bfogerty
8 年前
当前提交
ee8f0ea6
共有 3 个文件被更改,包括 90 次插入 和 1 次删除
-
2MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Procedural/CheckerboardNode.cs
-
77MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/UV/SpherizeNode.cs
-
12MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/UV/SpherizeNode.cs.meta
|
|||
namespace UnityEngine.MaterialGraph |
|||
{ |
|||
[Title("UV/Spherize")] |
|||
public class SpherizeNode : Function3Input, IGeneratesFunction |
|||
{ |
|||
public SpherizeNode() |
|||
{ |
|||
name = "Spherize"; |
|||
} |
|||
|
|||
protected override string GetFunctionName() |
|||
{ |
|||
return "unity_spherize_" + precision; |
|||
} |
|||
|
|||
protected override string GetInputSlot1Name() |
|||
{ |
|||
return "UV"; |
|||
} |
|||
|
|||
protected override MaterialSlot GetInputSlot1() |
|||
{ |
|||
return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero); |
|||
} |
|||
|
|||
protected override string GetInputSlot2Name() |
|||
{ |
|||
return "Position"; |
|||
} |
|||
|
|||
protected override MaterialSlot GetInputSlot2() |
|||
{ |
|||
return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero); |
|||
} |
|||
|
|||
protected override string GetInputSlot3Name() |
|||
{ |
|||
return "RadiusAndStrength"; |
|||
} |
|||
|
|||
protected override MaterialSlot GetInputSlot3() |
|||
{ |
|||
return new MaterialSlot(InputSlot3Id, GetInputSlot3Name(), kInputSlot3ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector3.zero); |
|||
} |
|||
|
|||
protected override MaterialSlot GetOutputSlot() |
|||
{ |
|||
return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, UnityEngine.Graphing.SlotType.Output, SlotValueType.Vector2, Vector2.zero); |
|||
} |
|||
|
|||
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) |
|||
{ |
|||
var outputString = new ShaderGenerator(); |
|||
outputString.AddShaderChunk(GetFunctionPrototype("uv", "position", "radiusAndStrength"), false); |
|||
outputString.AddShaderChunk("{", false); |
|||
outputString.Indent(); |
|||
|
|||
//vec2 fromUVToPoint = pos - uv;
|
|||
//dist = length(fromUVToPoint);
|
|||
|
|||
//float mag = (1.0 - (dist / radius)) * strength;
|
|||
//mag *= step(dist, radius);
|
|||
|
|||
//return uv + (mag * fromUVToPoint);
|
|||
|
|||
outputString.AddShaderChunk("float2 fromUVToPoint = position - uv;", false); |
|||
outputString.AddShaderChunk("float dist = length(fromUVToPoint);", false); |
|||
outputString.AddShaderChunk("float mag = (1.0 - (dist / radiusAndStrength.x)) * radiusAndStrength.y * step(dist, radiusAndStrength.x);", false); |
|||
outputString.AddShaderChunk("return uv + (mag * fromUVToPoint);", false); |
|||
|
|||
outputString.Deindent(); |
|||
outputString.AddShaderChunk("}", false); |
|||
|
|||
visitor.AddShaderChunk(outputString.GetShaderString(0), true); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 249d9b9165bdf234e84a85cdb8aca2aa |
|||
timeCreated: 1495555169 |
|||
licenseType: Pro |
|||
MonoImporter: |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
撰写
预览
正在加载...
取消
保存
Reference in new issue