bfogerty
8 年前
当前提交
f0331f23
共有 3 个文件被更改,包括 86 次插入 和 16 次删除
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22MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Procedural/PulseNode.cs
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68MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Procedural/BoxNode.cs
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12MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Procedural/BoxNode.cs.meta
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namespace UnityEngine.MaterialGraph |
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{ |
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[Title("Procedural/Box")] |
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public class BoxNode : Function3Input, IGeneratesFunction |
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{ |
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public BoxNode() |
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{ |
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name = "Box"; |
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} |
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protected override string GetFunctionName() |
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{ |
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return "unity_boxnode_" + precision; |
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} |
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protected override string GetInputSlot1Name() |
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{ |
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return "X and Y"; |
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} |
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protected override string GetInputSlot2Name() |
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{ |
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return "X Min and Max"; |
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} |
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protected override string GetInputSlot3Name() |
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{ |
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return "Y Min and Max"; |
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} |
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protected override MaterialSlot GetInputSlot1() |
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{ |
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return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector3.zero); |
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} |
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protected override MaterialSlot GetInputSlot2() |
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{ |
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return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector3.zero); |
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} |
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protected override MaterialSlot GetInputSlot3() |
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{ |
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return new MaterialSlot(InputSlot3Id, GetInputSlot3Name(), kInputSlot3ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero); |
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} |
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protected override MaterialSlot GetOutputSlot() |
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{ |
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return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, UnityEngine.Graphing.SlotType.Output, SlotValueType.Vector1, Vector2.zero); |
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} |
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public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) |
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{ |
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var outputString = new ShaderGenerator(); |
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outputString.AddShaderChunk(GetFunctionPrototype("xy", "xMinAndMax", "yMinAndMax"), false); |
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outputString.AddShaderChunk("{", false); |
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outputString.Indent(); |
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outputString.AddShaderChunk("float x = step( xMinAndMax.x, xy.x ) - step( xMinAndMax.y, xy.x );", false); |
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outputString.AddShaderChunk("float y = step( yMinAndMax.x, xy.y ) - step( yMinAndMax.y, xy.y );", false); |
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outputString.AddShaderChunk("return x * y;", false); |
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outputString.Deindent(); |
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outputString.AddShaderChunk("}", false); |
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visitor.AddShaderChunk(outputString.GetShaderString(0), true); |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 0f23589566e318c408af431d95bb492c |
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timeCreated: 1495565599 |
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licenseType: Pro |
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MonoImporter: |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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