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

111 lines
3.8 KiB
C#

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