114 lines
3.9 KiB
C#
114 lines
3.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using UnityEditor.ShaderGraph.Drawing;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.Rendering;
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using UnityEngine.Rendering.ShaderGraph;
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using UnityEngine.UIElements;
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namespace UnityEditor.ShaderGraph
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{
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class SubGraphOutputNode : AbstractMaterialNode
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{
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static string s_MissingOutputSlot = "A Sub Graph must have at least one output slot";
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static List<ConcreteSlotValueType> s_ValidSlotTypes = new List<ConcreteSlotValueType>()
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{
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ConcreteSlotValueType.Vector1,
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ConcreteSlotValueType.Vector2,
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ConcreteSlotValueType.Vector3,
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ConcreteSlotValueType.Vector4,
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ConcreteSlotValueType.Matrix2,
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ConcreteSlotValueType.Matrix3,
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ConcreteSlotValueType.Matrix4,
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ConcreteSlotValueType.Boolean
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};
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public bool IsFirstSlotValid = true;
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public SubGraphOutputNode()
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{
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name = "Output";
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}
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// Link to the Sub Graph overview page instead of the specific Node page, seems more useful
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public override string documentationURL => Documentation.GetPageLink("Sub-graph");
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void ValidateShaderStage()
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{
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List<MaterialSlot> slots = new List<MaterialSlot>();
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GetInputSlots(slots);
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// Reset all input slots back to All, otherwise they'll be incorrectly configured when traversing below
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foreach (MaterialSlot slot in slots)
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slot.stageCapability = ShaderStageCapability.All;
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foreach (var slot in slots)
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{
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slot.stageCapability = NodeUtils.GetEffectiveShaderStageCapability(slot, true);
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}
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}
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void ValidateSlotName()
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{
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List<MaterialSlot> slots = new List<MaterialSlot>();
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GetInputSlots(slots);
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foreach (var slot in slots)
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{
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var error = NodeUtils.ValidateSlotName(slot.RawDisplayName(), out string errorMessage);
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if (error)
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{
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owner.AddValidationError(objectId, errorMessage);
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break;
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}
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}
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}
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void ValidateSlotType()
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{
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List<MaterialSlot> slots = new List<MaterialSlot>();
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GetInputSlots(slots);
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if (!slots.Any())
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{
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owner.AddValidationError(objectId, s_MissingOutputSlot, ShaderCompilerMessageSeverity.Error);
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}
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else if (!s_ValidSlotTypes.Contains(slots.FirstOrDefault().concreteValueType))
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{
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IsFirstSlotValid = false;
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owner.AddValidationError(objectId, "Preview can only compile if the first output slot is a Vector, Matrix, or Boolean type. Please adjust slot types.", ShaderCompilerMessageSeverity.Error);
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}
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}
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public override void ValidateNode()
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{
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base.ValidateNode();
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IsFirstSlotValid = true;
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ValidateSlotType();
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if (IsFirstSlotValid)
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ValidateShaderStage();
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}
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protected override void OnSlotsChanged()
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{
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base.OnSlotsChanged();
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ValidateNode();
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}
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public int AddSlot(ConcreteSlotValueType concreteValueType)
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{
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var index = this.GetInputSlots<MaterialSlot>().Count() + 1;
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var name = NodeUtils.GetDuplicateSafeNameForSlot(this, index, "Out_" + concreteValueType.ToString());
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AddSlot(MaterialSlot.CreateMaterialSlot(concreteValueType.ToSlotValueType(), index, name,
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NodeUtils.GetHLSLSafeName(name), SlotType.Input, Vector4.zero));
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return index;
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}
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public override bool canDeleteNode => false;
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public override bool canCopyNode => false;
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}
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}
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