浏览代码

[shader graph]Refactor

-namespace UnityEditor.Graphs.Material
+namespace UnityEditor.MaterialGraph
/main
Tim Cooper 9 年前
当前提交
53f95972
共有 76 个文件被更改,包括 111 次插入77 次删除
  1. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/AssetCallbacks/CreateShaderGraph.cs
  2. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/AssetCallbacks/CreateShaderSubGraph.cs
  3. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/BaseMaterialGraph.cs
  4. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/BaseMaterialGraphGUI.cs
  5. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Editors/BaseMaterialNodeEditor.cs
  6. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Editors/MaterialGraphEditor.cs
  7. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Editors/PropertyNodeEditor.cs
  8. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Light/BaseLightFunction.cs
  9. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Light/SimpleSpecularFunction.cs
  10. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Light/WrapLambertFunction.cs
  11. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/MaterialGraph.cs
  12. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/MaterialGraphGUI.cs
  13. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/MaterialOptions.cs
  14. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/MaterialSubGraph.cs
  15. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/MaterialSubGraphGUI.cs
  16. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/MaterialWindow.cs
  17. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/AbsoluteNode.cs
  18. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/AddNode.cs
  19. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/BaseMaterialNode.cs
  20. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/BlendNode.cs
  21. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/ClampNode.cs
  22. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/ColorNode.cs
  23. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/ColorizeNode.cs
  24. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/CombineNode.cs
  25. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/DivNode.cs
  26. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/DotNode.cs
  27. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/Extensions.cs
  28. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/FresnelNode.cs
  29. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/Function1Input.cs
  30. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/Function2Input.cs
  31. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/Function3Input.cs
  32. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/FunctionMultiInput.cs
  33. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/KaleidoscopeNode.cs
  34. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/LengthNode.cs
  35. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/LerpNode.cs
  36. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/MandelbrotNode.cs
  37. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/MaxNode.cs
  38. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/MinNode.cs
  39. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/MultiplyNode.cs
  40. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/NormalNode.cs
  41. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/NormalizeNode.cs
  42. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/PerlinNode.cs
  43. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/PixelShaderNode.cs
  44. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/PowerNode.cs
  45. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/PropertyNode.cs
  46. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/QuantizeNode.cs
  47. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/ReflectNode.cs
  48. 4
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/ScreenPosNode.cs
  49. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SinNode.cs
  50. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SinTimeNode.cs
  51. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SlotDefaultValue.cs
  52. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SmoothStepNode.cs
  53. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SplatNode.cs
  54. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SubGraphIOBaseNode.cs
  55. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SubGraphInputsNode.cs
  56. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SubGraphNode.cs
  57. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SubGraphOutputsNode.cs
  58. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SubtractNode.cs
  59. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SwizzleNode.cs
  60. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/TextureNode.cs
  61. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/TimeNode.cs
  62. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/UVNode.cs
  63. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/UnpackNormalNode.cs
  64. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/Vector4Node.cs
  65. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/ViewDirectionNode.cs
  66. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/WorldPosNode.cs
  67. 4
      UnityProject/Assets/UnityShaderEditor/Editor/Source/PixelGraph.cs
  68. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Prop/ColorProperty.cs
  69. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Prop/MaterialProperties.cs
  70. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Prop/ShaderProperty.cs
  71. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Prop/TextureProperty.cs
  72. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Prop/VectorProperty.cs
  73. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Util/Interfaces.cs
  74. 3
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Util/NodeUtils.cs
  75. 2
      UnityProject/Assets/UnityShaderEditor/Editor/Source/Util/ShaderGenerator.cs
  76. 2
      UnityProject/Assets/UnityShaderEditor/Graphs/GlowMud.ShaderGraph

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/AssetCallbacks/CreateShaderGraph.cs


using System.IO;
using UnityEditor.ProjectWindowCallback;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public class CreateShaderGraph : EndNameEditAction
{

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/AssetCallbacks/CreateShaderSubGraph.cs


using System.IO;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
/*public class CreateShaderSubGraph : EndNameEditActionCallback
{

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/BaseMaterialGraph.cs


using System.Collections.Generic;
using System.Linq;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public interface IGenerateGraphProperties
{

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/BaseMaterialGraphGUI.cs


using System;
using UnityEngine;
using System.Reflection;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
abstract class BaseMaterialGraphGUI : GraphGUI
{

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Editors/BaseMaterialNodeEditor.cs


using System;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[CustomEditor(typeof(BaseMaterialNode), true)]
class BaseMaterialNodeEditor : Editor

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Editors/MaterialGraphEditor.cs


using UnityEditorInternal;
using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[CustomEditor(typeof (MaterialGraph), true)]
internal class MaterialGraphEditor : Editor

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Editors/PropertyNodeEditor.cs


using System.Collections.Generic;
using System.Linq;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[CustomEditor(typeof(PropertyNode), true)]
class PropertyNodeEditor : Editor

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Light/BaseLightFunction.cs


using System.Collections.Generic;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public abstract class BaseLightFunction
{

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Light/SimpleSpecularFunction.cs


using System;
using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
class SimpleSpecularFunction : BaseLightFunction
{

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Light/WrapLambertFunction.cs


using System;
using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
class WrapLambertFunction : BaseLightFunction
{

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/MaterialGraph.cs


using System.Linq;
using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public class MaterialGraph : ScriptableObject, IGenerateGraphProperties
{

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/MaterialGraphGUI.cs


using UnityEngine;
using System.Linq;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
class MaterialGraphGUI : BaseMaterialGraphGUI
{

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/MaterialOptions.cs


using System;
using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public class MaterialOptions : ScriptableObject
{

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/MaterialSubGraph.cs


using System.Collections.Generic;
using System.Linq;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public class MaterialSubGraph : BaseMaterialGraph, IGeneratesVertexToFragmentBlock, IGeneratesFunction, IGeneratesVertexShaderBlock, IGenerateProperties
{

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/MaterialSubGraphGUI.cs


using System.IO;
using UnityEngine;
using System.Reflection;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
class MaterialSubGraphGUI : BaseMaterialGraphGUI
{

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/MaterialWindow.cs


using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
class MaterialWindow : EditorWindow
{

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/AbsoluteNode.cs


namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/Absolute Node")]
class AbsoluteNode : Function1Input, IGeneratesFunction

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/AddNode.cs


using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/Add Node")]
class AddNode : FunctionMultiInput, IGeneratesFunction

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/BaseMaterialNode.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[AttributeUsage(AttributeTargets.Field | AttributeTargets.Property | AttributeTargets.Method | AttributeTargets.Class | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue)]
public class TitleAttribute : Attribute

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/BlendNode.cs


using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Art/Blend Node")]
class BlendNode : Function2Input, IGeneratesFunction

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/ClampNode.cs


namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/Clamp Node")]
class ClampNode : Function3Input, IGeneratesFunction

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/ColorNode.cs


using System;
using System.Linq;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Generate/Color Node")]
class ColorNode : PropertyNode, IGeneratesBodyCode

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/ColorizeNode.cs


using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Art/Colorize Node")]
class ColorizeNode : Function1Input, IGeneratesFunction

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/CombineNode.cs


using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Art/Combine Node")]
class CombineNode : Function2Input, IGeneratesFunction

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/DivNode.cs


namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/Div Node")]
class DivNode : Function2Input, IGeneratesFunction

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/DotNode.cs


namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/Dot Node")]
class DotNode : Function2Input

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/Extensions.cs


using System.Collections.Generic;
using System.Linq;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
internal static class Extensions
{

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/FresnelNode.cs


namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/Fresnel Node")]
class FresnelNode : Function2Input, IGeneratesFunction

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/Function1Input.cs


using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
abstract class Function1Input : BaseMaterialNode, IGeneratesBodyCode
{

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/Function2Input.cs


using System.Linq;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
abstract class Function2Input : BaseMaterialNode, IGeneratesBodyCode
{

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/Function3Input.cs


using System.Linq;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
abstract class Function3Input : BaseMaterialNode, IGeneratesBodyCode
{

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/FunctionMultiInput.cs


using System.Linq;
using UnityEngine;
using System.Collections.Generic;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
abstract class FunctionMultiInput : BaseMaterialNode, IGeneratesBodyCode
{

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/KaleidoscopeNode.cs


using System;
using System.Linq;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Fractal/Kaleidoscope Node")]
class KaleidoscopeNode : BaseMaterialNode, IGeneratesFunction, IGeneratesBodyCode

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/LengthNode.cs


namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/Length Node")]
class LengthNode : Function1Input

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/LerpNode.cs


namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/Lerp Node")]
class LerpNode : Function3Input, IGeneratesFunction

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/MandelbrotNode.cs


using System;
using System.Linq;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Fractal/Mandelbrot Node")]
class MandelbrotNode : BaseMaterialNode, IGeneratesFunction, IGeneratesBodyCode

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/MaxNode.cs


namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/Maximum Node")]
class MaximumNode : Function2Input

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/MinNode.cs


namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/Minimum Node")]
class MinimumNode : Function2Input

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/MultiplyNode.cs


using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/Multiply Node")]
class MultiplyNode : FunctionMultiInput, IGeneratesFunction

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/NormalNode.cs


using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Input/Normal Node")]
public class NormalNode : BaseMaterialNode

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/NormalizeNode.cs


namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/Normalize Node")]
class NormalizeNode : Function1Input

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/PerlinNode.cs


using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Fractal/Perlin Node")]
class PerlinNode : TextureNode, IGeneratesFunction, IGeneratesBodyCode

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/PixelShaderNode.cs


using System.Linq;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Output/Pixel Shader")]
class PixelShaderNode : BaseMaterialNode, IGeneratesBodyCode

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/PowerNode.cs


using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/Power Node")]
class PowerNode : Function2Input

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/PropertyNode.cs


using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public abstract class PropertyNode : BaseMaterialNode, IGenerateProperties
{

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/QuantizeNode.cs


namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/Quantize Node")]
class QuantizeNode : Function2Input, IGeneratesFunction

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/ReflectNode.cs


using System;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/Reflect Node")]
class ReflectNode : Function2Input, IGeneratesFunction

4
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/ScreenPosNode.cs


namespace UnityEditor.Graphs.Material
using UnityEditor.Graphs;
namespace UnityEditor.MaterialGraph
{
[Title("Input/Screen Pos Node")]
public class ScreenPosNode : BaseMaterialNode, IGeneratesVertexToFragmentBlock

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SinNode.cs


namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/Sin Node")]
class SinNode : Function1Input

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SinTimeNode.cs


using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Time/Sin Time Node")]
public class SinTimeNode : BaseMaterialNode, IRequiresTime

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SlotDefaultValue.cs


using System;
using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
/* public static class SlotExtensions
{

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SmoothStepNode.cs


namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/SmoothStep Node")]
class SmoothStepNode : Function3Input, IGeneratesFunction

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SplatNode.cs


using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Channels/Splat Node")]
class SplatNode : Function1Input

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SubGraphIOBaseNode.cs


using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public class SubGraphIOBaseNode : BaseMaterialNode
{

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SubGraphInputsNode.cs


using UnityEngine;
using System.Collections.Generic;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public class SubGraphInputsNode : SubGraphIOBaseNode, IGenerateProperties
{

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SubGraphNode.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Sub-graph/Sub-graph Node")]
public class SubGraphNode : BaseMaterialNode, IGeneratesBodyCode, IGeneratesVertexToFragmentBlock, IGeneratesFunction, IGeneratesVertexShaderBlock

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SubGraphOutputsNode.cs


using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public class SubGraphOutputsNode : SubGraphIOBaseNode
{

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SubtractNode.cs


namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Math/Subtract Node")]
class SubtractNode : Function2Input, IGeneratesFunction

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/SwizzleNode.cs


using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Channels/Swizzle Node")]
class SwizzleNode : Function2Input

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/TextureNode.cs


using System;
using System.Collections.Generic;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public enum TextureType
{

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/TimeNode.cs


using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Time/Time Node")]
public class TimeNode : BaseMaterialNode, IRequiresTime

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/UVNode.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Input/UV Node")]
public class UVNode : BaseMaterialNode, IGeneratesVertexToFragmentBlock, IGeneratesVertexShaderBlock, IGeneratesBodyCode

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/UnpackNormalNode.cs


using System;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Channels/Unpack Normal Node")]
internal class UnpackNormalNode : Function1Input

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/Vector4Node.cs


using System;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Generate/Vector 4 Node")]
class Vector4Node : PropertyNode, IGeneratesBodyCode

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/ViewDirectionNode.cs


using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Input/View Direction Node")]
public class ViewDirectionNode : BaseMaterialNode, IGeneratesVertexToFragmentBlock

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Nodes/WorldPosNode.cs


using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
[Title("Input/World Pos Node")]
public class WorldPosNode : BaseMaterialNode, IGeneratesVertexToFragmentBlock

4
UnityProject/Assets/UnityShaderEditor/Editor/Source/PixelGraph.cs


using System.Linq;
using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
class PixelGraph : BaseMaterialGraph, IGenerateGraphProperties
{

m_ActiveNodes = pixelMasterNode.CollectChildNodesByExecutionOrder();
}
public UnityEngine.Material GetMaterial()
public Material GetMaterial()
{
if (pixelMasterNode == null)
return null;

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Prop/ColorProperty.cs


using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public class ColorProperty : ShaderProperty
{

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Prop/MaterialProperties.cs


using System;
using System.Linq;
using System.Collections.Generic;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public enum PreviewState
{

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Prop/ShaderProperty.cs


using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public enum PropertyType
{

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Prop/TextureProperty.cs


using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public class TextureProperty : ShaderProperty
{

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Prop/VectorProperty.cs


using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public class VectorProperty : ShaderProperty
{

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Util/Interfaces.cs


namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public interface IRequiresTime
{

3
UnityProject/Assets/UnityShaderEditor/Editor/Source/Util/NodeUtils.cs


using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor.Graphs;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
internal class NodeUtils
{

2
UnityProject/Assets/UnityShaderEditor/Editor/Source/Util/ShaderGenerator.cs


using System.Text;
using UnityEngine;
namespace UnityEditor.Graphs.Material
namespace UnityEditor.MaterialGraph
{
public abstract class PropertyChunk
{

2
UnityProject/Assets/UnityShaderEditor/Graphs/GlowMud.ShaderGraph


m_Node: {fileID: 11400400}
m_PrecisionNames:
- half
m_LightFunctionClassName: UnityEditor.Graphs.Material.PBRMetalicLightFunction
m_LightFunctionClassName: UnityEditor.MaterialGraph.PBRMetalicLightFunction
--- !u!114 &11406334
MonoBehaviour:
m_ObjectHideFlags: 1

正在加载...
取消
保存