Files
HauntedBloodlines/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/DiffuseAndSpecularFromMetallicNode.cs
2025-05-29 22:31:40 +03:00

68 lines
2.9 KiB
C#

// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
using System;
using UnityEditor;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttributes( "Diffuse And Specular From Metallic", "Miscellaneous", "Computes Diffuse and Specular color values from Base Color and Metallic." )]
public class DiffuseAndSpecularFromMetallicNode : ParentNode
{
private const string FuncHeader = "ASEComputeDiffuseAndFresnel0( {0}, {1}, {2}, {3} )";
private readonly string[] FuncBody =
{
"float3 ASEComputeDiffuseAndFresnel0( float3 baseColor, float metallic, out float3 specularColor, out float oneMinusReflectivity )\n",
"{\n",
"\t#ifdef UNITY_COLORSPACE_GAMMA\n",
"\t\tconst float dielectricF0 = 0.220916301;\n",
"\t#else\n",
"\t\tconst float dielectricF0 = 0.04;\n",
"\t#endif\n",
"\tspecularColor = lerp( dielectricF0.xxx, baseColor, metallic );\n",
"\toneMinusReflectivity = 1.0 - metallic;\n",
"\treturn baseColor * oneMinusReflectivity;\n",
"}\n"
};
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
AddInputPort( WirePortDataType.FLOAT3, false, "Base Color" );
AddInputPort( WirePortDataType.FLOAT, false, "Metallic" );
AddOutputPort( WirePortDataType.FLOAT3, "Diffuse Color" );
AddOutputPort( WirePortDataType.FLOAT3, "Specular Color" );
AddOutputPort( WirePortDataType.FLOAT, "One Minus Reflectivity" );
m_previewShaderGUID = "c7c4485750948a045b5dab0985896e17";
}
public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
{
if ( m_outputPorts[ outputId ].IsLocalValue( dataCollector.PortCategory ) )
{
return m_outputPorts[ outputId ].LocalValue( dataCollector.PortCategory );
}
string baseColor = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
string metallic = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector );
string specularColorVar = "specularColor" + OutputId;
string oneMinusReflectivityVar = "oneMinusReflectivity" + OutputId;
string diffuseColorVar = "diffuseColor" + OutputId;
dataCollector.AddLocalVariable( UniqueId, CurrentPrecisionType, WirePortDataType.FLOAT3, specularColorVar, "(0).xxx" );
dataCollector.AddLocalVariable( UniqueId, CurrentPrecisionType, WirePortDataType.FLOAT, oneMinusReflectivityVar, "0" );
dataCollector.AddFunction( FuncBody[ 0 ], FuncBody, false );
RegisterLocalVariable( 0, string.Format( FuncHeader, baseColor, metallic, specularColorVar, oneMinusReflectivityVar ), ref dataCollector, diffuseColorVar );
m_outputPorts[ 0 ].SetLocalValue( diffuseColorVar, dataCollector.PortCategory );
m_outputPorts[ 1 ].SetLocalValue( specularColorVar, dataCollector.PortCategory );
m_outputPorts[ 2 ].SetLocalValue( oneMinusReflectivityVar, dataCollector.PortCategory );
return m_outputPorts[ outputId ].LocalValue( dataCollector.PortCategory );
}
}
}