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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177 行
6.4 KiB

using System;
using System.Linq;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph
{
[Serializable]
[Title("Master", "Unlit")]
class UnlitMasterNode : MasterNode<IUnlitSubShader>, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent
{
public const string ColorSlotName = "Color";
public const string AlphaSlotName = "Alpha";
public const string AlphaClipThresholdSlotName = "AlphaClipThreshold";
public const string PositionName = "Vertex Position";
public const string NormalName = "Vertex Normal";
public const string TangentName = "Vertex Tangent";
public const int ColorSlotId = 0;
public const int AlphaSlotId = 7;
public const int AlphaThresholdSlotId = 8;
public const int PositionSlotId = 9;
public const int VertNormalSlotId = 10;
public const int VertTangentSlotId = 11;
[SerializeField]
SurfaceType m_SurfaceType;
public SurfaceType surfaceType
{
get { return m_SurfaceType; }
set
{
if (m_SurfaceType == value)
return;
m_SurfaceType = value;
Dirty(ModificationScope.Graph);
}
}
[SerializeField]
AlphaMode m_AlphaMode;
public AlphaMode alphaMode
{
get { return m_AlphaMode; }
set
{
if (m_AlphaMode == value)
return;
m_AlphaMode = value;
Dirty(ModificationScope.Graph);
}
}
[SerializeField]
bool m_TwoSided;
public ToggleData twoSided
{
get { return new ToggleData(m_TwoSided); }
set
{
if (m_TwoSided == value.isOn)
return;
m_TwoSided = value.isOn;
Dirty(ModificationScope.Graph);
}
}
[SerializeField]
bool m_AddPrecomputedVelocity = false;
public ToggleData addPrecomputedVelocity
{
get { return new ToggleData(m_AddPrecomputedVelocity); }
set
{
if (m_AddPrecomputedVelocity == value.isOn)
return;
m_AddPrecomputedVelocity = value.isOn;
Dirty(ModificationScope.Graph);
}
}
public UnlitMasterNode()
{
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
base.UpdateNodeAfterDeserialization();
name = "Unlit Master";
AddSlot(new PositionMaterialSlot(PositionSlotId, PositionName, PositionName, CoordinateSpace.Object, ShaderStageCapability.Vertex));
AddSlot(new NormalMaterialSlot(VertNormalSlotId, NormalName, NormalName, CoordinateSpace.Object, ShaderStageCapability.Vertex));
AddSlot(new TangentMaterialSlot(VertTangentSlotId, TangentName, TangentName, CoordinateSpace.Object, ShaderStageCapability.Vertex));
AddSlot(new ColorRGBMaterialSlot(ColorSlotId, ColorSlotName, ColorSlotName, SlotType.Input, Color.grey.gamma, ColorMode.Default, ShaderStageCapability.Fragment));
AddSlot(new Vector1MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, 1, ShaderStageCapability.Fragment));
AddSlot(new Vector1MaterialSlot(AlphaThresholdSlotId, AlphaClipThresholdSlotName, AlphaClipThresholdSlotName, SlotType.Input, 0.5f, ShaderStageCapability.Fragment));
// clear out slot names that do not match the slots
// we support
RemoveSlotsNameNotMatching(
new[]
{
PositionSlotId,
VertNormalSlotId,
VertTangentSlotId,
ColorSlotId,
AlphaSlotId,
AlphaThresholdSlotId
});
}
protected override VisualElement CreateCommonSettingsElement()
{
return new UnlitSettingsView(this);
}
public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability)
{
List<MaterialSlot> slots = new List<MaterialSlot>();
GetSlots(slots);
List<MaterialSlot> validSlots = new List<MaterialSlot>();
for (int i = 0; i < slots.Count; i++)
{
if (slots[i].stageCapability != ShaderStageCapability.All && slots[i].stageCapability != stageCapability)
continue;
validSlots.Add(slots[i]);
}
return validSlots.OfType<IMayRequireNormal>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresNormal(stageCapability));
}
public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability)
{
List<MaterialSlot> slots = new List<MaterialSlot>();
GetSlots(slots);
List<MaterialSlot> validSlots = new List<MaterialSlot>();
for (int i = 0; i < slots.Count; i++)
{
if (slots[i].stageCapability != ShaderStageCapability.All && slots[i].stageCapability != stageCapability)
continue;
validSlots.Add(slots[i]);
}
return validSlots.OfType<IMayRequirePosition>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresPosition(stageCapability));
}
public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability)
{
List<MaterialSlot> slots = new List<MaterialSlot>();
GetSlots(slots);
List<MaterialSlot> validSlots = new List<MaterialSlot>();
for (int i = 0; i < slots.Count; i++)
{
if (slots[i].stageCapability != ShaderStageCapability.All && slots[i].stageCapability != stageCapability)
continue;
validSlots.Add(slots[i]);
}
return validSlots.OfType<IMayRequireTangent>().Aggregate(NeededCoordinateSpace.None, (mask, node) => mask | node.RequiresTangent(stageCapability));
}
}
}