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55 行
1.7 KiB
55 行
1.7 KiB
using System.Reflection;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Input", "Gradient", "Sample Gradient")]
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class SampleGradient : CodeFunctionNode
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{
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public SampleGradient()
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{
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name = "Sample Gradient";
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}
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public override bool hasPreview
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{
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get { return true; }
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("Unity_SampleGradient", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_SampleGradient(
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[Slot(0, Binding.None)] Gradient Gradient,
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[Slot(1, Binding.None)] Vector1 Time,
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[Slot(2, Binding.None)] out Vector4 Out)
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{
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Out = Vector4.zero;
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return
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@"
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{
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$precision3 color = Gradient.colors[0].rgb;
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[unroll]
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for (int c = 1; c < 8; c++)
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{
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$precision colorPos = saturate((Time - Gradient.colors[c-1].w) / (Gradient.colors[c].w - Gradient.colors[c-1].w)) * step(c, Gradient.colorsLength-1);
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color = lerp(color, Gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), Gradient.type));
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}
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#ifndef UNITY_COLORSPACE_GAMMA
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color = SRGBToLinear(color);
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#endif
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$precision alpha = Gradient.alphas[0].x;
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[unroll]
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for (int a = 1; a < 8; a++)
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{
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$precision alphaPos = saturate((Time - Gradient.alphas[a-1].y) / (Gradient.alphas[a].y - Gradient.alphas[a-1].y)) * step(a, Gradient.alphasLength-1);
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alpha = lerp(alpha, Gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), Gradient.type));
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}
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Out = $precision4(color, alpha);
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}
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";
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}
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}
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}
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