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Creating a new LODFade node that exposes the LODFade values #6468
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41 changes: 41 additions & 0 deletions
41
com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/LODFadeNode.cs
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using System.Linq; | ||
using UnityEngine; | ||
using UnityEditor.Graphing; | ||
using UnityEditor.ShaderGraph.Drawing.Controls; | ||
using UnityEditor.ShaderGraph.Internal; | ||
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namespace UnityEditor.ShaderGraph | ||
{ | ||
[Title("Input", "Geometry", "LOD Fade")] | ||
class LODFadeNode : AbstractMaterialNode, IGeneratesBodyCode | ||
{ | ||
public const int OutputSlotFadeId = 0; | ||
public const int OutputSlotQuantizedId = 1; | ||
const string kOutputSlotFadeName = "Fade"; | ||
const string kOutputSlotQuantizedName = "Quantized Fade"; | ||
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public override bool hasPreview { get { return false; } } | ||
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public LODFadeNode() | ||
{ | ||
name = "LOD Fade"; | ||
synonyms = new string[] { "fade", "disolve", "cross fade", "blend", "level of detail" }; | ||
UpdateNodeAfterDeserialization(); | ||
} | ||
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public sealed override void UpdateNodeAfterDeserialization() | ||
{ | ||
AddSlot(new Vector1MaterialSlot(OutputSlotFadeId, kOutputSlotFadeName, kOutputSlotFadeName, SlotType.Output, 0, ShaderStageCapability.All)); | ||
AddSlot(new Vector1MaterialSlot(OutputSlotQuantizedId, kOutputSlotQuantizedName, kOutputSlotQuantizedName, SlotType.Output, 0, ShaderStageCapability.All)); | ||
RemoveSlotsNameNotMatching(new[] { OutputSlotFadeId, OutputSlotQuantizedId }); | ||
} | ||
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// Node generations | ||
public virtual void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode) | ||
{ | ||
sb.AppendLine(string.Format("$precision {0} = unity_LODFade.x;", GetVariableNameForSlot(OutputSlotFadeId))); | ||
sb.AppendLine(string.Format("$precision {0} = unity_LODFade.y;", GetVariableNameForSlot(OutputSlotQuantizedId))); | ||
} | ||
} | ||
} |
11 changes: 11 additions & 0 deletions
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com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/LODFadeNode.cs.meta
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Do we know where unity_LODFade is defined? Is it always set/defined for all unity shaders?
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Unity_LODFade is define in the UnityPerDraw.
This is currently a good question. I guess it is always define in the context of shader graph (even for procedural geometry) as the other values like unity_SHAr. Doesn't mean the content of the value will make sense.
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We don't have a way to guarantee that this node will handle situations where it isn't present-- but that's a separate problem. LGTM.