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

44 lines
1.7 KiB
C#

// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
using System;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttributes( "Object Space Light Dir", "Light", "Computes object space light direction (not normalized)" )]
public sealed class ObjSpaceLightDirHlpNode : HelperParentNode
{
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
m_funcType = "ObjSpaceLightDir";
m_inputPorts[ 0 ].Visible = false;
m_outputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT3, false );
m_outputPorts[ 0 ].Name = "XYZ";
AddOutputPort( WirePortDataType.FLOAT, "X" );
AddOutputPort( WirePortDataType.FLOAT, "Y" );
AddOutputPort( WirePortDataType.FLOAT, "Z" );
m_useInternalPortData = false;
m_previewShaderGUID = "c7852de24cec4a744b5358921e23feee";
m_drawPreviewAsSphere = true;
}
public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
{
if( dataCollector.IsTemplate )
{
//Template must have its Light Mode correctly configured on tags to work as intended
return GetOutputVectorItem( 0, outputId, dataCollector.TemplateDataCollectorInstance.GetObjectSpaceLightDir( CurrentPrecisionType ) );
}
dataCollector.AddToIncludes( UniqueId, Constants.UnityCgLibFuncs );
dataCollector.AddToInput( UniqueId, SurfaceInputs.WORLD_POS );
string vertexPos = GeneratorUtils.GenerateVertexPosition( ref dataCollector, UniqueId, WirePortDataType.FLOAT4 );
return GetOutputVectorItem( 0, outputId, GeneratorUtils.GenerateObjectLightDirection( ref dataCollector, UniqueId, CurrentPrecisionType, vertexPos ) );
}
}
}