FateViewer/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/Textures/HeightMapBlendNode.cs

54 lines
2.1 KiB
C#

// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
//
// 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;
m_previewShaderGUID = "b2ac23d6d5dcb334982b6f31c2e7a734";
}
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));
*/
}
}