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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
using System;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttributes( "Decode Depth Normal", "Miscellaneous", "Decodes both Depth and Normal from a previously encoded pixel value" )]
public sealed class DecodeDepthNormalNode : ParentNode
{
private const string DecodeDepthNormalFunc = "DecodeDepthNormal( {0}, {1}, {2} );";
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
AddInputPort( WirePortDataType.FLOAT4, false, "Encoded" );
AddOutputPort( WirePortDataType.FLOAT, "Depth" );
AddOutputPort( WirePortDataType.FLOAT3, "Normal" );
m_previewShaderGUID = "dbf37c4d3ce0f0b41822584d6c9ba203";
}
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 );
dataCollector.AddToIncludes( UniqueId, Constants.UnityCgLibFuncs );
string encodedValue = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
string depthDecodedVal = "depthDecodedVal" + OutputId;
string normalDecodedVal = "normalDecodedVal" + OutputId;
RegisterLocalVariable( 0, "0", ref dataCollector, depthDecodedVal );
RegisterLocalVariable( 1, "float3(0,0,0)", ref dataCollector, normalDecodedVal );
dataCollector.AddLocalVariable( UniqueId, string.Format( DecodeDepthNormalFunc, encodedValue , depthDecodedVal, normalDecodedVal) );
return m_outputPorts[ outputId ].LocalValue( dataCollector.PortCategory );
}
}
}
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