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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115 行
3.7 KiB

using UnityEditor.Graphing;
using System.Collections.Generic;
using System.Globalization;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
enum TransformationMatrixType
{
None = -1,
ModelView,
View,
Projection,
ViewProjection,
TransposeModelView,
InverseTransposeModelView,
ObjectToWorld,
WorldToObject
};
enum UnityMatrixType
{
Model,
InverseModel,
View,
InverseView,
Projection,
InverseProjection,
ViewProjection,
InverseViewProjection
}
[Title("Input", "Matrix", "Transformation Matrix")]
class TransformationMatrixNode : AbstractMaterialNode
{
static Dictionary<UnityMatrixType, string> m_MatrixList = new Dictionary<UnityMatrixType, string>
{
{UnityMatrixType.Model, "UNITY_MATRIX_M"},
{UnityMatrixType.InverseModel, "UNITY_MATRIX_I_M"},
{UnityMatrixType.View, "UNITY_MATRIX_V"},
{UnityMatrixType.InverseView, "UNITY_MATRIX_I_V"},
{UnityMatrixType.Projection, "UNITY_MATRIX_P"},
{UnityMatrixType.InverseProjection, "UNITY_MATRIX_I_P"},
{UnityMatrixType.ViewProjection, "UNITY_MATRIX_VP"},
{UnityMatrixType.InverseViewProjection, "UNITY_MATRIX_I_VP"},
};
static Dictionary<TransformationMatrixType, UnityMatrixType> m_MatrixUpgrade = new Dictionary<TransformationMatrixType, UnityMatrixType>
{
{TransformationMatrixType.ModelView, UnityMatrixType.Model},
{TransformationMatrixType.View, UnityMatrixType.View},
{TransformationMatrixType.Projection, UnityMatrixType.Projection},
{TransformationMatrixType.ViewProjection, UnityMatrixType.ViewProjection},
{TransformationMatrixType.TransposeModelView, UnityMatrixType.Model},
{TransformationMatrixType.InverseTransposeModelView, UnityMatrixType.Model},
{TransformationMatrixType.ObjectToWorld, UnityMatrixType.Model},
{TransformationMatrixType.WorldToObject, UnityMatrixType.InverseModel},
};
[SerializeField]
private TransformationMatrixType m_matrix = TransformationMatrixType.ModelView;
[SerializeField]
private UnityMatrixType m_MatrixType = UnityMatrixType.Model;
private const int kOutputSlotId = 0;
private const string kOutputSlotName = "Out";
public override bool hasPreview { get { return false; } }
[EnumControl("")]
public UnityMatrixType matrixType
{
get { return m_MatrixType; }
set
{
if (m_MatrixType == value)
return;
m_MatrixType = value;
Dirty(ModificationScope.Graph);
}
}
public TransformationMatrixNode()
{
name = "Transformation Matrix";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
if(m_matrix != TransformationMatrixType.None)
{
m_MatrixType = m_MatrixUpgrade[m_matrix];
m_matrix = TransformationMatrixType.None;
}
AddSlot(new Matrix4MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
}
public override string GetVariableNameForSlot(int slotId)
{
return m_MatrixList[matrixType].ToString(CultureInfo.InvariantCulture);
}
public bool RequiresVertexColor()
{
return true;
}
}
}