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