Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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137 行
4.8 KiB

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Gradient", "Gradient")]
class GradientNode : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]
private float m_Value;
public const int OutputSlotId = 0;
private const string kOutputSlotName = "Out";
public GradientNode()
{
name = "Gradient";
UpdateNodeAfterDeserialization();
}
string GetFunctionName()
{
return string.Format("Unity_{0}", GetVariableNameForNode());
}
Gradient m_Gradient = new Gradient();
[SerializeField]
Vector4[] m_SerializableColorKeys = { new Vector4(1f, 1f, 1f, 0f), new Vector4(0f, 0f, 0f, 1f), };
[SerializeField]
Vector2[] m_SerializableAlphaKeys = { new Vector2(1f, 0f), new Vector2(1f, 1f) };
[SerializeField]
int m_SerializableMode = 0;
[GradientControl("")]
public Gradient gradient
{
get
{
if (m_SerializableAlphaKeys != null && m_SerializableColorKeys != null)
{
m_Gradient = new Gradient();
var colorKeys = m_SerializableColorKeys.Select(k => new GradientColorKey(new Color(k.x, k.y, k.z, 1f), k.w)).ToArray();
var alphaKeys = m_SerializableAlphaKeys.Select(k => new GradientAlphaKey(k.x, k.y)).ToArray();
m_SerializableAlphaKeys = null;
m_SerializableColorKeys = null;
m_Gradient.SetKeys(colorKeys, alphaKeys);
m_Gradient.mode = (GradientMode)m_SerializableMode;
}
return m_Gradient;
}
set
{
var scope = ModificationScope.Nothing;
if (!GradientUtil.CheckEquivalency(gradient, value))
scope = scope < ModificationScope.Graph ? ModificationScope.Graph : scope;
if (scope > ModificationScope.Nothing)
{
var newColorKeys = value.colorKeys;
var newAlphaKeys = value.alphaKeys;
m_Gradient.SetKeys(newColorKeys, newAlphaKeys);
m_Gradient.mode = value.mode;
Dirty(ModificationScope.Node);
}
}
}
public override void OnBeforeSerialize()
{
base.OnBeforeSerialize();
if (m_Gradient != null)
{
m_SerializableColorKeys = m_Gradient.colorKeys.Select(k => new Vector4(k.color.r, k.color.g, k.color.b, k.time)).ToArray();
m_SerializableAlphaKeys = m_Gradient.alphaKeys.Select(k => new Vector2(k.alpha, k.time)).ToArray();
m_SerializableMode = (int)m_Gradient.mode;
}
}
public override bool hasPreview { get { return false; } }
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new GradientMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
public void GenerateNodeCode(ShaderStringBuilder sb, GraphContext graphContext, GenerationMode generationMode)
{
if (generationMode.IsPreview())
{
sb.AppendLine("Gradient {0} = {1};", GetVariableNameForSlot(outputSlotId), GradientUtil.GetGradientForPreview(GetVariableNameForNode()));
}
else
{
sb.AppendLine("Gradient {0} = {1}", GetVariableNameForSlot(outputSlotId), GradientUtil.GetGradientValue(gradient, ";"));
}
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
base.CollectPreviewMaterialProperties(properties);
properties.Add(new PreviewProperty(PropertyType.Gradient)
{
name = GetVariableNameForNode(),
gradientValue = gradient
});
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if(!generationMode.IsPreview())
return;
base.CollectShaderProperties(properties, generationMode);
GradientUtil.GetGradientPropertiesForPreview(properties, GetVariableNameForNode(), gradient);
}
public AbstractShaderProperty AsShaderProperty()
{
return new GradientShaderProperty { value = gradient };
}
public int outputSlotId { get { return OutputSlotId; } }
}
}