Firstborn/Assets/AwesomeTechnologies/TouchReactSystemPro/Integration/Editor/AmplifyNodes/TouchReactNode.cs
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C#

#if AMPLIFY_SHADER_EDITOR
using UnityEngine;
using System;
using System.Collections.Generic;
using AmplifyShaderEditor;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttributes("Vegetation Studio - Touch React", "Vegetation Studio", "Add touch react to your vegetation shader")]
public class TouchReactNode : ParentNode
{
public static readonly string TouchReactAdjustVertex = "TouchReactAdjustVertex( {0}3({1},{2},{3}) )";
protected override void CommonInit(int uniqueId)
{
base.CommonInit(uniqueId);
AddInputPort(WirePortDataType.FLOAT3, false, "Vertex Position");
AddOutputPort(WirePortDataType.FLOAT3, "Local Vertex Offset");
}
public override void OnInputPortConnected(int inputPortId, int otherNodeId, int otherPortId, bool activateNode = true)
{
base.OnInputPortConnected(inputPortId, otherNodeId, otherPortId, activateNode);
UpdateConnection(inputPortId);
}
void UpdateConnection(int portId)
{
m_inputPorts[portId].MatchPortToConnection();
//WirePortDataType outputType = (UIUtils.GetPriority(m_inputPorts[0].DataType) > UIUtils.GetPriority(m_inputPorts[1].DataType)) ? m_inputPorts[0].DataType : m_inputPorts[1].DataType;
WirePortDataType outputType = m_inputPorts[0].DataType;
m_outputPorts[0].ChangeType(outputType, false);
}
public override string GenerateShaderForOutput(int outputId, ref MasterNodeDataCollector dataCollector,
bool ignoreLocalvar)
{
string valueInput1 = m_inputPorts[0].GenerateShaderForOutput(ref dataCollector, WirePortDataType.FLOAT4, ignoreLocalvar, true);
//dataCollector.AddToPragmas(UniqueId, "multi_compile TOUCH_BEND_ON __");
List<string> touchReactAdjustVertexFunctionStringList = new List<string>();
//touchReactAdjustVertexFunctionStringList.Add("#ifdef TOUCH_BEND_ON");
touchReactAdjustVertexFunctionStringList.Add("sampler2D _TouchReact_Buffer;");
touchReactAdjustVertexFunctionStringList.Add("float4 _TouchReact_Pos;");
//touchReactAdjustVertexFunctionStringList.Add("#endif");
touchReactAdjustVertexFunctionStringList.Add(" ");
touchReactAdjustVertexFunctionStringList.Add("float3 TouchReactAdjustVertex(float3 pos)");
touchReactAdjustVertexFunctionStringList.Add("{");
//touchReactAdjustVertexFunctionStringList.Add("#ifdef TOUCH_BEND_ON");
touchReactAdjustVertexFunctionStringList.Add(" float3 worldPos = mul(unity_ObjectToWorld, float4(pos,1));");
touchReactAdjustVertexFunctionStringList.Add(" float2 tbPos = saturate((float2(worldPos.x,-worldPos.z) - _TouchReact_Pos.xz)/_TouchReact_Pos.w);");
touchReactAdjustVertexFunctionStringList.Add(" float2 touchBend = tex2Dlod(_TouchReact_Buffer, float4(tbPos,0,0));");
touchReactAdjustVertexFunctionStringList.Add(" touchBend.y *= 1.0 - length(tbPos - 0.5) * 2;");
touchReactAdjustVertexFunctionStringList.Add(" if(touchBend.y > 0.01)");
touchReactAdjustVertexFunctionStringList.Add(" {");
touchReactAdjustVertexFunctionStringList.Add(" worldPos.y = min(worldPos.y, touchBend.x * 10000);");
touchReactAdjustVertexFunctionStringList.Add(" }");
touchReactAdjustVertexFunctionStringList.Add("");
touchReactAdjustVertexFunctionStringList.Add(" float3 changedLocalPos = mul(unity_WorldToObject, float4(worldPos,1)).xyz;");
touchReactAdjustVertexFunctionStringList.Add(" return changedLocalPos - pos;");
//touchReactAdjustVertexFunctionStringList.Add("#else");
//touchReactAdjustVertexFunctionStringList.Add(" return float3(0,0,0);");
//touchReactAdjustVertexFunctionStringList.Add("#endif");
touchReactAdjustVertexFunctionStringList.Add("}");
dataCollector.AddFunction(TouchReactAdjustVertex,touchReactAdjustVertexFunctionStringList.ToArray(),true);
return "TouchReactAdjustVertex(" + valueInput1 + ".xyz)";
}
}
}
#endif