您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
68 行
2.3 KiB
68 行
2.3 KiB
namespace UnityEngine.MaterialGraph
|
|
{
|
|
[Title("UV/Panner")]
|
|
public class PannerNode : Function3Input, IGeneratesFunction
|
|
{
|
|
public PannerNode()
|
|
{
|
|
name = "Panner";
|
|
}
|
|
|
|
protected override string GetFunctionName()
|
|
{
|
|
return "unity_pan_" + precision;
|
|
}
|
|
|
|
protected override string GetInputSlot1Name()
|
|
{
|
|
return "UV";
|
|
}
|
|
|
|
protected override string GetInputSlot2Name()
|
|
{
|
|
return "HorizontalOffset";
|
|
}
|
|
|
|
protected override string GetInputSlot3Name()
|
|
{
|
|
return "VerticalOffset";
|
|
}
|
|
|
|
protected override MaterialSlot GetInputSlot1()
|
|
{
|
|
return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector4.zero);
|
|
}
|
|
|
|
protected override MaterialSlot GetInputSlot2()
|
|
{
|
|
return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector1, Vector4.zero);
|
|
}
|
|
|
|
protected override MaterialSlot GetInputSlot3()
|
|
{
|
|
return new MaterialSlot(InputSlot3Id, GetInputSlot3Name(), kInputSlot3ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector1, Vector4.zero);
|
|
}
|
|
protected override MaterialSlot GetOutputSlot()
|
|
{
|
|
return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, UnityEngine.Graphing.SlotType.Output, SlotValueType.Vector2, Vector2.zero);
|
|
}
|
|
|
|
public override bool hasPreview
|
|
{
|
|
get { return true; }
|
|
}
|
|
|
|
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
|
|
{
|
|
var outputString = new ShaderGenerator();
|
|
outputString.AddShaderChunk(GetFunctionPrototype("UV", "HorizontalOffset", "VerticalOffset"), false);
|
|
outputString.AddShaderChunk("{", false);
|
|
outputString.Indent();
|
|
outputString.AddShaderChunk("return float2(UV.x + HorizontalOffset, UV.y + VerticalOffset);", false);
|
|
outputString.Deindent();
|
|
outputString.AddShaderChunk("}", false);
|
|
|
|
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
|
|
}
|
|
}
|
|
}
|