FateViewer/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/DecodeLightmapHlpNode.cs

110 lines
3.9 KiB
C#

// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
using System;
using UnityEngine;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttributes( "Decode Lightmap", "Miscellaneous", "Decodes color from Unity lightmap (RGBM or dLDR depending on platform)" )]
public sealed class DecodeLightmapHlpNode : ParentNode
{
private const string m_funcStandard = "DecodeLightmap({0})";
private string m_funcSRP = "DecodeLightmap({0},{1})";
private const string DecodeInstructionsLWValueStr = "half4 decodeLightmapInstructions = half4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0h, 0.0h);";
private const string DecodeInstructionsNameStr = "decodeLightmapInstructions";
private readonly string[] DecodeInstructionsHDValueStr =
{
"#ifdef UNITY_LIGHTMAP_FULL_HDR//ase_decode_lightmap_0",
"\tbool useRGBMLightmap = false;//ase_decode_lightmap_1",
"\tfloat4 decodeLightmapInstructions = float4( 0.0, 0.0, 0.0, 0.0 );//ase_decode_lightmap_2",
"#else//ase_decode_lightmap//ase_decode_lightmap_3",
"\tbool useRGBMLightmap = true;//ase_decode_lightmap_4",
"#if defined(UNITY_LIGHTMAP_RGBM_ENCODING)//ase_decode_lightmap_5",
"\tfloat4 decodeLightmapInstructions = float4(34.493242, 2.2, 0.0, 0.0);//ase_decode_lightmap_6",
"#else//ase_decode_lightmap_7",
"\tfloat4 decodeLightmapInstructions = float4( 2.0, 2.2, 0.0, 0.0 );//ase_decode_lightmap_8",
"#endif//ase_decode_lightmap_9",
"#endif//ase_decode_lightmap_10"
};
private string m_localVarName = null;
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
AddInputPort( WirePortDataType.FLOAT4, false, "Value" );
AddInputPort( WirePortDataType.FLOAT4, false, "Instructions" );
AddOutputPort( WirePortDataType.FLOAT3, Constants.EmptyPortValue );
m_previewShaderGUID = "c2d3bee1aee183343b31b9208cb402e9";
m_useInternalPortData = true;
}
public override string GetIncludes()
{
return Constants.UnityCgLibFuncs;
}
protected override void OnUniqueIDAssigned()
{
base.OnUniqueIDAssigned();
m_localVarName = "decodeLightMap" + OutputId;
}
public override void OnNodeLogicUpdate( DrawInfo drawInfo )
{
base.OnNodeLogicUpdate( drawInfo );
m_inputPorts[ 1 ].Visible = m_containerGraph.ParentWindow.IsShaderFunctionWindow || m_containerGraph.IsSRP;
}
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 ) );
base.GenerateShaderForOutput( outputId, ref dataCollector, ignoreLocalvar );
string value = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
string finalResult = string.Empty;
if( dataCollector.IsTemplate && dataCollector.IsSRP )
{
string instructions = string.Empty;
if( m_inputPorts[ 1 ].IsConnected )
{
instructions = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector );
}
else
{
if( dataCollector.TemplateDataCollectorInstance.IsHDRP )
{
for( int i = 0; i < DecodeInstructionsHDValueStr.Length; i++ )
{
dataCollector.AddLocalVariable( UniqueId, DecodeInstructionsHDValueStr[ i ] );
}
}
else
{
dataCollector.AddLocalVariable( UniqueId, DecodeInstructionsLWValueStr );
}
instructions = DecodeInstructionsNameStr;
}
finalResult = string.Format( m_funcSRP, value , instructions );
}
else
{
dataCollector.AddToIncludes( UniqueId, Constants.UnityCgLibFuncs );
finalResult = string.Format( m_funcStandard, value );
}
RegisterLocalVariable( 0, finalResult, ref dataCollector, m_localVarName );
return GetOutputVectorItem( 0, outputId, m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ) );
}
}
}