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Menu Reorg: Art & Levels

/main
Matt Dean 8 年前
当前提交
4eca4e2f
共有 54 个文件被更改,包括 124 次插入135 次删除
  1. 2
      MaterialGraphProject/Assets/TestGraph.ShaderGraph
  2. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/MaterialGraphPresenter.cs
  3. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/LevelsNodePresenter.cs
  4. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/HelperShader.shader.meta
  5. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/HSVtoRGBNode.cs
  6. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/HueNode.cs
  7. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoHSVNode.cs
  8. 6
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/ContrastNode.cs
  9. 6
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoLuminanceNode.cs
  10. 6
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/SaturationNode.cs
  11. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/LinearToRGBNode.cs
  12. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoLinearNode.cs
  13. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Normal/UnpackNormalNode.cs
  14. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Legacy/LegacyBlendNode.cs
  15. 10
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/LevelsNode.cs
  16. 9
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art.meta
  17. 9
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Legacy.meta
  18. 9
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Normal.meta
  19. 9
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments.meta
  20. 9
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion.meta
  21. 48
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Normal/BlendNormalNode.cs
  22. 44
      MaterialGraphProject/Assets/Matt/Desaturate.cs
  23. 12
      MaterialGraphProject/Assets/Matt/Desaturate.cs.meta
  24. 48
      MaterialGraphProject/Assets/Matt/NormalBlend.cs
  25. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/LevelsNodePresenter.cs.meta
  26. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/LevelsNodePresenter.cs
  27. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/HSVtoRGBNode.cs
  28. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/HSVtoRGBNode.cs.meta
  29. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/HueNode.cs
  30. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/HueNode.cs.meta
  31. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoHSVNode.cs
  32. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoHSVNode.cs.meta
  33. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/ContrastNode.cs
  34. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Normal/BlendNormalNode.cs.meta
  35. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoLuminanceNode.cs
  36. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoLuminanceNode.cs.meta
  37. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/SaturationNode.cs
  38. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/SaturationNode.cs.meta
  39. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/ContrastNode.cs.meta
  40. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/LinearToRGBNode.cs
  41. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/LinearToRGBNode.cs.meta
  42. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoLinearNode.cs
  43. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoLinearNode.cs.meta
  44. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Normal/UnpackNormalNode.cs.meta
  45. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Normal/UnpackNormalNode.cs
  46. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Legacy/LegacyBlendNode.cs
  47. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Legacy/LegacyBlendNode.cs.meta
  48. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/LevelsNode.cs
  49. 0
      /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/LevelsNode.cs.meta

2
MaterialGraphProject/Assets/TestGraph.ShaderGraph
文件差异内容过多而无法显示
查看文件

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/MaterialGraphPresenter.cs


typeMapper[typeof(MasterRemapInputNode)] = typeof(RemapInputNodePresenter);
typeMapper[typeof(AbstractSubGraphIONode)] = typeof(SubgraphIONodePresenter);
typeMapper[typeof(AbstractSurfaceMasterNode)] = typeof(SurfaceMasterPresenter);
typeMapper[typeof(LevelNode)] = typeof(LevelNodePresenter);
typeMapper[typeof(LevelsNode)] = typeof(LevelsNodePresenter);
typeMapper[typeof(ConstantsNode)] = typeof(ConstantsNodePresenter);
typeMapper[typeof(SwizzleNode)] = typeof(SwizzleNodePresenter);
typeMapper[typeof(BlendModeNode)] = typeof(BlendModeNodePresenter);

8
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/LevelsNodePresenter.cs


namespace UnityEditor.MaterialGraph.Drawing
{
class LevelControlPresenter : GraphControlPresenter
class LevelsControlPresenter : GraphControlPresenter
var tNode = node as LevelNode;
var tNode = node as LevelsNode;
if (tNode == null)
return;

}
[Serializable]
public class LevelNodePresenter : PropertyNodePresenter
public class LevelsNodePresenter : PropertyNodePresenter
var instance = CreateInstance<LevelControlPresenter>();
var instance = CreateInstance<LevelsControlPresenter>();
instance.Initialize(node);
return new List<GraphElementPresenter>(base.GetControlData()) { instance };
}

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/HelperShader.shader.meta


fileFormatVersion: 2
guid: 9ab5e16c2083a4fe689209a8c1ae425e
timeCreated: 1495526268
timeCreated: 1495532053
licenseType: Pro
ShaderImporter:
defaultTextures: []

2
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/HSVtoRGBNode.cs


namespace UnityEngine.MaterialGraph
{
[Title ("Math/Color/HSVtoRGB")]
[Title ("Art/Conversion/HSVtoRGB")]
public class HSVtoRGBNode : Function1Input, IGeneratesFunction
{
public HSVtoRGBNode ()

2
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/HueNode.cs


namespace UnityEngine.MaterialGraph
{
[Title("Math/Color/Hue")]
[Title("Art/Adjustments/Hue")]
public class HueNode : Function1Input, IGeneratesFunction
{
public HueNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoHSVNode.cs


namespace UnityEngine.MaterialGraph
{
[Title ("Math/Color/RGBtoHSV")]
[Title ("Art/Conversion/RGBtoHSV")]
public class RGBtoHSVNode : Function1Input, IGeneratesFunction
{
public RGBtoHSVNode ()

6
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/ContrastNode.cs


namespace UnityEngine.MaterialGraph
{
[Title ("Math/Color/Contrast")]
public class Contrast : Function3Input, IGeneratesFunction
[Title ("Art/Adjustments/Contrast")]
public class ContrastNode : Function3Input, IGeneratesFunction
public Contrast()
public ContrastNode()
{
name = "Contrast";
}

6
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoLuminanceNode.cs


namespace UnityEngine.MaterialGraph
{
[Title ("Math/Color/RGBtoLuminance")]
public class RGBtoLuminance : Function1Input, IGeneratesFunction
[Title ("Art/Conversion/RGBtoLuminance")]
public class RGBtoLuminanceNode : Function1Input, IGeneratesFunction
public RGBtoLuminance()
public RGBtoLuminanceNode()
{
name = "RGBtoLuminance";
}

6
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/SaturationNode.cs


namespace UnityEngine.MaterialGraph
{
[Title ("Math/Color/Saturation")]
public class Saturation : Function2Input, IGeneratesFunction
[Title ("Art/Adjustments/Saturation")]
public class SaturationNode : Function2Input, IGeneratesFunction
public Saturation()
public SaturationNode()
{
name = "Saturation";
}

2
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/LinearToRGBNode.cs


namespace UnityEngine.MaterialGraph
{
[Title ("Math/Color/LineartoRGB")]
[Title ("Art/Conversion/LineartoRGB")]
public class LineartoRGBNode : Function1Input, IGeneratesFunction
{
public LineartoRGBNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoLinearNode.cs


namespace UnityEngine.MaterialGraph
{
[Title ("Math/Color/RGBtoLinear")]
[Title ("Art/Conversion/RGBtoLinear")]
public class RGBtoLinearNode : Function1Input, IGeneratesFunction
{
public RGBtoLinearNode()

2
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Normal/UnpackNormalNode.cs


namespace UnityEngine.MaterialGraph
{
[Title("Channel/Unpack Normal")]
[Title("Normal/Unpack Normal")]
internal class UnpackNormalNode : Function1Input
{
public UnpackNormalNode()

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Legacy/LegacyBlendNode.cs


namespace UnityEngine.MaterialGraph
{
[Title("Art/Blend Node")]
public class BlendNode : Function2Input, IGeneratesFunction
[Title("Legacy/Blend")]
public class LegacyBlendNode : Function2Input, IGeneratesFunction
public BlendNode()
public LegacyBlendNode()
name = "BlendNode";
name = "Blend";
}
public enum Operation

10
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/LevelsNode.cs


namespace UnityEngine.MaterialGraph
{
[Title("Range/Level Node")]
public class LevelNode : Function1Input, IGeneratesFunction
[Title("Art/Adjustments/Levels")]
public class LevelsNode : Function1Input, IGeneratesFunction
{
[SerializeField]
private float m_InputMin = 0.0f;

}
}
public LevelNode()
public LevelsNode()
name = "LevelNode";
name = "Levels";
return "unity_level_" + precision;
return "unity_levels_" + precision;
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)

9
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art.meta


fileFormatVersion: 2
guid: 8ee6f8ab31f6bf349a63fdd21fc88664
folderAsset: yes
timeCreated: 1495532491
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

9
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Legacy.meta


fileFormatVersion: 2
guid: eb0cb153896a18c4ebb6d116283dfda4
folderAsset: yes
timeCreated: 1495532221
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

9
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Normal.meta


fileFormatVersion: 2
guid: 8443203ba8104ff4bb0a6a0ed978034e
folderAsset: yes
timeCreated: 1495532369
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

9
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments.meta


fileFormatVersion: 2
guid: 75cc6d701e07fe246ba5377a454f74c4
folderAsset: yes
timeCreated: 1495532497
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

9
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion.meta


fileFormatVersion: 2
guid: 9134a2b351ed9f140bfbb2d46f9075b5
folderAsset: yes
timeCreated: 1495532965
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

48
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Normal/BlendNormalNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Normal/Blend Normal")]
public class BlendNormalNode : Function2Input, IGeneratesFunction
{
public BlendNormalNode()
{
name = "BlendNormal";
}
protected override string GetFunctionName()
{
return "unity_blendnormal_" + precision;
}
protected override MaterialSlot GetInputSlot1()
{
return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero);
}
protected override MaterialSlot GetInputSlot2()
{
return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero);
}
protected override MaterialSlot GetOutputSlot()
{
return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector3, Vector4.zero);
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk(GetFunctionPrototype("arg1", "arg2"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("return normalize("+precision+"3(arg1.rg + arg2.rg, arg1.b * arg2.b));", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}

44
MaterialGraphProject/Assets/Matt/Desaturate.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Color/Desaturate")]
public class DesaturateNode : Function1Input, IGeneratesFunction
{
public DesaturateNode()
{
name = "Desaturate";
}
protected override string GetFunctionName()
{
return "unity_desaturate_" + precision;
}
protected override MaterialSlot GetInputSlot()
{
return new MaterialSlot(InputSlotId, GetInputSlotName(), kInputSlotShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero);
}
protected override MaterialSlot GetOutputSlot()
{
return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector3, Vector4.zero);
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk(GetFunctionPrototype("arg1"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk(precision+" intensity = "+precision+" (arg1.r * 0.3 + arg1.g * 0.59 + arg1.b * 0.11);", false);
outputString.AddShaderChunk("return " + precision + "3(intensity, intensity, intensity);", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}

12
MaterialGraphProject/Assets/Matt/Desaturate.cs.meta


fileFormatVersion: 2
guid: f34ce9f9ea429ef438e7825d66ede62f
timeCreated: 1490780593
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

48
MaterialGraphProject/Assets/Matt/NormalBlend.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Art/Normal Blend")]
public class NormalBlendNode : Function2Input, IGeneratesFunction
{
public NormalBlendNode()
{
name = "Normal Blend";
}
protected override string GetFunctionName()
{
return "unity_normalblend_" + precision;
}
protected override MaterialSlot GetInputSlot1()
{
return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero);
}
protected override MaterialSlot GetInputSlot2()
{
return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero);
}
protected override MaterialSlot GetOutputSlot()
{
return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector3, Vector4.zero);
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk(GetFunctionPrototype("arg1", "arg2"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("return normalize("+precision+"3(arg1.rg + arg2.rg, arg1.b * arg2.b));", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}

/MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/LevelNodePresenter.cs.meta → /MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/LevelsNodePresenter.cs.meta

/MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/LevelNodePresenter.cs → /MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/LevelsNodePresenter.cs

/MaterialGraphProject/Assets/Matt&Andre/HSVtoRGBNode.cs → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/HSVtoRGBNode.cs

/MaterialGraphProject/Assets/Matt&Andre/HSVtoRGBNode.cs.meta → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/HSVtoRGBNode.cs.meta

/MaterialGraphProject/Assets/Matt&Andre/HueNode.cs → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/HueNode.cs

/MaterialGraphProject/Assets/Matt&Andre/HueNode.cs.meta → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/HueNode.cs.meta

/MaterialGraphProject/Assets/Matt&Andre/RGBtoHSVNode.cs → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoHSVNode.cs

/MaterialGraphProject/Assets/Matt&Andre/RGBtoHSVNode.cs.meta → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoHSVNode.cs.meta

/MaterialGraphProject/Assets/Matt/Contrast.cs → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/ContrastNode.cs

/MaterialGraphProject/Assets/Matt/NormalBlend.cs.meta → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Normal/BlendNormalNode.cs.meta

/MaterialGraphProject/Assets/Matt/RGBtoLuminance.cs → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoLuminanceNode.cs

/MaterialGraphProject/Assets/Matt/RGBtoLuminance.cs.meta → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoLuminanceNode.cs.meta

/MaterialGraphProject/Assets/Matt/Saturation.cs → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/SaturationNode.cs

/MaterialGraphProject/Assets/Matt/Saturation.cs.meta → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/SaturationNode.cs.meta

/MaterialGraphProject/Assets/Matt/Contrast.cs.meta → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/ContrastNode.cs.meta

/MaterialGraphProject/Assets/Matt/LinearToRGB.cs → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/LinearToRGBNode.cs

/MaterialGraphProject/Assets/Matt/LinearToRGB.cs.meta → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/LinearToRGBNode.cs.meta

/MaterialGraphProject/Assets/Matt/RGBtoLinear.cs → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoLinearNode.cs

/MaterialGraphProject/Assets/Matt/RGBtoLinear.cs.meta → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Conversion/RGBtoLinearNode.cs.meta

/MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Channel/UnpackNormalNode.cs.meta → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Normal/UnpackNormalNode.cs.meta

/MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Channel/UnpackNormalNode.cs → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Normal/UnpackNormalNode.cs

/MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/BlendNode.cs → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Legacy/LegacyBlendNode.cs

/MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/BlendNode.cs.meta → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Legacy/LegacyBlendNode.cs.meta

/MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/LevelNode.cs → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/LevelsNode.cs

/MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/LevelNode.cs.meta → /MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Art/Adjustments/LevelsNode.cs.meta

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