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Merge master

And fix conflicts
/main
Matt Dean 7 年前
当前提交
abed850e
共有 310 个文件被更改,包括 220 次插入184 次删除
  1. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Assets/IGraphAsset.cs
  2. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Assets/SerializableGraphAsset.cs
  3. 3
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Implementation/Edge.cs
  4. 4
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Implementation/NodeUtils.cs
  5. 3
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Implementation/SerializableGraph.cs
  6. 3
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Implementation/SerializableGraphObject.cs
  7. 3
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Implementation/SerializableNode.cs
  8. 3
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Implementation/SerializableSlot.cs
  9. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Implementation/SlotType.cs
  10. 3
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/DrawState.cs
  11. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/GraphChange.cs
  12. 3
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/GraphDrawingData.cs
  13. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/IEdge.cs
  14. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/IGraph.cs
  15. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/IGraphObject.cs
  16. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/INode.cs
  17. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/IOnAssetEnabled.cs
  18. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/ISlot.cs
  19. 3
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/SlotReference.cs
  20. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Testing/IntegrationTests/SerializationTests.cs
  21. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Testing/UnitTests/SerializedGraphTests.cs
  22. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Util/DictionaryPool.cs
  23. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Util/ListPool.cs
  24. 8
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Util/Logging.cs
  25. 3
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Util/ObjectPool.cs
  26. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Util/PooledObject.cs
  27. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Util/QueuePool.cs
  28. 51
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Util/SerializationHelper.cs
  29. 2
      MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Util/StackPool.cs
  30. 4
      MaterialGraphProject/Assets/NewNodes/Editor/ChannelBlendNode.cs
  31. 3
      MaterialGraphProject/Assets/NewNodes/Editor/FractalNode.cs
  32. 4
      MaterialGraphProject/Assets/NewNodes/Editor/FunctionNAddNode.cs
  33. 4
      MaterialGraphProject/Assets/NewNodes/Editor/FunctionNInNOut.cs
  34. 7
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/BlendModeNode.cs
  35. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/BlendModesEnum.cs
  36. 3
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/ColorBalanceNode.cs
  37. 5
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/HeightToNormalNode.cs
  38. 5
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/ParallaxNode.cs
  39. 3
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/RadialShearNode.cs
  40. 7
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/SamplerStateNode.cs
  41. 3
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/ScaleOffsetNode.cs
  42. 5
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/TextureSamplerNode.cs
  43. 4
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/UVTriPlanar.cs
  44. 3
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/AACheckerBoard3dNode.cs
  45. 3
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/AACheckerBoardNode.cs
  46. 5
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/MultiLayerParallaxNode.cs
  47. 3
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/POMNode.cs
  48. 4
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/ScatterNode.cs
  49. 3
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/SphereWarpNode.cs
  50. 4
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/SphericalIndentationNode.cs
  51. 4
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/ToggleNode.cs
  52. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/AssetCallbacks/CreateLayeredShaderGraph.cs
  53. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/AssetCallbacks/CreateRemapGraph.cs
  54. 6
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/AssetCallbacks/CreateShaderGraph.cs
  55. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/AssetCallbacks/CreateShaderSubGraph.cs
  56. 14
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/AbstractMaterialGraph.cs
  57. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/AbstractMaterialGraphAsset.cs
  58. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/AbstractShaderProperty.cs
  59. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/ColorShaderProperty.cs
  60. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/FloatShaderProperty.cs
  61. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/IMaterialGraphAsset.cs
  62. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/IShaderGraph.cs
  63. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/IShaderProperty.cs
  64. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/MaterialGraph.cs
  65. 6
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/MaterialGraphAsset.cs
  66. 19
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/MaterialSlot.cs
  67. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/Precision.cs
  68. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/PreviewMode.cs
  69. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/PreviewProperty.cs
  70. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/SamplerStateShaderProperty.cs
  71. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/SerializableGuid.cs
  72. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/SerializableTexture.cs
  73. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/ShaderGraphRequirements.cs
  74. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/TextureSamplerState.cs
  75. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/TextureShaderProperty.cs
  76. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/Vector2ShaderProperty.cs
  77. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/Vector3ShaderProperty.cs
  78. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/Vector4ShaderProperty.cs
  79. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/VectorShaderProperty.cs
  80. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/GenerationMode.cs
  81. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/IGenerateProperties.cs
  82. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/IGeneratesBodyCode.cs
  83. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/IGeneratesFunction.cs
  84. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/IMayRequireNormal.cs
  85. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/IMayRequireTime.cs
  86. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/MaterialGraphChange.cs
  87. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/NeededCoordinateSpace.cs
  88. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/AbstractLightweightMasterNode.cs
  89. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/AbstractLightweightPBRMasterNode.cs
  90. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/LightweightFastBlinnMasterNode.cs
  91. 5
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/LightweightMetallicMasterNode.cs
  92. 5
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/LightweightSpecularMasterNode.cs
  93. 5
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/LightweightUnlitMasterNode.cs
  94. 5
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/AbstractMaterialNode.cs
  95. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Art/Adjustments/ContrastNode.cs
  96. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Art/Adjustments/HueNode.cs
  97. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Art/Adjustments/LevelsNode.cs
  98. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Art/Adjustments/SaturationNode.cs
  99. 5
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Art/Conversion/HSVtoRGBNode.cs
  100. 5
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Art/Conversion/LinearToRGBNode.cs

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Assets/IGraphAsset.cs


namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
}

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Assets/SerializableGraphAsset.cs


namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
}

3
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Implementation/Edge.cs


using System;
using UnityEngine;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
[Serializable]
public class Edge : IEdge

4
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Implementation/NodeUtils.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.MaterialGraph;
using UnityEditor.ShaderGraph;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
public class SlotConfigurationException : Exception
{

3
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Implementation/SerializableGraph.cs


using System.Reflection;
using System.Runtime.InteropServices;
using NUnit.Framework;
using UnityEngine;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
[Serializable]
public class SerializableGraph : IGraph, ISerializationCallbackReceiver

3
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Implementation/SerializableGraphObject.cs


using System;
using UnityEditor;
using UnityEngine;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
public class SerializableGraphObject : ScriptableObject, IGraphObject, ISerializationCallbackReceiver
{

3
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Implementation/SerializableNode.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
[Serializable]
public class SerializableNode : INode, ISerializationCallbackReceiver

3
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Implementation/SerializableSlot.cs


using System;
using UnityEngine;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
[Serializable]
public class SerializableSlot : ISlot

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Implementation/SlotType.cs


namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
public enum SlotType
{

3
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/DrawState.cs


using System;
using UnityEngine;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
[Serializable]
public struct DrawState

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/GraphChange.cs


using System;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
public abstract class GraphChange {}

3
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/GraphDrawingData.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
[Serializable]
public class GraphDrawingData : ISerializationCallbackReceiver

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/IEdge.cs


using System;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
public interface IEdge : IEquatable<IEdge>
{

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/IGraph.cs


using System;
using System.Collections.Generic;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
public interface IGraph : IOnAssetEnabled
{

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/IGraphObject.cs


namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
public interface IGraphObject
{

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/INode.cs


using System;
using System.Collections.Generic;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
public enum ModificationScope
{

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/IOnAssetEnabled.cs


namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
public interface IOnAssetEnabled
{

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/ISlot.cs


using System;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
public interface ISlot : IEquatable<ISlot>
{

3
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Interfaces/SlotReference.cs


using System;
using UnityEngine;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
[Serializable]
public class SlotReference : ISerializationCallbackReceiver, IEquatable<SlotReference>

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Testing/IntegrationTests/SerializationTests.cs


using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.Graphing;
using UnityEditor.Graphing;
namespace UnityEditor.Graphing.IntegrationTests
{

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Testing/UnitTests/SerializedGraphTests.cs


using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.Graphing;
using UnityEditor.Graphing;
namespace UnityEditor.Graphing.UnitTests
{

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Util/DictionaryPool.cs


using System.Collections.Generic;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
public static class DictionaryPool<TKey, TValue>
{

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Util/ListPool.cs


using System.Collections.Generic;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
public static class ListPool<T>
{

8
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Util/Logging.cs


using System;
using UnityEngine;
using Object = System.Object;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
public void LogFormat(LogType logType, Object context, string format, params object[] args)
public void LogFormat(LogType logType, UnityEngine.Object context, string format, params object[] args)
public void LogException(Exception exception, Object context)
public void LogException(Exception exception, UnityEngine.Object context)
{
Console.WriteLine("{0} - {1}", context, exception);
}

3
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Util/ObjectPool.cs


using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
class ObjectPool<T> where T : new()
{

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Util/PooledObject.cs


using System;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
public class PooledObject<T> : IDisposable where T : new()
{

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Util/QueuePool.cs


using System.Collections.Generic;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
public static class QueuePool<T>
{

51
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Util/SerializationHelper.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
public static class SerializationHelper
{

[SerializeField]
public string fullName;
[SerializeField]
public string assemblyName;
return !string.IsNullOrEmpty(fullName) && !string.IsNullOrEmpty(assemblyName);
}
public string SearchString()
{
if (!IsValid())
return string.Empty;
return string.Format("{0}, {1}", fullName, assemblyName);
}
public string SearchStringTestable()
{
if (!IsValid())
return string.Empty;
return string.Format("{0}, {1}-testable", fullName, assemblyName);
return !string.IsNullOrEmpty(fullName);
}
}

{
return new TypeSerializationInfo
{
fullName = type.FullName,
assemblyName = type.Assembly.GetName().Name
fullName = type.FullName
private static Type GetTypeFromSerializedString(TypeSerializationInfo typeInfo)
static Type GetTypeFromSerializedString(TypeSerializationInfo typeInfo)
var res = Type.GetType(typeInfo.SearchString());
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
foreach (var assembly in assemblies)
{
var type = assembly.GetType(typeInfo.fullName);
if (type != null)
return type;
}
// if we are using a 'testable' dll.
if (res == null)
res = Type.GetType(typeInfo.SearchStringTestable());
return res;
return null;
}
public static JSONSerializedElement Serialize<T>(T item)

};
}
private static TypeSerializationInfo DoTypeRemap(TypeSerializationInfo info, Dictionary<TypeSerializationInfo, TypeSerializationInfo> remapper)
static TypeSerializationInfo DoTypeRemap(TypeSerializationInfo info, Dictionary<TypeSerializationInfo, TypeSerializationInfo> remapper)
{
TypeSerializationInfo foundInfo;
if (remapper.TryGetValue(info, out foundInfo))

throw new ArgumentException(string.Format("Can not deserialize {0}, it is invalid", item));
TypeSerializationInfo info = item.typeInfo;
info.fullName = info.fullName.Replace("UnityEngine.MaterialGraph", "UnityEditor.ShaderGraph");
info.fullName = info.fullName.Replace("UnityEngine.Graphing", "UnityEditor.Graphing");
info.assemblyName = "Assembly-CSharp-Editor";
throw new ArgumentException(string.Format("Can not deserialize ({0}, {1}), type is invalid", info.assemblyName, info.fullName));
throw new ArgumentException(string.Format("Can not deserialize ({0}), type is invalid", info.fullName));
T instance;
try

2
MaterialGraphProject/Assets/GraphFramework/SerializableGraph/Editor/Util/StackPool.cs


using System.Collections.Generic;
namespace UnityEngine.Graphing
namespace UnityEditor.Graphing
{
public static class StackPool<T>
{

4
MaterialGraphProject/Assets/NewNodes/Editor/ChannelBlendNode.cs


using UnityEngine.Graphing;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
/* [Title("Art/ChannelBlend")]
public class ChannelBlend : FunctionNInNOut, IGeneratesFunction

3
MaterialGraphProject/Assets/NewNodes/Editor/FractalNode.cs


using System.Reflection;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("Procedural/Fractal")]
public class FractalNode : CodeFunctionNode

4
MaterialGraphProject/Assets/NewNodes/Editor/FunctionNAddNode.cs


using UnityEngine.Graphing;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
/* [Title("Math/Advanced/Adder")]
public class AddManyNode : FunctionNInNOut, IGeneratesFunction

4
MaterialGraphProject/Assets/NewNodes/Editor/FunctionNInNOut.cs


using UnityEngine.Graphing;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
/* public abstract class FunctionNInNOut : AbstractMaterialNode, IGeneratesBodyCode
{

7
MaterialGraphProject/Assets/NewNodes/Editor/Keep/BlendModeNode.cs


using System.Reflection;
using UnityEditor.MaterialGraph.Drawing.Controls;
using UnityEngine.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("Art/BlendMode")]
public class BlendModeNode : CodeFunctionNode

2
MaterialGraphProject/Assets/NewNodes/Editor/Keep/BlendModesEnum.cs


namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public enum BlendModesEnum
{

3
MaterialGraphProject/Assets/NewNodes/Editor/Keep/ColorBalanceNode.cs


using System.Reflection;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("Art/Adjustments/ColorBalance")]
public class ColorBalanceNode : CodeFunctionNode

5
MaterialGraphProject/Assets/NewNodes/Editor/Keep/HeightToNormalNode.cs


using System.Linq;
using System.Reflection;
using JetBrains.Annotations;
using UnityEngine.Graphing;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("Utility/Heightmap To Normalmap")]
public class HeightToNormalNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV

5
MaterialGraphProject/Assets/NewNodes/Editor/Keep/ParallaxNode.cs


using UnityEngine.Graphing;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("UV/Parallax")]

3
MaterialGraphProject/Assets/NewNodes/Editor/Keep/RadialShearNode.cs


using System.Reflection;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("UV/RadialShearNode")]
public class RadialShearNode : CodeFunctionNode

7
MaterialGraphProject/Assets/NewNodes/Editor/Keep/SamplerStateNode.cs


using System;
using UnityEditor.MaterialGraph.Drawing.Controls;
using UnityEngine.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("Input/Texture/Sampler State")]
public class SamplerStateNode : AbstractMaterialNode

3
MaterialGraphProject/Assets/NewNodes/Editor/Keep/ScaleOffsetNode.cs


using System.Reflection;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("UV/ScaleOffset")]
public class ScaleOffsetNode : CodeFunctionNode

5
MaterialGraphProject/Assets/NewNodes/Editor/Keep/TextureSamplerNode.cs


using System.Linq;
using System.Reflection;
using UnityEngine.Graphing;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("Texture/Sample 2D")]
public class Sample2DTexture : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV

4
MaterialGraphProject/Assets/NewNodes/Editor/Keep/UVTriPlanar.cs


using UnityEngine.Graphing;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
/* [Title("UV/Tri-Planar Mapping")]
public class UVTriPlanar : FunctionNInNOut, IGeneratesFunction, IMayRequireNormal, IMayRequireWorldPosition

3
MaterialGraphProject/Assets/NewNodes/Editor/Kill/AACheckerBoard3dNode.cs


using System.Reflection;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("Procedural/AACheckerboard3d")]
public class AACheckerboard3dNode : CodeFunctionNode

3
MaterialGraphProject/Assets/NewNodes/Editor/Kill/AACheckerBoardNode.cs


using System.Reflection;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("Procedural/AACheckerboard")]
public class AACheckerboardNode : CodeFunctionNode

5
MaterialGraphProject/Assets/NewNodes/Editor/Kill/MultiLayerParallaxNode.cs


using UnityEngine.Graphing;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("UV/MultiLayerParallax")]
public class MultiLayerParallaxNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireMeshUV, IMayRequireViewDirection

3
MaterialGraphProject/Assets/NewNodes/Editor/Kill/POMNode.cs


using System.Reflection;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("UV/ParallaxOcclusionMapping")]
public class ParallaxOcclusionMappingNode : CodeFunctionNode

4
MaterialGraphProject/Assets/NewNodes/Editor/Kill/ScatterNode.cs


using UnityEngine.Graphing;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
/* [Title("Procedural/Scatter")]
public class ScatterNode : FunctionNInNOut, IGeneratesFunction

3
MaterialGraphProject/Assets/NewNodes/Editor/Kill/SphereWarpNode.cs


using System.Reflection;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("UV/SphereWarpNode")]
public class SphereWarpNode : CodeFunctionNode

4
MaterialGraphProject/Assets/NewNodes/Editor/Kill/SphericalIndentationNode.cs


using System.Reflection;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("UV/SphericalIndentation")]
public class SphericalIndentationNode : CodeFunctionNode

4
MaterialGraphProject/Assets/NewNodes/Editor/Kill/ToggleNode.cs


using UnityEngine.Graphing;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
/* [Title("Input/Toggle")]
public class ToggleNode : PropertyNode, IGeneratesBodyCode

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/AssetCallbacks/CreateLayeredShaderGraph.cs


using System.IO;
using UnityEditor.ProjectWindowCallback;
using UnityEngine.MaterialGraph;
using UnityEditor.ShaderGraph;
namespace UnityEditor.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public class CreateLayeredShaderGraph : EndNameEditAction
{

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/AssetCallbacks/CreateRemapGraph.cs


using System.IO;
using UnityEditor.ProjectWindowCallback;
using UnityEngine.MaterialGraph;
using UnityEditor.ShaderGraph;
namespace UnityEditor.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public class CreateRemapGraph : EndNameEditAction
{

6
MaterialGraphProject/Assets/UnityShaderEditor/Editor/AssetCallbacks/CreateShaderGraph.cs


using System.IO;
using UnityEditor.ProjectWindowCallback;
using UnityEngine.MaterialGraph;
using UnityEditor.ShaderGraph;
namespace UnityEditor.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public class CreateShaderGraph : EndNameEditAction
{

public override void Action(int instanceId, string pathName, string resourceFile)
{
var graph = new UnityEngine.MaterialGraph.MaterialGraph();
var graph = new ShaderGraph.MaterialGraph();
graph.AddNode(new LightweightMetallicMasterNode());
File.WriteAllText(pathName, EditorJsonUtility.ToJson(graph));
AssetDatabase.Refresh();

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/AssetCallbacks/CreateShaderSubGraph.cs


using System.IO;
using UnityEditor.ProjectWindowCallback;
using UnityEngine.MaterialGraph;
using UnityEditor.ShaderGraph;
namespace UnityEditor.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public class CreateShaderSubGraph : EndNameEditAction
{

14
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/AbstractMaterialGraph.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.Graphing;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Serializable]
public abstract class AbstractMaterialGraph : SerializableGraph, IGenerateProperties

var result = base.GetLegacyTypeRemapping();
var viewNode = new SerializationHelper.TypeSerializationInfo
{
fullName = "UnityEngine.MaterialGraph.ViewDirectionNode",
assemblyName = "Assembly-CSharp"
fullName = "UnityEngine.MaterialGraph.ViewDirectionNode"
fullName = "UnityEngine.MaterialGraph.NormalNode",
assemblyName = "Assembly-CSharp"
fullName = "UnityEngine.MaterialGraph.NormalNode"
fullName = "UnityEngine.MaterialGraph.WorldPosNode",
assemblyName = "Assembly-CSharp"
fullName = "UnityEngine.MaterialGraph.WorldPosNode"
};
result[worldPosNode] = SerializationHelper.GetTypeSerializableAsString(typeof(PositionNode));

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/AbstractMaterialGraphAsset.cs


using System.Linq;
using UnityEngine.Graphing;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
}

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/AbstractShaderProperty.cs


using System;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Serializable]
public abstract class AbstractShaderProperty<T> : IShaderProperty

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/ColorShaderProperty.cs


using System;
using System.Text;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Serializable]
public class ColorShaderProperty : AbstractShaderProperty<Color>

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/FloatShaderProperty.cs


using System;
using System.Text;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Serializable]
public class FloatShaderProperty : AbstractShaderProperty<float>

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/IMaterialGraphAsset.cs


using UnityEngine.Graphing;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
}

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/IShaderGraph.cs


using System.Collections.Generic;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public interface IShaderGraph
{

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/IShaderProperty.cs


using System;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public interface IShaderProperty
{

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/MaterialGraph.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.Graphing;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Serializable]
public class MaterialGraph : AbstractMaterialGraph, IShaderGraph

6
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/MaterialGraphAsset.cs


using UnityEngine;
using UnityEngine.Graphing;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public class MaterialGraphAsset
{

19
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/MaterialSlot.cs


using System;
using UnityEngine.Graphing;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public interface IMaterialSlotHasVaule<T>
{

[SerializeField]
private Vector2 m_DefaultValue;
public Vector2MaterialSlot()
{
}

[SerializeField]
private Vector3 m_DefaultValue;
public Vector3MaterialSlot()
{
}

:base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden)
{
}
protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
{
return precision + "2x2 (1,0,0,1)";

protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
{
return precision + "4 (" + value.x + "," + value.y + "," + value.z + "," + value.w + ")";
return precision + "4 (" + value.x + "," + value.y + "," + value.z + "," + value.w + ")";
}
}

ShaderStage m_ShaderStage;
private bool m_HasError;
protected MaterialSlot() { }
protected MaterialSlot(int slotId, string displayName, string shaderOutputName, SlotType slotType, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false)

public string RawDisplayName()
{
return displayName;
return base.displayName;
public static MaterialSlot CreateMaterialSlot(SlotValueType type, int slotId, string displayName, string shaderOutputName, SlotType slotType, Vector4 defaultValue, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false)
{
switch (type)

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/Precision.cs


namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public enum Precision
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/PreviewMode.cs


namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public enum PreviewMode
{

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/PreviewProperty.cs


namespace UnityEngine.MaterialGraph
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
public class PreviewProperty
{

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/SamplerStateShaderProperty.cs


using System;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
class SamplerStateShaderProperty : AbstractShaderProperty<TextureSamplerState>
{

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/SerializableGuid.cs


using System;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Serializable]
public class SerializableGuid : ISerializationCallbackReceiver

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/SerializableTexture.cs


using System;
using UnityEditor;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Serializable]
public class SerializableTexture

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/ShaderGraphRequirements.cs


using System.Collections.Generic;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public struct ShaderGraphRequirements
{

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/TextureSamplerState.cs


namespace UnityEngine.MaterialGraph
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
public class TextureSamplerState
{

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/TextureShaderProperty.cs


using System;
using System.Text;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Serializable]
public class TextureShaderProperty : AbstractShaderProperty<SerializableTexture>

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/Vector2ShaderProperty.cs


using System;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Serializable]
public class Vector2ShaderProperty : VectorShaderProperty

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/Vector3ShaderProperty.cs


using System;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Serializable]
public class Vector3ShaderProperty : VectorShaderProperty

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/Vector4ShaderProperty.cs


using System;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Serializable]
public class Vector4ShaderProperty : VectorShaderProperty

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/VectorShaderProperty.cs


using System;
using System.Text;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Serializable]
public abstract class VectorShaderProperty : AbstractShaderProperty<Vector4>

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/GenerationMode.cs


namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public enum GenerationMode
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/IGenerateProperties.cs


namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public interface IGenerateProperties
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/IGeneratesBodyCode.cs


namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public interface IGeneratesBodyCode
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/IGeneratesFunction.cs


namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public interface IGeneratesFunction
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/IMayRequireNormal.cs


namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public interface IMayRequireNormal
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/IMayRequireTime.cs


namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public interface IMayRequireTime
{

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/MaterialGraphChange.cs


using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine.Graphing;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public class ShaderPropertyAdded : GraphChange
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/NeededCoordinateSpace.cs


using System;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Flags]
public enum NeededCoordinateSpace

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/AbstractLightweightMasterNode.cs


using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine.Graphing;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public abstract class AbstractLightweightMasterNode : MasterNode
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/AbstractLightweightPBRMasterNode.cs


using System;
using System.Linq;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Serializable]
public abstract class AbstractLightweightPBRMasterNode : AbstractLightweightMasterNode

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/LightweightFastBlinnMasterNode.cs


using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using UnityEngine.Graphing;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
/* [Serializable]
[Title("Master/Lightweight/Fast Blinn")]

5
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/LightweightMetallicMasterNode.cs


using System;
using System.Collections.Generic;
using UnityEngine.Graphing;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Serializable]
[Title("Master/Lightweight/PBR Metallic")]

5
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/LightweightSpecularMasterNode.cs


using System;
using System.Collections.Generic;
using UnityEngine.Graphing;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Serializable]
[Title("Master/Lightweight/PBR Specular")]

5
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/LightweightUnlitMasterNode.cs


using System;
using System.Collections.Generic;
using UnityEngine.Graphing;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Serializable]
[Title("Master/Lightweight/Unlit")]

5
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/AbstractMaterialNode.cs


using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine.Graphing;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
public static class GuidEncoder
{

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Art/Adjustments/ContrastNode.cs


using System.Reflection;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("Art/Adjustments/Contrast")]
public class ContrastNode : CodeFunctionNode

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Art/Adjustments/HueNode.cs


using System.Reflection;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("Art/Adjustments/Hue")]
public class HueNode : CodeFunctionNode

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Art/Adjustments/LevelsNode.cs


using UnityEngine.Graphing;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("Art/Adjustments/Levels")]
public class LevelsNode : CodeFunctionNode

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Art/Adjustments/SaturationNode.cs


using System.Reflection;
using UnityEngine;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("Art/Adjustments/Saturation")]
public class SaturationNode : CodeFunctionNode

5
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Art/Conversion/HSVtoRGBNode.cs


using System.Reflection;
using UnityEngine.Graphing;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("Art/Conversion/HSVtoRGB")]
public class HSVtoRGBNode : CodeFunctionNode

5
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Art/Conversion/LinearToRGBNode.cs


using System.Reflection;
using UnityEngine.Graphing;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEngine.MaterialGraph
namespace UnityEditor.ShaderGraph
{
[Title("Art/Conversion/LineartoRGB")]
public class LineartoRGBNode : CodeFunctionNode

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