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。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

84 行
2.7 KiB

using System.Collections.Generic;
using System.Globalization;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{
enum MetalMaterialType
{
Iron,
Silver,
Aluminium,
Gold,
Copper,
Chromium,
Nickel,
Titanium,
Cobalt,
Platinum
};
[Title("Input", "PBR", "Metal Reflectance")]
class MetalReflectanceNode : AbstractMaterialNode, IGeneratesBodyCode
{
public MetalReflectanceNode()
{
name = "Metal Reflectance";
UpdateNodeAfterDeserialization();
}
[SerializeField]
private MetalMaterialType m_Material = MetalMaterialType.Iron;
[EnumControl("Material")]
public MetalMaterialType material
{
get { return m_Material; }
set
{
if (m_Material == value)
return;
m_Material = value;
Dirty(ModificationScope.Graph);
}
}
static Dictionary<MetalMaterialType, string> m_MaterialList = new Dictionary<MetalMaterialType, string>
{
{MetalMaterialType.Iron, "(0.560, 0.570, 0.580)"},
{MetalMaterialType.Silver, "(0.972, 0.960, 0.915)"},
{MetalMaterialType.Aluminium, "(0.913, 0.921, 0.925)"},
{MetalMaterialType.Gold, "(1.000, 0.766, 0.336)"},
{MetalMaterialType.Copper, "(0.955, 0.637, 0.538)"},
{MetalMaterialType.Chromium, "(0.550, 0.556, 0.554)"},
{MetalMaterialType.Nickel, "(0.660, 0.609, 0.526)"},
{MetalMaterialType.Titanium, "(0.542, 0.497, 0.449)"},
{MetalMaterialType.Cobalt, "(0.662, 0.655, 0.634)"},
{MetalMaterialType.Platinum, "(0.672, 0.637, 0.585)"}
};
private const int kOutputSlotId = 0;
private const string kOutputSlotName = "Out";
public override bool hasPreview { get { return true; } }
public override PreviewMode previewMode
{
get { return PreviewMode.Preview2D; }
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector3MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector3.zero));
RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
sb.AppendLine(string.Format("$precision3 {0} = $precision3{1};", GetVariableNameForSlot(kOutputSlotId), m_MaterialList[material].ToString(CultureInfo.InvariantCulture)));
}
}
}