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

106 lines
3.9 KiB
C#

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