// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Encode Depth Normal", "Miscellaneous", "Encodes both Depth and Normal values into a Float4 value" )] public sealed class EncodeDepthNormalNode : ParentNode { private const string EncodeDepthNormalFunc = "EncodeDepthNormal( {0}, {1} )"; protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); AddInputPort( WirePortDataType.FLOAT, false, "Depth" ); AddInputPort( WirePortDataType.FLOAT3, false, "Normal" ); AddOutputPort( WirePortDataType.FLOAT4, Constants.EmptyPortValue ); } public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar ) { if( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) ) return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ); dataCollector.AddToIncludes( UniqueId, Constants.UnityCgLibFuncs ); string depthValue = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ); string normalValue = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector ); RegisterLocalVariable( 0, string.Format( EncodeDepthNormalFunc, depthValue, normalValue ), ref dataCollector, "encodedDepthNormal" + OutputId ); return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ); } } }