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Update Math node defaults

/main
Matt Dean 7 年前
当前提交
fe197d85
共有 15 个文件被更改,包括 27 次插入27 次删除
  1. 6
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/LogNode.cs
  2. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/DivideNode.cs
  3. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/MultiplyNode.cs
  4. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/PowerNode.cs
  5. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/SubtractNode.cs
  6. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Range/MinimumNode.cs
  7. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Range/OneMinusNode.cs
  8. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Range/RemapNode.cs
  9. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Round/StepNode.cs
  10. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Trigonometry/ArccosineNode.cs
  11. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Vector/CrossProductNode.cs
  12. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Vector/DotProductNode.cs
  13. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Vector/ProjectionNode.cs
  14. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Vector/ReflectionNode.cs
  15. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Vector/RejectionNode.cs

6
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Advanced/LogNode.cs


}
static string Unity_Log(
[Slot(0, Binding.None)] DynamicDimensionVector In,
[Slot(0, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector In,
[Slot(1, Binding.None)] out DynamicDimensionVector Out)
{
return

}
static string Unity_Log2(
[Slot(0, Binding.None)] DynamicDimensionVector In,
[Slot(0, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector In,
[Slot(1, Binding.None)] out DynamicDimensionVector Out)
{
return

}
static string Unity_Log10(
[Slot(0, Binding.None)] DynamicDimensionVector In,
[Slot(0, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector In,
[Slot(1, Binding.None)] out DynamicDimensionVector Out)
{
return

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/DivideNode.cs


static string Unity_Divide(
[Slot(0, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector A,
[Slot(1, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector B,
[Slot(1, Binding.None, 2, 2, 2, 2)] DynamicDimensionVector B,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return @"

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/MultiplyNode.cs


}
static string Unity_Multiply(
[Slot(0, Binding.None)] DynamicDimensionVector A,
[Slot(1, Binding.None)] DynamicDimensionVector B,
[Slot(0, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector A,
[Slot(1, Binding.None, 2, 2, 2, 2)] DynamicDimensionVector B,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/PowerNode.cs


}
static string Unity_Power(
[Slot(0, Binding.None)] DynamicDimensionVector A,
[Slot(1, Binding.None)] DynamicDimensionVector B,
[Slot(0, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector A,
[Slot(1, Binding.None, 2, 2, 2, 2)] DynamicDimensionVector B,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/SubtractNode.cs


}
static string Unity_Subtract(
[Slot(0, Binding.None)] DynamicDimensionVector A,
[Slot(1, Binding.None)] DynamicDimensionVector B,
[Slot(0, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector A,
[Slot(1, Binding.None, -1, -1, -1, -1)] DynamicDimensionVector B,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Range/MinimumNode.cs


}
static string Unity_Minimum(
[Slot(0, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector A,
[Slot(0, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector A,
[Slot(1, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector B,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Range/OneMinusNode.cs


}
static string Unity_OneMinus(
[Slot(0, Binding.None)] DynamicDimensionVector In,
[Slot(0, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector In,
[Slot(1, Binding.None)] out DynamicDimensionVector Out)
{
return

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Range/RemapNode.cs


}
static string Unity_Remap(
[Slot(0, Binding.None)] DynamicDimensionVector In,
[Slot(1, Binding.None, 0, 1, 0, 0)] Vector2 InMinMax,
[Slot(0, Binding.None, -1, -1, -1, -1)] DynamicDimensionVector In,
[Slot(1, Binding.None, -1, 1, 0, 0)] Vector2 InMinMax,
[Slot(2, Binding.None, 0, 1, 0, 0)] Vector2 OutMinMax,
[Slot(3, Binding.None)] out DynamicDimensionVector Out)
{

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Round/StepNode.cs


}
static string Unity_Step(
[Slot(0, Binding.None)] DynamicDimensionVector A,
[Slot(1, Binding.None)] DynamicDimensionVector B,
[Slot(0, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector A,
[Slot(1, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector B,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Trigonometry/ArccosineNode.cs


}
static string Unity_Arccosine(
[Slot(0, Binding.None)] DynamicDimensionVector In,
[Slot(0, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector In,
[Slot(1, Binding.None)] out DynamicDimensionVector Out)
{
return

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Vector/CrossProductNode.cs


}
static string Unity_CrossProduct(
[Slot(0, Binding.None)] Vector3 A,
[Slot(1, Binding.None)] Vector3 B,
[Slot(0, Binding.None, 0, 0, 0, 0)] Vector3 A,
[Slot(1, Binding.None, 0, 1, 0, 0)] Vector3 B,
[Slot(2, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Vector/DotProductNode.cs


}
static string Unity_DotProduct(
[Slot(0, Binding.None)] Vector3 A,
[Slot(1, Binding.None)] Vector3 B,
[Slot(0, Binding.None, 0, 0, 0, 0)] Vector3 A,
[Slot(1, Binding.None, 0, 1, 0, 0)] Vector3 B,
[Slot(2, Binding.None)] out Vector1 Out)
{
return

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Vector/ProjectionNode.cs


}
static string Unity_Projection(
[Slot(0, Binding.None)] DynamicDimensionVector A,
[Slot(1, Binding.None)] DynamicDimensionVector B,
[Slot(0, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector A,
[Slot(1, Binding.None, 0, 1, 0, 0)] DynamicDimensionVector B,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Vector/ReflectionNode.cs


}
static string Unity_Reflection(
[Slot(0, Binding.None)] DynamicDimensionVector In,
[Slot(1, Binding.None)] DynamicDimensionVector Normal,
[Slot(0, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector In,
[Slot(1, Binding.None, 0, 1, 0, 0)] DynamicDimensionVector Normal,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Vector/RejectionNode.cs


}
static string Unity_Rejection(
[Slot(0, Binding.None)] DynamicDimensionVector A,
[Slot(1, Binding.None)] DynamicDimensionVector B,
[Slot(0, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector A,
[Slot(1, Binding.None, 0, 1, 0, 0)] DynamicDimensionVector B,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return

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