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68 行
2.1 KiB
68 行
2.1 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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[FormerName("UnityEditor.ShaderGraph.VoronoAbstractMaterialNode")]
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[Title("Procedural", "Noise", "Voronoi")]
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class VoronoiNode : CodeFunctionNode
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{
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public VoronoiNode()
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{
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name = "Voronoi";
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("Unity_Voronoi", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_Voronoi(
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[Slot(0, Binding.MeshUV0)] Vector2 UV,
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[Slot(1, Binding.None, 2.0f, 0, 0, 0)] Vector1 AngleOffset,
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[Slot(2, Binding.None, 5.0f, 5.0f, 5.0f, 5.0f)] Vector1 CellDensity,
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[Slot(3, Binding.None)] out Vector1 Out,
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[Slot(4, Binding.None)] out Vector1 Cells)
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{
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return
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@"
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{
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$precision2 g = floor(UV * CellDensity);
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$precision2 f = frac(UV * CellDensity);
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$precision t = 8.0;
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$precision3 res = $precision3(8.0, 0.0, 0.0);
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for(int y=-1; y<=1; y++)
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{
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for(int x=-1; x<=1; x++)
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{
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$precision2 lattice = $precision2(x,y);
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$precision2 offset = Unity_Voronoi_RandomVector_$precision(lattice + g, AngleOffset);
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$precision d = distance(lattice + offset, f);
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if(d < res.x)
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{
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res = $precision3(d, offset.x, offset.y);
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Out = res.x;
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Cells = res.y;
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}
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}
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}
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}
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";
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}
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public override void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
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{
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registry.ProvideFunction($"Unity_Voronoi_RandomVector_{concretePrecision.ToShaderString()}", s => s.Append(@"
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inline $precision2 Unity_Voronoi_RandomVector_$precision ($precision2 UV, $precision offset)
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{
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$precision2x2 m = $precision2x2(15.27, 47.63, 99.41, 89.98);
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UV = frac(sin(mul(UV, m)) * 46839.32);
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return $precision2(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5);
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}
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"));
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base.GenerateNodeFunction(registry, generationMode);
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}
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}
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}
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