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