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77 行
2.2 KiB
77 行
2.2 KiB
using System.Collections.Generic;
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using System.Globalization;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEngine;
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using UnityEditor.Graphing;
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namespace UnityEditor.ShaderGraph
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{
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public enum ConstantType
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{
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PI,
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TAU,
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PHI,
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E,
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SQRT2
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};
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[Title("Input", "Basic", "Constant")]
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public class ConstantNode : AbstractMaterialNode, IGeneratesBodyCode
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{
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static Dictionary<ConstantType, float> m_constantList = new Dictionary<ConstantType, float>
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{
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{ConstantType.PI, 3.1415926f },
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{ConstantType.TAU, 6.28318530f},
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{ConstantType.PHI, 1.618034f},
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{ConstantType.E, 2.718282f},
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{ConstantType.SQRT2, 1.414214f},
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};
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[SerializeField]
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private ConstantType m_constant = ConstantType.PI;
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private const int kOutputSlotId = 0;
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private const string kOutputSlotName = "Out";
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[EnumControl("")]
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public ConstantType 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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Dirty(ModificationScope.Graph);
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}
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}
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public ConstantNode()
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{
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name = "Constant";
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UpdateNodeAfterDeserialization();
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}
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public override string documentationURL
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{
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get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Constant-Node"; }
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new Vector1MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, 0));
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RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
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}
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public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
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{
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visitor.AddShaderChunk(precision + " " + GetVariableNameForNode() + " = " + m_constantList[constant].ToString(CultureInfo.InvariantCulture) + ";", true);
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}
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public override string GetVariableNameForSlot(int slotId)
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{
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return GetVariableNameForNode();
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}
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}
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}
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