diff options
Diffstat (limited to 'Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/ImageEffects/NoiseGeneratorNode.cs')
-rw-r--r-- | Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/ImageEffects/NoiseGeneratorNode.cs | 466 |
1 files changed, 466 insertions, 0 deletions
diff --git a/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/ImageEffects/NoiseGeneratorNode.cs b/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/ImageEffects/NoiseGeneratorNode.cs new file mode 100644 index 00000000..c6805a41 --- /dev/null +++ b/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/ImageEffects/NoiseGeneratorNode.cs @@ -0,0 +1,466 @@ +// Amplify Shader Editor - Visual Shader Editing Tool +// Copyright (c) Amplify Creations, Lda <info@amplify.pt> +// Based on the work by https://github.com/keijiro/NoiseShader + +using System; +using UnityEditor; +using UnityEngine; + +namespace AmplifyShaderEditor +{ + public enum NoiseGeneratorType + { + Simplex2D, + Simplex3D, + Gradient, + Simple + }; + + [Serializable] + [NodeAttributes( "Noise Generator", "Miscellaneous", "Collection of procedural noise generators", tags: "simplex gradient" )] + public sealed class NoiseGeneratorNode : ParentNode + { + private const string TypeLabelStr = "Type"; + private const string SetTo01RangeOpStr = "{0} = {0}*0.5 + 0.5;"; + private const string SetToMinus1To1RangeOpStr = "{0} = {0}*2 - 1;"; + private const string SetTo01RangeLabel = "0-1 Range"; + private const string SetTo01RangePreviewId = "_To01Range"; + private const string UseUnityVersionLabel = "Use Unity Version"; + + // Simple + private const string SimpleNoiseRandomValueFunc = "inline float noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); }"; + private const string SimpleNoiseInterpolateFunc = "inline float noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); }"; + private const string SimpleValueNoiseHeader = "inline float valueNoise (float2 uv)"; + private readonly string[] SimpleValueNoiseBody = { "inline float valueNoise (float2 uv)\n", + "{\n", + "\tfloat2 i = floor(uv);\n", + "\tfloat2 f = frac( uv );\n", + "\tf = f* f * (3.0 - 2.0 * f);\n", + "\tuv = abs( frac(uv) - 0.5);\n", + "\tfloat2 c0 = i + float2( 0.0, 0.0 );\n", + "\tfloat2 c1 = i + float2( 1.0, 0.0 );\n", + "\tfloat2 c2 = i + float2( 0.0, 1.0 );\n", + "\tfloat2 c3 = i + float2( 1.0, 1.0 );\n", + "\tfloat r0 = noise_randomValue( c0 );\n", + "\tfloat r1 = noise_randomValue( c1 );\n", + "\tfloat r2 = noise_randomValue( c2 );\n", + "\tfloat r3 = noise_randomValue( c3 );\n", + "\tfloat bottomOfGrid = noise_interpolate( r0, r1, f.x );\n", + "\tfloat topOfGrid = noise_interpolate( r2, r3, f.x );\n", + "\tfloat t = noise_interpolate( bottomOfGrid, topOfGrid, f.y );\n", + "\treturn t;\n", + "}\n"}; + + private const string SimpleNoiseHeader = "float SimpleNoise(float2 UV, float Scale)"; + private const string SimpleNoiseFunc = "SimpleNoise( {0} )"; + private readonly string[] SimpleNoiseBody = { "float SimpleNoise(float2 UV)\n", + "{\n", + "\tfloat t = 0.0;\n", + "\tfloat freq = pow( 2.0, float( 0 ) );\n", + "\tfloat amp = pow( 0.5, float( 3 - 0 ) );\n", + "\tt += valueNoise( UV/freq )*amp;\n", + "\tfreq = pow(2.0, float(1));\n", + "\tamp = pow(0.5, float(3-1));\n", + "\tt += valueNoise( UV/freq )*amp;\n", + "\tfreq = pow(2.0, float(2));\n", + "\tamp = pow(0.5, float(3-2));\n", + "\tt += valueNoise( UV/freq )*amp;\n", + "\treturn t;\n", + "}\n"}; + + // Simplex 2D + private const string Simplex2DFloat3Mod289Func = "float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }"; + private const string Simplex2DFloat2Mod289Func = "float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }"; + private const string Simplex2DPermuteFunc = "float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }"; + + private const string SimplexNoise2DHeader = "float snoise( float2 v )"; + private const string SimplexNoise2DFunc = "snoise( {0} )"; + private readonly string[] SimplexNoise2DBody = {"float snoise( float2 v )\n", + "{\n", + "\tconst float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );\n", + "\tfloat2 i = floor( v + dot( v, C.yy ) );\n", + "\tfloat2 x0 = v - i + dot( i, C.xx );\n", + "\tfloat2 i1;\n", + "\ti1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );\n", + "\tfloat4 x12 = x0.xyxy + C.xxzz;\n", + "\tx12.xy -= i1;\n", + "\ti = mod2D289( i );\n", + "\tfloat3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );\n", + "\tfloat3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );\n", + "\tm = m * m;\n", + "\tm = m * m;\n", + "\tfloat3 x = 2.0 * frac( p * C.www ) - 1.0;\n", + "\tfloat3 h = abs( x ) - 0.5;\n", + "\tfloat3 ox = floor( x + 0.5 );\n", + "\tfloat3 a0 = x - ox;\n", + "\tm *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );\n", + "\tfloat3 g;\n", + "\tg.x = a0.x * x0.x + h.x * x0.y;\n", + "\tg.yz = a0.yz * x12.xz + h.yz * x12.yw;\n", + "\treturn 130.0 * dot( m, g );\n", + "}\n"}; + // Simplex 3D + + + + private const string Simplex3DFloat3Mod289 = "float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; }"; + private const string Simplex3DFloat4Mod289 = "float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }"; + private const string Simplex3DFloat4Permute = "float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }"; + private const string TaylorInvSqrtFunc = "float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; }"; + + private const string SimplexNoise3DHeader = "float snoise( float3 v )"; + private const string SimplexNoise3DFunc = "snoise( {0} )"; + private readonly string[] SimplexNoise3DBody = + { + "float snoise( float3 v )\n", + "{\n", + "\tconst float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 );\n", + "\tfloat3 i = floor( v + dot( v, C.yyy ) );\n", + "\tfloat3 x0 = v - i + dot( i, C.xxx );\n", + "\tfloat3 g = step( x0.yzx, x0.xyz );\n", + "\tfloat3 l = 1.0 - g;\n", + "\tfloat3 i1 = min( g.xyz, l.zxy );\n", + "\tfloat3 i2 = max( g.xyz, l.zxy );\n", + "\tfloat3 x1 = x0 - i1 + C.xxx;\n", + "\tfloat3 x2 = x0 - i2 + C.yyy;\n", + "\tfloat3 x3 = x0 - 0.5;\n", + "\ti = mod3D289( i);\n", + "\tfloat4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) );\n", + "\tfloat4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7)\n", + "\tfloat4 x_ = floor( j / 7.0 );\n", + "\tfloat4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)\n", + "\tfloat4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;\n", + "\tfloat4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;\n", + "\tfloat4 h = 1.0 - abs( x ) - abs( y );\n", + "\tfloat4 b0 = float4( x.xy, y.xy );\n", + "\tfloat4 b1 = float4( x.zw, y.zw );\n", + "\tfloat4 s0 = floor( b0 ) * 2.0 + 1.0;\n", + "\tfloat4 s1 = floor( b1 ) * 2.0 + 1.0;\n", + "\tfloat4 sh = -step( h, 0.0 );\n", + "\tfloat4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;\n", + "\tfloat4 a1 = b1.xzyw + s1.xzyw * sh.zzww;\n", + "\tfloat3 g0 = float3( a0.xy, h.x );\n", + "\tfloat3 g1 = float3( a0.zw, h.y );\n", + "\tfloat3 g2 = float3( a1.xy, h.z );\n", + "\tfloat3 g3 = float3( a1.zw, h.w );\n", + "\tfloat4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );\n", + "\tg0 *= norm.x;\n", + "\tg1 *= norm.y;\n", + "\tg2 *= norm.z;\n", + "\tg3 *= norm.w;\n", + "\tfloat4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );\n", + "\tm = m* m;\n", + "\tm = m* m;\n", + "\tfloat4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) );\n", + "\treturn 42.0 * dot( m, px);\n", + "}\n" + }; + + //Gradient Noise + private readonly string UnityGradientNoiseFunc = "UnityGradientNoise({0},{1})"; + private readonly string[] UnityGradientNoiseFunctionsBody = + { + "float2 UnityGradientNoiseDir( float2 p )\n", + "{\n", + "\tp = fmod(p , 289);\n", + "\tfloat x = fmod((34 * p.x + 1) * p.x , 289) + p.y;\n", + "\tx = fmod( (34 * x + 1) * x , 289);\n", + "\tx = frac( x / 41 ) * 2 - 1;\n", + "\treturn normalize( float2(x - floor(x + 0.5 ), abs( x ) - 0.5 ) );\n", + "}\n", + "\n", + "float UnityGradientNoise( float2 UV, float Scale )\n", + "{\n", + "\tfloat2 p = UV * Scale;\n", + "\tfloat2 ip = floor( p );\n", + "\tfloat2 fp = frac( p );\n", + "\tfloat d00 = dot( UnityGradientNoiseDir( ip ), fp );\n", + "\tfloat d01 = dot( UnityGradientNoiseDir( ip + float2( 0, 1 ) ), fp - float2( 0, 1 ) );\n", + "\tfloat d10 = dot( UnityGradientNoiseDir( ip + float2( 1, 0 ) ), fp - float2( 1, 0 ) );\n", + "\tfloat d11 = dot( UnityGradientNoiseDir( ip + float2( 1, 1 ) ), fp - float2( 1, 1 ) );\n", + "\tfp = fp * fp * fp * ( fp * ( fp * 6 - 15 ) + 10 );\n", + "\treturn lerp( lerp( d00, d01, fp.y ), lerp( d10, d11, fp.y ), fp.x ) + 0.5;\n", + "}\n" + }; + private readonly string GradientNoiseFunc = "GradientNoise({0},{1})"; + private readonly string[] GradientNoiseFunctionsBody = + { + "//https://www.shadertoy.com/view/XdXGW8\n", + "float2 GradientNoiseDir( float2 x )\n", + "{\n", + "\tconst float2 k = float2( 0.3183099, 0.3678794 );\n", + "\tx = x * k + k.yx;\n", + "\treturn -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );\n", + "}\n", + "\n", + "float GradientNoise( float2 UV, float Scale )\n", + "{\n", + "\tfloat2 p = UV * Scale;\n", + "\tfloat2 i = floor( p );\n", + "\tfloat2 f = frac( p );\n", + "\tfloat2 u = f * f * ( 3.0 - 2.0 * f );\n", + "\treturn lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),\n", + "\t\t\tdot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),\n", + "\t\t\tlerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),\n", + "\t\t\tdot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );\n", + "}\n" + }; + + [SerializeField] + private NoiseGeneratorType m_type = NoiseGeneratorType.Simplex2D; + + [SerializeField] + private bool m_setTo01Range = true; + + [SerializeField] + private bool m_unityVersion = false; + private int m_setTo01RangePreviewId; + + private UpperLeftWidgetHelper m_upperLeftWidget = new UpperLeftWidgetHelper(); + + protected override void CommonInit( int uniqueId ) + { + base.CommonInit( uniqueId ); + AddInputPort( WirePortDataType.FLOAT2, false, "UV" ); + AddInputPort( WirePortDataType.FLOAT, false, "Scale" ); + m_inputPorts[ 1 ].FloatInternalData = 1; + AddOutputPort( WirePortDataType.FLOAT, Constants.EmptyPortValue ); + m_useInternalPortData = true; + m_autoWrapProperties = true; + m_hasLeftDropdown = true; + SetAdditonalTitleText( string.Format( Constants.SubTitleTypeFormatStr, m_type ) ); + m_previewShaderGUID = "cd2d37ef5da190b42a91a5a690ba2a7d"; + ConfigurePorts(); + } + + public override void OnEnable() + { + base.OnEnable(); + m_setTo01RangePreviewId = Shader.PropertyToID( SetTo01RangePreviewId ); + } + + public override void AfterCommonInit() + { + base.AfterCommonInit(); + if( PaddingTitleLeft == 0 ) + { + PaddingTitleLeft = Constants.PropertyPickerWidth + Constants.IconsLeftRightMargin; + if( PaddingTitleRight == 0 ) + PaddingTitleRight = Constants.PropertyPickerWidth + Constants.IconsLeftRightMargin; + } + } + + public override void Destroy() + { + base.Destroy(); + m_upperLeftWidget = null; + } + + public override void SetPreviewInputs() + { + base.SetPreviewInputs(); + float range01 = m_setTo01Range ? 1 : 0; + PreviewMaterial.SetFloat( m_setTo01RangePreviewId, range01 ); + } + + public override void Draw( DrawInfo drawInfo ) + { + base.Draw( drawInfo ); + m_upperLeftWidget.DrawWidget<NoiseGeneratorType>( ref m_type, this, OnWidgetUpdate ); + } + + private readonly Action<ParentNode> OnWidgetUpdate = ( x ) => + { + ( x as NoiseGeneratorNode ).ConfigurePorts(); + }; + + public override void DrawProperties() + { + base.DrawProperties(); + EditorGUI.BeginChangeCheck(); + m_type = (NoiseGeneratorType)EditorGUILayoutEnumPopup( TypeLabelStr, m_type ); + if( EditorGUI.EndChangeCheck() ) + { + ConfigurePorts(); + } + + m_setTo01Range = EditorGUILayoutToggle( SetTo01RangeLabel, m_setTo01Range ); + + if( m_type == NoiseGeneratorType.Gradient ) + { + EditorGUI.BeginChangeCheck(); + m_unityVersion = EditorGUILayoutToggle( UseUnityVersionLabel, m_unityVersion ); + if( EditorGUI.EndChangeCheck() ) + { + ConfigurePorts(); + } + } + //EditorGUILayout.HelpBox( "Node still under construction. Use with caution", MessageType.Info ); + } + + private void ConfigurePorts() + { + SetAdditonalTitleText( string.Format( Constants.SubTitleTypeFormatStr, m_type ) ); + + switch( m_type ) + { + case NoiseGeneratorType.Simplex2D: + { + m_inputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT2, false ); + m_previewMaterialPassId = 0; + } + break; + + case NoiseGeneratorType.Simplex3D: + { + m_inputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT3, false ); + m_previewMaterialPassId = 1; + } + break; + case NoiseGeneratorType.Gradient: + { + m_inputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT2, false ); + m_previewMaterialPassId = m_unityVersion ? 3 : 2; + } + break; + case NoiseGeneratorType.Simple: + { + m_inputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT2, false ); + m_previewMaterialPassId = 4; + } + break; + } + PreviewIsDirty = true; + } + + public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar ) + { + if( m_outputPorts[ outputId ].IsLocalValue( dataCollector.PortCategory ) ) + { + return m_outputPorts[ outputId ].LocalValue( dataCollector.PortCategory ); + } + + string size = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ); + string scale = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector ); + + switch( m_type ) + { + case NoiseGeneratorType.Simplex2D: + { + + string float3Mod289Func = ( dataCollector.IsTemplate ) ? Simplex2DFloat3Mod289Func : "\t\t" + Simplex2DFloat3Mod289Func; + dataCollector.AddFunction( Simplex2DFloat3Mod289Func, float3Mod289Func ); + + string float2Mod289Func = ( dataCollector.IsTemplate ) ? Simplex2DFloat2Mod289Func : "\t\t" + Simplex2DFloat2Mod289Func; + dataCollector.AddFunction( Simplex2DFloat2Mod289Func, float2Mod289Func ); + + string permuteFunc = ( dataCollector.IsTemplate ) ? Simplex2DPermuteFunc : "\t\t" + Simplex2DPermuteFunc; + dataCollector.AddFunction( Simplex2DPermuteFunc, permuteFunc ); + + dataCollector.AddFunction( SimplexNoise2DHeader, SimplexNoise2DBody, false ); + + + if( m_inputPorts[ 1 ].IsConnected || m_inputPorts[ 1 ].FloatInternalData != 1.0f ) + { + size = string.Format( "{0}*{1}", size, scale ); + } + + RegisterLocalVariable( 0, string.Format( SimplexNoise2DFunc, size ), ref dataCollector, ( "simplePerlin2D" + OutputId ) ); + } + break; + case NoiseGeneratorType.Simplex3D: + { + + string float3Mod289Func = ( dataCollector.IsTemplate ) ? Simplex3DFloat3Mod289 : "\t\t" + Simplex3DFloat3Mod289; + dataCollector.AddFunction( Simplex3DFloat3Mod289, float3Mod289Func ); + + string float4Mod289Func = ( dataCollector.IsTemplate ) ? Simplex3DFloat4Mod289 : "\t\t" + Simplex3DFloat4Mod289; + dataCollector.AddFunction( Simplex3DFloat4Mod289, float4Mod289Func ); + + string permuteFunc = ( dataCollector.IsTemplate ) ? Simplex3DFloat4Permute : "\t\t" + Simplex3DFloat4Permute; + dataCollector.AddFunction( Simplex3DFloat4Permute, permuteFunc ); + + string taylorInvSqrtFunc = ( dataCollector.IsTemplate ) ? TaylorInvSqrtFunc : "\t\t" + TaylorInvSqrtFunc; + dataCollector.AddFunction( TaylorInvSqrtFunc, taylorInvSqrtFunc ); + + dataCollector.AddFunction( SimplexNoise3DHeader, SimplexNoise3DBody, false ); + + if( m_inputPorts[ 1 ].IsConnected || m_inputPorts[ 1 ].FloatInternalData != 1.0f ) + { + size = string.Format( "{0}*{1}", size, scale ); + } + + RegisterLocalVariable( 0, string.Format( SimplexNoise3DFunc, size ), ref dataCollector, ( "simplePerlin3D" + OutputId ) ); + } + break; + + case NoiseGeneratorType.Gradient: + { + string[] body = m_unityVersion ? UnityGradientNoiseFunctionsBody : GradientNoiseFunctionsBody; + string func = m_unityVersion ? UnityGradientNoiseFunc : GradientNoiseFunc; + + dataCollector.AddFunction( body[ 0 ], body, false); + RegisterLocalVariable( 0, string.Format( func, size, scale ), ref dataCollector, ( "gradientNoise" + OutputId ) ); + } + break; + + case NoiseGeneratorType.Simple: + { + string randomValue = ( dataCollector.IsTemplate ) ? SimpleNoiseRandomValueFunc : "\t\t" + SimpleNoiseRandomValueFunc; + dataCollector.AddFunction( SimpleNoiseRandomValueFunc, randomValue ); + + string interpolate = ( dataCollector.IsTemplate ) ? SimpleNoiseInterpolateFunc : "\t\t" + SimpleNoiseInterpolateFunc; + dataCollector.AddFunction( SimpleNoiseInterpolateFunc, interpolate ); + + dataCollector.AddFunction( SimpleValueNoiseHeader, SimpleValueNoiseBody, false ); + + dataCollector.AddFunction( SimpleNoiseHeader, SimpleNoiseBody, false ); + + if( m_inputPorts[ 1 ].IsConnected || m_inputPorts[ 1 ].FloatInternalData != 1.0f ) + { + size = string.Format( "{0}*{1}", size, scale ); + } + RegisterLocalVariable( 0, string.Format( SimpleNoiseFunc, size ), ref dataCollector, ( "simpleNoise" + OutputId ) ); + } + break; + } + + if( m_type == NoiseGeneratorType.Simple && !m_setTo01Range ) + { + dataCollector.AddLocalVariable( outputId, string.Format( SetToMinus1To1RangeOpStr, m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ) ) ); + } + + if( m_setTo01Range && m_type != NoiseGeneratorType.Simple ) + { + dataCollector.AddLocalVariable( outputId, string.Format( SetTo01RangeOpStr, m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ) ) ); + } + + return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ); + } + + public override void ReadFromString( ref string[] nodeParams ) + { + base.ReadFromString( ref nodeParams ); + m_type = (NoiseGeneratorType)Enum.Parse( typeof( NoiseGeneratorType ), GetCurrentParam( ref nodeParams ) ); + if( UIUtils.CurrentShaderVersion() < 16903 ) + { + m_setTo01Range = false; + } + else + { + m_setTo01Range = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) ); + m_unityVersion = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) ); + } + + ConfigurePorts(); + } + + public override void WriteToString( ref string nodeInfo, ref string connectionsInfo ) + { + base.WriteToString( ref nodeInfo, ref connectionsInfo ); + IOUtils.AddFieldValueToString( ref nodeInfo, m_type ); + IOUtils.AddFieldValueToString( ref nodeInfo, m_setTo01Range ); + IOUtils.AddFieldValueToString( ref nodeInfo, m_unityVersion ); + } + } +} |