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Remap Resurrected again

Cubemap uses WorldViewReflection if no UVs plugged in
/main
Andre McGrail 7 年前
当前提交
8e7cca56
共有 9 个文件被更改,包括 498 次插入13 次删除
  1. 35
      MaterialGraphProject/Assets/Andre/CubemapNode.cs
  2. 2
      MaterialGraphProject/Assets/Andre/New Shader Graph.ShaderGraph
  3. 1
      MaterialGraphProject/Assets/Matt&Andre/RemapNode.cs
  4. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/HelperShader.shader.meta
  5. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Templates/2DPreview.template
  6. 363
      MaterialGraphProject/Assets/Andre/Andre_scene.unity
  7. 8
      MaterialGraphProject/Assets/Andre/Andre_scene.unity.meta
  8. 87
      MaterialGraphProject/Assets/Andre/New Material.mat
  9. 9
      MaterialGraphProject/Assets/Andre/New Material.mat.meta

35
MaterialGraphProject/Assets/Andre/CubemapNode.cs


namespace UnityEngine.MaterialGraph
{
[Title("Input/Cubemap")]
public class CubemapNode : PropertyNode, IGeneratesBodyCode, IMayRequireMeshUV
public class CubemapNode : PropertyNode, IGeneratesBodyCode, IMayRequireViewDirection, IMayRequireNormal
{
protected const string kUVSlotName = "Refl";
protected const string kOutputSlotRGBAName = "RGBA";

return;
var uvName = string.Format("{0}.xyz", UVChannel.uv0.GetUVName());
//var lodValue = string.Format ("{0}", )
var edges = owner.GetEdges(uvSlot.slotReference).ToList();
var lodValue = lodID.currentValue.x.ToString ();
var edgesUV = owner.GetEdges(uvSlot.slotReference).ToList();
var edgesLOD = owner.GetEdges (lodID.slotReference).ToList ();
if (edges.Count > 0)
if (edgesUV.Count > 0)
var edge = edges[0];
var edge = edgesUV[0];
string body = "texCUBElod (" + propertyName + ", " + precision + "4(" + uvName + "," + lodID.currentValue.x + "))";
if (edgesLOD.Count > 0)
{
var edge = edgesLOD[0];
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(edge.outputSlot.nodeGuid);
lodValue = GetSlotValue (edge.inputSlot.slotId, GenerationMode.ForReals);
}
string body = "texCUBElod (" + propertyName + ", " + precision + "4(reflect(-IN.worldViewDir, normalize(IN.worldNormal)).xyz," + lodValue + "))";
visitor.AddShaderChunk(precision + "4 " + GetVariableNameForNode() + " = " + body + ";", true);
}

public override PropertyType propertyType { get { return PropertyType.Cubemap; } }
public bool RequiresMeshUV(UVChannel channel)
public bool RequiresViewDirection()
{
return true;
}
public bool RequiresNormal()
{
return true;
}
/*public bool RequiresMeshUV(UVChannel channel)
{
if (channel != UVChannel.uv0)
{

var edges = owner.GetEdges(uvSlot.slotReference).ToList();
return edges.Count == 0;
}
}*/
}
}

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

1
MaterialGraphProject/Assets/Matt&Andre/RemapNode.cs


public RemapNode ()
{
name = "Remap";
//UpdateNodeAfterDeserialization ();
}
public string GetFunctionName ()

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/HelperShader.shader.meta


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2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Templates/2DPreview.template


v2f vert (appdata_full v)
{
v2f o = (v2f)0;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);;
${VertexShaderBody}
return o;
}

363
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