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71 行
1.9 KiB

using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Procedural", "Noise", "Voronoi")]
public class VoronoiNode : CodeFunctionNode
{
public VoronoiNode()
{
name = "Voronoi";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Voronoi", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Voronoi(
[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(1, Binding.None, 2.0f, 0, 0, 0)] Vector1 AngleOffset,
[Slot(2, Binding.None, 5.0f, 5.0f, 5.0f, 5.0f)] Vector1 CellDensity,
[Slot(3, Binding.None)] out Vector1 Out,
[Slot(4, Binding.None)] out Vector1 Cells)
{
return
@"
{
float2 g = floor(UV * CellDensity);
float2 f = frac(UV * CellDensity);
float t = 8.0;
float3 res = float3(8.0, 0.0, 0.0);
for(int y=-1; y<=1; y++)
{
for(int x=-1; x<=1; x++)
{
float2 lattice = float2(x,y);
float2 offset = unity_voronoi_noise_randomVector(lattice + g, AngleOffset);
float d = distance(lattice + offset, f);
if(d < res.x)
{
res = float3(d, offset.x, offset.y);
Out = res.x;
Cells = res.y;
}
}
}
}
";
}
public override void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
registry.ProvideFunction("unity_voronoi_noise_randomVector", s => s.Append(@"
inline float2 unity_voronoi_noise_randomVector (float2 UV, float offset)
{
float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98);
UV = frac(sin(mul(UV, m)) * 46839.32);
return float2(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5);
}
"));
base.GenerateNodeFunction(registry, generationMode);
}
}
}