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