浏览代码

Update node titles to use new array-based grouping `[Title("UV/Flipbook")]` -> `[Title("UV", "Flipbook")]`

/main
Peter Bay Bastian 7 年前
当前提交
1cf9ffde
共有 157 个文件被更改,包括 105 次插入105 次删除
  1. 2
      MaterialGraphProject/Assets/NewNodes/Editor/ChannelBlendNode.cs
  2. 2
      MaterialGraphProject/Assets/NewNodes/Editor/FunctionNAddNode.cs
  3. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/BlendModeNode.cs
  4. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/ColorBalanceNode.cs
  5. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/HeightToNormalNode.cs
  6. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/ParallaxNode.cs
  7. 4
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/UVTriPlanar.cs
  8. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/AACheckerBoard3dNode.cs
  9. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/CheckerboardNode.cs
  10. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/GradientRampNode.cs
  11. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/LineNode.cs
  12. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/MultiLayerParallaxNode.cs
  13. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/POMNode.cs
  14. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/PulseNode.cs
  15. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/ScatterNode.cs
  16. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/SphericalIndentationNode.cs
  17. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/SpherizeNode.cs
  18. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/ToggleNode.cs
  19. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/UVPannerNode.cs
  20. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/UVTileNode.cs
  21. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/UVTransform.cs
  22. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/LightweightFastBlinnMasterNode.cs
  23. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/PBRMasterNode.cs
  24. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/UnlitMasterNode.cs
  25. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Adjustment/ChannelMixerNode.cs
  26. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Adjustment/ContrastNode.cs
  27. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Adjustment/HueNode.cs
  28. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Adjustment/LevelsNode.cs
  29. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Adjustment/ReplaceColorNode.cs
  30. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Adjustment/SaturationNode.cs
  31. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Adjustment/WhiteBalanceNode.cs
  32. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Conversion/HSVtoRGBNode.cs
  33. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Conversion/LinearToRGBNode.cs
  34. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Conversion/RGBtoHSVNode.cs
  35. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Conversion/RGBtoLinearNode.cs
  36. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Conversion/RGBtoLuminanceNode.cs
  37. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Filters/ConvolutionFilterNode.cs
  38. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Mask/ChannelMaskNode.cs
  39. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Mask/ColorMaskNode.cs
  40. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Channel/CombineNode.cs
  41. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Channel/FlipNode.cs
  42. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Channel/SplitNode.cs
  43. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Channel/SwizzleNode.cs
  44. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Basic/ColorNode.cs
  45. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Basic/ConstantNode.cs
  46. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Basic/TimeNode.cs
  47. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Basic/Vector1Node.cs
  48. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Basic/Vector2Node.cs
  49. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Basic/Vector3Node.cs
  50. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Basic/Vector4Node.cs
  51. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/BitangentVectorNode.cs
  52. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/NormalVectorNode.cs
  53. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/PositionNode.cs
  54. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/ScreenPositionNode.cs
  55. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/TangentVectorNode.cs
  56. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/UVNode.cs
  57. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/VertexColorNode.cs
  58. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/ViewDirectionNode.cs
  59. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Matrix/Matrix2Node.cs
  60. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Matrix/Matrix3Node.cs
  61. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Matrix/Matrix4Node.cs
  62. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Matrix/TransformationMatrixNode.cs
  63. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Scene/CameraNode.cs
  64. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Scene/LightProbeNode.cs
  65. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Scene/ReflectionProbeNode.cs
  66. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Texture/CubemapAssetNode.cs
  67. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Texture/CubemapNode.cs
  68. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Texture/Delete/CubemapNode.cs
  69. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Texture/Delete/SamplerAssetNode.cs
  70. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Texture/Delete/TextureLODNode.cs
  71. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Texture/SamplerStateNode.cs
  72. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Texture/Texture2DAssetNode.cs
  73. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Texture/Texture2DNode.cs
  74. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Time/SinTimeNode.cs
  75. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Time/TimeNode.cs
  76. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Logic/CustomCodeNode.cs
  77. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Logic/IFNode.cs
  78. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/AbsoluteNode.cs
  79. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/ExponentialNode.cs
  80. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/LengthNode.cs
  81. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/LogNode.cs
  82. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/ModuloNode.cs
  83. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/NegateNode.cs
  84. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/NormalizeNode.cs
  85. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/PosterizeNode.cs
  86. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/ReciprocalNode.cs
  87. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/ReciprocalSquareRootNode.cs
  88. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/AddNode.cs
  89. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/DivideNode.cs
  90. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/MultiplyNode.cs
  91. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/PowerNode.cs
  92. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/SquareRootNode.cs
  93. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/SubtractNode.cs
  94. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Derivative/DDXNode.cs
  95. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Derivative/DDXYNode.cs
  96. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Derivative/DDYNode.cs
  97. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Interpolation/InverseLerpNode.cs
  98. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Interpolation/LerpNode.cs
  99. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Interpolation/SmoothstepNode.cs
  100. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Matrix/MatrixMultiplyByVectorNode.cs

2
MaterialGraphProject/Assets/NewNodes/Editor/ChannelBlendNode.cs


namespace UnityEditor.ShaderGraph
{
/* [Title("Art/ChannelBlend")]
/* [Title("Art", "ChannelBlend")]
public class ChannelBlend : FunctionNInNOut, IGeneratesFunction
{

2
MaterialGraphProject/Assets/NewNodes/Editor/FunctionNAddNode.cs


namespace UnityEditor.ShaderGraph
{
/* [Title("Math/Advanced/Adder")]
/* [Title("Math", "Advanced", "Adder")]
public class AddManyNode : FunctionNInNOut, IGeneratesFunction
{
int m_nodeInputCount = 2;

2
MaterialGraphProject/Assets/NewNodes/Editor/Keep/BlendModeNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Art/BlendMode")]
[Title("Art", "BlendMode")]
public class BlendModeNode : CodeFunctionNode
{
public BlendModeNode()

2
MaterialGraphProject/Assets/NewNodes/Editor/Keep/ColorBalanceNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Art/Adjustments/ColorBalance")]
[Title("Art", "Adjustments", "ColorBalance")]
public class ColorBalanceNode : CodeFunctionNode
{
public ColorBalanceNode()

2
MaterialGraphProject/Assets/NewNodes/Editor/Keep/HeightToNormalNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Utility/Heightmap To Normalmap")]
[Title("Utility", "Heightmap To Normalmap")]
public class HeightToNormalNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV
{
public const int TextureInput = 0;

2
MaterialGraphProject/Assets/NewNodes/Editor/Keep/ParallaxNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("OLD/Parallax")]
[Title("OLD", "Parallax")]
public class ParallaxNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireMeshUV, IMayRequireViewDirection
{
protected const string kInputSlot1ShaderName = "Depth";

4
MaterialGraphProject/Assets/NewNodes/Editor/Keep/UVTriPlanar.cs


namespace UnityEditor.ShaderGraph
{
/* [Title("UV/Tri-Planar Mapping")]
/* [Title("UV", "Tri-Planar Mapping")]
public class UVTriPlanar : FunctionNInNOut, IGeneratesFunction, IMayRequireNormal, IMayRequireWorldPosition
{
private int slot0, slot1, slot2, slot3, slot4, slot5, slot6 = 0;

namespace UnityEditor.ShaderGraph
{
[Title("UV/Tri-Planar Mapping")]
[Title("UV", "Tri-Planar Mapping")]
public class UVTriPlanar : FunctionNInNOut, IGeneratesFunction, IMayRequireNormal, IMayRequireWorldPosition
{
private int slot0, slot1, slot2, slot3, slot4, slot5, slot6 = 0;

2
MaterialGraphProject/Assets/NewNodes/Editor/Kill/AACheckerBoard3dNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("OLD/AACheckerboard3d")]
[Title("OLD", "AACheckerboard3d")]
public class AACheckerboard3dNode : CodeFunctionNode
{
protected override MethodInfo GetFunctionToConvert()

2
MaterialGraphProject/Assets/NewNodes/Editor/Kill/CheckerboardNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("OLD/Checkerboard")]
[Title("OLD", "Checkerboard")]
public class CheckerboardNode : CodeFunctionNode
{
public CheckerboardNode()

2
MaterialGraphProject/Assets/NewNodes/Editor/Kill/GradientRampNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("OLD/Gradient Ramp")]
[Title("OLD", "Gradient Ramp")]
public class GradientRampNode : CodeFunctionNode
{
public GradientRampNode()

2
MaterialGraphProject/Assets/NewNodes/Editor/Kill/LineNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("OLD/Line")]
[Title("OLD", "Line")]
public class LineNode : CodeFunctionNode
{
public LineNode()

2
MaterialGraphProject/Assets/NewNodes/Editor/Kill/MultiLayerParallaxNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("OLD/MultiLayerParallax")]
[Title("OLD", "MultiLayerParallax")]
public class MultiLayerParallaxNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireMeshUV, IMayRequireViewDirection
{
protected const string kInputDepthShaderName = "Depth";

2
MaterialGraphProject/Assets/NewNodes/Editor/Kill/POMNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("OLD/ParallaxOcclusionMapping")]
[Title("OLD", "ParallaxOcclusionMapping")]
public class ParallaxOcclusionMappingNode : CodeFunctionNode
{
protected override MethodInfo GetFunctionToConvert()

2
MaterialGraphProject/Assets/NewNodes/Editor/Kill/PulseNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("OLD/Pulse")]
[Title("OLD", "Pulse")]
public class PulseNode : CodeFunctionNode
{
public PulseNode()

2
MaterialGraphProject/Assets/NewNodes/Editor/Kill/ScatterNode.cs


namespace UnityEditor.ShaderGraph
{
/* [Title("Procedural/Scatter")]
/* [Title("Procedural", "Scatter")]
public class ScatterNode : FunctionNInNOut, IGeneratesFunction
{

2
MaterialGraphProject/Assets/NewNodes/Editor/Kill/SphericalIndentationNode.cs


namespace UnityEditor.ShaderGraph
{
/*
[Title("UV/Spherize 3D")]
[Title("UV", "Spherize 3D")]
public class SphericalIndentationNode : CodeFunctionNode
{
public SphericalIndentationNode()

2
MaterialGraphProject/Assets/NewNodes/Editor/Kill/SpherizeNode.cs


namespace UnityEditor.ShaderGraph
{
/*
[Title("OLD/SpherizeOLD")]
[Title("OLD", "SpherizeOLD")]
public class SpherizeNode : CodeFunctionNode
{
public SpherizeNode()

2
MaterialGraphProject/Assets/NewNodes/Editor/Kill/ToggleNode.cs


namespace UnityEditor.ShaderGraph
{
/* [Title("Input/Toggle")]
/* [Title("Input", "Toggle")]
public class ToggleNode : PropertyNode, IGeneratesBodyCode
{
[SerializeField]

2
MaterialGraphProject/Assets/NewNodes/Editor/Kill/UVPannerNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("OLD/UV Panner")]
[Title("OLD", "UV Panner")]
public class PannerNode : CodeFunctionNode
{
public PannerNode()

2
MaterialGraphProject/Assets/NewNodes/Editor/Kill/UVTileNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("OLD/UV Tile")]
[Title("OLD", "UV Tile")]
public class UVTileNode : CodeFunctionNode
{
public UVTileNode()

2
MaterialGraphProject/Assets/NewNodes/Editor/Kill/UVTransform.cs


namespace UnityEditor.ShaderGraph
{
[Title("OLD/Transform")]
[Title("OLD", "Transform")]
public class UVTransform : CodeFunctionNode
{
[SerializeField]

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/LightweightFastBlinnMasterNode.cs


namespace UnityEditor.ShaderGraph
{
/* [Serializable]
[Title("Master/Lightweight/Fast Blinn")]
[Title("Master", "Lightweight", "Fast Blinn")]
public class LightweightFastBlinnMasterNode : AbstractMasterNode
{
public const string AlbedoSlotName = "Diffuse";

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/PBRMasterNode.cs


namespace UnityEditor.ShaderGraph
{
[Serializable]
[Title("Master/PBR")]
[Title("Master", "PBR")]
public class PBRMasterNode : MasterNode
{
public const string AlbedoSlotName = "Albedo";

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/UnlitMasterNode.cs


namespace UnityEditor.ShaderGraph
{
[Serializable]
[Title("Master/Unlit")]
[Title("Master", "Unlit")]
public class UnlitMasterNode : MasterNode
{
public const string ColorSlotName = "Color";

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Adjustment/ChannelMixerNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Artistic/Adjustment/Channel Mixer")]
[Title("Artistic", "Adjustment", "Channel Mixer")]
public class ChannelMixerNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
{
public ChannelMixerNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Adjustment/ContrastNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Artistic/Adjustment/Contrast")]
[Title("Artistic", "Adjustment", "Contrast")]
public class ContrastNode : CodeFunctionNode
{
public ContrastNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Adjustment/HueNode.cs


Normalized
};
[Title("Artistic/Adjustment/Hue")]
[Title("Artistic", "Adjustment", "Hue")]
public class HueNode : CodeFunctionNode
{
public HueNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Adjustment/LevelsNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Art/Adjustments/Levels")]
[Title("Art", "Adjustments", "Levels")]
public class LevelsNode : CodeFunctionNode
{
public LevelsNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Adjustment/ReplaceColorNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Artistic/Adjustment/Replace Color")]
[Title("Artistic", "Adjustment", "Replace Color")]
public class ReplaceColorNode : CodeFunctionNode
{
public ReplaceColorNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Adjustment/SaturationNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Artistic/Adjustment/Saturation")]
[Title("Artistic", "Adjustment", "Saturation")]
public class SaturationNode : CodeFunctionNode
{
public SaturationNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Adjustment/WhiteBalanceNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Artistic/Adjustment/White Balance")]
[Title("Artistic", "Adjustment", "White Balance")]
public class WhiteBalanceNode : CodeFunctionNode
{
public WhiteBalanceNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Conversion/HSVtoRGBNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Art/Conversion/HSVtoRGB")]
[Title("Art", "Conversion", "HSVtoRGB")]
public class HSVtoRGBNode : CodeFunctionNode
{
public HSVtoRGBNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Conversion/LinearToRGBNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Art/Conversion/LineartoRGB")]
[Title("Art", "Conversion", "LineartoRGB")]
public class LineartoRGBNode : CodeFunctionNode
{
public LineartoRGBNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Conversion/RGBtoHSVNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Art/Conversion/RGBtoHSV")]
[Title("Art", "Conversion", "RGBtoHSV")]
public class RGBtoHSVNode : CodeFunctionNode
{
public RGBtoHSVNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Conversion/RGBtoLinearNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Art/Conversion/RGBtoLinear")]
[Title("Art", "Conversion", "RGBtoLinear")]
public class RGBtoLinearNode : CodeFunctionNode
{
public RGBtoLinearNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Conversion/RGBtoLuminanceNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Art/Conversion/RGBtoLuminance")]
[Title("Art", "Conversion", "RGBtoLuminance")]
public class RGBtoLuminanceNode : CodeFunctionNode
{
public RGBtoLuminanceNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Filters/ConvolutionFilterNode.cs


/*namespace UnityEditor.ShaderGraph
{
[Title("Art/Filters/Convolution")]
[Title("Art", "Filters", "Convolution")]
public class ConvolutionFilterNode : Function2Input, IGeneratesFunction, IGeneratesBodyCode, IMayRequireMeshUV
{
private const string kUVSlotName = "UV";

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Mask/ChannelMaskNode.cs


using System.Reflection;
using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;

Alpha
}
[Title("Artistic/Mask/Channel Mask")]
[Title("Artistic", "Mask", "Channel Mask")]
public class ChannelMaskNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
{
public ChannelMaskNode()

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Mask/ColorMaskNode.cs


using System.Reflection;
using System.Reflection;
[Title("Artistic/Mask/Color Mask")]
[Title("Artistic", "Mask", "Color Mask")]
public class ColorMaskNode : CodeFunctionNode
{
public ColorMaskNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Channel/CombineNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Channel/Combine")]
[Title("Channel", "Combine")]
public class CombineNode : CodeFunctionNode
{
public CombineNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Channel/FlipNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Channel/Flip")]
[Title("Channel", "Flip")]
public class FlipNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
{
public FlipNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Channel/SplitNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Channel/Split")]
[Title("Channel", "Split")]
public class SplitNode : AbstractMaterialNode, IGeneratesBodyCode
{
const string kInputSlotName = "Input";

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Channel/SwizzleNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Channel/Swizzle")]
[Title("Channel", "Swizzle")]
public class SwizzleNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
{
public SwizzleNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Basic/ColorNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Basic/Color")]
[Title("Input", "Basic", "Color")]
public class ColorNode : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Basic/ConstantNode.cs


SQRT2
};
[Title("Input/Basic/Constant")]
[Title("Input", "Basic", "Constant")]
public class ConstantNode : AbstractMaterialNode, IGeneratesBodyCode
{
static Dictionary<ConstantType, float> m_constantList = new Dictionary<ConstantType, float>

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Basic/TimeNode.cs


using UnityEngine;
using UnityEngine;
[Title("Input/Basic/Time")]
[Title("Input", "Basic", "Time")]
public class TimeNode : AbstractMaterialNode, IMayRequireTime
{
private const string kOutputSlotName = "Time";

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Basic/Vector1Node.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Basic/Vector 1")]
[Title("Input", "Basic", "Vector 1")]
public class Vector1Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Basic/Vector2Node.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Basic/Vector 2")]
[Title("Input", "Basic", "Vector 2")]
public class Vector2Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Basic/Vector3Node.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Basic/Vector 3")]
[Title("Input", "Basic", "Vector 3")]
public class Vector3Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Basic/Vector4Node.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Basic/Vector 4")]
[Title("Input", "Basic", "Vector 4")]
public class Vector4Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/BitangentVectorNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Geometry/Bitangent Vector")]
[Title("Input", "Geometry", "Bitangent Vector")]
public class BitangentVectorNode : GeometryNode, IMayRequireBitangent
{
public const int kOutputSlotId = 0;

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/NormalVectorNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Geometry/Normal Vector")]
[Title("Input", "Geometry", "Normal Vector")]
public class NormalVectorNode : GeometryNode, IMayRequireNormal
{
public const int kOutputSlotId = 0;

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/PositionNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Geometry/Position")]
[Title("Input", "Geometry", "Position")]
public class PositionNode : GeometryNode, IMayRequirePosition
{
private const int kOutputSlotId = 0;

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/ScreenPositionNode.cs


Tiled
};
[Title("Input/Geometry/Screen Position")]
[Title("Input", "Geometry", "Screen Position")]
public class ScreenPositionNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireScreenPosition
{
public ScreenPositionNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/TangentVectorNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Geometry/Tangent Vector")]
[Title("Input", "Geometry", "Tangent Vector")]
public class TangentVectorNode : GeometryNode, IMayRequireTangent
{
public const int kOutputSlotId = 0;

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/UVNode.cs


bool RequiresMeshUV(UVChannel channel);
}
[Title("Input/Geometry/UV")]
[Title("Input", "Geometry", "UV")]
public class UVNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV
{
public const int OutputSlotId = 0;

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/VertexColorNode.cs


bool RequiresVertexColor();
}
[Title("Input/Geometry/Vertex Color")]
[Title("Input", "Geometry", "Vertex Color")]
public class VertexColorNode : AbstractMaterialNode, IMayRequireVertexColor
{
private const int kOutputSlotId = 0;

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/ViewDirectionNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Geometry/View Direction")]
[Title("Input", "Geometry", "View Direction")]
public class ViewDirectionNode : GeometryNode, IMayRequireViewDirection
{
private const int kOutputSlotId = 0;

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Matrix/Matrix2Node.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Matrix/Matrix 2x2")]
[Title("Input", "Matrix", "Matrix 2x2")]
public class Matrix2Node : AbstractMaterialNode, IGeneratesBodyCode
{
const int kOutputSlotId = 0;

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Matrix/Matrix3Node.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Matrix/Matrix 3x3")]
[Title("Input", "Matrix", "Matrix 3x3")]
public class Matrix3Node : AbstractMaterialNode, IGeneratesBodyCode
{
const int kOutputSlotId = 0;

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Matrix/Matrix4Node.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Matrix/Matrix 4x4")]
[Title("Input", "Matrix", "Matrix 4x4")]
public class Matrix4Node : AbstractMaterialNode, IGeneratesBodyCode
{
const int kOutputSlotId = 0;

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Matrix/TransformationMatrixNode.cs


WorldToObject
};
[Title("Input/Matrix/Transformation Matrix")]
[Title("Input", "Matrix", "Transformation Matrix")]
public class TransformationMatrixNode : AbstractMaterialNode
{
static Dictionary<TransformationMatrixType, string> m_matrixList = new Dictionary<TransformationMatrixType, string>

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Scene/CameraNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Scene/Camera")]
[Title("Input", "Scene", "Camera")]
public class CameraNode : AbstractMaterialNode
{
private const string kOutputSlotName = "Pos";

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Scene/LightProbeNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Scene/Light Probe")]
[Title("Input", "Scene", "Light Probe")]
public class LightProbeNode : CodeFunctionNode
{
public override bool hasPreview { get { return false; } }

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Scene/ReflectionProbeNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Scene/Reflection Probe")]
[Title("Input", "Scene", "Reflection Probe")]
public class ReflectionProbeNode : CodeFunctionNode
{
public ReflectionProbeNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Texture/CubemapAssetNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Texture/Cubemap Asset")]
[Title("Input", "Texture", "Cubemap Asset")]
public class CubemapAssetNode : AbstractMaterialNode, IPropertyFromNode
{
public const int OutputSlotId = 0;

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Texture/CubemapNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Texture/Cubemap")]
[Title("Input", "Texture", "Cubemap")]
public class CubemapNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireViewDirection, IMayRequireNormal
{
public const int OutputSlotId = 0;

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Texture/Delete/CubemapNode.cs


namespace UnityEditor.ShaderGraph
{
/* [Title("Input/Texture/Cubemap")]
/* [Title("Input", "Texture", "Cubemap")]
public class CubemapNode : PropertyNode, IGeneratesBodyCode, IMayRequireViewDirection, IMayRequireNormal
{
protected const string kUVSlotName = "RefVector";

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Texture/Delete/SamplerAssetNode.cs


namespace UnityEditor.ShaderGraph
{
/* [Title("Input/Texture/Sampler Asset")]
/* [Title("Input", "Texture", "Sampler Asset")]
public class SamplerAssetNode : PropertyNode
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Texture/Delete/TextureLODNode.cs


namespace UnityEditor.ShaderGraph
{
/* [Title("Input/Texture/TextureLOD")]
/* [Title("Input", "Texture", "TextureLOD")]
public class TextureLODNode : PropertyNode, IGeneratesBodyCode, IMayRequireMeshUV
{
protected const string kUVSlotName = "UV";

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Texture/SamplerStateNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Input/Texture/Sampler State")]
[Title("Input", "Texture", "Sampler State")]
public class SamplerStateNode : AbstractMaterialNode
{
[SerializeField]

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Texture/Texture2DAssetNode.cs


using System.Collections.Generic;
using System.Collections.Generic;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;

[Title("Input/Texture/Texture 2D Asset")]
[Title("Input", "Texture", "Texture 2D Asset")]
public class Texture2DAssetNode : AbstractMaterialNode, IPropertyFromNode
{
public const int OutputSlotId = 0;

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Texture/Texture2DNode.cs


Normal
};
[Title("Input/Texture/Texture 2D")]
[Title("Input", "Texture", "Texture 2D")]
public class Texture2DNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV
{
public const int OutputSlotRGBAId = 0;

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Time/SinTimeNode.cs


namespace UnityEditor.ShaderGraph
{
/*
[Title("Input/Time/Sine Time")]
[Title("Input", "Time", "Sine Time")]
public class SinTimeNode : AbstractMaterialNode, IMayRequireTime
{
public SinTimeNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Time/TimeNode.cs


namespace UnityEditor.ShaderGraph
{
/*
[Title("Input/Time/Time")]
[Title("Input", "Time", "Time")]
public class TimeNode : AbstractMaterialNode, IMayRequireTime
{
private const string kOutputSlotName = "Time";

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Logic/CustomCodeNode.cs


namespace UnityEditor.ShaderGraph
{
/* [Title("Logic/CustomCode")]
/* [Title("Logic", "CustomCode")]
public class CustomCodeNode : FunctionNInNOut, IGeneratesFunction
{
[SerializeField] private string m_code;

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Logic/IFNode.cs


namespace UnityEditor.ShaderGraph
{
// PROBABLY USEFUL, BUT BROKEN AT THE MOMENT
// [Title("Logic/If")]
// [Title("Logic", "If")]
// public class IfNode : CodeFunctionNode
// {
// public enum ComparisonOperationType

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/AbsoluteNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Advanced/Absolute")]
[Title("Math", "Advanced", "Absolute")]
public class AbsoluteNode : CodeFunctionNode
{
public AbsoluteNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/ExponentialNode.cs


Base2
};
[Title("Math/Advanced/Exponential")]
[Title("Math", "Advanced", "Exponential")]
public class ExponentialNode : CodeFunctionNode
{
public ExponentialNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/LengthNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Advanced/Length")]
[Title("Math", "Advanced", "Length")]
public class LengthNode : CodeFunctionNode
{
public LengthNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/LogNode.cs


Base10
};
[Title("Math/Advanced/Log")]
[Title("Math", "Advanced", "Log")]
public class LogNode : CodeFunctionNode
{
public LogNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/ModuloNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Advanced/Modulo")]
[Title("Math", "Advanced", "Modulo")]
public class ModuloNode : CodeFunctionNode
{
public ModuloNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/NegateNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Advanced/Negate")]
[Title("Math", "Advanced", "Negate")]
public class NegateNode : CodeFunctionNode
{
public NegateNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/NormalizeNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Advanced/Normalize")]
[Title("Math", "Advanced", "Normalize")]
class NormalizeNode : CodeFunctionNode
{
public NormalizeNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/PosterizeNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Advanced/Posterize")]
[Title("Math", "Advanced", "Posterize")]
class PosterizeNode : CodeFunctionNode
{
public PosterizeNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/ReciprocalNode.cs


Fast
};
[Title("Math/Advanced/Reciprocal")]
[Title("Math", "Advanced", "Reciprocal")]
public class ReciprocalNode : CodeFunctionNode
{
public ReciprocalNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/ReciprocalSquareRootNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Advanced/Reciprocal Square Root")]
[Title("Math", "Advanced", "Reciprocal Square Root")]
public class ReciprocalSquareRootNode : CodeFunctionNode
{
public ReciprocalSquareRootNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/AddNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Basic/Add")]
[Title("Math", "Basic", "Add")]
public class AddNode : CodeFunctionNode
{
public AddNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/DivideNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Basic/Divide")]
[Title("Math", "Basic", "Divide")]
public class DivideNode : CodeFunctionNode
{
public DivideNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/MultiplyNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Basic/Multiply")]
[Title("Math", "Basic", "Multiply")]
public class MultiplyNode : CodeFunctionNode
{
public MultiplyNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/PowerNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Basic/Power")]
[Title("Math", "Basic", "Power")]
public class PowerNode : CodeFunctionNode
{
public PowerNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/SquareRootNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Basic/Square Root")]
[Title("Math", "Basic", "Square Root")]
public class SquareRootNode : CodeFunctionNode
{
public SquareRootNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/SubtractNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Basic/Subtract")]
[Title("Math", "Basic", "Subtract")]
class SubtractNode : CodeFunctionNode
{
public SubtractNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Derivative/DDXNode.cs


Fine
};
[Title("Math/Derivative/DDX")]
[Title("Math", "Derivative", "DDX")]
public class DDXNode : CodeFunctionNode
{
public DDXNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Derivative/DDXYNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Derivative/DDXY")]
[Title("Math", "Derivative", "DDXY")]
public class DDXYNode : CodeFunctionNode
{
public DDXYNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Derivative/DDYNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Derivative/DDY")]
[Title("Math", "Derivative", "DDY")]
public class DDYNode : CodeFunctionNode
{
public DDYNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Interpolation/InverseLerpNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Interpolation/Inverse Lerp")]
[Title("Math", "Interpolation", "Inverse Lerp")]
public class InverseLerpNode : CodeFunctionNode
{
public InverseLerpNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Interpolation/LerpNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Interpolation/Lerp")]
[Title("Math", "Interpolation", "Lerp")]
public class LerpNode : CodeFunctionNode
{
public LerpNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Interpolation/SmoothstepNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Interpolation/Smoothstep")]
[Title("Math", "Interpolation", "Smoothstep")]
class SmoothstepNode : CodeFunctionNode
{
public SmoothstepNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Matrix/MatrixMultiplyByVectorNode.cs


namespace UnityEditor.ShaderGraph
{
[Title("Math/Matrix/MultiplyMatrixByVector")]
[Title("Math", "Matrix", "MultiplyMatrixByVector")]
public class MatrixMultiplyByVectorNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
{
protected const string kInputSlot1ShaderName = "Input1";

部分文件因为文件数量过多而无法显示

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