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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108 行
4.6 KiB

using System;
using System.Linq;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEngine;
using UnityEditor.ShaderGraph;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.Experimental.Rendering.Universal
{
[Serializable]
[Title("Master", "Sprite Lit (Experimental)")]
[FormerName("UnityEditor.Experimental.Rendering.LWRP.SpriteLitMasterNode")]
class SpriteLitMasterNode : MasterNode<ISpriteLitSubShader>, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent
{
public const string PositionName = "Vertex Position";
public const string NormalName = "Vertex Normal";
public const string TangentName = "Vertex Tangent";
public const string ColorSlotName = "Color";
public const string MaskSlotName = "Mask";
public const string NormalSlotName = "Normal";
public const int PositionSlotId = 9;
public const int ColorSlotId = 0;
public const int MaskSlotId = 1;
public const int NormalSlotId = 2;
public const int VertNormalSlotId = 10;
public const int VertTangentSlotId = 11;
public SpriteLitMasterNode()
{
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
base.UpdateNodeAfterDeserialization();
name = "Sprite Lit Master";
AddSlot(new PositionMaterialSlot(PositionSlotId, PositionName, PositionName, CoordinateSpace.Object, ShaderStageCapability.Vertex));
AddSlot(new NormalMaterialSlot(VertNormalSlotId, NormalName, NormalName, CoordinateSpace.Object, ShaderStageCapability.Vertex));
AddSlot(new TangentMaterialSlot(VertTangentSlotId, TangentName, TangentName, CoordinateSpace.Object, ShaderStageCapability.Vertex));
AddSlot(new ColorRGBAMaterialSlot(ColorSlotId, ColorSlotName, ColorSlotName, SlotType.Input, Color.white, ShaderStageCapability.Fragment));
AddSlot(new ColorRGBAMaterialSlot(MaskSlotId, MaskSlotName, MaskSlotName, SlotType.Input, Color.white, ShaderStageCapability.Fragment));
AddSlot(new Vector3MaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, SlotType.Input, new Vector3(0.0f, 0.0f, 1.0f), ShaderStageCapability.Fragment));
RemoveSlotsNameNotMatching(
new[]
{
PositionSlotId,
VertNormalSlotId,
VertTangentSlotId,
ColorSlotId,
MaskSlotId,
NormalSlotId,
});
}
public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability)
{
List<MaterialSlot> slots = new List<MaterialSlot>();
GetSlots(slots);
List<MaterialSlot> validSlots = new List<MaterialSlot>();
for (int i = 0; i < slots.Count; i++)
{
if (slots[i].stageCapability != ShaderStageCapability.All && slots[i].stageCapability != stageCapability)
continue;
validSlots.Add(slots[i]);
}
return validSlots.OfType<IMayRequireNormal>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresNormal(stageCapability));
}
public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability)
{
List<MaterialSlot> slots = new List<MaterialSlot>();
GetSlots(slots);
List<MaterialSlot> validSlots = new List<MaterialSlot>();
for (int i = 0; i < slots.Count; i++)
{
if (slots[i].stageCapability != ShaderStageCapability.All && slots[i].stageCapability != stageCapability)
continue;
validSlots.Add(slots[i]);
}
return validSlots.OfType<IMayRequirePosition>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresPosition(stageCapability));
}
public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability)
{
List<MaterialSlot> slots = new List<MaterialSlot>();
GetSlots(slots);
List<MaterialSlot> validSlots = new List<MaterialSlot>();
for (int i = 0; i < slots.Count; i++)
{
if (slots[i].stageCapability != ShaderStageCapability.All && slots[i].stageCapability != stageCapability)
continue;
validSlots.Add(slots[i]);
}
return validSlots.OfType<IMayRequireTangent>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresTangent(stageCapability));
}
}
}