You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 

122 lines
4.9 KiB

// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
//
// Custom Node Compare With Range
// Donated by The Four Headed Cat - @fourheadedcat
using UnityEngine;
using System;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttributes( "Compare With Range", "Logical Operators", "Check if A is in the range between Range Min and Range Max. If true return value of True else return value of False", null, KeyCode.None, true, false, null, null, "The Four Headed Cat - @fourheadedcat" )]
public sealed class TFHCCompareWithRange : DynamicTypeNode
{
private WirePortDataType m_mainInputType = WirePortDataType.FLOAT;
private WirePortDataType m_mainOutputType = WirePortDataType.FLOAT;
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
m_inputPorts[ 0 ].Name = "Value";
m_inputPorts[ 1 ].Name = "Range Min";
AddInputPort( WirePortDataType.FLOAT, false, "Range Max" );
AddInputPort( WirePortDataType.FLOAT, false, "True" );
AddInputPort( WirePortDataType.FLOAT, false, "False" );
m_textLabelWidth = 100;
m_useInternalPortData = true;
m_previewShaderGUID = "127d114eed178d7409f900134a6c00d1";
}
public override void OnInputPortConnected( int portId, int otherNodeId, int otherPortId, bool activateNode = true )
{
UpdateConnections( portId );
}
public override void OnConnectedOutputNodeChanges( int outputPortId, int otherNodeId, int otherPortId, string name, WirePortDataType type )
{
UpdateConnections( outputPortId );
}
public override void OnInputPortDisconnected( int portId )
{
if ( portId < 3 )
{
if ( portId > 0 )
{
m_inputPorts[ portId ].ChangeType( m_mainInputType, false );
}
}
else
{
int otherPortId = ( portId == 3 ) ? 4 : 3;
if ( m_inputPorts[ otherPortId ].IsConnected )
{
m_mainOutputType = m_inputPorts[ otherPortId ].DataType;
m_inputPorts[ portId ].ChangeType( m_mainOutputType, false );
m_outputPorts[ 0 ].ChangeType( m_mainOutputType, false );
}
}
}
void UpdateConnections( int portId )
{
m_inputPorts[ portId ].MatchPortToConnection();
int otherPortId = 0;
WirePortDataType otherPortType = WirePortDataType.FLOAT;
if ( portId < 3 )
{
if ( portId == 0 )
{
m_mainInputType = m_inputPorts[ 0 ].DataType;
for ( int i = 1; i < 3; i++ )
{
if ( !m_inputPorts[ i ].IsConnected )
{
m_inputPorts[ i ].ChangeType( m_mainInputType, false );
}
}
}
}
else
{
otherPortId = ( portId == 3 ) ? 4 : 3;
otherPortType = m_inputPorts[ otherPortId ].IsConnected ? m_inputPorts[ otherPortId ].DataType : WirePortDataType.FLOAT;
m_mainOutputType = UIUtils.GetPriority( m_inputPorts[ portId ].DataType ) > UIUtils.GetPriority( otherPortType ) ? m_inputPorts[ portId ].DataType : otherPortType;
m_outputPorts[ 0 ].ChangeType( m_mainOutputType, false );
if ( !m_inputPorts[ otherPortId ].IsConnected )
{
m_inputPorts[ otherPortId ].ChangeType( m_mainOutputType, false );
}
}
}
public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
{
//Conditional Operator ?: has some shenanigans
//If the first operand is of type bool, one of the following must hold for the second and third operands:
//Both operands have compatible structure types.
//Both operands are scalars with numeric or bool type.
//Both operands are vectors with numeric or bool type, where the two vectors are of the same size, which is less than or equal to four.
//If the first operand is a packed vector of bool, then the conditional selection is performed on an elementwise basis.Both the second and third operands must be numeric vectors of the same size as the first operand.
WirePortDataType compatibleInputType = m_mainInputType;
if ( m_mainInputType != WirePortDataType.FLOAT && m_mainInputType != WirePortDataType.INT && m_mainInputType != m_mainOutputType )
{
compatibleInputType = m_mainOutputType;
}
//Check if VALUE is in range between MIN and MAX. If true return VALUE IF TRUE else VALUE IF FALSE"
string a = m_inputPorts[ 0 ].GenerateShaderForOutput( ref dataCollector, compatibleInputType, ignoreLocalvar, true );
string b = m_inputPorts[ 1 ].GenerateShaderForOutput( ref dataCollector, compatibleInputType, ignoreLocalvar, true );
string c = m_inputPorts[ 2 ].GenerateShaderForOutput( ref dataCollector, compatibleInputType, ignoreLocalvar, true );
string d = m_inputPorts[ 3 ].GenerateShaderForOutput( ref dataCollector, m_mainOutputType, ignoreLocalvar, true );
string e = m_inputPorts[ 4 ].GenerateShaderForOutput( ref dataCollector, m_mainOutputType, ignoreLocalvar, true );
string strout = "(( " + a + " >= " + b + " && " + a + " <= " + c + " ) ? " + d + " : " + e + " )";
//Debug.Log(strout);
return CreateOutputLocalVariable( 0, strout, ref dataCollector );
}
}
}