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112 行
3.4 KiB
112 行
3.4 KiB
using System.Reflection;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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namespace UnityEditor.ShaderGraph
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{
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public enum HueMode
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{
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Degrees,
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Normalized
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};
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[Title("Artistic", "Adjustment", "Hue")]
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public class HueNode : CodeFunctionNode
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{
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public HueNode()
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{
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name = "Hue";
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}
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[SerializeField]
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private HueMode m_HueMode = HueMode.Degrees;
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[EnumControl("Range")]
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public HueMode hueMode
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{
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get { return m_HueMode; }
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set
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{
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if (m_HueMode == value)
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return;
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m_HueMode = value;
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Dirty(ModificationScope.Graph);
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}
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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switch (m_HueMode)
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{
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case HueMode.Normalized:
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return GetType().GetMethod("Unity_Hue_Normalized", BindingFlags.Static | BindingFlags.NonPublic);
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default:
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return GetType().GetMethod("Unity_Hue_Degrees", BindingFlags.Static | BindingFlags.NonPublic);
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}
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}
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static string Unity_Hue_Degrees(
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[Slot(0, Binding.None)] Vector3 In,
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[Slot(1, Binding.None)] Vector1 Offset,
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[Slot(2, Binding.None)] out Vector3 Out)
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{
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Out = Vector3.zero;
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return
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@"
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{
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// RGB to HSV
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{precision}4 K = {precision}4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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{precision}4 P = lerp({precision}4(In.bg, K.wz), {precision}4(In.gb, K.xy), step(In.b, In.g));
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{precision}4 Q = lerp({precision}4(P.xyw, In.r), {precision}4(In.r, P.yzx), step(P.x, In.r));
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{precision} D = Q.x - min(Q.w, Q.y);
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{precision} E = 1e-10;
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{precision}3 hsv = {precision}3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x);
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{precision} hue = hsv.x + Offset / 360;
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hsv.x = (hue < 0)
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? hue + 1
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: (hue > 1)
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? hue - 1
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: hue;
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// HSV to RGB
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{precision}4 K2 = {precision}4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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{precision}3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
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Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
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}";
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}
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static string Unity_Hue_Normalized(
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[Slot(0, Binding.None)] Vector3 In,
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[Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector1 Offset,
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[Slot(2, Binding.None)] out Vector3 Out)
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{
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Out = Vector3.zero;
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return
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@"
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{
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// RGB to HSV
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{precision}4 K = {precision}4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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{precision}4 P = lerp({precision}4(In.bg, K.wz), {precision}4(In.gb, K.xy), step(In.b, In.g));
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{precision}4 Q = lerp({precision}4(P.xyw, In.r), {precision}4(In.r, P.yzx), step(P.x, In.r));
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{precision} D = Q.x - min(Q.w, Q.y);
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{precision} E = 1e-10;
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{precision}3 hsv = {precision}3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x);
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{precision} hue = hsv.x + Offset;
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hsv.x = (hue < 0)
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? hue + 1
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: (hue > 1)
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? hue - 1
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: hue;
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// HSV to RGB
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{precision}4 K2 = {precision}4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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{precision}3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
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Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
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}";
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}
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}
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}
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