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
95 行
3.6 KiB
95 行
3.6 KiB
using System;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
|
|
namespace UnityEditor.Graphs.Material
|
|
{
|
|
[Title("Fractal/Kaleidoscope Node")]
|
|
class KaleidoscopeNode : BaseMaterialNode, IGeneratesFunction, IGeneratesBodyCode
|
|
{
|
|
[SerializeField]
|
|
private int m_Iterations = 6;
|
|
|
|
private const string kPointInputName = "Point";
|
|
private const string kConstant1InputName = "Constant1";
|
|
private const string kConstant2InputName = "Constant2";
|
|
private const string kOutputSlotName = "Output";
|
|
|
|
public override bool hasPreview { get { return true; } }
|
|
|
|
public override void Init()
|
|
{
|
|
name = "KaleidoscopeNode";
|
|
base.Init();
|
|
AddSlot(new Slot(SlotType.InputSlot, kPointInputName));
|
|
AddSlot(new Slot(SlotType.InputSlot, kConstant1InputName));
|
|
AddSlot(new Slot(SlotType.InputSlot, kConstant2InputName));
|
|
AddSlot(new Slot(SlotType.OutputSlot, kOutputSlotName));
|
|
}
|
|
|
|
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
|
|
{
|
|
var outputString = new ShaderGenerator();
|
|
foreach (var precision in m_PrecisionNames)
|
|
{
|
|
outputString.AddShaderChunk("inline " + precision + "4 unity_kaleidoscope_" + precision + " (" + precision + "2 p, " + precision + "4 c1, " + precision + "4 c2, int iterations)", false);
|
|
outputString.AddShaderChunk("{", false);
|
|
outputString.Indent();
|
|
outputString.AddShaderChunk("c1 = c1 * 2 - 1;", false);
|
|
outputString.AddShaderChunk("c2 = c2 * 2 - 1;", false);
|
|
outputString.AddShaderChunk("for (int n = 0; n < iterations; n++)", false);
|
|
outputString.AddShaderChunk("{", false);
|
|
outputString.Indent();
|
|
outputString.AddShaderChunk("p = c1.xy + p * c1.zw + " + precision + "2(dot(p, c2.xy), dot(p, c2.zw));", false);
|
|
outputString.AddShaderChunk("if(p.x < p.y) p.xy = -p.yx;", false);
|
|
outputString.Deindent();
|
|
outputString.AddShaderChunk("}", false);
|
|
outputString.AddShaderChunk("return " + precision + "4(p, 1, 1);", false);
|
|
outputString.Deindent();
|
|
outputString.AddShaderChunk("}", false);
|
|
}
|
|
|
|
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
|
|
}
|
|
|
|
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
|
|
{
|
|
var outputSlot = FindOutputSlot (kOutputSlotName);
|
|
var pointInput = FindInputSlot (kPointInputName);
|
|
var constant1Input = FindInputSlot (kConstant1InputName);
|
|
var constant2Input = FindInputSlot (kConstant2InputName);
|
|
|
|
if (outputSlot == null || pointInput == null || constant1Input == null || constant2Input == null)
|
|
{
|
|
Debug.LogError("Invalid slot configuration on node: " + name);
|
|
return;
|
|
}
|
|
|
|
string pointInputValue = GetSlotValue (pointInput, generationMode);
|
|
string constant1InputValue = GetSlotValue (constant1Input, generationMode);
|
|
string constant2InputValue = GetSlotValue (constant2Input, generationMode);
|
|
|
|
string outName = GetOutputVariableNameForSlot (outputSlot, generationMode);
|
|
visitor.AddShaderChunk (precision + "4 " + outName + " = unity_kaleidoscope_" + precision + "(" + pointInputValue + ".xy, " + constant1InputValue + ", " + constant2InputValue + ", " + m_Iterations + ");", false);
|
|
}
|
|
|
|
static float Slider(string title, float value, float from, float to)
|
|
{
|
|
GUILayout.BeginHorizontal();
|
|
GUILayout.Label(title);
|
|
value = GUILayout.HorizontalSlider(value, from, to, GUILayout.Width(64));
|
|
GUILayout.EndHorizontal();
|
|
return value;
|
|
}
|
|
|
|
public override void NodeUI(Graphs.GraphGUI host)
|
|
{
|
|
base.NodeUI(host);
|
|
|
|
EditorGUI.BeginChangeCheck();
|
|
m_Iterations = (int)Slider("Iterations", (float)m_Iterations, 1, 50);
|
|
if (EditorGUI.EndChangeCheck())
|
|
RegeneratePreviewShaders();
|
|
}
|
|
}
|
|
}
|