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64 行
2.0 KiB

using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Geometry", "Screen Position")]
public class ScreenPositionNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireScreenPosition
{
public ScreenPositionNode()
{
name = "Screen Position";
UpdateNodeAfterDeserialization();
}
public override string documentationURL
{
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Screen-Position-Node"; }
}
[SerializeField]
private ScreenSpaceType m_ScreenSpaceType = ScreenSpaceType.Default;
[EnumControl("Mode")]
public ScreenSpaceType screenSpaceType
{
get { return m_ScreenSpaceType; }
set
{
if (m_ScreenSpaceType == value)
return;
m_ScreenSpaceType = value;
Dirty(ModificationScope.Graph);
}
}
private const int kOutputSlotId = 0;
private const string kOutputSlotName = "Out";
public override bool hasPreview { get { return true; } }
public override PreviewMode previewMode
{
get { return PreviewMode.Preview2D; }
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector4MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
visitor.AddShaderChunk(string.Format("{0}4 {1} = {2};", precision, GetVariableNameForSlot(kOutputSlotId), m_ScreenSpaceType.ToValueAsVariable()), true);
}
public bool RequiresScreenPosition()
{
return true;
}
}
}