Example #1
0
        protected override bool ProcessNode(CommandBuffer cmd)
        {
            if (output == null)
            {
                return(false);
            }

            var outputDimension = rtSettings.GetTextureDimension(graph);

            MixtureUtils.SetupDimensionKeyword(material, outputDimension);

            var s = material.shader;

            for (int i = 0; i < s.GetPropertyCount(); i++)
            {
                if (s.GetPropertyType(i) != ShaderPropertyType.Texture)
                {
                    continue;
                }

                int id = s.GetPropertyNameId(i);
                if (material.GetTexture(id) != null)
                {
                    continue;                     // Avoid overriding existing textures
                }
                var dim = s.GetPropertyTextureDimension(i);
                if (dim == TextureDimension.Tex2D)
                {
                    continue;                     // Texture2D don't need this feature
                }
                // default texture names doesn't work with cubemap and 3D textures so we do it ourselves...
                switch (s.GetPropertyTextureDefaultName(i))
                {
                case "black":
                    material.SetTexture(id, TextureUtils.GetBlackTexture(dim));
                    break;

                case "white":
                    material.SetTexture(id, TextureUtils.GetWhiteTexture(dim));
                    break;
                    // TODO: grey and bump
                }
            }

            output.material = material;

            bool useCustomUV = material.HasTextureBound("_UV", rtSettings.GetTextureDimension(graph));

            material.SetKeywordEnabled("USE_CUSTOM_UV", useCustomUV);

            return(true);
        }
Example #2
0
        protected override bool ProcessNode()
        {
            if (graph.outputTexture == null)
            {
                Debug.LogError("Output Node can't write to target texture, Graph references a null output texture");
                return(false);
            }

            // Update the renderTexture reference for realtime graph
            if (graph.isRealtime)
            {
                if (tempRenderTexture != graph.outputTexture)
                {
                    onTempRenderTextureUpdated?.Invoke();
                }
                tempRenderTexture = graph.outputTexture as CustomRenderTexture;
            }

            var inputPort = GetPort(nameof(input), nameof(input));

            if (inputPort.GetEdges().Count == 0)
            {
                if (uniqueMessages.Add("OutputNotConnected"))
                {
                    AddMessage("Output node input is not connected", NodeMessageType.Warning);
                }
                input = TextureUtils.GetBlackTexture(rtSettings);
                // TODO: set a black texture of texture dimension as default value
                return(false);
            }
            else
            {
                uniqueMessages.Clear();
                ClearMessages();
            }

            // Update the renderTexture size and format:
            if (UpdateTempRenderTexture(ref tempRenderTexture))
            {
                onTempRenderTextureUpdated?.Invoke();
            }

            if (input.dimension != graph.outputTexture.dimension)
            {
                Debug.LogError("Error: Expected texture type input for the OutputNode is " + graph.outputTexture.dimension + " but " + input?.dimension + " was provided");
                return(false);
            }

            MixtureUtils.SetupDimensionKeyword(finalCopyMaterial, input.dimension);

            // Manually reset all texture inputs
            ResetMaterialPropertyToDefault(finalCopyMaterial, "_Source_2D");
            ResetMaterialPropertyToDefault(finalCopyMaterial, "_Source_3D");
            ResetMaterialPropertyToDefault(finalCopyMaterial, "_Source_Cube");

            if (input.dimension == TextureDimension.Tex2D)
            {
                finalCopyMaterial.SetTexture("_Source_2D", input);
            }
            else if (input.dimension == TextureDimension.Tex3D)
            {
                finalCopyMaterial.SetTexture("_Source_3D", input);
            }
            else
            {
                finalCopyMaterial.SetTexture("_Source_Cube", input);
            }

            tempRenderTexture.material = finalCopyMaterial;

            return(true);
        }