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Make all procedural shape nodes fragment stage only

/main
Peter Bay Bastian 7 年前
当前提交
77dc0df1
共有 4 个文件被更改,包括 4 次插入4 次删除
  1. 2
      ShaderGraph/com.unity.shadergraph/Editor/Data/Nodes/Procedural/Shape/EllipseNode.cs
  2. 2
      ShaderGraph/com.unity.shadergraph/Editor/Data/Nodes/Procedural/Shape/PolygonNode.cs
  3. 2
      ShaderGraph/com.unity.shadergraph/Editor/Data/Nodes/Procedural/Shape/RectangleNode.cs
  4. 2
      ShaderGraph/com.unity.shadergraph/Editor/Data/Nodes/Procedural/Shape/RoundedRectangleNode.cs

2
ShaderGraph/com.unity.shadergraph/Editor/Data/Nodes/Procedural/Shape/EllipseNode.cs


[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width,
[Slot(3, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height,
[Slot(4, Binding.None)] out Vector1 Out)
[Slot(4, Binding.None, ShaderStageCapability.Fragment)] out Vector1 Out)
{
return
@"

2
ShaderGraph/com.unity.shadergraph/Editor/Data/Nodes/Procedural/Shape/PolygonNode.cs


[Slot(1, Binding.None, 6, 0, 0, 0)] Vector1 Sides,
[Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width,
[Slot(3, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height,
[Slot(4, Binding.None)] out DynamicDimensionVector Out)
[Slot(4, Binding.None, ShaderStageCapability.Fragment)] out DynamicDimensionVector Out)
{
return
@"

2
ShaderGraph/com.unity.shadergraph/Editor/Data/Nodes/Procedural/Shape/RectangleNode.cs


[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(1, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width,
[Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height,
[Slot(3, Binding.None)] out Vector1 Out)
[Slot(3, Binding.None, ShaderStageCapability.Fragment)] out Vector1 Out)
{
return
@"

2
ShaderGraph/com.unity.shadergraph/Editor/Data/Nodes/Procedural/Shape/RoundedRectangleNode.cs


[Slot(1, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width,
[Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height,
[Slot(3, Binding.None, 0.1f, 0, 0, 0)] Vector1 Radius,
[Slot(4, Binding.None)] out Vector1 Out)
[Slot(4, Binding.None, ShaderStageCapability.Fragment)] out Vector1 Out)
{
return
@"

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