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101 行
3.2 KiB

using System;
using System.Linq;
using UnityEngine;
namespace UnityEditor.Graphs.Material
{
[Title("Fractal/Perlin Node")]
class PerlinNode : TextureNode, IGeneratesFunction, IGeneratesBodyCode
{
public override bool hasPreview { get { return true; } }
[SerializeField]
private int m_Iterations = 4;
[SerializeField]
private float m_Decay = 0.5f;
[SerializeField]
private float m_Frequency = 2.0f;
public override void Init()
{
name = "Perlin";
base.Init ();
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk("inline " + precision + "4 unity_perlin_" + precision + " ("
+ "sampler2D textureID, "
+ "int iterations, "
+ precision + " decay, "
+ precision + " frequency, "
+ precision + "2 p"
+ ")", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk(precision + "4 sum = " + precision + "4(0, 0, 0, 0);", false);
outputString.AddShaderChunk(precision + " amp = 0.5;", false);
outputString.AddShaderChunk("for(int n = 0; n < iterations; n++)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("sum += amp * tex2D (textureID, p);", false);
outputString.AddShaderChunk("p *= frequency;", false);
outputString.AddShaderChunk("amp *= decay;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
outputString.AddShaderChunk("return sum;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
public override void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputSlot = FindOutputSlot(kOutputSlotName);
if (outputSlot == null)
return;
var uvSlot = FindInputSlot(kUVSlotName);
if (uvSlot == null)
return;
var uvName = "IN.meshUV0";
if (uvSlot.edges.Count > 0)
{
var fromNode = uvSlot.edges[0].fromSlot.node as BaseMaterialNode;
uvName = fromNode.GetOutputVariableNameForSlot(uvSlot.edges[0].fromSlot, generationMode);
}
string body = "unity_perlin_" + precision + "(" + GetPropertyName () + ", " + m_Iterations + ", " + m_Decay + ", " + m_Frequency + ", " + uvName + ".xy)";
visitor.AddShaderChunk("float4 " + GetOutputVariableNameForSlot(outputSlot, generationMode) + " = " + body + ";", true);
}
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, 8);
m_Decay = Slider("Decay", m_Decay, -1f, 1f);
m_Frequency = Slider("Frequency", m_Frequency, 0f, 5f);
if (EditorGUI.EndChangeCheck())
RegeneratePreviewShaders();
}
}
}