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33 行
1021 B

using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("UV/SphereWarpNode")]
public class SphereWarpNode : CodeFunctionNode
{
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_SphereWarp", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_SphereWarp(
[Slot(0, Binding.MeshUV0)] Vector2 uv,
[Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 center,
[Slot(2, Binding.None, 1f, 1f, 1f, 1f)] Vector2 warpAmount,
[Slot(3, Binding.None)] Vector2 offset,
[Slot(4, Binding.None)] out Vector2 result)
{
result = Vector2.zero;
return
@"
{
float2 delta = uv - center;
float delta2 = dot(delta.xy, delta.xy);
float delta4 = delta2 * delta2;
float2 delta_offset = delta4 * warpAmount;
result = uv + delta * delta_offset + offset;
}";
}
}
}