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50 行
1.3 KiB

using UnityEngine;
namespace UnityEditor.Graphs.Material
{
[Title("Math/Add Node")]
class AddNode : FunctionMultiInput, IGeneratesFunction
{
[SerializeField]
private float m_DefaultValue = 0.0f;
public override void Init()
{
name = "AddNode";
base.Init();
}
protected override string GetFunctionName () {return "unity_add_"+precision;}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator ();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk("inline " + precision + "4 unity_add_" + precision + " (" + precision + "4 arg1, " + precision + "4 arg2)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("return arg1 + arg2;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk (outputString.GetShaderString (0), true);
}
public override Vector4 GetNewSlotDefaultValue ()
{
return Vector4.zero;
}
public override void NodeUI (Graphs.GraphGUI host)
{
base.NodeUI(host);
EditorGUI.BeginChangeCheck ();
m_DefaultValue = EditorGUILayout.FloatField("", m_DefaultValue, GUILayout.Width(64));
if (EditorGUI.EndChangeCheck ())
RegeneratePreviewShaders ();
}
}
}