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30 行
964 B

namespace UnityEditor.Graphs.Material
{
[Title("Math/Quantize Node")]
class QuantizeNode : Function2Input, IGeneratesFunction
{
public override void Init()
{
name = "QuantizeNode";
base.Init();
}
protected override string GetFunctionName () {return "unity_quantize_"+precision;}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator ();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk("inline " + precision + "4 unity_quantize_" + precision + " (" + precision + "4 input, " + precision + "4 stepsize)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("return floor(input / stepsize) * stepsize;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk (outputString.GetShaderString (0), true);
}
}
}