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74 行
1.9 KiB
74 行
1.9 KiB
using System.Reflection;
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using UnityEngine;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEditor.Graphing;
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namespace UnityEditor.ShaderGraph
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{
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[Title("OLD/Transform")]
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public class UVTransform : CodeFunctionNode
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{
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[SerializeField]
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private RotationUnit m_constant = RotationUnit.Radians;
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[EnumControl("")]
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public RotationUnit constant
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{
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get { return m_constant; }
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set
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{
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if (m_constant == value)
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return;
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m_constant = value;
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if (onModified != null)
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{
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onModified(this, ModificationScope.Graph);
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}
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}
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}
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public UVTransform()
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{
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name = "Transform";
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("Unity_ScaleOffsetRotate", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_ScaleOffsetRotate(
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[Slot(0, Binding.MeshUV0)] Vector2 uv,
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[Slot(1, Binding.None, 1f, 1f, 1f, 1f)] Vector2 scale,
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[Slot(2, Binding.None)] Vector2 offset,
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[Slot(3, Binding.None)] Vector1 rotation,
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[Slot(4, Binding.None)] out Vector2 result)
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{
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result = Vector2.zero;
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return
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@"
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{
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uv -= offset;
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{precision} s = sin(rotation);
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{precision} c = cos(rotation);
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//center rotation matrix
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{precision}2x2 rMatrix = float2x2(c, -s, s, c);
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rMatrix *= 0.5;
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rMatrix += 0.5;
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rMatrix = rMatrix*2 - 1;
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//multiply the UVs by the rotation matrix
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uv.xy = mul(uv.xy, rMatrix);
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uv += offset;
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float4 xform = float4(scale, offset + offset - offset * scale);
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result = uv * xform.xy + xform.zw;
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}
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";
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}
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}
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}
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