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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138 行
4.4 KiB

using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using System.Collections.Generic;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Matrix", "Matrix 2x2")]
class Matrix2Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
public const int OutputSlotId = 0;
const string kOutputSlotName = "Out";
[SerializeField]
Vector2 m_Row0;
[SerializeField]
Vector2 m_Row1;
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector2 row0
{
get { return m_Row0; }
set { SetRow(ref m_Row0, value); }
}
[MultiFloatControl("", " ", " ", " ", " ")]
public Vector2 row1
{
get { return m_Row1; }
set { SetRow(ref m_Row1, value); }
}
void SetRow(ref Vector2 row, Vector2 value)
{
if (value == row)
return;
row = value;
Dirty(ModificationScope.Node);
}
public Matrix2Node()
{
name = "Matrix 2x2";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Matrix2MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
properties.AddShaderProperty(new Vector2ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m0", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row0
});
properties.AddShaderProperty(new Vector2ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_m1", GetVariableNameForNode()),
generatePropertyBlock = false,
value = m_Row1
});
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
{
sb.AppendLine("$precision2 _{0}_m0 = $precision2 ({1}, {2});", GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row0.x),
NodeUtils.FloatToShaderValue(m_Row0.y));
sb.AppendLine("$precision2 _{0}_m1 = $precision2 ({1}, {2});", GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Row1.x),
NodeUtils.FloatToShaderValue(m_Row1.y));
}
sb.AppendLine("$precision2x2 {0} = $precision2x2 (_{0}_m0.x, _{0}_m0.y, _{0}_m1.x, _{0}_m1.y);", GetVariableNameForNode());
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
properties.Add(new PreviewProperty(PropertyType.Vector2)
{
name = string.Format("_{0}_m0", GetVariableNameForNode()),
vector4Value = m_Row0
});
properties.Add(new PreviewProperty(PropertyType.Vector2)
{
name = string.Format("_{0}_m1", GetVariableNameForNode()),
vector4Value = m_Row1
});
}
public override string GetVariableNameForSlot(int slotId)
{
return GetVariableNameForNode();
}
public AbstractShaderProperty AsShaderProperty()
{
return new Matrix2ShaderProperty
{
value = new Matrix4x4()
{
m00 = row0.x,
m01 = row0.y,
m02 = 0,
m03 = 0,
m10 = row1.x,
m11 = row1.y,
m12 = 0,
m13 = 0,
m20 = 0,
m21 = 0,
m22 = 0,
m23 = 0,
m30 = 0,
m31 = 0,
m32 = 0,
m33 = 0,
}
};
}
public int outputSlotId { get { return OutputSlotId; } }
}
}