimancerComponent.GetKey returns the AnimationClip to use as its own key, but
// NamedAnimancerComponent overrides it to instead return the clip's name. This is a bit less
// efficient, but it allows us to use clips (like we are here) or names (like with the idle)
// interchangeably.
// After the 'Run' state has been created, we could do any of the following:
// _Animancer.GetState(_Run) or GetState("Run").
// _Animancer.Play(_Run) or Play("Run").
// Same for CrossFade, and CrossFadeFromStart.
}
/************************************************************************************************************************/
}
}
| jynew/jyx2/Assets/3rd/Animancer/Examples/01 Basics/04 Named Animations/NamedAnimations.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using Animancer.Examples.FineControl;
using UnityEngine;
namespace Animancer.Examples.Locomotion
{
/// <summary>
/// A <see cref="SpiderBot"/> with a <see cref="MixerState.Transition2D"/> and <see cref="Rigidbody"/> to allow the
/// bot to move in any direction.
/// </summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/locomotion/directional-blending">Directional Blending</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.Locomotion/SpiderBotAdvanced
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Locomotion - Spider Bot Advanced")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Locomotion) + "/" + nameof(SpiderBotAdvanced))]
public sealed class SpiderBotAdvanced : SpiderBot
{
/************************************************************************************************************************/
[SerializeField] private Rigidbody _Body;
[SerializeField] private float _TurnSpeed = 90;
[SerializeField] private float _MovementSpeed = 1.5f;
[SerializeField] private float _SprintMultiplier = 2;
/************************************************************************************************************************/
[SerializeField]
private MixerState.Transition2D _Move;
protected override ITransition MovementAnimation => _Move;
/************************************************************************************************************************/
private Vector3 _MovementDirection;
protected override bool IsMoving => _MovementDirection != Vector3.zero;
/************************************************************************************************************************/
protected override void Awake()
{
base.Awake();
// Create the movement state but don't play it yet.
// This ensures that we can access _MovementAnimation.State in other methods before actually playing it.
Animancer.States.GetOrCreate(_Move);
}
/************************************************************************************************************************/
protected override void Update()
{
// Calculate the movement direction and call the base method to wake up or go to sleep if necessary.
_MovementDirection = GetMovementDirection();
base.Update();
// If the movement state is playing and not fading out:
if (_Move.State.IsActive)
{
// Rotate towards the same Y angle as the camera.
var eulerAngles = transform.eulerAngles;
var targetEulerY = Camera.main.transform.eulerAngles.y;
eulerAngles.y = Mathf.MoveTowardsAngle(eulerAngles.y, targetEulerY, _TurnSpeed * Time.deltaTime);
transform.eulerAngles = eulerAngles;
// The movement direction is in world space, so we need to convert it to local space to be appropriate
// for the current rotation by using dot-products to determine how much of that direction lies along
// each axis. This would be unnecessary if we did not rotate at all.
_Move.State.Parameter = new Vector2(
Vector3.Dot(transform.right, _MovementDirection),
Vector3.Dot(transform.forward, _MovementDirection));
// Set its speed depending on whether you are sprinting or not.
var isSprinting = Input.GetMouseButton(0);
_Move.State.Speed = isSprinting ? _SprintMultiplier : 1;
}
else// Otherwise stop it entirely.
{
_Move.State.Parameter = Vector2.zero;
_Move.State.Speed = 0;
}
}
/************************************************************************************************************************/
private Vector3 GetMovementDirection()
{
// Get a ray from the main camera in the direction of the mouse cursor.
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
// Do a raycast with it and stop trying to move it it does not hit anything.
// Note that this object is set to the Ignore Raycast layer so that the raycast will not hit it.
if (!Physics.Raycast(ray, out var raycastHit))// Note the exclamation mark !
return Vector3.zero;
// If the ray hit something, calculate the horizontal direction from this object to that point.
var direction = raycastHit.point - transform.position;
direction.y = 0;
// If we are close to the destination, stop moving.
// We could use an arbitrary small value like 0.1, but that would not work if the speed is too high.
// Instead, we can calculate the distance it will actually move in a single frame at max speed to determine
// if it would arrive or pass the destination next frame.
var distance = direction.magnitude;
if (distance < _MovementSpeed * _SprintMultiplier * Time.fixedDeltaTime)
{
return Vector3.zero;
}
else
{
// Otherwise normalize the direction so that we do not change speed based on distance.
// Calling direction.Normalize() would do the same thing, but would calculate the magnitude again.
return direction / distance;
}
}
/************************************************************************************************************************/
private void FixedUpdate()
{
// Move the rigidbody in the desired direction.
_Body.velocity = _MovementDirection * _Move.State.Speed * _MovementSpeed;
}
/************************************************************************************************************************/
}
}
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Examples.Events
{
/// <summary>A <see cref="GolfHitController"/> that uses Animation Events.</summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/events/golf">Golf Events</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.Events/GolfHitControllerAnimation
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Golf Events - Animation")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Events) + "/" + nameof(GolfHitControllerAnimation))]
public sealed class GolfHitControllerAnimation : GolfHitController
{
/************************************************************************************************************************/
/// <summary>
/// Calls the base <see cref="GolfHitController.Awake"/> method and register
/// <see cref="GolfHitController.EndSwing"/> to be called whenever the swing animation ends.
/// <para></para>
/// Normally Animancer could call the registered method at the End Time defined in the transition, but in this
/// case the <see cref="AnimationClip"/> used with this script has an Animation Event with the Function Name
/// "End", which will execute the registered method when that event time passes.
/// </summary>
protected override void Awake()
{
base.Awake();
_Swing.Events.OnEnd = EndSwing;
}
/************************************************************************************************************************/
/// <summary>
/// Calls <see cref="GolfHitController.HitBall"/>. The <see cref="AnimationClip"/> used with this script has an
/// Animation Event with the Function Name "Event", which will cause it to execute this method.
/// <para></para>
/// Normally you would just have the event use "HitBall" as its Function Name directly, but the same animation
/// is also being used for <see cref="GolfHitControllerAnimationSimple"/> which relies on the Function Name
/// being "Event".
/// </summary>
private void Event()
{
HitBall();
}
/************************************************************************************************************************/
/// <summary>Calls <see cref="EndEventReceiver.End"/>.</summary>
/// <remarks>
/// Called by Animation Events with the Function Name "End".
/// <para></para>
/// Note that Unity will allocate some garbage every time it triggers an Animation Event with an
/// <see cref="AnimationEvent"/> parameter.
/// </remarks>
private void End(AnimationEvent animationEvent)
{
EndEventReceiver.End(_Animancer, animationEvent);
}
/************************************************************************************************************************/
}
}
| jynew/jyx2/Assets/3rd/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimation.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using System;
using UnityEngine;
using UnityEngine.UI;
namespace Animancer.Examples.StateMachines.GameManager
{
/// <summary>A game manager that acts as an enum-based state machine.</summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/game-manager">Game Manager</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.GameManager/GameManagerEnum
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Manager - Enum")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(GameManager) + "/" + nameof(GameManagerEnum))]
public sealed class GameManagerEnum : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private Transform _Camera;
[SerializeField] private float _IntroductionOrbitSpeed = 45;
[SerializeField] private float _IntroductionOrbitRadius = 3;
[SerializeField] private Vector3 _ReadyCameraPosition = new Vector3(0.25f, 1, -2);
[SerializeField] private Vector3 _ReadyCameraRotation = Vector3.zero;
[SerializeField] private float _CameraTurnSpeedFactor = 5;
[SerializeField] private Text _Text;
[SerializeField] private Image _FadeImage;
[SerializeField] private float _FadeSpeed = 2;
[SerializeField] private Events.GolfHitController _Golfer;
[SerializeField] private Rigidbody _Ball;
/************************************************************************************************************************/
public enum State
{
/// <summary>Camera orbiting the player, waiting for the player to click.</summary>
Introduction,
/// <summary>Waiting for player input to hit the ball.</summary>
Ready,
/// <summary>Waiting the the character to hit the ball and the ball to stop.</summary>
Action,
/// <summary>Fading the screen to black.</summary>
FadeOut,
/// <summary>Fading the screen back in after resetting the ball.</summary>
FadeIn,
}
/************************************************************************************************************************/
private State _CurrentState;
public State CurrentState
{
get => _CurrentState;
set
{
_CurrentState = value;
OnEnterState();
}
}
/************************************************************************************************************************/
private void Awake()
{
OnEnterState();
}
/************************************************************************************************************************/
private void OnEnterState()
{
switch (_CurrentState)
{
case State.Introduction:
_Text.gameObject.SetActive(true);
_Text.text = "Welcome to the Game Manager example\nClick to start playing";
_FadeImage.gameObject.SetActive(false);
_Golfer.EndSwing();
break;
case State.Ready:
_Camera.position = _ReadyCameraPosition;
_Camera.eulerAngles = _ReadyCameraRotation;
_Text.gameObject.SetActive(true);
_Text.text = "Click to hit the ball";
_FadeImage.gameObject.SetActive(false);
_Golfer.enabled = true;
break;
case State.Action:
_Text.gameObject.SetActive(true);
_FadeImage.gameObject.SetActive(false);
_Golfer.enabled = false;
break;
case State.FadeOut:
_Text.gameObject.SetActive(false);
_FadeImage.gameObject.SetActive(true);
_FadeImage.color = new Color(0, 0, 0, 0);
break;
case State.FadeIn:
_Camera.position = _ReadyCameraPosition;
_Camera.eulerAngles = _ReadyCameraRotation;
_Text.gameObject.SetActive(false);
_FadeImage.gameObject.SetActive(true);
_FadeImage.color = new Color(0, 0, 0, 1);
_Golfer.ReturnToReady();
break;
}
}
/************************************************************************************************************************/
private void Update()
{
switch (_CurrentState)
{
case State.Introduction:
var euler = _Camera.eulerAngles;
euler.y += _IntroductionOrbitSpeed * Time.deltaTime;
_Camera.eulerAngles = euler;
var lookAt = _Golfer.transform.position;
lookAt.y += 1;
_Camera.position = lookAt - _Camera.forward * _IntroductionOrbitRadius;
if (Input.GetMouseButtonUp(0))
CurrentState = State.Ready;
break;
case State.Ready:
// The GolfHitController handles its own input now that it's enabled.
// So we just wait for it to change states.
if (_Golfer.CurrentState != Events.GolfHitController.State.Ready)
CurrentState = State.Action;
break;
case State.Action:
_Text.text = $"Wait for the ball to stop\nCurrent Speed: {_Ball.velocity.magnitude:0.00}m/s";
var targetRotation = Quaternion.LookRotation(_Ball.position - _Camera.position);
_Camera.rotation = Quaternion.Slerp(_Camera.rotation, targetRotation, _CameraTurnSpeedFactor * Time.deltaTime);
if (_Golfer.CurrentState == Events.GolfHitController.State.Idle &&
_Ball.IsSleeping())
CurrentState = State.FadeOut;
break;
case State.FadeOut:
{
var color = _FadeImage.color;
color.a = Mathf.MoveTowards(color.a, 1, _FadeSpeed * Time.deltaTime);
_FadeImage.color = color;
if (color.a == 1)// When the fade ends.
CurrentState = State.FadeIn;
break;
}
case State.FadeIn:
{
var color = _FadeImage.color;
color.a = Mathf.MoveTowards(color.a, 0, _FadeSpeed * Time.deltaTime);
_FadeImage.color = color;
if (color.a == 0)// When the fade ends.
CurrentState = State.Ready;
break;
}
}
}
/************************************************************************************************************************/
}
}
| jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerEnum.cs/0 | {
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| jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/04 Brains/Brains.unity.meta/0 | {
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"repo_id": "jynew",
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} | 910 |
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Examples.StateMachines.Brains
{
/// <summary>
/// A <see cref="CreatureState"/> which moves the creature according to their
/// <see cref="CreatureBrain.MovementDirection"/>.
/// </summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/brains">Brains</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Brains/LocomotionState
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Brains - Locomotion State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Brains) + "/" + nameof(LocomotionState))]
public sealed class LocomotionState : CreatureState
{
/************************************************************************************************************************/
[SerializeField] private AnimationClip _Walk;
[SerializeField] private AnimationClip _Run;
/************************************************************************************************************************/
private void Update()
{
UpdateAnimation();
UpdateTurning();
}
/************************************************************************************************************************/
/// <summary>
/// This method is similar to the "PlayMove" method in <see cref="Locomotion.IdleAndWalkAndRun"/>, but instead
/// of checking <see cref="Input"/> to determine whether or not to run we are checking if the
/// <see cref="Creature.Brain"/> says it wants to run.
/// </summary>
private void UpdateAnimation()
{
// We will play either the Walk or Run animation.
// We need to know which animation we are trying to play and which is the other one.
AnimationClip playAnimation, otherAnimation;
if (Creature.Brain.IsRunning)
{
playAnimation = _Run;
otherAnimation = _Walk;
}
else
{
playAnimation = _Walk;
otherAnimation = _Run;
}
// Play the one we want.
var playState = Creature.Animancer.Play(playAnimation, 0.25f);
// If the brain wants to move slowly, slow down the animation.
var speed = Mathf.Min(Creature.Brain.MovementDirection.magnitude, 1);
playState.Speed = speed;
// If the other one is still fading out, align their NormalizedTime to ensure they stay at the same
// relative progress through their walk cycle.
if (Creature.Animancer.States.TryGet(otherAnimation, out var otherState) &&
otherState.IsPlaying)
{
playState.NormalizedTime = otherState.NormalizedTime;
otherState.Speed = speed;
}
}
/************************************************************************************************************************/
private void UpdateTurning()
{
// Do not turn if we are not trying to move.
var movement = Creature.Brain.MovementDirection;
if (movement == Vector3.zero)
return;
// Determine the angle we want to turn towards.
// Without going into the maths behind it, Atan2 gives us the angle of a vector in radians.
// So we just feed in the x and z values because we want an angle around the y axis,
// then convert the result to degrees because Transform.eulerAngles uses degrees.
var targetAngle = Mathf.Atan2(movement.x, movement.z) * Mathf.Rad2Deg;
// Determine how far we can turn this frame (in degrees).
var turnDelta = Creature.Stats.TurnSpeed * Time.deltaTime;
// Get the current rotation, move its y value towards the target, and apply it back to the Transform.
var transform = Creature.Animancer.transform;
var eulerAngles = transform.eulerAngles;
eulerAngles.y = Mathf.MoveTowardsAngle(eulerAngles.y, targetAngle, turnDelta);
transform.eulerAngles = eulerAngles;
}
/************************************************************************************************************************/
/// <summary>
/// Constantly moves the creature according to the <see cref="CreatureBrain.MovementDirection"/>.
/// </summary>
/// <remarks>
/// This method is kept simple for the sake of demonstrating the animation system in this example.
/// In a real game you would usually not set the velocity directly, but would instead use
/// <see cref="Rigidbody.AddForce"/> to avoid interfering with collisions and other forces.
/// </remarks>
private void FixedUpdate()
{
// Get the desired direction, remove any vertical component, and limit the magnitude to 1 or less.
// Otherwise a brain could make the creature travel at any speed by setting a longer vector.
var direction = Creature.Brain.MovementDirection;
direction.y = 0;
direction = Vector3.ClampMagnitude(direction, 1);
var speed = Creature.Stats.GetMoveSpeed(Creature.Brain.IsRunning);
Creature.Rigidbody.velocity = direction * speed;
}
/************************************************************************************************************************/
}
}
| jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/04 Brains/States/LocomotionState.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/04 Brains/States/LocomotionState.cs",
"repo_id": "jynew",
"token_count": 2103
} | 911 |
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using Animancer.Examples.StateMachines.Brains;
using System;
using UnityEngine;
namespace Animancer.Examples.StateMachines.Weapons
{
/// <summary>A <see cref="CreatureState"/> which managed the currently equipped <see cref="Weapon"/>.</summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/weapons">Weapons</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Weapons/EquipState
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Equip State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Weapons) + "/" + nameof(EquipState))]
public sealed class EquipState : CreatureState
{
/************************************************************************************************************************/
[SerializeField] private Transform _WeaponHolder;
[SerializeField] private Weapon _Weapon;
private Weapon _EquippingWeapon;
private Action _OnUnequipEnd;
/************************************************************************************************************************/
// Called by UI Buttons.
public Weapon Weapon
{
get => _Weapon;
set
{
if (enabled)
return;
_EquippingWeapon = value;
if (!Creature.StateMachine.TrySetState(this))
_EquippingWeapon = _Weapon;
}
}
/************************************************************************************************************************/
private void Awake()
{
_EquippingWeapon = _Weapon;
_OnUnequipEnd = OnUnequipEnd;
AttachWeapon();
}
/************************************************************************************************************************/
// This state can only be entered by setting the Weapon property.
public override bool CanEnterState => _Weapon != _EquippingWeapon;
/************************************************************************************************************************/
/// <summary>
/// Start at the beginning of the sequence by default, but if the previous attack hasn't faded out yet then
/// perform the next attack instead.
/// </summary>
private void OnEnable()
{
if (_Weapon.UnequipAnimation.IsValid)
{
var state = Creature.Animancer.Play(_Weapon.UnequipAnimation);
state.Events.OnEnd = _OnUnequipEnd;
}
else
{
OnUnequipEnd();
}
}
/************************************************************************************************************************/
private void OnUnequipEnd()
{
DetachWeapon();
_Weapon = _EquippingWeapon;
AttachWeapon();
if (_Weapon.EquipAnimation.IsValid)
{
var state = Creature.Animancer.Play(_Weapon.EquipAnimation);
state.Events.OnEnd = Creature.ForceEnterIdleState;
}
else
{
Creature.StateMachine.ForceSetState(Creature.Idle);
}
}
/************************************************************************************************************************/
private void AttachWeapon()
{
if (_Weapon == null)
return;
if (_WeaponHolder != null)
{
var transform = _Weapon.transform;
transform.parent = _WeaponHolder;
transform.localPosition = Vector3.zero;
transform.localRotation = Quaternion.identity;
transform.localScale = Vector3.one;
}
_Weapon.gameObject.SetActive(true);
}
private void DetachWeapon()
{
if (_Weapon == null)
return;
// It might be more appropriate to reparent inactive weapons to the inventory system if you have one.
// Or you could even attach them to specific bones on the character and leave them active.
_Weapon.transform.parent = transform;
_Weapon.gameObject.SetActive(false);
}
/************************************************************************************************************************/
private void FixedUpdate()
{
Creature.Rigidbody.velocity = Vector3.zero;
}
/************************************************************************************************************************/
public override bool CanExitState => false;
/************************************************************************************************************************/
}
}
| jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/06 Weapons/EquipState.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/06 Weapons/EquipState.cs",
"repo_id": "jynew",
"token_count": 1950
} | 912 |
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