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1.2 KiB

using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Procedural", "Shape", "Polygon")]
public class PolygonNode : CodeFunctionNode
{
public PolygonNode()
{
name = "Polygon";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Polygon", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Polygon(
[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(1, Binding.None, 6, 0, 0, 0)] Vector1 Sides,
[Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width,
[Slot(3, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height,
[Slot(4, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
{precision} tau = 6.28318530718;
{precision}2 uv = (UV * 2 - 1) / {precision}2(Width, Height);
uv.y *= -1;
{precision} pCoord = atan2(uv.x, uv.y);
{precision} r = tau / Sides;
{precision} distance = cos(floor(0.5 + pCoord / r) * r - pCoord) * length(uv);
{precision} value = 1 - step(1, smoothstep(0, 1, distance));
Out = value;
}
";
}
}
}