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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' //////////////////////////////////////////// // CameraFilterPack - by VETASOFT 2018 ///// //////////////////////////////////////////// Shader "CameraFilterPack/3D_BlackHole" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _TimeX ("Time", Range(0.0, 1.0)) = 1.0 _Distortion ("_Distortion", Range(0.0, 1.00)) = 1.0 _ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,0.) _ColorRGB ("_ColorRGB", Color) = (1,1,1,1) } 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 #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform float _Visualize; uniform float _TimeX; uniform float _Distortion; uniform float4 _ScreenResolution; uniform float4 _ColorRGB; uniform float _Near; uniform float _Far; uniform float _FarCamera; uniform sampler2D _CameraDepthTexture; uniform float _FixDistance; uniform float _DistortionLevel; uniform float _DistortionSize; uniform float _LightIntensity; uniform float2 _MainTex_TexelSize; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; float4 projPos : TEXCOORD1; }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; OUT.projPos = ComputeScreenPos(OUT.vertex); return OUT; } half4 _MainTex_ST; float4 frag(v2f i) : COLOR { float2 uvst = UnityStereoScreenSpaceUVAdjust(i.texcoord, _MainTex_ST); float2 uv = uvst.xy; float depth = LinearEyeDepth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)).r); depth/=_FixDistance*10; float ss=smoothstep(_Near, saturate(_Near+_Far), depth); depth = ss * (1 - ss); if (_Visualize == 1) return depth; float4 result=float4(1-depth,1-depth,1-depth,1); float4 txt = tex2D(_MainTex,uv); uv = uvst.xy-float2(0.5,0.5); float n = 0; n = depth; n -= sqrt(dot(uv*2, uv*2))*1-depth * 4; n = smoothstep(_DistortionSize, _DistortionSize+1, n); float v = n*_DistortionLevel*depth; float4 txt2 = tex2D(_MainTex, uvst.xy+float2(v,v)); txt = txt2-n*_DistortionLevel; return txt; } ENDCG } } }
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817
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' //////////////////////////////////////////// // CameraFilterPack - by VETASOFT 2018 ///// //////////////////////////////////////////// Shader "CameraFilterPack/3D_Snow" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _TimeX ("Time", Range(0.0, 1.0)) = 1.0 _ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,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 Texture2; uniform float _Visualize; uniform sampler2D _CameraDepthTexture; uniform float _TimeX; uniform float _Value; uniform float _Value2; uniform float _Value4; uniform float _Value5; uniform float _Value7; uniform float _Value8; uniform float Drop_Near; uniform float Drop_Far; uniform float Drop_With_Obj; uniform float _FixDistance; uniform float4 _ScreenResolution; uniform float2 _MainTex_TexelSize; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; float4 projPos : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; OUT.projPos = ComputeScreenPos(OUT.vertex); #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0) IN.texcoord.y = 1 - IN.texcoord.y; #endif OUT.texcoord2 = IN.texcoord; return OUT; } float rdepth(v2f i,float step) { float depth = LinearEyeDepth(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)).r); depth /= _FixDistance * 10; depth = saturate(depth); depth = smoothstep(Drop_Near+ step, Drop_Near+ step +0.01, depth); return depth; } float snow(float2 uv, float dp, float depth,float speed) { float s = 1; uv *= dp*_Value5; uv.x += 0.1+sin(_Time*16)*speed*0.2; uv.y += _TimeX*speed; s = tex2D(Texture2, uv).r; s = lerp(0, s*0.2, depth); return s; } half4 _MainTex_ST; float4 frag(v2f i) : COLOR { float2 uvst = UnityStereoScreenSpaceUVAdjust(i.texcoord, _MainTex_ST); float2 uv = uvst.xy; float2 uv2 = i.texcoord2.xy; _TimeX *= _Value4; float4 txt = tex2D(_MainTex, uv); float s = 0; float depth = rdepth(i,0.5); s= snow(uv, 10, depth, 0.2); depth = rdepth(i, 0.3); s+= snow(uv2 + float2(0.1,0), 8, depth,0.4); depth = rdepth(i, 0.2); s+= snow(uv2 + float2(0.4, 0), 6, depth, 0.6); depth = rdepth(i, 0.1); s+= snow(uv2 + float2(0.8, 0), 4, depth, 0.8); depth = rdepth(i, 0); s+= snow(uv2 + float2(0.5, 0), 2, depth, 1); depth = LinearEyeDepth(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)).r); depth /= _FixDistance * 10; depth = saturate(depth); depth = smoothstep(Drop_Near, Drop_Far, depth); if (_Visualize == 1) return depth; txt= lerp(txt, txt+s*_Value2, depth *Drop_With_Obj); return txt; } ENDCG } } }
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818
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' //////////////////////////////////////////// // CameraFilterPack - by VETASOFT 2018 ///// //////////////////////////////////////////// Shader "CameraFilterPack/AAA_Blood_Plus" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _MainTex2 ("Base (RGB)", 2D) = "white" {} } 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 #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform sampler2D _MainTex2; uniform float _TimeX; uniform float _Speed; uniform float _Value; uniform float _Value2; uniform float _Value3; uniform float _Value4; uniform float _Value5; uniform float _Value6; uniform float _Value7; uniform float _Value8; uniform float _Value9; uniform float _Value10; uniform float _Value11; uniform float _Value12; uniform float _Value13; uniform float4 _ScreenResolution; uniform float2 _MainTex_TexelSize; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } half4 _MainTex_ST; float4 frag(v2f i) : COLOR { float2 uvst = UnityStereoScreenSpaceUVAdjust(i.texcoord, _MainTex_ST); float2 uv = uvst.xy; float2 uv2 = uv; #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0) uv.y = 1-uv.y; #endif uv =(uvst-float2(0.5,0.5))*0.8; float total=_Value2+_Value3+_Value4+_Value5; uv=uv+float2(0.5,0.5); uv/=2+total/1000; uv+=float2(0,0); float3 col1 = (tex2D(_MainTex2,uv).rgb); float3 col2 = (tex2D(_MainTex2,uv+float2(0.5,0 )).rgb); float3 col3 = (tex2D(_MainTex2,uv+float2(0.0,0.5)).rgb); float3 col4 = (tex2D(_MainTex2,uv+float2(0.5,0.5)).rgb); float col=0; col = col1.r*_Value2; col += col2.r*_Value3; col += col3.r*_Value4; col += col4.r*_Value5; col += col1.g*_Value6; col += col2.g*_Value7; col += col3.g*_Value8; col += col4.g*_Value9; col += col1.b*_Value10; col += col2.b*_Value11; col += col3.b*_Value12; col += col4.b*_Value13; col*=_Value; uv2+=float2(col,col)*0.0625; float3 mcol = tex2D(_MainTex,uv2).rgb; mcol=mcol+(col/16)*0.0625; mcol.r=mcol.r+col; return float4(mcol, 1.0); } ENDCG } } }
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819
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' //////////////////////////////////////////// // CameraFilterPack - by VETASOFT 2018 ///// //////////////////////////////////////////// Shader "CameraFilterPack/Blur_Radial_Fast" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _TimeX ("Time", Range(0.0, 1.0)) = 1.0 _ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,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 float _TimeX; uniform float _Value; uniform float _Value2; uniform float _Value3; uniform float4 _ScreenResolution; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } half4 _MainTex_ST; float4 frag(v2f i) : COLOR { float2 uvst = UnityStereoScreenSpaceUVAdjust(i.texcoord, _MainTex_ST); float2 center = float2(_Value2,_Value3); float2 uv = uvst.xy; uv -= center; float4 color = float4(0.0,0.0,0.0,0.0); float scale; _Value*=0.15; scale = 1 + (float(0*_Value)); color += tex2D(_MainTex, uv * scale + center); scale = 1 + (float(1*_Value)); color += tex2D(_MainTex, uv * scale + center); scale = 1 + (float(2*_Value)); color += tex2D(_MainTex, uv * scale + center); scale = 1 + (float(3*_Value)); color += tex2D(_MainTex, uv * scale + center); scale = 1 + (float(4*_Value)); color += tex2D(_MainTex, uv * scale + center); scale = 1 + (float(5*_Value)); color += tex2D(_MainTex, uv * scale + center); scale = 1 + (float(6*_Value)); color += tex2D(_MainTex, uv * scale + center); scale = 1 + (float(7*_Value)); color += tex2D(_MainTex, uv * scale + center); color /= float(8); return color; } ENDCG } } }
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820
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' //////////////////////////////////////////// // CameraFilterPack - by VETASOFT 2018 ///// //////////////////////////////////////////// Shader "CameraFilterPack/Distortion_ShockWaveManual" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _TimeX ("Time", Range(0.0, 1.0)) = 1.0 _ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,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 float _TimeX; uniform float _Value; uniform float _Value2; uniform float _Value3; uniform float _Value4; uniform float4 _ScreenResolution; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } half4 _MainTex_ST; float4 frag(v2f i) : COLOR { float2 uvst = UnityStereoScreenSpaceUVAdjust(i.texcoord, _MainTex_ST); float2 uv = uvst.xy; float Dist = distance(uv, float2(_Value, _Value2)); float Diff = (Dist - _Value3); float v = (1.0 - pow(abs(Diff * 10.0), 0.8)); float vt = saturate(v * 0.02 * _Value4); uv.x = uv.x - vt; uv.y = uv.y - vt; float4 Color = tex2D(_MainTex, uv); Color.rgb += float3(vt, vt, vt); return Color; } ENDCG } } }
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821
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' //////////////////////////////////////////// // CameraFilterPack - by VETASOFT 2018 ///// //////////////////////////////////////////// Shader "CameraFilterPack/Drawing_Manga_FlashWhite" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _TimeX ("Time", Range(0.0, 1.0)) = 1.0 _ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,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 float _TimeX; uniform float _Value; uniform float _Value2; uniform float _Value3; uniform float _Value4; uniform float _Intensity; uniform float4 _ScreenResolution; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float noise( float2 val ) { return frac(sin(dot(val.xy ,float2(12.9898,78.233))) * 43758.5453); } float getFrameTime() { float time = _TimeX; return floor(time * _Value2) / _Value2; } half4 _MainTex_ST; float4 frag(v2f i) : COLOR { float2 uvst = UnityStereoScreenSpaceUVAdjust(i.texcoord, _MainTex_ST); float2 uv = uvst; float2 vec = uvst - float2(_Value3,_Value4); float PI = 3.141592653589793*_Value; float l = length(vec) / length(float2(1.0,1.0) - float2(0.5,0.5)); float r = (atan2(vec.y, vec.x) + PI) / (2.0 * PI); float t = getFrameTime(); t = max(t, 0.1); float r2 = floor(r * 700.0) / 700.0 * t; float ran = noise( float2(r2, r2) ) * 0.7 + 0.3; float c = l > ran ? abs(l - ran) : 0.0; float4 v=tex2D(_MainTex,uvst); v=lerp(v,v+c, _Intensity); return float4( v ); } ENDCG } } }
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' //////////////////////////////////////////// // CameraFilterPack - by VETASOFT 2018 ///// //////////////////////////////////////////// Shader "CameraFilterPack/FX_EarthQuake" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _TimeX ("Time", Range(0.0, 1.0)) = 1.0 _ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,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 float _TimeX; uniform float _Value; uniform float _Value2; uniform float _Value3; uniform float4 _ScreenResolution; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float nrand(float2 n) { return frac(sin(dot(n.xy, float2(12.9898, 78.233)))* 43758.5453); } half4 _MainTex_ST; float4 frag(v2f i) : COLOR { float2 uvst = UnityStereoScreenSpaceUVAdjust(i.texcoord, _MainTex_ST); float2 uv = uvst.xy; float t = float(int(_TimeX * _Value)); float2 suv = float2(0,0); suv.x = uv.x + _Value2 * nrand(t); suv.y = uv.y + _Value3 * nrand(t + 23.0); suv.x -=_Value2/2; suv.y -=_Value3/2; float3 col = tex2D(_MainTex,suv).rgb; return float4(col,1.0); } ENDCG } } }
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' //////////////////////////////////////////// // CameraFilterPack - by VETASOFT 2018 ///// //////////////////////////////////////////// Shader "CameraFilterPack/Vision_Aura" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _TimeX ("Time", Range(0.0, 1.0)) = 1.0 _ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,0.) _Value2 ("_ColorRGB", Color) = (1,1,1,1) _Value5 ("Speed", Range(0.0, 1.0)) = 1.0 } 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 float _TimeX; uniform float _Value; uniform float4 _Value2; uniform float _Value3; uniform float _Value4; uniform float _Value5; uniform float4 _ScreenResolution; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float voronoi(in float2 uv) { float2 lp = abs(uv)*10.; float2 sp = frac(lp)-.5; lp = floor(lp); float d = 1.; for (float x = -1; x < 2; x++) { for (float y = -1; y < 2; y++) { float2 mp = float2(float(x),float(y)); float2 p = lp+mp; d = min(d,length(sp+(cos(p.x+_TimeX)+cos(p.y+_TimeX))*.3-mp)); } } return d; } half4 _MainTex_ST; float4 frag(v2f i) : COLOR { float2 uvst = UnityStereoScreenSpaceUVAdjust(i.texcoord, _MainTex_ST); float2 uv = uvst.xy - float2(_Value3,_Value4); float time=_TimeX*_Value5; float ang = atan2(uv.y,uv.x); float dst = length(uv)*_Value; float cfade = clamp(dst*40.-3.+cos(ang*1.+cos(ang*6.)*1.+time*2.)*.68,0.,1.); float a = 0.; for (int q= 3; q < 6; q++) { float fi = float(q); float2 luv = uv+cos((ang-dst)*fi+time+uv+fi)*.2; a += voronoi(luv)*(.7+(cos(luv.x*14.234)+cos(luv.y*16.234))*.4); } float3 color = _Value2.rgb; float4 v=tex2D(_MainTex,uvst.xy); color=color*a*cfade*_Value2.a; color+=v.rgb; return float4(color,1.); } ENDCG } } }
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// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Custom/Grass" { Properties { _Cutoff( "Mask Clip Value", Float ) = 0.5 _MainColor("Main Color", Color) = (1,1,1,1) _MainTex("Albedo", 2D) = "white" {} _GlobalWind("Global Wind", Range( 0 , 1)) = 0.5 _Turbulence("Turbulence", Float) = 1 _SpeedTurbulence("Speed Turbulence", Float) = 1 _WindMain("Wind Main", Float) = 2 _PulseFrequency("Pulse Frequency", Float) = 3 _ToonEffect("Toon Effect",range(0,1)) = 0.5 _Steps("Steps of toon",range(0,9)) = 3 _OffsetScale("Offset Scale", Vector) = (0.1,0,0,0) } SubShader { Tags{ "Queue" ="AlphaTest" "RenderType"="TransparentCutout" "IgnoreProjector"="True" "IsEmissive" = "true" } LOD 500 Cull off CGPROGRAM #include "UnityShaderVariables.cginc" #include "UnityPBSLighting.cginc" #pragma target 3.0 #pragma surface surf Cartoon vertex:vertexDataFunc alphatest:_Cutoff addshadow noshadow struct Input { float2 texcoord; float3 worldPos; float4 vertexColor : COLOR; }; UNITY_INSTANCING_BUFFER_START(Props) UNITY_INSTANCING_BUFFER_END(Props) uniform float _SpeedTurbulence; uniform float _Turbulence; uniform float _GlobalWind; uniform float _WindMain; uniform float _PulseFrequency; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _MainColor; uniform float4 _OffsetScale; float _Steps; float _ToonEffect; float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } void vertexDataFunc(inout appdata_full v, out Input o ) { UNITY_INITIALIZE_OUTPUT( Input, o ); float3 ase_vertexNormal = v.normal.xyz; float simplePerlin3D16 = snoise( ase_vertexNormal ); float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex ); float temp_output_323_0 = ( ase_worldPos.x * 0.2 ); float4 transform57 = mul(unity_WorldToObject,float4( ( _GlobalWind * v.color.r * ase_objectScale * _OffsetScale.xyz * _WindMain * (0.1 + (( cos( ( ( _PulseFrequency * (_Time.y + v.normal.y) ) + temp_output_323_0 ) ) - sin( ( _Time.z + v.normal.z + temp_output_323_0 ) ) ) - -1.0) * (1.0 - 0.1) / (1.0 - -1.0)) ) , 0.0 )); float4 Wind390 = ( float4( ( 0.01 * sin( ( _Time.y * ( 20.0 * simplePerlin3D16 ) * _SpeedTurbulence * v.color.b ) ) * ( _Turbulence * ase_vertexNormal * v.color.g ) * _GlobalWind ) , 0.0 ) + transform57 ); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); v.vertex.xyz += Wind390.xyz; } inline float4 LightingCartoon(SurfaceOutputStandard 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 i , inout SurfaceOutputStandard o ) { float4 c = tex2D( _MainTex, i.texcoord) * _MainColor; o.Emission = c.rgb; o.Alpha = c.a; } ENDCG } Fallback "Transparent/Cutout/VertexLit" }
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// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax. Shader "GPUInstancer/Custom/SceneSuf" { Properties { _MainTex("MainTex", 2D) = "white"{} _Color("Main Color",color) = (1,1,1,1) _Outline("Thick of Outline",range(0,0.5)) = 0.03//挤出描边的粗细 _Factor("Factor",range(0,1)) = 0.5//挤出多远 _OutColor("OutColor",color) = (0,0,0,0) _ToonEffect("Toon Effect",range(0,1)) = 0.5 _Steps("Steps of toon",range(0,9)) = 3 _IllumBool("IllumBool",range(0,1)) = 0 _Illum("Illumin (A)", 2D) = "white" { } } SubShader { Tags{ "Queue" = "Geometry" "RenderType" = "Opaque"} pass {//处理光照前的pass渲染 Tags{ "LightMode" = "Always" } Cull Front ZWrite On CGPROGRAM #include "UnityCG.cginc" #include "./../../3rd/GPUInstancer/Shaders/Include/GPUInstancerInclude.cginc" #pragma instancing_options procedural:setupGPUI #pragma multi_compile_instancing #pragma multi_compile_fog #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float _Outline; float _Factor; fixed4 _OutColor; struct v2f { float4 pos:SV_POSITION; UNITY_FOG_COORDS(0) }; v2f vert(appdata_full v) { v2f o; float3 dir = normalize(v.vertex.xyz); float3 dir2 = v.normal; float D = dot(dir,dir2); dir = dir * sign(D); dir = dir * _Factor + dir2 * (1 - _Factor); v.vertex.xyz += dir * _Outline; o.pos = UnityObjectToClipPos(v.vertex); UNITY_TRANSFER_FOG(o, o.pos); return o; } float4 frag(v2f i) :COLOR { float4 c = _OutColor; UNITY_APPLY_FOG(i.fogCoord, c); return c; } ENDCG } CGPROGRAM #include "UnityCG.cginc" #include "./../../3rd/GPUInstancer/Shaders/Include/GPUInstancerInclude.cginc" #pragma instancing_options procedural:setupGPUI #pragma multi_compile_instancing #include "UnityPBSLighting.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 struct Input { float2 uv_MainTex; float2 uv_Illum; float3 normal:TEXCOORD1; }; fixed4 _Color; float _Steps; float _ToonEffect; sampler2D _MainTex; sampler2D _Illum; fixed _IllumBool; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) inline float4 LightingCartoon(SurfaceOutputStandard s, fixed3 lightDir, fixed3 viewDir, fixed atten) { //暂时光的方向反了,使用了-normalize(lightDir) 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 SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; if (_IllumBool > 0.5) { o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a; } o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }
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// Stylized Water Shader by Staggart Creations http://u3d.as/A2R // Online documentation can be found at http://staggart.xyz Shader "Hidden/SWS/NormalMapRenderer" { Properties { _MainTex("Texture", 2D) = "black" {} _Offset("Offset", Float) = 0.005 _Strength("Strength", Float) = 6 } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float _Offset; float _Strength; float4 NormalFromHeight(sampler2D heightmap, float2 uv) { float xLeft = tex2D(heightmap, uv - float2(_Offset, 0.0)) * _Strength; float xRight = tex2D(heightmap, uv + float2(_Offset, 0.0)) * _Strength; float yUp = tex2D(heightmap, uv - float2(0.0, _Offset)) * _Strength; float yDown = tex2D(heightmap, uv + float2(0.0, _Offset)) * _Strength; float xDelta = ((xLeft - xRight) + 1.0) * 0.5f; float yDelta = ((yUp - yDown) + 1.0) * 0.5f; #if UNITY_VERSION >= 201810 #if !UNITY_COLORSPACE_GAMMA xLeft = GammaToLinearSpace(xLeft); xRight = GammaToLinearSpace(xRight); yUp = GammaToLinearSpace(yUp); yDown = GammaToLinearSpace(yDown); xDelta = GammaToLinearSpace(xDelta); yDelta = GammaToLinearSpace(yDelta); #endif #endif float4 normals = float4(xDelta, yDelta, 1.0, yDelta); return normals; } fixed4 frag(v2f_img IN) : SV_Target { return NormalFromHeight(_MainTex, IN.uv); } ENDCG } } }
jynew/jyx2/Assets/3DScene/StylizedWater/Scripts/Editor/SWS_NormalMapRenderer.shader/0
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jynew/jyx2/Assets/3DScene/StylizedWater/Scripts/StylizedWater.cs.meta/0
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jynew/jyx2/Assets/3DScene/StylizedWater/Scripts/Textures/Normals/SWS_Waves_Circular.png.meta/0
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// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "StylizedWater/Desktop" { 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)) = 0.1 _FresnelColor("Fresnel Color", Color) = (1,1,1,0.484) _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 _Fresnelexponent("Fresnel exponent", Float) = 4 _ReflectionStrength("Reflection Strength", Range( 0 , 1)) = 0 _ReflectionFresnel("Reflection Fresnel", Range( 2 , 10)) = 5 _RefractionAmount("Refraction Amount", Range( 0 , 0.2)) = 0.05 _ReflectionRefraction("ReflectionRefraction", Range( 0 , 0.2)) = 0.05 _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)) = 6 _Rimfalloff("Rim falloff", Range( 0.1 , 50)) = 10 _Rimtiling("Rim tiling", Float) = 0.5 _FoamOpacity("FoamOpacity", Range( -1 , 1)) = 0.05 _FoamDistortion("FoamDistortion", Range( 0 , 3)) = 0.45 [IntRange]_UseIntersectionFoam("UseIntersectionFoam", Range( 0 , 1)) = 0 _FoamSpeed("FoamSpeed", Range( 0 , 1)) = 0.1 _FoamSize("FoamSize", Float) = 0 _FoamTiling("FoamTiling", Float) = 0.05 _Depth("Depth", Range( 0 , 100)) = 15 _Wavesspeed("Waves speed", Range( 0 , 10)) = 0.75 _WaveHeight("Wave Height", Range( 0 , 1)) = 0.05 _WaveFoam("Wave Foam", Range( 0 , 10)) = 0 [NoScaleOffset][Normal]_Normals("Normals", 2D) = "bump" {} _WaveSize("Wave Size", Range( 0 , 10)) = 0.1 [NoScaleOffset]_Shadermap("Shadermap", 2D) = "black" {} _WaveDirection("WaveDirection", Vector) = (1,0,0,0) _RimDistortion("RimDistortion", Range( 0 , 0.2)) = 0.1 [NoScaleOffset]_GradientTex("GradientTex", 2D) = "gray" {} _MacroBlendDistance("MacroBlendDistance", Range( 250 , 3000)) = 2000 [Toggle]_MACRO_WAVES("MACRO_WAVES", Int) = 0 [Toggle]_USE_VC_INTERSECTION("USE_VC_INTERSECTION", Float) = 0 [Toggle]_SECONDARY_WAVES("SECONDARY_WAVES", Int) = 0 _ENABLE_VC("ENABLE_VC", Float) = 0 [Toggle][HideInInspector]_RT_REFRACTION("RT_REFRACTION", Float) = 0 [HideInInspector]_RefractionTex("RefractionTex", 2D) = "white" {} [Toggle]_ENABLE_SHADOWS("ENABLE_SHADOWS", Float) = 0 [Toggle]_LIGHTING("LIGHTING", Int) = 1 [Toggle]_Unlit("Unlit", Float) = 0 _ENABLE_GRADIENT("_ENABLE_GRADIENT", Range( 0 , 1)) = 0 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True" "IsEmissive" = "true" } LOD 200 Cull Back GrabPass{ "_GrabTexture" } CGPROGRAM #include "UnityPBSLighting.cginc" #include "UnityStandardUtils.cginc" #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #pragma target 3.5 #pragma shader_feature _SECONDARY_WAVES_ON #pragma shader_feature _MACRO_WAVES_ON #pragma shader_feature _LIGHTING_ON #pragma surface surf StandardCustomLighting alpha:fade keepalpha nodirlightmap vertex:vertexDataFunc struct Input { float3 worldNormal; INTERNAL_DATA float2 texcoord_0; float2 data897; float2 data898; float4 screenPos; float4 vertexColor : COLOR; float2 data899; float3 worldPos; float3 worldRefl; float2 texcoord_1; }; struct SurfaceOutputCustomLightingCustom { fixed3 Albedo; fixed3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; fixed Alpha; Input SurfInput; UnityGIInput GIData; }; uniform float _RT_REFRACTION; uniform sampler2D _GrabTexture; uniform float _RefractionAmount; uniform sampler2D _Normals; uniform float _NormalTiling; uniform float _Worldspacetiling; uniform float _Wavesspeed; uniform float4 _WaveDirection; uniform sampler2D _RefractionTex; uniform float4 _WaterShallowColor; uniform float4 _WaterColor; uniform sampler2D_float _CameraDepthTexture; uniform float _Depth; uniform sampler2D _GradientTex; uniform float _ENABLE_GRADIENT; uniform float _Transparency; uniform float4 _RimColor; uniform float _USE_VC_INTERSECTION; uniform float _ENABLE_VC; uniform sampler2D _SWS_RENDERTEX; uniform float4 _SWS_RENDERTEX_POS; uniform float _Rimfalloff; uniform sampler2D _Shadermap; uniform float _Rimtiling; uniform float _WaveSize; uniform float _RimDistortion; uniform float _RimSize; uniform sampler2D _ReflectionTex; uniform float _ReflectionRefraction; uniform float _ReflectionStrength; uniform float _ReflectionFresnel; uniform float _Wavetint; uniform float _FoamOpacity; uniform float _FoamSize; uniform float _FoamDistortion; uniform float _FoamTiling; uniform float _FoamSpeed; uniform float _UseIntersectionFoam; uniform float4 _FresnelColor; uniform float _Fresnelexponent; uniform float _WaveFoam; uniform float _ENABLE_SHADOWS; uniform sampler2D _ShadowMask; uniform float _MacroBlendDistance; uniform float _NormalStrength; uniform float _Glossiness; uniform float _Unlit; uniform float _EdgeFade; uniform float _WaveHeight; float2 SPSRUVAdjust922( float4 input ) { #if UNITY_SINGLE_PASS_STEREO float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex]; float2 uv = ((input.xy / input.w) - scaleOffset.zw) / scaleOffset.xy; #else float2 uv = input.xy; #endif return uv; } 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.data897 = ( (ase_worldPos).xz * float2( 0.1,0.1 ) ); float2 appendResult500 = (float2(_WaveDirection.x , _WaveDirection.z)); o.data898 = ( ( ( _Wavesspeed * 0.1 ) * _Time.y ) * appendResult500 ); float2 appendResult756 = (float2(_SWS_RENDERTEX_POS.z , _SWS_RENDERTEX_POS.w)); o.data899 = ( ( ( 1.0 - appendResult756 ) / _SWS_RENDERTEX_POS.x ) + ( ( _SWS_RENDERTEX_POS.x / ( _SWS_RENDERTEX_POS.x * _SWS_RENDERTEX_POS.x ) ) * (ase_worldPos).xz ) ); float3 ase_vertexNormal = v.normal.xyz; o.texcoord_1.xy = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_13_0 = ( -20.0 * o.texcoord_1 ); float2 Tiling21 = lerp(temp_output_13_0,( (ase_worldPos).xz * float2( 0.1,0.1 ) ),_Worldspacetiling); float2 temp_output_88_0 = ( ( Tiling21 * _WaveSize ) * 0.1 ); float2 WaveSpeed40 = ( ( ( _Wavesspeed * 0.1 ) * _Time.y ) * appendResult500 ); float2 temp_output_92_0 = ( WaveSpeed40 * 0.5 ); float2 HeightmapUV581 = ( temp_output_88_0 + temp_output_92_0 ); float4 tex2DNode94 = tex2Dlod( _Shadermap, float4( HeightmapUV581, 0.0 , 0.0 ) ); #ifdef _SECONDARY_WAVES_ON float staticSwitch721 = ( tex2DNode94.g + tex2Dlod( _Shadermap, float4( ( ( temp_output_88_0 * float2( 2,2 ) ) + ( temp_output_92_0 * float2( -0.5,-0.5 ) ) ), 0.0 , 0.0 ) ).g ); #else float staticSwitch721 = tex2DNode94.g; #endif float temp_output_95_0 = ( _WaveHeight * staticSwitch721 ); 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 s856 = (SurfaceOutputStandard ) 0; float2 temp_output_13_0 = ( -20.0 * i.texcoord_0 ); float2 Tiling21 = lerp(temp_output_13_0,i.data897,_Worldspacetiling); float2 temp_output_732_0 = ( _NormalTiling * Tiling21 ); float2 WaveSpeed40 = i.data898; float3 temp_output_51_0 = BlendNormals( UnpackNormal( tex2D( _Normals, ( temp_output_732_0 + -WaveSpeed40 ) ) ) , UnpackNormal( tex2D( _Normals, ( ( temp_output_732_0 * 0.5 ) + WaveSpeed40 ) ) ) ); float3 NormalsBlended362 = temp_output_51_0; float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 ); float4 ase_screenPos266 = ase_screenPos; #if UNITY_UV_STARTS_AT_TOP float scale266 = -1.0; #else float scale266 = 1.0; #endif float halfPosW266 = ase_screenPos266.w * 0.5; ase_screenPos266.y = ( ase_screenPos266.y - halfPosW266 ) * _ProjectionParams.x* scale266 + halfPosW266; #ifdef UNITY_SINGLE_PASS_STEREO ase_screenPos266.xy = TransformStereoScreenSpaceTex(ase_screenPos266.xy, ase_screenPos266.w); #endif ase_screenPos266.xyzw /= ase_screenPos266.w; float4 input922 = ase_screenPos266; float2 localSPSRUVAdjust922922 = SPSRUVAdjust922( input922 ); float3 temp_output_359_0 = ( ( _RefractionAmount * NormalsBlended362 ) + float3( localSPSRUVAdjust922922 , 0.0 ) ); float4 screenColor372 = tex2D( _GrabTexture, temp_output_359_0.xy ); float4 RefractionResult126 = lerp(screenColor372,tex2D( _RefractionTex, temp_output_359_0.xy ),_RT_REFRACTION); 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 screenDepth641 = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture,UNITY_PROJ_COORD(ase_screenPos)))); float distanceDepth641 = abs( ( screenDepth641 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( lerp( 1.0 , ( 1.0 / _ProjectionParams.z ) , unity_OrthoParams.w) ) ); float DepthTexture494 = distanceDepth641; float Depth479 = saturate( ( DepthTexture494 / _Depth ) ); float4 lerpResult478 = lerp( _WaterShallowColor , _WaterColor , Depth479); float2 appendResult661 = (float2(Depth479 , 1.0)); float4 tex2DNode659 = tex2D( _GradientTex, appendResult661 ); float4 lerpResult942 = lerp( lerpResult478 , tex2DNode659 , _ENABLE_GRADIENT); float4 VertexColors810 = lerp(float4( 0.0,0,0,0 ),i.vertexColor,_ENABLE_VC); float2 RT_UV763 = i.data899; float4 tex2DNode747 = tex2D( _SWS_RENDERTEX, RT_UV763 ); float RT_Intersection748 = ( 1.0 - tex2DNode747.r ); float IntersectionSource776 = ( lerp(DepthTexture494,( 1.0 - (VertexColors810).r ),_USE_VC_INTERSECTION) + RT_Intersection748 ); float2 temp_output_24_0 = ( Tiling21 * _Rimtiling ); float2 temp_output_88_0 = ( ( Tiling21 * _WaveSize ) * 0.1 ); float2 temp_output_92_0 = ( WaveSpeed40 * 0.5 ); float2 HeightmapUV581 = ( temp_output_88_0 + temp_output_92_0 ); float4 tex2DNode94 = tex2D( _Shadermap, HeightmapUV581 ); #ifdef _SECONDARY_WAVES_ON float staticSwitch721 = ( tex2DNode94.g + tex2D( _Shadermap, ( ( temp_output_88_0 * float2( 2,2 ) ) + ( temp_output_92_0 * float2( -0.5,-0.5 ) ) ) ).g ); #else float staticSwitch721 = tex2DNode94.g; #endif float Heightmap99 = staticSwitch721; float temp_output_30_0 = ( tex2D( _Shadermap, ( ( 0.5 * temp_output_24_0 ) + ( Heightmap99 * _RimDistortion ) ) ).b * tex2D( _Shadermap, ( temp_output_24_0 + WaveSpeed40 ) ).b ); float Intersection42 = saturate( ( _RimColor.a * ( 1.0 - ( ( ( IntersectionSource776 / _Rimfalloff ) * temp_output_30_0 ) + ( IntersectionSource776 / _RimSize ) ) ) ) ); float lerpResult943 = lerp( _WaterShallowColor.a , tex2DNode659.a , _ENABLE_GRADIENT); float temp_output_149_0 = ( ( _Transparency + Intersection42 ) - ( ( 1.0 - Depth479 ) * ( 1.0 - lerpResult943 ) ) ); float Opacity121 = saturate( temp_output_149_0 ); float4 lerpResult374 = lerp( RefractionResult126 , lerpResult942 , Opacity121); float4 Reflection265 = tex2D( _ReflectionTex, ( float3( localSPSRUVAdjust922922 , 0.0 ) + ( ( NormalsBlended362 + Heightmap99 ) * _ReflectionRefraction ) ).xy ); float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) ); float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float fresnelFinalVal508 = (0.0 + _ReflectionFresnel*pow( 1.0 - dot( ase_worldNormal, worldViewDir ) , 5.0)); float4 lerpResult297 = lerp( lerpResult374 , Reflection265 , saturate( ( ( Opacity121 * _ReflectionStrength ) * fresnelFinalVal508 ) )); float4 WaterColor350 = lerpResult297; float4 temp_cast_6 = (( Heightmap99 * _Wavetint )).xxxx; float4 RimColor102 = _RimColor; float4 lerpResult61 = lerp( saturate( ( WaterColor350 - temp_cast_6 ) ) , ( RimColor102 * 3.0 ) , Intersection42); float SteepnessMask820 = saturate( ( 1.0 - pow( ase_worldNormal.y , 2.0 ) ) ); float temp_output_609_0 = ( Heightmap99 * _FoamDistortion ); float2 temp_output_634_0 = ( WaveSpeed40 * _FoamSpeed ); float4 tex2DNode67 = tex2D( _Shadermap, ( ( _FoamTiling * ( -temp_output_609_0 + Tiling21 ) ) + temp_output_634_0 ) ); float lerpResult601 = lerp( step( _FoamSize , ( tex2D( _Shadermap, ( ( ( temp_output_609_0 + ( Tiling21 * 0.5 ) ) * _FoamTiling ) + temp_output_634_0 ) ).r - tex2DNode67.r ) ) , ( 1.0 - tex2DNode67.b ) , _UseIntersectionFoam); float Foam73 = ( ( SteepnessMask820 + _FoamOpacity ) * lerpResult601 ); float4 FresnelColor206 = _FresnelColor; float3 ase_vertexNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) ); float fresnelFinalVal199 = (0.0 + 1.0*pow( 1.0 - dot( ase_vertexNormal, worldViewDir ) , ( _Fresnelexponent * 100.0 ))); float clampResult505 = clamp( ( _FresnelColor.a * fresnelFinalVal199 ) , 0.0 , 1.0 ); float Fresnel205 = clampResult505; float4 lerpResult207 = lerp( ( lerpResult61 + Foam73 ) , FresnelColor206 , Fresnel205); float4 temp_cast_7 = (2.0).xxxx; float FoamTex244 = lerpResult601; float WaveFoam221 = saturate( ( ( pow( staticSwitch721 , 2.0 ) * _WaveFoam ) * FoamTex244 ) ); float4 lerpResult223 = lerp( lerpResult207 , temp_cast_7 , WaveFoam221); float4 temp_cast_8 = (1.0).xxxx; float4 tex2DNode833 = tex2D( _ShadowMask, localSPSRUVAdjust922922 ); float4 Shadows834 = lerp(temp_cast_8,saturate( ( unity_AmbientSky / ( 1.0 - tex2DNode833.r ) ) ),_ENABLE_SHADOWS); float4 FinalColor114 = ( lerpResult223 * Shadows834 ); s856.Albedo = FinalColor114.rgb; #ifdef _MACRO_WAVES_ON float2 staticSwitch946 = ( WaveSpeed40 + ( temp_output_732_0 * 0.1 ) ); #else float2 staticSwitch946 = float2( 0.0,0 ); #endif #ifdef _MACRO_WAVES_ON float3 staticSwitch947 = UnpackNormal( tex2D( _Normals, staticSwitch946 ) ); #else float3 staticSwitch947 = float3( 0.0,0,0 ); #endif float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); #ifdef _MACRO_WAVES_ON float staticSwitch948 = saturate( ( distance( ase_vertex3Pos , _WorldSpaceCameraPos ) / _MacroBlendDistance ) ); #else float staticSwitch948 = 0.0; #endif float3 lerpResult674 = lerp( temp_output_51_0 , staticSwitch947 , staticSwitch948); #ifdef _MACRO_WAVES_ON float3 staticSwitch680 = lerpResult674; #else float3 staticSwitch680 = temp_output_51_0; #endif float3 lerpResult621 = lerp( float3(0,0,1) , staticSwitch680 , saturate( ( Intersection42 + _NormalStrength ) )); float3 NormalMap52 = lerpResult621; s856.Normal = WorldNormalVector( i, NormalMap52); s856.Emission = float3( 0,0,0 ); s856.Metallic = 0.0; float GlossinessParam877 = _Glossiness; s856.Smoothness = GlossinessParam877; s856.Occlusion = 1.0; gi.light.ndotl = LambertTerm( s856.Normal, gi.light.dir ); data.light = gi.light; UnityGI gi856 = gi; #ifdef UNITY_PASS_FORWARDBASE Unity_GlossyEnvironmentData g856; g856.roughness = 1 - s856.Smoothness; g856.reflUVW = reflect( -data.worldViewDir, s856.Normal ); gi856 = UnityGlobalIllumination( data, s856.Occlusion, s856.Normal, g856 ); #endif float3 surfResult856 = LightingStandard ( s856, viewDir, gi856 ).rgb; surfResult856 += s856.Emission; float ShadowMask944 = tex2DNode833.r; float3 ase_worldPos = i.worldPos; float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); float dotResult866 = dot( ase_worldlightDir , WorldReflectionVector( i , NormalMap52 ) ); #ifdef _LIGHTING_ON float4 staticSwitch952 = float4( 0,0,0,0 ); #else float4 staticSwitch952 = saturate( ( ( ShadowMask944 * pow( max( 0.0 , dotResult866 ) , ( GlossinessParam877 * 128.0 ) ) ) + lerp(( float4( _LightColor0.rgb , 0.0 ) * FinalColor114 ),FinalColor114,_Unlit) ) ); #endif float4 CustomLighting875 = staticSwitch952; #ifdef _LIGHTING_ON float4 staticSwitch857 = float4( surfResult856 , 0.0 ); #else float4 staticSwitch857 = CustomLighting875; #endif float RT_Opacity750 = tex2DNode747.g; float OpacityFinal814 = ( saturate( 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jynew/jyx2/Assets/3DScene/TileWorldCreator/_Art/_Presets/CliffIsland/Prefab/Color_03/xxx4.prefab/0
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using UnityEditor; namespace AmplifyShaderEditor { [System.Serializable] public class OptionsWindow { private AmplifyShaderEditorWindow m_parentWindow = null; private bool m_coloredPorts = true; private bool m_multiLinePorts = true; private const string MultiLineId = "MultiLinePortsDefault"; private const string ColorPortId = "ColoredPortsDefault"; public OptionsWindow( AmplifyShaderEditorWindow parentWindow ) { m_parentWindow = parentWindow; //Load (); } public void Init() { Load(); } public void Destroy() { Save(); } public void Save() { EditorPrefs.SetBool( ColorPortId, ColoredPorts ); EditorPrefs.SetBool( MultiLineId, m_multiLinePorts ); } public void Load() { ColoredPorts = EditorPrefs.GetBool( ColorPortId, true ); m_multiLinePorts = EditorPrefs.GetBool( MultiLineId, true ); } public bool ColoredPorts { get { return m_coloredPorts; } set { if ( m_coloredPorts != value ) EditorPrefs.SetBool( ColorPortId, value ); m_coloredPorts = value; } } public bool MultiLinePorts { get { return m_multiLinePorts; } set { if ( m_multiLinePorts != value ) EditorPrefs.SetBool( MultiLineId, value ); m_multiLinePorts = value; } } public AmplifyShaderEditorWindow ParentWindow { get { return m_parentWindow; } set { m_parentWindow = value; } } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/EditorOptions.cs/0
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855
// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <[email protected]> using System; using UnityEngine; using System.Collections.Generic; using UnityEditor; namespace AmplifyShaderEditor { public class ClipboardData { public string Data = string.Empty; public string Connections = string.Empty; public int OldNodeId = -1; public int NewNodeId = -1; public ClipboardData( string data, string connections, int oldNodeId ) { Data = data; Connections = connections; OldNodeId = oldNodeId; } public override string ToString() { return Data + IOUtils.CLIPBOARD_DATA_SEPARATOR + Connections + IOUtils.CLIPBOARD_DATA_SEPARATOR + OldNodeId + IOUtils.CLIPBOARD_DATA_SEPARATOR + NewNodeId; } } public class Clipboard { private const string ClipboardId = "AMPLIFY_CLIPBOARD_ID"; private readonly string[] ClipboardTagId = { "#CLIP_ITEM#" }; private List<ClipboardData> m_clipboardStrData; private Dictionary<int, ClipboardData> m_clipboardAuxData; private Dictionary<string, ClipboardData> m_multiPassMasterNodeData; public Clipboard() { m_clipboardStrData = new List<ClipboardData>(); m_clipboardAuxData = new Dictionary<int, ClipboardData>(); m_multiPassMasterNodeData = new Dictionary<string, ClipboardData>(); } public void AddMultiPassNodesToClipboard( List<TemplateMultiPassMasterNode> masterNodes ) { m_multiPassMasterNodeData.Clear(); int templatesAmount = masterNodes.Count; for( int i = 0; i < templatesAmount; i++ ) { string data = string.Empty; string connection = string.Empty; masterNodes[ i ].FullWriteToString( ref data, ref connection ); ClipboardData clipboardData = new ClipboardData( data , connection, masterNodes[i].UniqueId ); m_multiPassMasterNodeData.Add( masterNodes[ i ].OriginalPassName , clipboardData ); } } public void GetMultiPassNodesFromClipboard( List<TemplateMultiPassMasterNode> masterNodes ) { int templatesAmount = masterNodes.Count; for( int i = 0; i < templatesAmount; i++ ) { if( m_multiPassMasterNodeData.ContainsKey( masterNodes[ i ].OriginalPassName ) ) { ClipboardData nodeData = m_multiPassMasterNodeData[ masterNodes[ i ].OriginalPassName ]; string[] nodeParams = nodeData.Data.Split( IOUtils.FIELD_SEPARATOR ); masterNodes[ i ].FullReadFromString( ref nodeParams ); } } } public void AddToClipboard( List<ParentNode> selectedNodes , Vector3 initialPosition, ParentGraph graph ) { //m_clipboardStrData.Clear(); //m_clipboardAuxData.Clear(); string clipboardData = IOUtils.Vector3ToString( initialPosition ) + ClipboardTagId[ 0 ]; int masterNodeId = UIUtils.CurrentWindow.CurrentGraph.CurrentMasterNodeId; int count = selectedNodes.Count; for ( int i = 0; i < count; i++ ) { if ( UIUtils.CurrentWindow.IsShaderFunctionWindow || !graph.IsMasterNode( selectedNodes[ i ] )) { string nodeData = string.Empty; string connections = string.Empty; selectedNodes[ i ].ClipboardFullWriteToString( ref nodeData, ref connections ); clipboardData += nodeData; if ( !string.IsNullOrEmpty( connections ) ) { connections = connections.Substring( 0, connections.Length - 1 ); clipboardData += "\n" + connections; } if ( i < count - 1 ) clipboardData += ClipboardTagId[ 0 ]; //ClipboardData data = new ClipboardData( nodeData, connections, selectedNodes[ i ].UniqueId ); //m_clipboardStrData.Add( data ); //m_clipboardAuxData.Add( selectedNodes[ i ].UniqueId, data ); } } if ( !string.IsNullOrEmpty( clipboardData ) ) { EditorPrefs.SetString( ClipboardId, clipboardData ); } //for ( int i = 0; i < selectedNodes.Count; i++ ) //{ // if ( selectedNodes[ i ].UniqueId != masterNodeId ) // { // WireNode wireNode = selectedNodes[ i ] as WireNode; // if ( wireNode != null ) // { // if ( !IsNodeChainValid( selectedNodes[ i ], true ) || !IsNodeChainValid( selectedNodes[ i ], false ) ) // { // UnityEngine.Debug.Log( "found invalid wire port" ); // } // } // } //} } public Vector3 GetDataFromEditorPrefs() { Vector3 initialPos = Vector3.zero; m_clipboardStrData.Clear(); m_clipboardAuxData.Clear(); string clipboardData = EditorPrefs.GetString( ClipboardId, string.Empty ); if ( !string.IsNullOrEmpty( clipboardData ) ) { string[] clipboardDataArray = clipboardData.Split( ClipboardTagId, StringSplitOptions.None ); initialPos = IOUtils.StringToVector3( clipboardDataArray[0] ); for ( int i = 1; i < clipboardDataArray.Length; i++ ) { if ( !string.IsNullOrEmpty( clipboardDataArray[ i ] ) ) { int wiresIndex = clipboardDataArray[ i ].IndexOf( IOUtils.LINE_TERMINATOR ); string nodeData = string.Empty; string connections = string.Empty; if ( wiresIndex < 0 ) { nodeData = clipboardDataArray[ i ]; } else { nodeData = clipboardDataArray[ i ].Substring( 0, wiresIndex ); connections = clipboardDataArray[ i ].Substring( wiresIndex + 1 ); } string[] nodeDataArr = nodeData.Split( IOUtils.FIELD_SEPARATOR ); if ( nodeDataArr.Length > 2 ) { int nodeId = Convert.ToInt32( nodeDataArr[ 2 ] ); ClipboardData data = new ClipboardData( nodeData, connections, nodeId ); m_clipboardStrData.Add( data ); m_clipboardAuxData.Add( nodeId, data ); } } } } return initialPos; } public bool IsNodeChainValid( ParentNode currentNode, bool forward ) { WireNode wireNode = currentNode as WireNode; if ( wireNode == null ) { return m_clipboardAuxData.ContainsKey( currentNode.UniqueId ); } if ( forward ) { if ( wireNode.InputPorts[ 0 ].ExternalReferences.Count > 0 ) { int nodeId = wireNode.InputPorts[ 0 ].ExternalReferences[ 0 ].NodeId; if ( m_clipboardAuxData.ContainsKey( nodeId ) ) { return IsNodeChainValid( UIUtils.GetNode( nodeId ), forward ); } } } else { int nodeId = wireNode.OutputPorts[ 0 ].ExternalReferences[ 0 ].NodeId; if ( m_clipboardAuxData.ContainsKey( nodeId ) ) { return IsNodeChainValid( UIUtils.GetNode( nodeId ), forward ); } } return false; } public void GenerateFullString() { string data = string.Empty; for ( int i = 0; i < m_clipboardStrData.Count; i++ ) { data += m_clipboardStrData[ i ].ToString(); if ( i < m_clipboardStrData.Count - 1 ) { data += IOUtils.LINE_TERMINATOR; } } } public void ClearClipboard() { m_clipboardStrData.Clear(); m_clipboardAuxData.Clear(); m_multiPassMasterNodeData.Clear(); } public ClipboardData GetClipboardData( int oldNodeId ) { if ( m_clipboardAuxData.ContainsKey( oldNodeId ) ) return m_clipboardAuxData[ oldNodeId ]; return null; } public int GeNewNodeId( int oldNodeId ) { if ( m_clipboardAuxData.ContainsKey( oldNodeId ) ) return m_clipboardAuxData[ oldNodeId ].NewNodeId; return -1; } public List<ClipboardData> CurrentClipboardStrData { get { return m_clipboardStrData; } } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Menu/Clipboard.cs/0
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856
// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <[email protected]> using UnityEngine; using UnityEditor; using System; using System.Linq; using System.Collections.Generic; using System.Reflection; namespace AmplifyShaderEditor { public class ShortcutKeyData { public bool IsPressed; public System.Type NodeType; public string Name; public ShortcutKeyData( System.Type type, string name ) { NodeType = type; Name = name; IsPressed = false; } } public class GraphContextMenu { private List<ContextMenuItem> m_items; private List<ContextMenuItem> m_itemFunctions; private Dictionary<System.Type, NodeAttributes> m_itemsDict; private Dictionary<System.Type, NodeAttributes> m_deprecatedItemsDict; private Dictionary<System.Type, System.Type> m_castTypes; private Dictionary<KeyCode, ShortcutKeyData> m_shortcutTypes; private KeyCode m_lastKeyPressed; private ParentGraph m_currentGraph; private bool m_correctlyLoaded = false; public GraphContextMenu( ParentGraph currentGraph ) { m_currentGraph = currentGraph; m_correctlyLoaded = RefreshNodes( currentGraph ); } private Type[] GetTypesInNamespace( Assembly assembly, string nameSpace ) { return assembly.GetTypes().Where( t => String.Equals( t.Namespace, nameSpace, StringComparison.Ordinal ) ).ToArray(); } public bool RefreshNodes( ParentGraph currentGraph ) { if( m_items != null ) { m_items.Clear(); m_items = null; } if( m_itemFunctions != null ) { m_itemFunctions.Clear(); m_itemFunctions = null; } m_items = new List<ContextMenuItem>(); m_itemFunctions = new List<ContextMenuItem>(); if( m_itemsDict != null ) m_itemsDict.Clear(); m_itemsDict = new Dictionary<System.Type, NodeAttributes>(); if( m_deprecatedItemsDict != null ) m_deprecatedItemsDict.Clear(); m_deprecatedItemsDict = new Dictionary<System.Type, NodeAttributes>(); if( m_castTypes != null ) m_castTypes.Clear(); m_castTypes = new Dictionary<System.Type, System.Type>(); if( m_shortcutTypes != null ) m_shortcutTypes.Clear(); m_shortcutTypes = new Dictionary<KeyCode, ShortcutKeyData>(); m_lastKeyPressed = KeyCode.None; // Fetch all available nodes by their attributes try { //IEnumerable<System.Type> availableTypes = AppDomain.CurrentDomain.GetAssemblies().ToList().SelectMany( type => type.GetTypes() ); Type[] availableTypes = GetTypesInNamespace( Assembly.GetExecutingAssembly(), "AmplifyShaderEditor" ); foreach( System.Type type in availableTypes ) { foreach( NodeAttributes attribute in Attribute.GetCustomAttributes( type ).OfType<NodeAttributes>() ) { if( attribute.Available && !attribute.Deprecated ) { //if ( !UIUtils.CurrentWindow.IsShaderFunctionWindow && attribute.AvailableInFunctionsOnly ) // continue; if( !UIUtils.HasColorCategory( attribute.Category ) ) { if( !String.IsNullOrEmpty( attribute.CustomCategoryColor ) ) { try { Color color = new Color(); ColorUtility.TryParseHtmlString( attribute.CustomCategoryColor, out color ); UIUtils.AddColorCategory( attribute.Category, color ); } catch( Exception e ) { Debug.LogException( e ); UIUtils.AddColorCategory( attribute.Category, Constants.DefaultCategoryColor ); } } //else //{ // UIUtils.AddColorCategory( attribute.Category, Constants.DefaultCategoryColor ); //} } if( attribute.CastType != null && attribute.CastType.Length > 0 && type != null ) { for( int i = 0; i < attribute.CastType.Length; i++ ) { m_castTypes.Add( attribute.CastType[ i ], type ); } } if( attribute.ShortcutKey != KeyCode.None && type != null ) m_shortcutTypes.Add( attribute.ShortcutKey, new ShortcutKeyData( type, attribute.Name ) ); ContextMenuItem newItem = new ContextMenuItem( attribute, type, attribute.Name, attribute.Category, attribute.Description, null, attribute.ShortcutKey ); if( UIUtils.GetNodeAvailabilityInBitArray( attribute.NodeAvailabilityFlags, NodeAvailability.SurfaceShader ) ) m_items.Add( newItem ); else if( UIUtils.GetNodeAvailabilityInBitArray( attribute.NodeAvailabilityFlags, currentGraph.ParentWindow.CurrentNodeAvailability ) ) m_items.Add( newItem ); else if( UIUtils.GetNodeAvailabilityInBitArray( attribute.NodeAvailabilityFlags, currentGraph.CurrentCanvasMode ) ) m_items.Add( newItem ); m_itemsDict.Add( type, attribute ); m_itemFunctions.Add( newItem ); } else { m_deprecatedItemsDict.Add( type, attribute ); } } } } catch( ReflectionTypeLoadException exception ) { Debug.LogException( exception ); return false; } string[] guids = AssetDatabase.FindAssets( "t:AmplifyShaderFunction" ); List<AmplifyShaderFunction> allFunctions = new List<AmplifyShaderFunction>(); for( int i = 0; i < guids.Length; i++ ) { allFunctions.Add( AssetDatabase.LoadAssetAtPath<AmplifyShaderFunction>( AssetDatabase.GUIDToAssetPath( guids[ i ] ) ) ); } int functionCount = allFunctions.Count; if( functionCount > 0 ) { m_castTypes.Add( typeof( AmplifyShaderFunction ), typeof( FunctionNode ) ); } for( int i = 0; i < functionCount; i++ ) { NodeAttributes attribute = new NodeAttributes( allFunctions[ i ].FunctionName, allFunctions[ i ].CustomNodeCategory, allFunctions[ i ].Description, KeyCode.None, true, 0, int.MaxValue, typeof( AmplifyShaderFunction ) ); System.Type type = typeof( FunctionNode ); ContextMenuItem newItem = new ContextMenuItem( attribute, type, attribute.Name, attribute.Category, attribute.Description, allFunctions[ i ], attribute.ShortcutKey ); m_items.Add( newItem ); m_itemFunctions.Add( newItem ); } //Sort out the final list by name m_items.Sort( ( x, y ) => x.Category.CompareTo( y.Category ) ); m_itemFunctions.Sort( ( x, y ) => x.Category.CompareTo( y.Category ) ); return true; } public void Destroy() { for( int i = 0; i < m_items.Count; i++ ) { m_items[ i ].Destroy(); } for( int i = 0; i < m_itemFunctions.Count; i++ ) { if( m_itemFunctions[ i ] != null ) m_itemFunctions[ i ].Destroy(); } m_items.Clear(); m_items = null; m_itemFunctions.Clear(); m_itemFunctions = null; m_itemsDict.Clear(); m_itemsDict = null; m_deprecatedItemsDict.Clear(); m_deprecatedItemsDict = null; m_castTypes.Clear(); m_castTypes = null; m_shortcutTypes.Clear(); m_shortcutTypes = null; } public NodeAttributes GetNodeAttributesForType( System.Type type ) { if( type == null ) { Debug.LogError( "Invalid type detected" ); return null; } if( m_itemsDict.ContainsKey( type ) ) return m_itemsDict[ type ]; return null; } public NodeAttributes GetDeprecatedNodeAttributesForType( System.Type type ) { if( m_deprecatedItemsDict.ContainsKey( type ) ) return m_deprecatedItemsDict[ type ]; return null; } public void UpdateKeyPress( KeyCode key ) { if( key == KeyCode.None ) return; m_lastKeyPressed = key; if( m_shortcutTypes.ContainsKey( key ) ) { m_shortcutTypes[ key ].IsPressed = true; } } public void UpdateKeyReleased( KeyCode key ) { if( key == KeyCode.None ) return; if( m_shortcutTypes.ContainsKey( key ) ) { m_shortcutTypes[ key ].IsPressed = false; } } public ParentNode CreateNodeFromCastType( System.Type type ) { if( m_castTypes.ContainsKey( type ) ) { ParentNode newNode = (ParentNode)ScriptableObject.CreateInstance( m_castTypes[ type ] ); return newNode; } return null; } public ParentNode CreateNodeFromShortcutKey() { if( m_lastKeyPressed == KeyCode.None ) return null; if( m_shortcutTypes.ContainsKey( m_lastKeyPressed ) && m_shortcutTypes[ m_lastKeyPressed ].IsPressed ) { ParentNode newNode = (ParentNode)ScriptableObject.CreateInstance( m_shortcutTypes[ m_lastKeyPressed ].NodeType ); return newNode; } return null; } public bool CheckShortcutKey() { if( m_lastKeyPressed == KeyCode.None ) return false; if( m_shortcutTypes.ContainsKey( m_lastKeyPressed ) && m_shortcutTypes[ m_lastKeyPressed ].IsPressed ) { return true; } return false; } public List<ContextMenuItem> MenuItems { get { if( m_currentGraph.ParentWindow.IsShaderFunctionWindow ) return m_itemFunctions; else return m_items; } } public List<ContextMenuItem> ItemFunctions { get { return m_itemFunctions; } } public KeyCode LastKeyPressed { get { return m_lastKeyPressed; } } public Dictionary<KeyCode, ShortcutKeyData> NodeShortcuts { get { return m_shortcutTypes; } } public bool CorrectlyLoaded { get { return m_correctlyLoaded; } } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Menu/GraphContextMenu.cs/0
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857
// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <[email protected]> using UnityEngine; using UnityEditor; using System; using System.Collections.Generic; namespace AmplifyShaderEditor { public enum ToolButtonType { Update = 0, Live, OpenSourceCode, CleanUnusedNodes, //SelectShader, New, Open, Save, Library, Options, Help, MasterNode, FocusOnMasterNode, FocusOnSelection, ShowInfoWindow, ShowTipsWindow, ShowConsole } public enum ToolbarType { File, Help } public class ToolbarMenuTab { private Rect m_tabArea; private GenericMenu m_tabMenu; public ToolbarMenuTab( float x, float y, float width, float height ) { m_tabMenu = new GenericMenu(); m_tabArea = new Rect( x, y, width, height ); } public void ShowMenu() { m_tabMenu.DropDown( m_tabArea ); } public void AddItem( string itemName, GenericMenu.MenuFunction callback ) { m_tabMenu.AddItem( new GUIContent( itemName ), false, callback ); } } [Serializable] public sealed class ToolsWindow : MenuParent { private static readonly Color RightIconsColorOff = new Color( 1f, 1f, 1f, 0.8f ); private static readonly Color LeftIconsColorOff = new Color( 1f, 1f, 1f, 0.5f ); private static readonly Color RightIconsColorOn = new Color( 1f, 1f, 1f, 1.0f ); private static readonly Color LeftIconsColorOn = new Color( 1f, 1f, 1f, 0.8f ); private const float TabY = 9; private const float TabX = 5; private const string ShaderFileTitleStr = "Current Shader"; private const string FileToolbarStr = "File"; private const string HelpToolbarStr = "Help"; private const string LiveShaderStr = "Live Shader"; private const string LoadOnSelectionStr = "Load on selection"; private const string CurrentObjectStr = "Current Object: "; public ToolsMenuButton.ToolButtonPressed ToolButtonPressedEvt; //private GUIStyle m_toolbarButtonStyle; private GUIStyle m_toggleStyle; private GUIStyle m_borderStyle; private ToolsMenuButton m_updateButton; private ToolsMenuButton m_liveButton; private ToolsMenuButton m_openSourceCodeButton; private ToolsMenuButton m_focusOnSelectionButton; private ToolsMenuButton m_focusOnMasterNodeButton; private ToolsMenuButton m_showInfoWindowButton; private ToolsMenuButton m_showTipsWindowButton; private ToolsMenuButton m_cleanUnusedNodesButton; private ToolsMenuButton m_showConsoleWindowButton; //Used for collision detection to invalidate inputs on graph area private Rect m_areaLeft = new Rect( 0, 0, 140, 40 ); private Rect m_areaRight = new Rect( 0, 0, 75, 40 ); private Rect m_boxRect; private Rect m_borderRect; public const double InactivityRefreshTime = 0.25; private int m_currentSelected = 0; //Search Bar private const string SearchBarId = "ASE_SEARCH_BAR"; private bool m_searchBarVisible = false; private bool m_selectSearchBarTextfield = false; private bool m_refreshSearchResultList = false; private Rect m_searchBarSize; private string m_searchBarValue = string.Empty; private List<ParentNode> m_searchResultNodes = new List<ParentNode>(); // width and height are between [0,1] and represent a percentage of the total screen area public ToolsWindow( AmplifyShaderEditorWindow parentWindow ) : base( parentWindow, 0, 0, 0, 64, "Tools", MenuAnchor.TOP_LEFT, MenuAutoSize.NONE ) { m_updateButton = new ToolsMenuButton( m_parentWindow, ToolButtonType.Update, 0, 0, -1, -1, IOUtils.UpdateOutdatedGUID, string.Empty, "Create and apply shader to material.", 5 ); m_updateButton.ToolButtonPressedEvt += OnButtonPressedEvent; m_updateButton.AddState( IOUtils.UpdateOFFGUID ); m_updateButton.AddState( IOUtils.UpdateUpToDatedGUID ); m_liveButton = new ToolsMenuButton( m_parentWindow, ToolButtonType.Live, 0, 0, -1, -1, IOUtils.LiveOffGUID, string.Empty, "Automatically saves shader when canvas is changed.", 50 ); m_liveButton.ToolButtonPressedEvt += OnButtonPressedEvent; m_liveButton.AddState( IOUtils.LiveOnGUID ); m_liveButton.AddState( IOUtils.LivePendingGUID ); //ToolsMenuButton cleanUnusedNodesButton = new ToolsMenuButton( m_parentWindow, ToolButtonType.CleanUnusedNodes, 0, 0, -1, -1, IOUtils.CleanupOFFGUID, string.Empty, "Remove all nodes not connected to the master node.", 77 ); //cleanUnusedNodesButton.ToolButtonPressedEvt += OnButtonPressedEvent; //cleanUnusedNodesButton.AddState( IOUtils.CleanUpOnGUID ); //m_list[ ( int ) ToolButtonType.CleanUnusedNodes ] = cleanUnusedNodesButton; m_openSourceCodeButton = new ToolsMenuButton( m_parentWindow, ToolButtonType.OpenSourceCode, 0, 0, -1, -1, IOUtils.OpenSourceCodeOFFGUID, string.Empty, "Open shader file in your default shader editor.", 80, false ); m_openSourceCodeButton.ToolButtonPressedEvt += OnButtonPressedEvent; m_openSourceCodeButton.AddState( IOUtils.OpenSourceCodeONGUID ); m_cleanUnusedNodesButton = new ToolsMenuButton( m_parentWindow, ToolButtonType.CleanUnusedNodes, 0, 0, -1, -1, IOUtils.CleanupOFFGUID, string.Empty, "Remove all nodes not connected to the master node.", 77 ); m_cleanUnusedNodesButton.ToolButtonPressedEvt += OnButtonPressedEvent; m_cleanUnusedNodesButton.AddState( IOUtils.CleanUpOnGUID ); m_showConsoleWindowButton = new ToolsMenuButton( m_parentWindow, ToolButtonType.ShowConsole, 0, 0, -1, -1, IOUtils.ShowConsoleWindowGUID, string.Empty, "Show internal console", 74 ); m_showConsoleWindowButton.ToolButtonPressedEvt += OnButtonPressedEvent; m_showConsoleWindowButton.AddState( IOUtils.ShowConsoleWindowGUID ); m_focusOnMasterNodeButton = new ToolsMenuButton( m_parentWindow, ToolButtonType.FocusOnMasterNode, 0, 0, -1, -1, IOUtils.FocusNodeGUID, string.Empty, "Focus on active master node.", -1, false ); m_focusOnMasterNodeButton.ToolButtonPressedEvt += OnButtonPressedEvent; m_focusOnSelectionButton = new ToolsMenuButton( m_parentWindow, ToolButtonType.FocusOnSelection, 0, 0, -1, -1, IOUtils.FitViewGUID, string.Empty, "Focus on selection or fit to screen if none selected." ); m_focusOnSelectionButton.ToolButtonPressedEvt += OnButtonPressedEvent; m_showInfoWindowButton = new ToolsMenuButton( m_parentWindow, ToolButtonType.ShowInfoWindow, 0, 0, -1, -1, IOUtils.ShowInfoWindowGUID, string.Empty, "Open Helper Window." ); m_showInfoWindowButton.ToolButtonPressedEvt += OnButtonPressedEvent; m_showTipsWindowButton = new ToolsMenuButton( m_parentWindow, ToolButtonType.ShowTipsWindow, 0, 0, -1, -1, IOUtils.ShowTipsWindowGUID, string.Empty, "Open Quick Tips!" ); m_showTipsWindowButton.ToolButtonPressedEvt += OnButtonPressedEvent; m_searchBarSize = new Rect( 0, TabY + 4, 110, 60 ); } void OnShowPortLegend() { ParentWindow.ShowPortInfo(); } override public void Destroy() { base.Destroy(); //for ( int i = 0; i < m_list.Length; i++ ) //{ // m_list[ i ].Destroy(); //} //m_list = null; m_searchResultNodes.Clear(); m_searchResultNodes = null; m_updateButton.Destroy(); m_updateButton = null; m_liveButton.Destroy(); m_liveButton = null; m_openSourceCodeButton.Destroy(); m_openSourceCodeButton = null; m_focusOnMasterNodeButton.Destroy(); m_focusOnMasterNodeButton = null; m_focusOnSelectionButton.Destroy(); m_focusOnSelectionButton = null; m_showInfoWindowButton.Destroy(); m_showInfoWindowButton = null; m_showTipsWindowButton.Destroy(); m_showTipsWindowButton = null; m_cleanUnusedNodesButton.Destroy(); m_cleanUnusedNodesButton = null; m_showConsoleWindowButton.Destroy(); m_showConsoleWindowButton = null; } void OnButtonPressedEvent( ToolButtonType type ) { if ( ToolButtonPressedEvt != null ) ToolButtonPressedEvt( type ); } public override void Draw( Rect parentPosition, Vector2 mousePosition, int mouseButtonId, bool hasKeyboadFocus ) { base.Draw( parentPosition, mousePosition, mouseButtonId, hasKeyboadFocus ); Color bufferedColor = GUI.color; m_areaLeft.x = m_transformedArea.x + TabX; m_areaRight.x = m_transformedArea.x + m_transformedArea.width - 75 - TabX; //if ( m_toolbarButtonStyle == null ) //{ // m_toolbarButtonStyle = new GUIStyle( UIUtils.Button ); // m_toolbarButtonStyle.fixedWidth = 100; //} if ( m_toggleStyle == null ) { m_toggleStyle = UIUtils.Toggle; } //for ( int i = 0; i < m_list.Length; i++ ) //{ // GUI.color = m_list[ i ].IsInside( mousePosition ) ? LeftIconsColorOn : LeftIconsColorOff; // m_list[ i ].Draw( TabX + m_transformedArea.x + m_list[ i ].ButtonSpacing, TabY ); //} GUI.color = m_updateButton.IsInside( mousePosition ) ? LeftIconsColorOn : LeftIconsColorOff; m_updateButton.Draw( TabX + m_transformedArea.x + m_updateButton.ButtonSpacing, TabY ); GUI.color = m_liveButton.IsInside( mousePosition ) ? LeftIconsColorOn : LeftIconsColorOff; m_liveButton.Draw( TabX + m_transformedArea.x + m_liveButton.ButtonSpacing, TabY ); GUI.color = m_openSourceCodeButton.IsInside( mousePosition ) ? LeftIconsColorOn : LeftIconsColorOff; m_openSourceCodeButton.Draw( TabX + m_transformedArea.x + m_openSourceCodeButton.ButtonSpacing, TabY ); if ( m_searchBarVisible ) { m_searchBarSize.x = m_transformedArea.x + m_transformedArea.width - 270 - TabX; string currentFocus = GUI.GetNameOfFocusedControl(); if ( Event.current.type == EventType.KeyDown ) { KeyCode keyCode = Event.current.keyCode; if ( Event.current.shift ) { if ( keyCode == KeyCode.F3 || ( ( keyCode == KeyCode.KeypadEnter || keyCode == KeyCode.Return ) && ( currentFocus.Equals( SearchBarId ) || string.IsNullOrEmpty( currentFocus ) ) ) ) SelectPrevious(); } else { if ( keyCode == KeyCode.F3 || ( ( keyCode == KeyCode.KeypadEnter || keyCode == KeyCode.Return ) && ( currentFocus.Equals( SearchBarId ) || string.IsNullOrEmpty( currentFocus ) ) ) ) SelectNext(); } } if( currentFocus.Equals( SearchBarId ) || ( m_parentWindow.CameraDrawInfo.CurrentEventType == EventType.MouseDown && m_searchBarSize.Contains( m_parentWindow.CameraDrawInfo.MousePosition ) ) || m_selectSearchBarTextfield ) { EditorGUI.BeginChangeCheck(); { GUI.SetNextControlName( SearchBarId ); m_searchBarValue = EditorGUI.TextField( m_searchBarSize, m_searchBarValue, UIUtils.ToolbarSearchTextfield ); } if ( EditorGUI.EndChangeCheck() ) { m_refreshSearchResultList = true; } } else { GUI.Label( m_searchBarSize, m_searchBarValue, UIUtils.ToolbarSearchTextfield ); } m_searchBarSize.x += m_searchBarSize.width; if ( m_parentWindow.CameraDrawInfo.CurrentEventType == EventType.MouseDown && m_searchBarSize.Contains( m_parentWindow.CameraDrawInfo.MousePosition ) ) { if ( string.IsNullOrEmpty( m_searchBarValue ) ) { m_searchBarVisible = false; m_refreshSearchResultList = false; } else { m_searchBarValue = string.Empty; m_searchResultNodes.Clear(); m_currentSelected = -1; } } GUI.Label( m_searchBarSize, string.Empty, UIUtils.ToolbarSearchCancelButton ); if ( Event.current.isKey && Event.current.keyCode == KeyCode.Escape ) { m_searchBarVisible = false; m_refreshSearchResultList = false; GUI.FocusControl( null ); m_selectSearchBarTextfield = false; } if ( m_refreshSearchResultList && ( m_parentWindow.CurrentInactiveTime > InactivityRefreshTime ) ) { RefreshList(); } } if ( m_selectSearchBarTextfield ) { m_selectSearchBarTextfield = false; EditorGUI.FocusTextInControl( SearchBarId ); //GUI.FocusControl( SearchBarId ); } //if ( Event.current.control && Event.current.isKey && Event.current.keyCode == KeyCode.F && Event.current.type == EventType.KeyDown ) if( m_parentWindow.CurrentCommandName.Equals("Find") ) { if ( !m_searchBarVisible ) { m_searchBarVisible = true; m_refreshSearchResultList = false; } m_selectSearchBarTextfield = true; } GUI.color = m_focusOnSelectionButton.IsInside( mousePosition ) ? RightIconsColorOn : RightIconsColorOff; m_focusOnSelectionButton.Draw( m_transformedArea.x + m_transformedArea.width - 30 - TabX, TabY ); GUI.color = m_focusOnMasterNodeButton.IsInside( mousePosition ) ? RightIconsColorOn : RightIconsColorOff; m_focusOnMasterNodeButton.Draw( m_transformedArea.x + m_transformedArea.width - 65 - TabX, TabY ); GUI.color = m_showInfoWindowButton.IsInside( mousePosition ) ? RightIconsColorOn : RightIconsColorOff; m_showInfoWindowButton.Draw( m_transformedArea.x + m_transformedArea.width - 110 - TabX, TabY ); //GUI.color = m_showTipsWindowButton.IsInside( mousePosition ) ? RightIconsColorOn : RightIconsColorOff; //m_showTipsWindowButton.Draw( m_transformedArea.x + m_transformedArea.width - 140 - TabX, TabY ); GUI.color = m_cleanUnusedNodesButton.IsInside( mousePosition ) ? RightIconsColorOn : RightIconsColorOff; m_cleanUnusedNodesButton.Draw( m_transformedArea.x + m_transformedArea.width - 140 - TabX, TabY ); GUI.color = bufferedColor; //GUI.color = m_showConsoleWindowButton.IsInside( mousePosition ) ? RightIconsColorOn : RightIconsColorOff; //m_showConsoleWindowButton.Draw( m_transformedArea.x + m_transformedArea.width - 170 - TabX, TabY ); //GUI.color = bufferedColor; } public void OnNodeRemovedFromGraph( ParentNode node ) { m_searchResultNodes.Remove( node ); } int m_previousNodeCount = 0; void RefreshList() { m_refreshSearchResultList = false; m_currentSelected = -1; m_searchResultNodes.Clear(); if ( !string.IsNullOrEmpty( m_searchBarValue ) ) { List<ParentNode> nodes = m_parentWindow.CurrentGraph.AllNodes; int count = nodes.Count; m_previousNodeCount = count; for ( int i = 0; i < count; i++ ) { if ( nodes[ i ].TitleContent.text.IndexOf( m_searchBarValue, StringComparison.CurrentCultureIgnoreCase ) >= 0 ) { m_searchResultNodes.Add( nodes[ i ] ); } } } } void SelectNext() { if ( m_refreshSearchResultList || m_parentWindow.CurrentGraph.AllNodes.Count != m_previousNodeCount ) { RefreshList(); } if ( m_searchResultNodes.Count > 0 ) { m_currentSelected = ( m_currentSelected + 1 ) % m_searchResultNodes.Count; m_parentWindow.FocusOnNode( m_searchResultNodes[ m_currentSelected ], 1, true ,true); } } void SelectPrevious() { if ( m_refreshSearchResultList || m_parentWindow.CurrentGraph.AllNodes.Count != m_previousNodeCount ) { RefreshList(); } if ( m_searchResultNodes.Count > 0 ) { m_currentSelected = ( m_currentSelected > 1 ) ? ( m_currentSelected - 1 ) : ( m_searchResultNodes.Count - 1 ); m_parentWindow.FocusOnNode( m_searchResultNodes[ m_currentSelected ], 1, true ); } } public void SetStateOnButton( ToolButtonType button, int state, string tooltip ) { switch ( button ) { case ToolButtonType.New: case ToolButtonType.Open: case ToolButtonType.Save: case ToolButtonType.Library: case ToolButtonType.Options: case ToolButtonType.Help: case ToolButtonType.MasterNode: break; case ToolButtonType.OpenSourceCode: { m_openSourceCodeButton.SetStateOnButton( state, tooltip ); } break; case ToolButtonType.Update: { m_updateButton.SetStateOnButton( state, tooltip ); } break; case ToolButtonType.Live: { m_liveButton.SetStateOnButton( state, tooltip ); } break; case ToolButtonType.CleanUnusedNodes: //case eToolButtonType.SelectShader: { m_cleanUnusedNodesButton.SetStateOnButton( state, tooltip ); } break; case ToolButtonType.FocusOnMasterNode: { m_focusOnMasterNodeButton.SetStateOnButton( state, tooltip ); } break; case ToolButtonType.FocusOnSelection: { m_focusOnSelectionButton.SetStateOnButton( state, tooltip ); } break; case ToolButtonType.ShowInfoWindow: { m_showInfoWindowButton.SetStateOnButton( state, tooltip ); } break; case ToolButtonType.ShowTipsWindow: { m_showTipsWindowButton.SetStateOnButton( state, tooltip ); } break; case ToolButtonType.ShowConsole: { m_showConsoleWindowButton.SetStateOnButton( state, tooltip ); } break; } } public void SetStateOnButton( ToolButtonType button, int state ) { switch ( button ) { case ToolButtonType.New: case ToolButtonType.Open: case ToolButtonType.Save: case ToolButtonType.Library: case ToolButtonType.Options: case ToolButtonType.Help: case ToolButtonType.MasterNode: break; case ToolButtonType.OpenSourceCode: { m_openSourceCodeButton.SetStateOnButton( state ); } break; case ToolButtonType.Update: { m_updateButton.SetStateOnButton( state ); } break; case ToolButtonType.Live: { m_liveButton.SetStateOnButton( state ); } break; case ToolButtonType.CleanUnusedNodes: //case eToolButtonType.SelectShader: { m_cleanUnusedNodesButton.SetStateOnButton( state ); } break; case ToolButtonType.FocusOnMasterNode: { m_focusOnMasterNodeButton.SetStateOnButton( state ); } break; case ToolButtonType.FocusOnSelection: { m_focusOnSelectionButton.SetStateOnButton( state ); } break; case ToolButtonType.ShowInfoWindow: { m_showInfoWindowButton.SetStateOnButton( state ); } break; case ToolButtonType.ShowTipsWindow: { m_showTipsWindowButton.SetStateOnButton( state ); }break; case ToolButtonType.ShowConsole: { m_showConsoleWindowButton.SetStateOnButton( state ); } break; } } public void DrawShaderTitle( MenuParent nodeParametersWindow, MenuParent paletteWindow, float availableCanvasWidth, float graphAreaHeight, string shaderName ) { float leftAdjust = nodeParametersWindow.IsMaximized ? nodeParametersWindow.RealWidth : 0; float rightAdjust = paletteWindow.IsMaximized ? 0 : paletteWindow.RealWidth; m_boxRect = new Rect( leftAdjust + rightAdjust, 0, availableCanvasWidth, 35 ); m_boxRect.x += paletteWindow.IsMaximized ? 0 : -paletteWindow.RealWidth; m_boxRect.width += nodeParametersWindow.IsMaximized ? 0 : nodeParametersWindow.RealWidth; m_boxRect.width += paletteWindow.IsMaximized ? 0 : paletteWindow.RealWidth; m_borderRect = new Rect( m_boxRect ); m_borderRect.height = graphAreaHeight; if ( m_borderStyle == null ) { m_borderStyle = ( ParentWindow.CurrentGraph.CurrentMasterNode == null ) ? UIUtils.GetCustomStyle( CustomStyle.ShaderFunctionBorder ) : UIUtils.GetCustomStyle( CustomStyle.ShaderBorder ); } GUI.Label( m_borderRect, shaderName, m_borderStyle ); GUI.Label( m_boxRect, shaderName, UIUtils.GetCustomStyle( CustomStyle.MainCanvasTitle ) ); } public override bool IsInside( Vector2 position ) { if ( !m_isActive ) return false; return m_boxRect.Contains( position ) || m_areaLeft.Contains( position ) || m_areaRight.Contains( position ); } public GUIStyle BorderStyle { get { return m_borderStyle; } set { m_borderStyle = value; } } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Menu/Tools/ToolsWindow.cs/0
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jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Constants/GlobalArrayNode.cs.meta/0
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jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Constants/ShaderVariables/CameraAndScreen.meta/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <[email protected]> using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Time Parameters", "Time", "Time since level load" )] public sealed class TimeNode : ConstVecShaderVariable { protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); ChangeOutputName( 1, "t/20" ); ChangeOutputName( 2, "t" ); ChangeOutputName( 3, "t*2" ); ChangeOutputName( 4, "t*3" ); m_value = "_Time"; m_previewShaderGUID = "73abc10c8d1399444827a7eeb9c24c2a"; } public override void RefreshExternalReferences() { base.RefreshExternalReferences(); if( !m_outputPorts[ 0 ].IsConnected ) { m_outputPorts[ 0 ].Visible = false; m_sizeIsDirty = true; } } //public override void AfterPreviewRefresh() //{ // base.AfterPreviewRefresh(); // MarkForPreviewUpdate(); //} } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Constants/ShaderVariables/Time/TimeNode.cs/0
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jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Constants/ShaderVariables/Transform/WorldToObjectMatrix.cs.meta/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <[email protected]> using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "World Transform Params", "Object Transform", "World Transform Params contains information about the transform, W is usually 1.0, or -1.0 for odd-negative scale transforms" )] public sealed class WorldTransformParams : ConstVecShaderVariable { protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); ChangeOutputName( 1, "X" ); ChangeOutputName( 2, "Y" ); ChangeOutputName( 3, "Z" ); ChangeOutputName( 4, "W" ); m_value = "unity_WorldTransformParams"; m_previewShaderGUID = "5a2642605f085da458d6e03ade47b87a"; } public override void RefreshExternalReferences() { base.RefreshExternalReferences(); if( !m_outputPorts[ 0 ].IsConnected ) { m_outputPorts[ 0 ].Visible = false; m_sizeIsDirty = true; } } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Constants/ShaderVariables/Various/WorldTransformParams.cs/0
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863
// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <[email protected]> using System; using System.Collections.Generic; using UnityEngine; namespace AmplifyShaderEditor { [Serializable] public class CustomNodeOutputData { public string expression; public string name; public List<CustomNodeInputData> inputData; public CustomNodeOutputData( string newName, string newExpression ) { name = newName; expression = newExpression; inputData = new List<CustomNodeInputData>(); } public void Destroy() { inputData.Clear(); inputData = null; } public override string ToString() { string result = "name: " + name + " outputExpression: " + expression + '\n'; for ( int i = 0; i < inputData.Count; i++ ) { result += inputData[ i ].ToString() + '\n'; } return result; } } [Serializable] public class CustomNodeInputData { public int index; public int length; public string name; public CustomNodeInputData( int newIndex, int newLength, string newName ) { index = newIndex; length = newLength; name = newName; } public override string ToString() { return "index: " + index + " length: " + length + " name: " + name; } } [Serializable] public class CustomNode : ParentNode { [SerializeField] private List<string> m_includes; [SerializeField] private List<CustomNodeOutputData> m_outputData; protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); m_outputData = new List<CustomNodeOutputData>(); } public void AddIncludes( string newInclude ) { m_includes.Add( newInclude ); } protected void AddOutputsFromString( string outputName, string output ) { AddOutputPort( WirePortDataType.OBJECT, outputName ); CustomNodeOutputData currOutputData = new CustomNodeOutputData( outputName, output ); // Get existing input nodes so we can test for duplicates Dictionary<string, InputPort> existingPorts = InputPortsDict; // Create dictionary to prevent duplicates when dealing with expresssions with multiple occurences of an input Dictionary<string, string> inputDuplicatePrevention = new Dictionary<string, string>(); // Get all inputs on the expression and save their info int[] indexes = output.AllIndexesOf( Constants.CNIP ); for ( int i = 0; i < indexes.Length; i++ ) { string name = output.Substring( indexes[ i ], Constants.CNIP.Length + 1 ); currOutputData.inputData.Add( new CustomNodeInputData( indexes[ i ], Constants.CNIP.Length + 1, name ) ); if ( !inputDuplicatePrevention.ContainsKey( name ) && !existingPorts.ContainsKey( name ) ) { inputDuplicatePrevention.Add( name, name ); AddInputPort( WirePortDataType.OBJECT, false, name ); } } inputDuplicatePrevention.Clear(); inputDuplicatePrevention = null; existingPorts.Clear(); existingPorts = null; m_outputData.Add( currOutputData ); } public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar ) { base.GenerateShaderForOutput( outputId, ref dataCollector, ignoreLocalvar ); if ( outputId < m_outputData.Count ) { Dictionary<string, InputPort> inputs = InputPortsDict; string value = m_outputData[ outputId ].expression; for ( int i = 0; i < m_outputData[ outputId ].inputData.Count; i++ ) { if ( inputs.ContainsKey( m_outputData[ outputId ].inputData[ i ].name ) ) { InputPort inputPort = inputs[ m_outputData[ outputId ].inputData[ i ].name ]; if ( inputPort != null ) { string inputValue = inputPort.GenerateShaderForOutput( ref dataCollector, WirePortDataType.OBJECT, ignoreLocalvar ); value = value.Replace( m_outputData[ outputId ].inputData[ i ].name, inputValue ); } else { UIUtils.ShowMessage( m_outputData[ outputId ].inputData[ i ].name + " invalid on the inputs list", MessageSeverity.Error ); return string.Empty; } } else { UIUtils.ShowMessage( m_outputData[ outputId ].inputData[ i ].name + " Not found on the inputs list", MessageSeverity.Error ); return string.Empty; } } return value; } return string.Empty; } public void DumpOutputData() { for ( int i = 0; i < m_outputData.Count; i++ ) { Debug.Log( m_outputData[ i ] ); } } public override void Destroy() { base.Destroy(); if ( m_outputData != null ) { for ( int i = 0; i < m_outputData.Count; i++ ) { m_outputData[ i ].Destroy(); } m_outputData.Clear(); m_outputData = null; } if ( m_includes != null ) { m_includes.Clear(); m_includes = null; } } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/CustomNode.cs/0
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864
// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <[email protected]> //https://www.shadertoy.com/view/ldX3D4 using UnityEngine; using UnityEditor; using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Posterize", "Image Effects", "Converts a continuous gradation of tones to multiple regions of fewer tones" )] public sealed class PosterizeNode : ParentNode { private const string PosterizationPowerStr = "Power"; [SerializeField] private int m_posterizationPower = 1; protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); AddInputPort( WirePortDataType.COLOR, false, "RGBA", -1, MasterNodePortCategory.Fragment, 1 ); AddInputPort( WirePortDataType.INT, false, "Power", -1, MasterNodePortCategory.Fragment, 0 ); m_inputPorts[ 1 ].AutoDrawInternalData = true; AddOutputPort( WirePortDataType.COLOR, Constants.EmptyPortValue ); m_textLabelWidth = 60; m_autoWrapProperties = true; m_previewShaderGUID = "ecb3048ef0eec1645bad1d72a98d8279"; } public override void DrawProperties() { base.DrawProperties(); if( !m_inputPorts[ 1 ].IsConnected ) { EditorGUILayout.BeginVertical(); { EditorGUI.BeginChangeCheck(); m_posterizationPower = EditorGUILayoutIntSlider( PosterizationPowerStr, m_posterizationPower, 1, 256 ); if( EditorGUI.EndChangeCheck() ) { GetInputPortByUniqueId( 0 ).IntInternalData = m_posterizationPower; } } EditorGUILayout.EndVertical(); } else { EditorGUILayout.Space(); } } 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 posterizationPower = "1"; if( m_inputPorts[ 1 ].IsConnected ) { posterizationPower = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector ); } else { posterizationPower = m_posterizationPower.ToString(); } string colorTarget = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ); string divVar = "div" + OutputId; dataCollector.AddLocalVariable( UniqueId, "float " + divVar + "=256.0/float(" + posterizationPower + ");" ); string result = "( floor( " + colorTarget + " * " + divVar + " ) / " + divVar + " )"; RegisterLocalVariable( 0, result, ref dataCollector, "posterize" + OutputId ); return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ); } public override void RefreshExternalReferences() { base.RefreshExternalReferences(); m_inputPorts[ 0 ].ChangeType( WirePortDataType.COLOR, false ); m_inputPorts[ 1 ].ChangeType( WirePortDataType.INT, false ); } public override void WriteToString( ref string nodeInfo, ref string connectionsInfo ) { base.WriteToString( ref nodeInfo, ref connectionsInfo ); IOUtils.AddFieldValueToString( ref nodeInfo, m_posterizationPower ); } public override void ReadFromString( ref string[] nodeParams ) { base.ReadFromString( ref nodeParams ); m_posterizationPower = Convert.ToInt32( GetCurrentParam( ref nodeParams ) ); } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/ImageEffects/PosterizeNode.cs/0
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jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/LogicalOperators/TFHCCompareEqual.cs.meta/0
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jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/LogicalOperators/TFHCStub.cs.meta/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <[email protected]> using System; using UnityEngine; using UnityEditor; namespace AmplifyShaderEditor { [Serializable] class ColorMaskHelper { private GUIContent ColorMaskContent = new GUIContent( "Color Mask", "Sets color channel writing mask, turning all off makes the object completely invisible\nDefault: RGBA" ); private readonly char[] m_colorMaskChar = { 'R', 'G', 'B', 'A' }; private GUIStyle m_leftToggleColorMask; private GUIStyle m_middleToggleColorMask; private GUIStyle m_rightToggleColorMask; [SerializeField] private bool[] m_colorMask = { true, true, true, true }; [SerializeField] private InlineProperty m_inlineMask = new InlineProperty(); public void Draw( UndoParentNode owner ) { m_inlineMask.CustomDrawer( ref owner, DrawColorMaskControls, ColorMaskContent.text ); } private void DrawColorMaskControls( UndoParentNode owner ) { if( m_leftToggleColorMask == null || m_leftToggleColorMask.normal.background == null ) { m_leftToggleColorMask = GUI.skin.GetStyle( "miniButtonLeft" ); } if( m_middleToggleColorMask == null || m_middleToggleColorMask.normal.background == null ) { m_middleToggleColorMask = GUI.skin.GetStyle( "miniButtonMid" ); } if( m_rightToggleColorMask == null || m_rightToggleColorMask.normal.background == null ) { m_rightToggleColorMask = GUI.skin.GetStyle( "miniButtonRight" ); } EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField( ColorMaskContent, GUILayout.Width( 90 ) ); m_colorMask[ 0 ] = owner.GUILayoutToggle( m_colorMask[ 0 ], "R", m_leftToggleColorMask ); m_colorMask[ 1 ] = owner.GUILayoutToggle( m_colorMask[ 1 ], "G", m_middleToggleColorMask ); m_colorMask[ 2 ] = owner.GUILayoutToggle( m_colorMask[ 2 ], "B", m_middleToggleColorMask ); m_colorMask[ 3 ] = owner.GUILayoutToggle( m_colorMask[ 3 ], "A", m_rightToggleColorMask ); EditorGUILayout.EndHorizontal(); } public void BuildColorMask( ref string ShaderBody, bool customBlendAvailable ) { int count = 0; string colorMask = string.Empty; for( int i = 0; i < m_colorMask.Length; i++ ) { if( m_colorMask[ i ] ) { count++; colorMask += m_colorMaskChar[ i ]; } } if( ( count != m_colorMask.Length && customBlendAvailable ) || m_inlineMask.Active ) { MasterNode.AddRenderState( ref ShaderBody, "ColorMask", m_inlineMask.GetValueOrProperty( ( ( count == 0 ) ? "0" : colorMask ) ) ); } } public void ReadFromString( ref uint index, ref string[] nodeParams ) { for( int i = 0; i < m_colorMask.Length; i++ ) { m_colorMask[ i ] = Convert.ToBoolean( nodeParams[ index++ ] ); } if( UIUtils.CurrentShaderVersion() > 14501 ) m_inlineMask.ReadFromString( ref index, ref nodeParams ); } public void WriteToString( ref string nodeInfo ) { for( int i = 0; i < m_colorMask.Length; i++ ) { IOUtils.AddFieldValueToString( ref nodeInfo, m_colorMask[ i ] ); } m_inlineMask.WriteToString( ref nodeInfo ); } public void Destroy() { m_leftToggleColorMask = null; m_middleToggleColorMask = null; m_rightToggleColorMask = null; } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/ColorMaskHelper.cs/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <[email protected]> using UnityEngine; using UnityEditor; using System; using System.Collections.Generic; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Function Switch", "Functions", "Function Switch allows switching options at compile time for shader function", NodeAvailabilityFlags = (int)NodeAvailability.ShaderFunction )] public sealed class FunctionSwitch : ParentNode { private const string InputPortNameStr = "In "; private const string ToggleFalseStr = "False"; private const string ToggleTrueStr = "True"; private const string CurrSelectedStr = "Current"; private const string MaxAmountStr = "Amount"; private const int MaxAllowedAmount = 9; private const int MinComboSize = 50; private const int MaxComboSize = 105; [SerializeField] private string m_optionLabel = "Option"; [SerializeField] private string[] AvailableInputsLabels = { "In 0", "In 1" }; [SerializeField] private int[] AvailableInputsValues = { 0, 1 }; [SerializeField] private int m_previousSelectedInput = 0; [SerializeField] private int m_currentSelectedInput = 0; [SerializeField] private int m_maxAmountInputs = 2; [SerializeField] private bool m_toggleMode = false; [SerializeField] private string[] m_optionNames = { "In 0", "In 1", "In 2", "In 3", "In 4", "In 5", "In 6", "In 7", "In 8" }; [SerializeField] private int m_orderIndex = -1; [SerializeField] private TexReferenceType m_referenceType = TexReferenceType.Object; [SerializeField] private FunctionSwitch m_functionSwitchReference = null; [SerializeField] private int m_referenceUniqueId = -1; [SerializeField] private bool m_validReference = false; private bool m_asDrawn = false; private GUIContent m_checkContent; private GUIContent m_popContent; private const double MaxTimestamp = 1; private bool m_nameModified = false; private double m_lastTimeNameModified = 0; private Rect m_varRect; private Rect m_imgRect; private bool m_editing; private int m_cachedPropertyId = -1; [SerializeField] private int m_refMaxInputs = -1; [SerializeField] private string m_refOptionLabel = string.Empty; [SerializeField] private int m_refSelectedInput = -1; protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); for( int i = 0; i < MaxAllowedAmount; i++ ) { AddInputPort( WirePortDataType.FLOAT, false, InputPortNameStr + i ); m_inputPorts[ i ].Visible = ( i < 2 ); } AddOutputPort( WirePortDataType.FLOAT, " " ); m_checkContent = new GUIContent(); m_checkContent.image = UIUtils.CheckmarkIcon; m_popContent = new GUIContent(); m_popContent.image = UIUtils.PopupIcon; m_textLabelWidth = 100; m_autoWrapProperties = true; m_insideSize.Set( 80, 25 ); m_previewShaderGUID = "a58e46feaa5e3d14383bfeac24d008bc"; } public void SetCurrentSelectedInput( int newValue, int prevValue ) { m_previousSelectedInput = prevValue; if( m_validReference ) m_currentSelectedInput = Mathf.Clamp( newValue, 0, m_refMaxInputs - 1 ); else m_currentSelectedInput = Mathf.Clamp( newValue, 0, m_maxAmountInputs - 1 ); m_outputPorts[ 0 ].ChangeType( m_inputPorts[ m_currentSelectedInput ].DataType, false ); ChangeSignalPropagation(); } public int GetCurrentSelectedInput() { return m_currentSelectedInput; } public override void SetPreviewInputs() { base.SetPreviewInputs(); if( m_cachedPropertyId == -1 ) m_cachedPropertyId = Shader.PropertyToID( "_Current" ); PreviewMaterial.SetInt( m_cachedPropertyId, m_currentSelectedInput ); } protected override void OnUniqueIDAssigned() { base.OnUniqueIDAssigned(); if( m_referenceType == TexReferenceType.Object ) { UIUtils.RegisterFunctionSwitchNode( this ); } else { UIUtils.RegisterFunctionSwitchNode( this ); UIUtils.RegisterFunctionSwitchCopyNode( this ); } } public override void Destroy() { base.Destroy(); m_functionSwitchReference = null; m_referenceUniqueId = -1; if( m_referenceType == TexReferenceType.Object ) { UIUtils.UnregisterFunctionSwitchNode( this ); } else { UIUtils.UnregisterFunctionSwitchNode( this ); UIUtils.UnregisterFunctionSwitchCopyNode( this ); } } public override void OnConnectedOutputNodeChanges( int portId, int otherNodeId, int otherPortId, string name, WirePortDataType type ) { base.OnConnectedOutputNodeChanges( portId, otherNodeId, otherPortId, name, type ); m_inputPorts[ portId ].MatchPortToConnection(); if( portId == m_currentSelectedInput ) m_outputPorts[ 0 ].ChangeType( m_inputPorts[ portId ].DataType, false ); } public override void OnInputPortConnected( int portId, int otherNodeId, int otherPortId, bool activateNode = true ) { InputPort port = GetInputPortByUniqueId( portId ); int arrayPos = m_inputPorts.IndexOf( port ); if( activateNode && m_connStatus == NodeConnectionStatus.Connected && arrayPos == m_currentSelectedInput ) { port.GetOutputNode().ActivateNode( m_activeNode, m_activePort, m_activeType ); } OnNodeChange(); SetSaveIsDirty(); m_inputPorts[ portId ].MatchPortToConnection(); if( arrayPos == m_currentSelectedInput ) m_outputPorts[ 0 ].ChangeType( m_inputPorts[ portId ].DataType, false ); } public override void ActivateNode( int signalGenNodeId, int signalGenPortId, Type signalGenNodeType ) { if( m_selfPowered ) return; ConnStatus = m_restrictions.GetRestiction( signalGenNodeType, signalGenPortId ) ? NodeConnectionStatus.Error : NodeConnectionStatus.Connected; m_activeConnections += 1; m_activeType = signalGenNodeType; m_activeNode = signalGenNodeId; m_activePort = signalGenPortId; if( m_activeConnections == 1 ) if( m_inputPorts[ m_currentSelectedInput ].IsConnected ) m_inputPorts[ m_currentSelectedInput ].GetOutputNode().ActivateNode( signalGenNodeId, signalGenPortId, signalGenNodeType ); SetSaveIsDirty(); } public override void DeactivateInputPortNode( int deactivatedPort, bool forceComplete ) { InputPort port = GetInputPortByUniqueId( deactivatedPort ); if( deactivatedPort == m_currentSelectedInput ) port.GetOutputNode().DeactivateNode( deactivatedPort, false ); } public override void DeactivateNode( int deactivatedPort, bool forceComplete ) { if( m_selfPowered ) return; SetSaveIsDirty(); m_activeConnections -= 1; if( ( forceComplete || m_activeConnections <= 0 ) ) { m_activeConnections = 0; ConnStatus = NodeConnectionStatus.Not_Connected; for( int i = 0; i < m_inputPorts.Count; i++ ) { if( m_inputPorts[ i ].IsConnected && i == m_currentSelectedInput ) { ParentNode node = m_inputPorts[ i ].GetOutputNode(); if( node != null ) node.DeactivateNode( deactivatedPort == -1 ? m_inputPorts[ i ].PortId : deactivatedPort, false ); } } } } public void ChangeSignalPropagation() { if( m_previousSelectedInput != m_currentSelectedInput && ConnStatus == NodeConnectionStatus.Connected ) { if( m_inputPorts[ m_previousSelectedInput ].IsConnected ) m_inputPorts[ m_previousSelectedInput ].GetOutputNode().DeactivateNode( m_inputPorts[ m_previousSelectedInput ].PortId, false ); if( m_inputPorts[ m_currentSelectedInput ].IsConnected ) m_inputPorts[ m_currentSelectedInput ].GetOutputNode().ActivateNode( UniqueId, m_inputPorts[ m_currentSelectedInput ].PortId, m_activeType ); } } public bool DrawOption( ParentNode owner, bool forceDraw = false ) { if( !IsConnected && !forceDraw ) { //EditorGUILayout.LabelField( "Not Connected" ); return false; } if( m_asDrawn ) //used to prevent the same property to be drawn more than once return false; if( m_validReference ) { return m_functionSwitchReference.DrawOption( owner, true ); } int prev = m_currentSelectedInput; m_asDrawn = true; if( m_toggleMode ) { m_currentSelectedInput = owner.EditorGUILayoutToggle( m_optionLabel, ( m_currentSelectedInput != 0 ? true : false ) ) ? 1 : 0; if( m_currentSelectedInput != prev ) { SetCurrentSelectedInput( m_currentSelectedInput, prev ); return true; } else { return false; } } else { m_currentSelectedInput = owner.EditorGUILayoutIntPopup( m_optionLabel, m_currentSelectedInput, AvailableInputsLabels, AvailableInputsValues ); if( m_currentSelectedInput != prev ) { SetCurrentSelectedInput( m_currentSelectedInput, prev ); return true; } else { return false; } } } public void CheckReference() { if( m_referenceType != TexReferenceType.Instance ) { m_validReference = false; return; } if( m_functionSwitchReference == null ) { m_validReference = false; ResetToSelf(); return; } if( m_referenceUniqueId != m_functionSwitchReference.UniqueId ) { UpdateFromSelected(); } if( m_refSelectedInput != m_functionSwitchReference.GetCurrentSelectedInput() || m_refMaxInputs != m_functionSwitchReference.MaxAmountInputs || m_refOptionLabel != m_functionSwitchReference.OptionLabel ) { UpdateFromSelected(); } m_validReference = true; } void ResetToSelf() { m_functionSwitchReference = null; m_validReference = false; m_referenceUniqueId = -1; m_refMaxInputs = -1; m_refOptionLabel = string.Empty; m_refSelectedInput = -1; for( int i = 0; i < MaxAllowedAmount; i++ ) { m_inputPorts[ i ].Visible = ( i < m_maxAmountInputs ); m_inputPorts[ i ].Name = m_optionNames[ i ]; } if( m_currentSelectedInput >= m_maxAmountInputs ) { m_currentSelectedInput = m_maxAmountInputs - 1; } UpdateLabels(); m_sizeIsDirty = true; } void UpdateFromSelected() { if( m_referenceUniqueId < 0 ) return; m_functionSwitchReference = UIUtils.GetNode( m_referenceUniqueId ) as FunctionSwitch; if( m_functionSwitchReference != null ) { m_validReference = true; for( int i = 0; i < MaxAllowedAmount; i++ ) { m_inputPorts[ i ].Visible = ( i < m_functionSwitchReference.MaxAmountInputs ); m_inputPorts[ i ].Name = m_functionSwitchReference.InputPorts[ i ].Name; } UpdateLabels(); m_refMaxInputs = m_functionSwitchReference.m_maxAmountInputs; m_refOptionLabel = m_functionSwitchReference.OptionLabel; m_refSelectedInput = m_functionSwitchReference.GetCurrentSelectedInput(); SetCurrentSelectedInput( m_functionSwitchReference.GetCurrentSelectedInput(), m_currentSelectedInput ); } m_sizeIsDirty = true; m_isDirty = true; } public override void DrawProperties() { base.DrawProperties(); EditorGUI.BeginChangeCheck(); m_referenceType = (TexReferenceType)EditorGUILayoutPopup( Constants.ReferenceTypeStr, (int)m_referenceType, Constants.ReferenceArrayLabels ); if( EditorGUI.EndChangeCheck() ) { if( m_referenceType == TexReferenceType.Object ) { UIUtils.UnregisterFunctionSwitchCopyNode( this ); //UIUtils.RegisterFunctionSwitchNode( this ); ResetToSelf(); } else { //UIUtils.UnregisterFunctionSwitchNode( this ); UIUtils.RegisterFunctionSwitchCopyNode( this ); } } if( m_referenceType == TexReferenceType.Instance ) { EditorGUI.BeginChangeCheck(); string[] arr = new string[ UIUtils.FunctionSwitchList().Count ]; int[] ids = new int[ UIUtils.FunctionSwitchList().Count ]; for( int i = 0; i < arr.Length; i++ ) { arr[ i ] = i + " - " + UIUtils.FunctionSwitchList()[ i ].OptionLabel; ids[ i ] = UIUtils.FunctionSwitchList()[ i ].UniqueId; } m_referenceUniqueId = EditorGUILayout.IntPopup( Constants.AvailableReferenceStr, m_referenceUniqueId, arr, ids ); if( EditorGUI.EndChangeCheck() ) { UpdateFromSelected(); } return; } EditorGUI.BeginChangeCheck(); m_optionLabel = EditorGUILayoutTextField( "Option Label", m_optionLabel ); if( EditorGUI.EndChangeCheck() ) { m_optionLabel = UIUtils.RemoveInvalidEnumCharacters( m_optionLabel ); if( string.IsNullOrEmpty( m_optionLabel ) ) { m_optionLabel = "Option"; } UIUtils.UpdateFunctionSwitchData( UniqueId, m_optionLabel ); } EditorGUI.BeginChangeCheck(); m_toggleMode = EditorGUILayoutToggle( "Toggle Mode", m_toggleMode ); if( EditorGUI.EndChangeCheck() ) { if( m_toggleMode ) { m_inputPorts[ 0 ].Name = ToggleFalseStr; m_inputPorts[ 1 ].Name = ToggleTrueStr; for( int i = 0; i < MaxAllowedAmount; i++ ) { m_inputPorts[ i ].Visible = ( i < 2 ); } if( m_currentSelectedInput >= 2 ) { m_currentSelectedInput = 1; } UpdateLabels(); m_sizeIsDirty = true; } else { m_inputPorts[ 0 ].Name = m_optionNames[ 0 ]; m_inputPorts[ 1 ].Name = m_optionNames[ 1 ]; for( int i = 0; i < MaxAllowedAmount; i++ ) { m_inputPorts[ i ].Visible = ( i < m_maxAmountInputs ); } if( m_currentSelectedInput >= m_maxAmountInputs ) { m_currentSelectedInput = m_maxAmountInputs - 1; } UpdateLabels(); m_sizeIsDirty = true; } } if( !m_toggleMode ) { EditorGUI.BeginChangeCheck(); m_maxAmountInputs = EditorGUILayoutIntSlider( MaxAmountStr, m_maxAmountInputs, 2, MaxAllowedAmount ); if( EditorGUI.EndChangeCheck() ) { for( int i = 0; i < MaxAllowedAmount; i++ ) { m_inputPorts[ i ].Visible = ( i < m_maxAmountInputs ); } if( m_currentSelectedInput >= m_maxAmountInputs ) { m_currentSelectedInput = m_maxAmountInputs - 1; } UpdateLabels(); m_sizeIsDirty = true; } EditorGUI.indentLevel++; for( int i = 0; i < m_maxAmountInputs; i++ ) { EditorGUI.BeginChangeCheck(); m_inputPorts[ i ].Name = EditorGUILayoutTextField( "Item " + i, m_inputPorts[ i ].Name ); if( EditorGUI.EndChangeCheck() ) { m_nameModified = true; m_lastTimeNameModified = EditorApplication.timeSinceStartup; m_inputPorts[ i ].Name = UIUtils.RemoveInvalidEnumCharacters( m_inputPorts[ i ].Name ); m_optionNames[ i ] = m_inputPorts[ i ].Name; if( string.IsNullOrEmpty( m_inputPorts[ i ].Name ) ) { m_inputPorts[ i ].Name = InputPortNameStr + i; } m_sizeIsDirty = true; } } EditorGUI.indentLevel--; if( m_nameModified ) { UpdateLabels(); } } if( m_toggleMode ) { EditorGUI.BeginChangeCheck(); int prevVal = m_currentSelectedInput; m_currentSelectedInput = EditorGUILayoutToggle( CurrSelectedStr, ( m_currentSelectedInput != 0 ? true : false ) ) ? 1 : 0; if( EditorGUI.EndChangeCheck() ) SetCurrentSelectedInput( m_currentSelectedInput, prevVal ); } else { EditorGUI.BeginChangeCheck(); int prevVal = m_currentSelectedInput; m_currentSelectedInput = EditorGUILayoutIntPopup( CurrSelectedStr, m_currentSelectedInput, AvailableInputsLabels, AvailableInputsValues ); if( EditorGUI.EndChangeCheck() ) { SetCurrentSelectedInput( m_currentSelectedInput, prevVal ); } } } public override void RefreshExternalReferences() { base.RefreshExternalReferences(); if( UIUtils.CurrentShaderVersion() > 14205 ) { if( m_referenceType == TexReferenceType.Instance ) { m_functionSwitchReference = UIUtils.GetNode( m_referenceUniqueId ) as FunctionSwitch; UpdateFromSelected(); } } SetCurrentSelectedInput( m_currentSelectedInput, m_previousSelectedInput ); } public void UpdateLabels() { int maxinputs = m_maxAmountInputs; if( m_validReference ) maxinputs = m_functionSwitchReference.MaxAmountInputs; AvailableInputsLabels = new string[ maxinputs ]; AvailableInputsValues = new int[ maxinputs ]; for( int i = 0; i < maxinputs; i++ ) { AvailableInputsLabels[ i ] = m_optionNames[ i ]; AvailableInputsValues[ i ] = i; } } public override void OnNodeLogicUpdate( DrawInfo drawInfo ) { base.OnNodeLogicUpdate( drawInfo ); CheckReference(); } public override void OnNodeLayout( DrawInfo drawInfo ) { float finalSize = 0; if( !m_toggleMode ) { GUIContent dropdown = new GUIContent( m_inputPorts[ m_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 ); bool toggleMode = m_toggleMode; if( m_validReference ) { toggleMode = m_functionSwitchReference.m_toggleMode; } if( toggleMode ) { 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 ) { if( m_validReference ) { base.DrawGUIControls( drawInfo ); } else { base.DrawGUIControls( drawInfo ); if( drawInfo.CurrentEventType != EventType.MouseDown ) return; if( m_varRect.Contains( drawInfo.MousePosition ) ) { m_editing = true; } else if( m_editing ) { m_editing = false; } } } public override void Draw( DrawInfo drawInfo ) { base.Draw( drawInfo ); if( m_nameModified ) { if( ( EditorApplication.timeSinceStartup - m_lastTimeNameModified ) > MaxTimestamp ) { m_nameModified = false; } } if( m_validReference ) { SetAdditonalTitleTextOnCallback( m_functionSwitchReference.OptionLabel, ( instance, newSubTitle ) => instance.AdditonalTitleContent.text = string.Format( Constants.SubTitleVarNameFormatStr, newSubTitle ) ); } else { SetAdditonalTitleTextOnCallback( m_optionLabel, ( instance, newSubTitle ) => instance.AdditonalTitleContent.text = string.Format( Constants.SubTitleValueFormatStr, newSubTitle ) ); if( m_editing ) { if( m_toggleMode ) { if( GUI.Button( m_varRect, GUIContent.none, UIUtils.GraphButton ) ) { int prevVal = m_currentSelectedInput; m_currentSelectedInput = m_currentSelectedInput == 1 ? 0 : 1; if( m_currentSelectedInput != prevVal ) SetCurrentSelectedInput( m_currentSelectedInput, prevVal ); m_editing = false; } if( m_currentSelectedInput == 1 ) { GUI.Label( m_varRect, m_checkContent, UIUtils.GraphButtonIcon ); } } else { EditorGUI.BeginChangeCheck(); int prevVal = m_currentSelectedInput; m_currentSelectedInput = EditorGUIIntPopup( m_varRect, m_currentSelectedInput, AvailableInputsLabels, AvailableInputsValues, UIUtils.GraphDropDown ); if( EditorGUI.EndChangeCheck() ) { SetCurrentSelectedInput( m_currentSelectedInput, prevVal ); m_editing = false; } } } } } public override void OnNodeRepaint( DrawInfo drawInfo ) { base.OnNodeRepaint( drawInfo ); if( !m_isVisible ) return; if( ContainerGraph.LodLevel <= ParentGraph.NodeLOD.LOD2 ) { if( m_validReference ) { bool cacheState = GUI.enabled; GUI.enabled = false; if( m_functionSwitchReference.m_toggleMode ) { GUI.Label( m_varRect, GUIContent.none, UIUtils.GraphButton ); if( m_functionSwitchReference.GetCurrentSelectedInput() == 1 ) { GUI.Label( m_varRect, m_checkContent, UIUtils.GraphButtonIcon ); } } else { GUI.Label( m_varRect, m_functionSwitchReference.AvailableInputsLabels[ m_currentSelectedInput ], UIUtils.GraphDropDown ); } GUI.enabled = cacheState; } else { if( !m_editing ) { if( m_toggleMode ) { GUI.Label( m_varRect, GUIContent.none, UIUtils.GraphButton ); if( m_currentSelectedInput == 1 ) { GUI.Label( m_varRect, m_checkContent, UIUtils.GraphButtonIcon ); } } else { GUI.Label( m_varRect, AvailableInputsLabels[ m_currentSelectedInput ], UIUtils.GraphDropDown ); GUI.Label( m_imgRect, m_popContent, UIUtils.GraphButtonIcon ); } } } } } public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar ) { return m_inputPorts[ m_currentSelectedInput ].GeneratePortInstructions( ref dataCollector ); } public override void ReadFromString( ref string[] nodeParams ) { base.ReadFromString( ref nodeParams ); m_optionLabel = GetCurrentParam( ref nodeParams ); m_toggleMode = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) ); m_currentSelectedInput = Convert.ToInt32( GetCurrentParam( ref nodeParams ) ); m_previousSelectedInput = m_currentSelectedInput; m_maxAmountInputs = Convert.ToInt32( GetCurrentParam( ref nodeParams ) ); m_orderIndex = Convert.ToInt32( GetCurrentParam( ref nodeParams ) ); for( int i = 0; i < MaxAllowedAmount; i++ ) { m_inputPorts[ i ].Visible = ( i < m_maxAmountInputs ); } if( m_currentSelectedInput >= m_maxAmountInputs ) { m_currentSelectedInput = m_maxAmountInputs - 1; } for( int i = 0; i < m_maxAmountInputs; i++ ) { m_optionNames[ i ] = GetCurrentParam( ref nodeParams ); m_inputPorts[ i ].Name = m_optionNames[ i ]; } if( m_toggleMode ) { m_inputPorts[ 0 ].Name = ToggleFalseStr; m_inputPorts[ 1 ].Name = ToggleTrueStr; } UpdateLabels(); m_sizeIsDirty = true; UIUtils.UpdateFunctionSwitchData( UniqueId, m_optionLabel ); UIUtils.UpdateFunctionSwitchCopyData( UniqueId, m_optionLabel ); if( UIUtils.CurrentShaderVersion() > 14205 ) { m_referenceType = (TexReferenceType)Enum.Parse( typeof( TexReferenceType ), GetCurrentParam( ref nodeParams ) ); m_referenceUniqueId = Convert.ToInt32( GetCurrentParam( ref nodeParams ) ); if( m_referenceType == TexReferenceType.Instance ) { //UIUtils.UnregisterFunctionSwitchNode( this ); UIUtils.RegisterFunctionSwitchNode( this ); UIUtils.RegisterFunctionSwitchCopyNode( this ); } else { //UIUtils.UnregisterFunctionSwitchCopyNode( this ); UIUtils.RegisterFunctionSwitchNode( this ); } } } public override void WriteToString( ref string nodeInfo, ref string connectionsInfo ) { base.WriteToString( ref nodeInfo, ref connectionsInfo ); IOUtils.AddFieldValueToString( ref nodeInfo, m_optionLabel ); IOUtils.AddFieldValueToString( ref nodeInfo, m_toggleMode ); IOUtils.AddFieldValueToString( ref nodeInfo, m_currentSelectedInput ); IOUtils.AddFieldValueToString( ref nodeInfo, m_maxAmountInputs ); IOUtils.AddFieldValueToString( ref nodeInfo, m_orderIndex ); for( int i = 0; i < m_maxAmountInputs; i++ ) { IOUtils.AddFieldValueToString( ref nodeInfo, m_optionNames[ i ] ); } IOUtils.AddFieldValueToString( ref nodeInfo, m_referenceType ); IOUtils.AddFieldValueToString( ref nodeInfo, ( m_functionSwitchReference != null ? m_functionSwitchReference.UniqueId : -1 ) ); } public int OrderIndex { get { return m_orderIndex; } set { m_orderIndex = value; } } public string OptionLabel { get { return m_optionLabel; } set { m_optionLabel = value; } } public bool AsDrawn { get { return m_asDrawn; } set { m_asDrawn = value; } } public override string DataToArray { get { return m_optionLabel; } } public int MaxAmountInputs { get { return m_maxAmountInputs; } } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/FunctionSwitch.cs/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <[email protected]> using System; using UnityEditor; using UnityEngine; namespace AmplifyShaderEditor { [Serializable] public class RenderingPlatformOpHelper { private const string RenderingPlatformsStr = " Rendering Platforms"; private readonly string[] RenderingPlatformsLabels = { " Direct3D 9", " Direct3D 11/12", " OpenGL 3.x/4.x", " OpenGL ES 2.0", " OpenGL ES 3.x", " iOS/Mac Metal", " Direct3D 11 9.x", " Xbox 360", " Xbox One", " PlayStation 4", " PlayStation Vita", " Nintendo 3DS", " Nintendo Wii U" }; [SerializeField] private bool[] m_renderingPlatformValues; public RenderingPlatformOpHelper() { m_renderingPlatformValues = new bool[ RenderingPlatformsLabels.Length ]; for ( int i = 0; i < m_renderingPlatformValues.Length; i++ ) { m_renderingPlatformValues[ i ] = true; } } public void Draw( ParentNode owner ) { bool value = owner.ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedRenderingPlatforms; NodeUtils.DrawPropertyGroup( ref value, RenderingPlatformsStr, () => { for ( int i = 0; i < m_renderingPlatformValues.Length; i++ ) { m_renderingPlatformValues[ i ] = owner.EditorGUILayoutToggleLeft( RenderingPlatformsLabels[ i ], m_renderingPlatformValues[ i ] ); } } ); owner.ContainerGraph.ParentWindow.InnerWindowVariables.ExpandedRenderingPlatforms = value; } public void SetRenderingPlatforms( ref string ShaderBody ) { int checkedPlatforms = 0; int uncheckedPlatforms = 0; for ( int i = 0; i < m_renderingPlatformValues.Length; i++ ) { if ( m_renderingPlatformValues[ i ] ) { checkedPlatforms += 1; } else { uncheckedPlatforms += 1; } } if ( checkedPlatforms > 0 && checkedPlatforms < m_renderingPlatformValues.Length ) { string result = string.Empty; if ( checkedPlatforms < uncheckedPlatforms ) { result = "only_renderers "; for ( int i = 0; i < m_renderingPlatformValues.Length; i++ ) { if ( m_renderingPlatformValues[ i ] ) { result += ( RenderPlatforms ) i + " "; } } } else { result = "exclude_renderers "; for ( int i = 0; i < m_renderingPlatformValues.Length; i++ ) { if ( !m_renderingPlatformValues[ i ] ) { result += ( RenderPlatforms ) i + " "; } } } MasterNode.AddShaderPragma( ref ShaderBody, result ); } } public void ReadFromString( ref uint index, ref string[] nodeParams ) { for ( int i = 0; i < m_renderingPlatformValues.Length; i++ ) { m_renderingPlatformValues[ i ] = Convert.ToBoolean( nodeParams[ index++ ] ); } } public void WriteToString( ref string nodeInfo ) { for ( int i = 0; i < m_renderingPlatformValues.Length; i++ ) { IOUtils.AddFieldValueToString( ref nodeInfo, m_renderingPlatformValues[ i ] ); } } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/RenderingPlatformsOpHelper.cs/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <[email protected]> namespace AmplifyShaderEditor { [System.Serializable] public class ParentTransfNode : ParentNode { protected string m_matrixName; protected string m_matrixHDName; protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); AddInputPort( WirePortDataType.FLOAT4, false, string.Empty ); AddOutputVectorPorts( WirePortDataType.FLOAT4, "XYZW" ); m_useInternalPortData = true; m_inputPorts[ 0 ].Vector4InternalData = new UnityEngine.Vector4( 0, 0, 0, 1 ); } 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 value = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ); string matrixName = string.Empty; if( dataCollector.IsTemplate && dataCollector.TemplateDataCollectorInstance.CurrentSRPType == TemplateSRPType.HD && !string.IsNullOrEmpty( m_matrixHDName ) ) { matrixName = m_matrixHDName; } else { matrixName = m_matrixName; } RegisterLocalVariable( 0, string.Format( "mul({0},{1})", matrixName, value ),ref dataCollector,"transform"+ OutputId ); return GetOutputVectorItem( 0, outputId, m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ) ); } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Misc/Transformation/ParentTransfNode.cs/0
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using System; using UnityEngine; using UnityEditor; using System.Collections.Generic; namespace AmplifyShaderEditor { [Serializable] public class UsageListSamplerNodes : NodeUsageRegister<SamplerNode> { } [Serializable] public class UsageListFloatIntNodes : NodeUsageRegister<PropertyNode> { } [Serializable] public class UsageListTexturePropertyNodes : NodeUsageRegister<TexturePropertyNode> { } [Serializable] public class UsageListTextureArrayNodes : NodeUsageRegister<TextureArrayNode> { } [Serializable] public class UsageListPropertyNodes : NodeUsageRegister<PropertyNode> { } [Serializable] public class UsageListScreenColorNodes : NodeUsageRegister<ScreenColorNode> { } [Serializable] public class UsageListRegisterLocalVarNodes : NodeUsageRegister<RegisterLocalVarNode> { } [Serializable] public class UsageListFunctionInputNodes : NodeUsageRegister<FunctionInput> { } [Serializable] public class UsageListFunctionNodes : NodeUsageRegister<FunctionNode> { } [Serializable] public class UsageListFunctionOutputNodes : NodeUsageRegister<FunctionOutput> { } [Serializable] public class UsageListFunctionSwitchNodes : NodeUsageRegister<FunctionSwitch> { } [Serializable] public class UsageListFunctionSwitchCopyNodes : NodeUsageRegister<FunctionSwitch> { } [Serializable] public class UsageListTemplateMultiPassMasterNodes : NodeUsageRegister<TemplateMultiPassMasterNode> { } [Serializable] public class UsageListCustomExpressionsOnFunctionMode : NodeUsageRegister<CustomExpressionNode> { } [Serializable] public class UsageListGlobalArrayNodes : NodeUsageRegister<GlobalArrayNode> { } [Serializable] public class NodeUsageRegister<T> where T : ParentNode { // Sampler Nodes registry [SerializeField] private List<T> m_nodes; [SerializeField] private string[] m_nodesArr; [SerializeField] private int[] m_nodeIDs; [SerializeField] ParentGraph m_containerGraph; public NodeUsageRegister() { m_nodesArr = new string[ 0 ]; m_nodeIDs = new int[ 0 ]; m_nodes = new List<T>(); } public void Destroy() { m_nodes.Clear(); m_nodes = null; m_nodesArr = null; m_nodeIDs = null; } public void Clear() { m_nodes.Clear(); } public int AddNode( T node ) { if( node == null ) return -1; if( !m_nodes.Contains( node ) ) { if( m_containerGraph != null ) { Undo.RegisterCompleteObjectUndo( m_containerGraph.ParentWindow, Constants.UndoRegisterNodeId ); Undo.RegisterCompleteObjectUndo( m_containerGraph, Constants.UndoRegisterNodeId ); } m_nodes.Add( node ); UpdateNodeArr(); return m_nodes.Count - 1; } else if( node.UniqueId > -1 ) { UpdateNodeArr(); } return -1; } public bool HasNode( int uniqueId ) { return m_nodes.FindIndex( x => x.UniqueId == uniqueId ) > -1 ? true : false; //int count = m_nodes.Count; //for( int i = 0; i < count; i++ ) //{ // if( m_nodes[ i ].UniqueId == uniqueId ) // return true; //} //return false; } public void RemoveNode( T node ) { if( node == null ) return; if( m_nodes.Contains( node ) ) { if( m_containerGraph != null ) { Undo.RegisterCompleteObjectUndo( m_containerGraph.ParentWindow, Constants.UndoUnregisterNodeId ); Undo.RegisterCompleteObjectUndo( m_containerGraph, Constants.UndoUnregisterNodeId ); } m_nodes.Remove( node ); UpdateNodeArr(); } } public void UpdateNodeArr() { int nodeCount = m_nodes.Count; if( nodeCount != m_nodesArr.Length ) { m_nodesArr = new string[ nodeCount ]; m_nodeIDs = new int[ nodeCount ]; } for( int i = 0; i < nodeCount; i++ ) { m_nodesArr[ i ] = m_nodes[ i ].DataToArray; m_nodeIDs[ i ] = m_nodes[ i ].UniqueId; } } public T GetNode( int idx ) { if( idx > -1 && idx < m_nodes.Count ) { return m_nodes[ idx ]; } return null; } public T GetNodeByUniqueId( int uniqueId ) { return m_nodes.Find( x => x.UniqueId == uniqueId ); } public T GetNodeByDataToArray( string data ) { return m_nodes.Find( x => x.DataToArray.Equals( data )); } public int GetNodeRegisterIdx( int uniqueId ) { return m_nodes.FindIndex( x => x.UniqueId == uniqueId ); //int count = m_nodes.Count; //for( int i = 0; i < count; i++ ) //{ // if( m_nodes[ i ].UniqueId == uniqueId ) // { // return i; // } //} //return -1; } public void UpdateDataOnNode( int uniqueId, string data ) { int index = m_nodes.FindIndex( x => x.UniqueId == uniqueId ); if( index > -1 ) { m_nodesArr[ index ] = data; m_nodeIDs[ index ] = uniqueId; } //int count = m_nodes.Count; //for( int i = 0; i < count; i++ ) //{ // if( m_nodes[ i ].UniqueId == uniqueId ) // { // m_nodesArr[ i ] = data; // m_nodeIDs[ i ] = uniqueId; // } //} } public void Dump() { string data = string.Empty; for( int i = 0; i < m_nodesArr.Length; i++ ) { data += m_nodesArr[ i ] + " " + m_nodeIDs[ i ] + '\n'; } Debug.Log( data ); } public string[] NodesArr { get { return m_nodesArr; } } public int[] NodeIds { get { return m_nodeIDs; } } public List<T> NodesList { get { return m_nodes; } } public int Count { get { return m_nodes.Count; } } public ParentGraph ContainerGraph { get { return m_containerGraph; } set { m_containerGraph = value; } } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/NodeUsageRegister.cs/0
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jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Operators/FloorOpNode.cs.meta/0
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jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Operators/LogOpNode.cs.meta/0
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jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Operators/SinOpNode.cs.meta/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <[email protected]> using UnityEngine; using UnityEditor; using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Add", "Math Operators", "Addition of two or more values ( A + B + .. )", null, KeyCode.A )] public sealed class SimpleAddOpNode : DynamicTypeNode { private int m_cachedPropertyId = -1; 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_extensibleInputPorts = true; m_previewShaderGUID = "9eb150cbc752cbc458a0a37984b9934a"; } public override void SetPreviewInputs() { base.SetPreviewInputs(); if ( m_cachedPropertyId == -1 ) m_cachedPropertyId = Shader.PropertyToID( "_Count" ); PreviewMaterial.SetInt( m_cachedPropertyId, m_inputPorts.Count); } public override string BuildResults( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar ) { base.BuildResults( 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/SimpleAddOpNode.cs/0
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jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/SurfaceShaderInputs/UVCoordsParentNode.cs.meta/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <[email protected]> // // Custom Node HeightMap Texture Masking // Donated by Rea using UnityEngine; using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "HeightMap Texture Blend", "Textures", "Advanced Texture Blending by using heightMap and splatMask, usefull for texture layering ", null, KeyCode.None, true, false, null, null, "Rea" )] public sealed class HeightMapBlendNode : ParentNode { protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); AddInputPort( WirePortDataType.FLOAT, false, "HeightMap" ); AddInputPort( WirePortDataType.FLOAT, false, "SplatMask" ); AddInputPort( WirePortDataType.FLOAT, false, "BlendStrength" ); AddOutputVectorPorts( WirePortDataType.FLOAT, Constants.EmptyPortValue ); m_textLabelWidth = 120; m_useInternalPortData = true; m_inputPorts[ 2 ].FloatInternalData = 1; } 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 HeightMap = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ); string SplatMask = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector); string Blend = m_inputPorts[ 2 ].GeneratePortInstructions( ref dataCollector ); string HeightMask = "saturate(pow(((" + HeightMap + "*" + SplatMask + ")*4)+(" + SplatMask + "*2)," + Blend + "))"; string varName = "HeightMask" + OutputId; RegisterLocalVariable( 0, HeightMask, ref dataCollector , varName ); return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ); } /* A = (heightMap * SplatMask)*4 B = SplatMask*2 C = pow(A+B,Blend) saturate(C) saturate(pow(((heightMap * SplatMask)*4)+(SplatMask*2),Blend)); */ } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Textures/HeightMapBlendNode.cs/0
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using UnityEngine; using UnityEditor; using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Texture Transform", "Textures", "Gives access to texture tiling and offset as set on the material inspector" )] public sealed class TextureTransformNode : ParentNode { private readonly string[] Dummy = { string.Empty }; [SerializeField] private int m_referenceSamplerId = -1; [SerializeField] private int m_referenceNodeId = -1; [SerializeField] private TexturePropertyNode m_inputReferenceNode = null; private TexturePropertyNode m_referenceNode = null; private UpperLeftWidgetHelper m_upperLeftWidget = new UpperLeftWidgetHelper(); protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); AddInputPort( WirePortDataType.SAMPLER2D, false, "Tex" ); m_inputPorts[ 0 ].CreatePortRestrictions( WirePortDataType.SAMPLER1D, WirePortDataType.SAMPLER2D, WirePortDataType.SAMPLER3D, WirePortDataType.SAMPLERCUBE, WirePortDataType.OBJECT ); AddOutputPort( WirePortDataType.FLOAT2, "Tiling" ); AddOutputPort( WirePortDataType.FLOAT2, "Offset" ); m_textLabelWidth = 80; m_autoWrapProperties = true; m_hasLeftDropdown = true; } public override void AfterCommonInit() { base.AfterCommonInit(); if( PaddingTitleLeft == 0 ) { PaddingTitleLeft = Constants.PropertyPickerWidth + Constants.IconsLeftRightMargin; if( PaddingTitleRight == 0 ) PaddingTitleRight = Constants.PropertyPickerWidth + Constants.IconsLeftRightMargin; } } public override void OnInputPortConnected( int portId, int otherNodeId, int otherPortId, bool activateNode = true ) { base.OnInputPortConnected( portId, otherNodeId, otherPortId, activateNode ); m_inputReferenceNode = m_inputPorts[ 0 ].GetOutputNode() as TexturePropertyNode; } public override void OnInputPortDisconnected( int portId ) { base.OnInputPortDisconnected( portId ); m_inputReferenceNode = null; } void UpdateTitle() { if( m_inputReferenceNode != null ) { m_additionalContent.text = string.Format( Constants.PropertyValueLabel, m_inputReferenceNode.PropertyInspectorName ); } else if( m_referenceSamplerId > -1 && m_referenceNode != null ) { m_additionalContent.text = string.Format( Constants.PropertyValueLabel, m_referenceNode.PropertyInspectorName ); } else { m_additionalContent.text = string.Empty; } m_sizeIsDirty = true; } public override void DrawProperties() { base.DrawProperties(); EditorGUI.BeginChangeCheck(); string[] arr = UIUtils.TexturePropertyNodeArr(); bool guiEnabledBuffer = GUI.enabled; if( arr != null && arr.Length > 0 ) { GUI.enabled = true && ( !m_inputPorts[ 0 ].IsConnected ); m_referenceSamplerId = EditorGUILayoutPopup( Constants.AvailableReferenceStr, m_referenceSamplerId, arr ); } else { m_referenceSamplerId = -1; GUI.enabled = false; m_referenceSamplerId = EditorGUILayoutPopup( Constants.AvailableReferenceStr, m_referenceSamplerId, Dummy ); } GUI.enabled = guiEnabledBuffer; if( EditorGUI.EndChangeCheck() ) { m_referenceNode = UIUtils.GetTexturePropertyNode( m_referenceSamplerId ); m_referenceNodeId = m_referenceNode.UniqueId; UpdateTitle(); } } public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar ) { base.GenerateShaderForOutput( outputId, ref dataCollector, ignoreLocalvar ); m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ); string texTransform = string.Empty; if( m_inputPorts[ 0 ].IsConnected ) { texTransform = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ) + "_ST"; } else if( m_referenceNode != null ) { m_referenceNode.BaseGenerateShaderForOutput( outputId, ref dataCollector, ignoreLocalvar ); texTransform = m_referenceNode.PropertyName + "_ST"; } else { texTransform = "_ST"; UIUtils.ShowMessage( "Please specify a texture sample on the Texture Transform Size node", MessageSeverity.Warning ); } dataCollector.AddToUniforms( UniqueId, "uniform float4 " + texTransform + ";" ); switch( outputId ) { case 0: return ( texTransform + ".xy" ); case 1: return ( texTransform + ".zw" ); } return string.Empty; } public override void Draw( DrawInfo drawInfo ) { base.Draw( drawInfo ); EditorGUI.BeginChangeCheck(); { string[] arr = UIUtils.TexturePropertyNodeArr(); bool guiEnabledBuffer = GUI.enabled; if( arr != null && arr.Length > 0 ) { GUI.enabled = true && ( !m_inputPorts[ 0 ].IsConnected ); m_referenceSamplerId = m_upperLeftWidget.DrawWidget( this, m_referenceSamplerId, arr ); } else { m_referenceSamplerId = -1; GUI.enabled = false; m_referenceSamplerId = m_upperLeftWidget.DrawWidget( this, m_referenceSamplerId, Dummy ); } GUI.enabled = guiEnabledBuffer; } if( EditorGUI.EndChangeCheck() ) { m_referenceNode = UIUtils.GetTexturePropertyNode( m_referenceSamplerId ); m_referenceNodeId = m_referenceNode.UniqueId; UpdateTitle(); } if( m_referenceNode == null && m_referenceNodeId > -1 ) { m_referenceNodeId = -1; m_referenceSamplerId = -1; UpdateTitle(); } } public override void RefreshExternalReferences() { base.RefreshExternalReferences(); m_referenceNode = UIUtils.GetNode( m_referenceNodeId ) as TexturePropertyNode; m_referenceSamplerId = UIUtils.GetTexturePropertyNodeRegisterId( m_referenceNodeId ); UpdateTitle(); } public override void ReadFromString( ref string[] nodeParams ) { base.ReadFromString( ref nodeParams ); m_referenceNodeId = Convert.ToInt32( GetCurrentParam( ref nodeParams ) ); } public override void WriteToString( ref string nodeInfo, ref string connectionsInfo ) { base.WriteToString( ref nodeInfo, ref connectionsInfo ); IOUtils.AddFieldValueToString( ref nodeInfo, m_referenceNodeId ); } public override void Destroy() { base.Destroy(); m_referenceNode = null; m_inputReferenceNode = null; m_upperLeftWidget = null; } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Textures/TextureTransformNode.cs/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <[email protected]> namespace AmplifyShaderEditor { [System.Serializable] [NodeAttributes( "Edge Length Tessellation", "Miscellaneous", "Tessellation level computed based on triangle edge length on the screen" )] public sealed class EdgeLengthTessNode : TessellationParentNode { private const string FunctionBody = "UnityEdgeLengthBasedTess (v0.vertex, v1.vertex, v2.vertex, {0})"; protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); AddInputPort( WirePortDataType.FLOAT, false, "Edge Length" ); AddOutputPort( WirePortDataType.FLOAT4, Constants.EmptyPortValue ); } protected override string BuildTessellationFunction( ref MasterNodeDataCollector dataCollector ) { return string.Format( FunctionBody, m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ) ); } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Vertex/Tessellation/EdgeLengthTessNode.cs/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <[email protected]> // // Custom Node Vertex To Fragment // Donated by Jason Booth - http://u3d.as/DND using UnityEngine; namespace AmplifyShaderEditor { [System.Serializable] [NodeAttributes( "Vertex To Fragment", "Miscellaneous", "Pass vertex data to the pixel shader", null, KeyCode.None, true, false, null, null, "Jason Booth - http://u3d.as/DND" )] public sealed class VertexToFragmentNode : SingleInputOp { protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); m_inputPorts[ 0 ].AddPortForbiddenTypes( WirePortDataType.FLOAT3x3, WirePortDataType.FLOAT4x4, WirePortDataType.SAMPLER1D, WirePortDataType.SAMPLER2D, WirePortDataType.SAMPLER3D, WirePortDataType.SAMPLERCUBE ); m_inputPorts[ 0 ].Name = "(VS) In"; m_outputPorts[ 0 ].Name = "Out"; m_useInternalPortData = false; m_previewShaderGUID = "74e4d859fbdb2c0468de3612145f4929"; } 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 varName = GenerateInputInVertex( ref dataCollector, 0, "vertexToFrag" + OutputId,true ); m_outputPorts[ 0 ].SetLocalValue( varName, dataCollector.PortCategory ); return varName; ////TEMPLATES //if( dataCollector.IsTemplate ) //{ // if( !dataCollector.IsFragmentCategory ) // return m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ); // string varName = "vertexToFrag" + OutputId; // if( dataCollector.TemplateDataCollectorInstance.HasCustomInterpolatedData( varName ) ) // return varName; // MasterNodePortCategory category = dataCollector.PortCategory; // dataCollector.PortCategory = MasterNodePortCategory.Vertex; // bool dirtyVertexVarsBefore = dataCollector.DirtyVertexVariables; // ContainerGraph.ResetNodesLocalVariablesIfNot( this, MasterNodePortCategory.Vertex ); // string data = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ); // dataCollector.PortCategory = category; // if( !dirtyVertexVarsBefore && dataCollector.DirtyVertexVariables ) // { // dataCollector.AddVertexInstruction( dataCollector.VertexLocalVariables, UniqueId, false ); // dataCollector.ClearVertexLocalVariables(); // ContainerGraph.ResetNodesLocalVariablesIfNot( this, MasterNodePortCategory.Vertex ); // } // ContainerGraph.ResetNodesLocalVariablesIfNot( this, MasterNodePortCategory.Fragment ); // dataCollector.TemplateDataCollectorInstance.RegisterCustomInterpolatedData( varName, m_inputPorts[ 0 ].DataType, m_currentPrecisionType, data ); // //return varName; // m_outputPorts[ 0 ].SetLocalValue( varName ); // return m_outputPorts[ 0 ].LocalValue; //} ////SURFACE //{ // if( !dataCollector.IsFragmentCategory ) // { // return m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ); // } // if( dataCollector.TesselationActive ) // { // UIUtils.ShowMessage( "Unable to use Vertex to Frag when Tessellation is active" ); // return m_outputPorts[ 0 ].ErrorValue; // } // string interpName = "data" + OutputId; // dataCollector.AddToInput( UniqueId, interpName, m_inputPorts[ 0 ].DataType, m_currentPrecisionType ); // MasterNodePortCategory portCategory = dataCollector.PortCategory; // dataCollector.PortCategory = MasterNodePortCategory.Vertex; // bool dirtyVertexVarsBefore = dataCollector.DirtyVertexVariables; // ContainerGraph.ResetNodesLocalVariablesIfNot( this, MasterNodePortCategory.Vertex ); // string vertexVarValue = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ); // dataCollector.AddLocalVariable( UniqueId, Constants.VertexShaderOutputStr + "." + interpName, vertexVarValue + ";" ); // dataCollector.PortCategory = portCategory; // if( !dirtyVertexVarsBefore && dataCollector.DirtyVertexVariables ) // { // dataCollector.AddVertexInstruction( dataCollector.VertexLocalVariables, UniqueId, false ); // dataCollector.ClearVertexLocalVariables(); // ContainerGraph.ResetNodesLocalVariablesIfNot( this, MasterNodePortCategory.Vertex ); // } // ContainerGraph.ResetNodesLocalVariablesIfNot( this, MasterNodePortCategory.Fragment ); // //return Constants.InputVarStr + "." + interpName; // m_outputPorts[ 0 ].SetLocalValue( Constants.InputVarStr + "." + interpName ); // return m_outputPorts[ 0 ].LocalValue; //} } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Vertex/VertexToFragmentNode.cs/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <[email protected]> using System; using System.Reflection; using System.Globalization; using UnityEngine; using AmplifyShaderEditor; namespace UnityEditor { [CustomEditor( typeof( Shader ) )] internal class CustomShaderInspector : Editor { internal class Styles { public static Texture2D errorIcon = EditorGUIUtilityEx.LoadIcon( "console.erroricon.sml" ); public static Texture2D warningIcon = EditorGUIUtilityEx.LoadIcon( "console.warnicon.sml" ); public static GUIContent showSurface = EditorGUIUtilityEx.TextContent( "Show generated code|Show generated code of a surface shader" ); public static GUIContent showFF = EditorGUIUtilityEx.TextContent( "Show generated code|Show generated code of a fixed function shader" ); public static GUIContent showCurrent = new GUIContent( "Compile and show code | ▾" ); public static GUIStyle messageStyle = "CN StatusInfo"; public static GUIStyle evenBackground = "CN EntryBackEven"; public static GUIContent no = EditorGUIUtilityEx.TextContent( "no" ); public static GUIContent builtinShader = EditorGUIUtilityEx.TextContent( "Built-in shader" ); } private const float kSpace = 5f; private static readonly string[] kPropertyTypes = new string[] { "Color: ", "Vector: ", "Float: ", "Range: ", "Texture: " }; private static readonly string[] kTextureTypes = new string[] { "No Texture?: ", "1D?: ", "2D: ", "3D: ", "Cube: ", "2DArray: ", "Any texture: " }; private static readonly int kErrorViewHash = "ShaderErrorView".GetHashCode(); private Vector2 m_ScrollPosition = Vector2.zero; private PreviewRenderUtility m_previewRenderUtility; private Material m_material; private Mesh m_previewMesh; private Vector2 m_mouseDelta; private Transform m_cameraTransform; private static int m_sliderHashCode = -1; private const float MaxDeltaY = 90; private const int DefaultMouseSpeed = 1; private const int ShiftMouseSpeed = 3; private const float DeltaMultiplier = 135f; private void ValidateData() { if ( m_previewRenderUtility == null ) { m_previewRenderUtility = new PreviewRenderUtility(); #if UNITY_2017_1_OR_NEWER m_cameraTransform = m_previewRenderUtility.camera.transform; #else m_cameraTransform = m_previewRenderUtility.m_Camera.transform; #endif m_cameraTransform.position = new Vector3( 0, 0, -4 ); m_cameraTransform.rotation = Quaternion.identity; } if ( m_material == null ) { m_material = new Material( target as Shader ); m_material.hideFlags = HideFlags.DontSave; } if ( m_previewMesh == null ) { m_previewMesh = Resources.GetBuiltinResource<Mesh>( "Sphere.fbx" ); } if ( m_sliderHashCode < 0 ) { "Slider".GetHashCode(); } } public override bool HasPreviewGUI() { ValidateData(); return true; } public static Vector2 CheckMouseMovement( Vector2 scrollPosition, Rect position ) { int controlID = GUIUtility.GetControlID( m_sliderHashCode, FocusType.Passive ); Event current = Event.current; switch ( current.GetTypeForControl( controlID ) ) { case EventType.MouseDown: { if ( position.Contains( current.mousePosition ) && position.width > 50f ) { GUIUtility.hotControl = controlID; current.Use(); EditorGUIUtility.SetWantsMouseJumping( 1 ); } } break; case EventType.MouseUp: { if ( GUIUtility.hotControl == controlID ) { GUIUtility.hotControl = 0; } EditorGUIUtility.SetWantsMouseJumping( 0 ); } break; case EventType.MouseDrag: { if ( GUIUtility.hotControl == controlID ) { scrollPosition -= DeltaMultiplier * current.delta * ( float ) ( ( current.shift ) ? ShiftMouseSpeed : DefaultMouseSpeed ) / Mathf.Min( position.width, position.height ); scrollPosition.y = Mathf.Clamp( scrollPosition.y, -MaxDeltaY, MaxDeltaY ); current.Use(); } } break; } return scrollPosition; } public override void OnPreviewGUI( Rect r, GUIStyle background ) { m_mouseDelta = CheckMouseMovement( m_mouseDelta, r ); if ( Event.current.type == EventType.Repaint ) { m_previewRenderUtility.BeginPreview( r, background ); Texture resultRender = m_previewRenderUtility.EndPreview(); m_previewRenderUtility.DrawMesh( m_previewMesh, Matrix4x4.identity, m_material, 0 ); m_cameraTransform.rotation = Quaternion.Euler( new Vector3( -m_mouseDelta.y, -m_mouseDelta.x, 0 ) ); m_cameraTransform.position = m_cameraTransform.forward * -8f; #if UNITY_2017_1_OR_NEWER m_previewRenderUtility.camera.Render(); #else m_previewRenderUtility.m_Camera.Render(); #endif GUI.DrawTexture( r, resultRender, ScaleMode.StretchToFill, false ); } } void OnDestroy() { CleanUp(); } public void OnDisable() { CleanUp(); } void CleanUp() { if( m_previewRenderUtility != null ) { m_previewRenderUtility.Cleanup(); m_previewRenderUtility = null; } if( m_previewMesh != null ) { Resources.UnloadAsset( m_previewMesh ); m_previewMesh = null; } if( m_previewRenderUtility != null ) { m_previewRenderUtility.Cleanup(); m_previewRenderUtility = null; } m_material = null; } public virtual void OnEnable() { Shader s = this.target as Shader; ShaderUtilEx.FetchCachedErrors( s ); } private static string GetPropertyType( Shader s, int index ) { UnityEditor.ShaderUtil.ShaderPropertyType propertyType = UnityEditor.ShaderUtil.GetPropertyType( s, index ); if ( propertyType == UnityEditor.ShaderUtil.ShaderPropertyType.TexEnv ) { return CustomShaderInspector.kTextureTypes[ ( int ) UnityEditor.ShaderUtil.GetTexDim( s, index ) ]; } return CustomShaderInspector.kPropertyTypes[ ( int ) propertyType ]; } public override void OnInspectorGUI() { Shader shader = this.target as Shader; if ( shader == null ) { return; } GUI.enabled = true; GUILayout.Space( 3 ); GUILayout.BeginHorizontal(); { if ( GUILayout.Button( "Open in Shader Editor" ) ) { AmplifyShaderEditorWindow.ConvertShaderToASE( shader ); } if ( GUILayout.Button( "Open in Text Editor" ) ) { if( UIUtils.IsUnityNativeShader( shader ) ) { Debug.LogWarningFormat( "Action not allowed. Attempting to load the native {0} shader into Text Editor", shader.name ); } else { AssetDatabase.OpenAsset( shader, 1 ); } } } GUILayout.EndHorizontal(); GUILayout.Space( 5 ); EditorGUI.indentLevel = 0; this.ShowShaderCodeArea( shader ); if ( shader.isSupported ) { EditorGUILayout.LabelField( "Cast shadows", ( !ShaderUtilEx.HasShadowCasterPass( shader ) ) ? "no" : "yes", new GUILayoutOption[ 0 ] ); EditorGUILayout.LabelField( "Render queue", ShaderUtilEx.GetRenderQueue( shader ).ToString( System.Globalization.CultureInfo.InvariantCulture ), new GUILayoutOption[ 0 ] ); EditorGUILayout.LabelField( "LOD", ShaderUtilEx.GetLOD( shader ).ToString( System.Globalization.CultureInfo.InvariantCulture ), new GUILayoutOption[ 0 ] ); EditorGUILayout.LabelField( "Ignore projector", ( !ShaderUtilEx.DoesIgnoreProjector( shader ) ) ? "no" : "yes", new GUILayoutOption[ 0 ] ); string label; switch ( ShaderEx.GetDisableBatching( shader ) ) { case DisableBatchingType.False: label = "no"; break; case DisableBatchingType.True: label = "yes"; break; case DisableBatchingType.WhenLODFading: label = "when LOD fading is on"; break; default: label = "unknown"; break; } EditorGUILayout.LabelField( "Disable batching", label, new GUILayoutOption[ 0 ] ); CustomShaderInspector.ShowShaderProperties( shader ); } } private void ShowShaderCodeArea( Shader s ) { CustomShaderInspector.ShowSurfaceShaderButton( s ); CustomShaderInspector.ShowFixedFunctionShaderButton( s ); this.ShowCompiledCodeButton( s ); this.ShowShaderErrors( s ); } private static void ShowShaderProperties( Shader s ) { GUILayout.Space( 5f ); GUILayout.Label( "Properties:", EditorStyles.boldLabel, new GUILayoutOption[ 0 ] ); int propertyCount = UnityEditor.ShaderUtil.GetPropertyCount( s ); for ( int i = 0; i < propertyCount; i++ ) { string propertyName = UnityEditor.ShaderUtil.GetPropertyName( s, i ); string label = CustomShaderInspector.GetPropertyType( s, i ) + UnityEditor.ShaderUtil.GetPropertyDescription( s, i ); EditorGUILayout.LabelField( propertyName, label, new GUILayoutOption[ 0 ] ); } } internal static void ShaderErrorListUI( UnityEngine.Object shader, ShaderError[] errors, ref Vector2 scrollPosition ) { int num = errors.Length; GUILayout.Space( 5f ); GUILayout.Label( string.Format( "Errors ({0}):", num ), EditorStyles.boldLabel, new GUILayoutOption[ 0 ] ); int controlID = GUIUtility.GetControlID( CustomShaderInspector.kErrorViewHash, FocusType.Passive ); float minHeight = Mathf.Min( ( float ) num * 20f + 40f, 150f ); scrollPosition = GUILayout.BeginScrollView( scrollPosition, GUISkinEx.GetCurrentSkin().box, new GUILayoutOption[] { GUILayout.MinHeight(minHeight) } ); EditorGUIUtility.SetIconSize( new Vector2( 16f, 16f ) ); float height = CustomShaderInspector.Styles.messageStyle.CalcHeight( EditorGUIUtilityEx.TempContent( CustomShaderInspector.Styles.errorIcon ), 100f ); Event current = Event.current; for ( int i = 0; i < num; i++ ) { Rect controlRect = EditorGUILayout.GetControlRect( false, height, new GUILayoutOption[ 0 ] ); string message = errors[ i ].message; string platform = errors[ i ].platform; bool flag = errors[ i ].warning != 0; string lastPathNameComponent = FileUtilEx.GetLastPathNameComponent( errors[ i ].file ); int line = errors[ i ].line; if ( current.type == EventType.MouseDown && current.button == 0 && controlRect.Contains( current.mousePosition ) ) { GUIUtility.keyboardControl = controlID; if ( current.clickCount == 2 ) { string file = errors[ i ].file; UnityEngine.Object @object = ( !string.IsNullOrEmpty( file ) ) ? AssetDatabase.LoadMainAssetAtPath( file ) : null; AssetDatabase.OpenAsset( @object ?? shader, line ); GUIUtility.ExitGUI(); } current.Use(); } if ( current.type == EventType.ContextClick && controlRect.Contains( current.mousePosition ) ) { current.Use(); GenericMenu genericMenu = new GenericMenu(); int errorIndex = i; genericMenu.AddItem( new GUIContent( "Copy error text" ), false, delegate { string text = errors[ errorIndex ].message; if ( !string.IsNullOrEmpty( errors[ errorIndex ].messageDetails ) ) { text += '\n'; text += errors[ errorIndex ].messageDetails; } EditorGUIUtility.systemCopyBuffer = text; } ); genericMenu.ShowAsContext(); } if ( current.type == EventType.Repaint && ( i & 1 ) == 0 ) { GUIStyle evenBackground = CustomShaderInspector.Styles.evenBackground; evenBackground.Draw( controlRect, false, false, false, false ); } Rect rect = controlRect; rect.xMin = rect.xMax; if ( line > 0 ) { GUIContent content; if ( string.IsNullOrEmpty( lastPathNameComponent ) ) { content = EditorGUIUtilityEx.TempContent( line.ToString( System.Globalization.CultureInfo.InvariantCulture ) ); } else { content = EditorGUIUtilityEx.TempContent( lastPathNameComponent + ":" + line.ToString( System.Globalization.CultureInfo.InvariantCulture ) ); } Vector2 vector = EditorStyles.miniLabel.CalcSize( content ); rect.xMin -= vector.x; GUI.Label( rect, content, EditorStyles.miniLabel ); rect.xMin -= 2f; if ( rect.width < 30f ) { rect.xMin = rect.xMax - 30f; } } Rect position = rect; position.width = 0f; if ( platform.Length > 0 ) { GUIContent content2 = EditorGUIUtilityEx.TempContent( platform ); Vector2 vector2 = EditorStyles.miniLabel.CalcSize( content2 ); position.xMin -= vector2.x; Color contentColor = GUI.contentColor; GUI.contentColor = new Color( 1f, 1f, 1f, 0.5f ); GUI.Label( position, content2, EditorStyles.miniLabel ); GUI.contentColor = contentColor; position.xMin -= 2f; } Rect position2 = controlRect; position2.xMax = position.xMin; GUI.Label( position2, EditorGUIUtilityEx.TempContent( message, ( !flag ) ? CustomShaderInspector.Styles.errorIcon : CustomShaderInspector.Styles.warningIcon ), CustomShaderInspector.Styles.messageStyle ); } EditorGUIUtility.SetIconSize( Vector2.zero ); GUILayout.EndScrollView(); } private void ShowShaderErrors( Shader s ) { int shaderErrorCount = ShaderUtilEx.GetShaderErrorCount( s ); if ( shaderErrorCount < 1 ) { return; } CustomShaderInspector.ShaderErrorListUI( s, ShaderUtilEx.GetShaderErrors( s ), ref this.m_ScrollPosition ); } private void ShowCompiledCodeButton( Shader s ) { EditorGUILayout.BeginHorizontal( new GUILayoutOption[ 0 ] ); EditorGUILayout.PrefixLabel( "Compiled code", EditorStyles.miniButton ); bool flag = ShaderUtilEx.HasShaderSnippets( s ) || ShaderUtilEx.HasSurfaceShaders( s ) || ShaderUtilEx.HasFixedFunctionShaders( s ); if ( flag ) { GUIContent showCurrent = CustomShaderInspector.Styles.showCurrent; Rect rect = GUILayoutUtility.GetRect( showCurrent, EditorStyles.miniButton, new GUILayoutOption[] { GUILayout.ExpandWidth(false) } ); Rect position = new Rect( rect.xMax - 16f, rect.y, 16f, rect.height ); if ( EditorGUIEx.ButtonMouseDown( position, GUIContent.none, FocusType.Passive, GUIStyle.none ) ) { Rect last = GUILayoutUtilityEx.TopLevel_GetLast(); PopupWindow.Show( last, ( PopupWindowContent ) Activator.CreateInstance( System.Type.GetType( "UnityEditor.ShaderInspectorPlatformsPopup, UnityEditor" ), new object[] { s } ) ); GUIUtility.ExitGUI(); } if ( GUI.Button( rect, showCurrent, EditorStyles.miniButton ) ) { ShaderUtilEx.OpenCompiledShader( s, ShaderInspectorPlatformsPopupEx.GetCurrentMode(), ShaderInspectorPlatformsPopupEx.GetCurrentPlatformMask(), ShaderInspectorPlatformsPopupEx.GetCurrentVariantStripping() == 0 ); GUIUtility.ExitGUI(); } } else { GUILayout.Button( "none (precompiled shader)", GUI.skin.label, new GUILayoutOption[ 0 ] ); } EditorGUILayout.EndHorizontal(); } private static void ShowSurfaceShaderButton( Shader s ) { bool flag = ShaderUtilEx.HasSurfaceShaders( s ); EditorGUILayout.BeginHorizontal( new GUILayoutOption[ 0 ] ); EditorGUILayout.PrefixLabel( "Surface shader", EditorStyles.miniButton ); if ( flag ) { if ( !( AssetImporter.GetAtPath( AssetDatabase.GetAssetPath( s ) ) == null ) ) { if ( GUILayout.Button( CustomShaderInspector.Styles.showSurface, EditorStyles.miniButton, new GUILayoutOption[] { GUILayout.ExpandWidth(false) } ) ) { ShaderUtilEx.OpenParsedSurfaceShader( s ); GUIUtility.ExitGUI(); } } else { GUILayout.Button( CustomShaderInspector.Styles.builtinShader, GUI.skin.label, new GUILayoutOption[ 0 ] ); } } else { GUILayout.Button( CustomShaderInspector.Styles.no, GUI.skin.label, new GUILayoutOption[ 0 ] ); } EditorGUILayout.EndHorizontal(); } private static void ShowFixedFunctionShaderButton( Shader s ) { bool flag = ShaderUtilEx.HasFixedFunctionShaders( s ); EditorGUILayout.BeginHorizontal( new GUILayoutOption[ 0 ] ); EditorGUILayout.PrefixLabel( "Fixed function", EditorStyles.miniButton ); if ( flag ) { if ( !( AssetImporter.GetAtPath( AssetDatabase.GetAssetPath( s ) ) == null ) ) { if ( GUILayout.Button( CustomShaderInspector.Styles.showFF, EditorStyles.miniButton, new GUILayoutOption[] { GUILayout.ExpandWidth(false) } ) ) { ShaderUtilEx.OpenGeneratedFixedFunctionShader( s ); GUIUtility.ExitGUI(); } } else { GUILayout.Button( CustomShaderInspector.Styles.builtinShader, GUI.skin.label, new GUILayoutOption[ 0 ] ); } } else { GUILayout.Button( CustomShaderInspector.Styles.no, GUI.skin.label, new GUILayoutOption[ 0 ] ); } EditorGUILayout.EndHorizontal(); } } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // UNITY EDITOR EXTENSIONS /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public enum DisableBatchingType { False, True, WhenLODFading } public struct ShaderError { public string message; public string messageDetails; public string platform; public string file; public int line; public int warning; } public static class EditorGUIUtilityEx { private static System.Type type = null; public static System.Type Type { get { return ( type == null ) ? type = System.Type.GetType( "UnityEditor.EditorGUIUtility, UnityEditor" ) : type; } } public static Texture2D LoadIcon( string icon ) { return ( Texture2D ) EditorGUIUtilityEx.Type.InvokeMember( "LoadIcon", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { icon } ); } public static GUIContent TextContent( string t ) { return ( GUIContent ) EditorGUIUtilityEx.Type.InvokeMember( "TextContent", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { t } ); } internal static GUIContent TempContent( string t ) { return ( GUIContent ) EditorGUIUtilityEx.Type.InvokeMember( "TempContent", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { t } ); } internal static GUIContent TempContent( Texture i ) { return ( GUIContent ) EditorGUIUtilityEx.Type.InvokeMember( "TempContent", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { i } ); } internal static GUIContent TempContent( string t, Texture i ) { return ( GUIContent ) EditorGUIUtilityEx.Type.InvokeMember( "TempContent", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { t, i } ); } } public static class GUILayoutUtilityEx { private static System.Type type = null; public static System.Type Type { get { return ( type == null ) ? type = System.Type.GetType( "UnityEngine.GUILayoutUtility, UnityEngine" ) : type; } } public static Rect TopLevel_GetLast() { System.Type guiLayoutGroup = System.Type.GetType( "UnityEngine.GUILayoutGroup, UnityEngine" ); var topLevel = GUILayoutUtilityEx.Type.GetProperty( "topLevel", BindingFlags.NonPublic | BindingFlags.Static ).GetValue( null, null ); return ( Rect ) guiLayoutGroup.InvokeMember( "GetLast", BindingFlags.Public | BindingFlags.Instance | BindingFlags.InvokeMethod, null, topLevel, new object[] { } ); } } public static class ShaderEx { private static System.Type type = null; public static System.Type Type { get { return ( type == null ) ? type = System.Type.GetType( "UnityEngine.Shader, UnityEngine" ) : type; } } public static DisableBatchingType GetDisableBatching( Shader s ) { return ( DisableBatchingType ) ShaderEx.Type.GetProperty( "disableBatching", BindingFlags.NonPublic | BindingFlags.Instance ).GetValue( s, new object[ 0 ] ); } } public static class ShaderUtilEx { private static System.Type type = null; public static System.Type Type { get { return ( type == null ) ? type = System.Type.GetType( "UnityEditor.ShaderUtil, UnityEditor" ) : type; } } public static void OpenParsedSurfaceShader( Shader s ) { ShaderUtilEx.Type.InvokeMember( "OpenParsedSurfaceShader", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { s } ); } public static void OpenGeneratedFixedFunctionShader( Shader s ) { ShaderUtilEx.Type.InvokeMember( "OpenGeneratedFixedFunctionShader", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { s } ); } public static void OpenCompiledShader( Shader shader, int mode, int customPlatformsMask, bool includeAllVariants ) { ShaderUtilEx.Type.InvokeMember( "OpenCompiledShader", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { shader, mode, customPlatformsMask, includeAllVariants } ); } public static void FetchCachedErrors( Shader s ) { ShaderUtilEx.Type.InvokeMember( "FetchCachedErrors", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { s } ); } public static int GetShaderErrorCount( Shader s ) { return ( int ) ShaderUtilEx.Type.InvokeMember( "GetShaderErrorCount", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { s } ); } public static int GetAvailableShaderCompilerPlatforms() { return (int)ShaderUtilEx.Type.InvokeMember( "GetAvailableShaderCompilerPlatforms", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { } ); } public static ShaderError[] GetShaderErrors( Shader s ) { System.Type shaderErrorType = System.Type.GetType( "UnityEditor.ShaderError, UnityEditor" ); var errorList = ( System.Collections.IList ) ShaderUtilEx.Type.InvokeMember( "GetShaderErrors", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { s } ); FieldInfo messageField = shaderErrorType.GetField( "message", BindingFlags.Public | BindingFlags.Instance ); FieldInfo messageDetailsField = shaderErrorType.GetField( "messageDetails", BindingFlags.Public | BindingFlags.Instance ); FieldInfo platformField = shaderErrorType.GetField( "platform", BindingFlags.Public | BindingFlags.Instance ); FieldInfo fileField = shaderErrorType.GetField( "file", BindingFlags.Public | BindingFlags.Instance ); FieldInfo lineField = shaderErrorType.GetField( "line", BindingFlags.Public | BindingFlags.Instance ); FieldInfo warningField = shaderErrorType.GetField( "warning", BindingFlags.Public | BindingFlags.Instance ); ShaderError[] errors = new ShaderError[ errorList.Count ]; for ( int i = 0; i < errorList.Count; i++ ) { errors[ i ].message = ( string ) messageField.GetValue( errorList[ i ] ); errors[ i ].messageDetails = ( string ) messageDetailsField.GetValue( errorList[ i ] ); errors[ i ].platform = ( string ) platformField.GetValue( errorList[ i ] ); errors[ i ].file = ( string ) fileField.GetValue( errorList[ i ] ); errors[ i ].line = ( int ) lineField.GetValue( errorList[ i ] ); errors[ i ].warning = ( int ) warningField.GetValue( errorList[ i ] ); } return errors; } public static bool HasShaderSnippets( Shader s ) { return ( bool ) ShaderUtilEx.Type.InvokeMember( "HasShaderSnippets", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { s } ); } public static bool HasSurfaceShaders( Shader s ) { return ( bool ) ShaderUtilEx.Type.InvokeMember( "HasSurfaceShaders", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { s } ); } public static bool HasFixedFunctionShaders( Shader s ) { return ( bool ) ShaderUtilEx.Type.InvokeMember( "HasFixedFunctionShaders", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { s } ); } public static bool HasShadowCasterPass( Shader s ) { return ( bool ) ShaderUtilEx.Type.InvokeMember( "HasShadowCasterPass", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { s } ); } public static int GetRenderQueue( Shader s ) { return ( int ) ShaderUtilEx.Type.InvokeMember( "GetRenderQueue", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { s } ); } public static int GetLOD( Shader s ) { return ( int ) ShaderUtilEx.Type.InvokeMember( "GetLOD", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { s } ); } public static bool DoesIgnoreProjector( Shader s ) { return ( bool ) ShaderUtilEx.Type.InvokeMember( "DoesIgnoreProjector", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { s } ); } } public static class FileUtilEx { private static System.Type type = null; public static System.Type Type { get { return ( type == null ) ? type = System.Type.GetType( "UnityEditor.FileUtil, UnityEditor" ) : type; } } public static string GetLastPathNameComponent( string path ) { return ( string ) FileUtilEx.Type.InvokeMember( "GetLastPathNameComponent", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { path } ); } } public static class ShaderInspectorEx { private static System.Type type = null; public static System.Type Type { get { return ( type == null ) ? type = System.Type.GetType( "UnityEditor.ShaderInspector, UnityEditor" ) : type; } } } public static class GUISkinEx { private static System.Type type = null; public static System.Type Type { get { return ( type == null ) ? type = System.Type.GetType( "UnityEngine.GUISkin, UnityEngine" ) : type; } } public static GUISkin GetCurrentSkin() { return ( GUISkin ) GUISkinEx.Type.GetField( "current", BindingFlags.NonPublic | BindingFlags.Static ).GetValue( null ); } } public static class EditorGUIEx { private static System.Type type = null; public static System.Type Type { get { return ( type == null ) ? type = System.Type.GetType( "UnityEditor.EditorGUI, UnityEditor" ) : type; } } public static bool ButtonMouseDown( Rect position, GUIContent content, FocusType focusType, GUIStyle style ) { #if UNITY_5_6_OR_NEWER return EditorGUI.DropdownButton( position, content, focusType, style ); #else return ( bool ) EditorGUIEx.Type.InvokeMember( "ButtonMouseDown", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { position, content, focusType, style } ); #endif } public static float kObjectFieldMiniThumbnailHeight { get { return (float)EditorGUIEx.Type.InvokeMember( "kObjectFieldMiniThumbnailHeight", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.GetField, null, null, new object[] {} ); } } public static float kSingleLineHeight { get { return (float)EditorGUIEx.Type.InvokeMember( "kSingleLineHeight", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.GetField, null, null, new object[] { } ); } } } public static class ShaderInspectorPlatformsPopupEx { private static System.Type type = null; public static System.Type Type { get { return ( type == null ) ? type = System.Type.GetType( "UnityEditor.ShaderInspectorPlatformsPopup, UnityEditor" ) : type; } } public static int GetCurrentMode() { return ( int ) ShaderInspectorPlatformsPopupEx.Type.GetProperty( "currentMode", BindingFlags.Public | BindingFlags.Static ).GetValue( null, null ); } public static int GetCurrentPlatformMask() { return ( int ) ShaderInspectorPlatformsPopupEx.Type.GetProperty( "currentPlatformMask", BindingFlags.Public | BindingFlags.Static ).GetValue( null, null ); } public static int GetCurrentVariantStripping() { return ( int ) ShaderInspectorPlatformsPopupEx.Type.GetProperty( "currentVariantStripping", BindingFlags.Public | BindingFlags.Static ).GetValue( null, null ); } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/CustomShaderInspector.cs/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/CustomShaderInspector.cs", "repo_id": "jynew", "token_count": 10217 }
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using UnityEngine; using UnityEditor; using System.Collections.Generic; namespace AmplifyShaderEditor { public enum DebugScreenShotNodeState { CreateNode, FocusOnNode, TakeScreenshot, WaitFrame, DeleteNode }; public enum DebugUndoNodeState { CreateNode, FocusOnNode, WaitFrameCreate, DeleteNode, WaitFrameDelete, UndoNode, WaitFrameUndo, PrepareForNext }; public class NodeExporterUtils { //Auto-Screenshot nodes private RenderTexture m_screenshotRT; private Texture2D m_screenshotTex2D; private List<ContextMenuItem> m_screenshotList = new List<ContextMenuItem>(); private DebugScreenShotNodeState m_screenShotState; private bool m_takingShots = false; private DebugUndoNodeState m_undoState; private bool m_testingUndo = false; private AmplifyShaderEditorWindow m_window; private ParentNode m_node; private string m_pathname; public NodeExporterUtils( AmplifyShaderEditorWindow window ) { m_window = window; Undo.undoRedoPerformed += OnUndoRedoPerformed; } public void OnUndoRedoPerformed() { if( m_testingUndo && m_undoState == DebugUndoNodeState.WaitFrameUndo ) { m_undoState = DebugUndoNodeState.PrepareForNext; } } public void CalculateShaderInstructions( Shader shader ) { //Type shaderutilType = Type.GetType( "UnityEditor.ShaderUtil, UnityEditor" ); //shaderutilType.InvokeMember( "OpenCompiledShader", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { shader, mode, customPlatformsMask, includeAllVariants } ); } public void ActivateAutoScreenShot( string pathname ) { m_pathname = pathname; if( !System.IO.Directory.Exists( m_pathname ) ) { System.IO.Directory.CreateDirectory( m_pathname ); } m_screenshotRT = new RenderTexture( (int)m_window.position.width, (int)m_window.position.height, 0 ); m_screenshotTex2D = new Texture2D( (int)m_window.position.width, (int)m_window.position.height, TextureFormat.RGB24, false ); RenderTexture.active = m_screenshotRT; m_window.CurrentPaletteWindow.FillList( ref m_screenshotList, true ); m_window.CurrentGraph.ClearGraph(); if( m_window.IsShaderFunctionWindow ) { m_window.CurrentGraph.CurrentOutputNode.Vec2Position = new Vector2( 1500, 0 ); } else { m_window.CurrentGraph.CurrentMasterNode.Vec2Position = new Vector2( 1500, 0 ); } m_window.ResetCameraSettings(); m_takingShots = true; m_screenShotState = DebugScreenShotNodeState.CreateNode; } public void ActivateAutoUndo() { m_window.CurrentPaletteWindow.FillList( ref m_screenshotList, true ); m_window.CurrentGraph.ClearGraph(); m_window.CurrentGraph.CurrentMasterNode.Vec2Position = new Vector2( 1500, 0 ); m_window.ResetCameraSettings(); m_testingUndo = true; m_undoState = DebugUndoNodeState.CreateNode; } public void Update() { if( m_testingUndo ) { if( Event.current.type == EventType.Repaint ) { m_window.Focus(); switch( m_undoState ) { case DebugUndoNodeState.CreateNode: { m_window.CurrentGraph.DeSelectAll(); m_node = m_window.CreateNode( m_screenshotList[ 0 ].NodeType, Vector2.zero, null, true ); m_node.RefreshExternalReferences(); m_undoState = DebugUndoNodeState.FocusOnNode; Debug.Log( "Created " + m_node.Attributes.Name ); } break; case DebugUndoNodeState.FocusOnNode: { m_window.FocusOnPoint( m_node.TruePosition.center, 1, false ); m_undoState = DebugUndoNodeState.WaitFrameCreate; Debug.Log( "Focused " + m_node.Attributes.Name ); } break; case DebugUndoNodeState.WaitFrameCreate: { m_undoState = DebugUndoNodeState.DeleteNode; Debug.Log( "Waiting on Create" ); } break; case DebugUndoNodeState.DeleteNode: { Debug.Log( "Deleting " + m_node.Attributes.Name ); m_window.DeleteSelectedNodeWithRepaint(); m_undoState = DebugUndoNodeState.WaitFrameDelete; } break; case DebugUndoNodeState.WaitFrameDelete: { m_undoState = DebugUndoNodeState.UndoNode; Debug.Log( "Waiting on Delete" ); } break; case DebugUndoNodeState.UndoNode: { Debug.Log( "Performing Undo" ); m_undoState = DebugUndoNodeState.WaitFrameUndo; Undo.PerformUndo(); } break; case DebugUndoNodeState.WaitFrameUndo: { } break; case DebugUndoNodeState.PrepareForNext: { m_screenshotList.RemoveAt( 0 ); Debug.Log( "Undo Performed. Nodes Left " + m_screenshotList.Count ); m_testingUndo = m_screenshotList.Count > 0; if( m_testingUndo ) { m_undoState = DebugUndoNodeState.CreateNode; Debug.Log( "Going to next node" ); } else { Debug.Log( "Finished Undo Test" ); } } break; } } } if( m_takingShots ) { m_window.Focus(); switch( m_screenShotState ) { case DebugScreenShotNodeState.CreateNode: { m_node = m_window.CreateNode( m_screenshotList[ 0 ].NodeType, Vector2.zero, null, false ); m_node.RefreshExternalReferences(); m_screenShotState = DebugScreenShotNodeState.FocusOnNode; } break; case DebugScreenShotNodeState.FocusOnNode: { //m_window.FocusOnNode( m_node, 1, false ); m_window.FocusOnPoint( m_node.TruePosition.center, 1, false ); m_screenShotState = DebugScreenShotNodeState.TakeScreenshot; } break; case DebugScreenShotNodeState.TakeScreenshot: { if( m_screenshotRT != null && Event.current.type == EventType.Repaint ) { m_screenshotTex2D.ReadPixels( new Rect( 0, 0, m_screenshotRT.width, m_screenshotRT.height ), 0, 0 ); m_screenshotTex2D.Apply(); byte[] bytes = m_screenshotTex2D.EncodeToPNG(); string pictureFilename = UIUtils.ReplaceInvalidStrings( m_screenshotList[ 0 ].Name ); pictureFilename = UIUtils.RemoveInvalidCharacters( pictureFilename ); System.IO.File.WriteAllBytes( m_pathname + pictureFilename + ".png", bytes ); m_screenShotState = DebugScreenShotNodeState.WaitFrame; } } break; case DebugScreenShotNodeState.WaitFrame: { Debug.Log( "Wait Frame" ); m_screenShotState = DebugScreenShotNodeState.DeleteNode; } break; case DebugScreenShotNodeState.DeleteNode: { m_window.DestroyNode( m_node ); m_screenshotList.RemoveAt( 0 ); m_takingShots = m_screenshotList.Count > 0; Debug.Log( "Destroy Node " + m_screenshotList.Count ); if( m_takingShots ) { m_screenShotState = DebugScreenShotNodeState.CreateNode; } else { RenderTexture.active = null; m_screenshotRT.Release(); UnityEngine.Object.DestroyImmediate( m_screenshotRT ); m_screenshotRT = null; UnityEngine.Object.DestroyImmediate( m_screenshotTex2D ); m_screenshotTex2D = null; } } break; }; } } public void Destroy() { m_window = null; if( m_screenshotRT != null ) { m_screenshotRT.Release(); UnityEngine.Object.DestroyImmediate( m_screenshotRT ); m_screenshotRT = null; } if( m_screenshotTex2D != null ) { UnityEngine.Object.DestroyImmediate( m_screenshotTex2D ); m_screenshotTex2D = null; } } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/NodeExporterUtils.cs/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/NodeExporterUtils.cs", "repo_id": "jynew", "token_count": 3183 }
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fileFormatVersion: 2 guid: 6072f991722ef6c44b167cf204724a52 folderAsset: yes timeCreated: 1481126944 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant:
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Version.meta/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Version.meta", "repo_id": "jynew", "token_count": 76 }
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <[email protected]> using System; using UnityEngine; namespace AmplifyShaderEditor { public enum WireStatus { Default = 0, Highlighted, Selected } [Serializable] public sealed class WireReference { private WireStatus m_status = WireStatus.Default; [SerializeField] private int m_nodeId = -1; [SerializeField] private int m_portId = -1; [SerializeField] private WirePortDataType m_dataType = WirePortDataType.FLOAT; [SerializeField] private bool m_typeLocked = false; public WireReference() { m_nodeId = -1; m_portId = -1; m_dataType = WirePortDataType.FLOAT; m_typeLocked = false; m_status = WireStatus.Default; } public WireReference( int nodeId, int portId, WirePortDataType dataType, bool typeLocked ) { m_portId = portId; m_nodeId = nodeId; m_dataType = dataType; m_typeLocked = typeLocked; m_status = WireStatus.Default; } public void Invalidate() { m_nodeId = -1; m_portId = -1; m_typeLocked = false; m_status = WireStatus.Default; } public void SetReference( int nodeId, int portId, WirePortDataType dataType, bool typeLocked ) { m_nodeId = nodeId; m_portId = portId; m_dataType = dataType; m_typeLocked = typeLocked; } public void SetReference( WirePort port ) { m_nodeId = port.NodeId; m_portId = port.PortId; m_dataType = port.DataType; } public bool IsValid { get { return ( m_nodeId != -1 && m_portId != -1 ); } } public int NodeId { get { return m_nodeId; } } public int PortId { get { return m_portId; } set { m_portId = value; } } public WirePortDataType DataType { get { return m_dataType; } set { m_dataType = value; } } public bool TypeLocked { get { return m_typeLocked; } } public WireStatus WireStatus { get { return m_status; } set { m_status = value; } } public override string ToString() { string dump = ""; dump += "* Wire Reference *\n"; dump += "NodeId : " + m_nodeId + "\n"; dump += "PortId : " + m_portId + "\n"; dump += "DataType " + m_dataType + "\n"; ; return dump; } public void WriteToString( ref string myString ) { IOUtils.AddFieldToString( ref myString, "PortId", m_portId ); IOUtils.AddFieldToString( ref myString, "NodeID", m_nodeId ); IOUtils.AddFieldToString( ref myString, "DataType", m_dataType ); IOUtils.AddFieldToString( ref myString, "TypeLocked", m_typeLocked ); } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Wires/WireReference.cs/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Wires/WireReference.cs", "repo_id": "jynew", "token_count": 1084 }
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Shader "Hidden/ColorNode" { Properties { _InputColor ("_InputColor", Color) = (0,0,0,0) } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag float4 _InputColor; float4 frag( v2f_img i ) : SV_Target { return _InputColor; } ENDCG } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ColorNode.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ColorNode.shader", "repo_id": "jynew", "token_count": 167 }
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Shader "Hidden/DeltaTime" { SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" float _EditorDeltaTime; float4 frag( v2f_img i ) : SV_Target { float4 t = _EditorDeltaTime; t.y = 1 / _EditorDeltaTime; t.z = _EditorDeltaTime; t.w = 1 / _EditorDeltaTime; return cos(t); } ENDCG } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DeltaTime.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DeltaTime.shader", "repo_id": "jynew", "token_count": 196 }
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Shader "Hidden/EncodeViewNormalStereoHlpNode" { 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 { float3 a = tex2D ( _A, i.uv ).rgb; return float4( EncodeViewNormalStereo( a ),0,0); } ENDCG } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_EncodeViewNormalStereoHlpNode.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_EncodeViewNormalStereoHlpNode.shader", "repo_id": "jynew", "token_count": 209 }
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Shader "Hidden/FresnelNode" { Properties { _A ("_Normal", 2D) = "white" {} _B ("_Bias", 2D) = "white" {} _C ("_Scale", 2D) = "white" {} _D ("_Power", 2D) = "white" {} _E ("_View", 2D) = "white" {} } SubShader { Pass //not connected world { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag //sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; int _FresnelType; float4 frag(v2f_img i) : SV_Target { float b = tex2D( _B, i.uv ).r; float s = tex2D( _C, i.uv ).r; float pw = tex2D( _D, i.uv ).r; float2 xy = 2 * i.uv - 1; float z = -sqrt(1-saturate(dot(xy,xy))); float3 vertexPos = float3(xy, z); float3 worldNormal = normalize(float3(xy, z)); float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos); float fresnel = 0; if(_FresnelType == 0) fresnel = (b + s*pow(s - dot( worldNormal, worldViewDir ) , pw)); else if(_FresnelType == 1) fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5)); else if(_FresnelType == 2) { float f0 = pow((1-s)/(1+s),2); fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5)); } return fresnel; } ENDCG } Pass //connected world { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; int _FresnelType; float4 frag(v2f_img i) : SV_Target { float b = tex2D( _B, i.uv ).r; float s = tex2D( _C, i.uv ).r; float pw = tex2D( _D, i.uv ).r; float2 xy = 2 * i.uv - 1; float z = -sqrt(1-saturate(dot(xy,xy))); float3 vertexPos = float3(xy, z); float3 worldNormal = tex2D( _A, i.uv ); float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos); float fresnel = 0; if(_FresnelType == 0) fresnel = (b + s*pow(s - dot( worldNormal, worldViewDir ) , pw)); else if(_FresnelType == 1) fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5)); else if(_FresnelType == 2) { float f0 = pow((1-s)/(1+s),2); fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5)); } return fresnel; } ENDCG } Pass //connected tangent { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; int _FresnelType; float4 frag(v2f_img i) : SV_Target { float b = tex2D( _B, i.uv ).r; float s = tex2D( _C, i.uv ).r; float pw = tex2D( _D, i.uv ).r; float2 xy = 2 * i.uv - 1; float z = -sqrt(1-saturate(dot(xy,xy))); float3 vertexPos = float3(xy, z); float3 worldNormal = normalize(float3(xy, z)); 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); float3 tangentNormal = tex2D(_A, sphereUVs).xyz; worldNormal = fixed3( dot( tSpace0.xyz, tangentNormal ), dot( tSpace1.xyz, tangentNormal ), dot( tSpace2.xyz, tangentNormal ) ); float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos); float fresnel = 0; if(_FresnelType == 0) fresnel = (b + s*pow(s - dot( worldNormal, worldViewDir ) , pw)); else if(_FresnelType == 1) fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5)); else if(_FresnelType == 2) { float f0 = pow((1-s)/(1+s),2); fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5)); } return fresnel; } ENDCG } Pass //not connected half vector { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag //sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; int _FresnelType; float4 _EditorWorldLightPos; float4 frag(v2f_img i) : SV_Target { float b = tex2D( _B, i.uv ).r; float s = tex2D( _C, i.uv ).r; float pw = tex2D( _D, i.uv ).r; float2 xy = 2 * i.uv - 1; float z = -sqrt(1-(dot(xy,xy))); float3 vertexPos = normalize(float3(xy, z)); float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos); float3 lightDir = normalize( _EditorWorldLightPos.xyz ); float3 halfVector = normalize(worldViewDir+lightDir); float fresnel = 0; if(_FresnelType == 0) fresnel = (b + s*pow(s - dot( halfVector, worldViewDir ) , pw)); else if(_FresnelType == 1) fresnel = (b + (1-b) * pow(1 - dot( halfVector, worldViewDir ) , 5)); else if(_FresnelType == 2) { float f0 = pow((1-s)/(1+s),2); fresnel = (f0 + (1-f0) * pow(1 - dot( halfVector, worldViewDir ) , 5)); } return fresnel; } ENDCG } Pass //connected both { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; sampler2D _E; int _FresnelType; float4 frag(v2f_img i) : SV_Target { float b = tex2D( _B, i.uv ).r; float s = tex2D( _C, i.uv ).r; float pw = tex2D( _D, i.uv ).r; float2 xy = 2 * i.uv - 1; float z = -sqrt(1-saturate(dot(xy,xy))); float3 vertexPos = float3(xy, z); float3 worldNormal = tex2D( _A, i.uv ); float3 worldViewDir = tex2D( _E, i.uv );; float fresnel = 0; if(_FresnelType == 0) fresnel = (b + s*pow(s - dot( worldNormal, worldViewDir ) , pw)); else if(_FresnelType == 1) fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5)); else if(_FresnelType == 2) { float f0 = pow((1-s)/(1+s),2); fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5)); } return fresnel; } ENDCG } Pass //not connected world and light { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag //sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; int _FresnelType; float4 _EditorWorldLightPos; float4 frag(v2f_img i) : SV_Target { float b = tex2D( _B, i.uv ).r; float s = tex2D( _C, i.uv ).r; float pw = tex2D( _D, i.uv ).r; float2 xy = 2 * i.uv - 1; float z = -sqrt(1-(dot(xy,xy))); float3 vertexPos = normalize(float3(xy, z)); float3 normal = normalize(vertexPos); float3 worldNormal = UnityObjectToWorldNormal(normal); float3 lightDir = normalize( _EditorWorldLightPos.xyz ); float fresnel = 0; if(_FresnelType == 0) fresnel = (b + s*pow(s - dot( worldNormal, lightDir ) , pw)); else if(_FresnelType == 1) fresnel = (b + (1-b) * pow(1 - dot( worldNormal, lightDir ) , 5)); else if(_FresnelType == 2) { float f0 = pow((1-s)/(1+s),2); fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, lightDir ) , 5)); } return fresnel; } ENDCG } Pass //connected view { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; sampler2D _E; int _FresnelType; float4 frag(v2f_img i) : SV_Target { float b = tex2D( _B, i.uv ).r; float s = tex2D( _C, i.uv ).r; float pw = tex2D( _D, i.uv ).r; 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 worldViewDir = tex2D( _E, i.uv ); float fresnel = 0; if(_FresnelType == 0) fresnel = (b + s*pow(s - dot( worldNormal, worldViewDir ) , pw)); else if(_FresnelType == 1) fresnel = (b + (1-b) * pow(1 - dot( worldNormal, worldViewDir ) , 5)); else if(_FresnelType == 2) { float f0 = pow((1-s)/(1+s),2); fresnel = (f0 + (1-f0) * pow(1 - dot( worldNormal, worldViewDir ) , 5)); } return fresnel; } ENDCG } Pass //not connected half vector with connected view { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag //sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; sampler2D _E; int _FresnelType; float4 _EditorWorldLightPos; float4 frag(v2f_img i) : SV_Target { float b = tex2D( _B, i.uv ).r; float s = tex2D( _C, i.uv ).r; float pw = tex2D( _D, i.uv ).r; float2 xy = 2 * i.uv - 1; float z = -sqrt(1-(dot(xy,xy))); float3 vertexPos = normalize(float3(xy, z)); float3 worldViewDir = tex2D( _E, i.uv ); float3 lightDir = normalize( _EditorWorldLightPos.xyz ); float3 halfVector = normalize(worldViewDir+lightDir); float fresnel = 0; if(_FresnelType == 0) fresnel = (b + s*pow(s - dot( halfVector, worldViewDir ) , pw)); else if(_FresnelType == 1) fresnel = (b + (1-b) * pow(1 - dot( halfVector, worldViewDir ) , 5)); else if(_FresnelType == 2) { float f0 = pow((1-s)/(1+s),2); fresnel = (f0 + (1-f0) * pow(1 - dot( halfVector, worldViewDir ) , 5)); } return fresnel; } ENDCG } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_FresnelNode.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_FresnelNode.shader", "repo_id": "jynew", "token_count": 4834 }
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Shader "Hidden/IndirectDiffuseLight" { Properties { _Intensity ("Intensity", Float) = 1 } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" float _Intensity; 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 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz; float4 back = lerp(float4(0.4117,0.3843,0.3647,1),float4(0.4117,0.5059,0.6470,1),worldPos.y * 0.5 + 0.5); return float4(GammaToLinearSpace(back.rgb * _Intensity),1); } ENDCG } Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" float _Intensity; 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 ) ); float4 back = lerp(float4(0.4117,0.3843,0.3647,1),float4(0.4117,0.5059,0.6470,1),worldNormal.y * 0.5 + 0.5); return float4(GammaToLinearSpace(back.rgb * _Intensity),1); } ENDCG } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectDiffuseLight.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_IndirectDiffuseLight.shader", "repo_id": "jynew", "token_count": 1128 }
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Shader "Hidden/LightColorNode" { SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" float4 _EditorLightColor; float4 frag(v2f_img i) : SV_Target { return _EditorLightColor; } ENDCG } Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" float4 _EditorLightColor; float4 frag(v2f_img i) : SV_Target { return float4(_EditorLightColor.rgb, 0); } ENDCG } Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" float4 _EditorLightColor; float4 frag(v2f_img i) : SV_Target { return _EditorLightColor.a; } ENDCG } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_LightColorNode.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_LightColorNode.shader", "repo_id": "jynew", "token_count": 418 }
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Shader "Hidden/NormalVertexDataNode" { SubShader { Pass { 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 normal = normalize(float3(xy, z)); return float4(normal, 1); } ENDCG } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_NormalVertexDataNode.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_NormalVertexDataNode.shader", "repo_id": "jynew", "token_count": 194 }
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Shader "Hidden/ParallaxMappingNode" { Properties { _A ("_UV", 2D) = "white" {} _B ("_Height", 2D) = "white" {} _C ("_Scale", 2D) = "white" {} _D ("_ViewDirTan", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; float _ParallaxType; float4 frag(v2f_img i) : SV_Target { float2 uv = tex2D( _A, i.uv ).rg; float h = tex2D( _B, i.uv ).r; float s = tex2D( _C, i.uv ).r; float3 vt = tex2D( _D, i.uv ).xyz; float2 parallaxed = uv; if ( _ParallaxType == 1 ) { parallaxed = ( ( h - 1 )*( vt.xy / vt.z ) * s ) + uv; } else { parallaxed = ( ( h - 1 )*( vt.xy ) * s ) + uv; } return float4(parallaxed, 0 , 0); } ENDCG } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ParallaxMappingNode.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ParallaxMappingNode.shader", "repo_id": "jynew", "token_count": 479 }
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Shader "Hidden/RangedFloatNode" { Properties { _InputFloat ("_InputFloat", Float) = 0 } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag float _InputFloat; float4 frag( v2f_img i ) : SV_Target { return _InputFloat; } ENDCG } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_RangedFloatNode.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_RangedFloatNode.shader", "repo_id": "jynew", "token_count": 160 }
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Shader "Hidden/SamplerNode" { Properties { _B ("_UVs", 2D) = "white" {} _C ("_Level", 2D) = "white" {} _F ("_NormalScale", 2D) = "white" {} _CustomUVs ("_CustomUVs", Int) = 0 _Unpack ("_Unpack", Int) = 0 _LodType ("_LodType", Int) = 0 _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" #include "UnityStandardUtils.cginc" sampler2D _B; sampler2D _C; sampler2D _F; int _CustomUVs; int _Unpack; int _LodType; 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 ) { float4 h = float4(0.5,0.5,1,1); if ( _Unpack == 1 ) { h.rgb = UnpackScaleNormal( h.xxyy, tex2D( _F, i.uv ).r ); } return h; } else { if( _Type == 4 ) return UNITY_SAMPLE_TEX2DARRAY( _Array, float3( i.uv, 0 ) ); else if( _Type == 3 ) { float3 uvs = float3(i.uv,0); if ( _CustomUVs == 1 ) uvs = tex2D( _B, i.uv ).xyz; return texCUBE( _Cube, uvs ); } else if( _Type == 2 ) { return tex3D( _Sampler3D, float3(i.uv,0) ); } else { float2 uvs = i.uv; float4 c = 0; if ( _CustomUVs == 1 ) uvs = tex2D( _B, i.uv ).xy; if ( _LodType == 1 ) { float lod = tex2D( _C, i.uv ).r; c = tex2Dlod( _Sampler, float4(uvs,0,lod) ); } else if ( _LodType == 2 ) { float bias = tex2D( _C, i.uv ).r; c = tex2Dbias( _Sampler, float4(uvs,0,bias) ); } else { c = tex2D( _Sampler, uvs ); } if ( _Unpack == 1 ) { float nscale = tex2D( _F, i.uv ).r; c.rgb = UnpackScaleNormal( c, nscale ); } return c; } } } ENDCG } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SamplerNode.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SamplerNode.shader", "repo_id": "jynew", "token_count": 1372 }
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Shader "Hidden/SummedBlendNode" { Properties { _A ( "_Weights", 2D) = "white" {} _B ( "_Layer1", 2D) = "white" {} _C ( "_Layer2", 2D ) = "white" {} _D ( "_Layer3", 2D ) = "white" {} _E ( "_Layer4", 2D ) = "white" {} } SubShader { CGINCLUDE #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; ENDCG Pass { CGPROGRAM float4 frag(v2f_img i) : SV_Target { float4 Weights = tex2D ( _A, i.uv ); float4 Layer1 = tex2D( _B, i.uv ); return Weights*Layer1; } ENDCG } Pass { CGPROGRAM sampler2D _C; float4 frag ( v2f_img i ) : SV_Target { float4 Weights = tex2D ( _A, i.uv ); float4 Layer1 = tex2D ( _B, i.uv ); float4 Layer2 = tex2D ( _C, i.uv ); return ( Weights.x*Layer1 + Weights.y*Layer2 ); } ENDCG } Pass { CGPROGRAM sampler2D _C; sampler2D _D; float4 frag ( v2f_img i ) : SV_Target { float4 Weights = tex2D( _A, i.uv ); float4 Layer1 = tex2D( _B, i.uv ); float4 Layer2 = tex2D( _C, i.uv ); float4 Layer3 = tex2D( _D, i.uv ); return ( Weights.x*Layer1 + Weights.y*Layer2 + Weights.z*Layer3 ); } ENDCG } Pass { CGPROGRAM sampler2D _C; sampler2D _D; sampler2D _E; float4 frag ( v2f_img i ) : SV_Target { float4 Weights = tex2D ( _A, i.uv ); float4 Layer1 = tex2D ( _B, i.uv ); float4 Layer2 = tex2D ( _C, i.uv ); float4 Layer3 = tex2D ( _D, i.uv ); float4 Layer4 = tex2D ( _E, i.uv ); return ( Weights.x*Layer1 + Weights.y*Layer2 + Weights.z*Layer3 + Weights.w*Layer4 ); } ENDCG } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SummedBlendNode.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SummedBlendNode.shader", "repo_id": "jynew", "token_count": 895 }
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