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

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);
}
}
}