using System; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Internal; namespace UnityEditor.ShaderGraph { class BlockNode : AbstractMaterialNode , IMayRequireNormal , IMayRequireTangent , IMayRequireBitangent , IMayRequireMeshUV , IMayRequireScreenPosition , IMayRequireViewDirection , IMayRequirePosition , IMayRequireVertexColor { [SerializeField] string m_SerializedDescriptor; [NonSerialized] ContextData m_ContextData; [NonSerialized] BlockFieldDescriptor m_Descriptor; public BlockNode() { } public override bool canCutNode => false; public override bool canCopyNode => false; // Because the GraphData is deserialized after its child elements // the descriptor list is not built (and owner is not set) // at the time of node deserialization // Therefore we need to deserialize this element at GraphData.OnAfterDeserialize public string serializedDescriptor => m_SerializedDescriptor; public ContextData contextData { get => m_ContextData; set => m_ContextData = value; } public int index => contextData.blocks.IndexOf(this); public BlockFieldDescriptor descriptor { get => m_Descriptor; set => m_Descriptor = value; } public void Init(BlockFieldDescriptor fieldDescriptor) { name = $"{fieldDescriptor.tag}.{fieldDescriptor.name}"; m_Descriptor = fieldDescriptor; // TODO: This exposes the MaterialSlot API // TODO: This needs to be removed but is currently required by HDRP for DiffusionProfileInputMaterialSlot if (m_Descriptor is CustomSlotBlockFieldDescriptor customSlotDescriptor) { var newSlot = customSlotDescriptor.createSlot(); AddSlot(newSlot); RemoveSlotsNameNotMatching(new int[] {0}); return; } AddSlotFromControlType(); } void AddSlotFromControlType() { // TODO: this should really just use callbacks like the CustomSlotBlockFieldDescriptor.. then we wouldn't need this switch to make a copy var stageCapability = m_Descriptor.shaderStage.GetShaderStageCapability(); switch (descriptor.control) { case PositionControl positionControl: AddSlot(new PositionMaterialSlot(0, descriptor.displayName, descriptor.name, positionControl.space, stageCapability)); break; case NormalControl normalControl: AddSlot(new NormalMaterialSlot(0, descriptor.displayName, descriptor.name, normalControl.space, stageCapability)); break; case TangentControl tangentControl: AddSlot(new TangentMaterialSlot(0, descriptor.displayName, descriptor.name, tangentControl.space, stageCapability)); break; case ColorControl colorControl: var colorMode = colorControl.hdr ? ColorMode.HDR : ColorMode.Default; AddSlot(new ColorRGBMaterialSlot(0, descriptor.displayName, descriptor.name, SlotType.Input, colorControl.value, colorMode, stageCapability)); break; case ColorRGBAControl colorRGBAControl: AddSlot(new ColorRGBAMaterialSlot(0, descriptor.displayName, descriptor.name, SlotType.Input, colorRGBAControl.value, stageCapability)); break; case FloatControl floatControl: AddSlot(new Vector1MaterialSlot(0, descriptor.displayName, descriptor.name, SlotType.Input, floatControl.value, stageCapability)); break; case Vector2Control vector2Control: AddSlot(new Vector2MaterialSlot(0, descriptor.displayName, descriptor.name, SlotType.Input, vector2Control.value, stageCapability)); break; case Vector3Control vector3Control: AddSlot(new Vector3MaterialSlot(0, descriptor.displayName, descriptor.name, SlotType.Input, vector3Control.value, stageCapability)); break; } RemoveSlotsNameNotMatching(new int[] {0}); } public override string GetVariableNameForNode() { // Temporary block nodes have temporary guids that cannot be used to set preview data // Since each block is unique anyway we just omit the guid return NodeUtils.GetHLSLSafeName(name); } public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability) { if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability()) return NeededCoordinateSpace.None; if (m_Descriptor.control == null) return NeededCoordinateSpace.None; var requirements = m_Descriptor.control.GetRequirements(); return requirements.requiresNormal; } public NeededCoordinateSpace RequiresViewDirection(ShaderStageCapability stageCapability) { if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability()) return NeededCoordinateSpace.None; if (m_Descriptor.control == null) return NeededCoordinateSpace.None; var requirements = m_Descriptor.control.GetRequirements(); return requirements.requiresViewDir; } public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability) { if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability()) return NeededCoordinateSpace.None; if (m_Descriptor.control == null) return NeededCoordinateSpace.None; var requirements = m_Descriptor.control.GetRequirements(); return requirements.requiresPosition; } public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability) { if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability()) return NeededCoordinateSpace.None; if (m_Descriptor.control == null) return NeededCoordinateSpace.None; var requirements = m_Descriptor.control.GetRequirements(); return requirements.requiresTangent; } public NeededCoordinateSpace RequiresBitangent(ShaderStageCapability stageCapability) { if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability()) return NeededCoordinateSpace.None; if (m_Descriptor.control == null) return NeededCoordinateSpace.None; var requirements = m_Descriptor.control.GetRequirements(); return requirements.requiresBitangent; } public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability) { if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability()) return false; if (m_Descriptor.control == null) return false; var requirements = m_Descriptor.control.GetRequirements(); return requirements.requiresMeshUVs.Contains(channel); } public bool RequiresScreenPosition(ShaderStageCapability stageCapability) { if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability()) return false; if (m_Descriptor.control == null) return false; var requirements = m_Descriptor.control.GetRequirements(); return requirements.requiresScreenPosition; } public bool RequiresVertexColor(ShaderStageCapability stageCapability) { if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability()) return false; if (m_Descriptor.control == null) return false; var requirements = m_Descriptor.control.GetRequirements(); return requirements.requiresVertexColor; } public override void OnBeforeSerialize() { base.OnBeforeSerialize(); if (descriptor != null) { m_SerializedDescriptor = $"{m_Descriptor.tag}.{m_Descriptor.name}"; } } } }