using UnityEngine; using UnityEditor.Graphing; using System; using System.Linq; using UnityEditor.ShaderGraph.Internal; namespace UnityEditor.ShaderGraph { [Title("UV", "Parallax Mapping")] class ParallaxMappingNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireViewDirection, IMayRequireMeshUV { public ParallaxMappingNode() { name = "Parallax Mapping"; synonyms = new string[] { "offset mapping" }; UpdateNodeAfterDeserialization(); } // Input slots private const int kHeightmapSlotId = 1; private const string kHeightmapSlotName = "Heightmap"; private const int kHeightmapSamplerSlotId = 2; private const string kHeightmapSamplerSlotName = "HeightmapSampler"; private const int kAmplitudeSlotId = 3; private const string kAmplitudeSlotName = "Amplitude"; private const int kUVsSlotId = 4; private const string kUVsSlotName = "UVs"; // Output slots private const int kParallaxUVsOutputSlotId = 0; private const string kParallaxUVsOutputSlotName = "ParallaxUVs"; public override bool hasPreview { get { return false; } } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new Texture2DInputMaterialSlot(kHeightmapSlotId, kHeightmapSlotName, kHeightmapSlotName, ShaderStageCapability.Fragment)); AddSlot(new SamplerStateMaterialSlot(kHeightmapSamplerSlotId, kHeightmapSamplerSlotName, kHeightmapSamplerSlotName, SlotType.Input)); AddSlot(new Vector1MaterialSlot(kAmplitudeSlotId, kAmplitudeSlotName, kAmplitudeSlotName, SlotType.Input, 1, ShaderStageCapability.Fragment)); AddSlot(new UVMaterialSlot(kUVsSlotId, kUVsSlotName, kUVsSlotName, UVChannel.UV0, ShaderStageCapability.Fragment)); AddSlot(new Vector2MaterialSlot(kParallaxUVsOutputSlotId, kParallaxUVsOutputSlotName, kParallaxUVsOutputSlotName, SlotType.Output, Vector2.zero, ShaderStageCapability.Fragment)); RemoveSlotsNameNotMatching(new[] { kParallaxUVsOutputSlotId, kHeightmapSlotId, kHeightmapSamplerSlotId, kAmplitudeSlotId, kUVsSlotId, }); } public override void Setup() { base.Setup(); var textureSlot = FindInputSlot(kHeightmapSlotId); textureSlot.defaultType = Texture2DShaderProperty.DefaultType.Black; } public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode) { registry.RequiresIncludePath("Packages/com.unity.render-pipelines.core/ShaderLibrary/ParallaxMapping.hlsl"); } public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode) { var heightmap = GetSlotValue(kHeightmapSlotId, generationMode); var samplerSlot = FindInputSlot(kHeightmapSamplerSlotId); var edgesSampler = owner.GetEdges(samplerSlot.slotReference); var amplitude = GetSlotValue(kAmplitudeSlotId, generationMode); var uvs = GetSlotValue(kUVsSlotId, generationMode); sb.AppendLines(String.Format(@"$precision2 {5} = {0}.GetTransformedUV({4}) + ParallaxMapping(TEXTURE2D_ARGS({0}.tex, {1}.samplerstate), IN.{2}, {3} * 0.01, {0}.GetTransformedUV({4}));", heightmap, edgesSampler.Any() ? GetSlotValue(kHeightmapSamplerSlotId, generationMode) : heightmap, CoordinateSpace.Tangent.ToVariableName(InterpolatorType.ViewDirection), amplitude, // cm in the interface so we multiply by 0.01 in the shader to convert in meter uvs, GetSlotValue(kParallaxUVsOutputSlotId, generationMode) )); } public NeededCoordinateSpace RequiresViewDirection(ShaderStageCapability stageCapability = ShaderStageCapability.All) { return NeededCoordinateSpace.Tangent; } public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability) { using (var tempSlots = PooledList.Get()) { GetInputSlots(tempSlots); var result = false; foreach (var slot in tempSlots) { if (slot.RequiresMeshUV(channel)) { result = true; break; } } tempSlots.Clear(); return result; } } } }