Editor/ShaderGraphPlus/ProjectConverter/Nodes/NoiseConvert.cs
using ShaderGraphPlus.Nodes;
using VanillaGraph = Editor.ShaderGraph;
using VanillaNodes = Editor.ShaderGraph.Nodes;
using ShaderGraphBaseNode = Editor.ShaderGraph.BaseNode;
namespace ShaderGraphPlus.Internal;
internal class FuzzyNoiseNodeConvert : BaseNodeConvert
{
public override Type NodeTypeToConvert => typeof( VanillaNodes.FuzzyNoise );
public override IEnumerable<BaseNodePlus> Convert( ProjectConverter converter, ShaderGraphBaseNode oldNode )
{
var newNodes = new List<BaseNodePlus>();
var oldFuzzyNoiseNode = oldNode as VanillaNodes.FuzzyNoise;
var newNode = new Nodes.FuzzyNoise();
newNode.Identifier = oldNode.Identifier;
newNode.Position = oldNode.Position;
newNodes.Add( newNode );
return newNodes;
}
}
internal class ValueNoiseNodeConvert : BaseNodeConvert
{
public override Type NodeTypeToConvert => typeof( VanillaNodes.ValueNoise );
public override IEnumerable<BaseNodePlus> Convert( ProjectConverter converter, ShaderGraphBaseNode oldNode )
{
var newNodes = new List<BaseNodePlus>();
var oldValueNoiseNode = oldNode as VanillaNodes.ValueNoise;
var newNode = new Nodes.ValueNoise();
newNode.Identifier = oldNode.Identifier;
newNode.Position = oldNode.Position;
newNodes.Add( newNode );
return newNodes;
}
}
internal class SimplexNoiseNodeConvert : BaseNodeConvert
{
public override Type NodeTypeToConvert => typeof( VanillaNodes.SimplexNoise );
public override IEnumerable<BaseNodePlus> Convert( ProjectConverter converter, ShaderGraphBaseNode oldNode )
{
var newNodes = new List<BaseNodePlus>();
var oldSimplexNoiseNode = oldNode as VanillaNodes.SimplexNoise; ;
var newNode = new Nodes.SimplexNoise();
newNode.Identifier = oldNode.Identifier;
newNode.Position = oldNode.Position;
newNodes.Add( newNode );
return newNodes;
}
}
internal class VoronoiNoiseNodeConvert : BaseNodeConvert
{
public override Type NodeTypeToConvert => typeof( VanillaNodes.VoronoiNoise );
public override IEnumerable<BaseNodePlus> Convert( ProjectConverter converter, ShaderGraphBaseNode oldNode )
{
var newNodes = new List<BaseNodePlus>();
var oldVoronoiNoiseNode = oldNode as VanillaNodes.VoronoiNoise; ;
var newNode = new Nodes.VoronoiNoise();
newNode.Identifier = oldNode.Identifier;
newNode.Position = oldNode.Position;
newNode.AngleOffset = oldVoronoiNoiseNode.AngleOffset;
newNode.CellDensity = oldVoronoiNoiseNode.CellDensity;
newNode.Worley = oldVoronoiNoiseNode.Worley;
newNodes.Add( newNode );
return newNodes;
}
}