111 lines
3.8 KiB
C#
111 lines
3.8 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 UnityEngine;
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using System;
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namespace AmplifyShaderEditor
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{
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[Serializable]
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[NodeAttributes( "Panner", "UV Coordinates", "Pans UV texture coordinates according to its inputs" )]
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public sealed class PannerNode : ParentNode
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{
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private const string _speedXStr = "Speed X";
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private const string _speedYStr = "Speed Y";
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private int m_cachedUsingEditorId = -1;
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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.FLOAT2, false, "UV" ,-1,MasterNodePortCategory.Fragment,0);
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AddInputPort( WirePortDataType.FLOAT2, false, "Speed", -1, MasterNodePortCategory.Fragment, 2 );
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AddInputPort( WirePortDataType.FLOAT, false, "Time", -1, MasterNodePortCategory.Fragment, 1 );
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AddOutputPort( WirePortDataType.FLOAT2, "Out" );
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m_textLabelWidth = 70;
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m_useInternalPortData = true;
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m_previewShaderGUID = "6f89a5d96bdad114b9bbd0c236cac622";
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m_inputPorts[ 2 ].FloatInternalData = 1;
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m_continuousPreviewRefresh = true;
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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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if ( m_cachedUsingEditorId == -1 )
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m_cachedUsingEditorId = Shader.PropertyToID( "_UsingEditor" );
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PreviewMaterial.SetFloat( m_cachedUsingEditorId, ( m_inputPorts[ 2 ].IsConnected ? 0 : 1 ) );
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}
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public override void OnInputPortConnected( int portId, int otherNodeId, int otherPortId, bool activateNode = true )
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{
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base.OnInputPortConnected( portId, otherNodeId, otherPortId, activateNode );
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if( portId == 1 )
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{
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m_continuousPreviewRefresh = false;
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}
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}
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public override void OnInputPortDisconnected( int portId )
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{
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base.OnInputPortDisconnected( portId );
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if( portId == 1 )
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{
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m_continuousPreviewRefresh = true;
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}
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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( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) )
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return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
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string timePort = m_inputPorts[ 2 ].GeneratePortInstructions( ref dataCollector );
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if( !m_inputPorts[ 2 ].IsConnected )
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{
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if( !( dataCollector.IsTemplate && dataCollector.IsSRP ) )
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dataCollector.AddToIncludes( UniqueId, Constants.UnityShaderVariables );
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timePort += " * _Time.y";
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}
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string speed = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector );
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string result = "( " + timePort + " * " + speed + " + " + m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ) + ")";
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RegisterLocalVariable( 0, result, ref dataCollector, "panner" + 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() < 13107 )
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{
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// The internal data for the new port can be set in here since it didn't existed
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// on older shader versions
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float speedX = Convert.ToSingle( GetCurrentParam( ref nodeParams ) );
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float speedY = Convert.ToSingle( GetCurrentParam( ref nodeParams ) );
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m_inputPorts[ 1 ].Vector2InternalData = new Vector2( speedX, speedY );
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}
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}
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public override void ReadInputDataFromString( ref string[] nodeParams )
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{
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base.ReadInputDataFromString( ref nodeParams );
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if( UIUtils.CurrentShaderVersion() < 13107 )
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{
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//Time Port must be rewritten after internal data is read
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// already existed in previous shaders
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m_inputPorts[ 2 ].FloatInternalData = 1;
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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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}
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}
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}
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