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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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