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46 行
1.4 KiB
46 行
1.4 KiB
using System.Reflection;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Artistic", "Filter", "Dither")]
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public class DitherNode : CodeFunctionNode
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{
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public DitherNode()
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{
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name = "Dither";
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UpdateNodeAfterDeserialization();
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}
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public override string documentationURL
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{
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get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Dither-Node"; }
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("Unity_Dither", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_Dither(
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[Slot(0, Binding.None)] DynamicDimensionVector In,
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[Slot(1, Binding.ScreenPosition)] Vector2 ScreenPosition,
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[Slot(2, Binding.None)] out DynamicDimensionVector Out)
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{
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return
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@"
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{
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{precision}2 uv = ScreenPosition.xy * _ScreenParams.xy;
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{precision} DITHER_THRESHOLDS[16] =
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{
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1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
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13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
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4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
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16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
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};
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uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4;
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Out = In - DITHER_THRESHOLDS[index];
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}";
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}
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}
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}
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