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-rw-r--r--Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/ShadeVertexLightsHlpNode.cs105
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diff --git a/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/ShadeVertexLightsHlpNode.cs b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/ShadeVertexLightsHlpNode.cs
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index 00000000..e337326b
--- /dev/null
+++ b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/ShadeVertexLightsHlpNode.cs
@@ -0,0 +1,105 @@
+// 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 );
+ }
+ }
+}