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67 行
2.2 KiB

using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Art/Blend Node")]
public class BlendNode : Function2Input, IGeneratesFunction
{
public BlendNode()
{
name = "BlendNode";
}
public enum Operation
{
Normal,
Additive,
}
[SerializeField]
private Operation m_Operation;
[SerializeField]
private float m_Blend = 0.5f;
private static readonly string[] kOpNames =
{
"normal",
"add"
};
public Operation operation
{
get { return m_Operation; }
set { m_Operation = value; }
}
public float blend
{
get { return m_Blend; }
set { m_Blend = value; }
}
protected override string GetFunctionName() { return "unity_blend_" + kOpNames[(int)m_Operation] + "_" + precision; }
protected override string GetFunctionCallBody(string input1Value, string input2Value)
{
return GetFunctionName() + "(" + input1Value + ", " + input2Value + ", " + m_Blend + ")";
}
protected void AddOperationBody(ShaderGenerator visitor, string name, string body)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk("inline " + precision + outputDimension + " unity_blend_" + name + "_" + precision + " (" + precision + outputDimension + " arg1, " + precision + outputDimension + " arg2, " + precision + " blend)", false);
outputString.AddShaderChunk("{", false); outputString.Indent();
outputString.AddShaderChunk(body, false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
AddOperationBody(visitor, kOpNames[(int)Operation.Normal], "return lerp(arg1, arg2, blend);");
AddOperationBody(visitor, kOpNames[(int)Operation.Additive], "return (arg1 + arg2) * blend;");
}
}
}