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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( "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 );
- }
- }
- }
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