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
 
 
 

158 行
6.4 KiB

using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("UV", "Flipbook")]
class FlipbookNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireMeshUV
{
public FlipbookNode()
{
name = "Flipbook";
UpdateNodeAfterDeserialization();
}
const int UVSlotId = 0;
const int WidthSlotId = 1;
const int HeightSlotId = 2;
const int TileSlotId = 3;
const int OutputSlotId = 4;
const string kUVSlotName = "UV";
const string kWidthSlotName = "Width";
const string kHeightSlotName = "Height";
const string kTileSlotName = "Tile";
const string kOutputSlotName = "Out";
public override bool hasPreview
{
get { return true; }
}
string GetFunctionName()
{
return $"Unity_Flipbook_{concretePrecision.ToShaderString()}";
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new UVMaterialSlot(UVSlotId, kUVSlotName, kUVSlotName, UVChannel.UV0));
AddSlot(new Vector1MaterialSlot(WidthSlotId, kWidthSlotName, kWidthSlotName, SlotType.Input, 1));
AddSlot(new Vector1MaterialSlot(HeightSlotId, kHeightSlotName, kHeightSlotName, SlotType.Input, 1));
AddSlot(new Vector1MaterialSlot(TileSlotId, kTileSlotName, kTileSlotName, SlotType.Input, 0));
AddSlot(new Vector2MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector2.zero));
RemoveSlotsNameNotMatching(new[] { UVSlotId, WidthSlotId, HeightSlotId, TileSlotId, OutputSlotId });
}
[SerializeField]
private bool m_InvertX = false;
[ToggleControl("Invert X")]
public ToggleData invertX
{
get { return new ToggleData(m_InvertX); }
set
{
if (m_InvertX == value.isOn)
return;
m_InvertX = value.isOn;
Dirty(ModificationScope.Node);
}
}
[SerializeField]
private bool m_InvertY = true;
[ToggleControl("Invert Y")]
public ToggleData invertY
{
get { return new ToggleData(m_InvertY); }
set
{
if (m_InvertY == value.isOn)
return;
m_InvertY = value.isOn;
Dirty(ModificationScope.Node);
}
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var uvValue = GetSlotValue(UVSlotId, generationMode);
var widthValue = GetSlotValue(WidthSlotId, generationMode);
var heightValue = GetSlotValue(HeightSlotId, generationMode);
var tileValue = GetSlotValue(TileSlotId, generationMode);
var outputValue = GetSlotValue(OutputSlotId, generationMode);
sb.AppendLine("{0} {1};", FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId));
if (!generationMode.IsPreview())
{
sb.AppendLine("$precision2 _{0}_Invert = $precision2 ({1}, {2});", GetVariableNameForNode(), invertX.isOn ? 1 : 0, invertY.isOn ? 1 : 0);
}
sb.AppendLine("{0}({1}, {2}, {3}, {4}, _{5}_Invert, {6});", GetFunctionName(), uvValue, widthValue, heightValue, tileValue, GetVariableNameForNode(), outputValue);
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
base.CollectPreviewMaterialProperties(properties);
properties.Add(new PreviewProperty(PropertyType.Vector2)
{
name = string.Format("_{0}_Invert", GetVariableNameForNode()),
vector4Value = new Vector2(invertX.isOn ? 1 : 0, invertY.isOn ? 1 : 0)
});
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
base.CollectShaderProperties(properties, generationMode);
properties.AddShaderProperty(new Vector2ShaderProperty()
{
overrideReferenceName = string.Format("_{0}_Invert", GetVariableNameForNode()),
generatePropertyBlock = false
});
}
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
registry.ProvideFunction(GetFunctionName(), s =>
{
s.AppendLine("void {0} ({1} UV, {2} Width, {3} Height, {4} Tile, $precision2 Invert, out {5} Out)",
GetFunctionName(),
FindInputSlot<MaterialSlot>(UVSlotId).concreteValueType.ToShaderString(),
FindInputSlot<MaterialSlot>(WidthSlotId).concreteValueType.ToShaderString(),
FindInputSlot<MaterialSlot>(HeightSlotId).concreteValueType.ToShaderString(),
FindInputSlot<MaterialSlot>(TileSlotId).concreteValueType.ToShaderString(),
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString());
using (s.BlockScope())
{
s.AppendLine("Tile = fmod(Tile, Width*Height);");
s.AppendLine("$precision2 tileCount = $precision2(1.0, 1.0) / $precision2(Width, Height);");
s.AppendLine("$precision tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));");
s.AppendLine("$precision tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));");
s.AppendLine("Out = (UV + $precision2(tileX, tileY)) * tileCount;");
}
});
}
public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
{
s_TempSlots.Clear();
GetInputSlots(s_TempSlots);
foreach (var slot in s_TempSlots)
{
if (slot.RequiresMeshUV(channel))
return true;
}
return false;
}
}
}