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Removed unused property values.

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bfogerty 8 年前
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1edaa84a
共有 1 个文件被更改,包括 5 次插入29 次删除
  1. 34
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/UV/CartesianToPolarNode.cs

34
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/UV/CartesianToPolarNode.cs


namespace UnityEngine.MaterialGraph
{
[Title("UV/Cartesian To Polar")]
public class CartesianToPolarNode : Function3Input, IGeneratesFunction
public class CartesianToPolarNode : Function1Input, IGeneratesFunction
{
public CartesianToPolarNode()
{

return "unity_cartesiantopolar_" + precision;
}
protected override string GetInputSlot1Name()
protected override string GetInputSlotName()
protected override string GetInputSlot2Name()
{
return "HorizontalTileScale";
}
protected override string GetInputSlot3Name()
{
return "VerticalTileScale";
}
protected override MaterialSlot GetInputSlot1()
{
return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
}
protected override MaterialSlot GetInputSlot2()
protected override MaterialSlot GetInputSlot()
return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector1, Vector4.zero);
}
protected override MaterialSlot GetInputSlot3()
{
return new MaterialSlot(InputSlot3Id, GetInputSlot3Name(), kInputSlot3ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector1, Vector4.zero);
}
protected override MaterialSlot GetOutputSlot()
{
return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, UnityEngine.Graphing.SlotType.Output, SlotValueType.Vector2, Vector2.zero);
return new MaterialSlot(InputSlotId, GetInputSlotName(), kInputSlotShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
outputString.AddShaderChunk(GetFunctionPrototype("uv", "horizontalTileScale", "verticalTileScale"), false);
outputString.AddShaderChunk(GetFunctionPrototype("uv"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("float radius = length(uv);", false);

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