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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
using System;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttributes( "Encode Depth Normal", "Miscellaneous", "Encodes both Depth and Normal values into a Float4 value" )]
public sealed class EncodeDepthNormalNode : ParentNode
{
private const string EncodeDepthNormalFunc = "EncodeDepthNormal( {0}, {1} )";
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
AddInputPort( WirePortDataType.FLOAT, false, "Depth" );
AddInputPort( WirePortDataType.FLOAT3, false, "Normal" );
AddOutputPort( WirePortDataType.FLOAT4, Constants.EmptyPortValue );
}
public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
{
if( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) )
return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
dataCollector.AddToIncludes( UniqueId, Constants.UnityCgLibFuncs );
string depthValue = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
string normalValue = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector );
RegisterLocalVariable( 0, string.Format( EncodeDepthNormalFunc, depthValue, normalValue ), ref dataCollector, "encodedDepthNormal" + OutputId );
return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
}
}
}