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// 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( "World Space Light Dir", "Light", "Computes normalized world space light direction" )]
public sealed class WorldSpaceLightDirHlpNode : HelperParentNode
{
private const string NormalizeOptionStr = "Safe Normalize";
[SerializeField]
private bool m_safeNormalize = false;
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
m_funcType = "UnityWorldSpaceLightDir";
m_inputPorts[ 0 ].Visible = false;
m_outputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT3, false );
m_outputPorts[ 0 ].Name = "XYZ";
AddOutputPort( WirePortDataType.FLOAT, "X" );
AddOutputPort( WirePortDataType.FLOAT, "Y" );
AddOutputPort( WirePortDataType.FLOAT, "Z" );
m_useInternalPortData = false;
m_drawPreviewAsSphere = true;
m_autoWrapProperties = true;
m_textLabelWidth = 120;
m_previewShaderGUID = "2e8dc46eb6fb2124d9f0007caf9567e3";
}
public override void PropagateNodeData( NodeData nodeData, ref MasterNodeDataCollector dataCollector )
{
base.PropagateNodeData( nodeData, ref dataCollector );
if( m_safeNormalize )
dataCollector.SafeNormalizeLightDir = true;
}
public override void DrawProperties()
{
base.DrawProperties();
m_safeNormalize = EditorGUILayoutToggle( NormalizeOptionStr, m_safeNormalize );
EditorGUILayout.HelpBox( "Having safe normalize ON makes sure your light vector is not zero even if there's no lights in your scene.", MessageType.None );
}
public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
{
if( dataCollector.IsTemplate )
return GetOutputVectorItem( 0, outputId, dataCollector.TemplateDataCollectorInstance.GetWorldSpaceLightDir( CurrentPrecisionType ) ); ;
dataCollector.AddToIncludes( UniqueId, Constants.UnityCgLibFuncs );
dataCollector.AddToInput( UniqueId, SurfaceInputs.WORLD_POS );
return GetOutputVectorItem( 0, outputId, GeneratorUtils.GenerateWorldLightDirection( ref dataCollector, UniqueId, CurrentPrecisionType ) );
}
public override void ReadFromString( ref string[] nodeParams )
{
base.ReadFromString( ref nodeParams );
if( UIUtils.CurrentShaderVersion() > 15201 )
{
m_safeNormalize = 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_safeNormalize );
}
}
}
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