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SoulliesOfficial ef7b479712 initial
2025-11-25 08:19:33 -05:00

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C#

// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
//
// Custom Node Pixelate UV
// Donated by The Four Headed Cat - @fourheadedcat
using UnityEngine;
using UnityEditor;
using System;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttributes( "Pixelate UV", "UV Coordinates", "Pixelate Texture Modifying UV.", null, KeyCode.None, true, false, null, null, "The Four Headed Cat - @fourheadedcat" )]
public sealed class TFHCPixelate : ParentNode
{
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
AddInputPort( WirePortDataType.FLOAT2, true, "UV" );
AddInputPort( WirePortDataType.FLOAT, false, "Pixels X" );
AddInputPort( WirePortDataType.FLOAT, false, "Pixels Y" );
AddInputPort( WirePortDataType.FLOAT2, false, "Pixel Offset" );
AddOutputPort( WirePortDataType.FLOAT2, "Out" );
m_useInternalPortData = true;
m_previewShaderGUID = "e2f7e3c513ed18340868b8cbd0d85cfb";
}
public override void DrawProperties()
{
base.DrawProperties ();
EditorGUILayout.HelpBox (
"Pixelate UV.\n\n" +
" - UV is the Texture Coordinates to pixelate.\n" +
" - Pixels X is the number of horizontal pixels.\n" +
" - Pixels Y is the number of vertical pixels.\n" +
" - Pixel Offset is relative to pixel corner; e.g. pixel center is at offset (0.5,0.5).",
MessageType.None );
}
public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
{
string uv = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
string PixelCount_X = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector );
string PixelCount_Y = m_inputPorts[ 2 ].GeneratePortInstructions( ref dataCollector );
string PixelOffset = m_inputPorts[ 3 ].GeneratePortInstructions( ref dataCollector );
string pixelatedUV = string.Format( "half2 pixelateduv{0} = floor( {1} * float2( {2}, {3} ) + {4} ) / float2( {2}, {3} );",
OutputId, uv, PixelCount_X, PixelCount_Y, PixelOffset );
string result = "pixelateduv" + OutputId;
dataCollector.AddLocalVariable( UniqueId, pixelatedUV );
return GetOutputVectorItem( 0, outputId, result);
}
}
}