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Merge branch 'hackweek2017' of https://github.com/stramit/MaterialGraph into hackweek2017

/main
Florent Guinier 7 年前
当前提交
73112c5a
共有 32 个文件被更改,包括 1523 次插入96 次删除
  1. 2
      MaterialGraphProject/Assets/Brandon/Electricity/Electricity.ShaderGraph
  2. 6
      MaterialGraphProject/Assets/Brandon/Electricity/Electricity.mat
  3. 90
      MaterialGraphProject/Assets/Brandon/Electricity/Electricity.unity
  4. 12
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/GradientNodePresenter.cs
  5. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/MaterialGraphPresenter.cs
  6. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/Vector/Vector2Node.cs
  7. 35
      MaterialGraphProject/Assets/Vlad/TextureAssetNode.cs
  8. 1
      MaterialGraphProject/Assets/_MingWai/GradientNode.cs
  9. 63
      MaterialGraphProject/Assets/Matt/UnlitMasterNode.cs
  10. 12
      MaterialGraphProject/Assets/Matt/UnlitMasterNode.cs.meta
  11. 57
      MaterialGraphProject/Assets/NewNodes/WIP/AACheckerBoardNode.cs
  12. 12
      MaterialGraphProject/Assets/NewNodes/WIP/AACheckerBoardNode.cs.meta
  13. 562
      MaterialGraphProject/Assets/NewNodes/WIP/AnyNode.cs
  14. 12
      MaterialGraphProject/Assets/NewNodes/WIP/AnyNode.cs.meta
  15. 52
      MaterialGraphProject/Assets/NewNodes/WIP/RadialShearNode.cs
  16. 12
      MaterialGraphProject/Assets/NewNodes/WIP/RadialShearNode.cs.meta
  17. 49
      MaterialGraphProject/Assets/NewNodes/WIP/ScaleOffsetNode.cs
  18. 12
      MaterialGraphProject/Assets/NewNodes/WIP/ScaleOffsetNode.cs.meta
  19. 52
      MaterialGraphProject/Assets/NewNodes/WIP/SphereWarpNode.cs
  20. 12
      MaterialGraphProject/Assets/NewNodes/WIP/SphereWarpNode.cs.meta
  21. 247
      MaterialGraphProject/Assets/TestAssets/BW_logo.png
  22. 84
      MaterialGraphProject/Assets/TestAssets/BW_logo.png.meta
  23. 110
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/AnyNodePresenter.cs
  24. 12
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/AnyNodePresenter.cs.meta
  25. 35
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/SceneData/CameraDirNode.cs
  26. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/SceneData/CameraDirNode.cs.meta
  27. 36
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/SceneData/CameraPosNode.cs
  28. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/SceneData/CameraPosNode.cs.meta
  29. 1
      MaterialGraphProject/Assets/_MingWai/Gradient.ShaderGraph
  30. 9
      MaterialGraphProject/Assets/_MingWai/Gradient.ShaderGraph.meta
  31. 1
      MaterialGraphProject/Assets/_MingWai/Gradient_Texture.ShaderGraph
  32. 9
      MaterialGraphProject/Assets/_MingWai/Gradient_Texture.ShaderGraph.meta

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

6
MaterialGraphProject/Assets/Brandon/Electricity/Electricity.mat


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90
MaterialGraphProject/Assets/Brandon/Electricity/Electricity.unity


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12
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/GradientNodePresenter.cs


[Serializable]
class GradientContolPresenter : GraphControlPresenter
{
[SerializeField]
[SerializeField]
[SerializeField]
private UnityEngine.MaterialGraph.GradientNode prevnode;
private string prevWindow = "";

{
prevnode = cNode;
gradientobj = new GradientObject();
if (cNode.gradient != null)
{
gradientobj.gradient = cNode.gradient;
}
hserializedObject = new SerializedObject(gradientobj);
hcolorGradient = hserializedObject.FindProperty("gradient");
}

}
}
[Serializable]
public class GradientObject : ScriptableObject
{
public Gradient gradient = new Gradient();

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/MaterialGraphPresenter.cs


typeMapper[typeof(Vector2Node)] = typeof(Vector2NodePresenter);
typeMapper[typeof(Vector3Node)] = typeof(Vector3NodePresenter);
typeMapper[typeof(Vector4Node)] = typeof(Vector4NodePresenter);
typeMapper[typeof(ScaleOffsetNode)] = typeof(AnyNodePresenter); // anything derived from AnyNode should use the AnyNodePresenter
typeMapper[typeof(RadialShearNode)] = typeof(AnyNodePresenter); // anything derived from AnyNode should use the AnyNodePresenter
typeMapper[typeof(SphereWarpNode)] = typeof(AnyNodePresenter); // anything derived from AnyNode should use the AnyNodePresenter
typeMapper[typeof(AACheckerboardNode)] = typeof(AnyNodePresenter); // anything derived from AnyNode should use the AnyNodePresenter
typeMapper[typeof(SubGraphNode)] = typeof(SubgraphNodePresenter);
typeMapper[typeof(RemapMasterNode)] = typeof(RemapMasterNodePresenter);
typeMapper[typeof(MasterRemapInputNode)] = typeof(RemapInputNodePresenter);

2
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/Vector/Vector2Node.cs


if (exposedState == ExposedState.Exposed || generationMode.IsPreview())
return;
visitor.AddShaderChunk(precision + "2x2 " + propertyName + " = " + precision + "2 " + propertyName + " = " + precision + "2 (" + m_Value.x + ", " + m_Value.y + ");", true);
visitor.AddShaderChunk(precision + "2 " + propertyName + " = " + precision + "2 (" + m_Value.x + ", " + m_Value.y + ");", true);
}
public override PreviewProperty GetPreviewProperty()

35
MaterialGraphProject/Assets/Vlad/TextureAssetNode.cs


[Title("Input/Texture/Texture Asset")]
public class TextureAssetNode : PropertyNode
{
protected const string kOutputSlotRGBAName = "Texture";
protected const string outputTexture2D_name = "Texture2D";
protected const string outputSampler2D_name = "Sampler2D";
public const int OutputSlotRgbaId = 0;
public const int outputTexture2D_id = 0;
public const int outputSampler2D_id = 1;
[SerializeField]
private string m_SerializedTexture;

public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(OutputSlotRgbaId, kOutputSlotRGBAName, kOutputSlotRGBAName, SlotType.Output, SlotValueType.Texture2D, Vector4.zero, false));
AddSlot(new MaterialSlot(outputTexture2D_id, outputTexture2D_name, outputTexture2D_name, SlotType.Output, SlotValueType.Texture2D, Vector4.zero, false));
AddSlot(new MaterialSlot(outputSampler2D_id, outputSampler2D_name, outputSampler2D_name, SlotType.Output, SlotValueType.Sampler2D, Vector4.zero, false));
get { return new[] { OutputSlotRgbaId }; }
get { return new[] { outputTexture2D_id, outputSampler2D_id }; }
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)

public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
{
visitor.AddShaderChunk("#ifdef UNITY_COMPILER_HLSL", true);
visitor.AddShaderChunk("Texture2D " + propertyName + ";", true);
visitor.AddShaderChunk("#endif", true);
var slotTexture2D = FindOutputSlot<MaterialSlot>(0);
if (slotTexture2D != null)
{
var edgesTexture2D = owner.GetEdges(slotTexture2D.slotReference).ToList();
if (edgesTexture2D.Count > 0)
{
visitor.AddShaderChunk("#ifdef UNITY_COMPILER_HLSL", true);
visitor.AddShaderChunk("Texture2D " + propertyName + ";", true);
visitor.AddShaderChunk("#endif", true);
}
}
var slotSampler2D = FindOutputSlot<MaterialSlot>(1);
if (slotSampler2D != null)
{
var edgesSampler2D = owner.GetEdges(slotSampler2D.slotReference).ToList();
if (edgesSampler2D.Count > 0)
{
visitor.AddShaderChunk("sampler2D " + propertyName + ";", true);
}
}
}

1
MaterialGraphProject/Assets/_MingWai/GradientNode.cs


[SerializeField]
private Gradient m_gradient;
public Gradient gradient
{
get { return m_gradient; }

63
MaterialGraphProject/Assets/Matt/UnlitMasterNode.cs


using System;
using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Serializable]
[Title("Master/Unlit")]
public class UnlitMasterNode : AbstractAdvancedMasterNode
{
public const string LightFunctionName = "Advanced";
public const string SurfaceOutputStructureName = "SurfaceOutputAdvanced";
public UnlitMasterNode()
{
name = "UnlitMaster";
UpdateNodeAfterDeserialization();
}
public override string GetMaterialID()
{
return "SHADINGMODELID_UNLIT";
}
public override int[] GetCustomDataSlots()
{
return new int[] { };
}
public override string[] GetCustomData()
{
return new string[] { };
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(AlbedoSlotId, AlbedoSlotName, AlbedoSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero));
AddSlot(new MaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero));
AddSlot(new MaterialSlot(EmissionSlotId, EmissionSlotName, EmissionSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero));
AddSlot(new MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero));
// clear out slot names that do not match the slots
// we support
RemoveSlotsNameNotMatching(
new[]
{
AlbedoSlotId,
NormalSlotId,
EmissionSlotId,
AlphaSlotId
});
}
public override string GetSurfaceOutputName()
{
return SurfaceOutputStructureName;
}
public override string GetLightFunction()
{
return LightFunctionName;
}
}
}

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


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userData:
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57
MaterialGraphProject/Assets/NewNodes/WIP/AACheckerBoardNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Procedural/AACheckerboard")]
public class AACheckerboardNode : AnyNode<AACheckerboardNode.Definition>
{
public class Definition : IAnyNodeDefinition
{
public string name { get { return "AACheckerboard"; } }
public AnyNodeProperty[] properties
{
get
{
return new AnyNodeProperty[]
{
// slotId is the 'immutable' value we used to connect things
new AnyNodeProperty { slotId= 0, name = "inUVs", description = "Input UV coords", propertyType = PropertyType.Vector2, value = Vector4.zero, state = AnyNodePropertyState.Slot },
new AnyNodeProperty { slotId= 1, name = "A", description = "color A", propertyType = PropertyType.Vector4, value= new Vector4(0.2f, 0.2f, 0.2f, 0.2f), state = AnyNodePropertyState.Constant },
new AnyNodeProperty { slotId= 2, name = "B", description = "color B", propertyType = PropertyType.Vector4, value= new Vector4(0.7f, 0.7f, 0.7f, 0.7f), state = AnyNodePropertyState.Constant },
new AnyNodeProperty { slotId= 3, name = "aaTweak", description = "AA Tweak", propertyType = PropertyType.Vector3, value= new Vector4(0.05f, 3.0f, 0.0f, 0.0f),state = AnyNodePropertyState.Constant },
new AnyNodeProperty { slotId= 4, name = "frequency", description = "Frequency", propertyType = PropertyType.Vector2, value = Vector4.one, state = AnyNodePropertyState.Constant },
};
}
}
public AnyNodeSlot[] outputs
{
get
{
return new AnyNodeSlot[]
{
new AnyNodeSlot { slotId= 5, name = "outColor", description = "Output color", slotValueType = SlotValueType.Vector4, value = Vector4.zero }
};
}
}
public string hlsl
{
get
{
return
"float4 derivatives = float4(ddx(inUVs), ddy(inUVs));\n" +
"float2 duv_length = sqrt(float2(dot(derivatives.xz, derivatives.xz), dot(derivatives.yw, derivatives.yw)));\n" +
"float width = 0.5f;\n" +
"float2 distance3 = 2.0f * abs(frac(inUVs.xy * frequency) - 0.5f) - width;\n" +
"float2 scale = aaTweak.x / duv_length.xy;\n" +
"float2 blend_out = saturate((scale - aaTweak.zz) / (aaTweak.yy - aaTweak.zz));\n" +
"float2 vector_alpha = clamp(distance3 * scale.xy * blend_out.xy, -1.0f, 1.0f);\n" +
"float alpha = saturate(0.5f + 0.5f * vector_alpha.x * vector_alpha.y);\n" +
"outColor= lerp(A, B, alpha.xxxx);";
}
}
}
}
}

12
MaterialGraphProject/Assets/NewNodes/WIP/AACheckerBoardNode.cs.meta


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icon: {instanceID: 0}
userData:
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562
MaterialGraphProject/Assets/NewNodes/WIP/AnyNode.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace UnityEngine.MaterialGraph
{
[Serializable]
public class AnyNodeSlot
{
public int slotId;
public string name;
public string description;
public SlotValueType slotValueType;
public Vector4 value;
public MaterialSlot toMaterialSlot()
{
return new MaterialSlot(slotId, name, name, Graphing.SlotType.Output, slotValueType, value);
}
public string getTypeDecl(AbstractMaterialNode.OutputPrecision precision)
{
switch (slotValueType)
{
case SlotValueType.sampler2D:
// TODO
break;
case SlotValueType.Dynamic:
// TODO
break;
case SlotValueType.Vector1:
return precision + "";
case SlotValueType.Vector2:
return precision + "2";
case SlotValueType.Vector3:
return precision + "3";
case SlotValueType.Vector4:
return precision + "4";
}
return null;
}
};
[Serializable]
public enum AnyNodePropertyState
{
Constant = 0,
Exposed = 1,
Slot = 2,
};
[Serializable]
public class AnyNodeProperty
{
public int slotId;
public string name;
public string description;
public PropertyType propertyType;
public Vector4 value;
public AnyNodePropertyState state;
public MaterialSlot toMaterialSlot()
{
// convert property type to slotvaluetype...
SlotValueType slotValueType = SlotValueType.Dynamic;
switch (propertyType)
{
case PropertyType.Color:
slotValueType = SlotValueType.Vector4;
break;
case PropertyType.Texture:
slotValueType = SlotValueType.sampler2D;
break;
case PropertyType.Cubemap:
slotValueType = SlotValueType.sampler2D;
break;
case PropertyType.Float:
slotValueType = SlotValueType.Vector1;
break;
case PropertyType.Vector2:
slotValueType = SlotValueType.Vector2;
break;
case PropertyType.Vector3:
slotValueType = SlotValueType.Vector3;
break;
case PropertyType.Vector4:
slotValueType = SlotValueType.Vector4;
break;
case PropertyType.Matrix2:
slotValueType = SlotValueType.Matrix2;
break;
case PropertyType.Matrix3:
slotValueType = SlotValueType.Matrix3;
break;
case PropertyType.Matrix4:
slotValueType = SlotValueType.Matrix4;
break;
}
return new MaterialSlot(slotId, name, name, Graphing.SlotType.Input, slotValueType, value);
}
public PropertyChunk toPropertyChunk()
{
switch (propertyType)
{
case PropertyType.Color:
// TODO
break;
case PropertyType.Texture:
// TODO
break;
case PropertyType.Cubemap:
// TODO
break;
case PropertyType.Float:
return new FloatPropertyChunk(name, description, value.x, PropertyChunk.HideState.Visible);
case PropertyType.Vector2:
case PropertyType.Vector3:
case PropertyType.Vector4:
return new VectorPropertyChunk(name, description, value, PropertyChunk.HideState.Visible);
case PropertyType.Matrix2:
case PropertyType.Matrix3:
case PropertyType.Matrix4:
// TODO
break;
}
return null;
}
public string getTypeDecl(AbstractMaterialNode.OutputPrecision precision)
{
switch (propertyType)
{
case PropertyType.Color:
case PropertyType.Texture:
case PropertyType.Cubemap:
// TODO
return null;
case PropertyType.Float:
return precision + "";
case PropertyType.Vector2:
return precision + "2";
case PropertyType.Vector3:
return precision + "3";
case PropertyType.Vector4:
return precision + "4";
case PropertyType.Matrix2:
case PropertyType.Matrix3:
case PropertyType.Matrix4:
// TODO
break;
}
return null;
}
}
public interface IAnyNodeDefinition
{
string name { get; }
AnyNodeProperty[] properties { get; }
AnyNodeSlot[] outputs { get; }
string hlsl { get; }
}
public class AnyNodeBase : AbstractMaterialNode
{
// local copy of the definition data -- some of it is state that gets modified by the user
// TODO: really we should break the properties and slots into static definition data and mutable user data -- separate structs
[SerializeField]
protected AnyNodeProperty[] m_properties;
[SerializeField]
protected AnyNodeSlot[] m_outputSlots;
public IEnumerable<AnyNodeProperty> properties
{
get
{
return m_properties;
}
}
public int propertyCount
{
get { return m_properties.Length; }
}
public void setPropertyState(AnyNodeProperty p, AnyNodePropertyState state)
{
if (p.state != state)
{
if ((p.state == AnyNodePropertyState.Slot) && (state != AnyNodePropertyState.Slot))
{
// Removing slot
RemoveSlot(p.slotId);
}
else if ((p.state != AnyNodePropertyState.Slot) && (state == AnyNodePropertyState.Slot))
{
// Adding slot
AddSlot(p.toMaterialSlot());
}
p.state = state;
}
}
}
// [Title("Abstract Any Node")]
public class AnyNode<DEFINITION> :
AnyNodeBase
, IGeneratesBodyCode
, IGeneratesFunction
/* , IMayRequireMeshUV
, IOnAssetEnabled // TODO
, IMayRequireNormal // TODO
, IMayRequireTangent
, IMayRequireBitangent
, IMayRequireScreenPosition
, IMayRequireViewDirection
, IMayRequireWorldPosition
, IMayRequireVertexColor
, IMayRequireViewDirectionTangentSpace
*/
where DEFINITION : IAnyNodeDefinition, new()
{
private DEFINITION m_definition;
public string node_name
{
get
{
return m_definition.name;
}
}
public string node_hlsl
{
get
{
return m_definition.hlsl;
}
}
public AnyNode()
{
m_definition = new DEFINITION();
m_properties = m_definition.properties;
m_outputSlots = m_definition.outputs;
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
// update displayed name of the node
name = node_name;
// check new properties and slot definitions -- we want to forward data from the old ones
// (just in case the definitions have changed)
AnyNodeProperty[] new_properties= m_definition.properties;
AnyNodeSlot[] new_outputs= m_definition.outputs;
foreach (AnyNodeSlot s in new_outputs)
{
// try to find matching slot
AnyNodeSlot old_slot= Array.Find(m_outputSlots, x => x.slotId == s.slotId);
if (old_slot != null)
{
s.value = old_slot.value;
}
}
foreach (AnyNodeProperty p in new_properties)
{
// try to find matching old property
AnyNodeProperty old_property = Array.Find(m_properties, x => x.slotId == p.slotId);
if (old_property != null)
{
p.state = old_property.state;
p.value = old_property.value;
}
}
// now that we've copied the old data into the new properties, start using the new properties
m_properties = new_properties;
m_outputSlots = new_outputs;
List<int> validSlotIds = new List<int>();
// add output slots first
foreach (AnyNodeSlot s in m_outputSlots)
{
// add slot to node
AddSlot(s.toMaterialSlot());
validSlotIds.Add(s.slotId);
}
// add input slots
foreach (AnyNodeProperty p in m_properties)
{
// if this property is an input slot
if (p.state == AnyNodePropertyState.Slot)
{
// add slot to node
AddSlot(p.toMaterialSlot());
validSlotIds.Add(p.slotId);
}
}
RemoveSlotsNameNotMatching(validSlotIds);
}
public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
{
// add uniform shader properties -- constants and textures
foreach (AnyNodeProperty p in m_properties)
{
// only exposed properties go in the property block
if (p.state == AnyNodePropertyState.Exposed)
{
PropertyChunk property = p.toPropertyChunk(); ;
if (property != null)
{
visitor.AddShaderProperty(property);
}
}
}
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
{
foreach (AnyNodeProperty p in m_properties)
{
// only exposed properties go in the property usage (hlsl declaration)
if ((p.state == AnyNodePropertyState.Exposed) ||
(p.state == AnyNodePropertyState.Constant && generationMode.IsPreview())) // constant properties are exposed in preview mode for fast iteration update
{
string typeDecl = p.getTypeDecl(precision);
if (typeDecl != null)
{
visitor.AddShaderChunk(typeDecl + " " + p.name + ";", true);
}
}
}
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> property_list)
{
base.CollectPreviewMaterialProperties(property_list);
// properties.AddRange(subGraph.GetPreviewProperties()); // ???
foreach (AnyNodeProperty p in m_properties)
{
switch (p.propertyType)
{
case PropertyType.Float:
case PropertyType.Vector2:
case PropertyType.Vector3:
case PropertyType.Vector4:
property_list.Add(
new PreviewProperty
{
m_Name = p.name,
m_PropType = p.propertyType,
m_Vector4 = p.value
});
break;
}
}
}
public string GetFunctionName()
{
return "unity_any_" + node_name + "_" + precision;
}
protected virtual string GetFunctionPrototype()
{
string result = "inline void " + GetFunctionName() + "(";
// inputs (slots & properties) first
bool comma = false;
foreach (AnyNodeProperty p in m_properties)
{
string typeDecl = p.getTypeDecl(precision);
result += "in " + typeDecl + " " + p.name + ", ";
comma = true;
}
// then 'globals'
// TODO
// then outputs
foreach (AnyNodeSlot s in m_outputSlots)
{
string typeDecl = s.getTypeDecl(precision);
result += "out " + typeDecl + " " + s.name + ", ";
comma = true;
}
// remove last comma, if any
if (comma)
{
result= result.Remove(result.Length - 2);
}
result += ")";
return result;
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk(GetFunctionPrototype(), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk(node_hlsl, false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk("// AnyNode '" + node_name + "'", false);
// declare and initialize output slot variables
foreach (AnyNodeSlot s in m_outputSlots)
{
var typeDecl = s.getTypeDecl(OutputPrecision.@float); // precision
if (typeDecl != null)
{
outputString.AddShaderChunk(
typeDecl
+ " "
+ GetVariableNameForSlot(s.slotId)
+ " = 0;", false); // TODO non float type default value?
}
}
// open new context, in case our property names conflict with something
outputString.AddShaderChunk("{", false);
outputString.Indent();
// add static declarations for contant properties
foreach (AnyNodeProperty p in m_properties)
{
if (p.state != AnyNodePropertyState.Constant || generationMode.IsPreview()) // except in preview mode...
continue;
string typeDecl= p.getTypeDecl(precision);
if (typeDecl != null)
{
switch (p.propertyType)
{
case PropertyType.Color:
// TODO
break;
case PropertyType.Texture:
// TODO
break;
case PropertyType.Cubemap:
// TODO
break;
case PropertyType.Float:
visitor.AddShaderChunk(typeDecl + " " + p.name + " = " + p.value.x + ";", true);
break;
case PropertyType.Vector2:
visitor.AddShaderChunk(typeDecl + " " + p.name + " = " + typeDecl + "(" + p.value.x + ", " + p.value.y + ");", true);
break;
case PropertyType.Vector3:
visitor.AddShaderChunk(typeDecl + " " + p.name + " = " + typeDecl + "(" + p.value.x + ", " + p.value.y + ", " + p.value.z + ");", true);
break;
case PropertyType.Vector4:
visitor.AddShaderChunk(typeDecl + " " + p.name + " = " + typeDecl + "(" + p.value.x + ", " + p.value.y + ", " + p.value.z + ", " + p.value.w + ");", true);
break;
case PropertyType.Matrix2:
case PropertyType.Matrix3:
case PropertyType.Matrix4:
// TODO
break;
}
}
}
// call function
outputString.AddShaderChunk(GetFunctionName() + "(", false);
outputString.Indent();
outputString.AddShaderChunk("// input slots and properties", false);
bool first = true;
foreach (AnyNodeProperty p in m_properties)
{
string inputVariableName;
if (p.state == AnyNodePropertyState.Slot)
{
inputVariableName = GetSlotValue(p.slotId, generationMode);
}
else
{
// constant or property
inputVariableName = p.name;
}
outputString.AddShaderChunk((first ? "" : ",") + inputVariableName, false);
first = false;
}
outputString.AddShaderChunk("// output parameters", false);
foreach (AnyNodeSlot s in m_outputSlots)
{
outputString.AddShaderChunk((first ? "" : ",") + GetVariableNameForSlot(s.slotId), false);
first = false;
}
outputString.AddShaderChunk(");", false); // TODO: get rid of parameter hack
outputString.Deindent();
outputString.Deindent();
outputString.AddShaderChunk("}", false);
// done splicing translated hlsl! yay
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
public override bool hasPreview
{
get { return true; }
}
public override PreviewMode previewMode
{
get
{
return PreviewMode.Preview2D;
}
}
bool RequiresMeshUV(UVChannel channel)
{
// TODO
return false;
}
}
}

12
MaterialGraphProject/Assets/NewNodes/WIP/AnyNode.cs.meta


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52
MaterialGraphProject/Assets/NewNodes/WIP/RadialShearNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("UV/RadialShearNode")]
public class RadialShearNode : AnyNode<RadialShearNode.Definition>
{
public class Definition : IAnyNodeDefinition
{
public string name { get { return "RadialShear"; } }
public AnyNodeProperty[] properties
{
get
{
return new AnyNodeProperty[]
{
// slotId is the 'immutable' value we used to connect things
new AnyNodeProperty { slotId= 0, name = "inUVs", description = "Input UV coords", propertyType = PropertyType.Vector2, value = Vector4.zero, state = AnyNodePropertyState.Slot },
new AnyNodeProperty { slotId= 1, name = "center", description = "UV radial center point", propertyType = PropertyType.Vector2, value= new Vector4(0.5f, 0.5f, 0.5f, 0.5f), state = AnyNodePropertyState.Constant },
new AnyNodeProperty { slotId= 2, name = "shearAmount", description = "Shear amount", propertyType = PropertyType.Vector2, value= Vector4.one, state = AnyNodePropertyState.Constant },
new AnyNodeProperty { slotId= 3, name = "offset", description = "UV offset", propertyType = PropertyType.Vector2, value= Vector4.zero, state = AnyNodePropertyState.Constant },
};
}
}
public AnyNodeSlot[] outputs
{
get
{
return new AnyNodeSlot[]
{
new AnyNodeSlot { slotId= 4, name = "outUVs", description = "Output UV texture coordinates", slotValueType = SlotValueType.Vector2, value = Vector4.zero }
};
}
}
public string hlsl
{
get
{
return
"float2 delta = inUVs - center;\n" +
"float delta2 = dot(delta.xy, delta.xy);\n" +
"float2 delta_offset = delta2 * shearAmount;\n" +
"outUVs = inUVs + float2(delta.y, -delta.x) * delta_offset + offset;";
}
}
}
}
}

12
MaterialGraphProject/Assets/NewNodes/WIP/RadialShearNode.cs.meta


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49
MaterialGraphProject/Assets/NewNodes/WIP/ScaleOffsetNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("UV/ScaleOffset")]
public class ScaleOffsetNode : AnyNode<ScaleOffsetNode.Definition>
{
public class Definition : IAnyNodeDefinition
{
public string name { get { return "ScaleOffset"; } }
public AnyNodeProperty[] properties
{
get
{
return new AnyNodeProperty[]
{
// slotId is the 'immutable' value we used to connect things
new AnyNodeProperty { slotId= 0, name = "inUVs", description = "Input UV coords", propertyType = PropertyType.Vector2, value = Vector4.zero, state = AnyNodePropertyState.Slot },
new AnyNodeProperty { slotId= 1, name = "scale", description = "UV scale", propertyType = PropertyType.Vector2, value= Vector4.one, state = AnyNodePropertyState.Constant },
new AnyNodeProperty { slotId= 2, name = "scaleCenter", description = "UV scale center", propertyType = PropertyType.Vector2, value= new Vector4(0.5f, 0.5f, 0.5f, 0.5f), state = AnyNodePropertyState.Constant },
new AnyNodeProperty { slotId= 3, name = "offset", description = "UV offset", propertyType = PropertyType.Vector2, value= Vector4.zero, state = AnyNodePropertyState.Constant },
};
}
}
public AnyNodeSlot[] outputs
{
get
{
return new AnyNodeSlot[]
{
new AnyNodeSlot { slotId= 4, name = "outUVs", description = "Output UV texture coordinates", slotValueType = SlotValueType.Vector2, value = Vector4.zero }
};
}
}
public string hlsl
{
get
{
return
"float4 xform= float4(scale, offset + scaleCenter - scaleCenter * scale);\n" +
"outUVs = inUVs * xform.xy + xform.zw;";
}
}
}
}
}

12
MaterialGraphProject/Assets/NewNodes/WIP/ScaleOffsetNode.cs.meta


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52
MaterialGraphProject/Assets/NewNodes/WIP/SphereWarpNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("UV/SphereWarpNode")]
public class SphereWarpNode : AnyNode<SphereWarpNode.Definition>
{
public class Definition : IAnyNodeDefinition
{
public string name { get { return "SphereWarp"; } }
public AnyNodeProperty[] properties
{
get
{
return new AnyNodeProperty[]
{
// slotId is the 'immutable' value we used to connect things
new AnyNodeProperty { slotId= 0, name = "inUVs", description = "Input UV coords", propertyType = PropertyType.Vector2, value = Vector4.zero, state = AnyNodePropertyState.Slot },
new AnyNodeProperty { slotId= 1, name = "center", description = "UV radial center point", propertyType = PropertyType.Vector2, value= new Vector4(0.5f, 0.5f, 0.5f, 0.5f), state = AnyNodePropertyState.Constant },
new AnyNodeProperty { slotId= 2, name = "warpAmount", description = "Warp amount", propertyType = PropertyType.Vector2, value= Vector4.one, state = AnyNodePropertyState.Constant },
new AnyNodeProperty { slotId= 3, name = "offset", description = "UV offset", propertyType = PropertyType.Vector2, value= Vector4.zero, state = AnyNodePropertyState.Constant },
};
}
}
public AnyNodeSlot[] outputs
{
get
{
return new AnyNodeSlot[]
{
new AnyNodeSlot { slotId= 4, name = "outUVs", description = "Output UV texture coordinates", slotValueType = SlotValueType.Vector2, value = Vector4.zero }
};
}
}
public string hlsl
{
get
{
return
"float2 delta = inUVs - center;\n" +
"float delta2 = dot(delta.xy, delta.xy);\n" +
"float delta4 = delta2 * delta2;\n" +
"float2 delta_offset = delta4 * warpAmount;\n" +
"outUVs = inUVs + delta * delta_offset + offset;";
}
}
}
}
}

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247
MaterialGraphProject/Assets/TestAssets/BW_logo.png

之前 之后
宽度: 256  |  高度: 256  |  大小: 36 KiB

84
MaterialGraphProject/Assets/TestAssets/BW_logo.png.meta


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110
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/AnyNodePresenter.cs


using System;
using System.Collections.Generic;
using RMGUI.GraphView;
using UnityEditor.Graphing.Drawing;
using UnityEditor;
using UnityEngine;
using UnityEngine.MaterialGraph;
namespace UnityEditor.MaterialGraph.Drawing
{
class AnyNodeControlPresenter : GraphControlPresenter
{
public override void OnGUIHandler()
{
base.OnGUIHandler();
var tNode = node as UnityEngine.MaterialGraph.AnyNodeBase;
if (tNode == null)
return;
var properties = tNode.properties;
EditorGUI.BeginChangeCheck();
UnityEngine.Graphing.ModificationScope modificationScope = UnityEngine.Graphing.ModificationScope.Node;
foreach (AnyNodeProperty p in properties)
{
AnyNodePropertyState newState = (AnyNodePropertyState) EditorGUILayout.EnumPopup(p.name, p.state);
if (newState != p.state)
{
tNode.setPropertyState(p, newState);
modificationScope = UnityEngine.Graphing.ModificationScope.Graph;
}
bool disabled = p.state == AnyNodePropertyState.Slot;
EditorGUI.BeginDisabledGroup(disabled);
{
switch (p.propertyType)
{
case PropertyType.Color:
// TODO
break;
case PropertyType.Texture:
// TODO
break;
case PropertyType.Cubemap:
// TODO
break;
case PropertyType.Float:
p.value.x = EditorGUILayout.FloatField("", p.value.x);
break;
case PropertyType.Vector2:
{
Vector2 result = EditorGUILayout.Vector2Field("", new Vector2(p.value.x, p.value.y));
p.value.x = result.x;
p.value.y = result.y;
}
break;
case PropertyType.Vector3:
p.value = EditorGUILayout.Vector3Field("", p.value);
break;
case PropertyType.Vector4:
p.value = EditorGUILayout.Vector4Field("", p.value);
break;
case PropertyType.Matrix2:
// p.value = EditorGUILayout.Matrix2Field("", p.value);
break;
case PropertyType.Matrix3:
// p.value = EditorGUILayout.Matrix3Field("", p.value);
break;
case PropertyType.Matrix4:
// p.value = EditorGUILayout.Matrix4Field("", p.value);
break;
}
}
EditorGUI.EndDisabledGroup();
}
bool changed= EditorGUI.EndChangeCheck();
if (changed)
{
if (tNode.onModified != null)
tNode.onModified(tNode, modificationScope);
}
}
public override float GetHeight()
{
var tNode = node as UnityEngine.MaterialGraph.AnyNodeBase;
if (tNode == null)
return EditorGUIUtility.standardVerticalSpacing;
return (EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing) * tNode.propertyCount * 2
+ EditorGUIUtility.standardVerticalSpacing;
}
}
[Serializable]
public class AnyNodePresenter : PropertyNodePresenter
{
protected override IEnumerable<GraphElementPresenter> GetControlData()
{
var instance = CreateInstance<AnyNodeControlPresenter>();
instance.Initialize(node);
return new List<GraphElementPresenter>(base.GetControlData()) { instance };
}
}
}

12
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/AnyNodePresenter.cs.meta


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35
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/SceneData/CameraDirNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Scene Data/Camera Direction")]
public class CamDirNode : AbstractMaterialNode
{
public CamDirNode()
{
name = "CameraDirection";
UpdateNodeAfterDeserialization();
}
private const int kOutputSlotId = 0;
private const string kOutputSlotName = "Output";
public override bool hasPreview { get { return true; } }
public override PreviewMode previewMode
{
get { return PreviewMode.Preview2D; }
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector4, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
}
public override string GetVariableNameForSlot(int slotId)
{
return "UNITY_MATRIX_IT_MV [2].xyz";
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/SceneData/CameraDirNode.cs.meta


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36
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/SceneData/CameraPosNode.cs


using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Scene Data/Camera Position")]
public class CamPosNode : AbstractMaterialNode
{
//TODO - should be a global and immpiment a Imayrequire
public CamPosNode()
{
name = "CameraPosition";
UpdateNodeAfterDeserialization();
}
private const int kOutputSlotId = 0;
private const string kOutputSlotName = "Output";
public override bool hasPreview { get { return true; } }
public override PreviewMode previewMode
{
get { return PreviewMode.Preview2D; }
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector4, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
}
public override string GetVariableNameForSlot(int slotId)
{
return "_WorldSpaceCameraPos";
}
}
}

8
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/SceneData/CameraPosNode.cs.meta


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1
MaterialGraphProject/Assets/_MingWai/Gradient.ShaderGraph
文件差异内容过多而无法显示
查看文件

9
MaterialGraphProject/Assets/_MingWai/Gradient.ShaderGraph.meta


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

9
MaterialGraphProject/Assets/_MingWai/Gradient_Texture.ShaderGraph.meta


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