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namespace UnityEngine.MaterialGraph |
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{ |
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[Title("Procedural/Repeating Dot")] |
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public class RepeatingDotNode : Function2Input, IGeneratesFunction |
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{ |
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public RepeatingDotNode() |
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{ |
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name = "RepeatingDot"; |
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} |
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protected override string GetFunctionName() |
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{ |
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return "unity_repreatingdot_" + precision; |
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} |
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protected override string GetInputSlot1Name() |
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{ |
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return "UV"; |
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} |
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protected override string GetInputSlot2Name() |
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{ |
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return "Count"; |
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} |
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protected override MaterialSlot GetInputSlot1() |
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{ |
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return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero); |
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} |
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protected override MaterialSlot GetInputSlot2() |
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{ |
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return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector1, Vector4.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(GetFunctionPrototype("uv", "count"), false); |
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outputString.AddShaderChunk("{", false); |
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outputString.Indent(); |
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outputString.AddShaderChunk("uv *= 2.0 - 1.0;", false); |
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outputString.AddShaderChunk("uv = fmod(uv * count, 1.0) * 2.0 - 1.0;", false); |
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outputString.AddShaderChunk("return length(uv);", 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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} |