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54 行
1.8 KiB
54 行
1.8 KiB
using System.Reflection;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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/*
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[Title("UV/Spherize 3D")]
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public class SphericalIndentationNode : CodeFunctionNode
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{
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public SphericalIndentationNode()
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{
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name = "Spherize 3D";
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("Unity_SphericalIndentation", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_SphericalIndentation(
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[Slot(0, Binding.MeshUV0)] Vector2 uv,
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[Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 center,
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[Slot(2, Binding.None)] Vector1 height,
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[Slot(3, Binding.None, 1f, 1f, 1f, 1f)] Vector1 radius,
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[Slot(4, Binding.None)] out Vector3 resultUV,
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[Slot(5, Binding.None)] out Vector3 resultNormal,
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[Slot(6, Binding.TangentSpaceViewDirection, true)] Vector3 tangentSpaceViewDirection)
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{
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resultUV = Vector3.zero;
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resultNormal = Vector3.up;
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return
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@"
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{
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float radius2= radius*radius;
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float3 cur= float3(uv.xy, 0.0f);
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float3 sphereCenter = float3(center, height);
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float3 edgeA = sphereCenter - cur;
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float a2 = dot(edgeA, edgeA);
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resultUV= float3(uv.xy, 0.0f);
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resultNormal= float3(0.0f, 0.0f, 1.0f);
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if (a2 < radius2)
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{
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float a = sqrt(a2);
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edgeA = edgeA / a;
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float cosineR = dot(edgeA, tangentSpaceViewDirection.xyz);
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float x = cosineR * a - sqrt(-a2 + radius2 + a2 * cosineR * cosineR);
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float3 intersectedEdge = cur + tangentSpaceViewDirection * x;
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resultNormal= normalize(sphereCenter - intersectedEdge);
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resultUV = intersectedEdge.xyz;
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}
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}";
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}
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}
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*/
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}
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