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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", "Lighting", "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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