TemplateNodeParent.cs 8.0 KB

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  1. // Amplify Shader Editor - Visual Shader Editing Tool
  2. // Copyright (c) Amplify Creations, Lda <info@amplify.pt>
  3. using System;
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. using UnityEditor;
  7. namespace AmplifyShaderEditor
  8. {
  9. [Serializable]
  10. public class TemplateNodeParent : ParentNode
  11. {
  12. protected const string ErrorMessageStr = "This node cannot be used with Surface Shaders or Shader Functions.\n\nPlease change your Shader Type to a compatible template, such as Legacy, URP, HDRP or other.";
  13. protected const string DataLabelStr = "Data";
  14. protected const string SubShaderStr = "SubShader";
  15. protected const string PassStr = "Pass";
  16. [SerializeField]
  17. private int m_subShaderIdx = 0;
  18. [SerializeField]
  19. private int m_passIdx = 0;
  20. [SerializeField]
  21. private int m_passLocalArrayIdx = 0;
  22. [SerializeField]
  23. protected bool m_multiPassMode = false;
  24. [SerializeField]
  25. protected string[] m_availableSubshaders;
  26. [SerializeField]
  27. protected string[] m_availablePassesLabels;
  28. [SerializeField]
  29. protected int[] m_availablePassesValues;
  30. [NonSerialized]
  31. protected TemplateMultiPass m_templateMPData = null;
  32. protected bool m_createAllOutputs = true;
  33. protected override void CommonInit( int uniqueId )
  34. {
  35. base.CommonInit( uniqueId );
  36. AddOutputPort( WirePortDataType.FLOAT , "Out" );
  37. if( m_createAllOutputs )
  38. {
  39. AddOutputPort( WirePortDataType.FLOAT , "X" );
  40. AddOutputPort( WirePortDataType.FLOAT , "Y" );
  41. AddOutputPort( WirePortDataType.FLOAT , "Z" );
  42. AddOutputPort( WirePortDataType.FLOAT , "W" );
  43. }
  44. m_textLabelWidth = 67;
  45. m_hasLeftDropdown = true;
  46. m_errorMessageTooltip = ErrorMessageStr;
  47. }
  48. public override void AfterCommonInit()
  49. {
  50. base.AfterCommonInit();
  51. if( PaddingTitleLeft == 0 )
  52. {
  53. PaddingTitleLeft = Constants.PropertyPickerWidth + Constants.IconsLeftRightMargin;
  54. if( PaddingTitleRight == 0 )
  55. PaddingTitleRight = Constants.PropertyPickerWidth + Constants.IconsLeftRightMargin;
  56. }
  57. }
  58. protected void ConfigurePorts()
  59. {
  60. switch( m_outputPorts[ 0 ].DataType )
  61. {
  62. default:
  63. {
  64. for( int i = 1 ; i < 5 ; i++ )
  65. {
  66. m_outputPorts[ i ].Visible = false;
  67. }
  68. }
  69. break;
  70. case WirePortDataType.FLOAT2:
  71. {
  72. for( int i = 1 ; i < 5 ; i++ )
  73. {
  74. m_outputPorts[ i ].Visible = ( i < 3 );
  75. if( m_outputPorts[ i ].Visible )
  76. {
  77. m_outputPorts[ i ].Name = Constants.ChannelNamesVector[ i - 1 ];
  78. }
  79. }
  80. }
  81. break;
  82. case WirePortDataType.FLOAT3:
  83. {
  84. for( int i = 1 ; i < 5 ; i++ )
  85. {
  86. m_outputPorts[ i ].Visible = ( i < 4 );
  87. if( m_outputPorts[ i ].Visible )
  88. {
  89. m_outputPorts[ i ].Name = Constants.ChannelNamesVector[ i - 1 ];
  90. }
  91. }
  92. }
  93. break;
  94. case WirePortDataType.FLOAT4:
  95. {
  96. for( int i = 1 ; i < 5 ; i++ )
  97. {
  98. m_outputPorts[ i ].Visible = true;
  99. m_outputPorts[ i ].Name = Constants.ChannelNamesVector[ i - 1 ];
  100. }
  101. }
  102. break;
  103. case WirePortDataType.COLOR:
  104. {
  105. for( int i = 1 ; i < 5 ; i++ )
  106. {
  107. m_outputPorts[ i ].Visible = true;
  108. m_outputPorts[ i ].Name = Constants.ChannelNamesColor[ i - 1 ];
  109. }
  110. }
  111. break;
  112. }
  113. m_sizeIsDirty = true;
  114. }
  115. protected virtual void OnSubShaderChange() { }
  116. protected virtual void OnPassChange() { }
  117. protected void DrawSubShaderUI()
  118. {
  119. EditorGUI.BeginChangeCheck();
  120. m_subShaderIdx = EditorGUILayoutPopup( SubShaderStr , m_subShaderIdx , m_availableSubshaders );
  121. if( EditorGUI.EndChangeCheck() )
  122. {
  123. //UpdateSubShaderAmount();
  124. UpdatePassAmount();
  125. OnSubShaderChange();
  126. }
  127. }
  128. protected void DrawPassUI()
  129. {
  130. EditorGUI.BeginChangeCheck();
  131. m_passLocalArrayIdx = EditorGUILayoutPopup( PassStr , m_passLocalArrayIdx , m_availablePassesLabels );
  132. if( EditorGUI.EndChangeCheck() )
  133. {
  134. m_passIdx = m_availablePassesValues[ m_passLocalArrayIdx ];
  135. //UpdatePassAmount();
  136. OnPassChange();
  137. }
  138. }
  139. virtual protected void CheckWarningState()
  140. {
  141. if( m_containerGraph.CurrentCanvasMode != NodeAvailability.TemplateShader )
  142. {
  143. ShowTab( NodeMessageType.Error , ErrorMessageStr );
  144. }
  145. else
  146. {
  147. m_showErrorMessage = false;
  148. }
  149. }
  150. public override void DrawProperties()
  151. {
  152. base.DrawProperties();
  153. if ( m_showErrorMessage )
  154. {
  155. EditorGUILayout.HelpBox( ErrorMessageStr, MessageType.Error );
  156. return;
  157. }
  158. }
  159. public override void OnNodeLogicUpdate( DrawInfo drawInfo )
  160. {
  161. base.OnNodeLogicUpdate( drawInfo );
  162. m_showErrorMessage = ( m_containerGraph.CurrentCanvasMode != NodeAvailability.TemplateShader );
  163. }
  164. protected void FetchMultiPassTemplate( MasterNode masterNode = null )
  165. {
  166. m_multiPassMode = m_containerGraph.MultiPassMasterNodes.NodesList.Count > 0;
  167. if( m_multiPassMode )
  168. {
  169. m_templateMPData = ( ( ( masterNode == null ) ? m_containerGraph.CurrentMasterNode : masterNode ) as TemplateMultiPassMasterNode ).CurrentTemplate;
  170. if( m_templateMPData != null )
  171. {
  172. UpdateSubShaderAmount();
  173. }
  174. }
  175. }
  176. protected void UpdateSubShaderAmount()
  177. {
  178. if( m_templateMPData == null )
  179. m_templateMPData = ( m_containerGraph.CurrentMasterNode as TemplateMultiPassMasterNode ).CurrentTemplate;
  180. if( m_templateMPData != null )
  181. {
  182. int subShaderCount = m_templateMPData.SubShaders.Count;
  183. if( m_availableSubshaders == null || subShaderCount != m_availableSubshaders.Length )
  184. {
  185. m_availableSubshaders = new string[ subShaderCount ];
  186. for( int i = 0 ; i < subShaderCount ; i++ )
  187. {
  188. m_availableSubshaders[ i ] = i.ToString();
  189. }
  190. }
  191. m_subShaderIdx = Mathf.Min( m_subShaderIdx , subShaderCount - 1 );
  192. UpdatePassAmount();
  193. }
  194. }
  195. protected virtual bool ValidatePass( int passIdx ) { return true; }
  196. protected void UpdatePassAmount()
  197. {
  198. if( !m_multiPassMode )
  199. return;
  200. if( m_templateMPData == null )
  201. m_templateMPData = ( m_containerGraph.CurrentMasterNode as TemplateMultiPassMasterNode ).CurrentTemplate;
  202. List<string> passLabels = new List<string>();
  203. List<int> passValues = new List<int>();
  204. int minPassIdx = int.MaxValue;
  205. int passCount = m_templateMPData.SubShaders[ m_subShaderIdx ].Passes.Count;
  206. bool resetPassIdx = true;
  207. for( int i = 0 ; i < passCount ; i++ )
  208. {
  209. if( ValidatePass( i ) )
  210. {
  211. passLabels.Add( i.ToString() );
  212. passValues.Add( i );
  213. minPassIdx = Mathf.Min( minPassIdx , i );
  214. if( m_passIdx == i )
  215. resetPassIdx = false;
  216. }
  217. }
  218. m_availablePassesLabels = passLabels.ToArray();
  219. m_availablePassesValues = passValues.ToArray();
  220. if( resetPassIdx )
  221. m_passIdx = minPassIdx;
  222. RefreshPassLocalArrayIdx();
  223. }
  224. void RefreshPassLocalArrayIdx()
  225. {
  226. for( int i = 0 ; i < m_availablePassesValues.Length ; i++ )
  227. {
  228. if( m_availablePassesValues[ i ] == m_passIdx )
  229. {
  230. m_passLocalArrayIdx = i;
  231. }
  232. }
  233. }
  234. public override void Destroy()
  235. {
  236. base.Destroy();
  237. m_templateMPData = null;
  238. }
  239. public override void ReadFromString( ref string[] nodeParams )
  240. {
  241. base.ReadFromString( ref nodeParams );
  242. if( UIUtils.CurrentShaderVersion() > TemplatesManager.MPShaderVersion )
  243. {
  244. m_subShaderIdx = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
  245. m_passIdx = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
  246. }
  247. }
  248. public override void WriteToString( ref string nodeInfo , ref string connectionsInfo )
  249. {
  250. base.WriteToString( ref nodeInfo , ref connectionsInfo );
  251. IOUtils.AddFieldValueToString( ref nodeInfo , m_subShaderIdx );
  252. IOUtils.AddFieldValueToString( ref nodeInfo , m_passIdx );
  253. }
  254. public override void OnMasterNodeReplaced( MasterNode newMasterNode )
  255. {
  256. base.OnMasterNodeReplaced( newMasterNode );
  257. if( newMasterNode.CurrentMasterNodeCategory == AvailableShaderTypes.SurfaceShader )
  258. {
  259. m_content.text = m_nodeAttribs.Name;
  260. m_autoWrapProperties = false;
  261. }
  262. else
  263. {
  264. m_autoWrapProperties = true;
  265. }
  266. CheckWarningState();
  267. }
  268. public int SubShaderIdx { get { return m_subShaderIdx; } set { m_subShaderIdx = value; } }
  269. public int PassIdx { get { return m_passIdx; } set { m_passIdx = value; } }
  270. }
  271. }