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40 行
1.1 KiB

using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("UV", "Twirl")]
public class TwirlNode : CodeFunctionNode
{
public TwirlNode()
{
name = "Twirl";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Twirl", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Twirl(
[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 Center,
[Slot(2, Binding.None, 10f, 0f, 0f, 0f)] Vector1 Strength,
[Slot(3, Binding.None)] Vector2 Offset,
[Slot(4, Binding.None)] out Vector2 Out)
{
Out = Vector2.zero;
return
@"
{
float2 delta = UV - Center;
{precision} angle = Strength * length(delta);
{precision} x = cos(angle) * delta.x - sin(angle) * delta.y;
{precision} y = sin(angle) * delta.x + cos(angle) * delta.y;
Out = float2(x + Center.x + Offset.x, y + Center.y + Offset.y);
}
";
}
}
}