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41 行
1.3 KiB

using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Procedural", "Shape", "Rounded Rectangle")]
public class RoundedRectangleNode : CodeFunctionNode
{
public RoundedRectangleNode()
{
name = "Rounded Rectangle";
}
public override string documentationURL
{
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Rounded-Rectangle-Node"; }
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_RoundedRectangle", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_RoundedRectangle(
[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(1, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width,
[Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height,
[Slot(3, Binding.None, 0.1f, 0, 0, 0)] Vector1 Radius,
[Slot(4, Binding.None, ShaderStageCapability.Fragment)] out Vector1 Out)
{
return
@"
{
Radius = max(min(min(abs(Radius * 2), abs(Width)), abs(Height)), 1e-5);
{precision}2 uv = abs(UV * 2 - 1) - {precision}2(Width, Height) + Radius;
{precision} d = length(max(0, uv)) / Radius;
Out = saturate((1 - d) / fwidth(d));
}";
}
}
}