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31 行
985 B

namespace UnityEditor.Graphs.Material
{
[Title("Math/Fresnel Node")]
class FresnelNode : Function2Input, IGeneratesFunction
{
public override void Init()
{
name = "FresnelNode";
base.Init();
}
protected override string GetFunctionName() { return "unity_fresnel_" + precision; }
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk("inline " + precision + "4 unity_fresnel_" + precision + " (" + precision + "4 arg1, " + precision + "4 arg2)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("return (1.0 - dot (normalize (arg1.xyz), normalize (arg2.xyz))).xxxx;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}