106 lines
3.9 KiB
C#
106 lines
3.9 KiB
C#
// Amplify Shader Editor - Visual Shader Editing Tool
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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using System;
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using UnityEngine;
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using UnityEditor;
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namespace AmplifyShaderEditor
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{
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[Serializable]
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[NodeAttributes( "Shade Vertex Lights", "Light", "Computes illumination from four per-vertex lights and ambient, given object space position & normal" )]
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public sealed class ShadeVertexLightsHlpNode : ParentNode
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{
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private const string HelperMessage = "Shade Vertex Lights node only outputs correct results on\nTemplate Vertex/Frag shaders with their LightMode set to Vertex.";
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private const string ShadeVertexLightFunc = "ShadeVertexLightsFull({0},{1},{2},{3})";
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private const string LightCount = "Light Count";
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private const string IsSpotlight = "Is Spotlight";
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private const int MinLightCount = 0;
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private const int MaxLightCount = 8;
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[SerializeField]
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private int m_lightCount = 4;
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[SerializeField]
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private bool m_enableSpotlight = false;
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private int _LightCountId;
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private int _IsSpotlightId;
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protected override void CommonInit( int uniqueId )
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{
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base.CommonInit( uniqueId );
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AddInputPort( WirePortDataType.FLOAT4, false, "Vertex Position" );
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AddInputPort( WirePortDataType.FLOAT3, false, "Vertex Normal" );
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AddOutputPort( WirePortDataType.FLOAT3, Constants.EmptyPortValue );
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m_useInternalPortData = true;
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//m_autoWrapProperties = true;
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m_textLabelWidth = 90;
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m_previewShaderGUID = "3b6075034a85ad047be2d31dd213fb4f";
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}
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public override void OnEnable()
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{
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base.OnEnable();
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_LightCountId = Shader.PropertyToID( "_LightCount" );
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_IsSpotlightId = Shader.PropertyToID( "_IsSpotlight" );
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}
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public override void DrawProperties()
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{
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base.DrawProperties();
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NodeUtils.DrawPropertyGroup( ref m_propertiesFoldout, Constants.ParameterLabelStr, DrawGeneralProperties );
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EditorGUILayout.HelpBox( HelperMessage, MessageType.Info );
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}
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public override void SetPreviewInputs()
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{
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base.SetPreviewInputs();
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PreviewMaterial.SetInt( _LightCountId, m_lightCount );
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PreviewMaterial.SetInt( _IsSpotlightId, ( m_enableSpotlight ? 1 : 0 ) );
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}
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void DrawGeneralProperties()
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{
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m_lightCount = EditorGUILayoutIntSlider( LightCount, m_lightCount, MinLightCount, MaxLightCount );
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m_enableSpotlight = EditorGUILayoutToggle( IsSpotlight, m_enableSpotlight );
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}
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public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
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{
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if( dataCollector.MasterNodeCategory == AvailableShaderTypes.SurfaceShader )
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UIUtils.ShowMessage( UniqueId, HelperMessage, MessageSeverity.Warning );
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if( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) )
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return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
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dataCollector.AddToIncludes( UniqueId, Constants.UnityCgLibFuncs );
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string vertexPosition = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
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string vertexNormal = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector );
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string value = string.Format( ShadeVertexLightFunc, vertexPosition, vertexNormal, m_lightCount, m_enableSpotlight.ToString().ToLower() );
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RegisterLocalVariable( 0, value, ref dataCollector, "shadeVertexLight" + OutputId );
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return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
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}
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public override void ReadFromString( ref string[] nodeParams )
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{
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base.ReadFromString( ref nodeParams );
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if( UIUtils.CurrentShaderVersion() > 14301 )
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{
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m_lightCount = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
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m_enableSpotlight = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) );
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}
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}
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public override void WriteToString( ref string nodeInfo, ref string connectionsInfo )
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{
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base.WriteToString( ref nodeInfo, ref connectionsInfo );
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IOUtils.AddFieldValueToString( ref nodeInfo, m_lightCount );
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IOUtils.AddFieldValueToString( ref nodeInfo, m_enableSpotlight );
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}
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}
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}
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