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Merge branch 'hackweek2017' of https://github.com/stramit/MaterialGraph into hackweek2017
/main
Merge branch 'hackweek2017' of https://github.com/stramit/MaterialGraph into hackweek2017
/main
Matt Dean
8 年前
当前提交
423d104b
共有 3 个文件被更改,包括 121 次插入 和 29 次删除
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34MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/UV/CartesianToPolarNode.cs
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104MaterialGraphProject/Assets/Brandon/NoiseNode.cs
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12MaterialGraphProject/Assets/Brandon/NoiseNode.cs.meta
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namespace UnityEngine.MaterialGraph |
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{ |
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[Title("Input/Procedural/Noise Node")] |
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public class NoiseNode : Function1Input, IGeneratesFunction |
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{ |
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public NoiseNode() |
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{ |
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name = "NoiseNode"; |
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} |
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protected override string GetFunctionName() |
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{ |
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return "unity_noise_" + precision; |
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} |
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protected override string GetInputSlotName() |
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{ |
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return "UV"; |
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} |
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protected override MaterialSlot GetInputSlot() |
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{ |
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return new MaterialSlot(InputSlotId, GetInputSlotName(), kInputSlotShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero); |
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} |
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protected override MaterialSlot GetOutputSlot() |
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{ |
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return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, UnityEngine.Graphing.SlotType.Output, SlotValueType.Vector1, Vector2.zero); |
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} |
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public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) |
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{ |
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var outputString = new ShaderGenerator(); |
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outputString.AddShaderChunk("inline float unity_randomValue (float2 uv)", false); |
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outputString.AddShaderChunk("{", false); |
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outputString.Indent(); |
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outputString.AddShaderChunk("return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453);", false); |
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outputString.Deindent(); |
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outputString.AddShaderChunk("}", false); |
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outputString.AddShaderChunk("inline float unity_interpolate (float a, float b, float t)", false); |
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outputString.AddShaderChunk("{", false); |
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outputString.Indent(); |
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outputString.AddShaderChunk("return (1.0-t)*a + (t*b);", false); |
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outputString.Deindent(); |
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outputString.AddShaderChunk("}", false); |
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outputString.AddShaderChunk("inline float unity_valueNoise (float2 uv)", false); |
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outputString.AddShaderChunk("{", false); |
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outputString.Indent(); |
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outputString.AddShaderChunk("float2 i = floor(uv);", false); |
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outputString.AddShaderChunk("float2 f = frac(uv);", false); |
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outputString.AddShaderChunk("f = f * f * (3.0 - 2.0 * f);", false); |
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outputString.AddShaderChunk("uv = abs(frac(uv) - 0.5);", false); |
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outputString.AddShaderChunk("float2 c0 = i + float2(0.0, 0.0);", false); |
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outputString.AddShaderChunk("float2 c1 = i + float2(1.0, 0.0);", false); |
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outputString.AddShaderChunk("float2 c2 = i + float2(0.0, 1.0);", false); |
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outputString.AddShaderChunk("float2 c3 = i + float2(1.0, 1.0);", false); |
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outputString.AddShaderChunk("float r0 = unity_randomValue(c0);", false); |
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outputString.AddShaderChunk("float r1 = unity_randomValue(c1);", false); |
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outputString.AddShaderChunk("float r2 = unity_randomValue(c2);", false); |
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outputString.AddShaderChunk("float r3 = unity_randomValue(c3);", false); |
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outputString.AddShaderChunk("float bottomOfGrid = unity_interpolate(r0, r1, f.x);", false); |
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outputString.AddShaderChunk("float topOfGrid = unity_interpolate(r2, r3, f.x);", false); |
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outputString.AddShaderChunk("float t = unity_interpolate(bottomOfGrid, topOfGrid, f.y);", false); |
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outputString.AddShaderChunk("return t;", false); |
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outputString.Deindent(); |
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outputString.AddShaderChunk("}", false); |
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outputString.AddShaderChunk(GetFunctionPrototype("uv"), false); |
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outputString.AddShaderChunk("{", false); |
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outputString.Indent(); |
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outputString.AddShaderChunk("float t = 0.0;", false); |
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outputString.AddShaderChunk("for(int i = 0; i < 3; i++)", false); |
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outputString.AddShaderChunk("{", false); |
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outputString.Indent(); |
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outputString.AddShaderChunk("float freq = pow(2.0, float(i));", false); |
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outputString.AddShaderChunk("float amp = pow(0.5, float(3-i));", false); |
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outputString.AddShaderChunk("t += unity_valueNoise(float2(uv.x/freq, uv.y/freq))*amp;", false); |
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outputString.Deindent(); |
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outputString.AddShaderChunk("}", false); |
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outputString.AddShaderChunk("return t;", false); |
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outputString.Deindent(); |
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outputString.AddShaderChunk("}", false); |
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visitor.AddShaderChunk(outputString.GetShaderString(0), true); |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 6e05bd4324babff4498e856ab63b993c |
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timeCreated: 1495526233 |
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licenseType: Pro |
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MonoImporter: |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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