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74 行
1.9 KiB

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