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68 行
2.4 KiB
68 行
2.4 KiB
namespace UnityEngine.MaterialGraph
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{
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[Title("Procedural/Box")]
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public class BoxNode : Function3Input, IGeneratesFunction
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{
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public BoxNode()
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{
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name = "Box";
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}
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protected override string GetFunctionName()
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{
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return "unity_boxnode_" + precision;
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}
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protected override string GetInputSlot1Name()
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{
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return "X and Y";
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}
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protected override string GetInputSlot2Name()
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{
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return "X Min and Max";
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}
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protected override string GetInputSlot3Name()
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{
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return "Y Min and Max";
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}
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protected override MaterialSlot GetInputSlot1()
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{
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return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector3.zero);
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}
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protected override MaterialSlot GetInputSlot2()
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{
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return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector3.zero);
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}
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protected override MaterialSlot GetInputSlot3()
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{
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return new MaterialSlot(InputSlot3Id, GetInputSlot3Name(), kInputSlot3ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
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}
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protected override MaterialSlot GetOutputSlot()
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{
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return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, UnityEngine.Graphing.SlotType.Output, SlotValueType.Vector1, Vector2.zero);
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}
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public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
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{
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var outputString = new ShaderGenerator();
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outputString.AddShaderChunk(GetFunctionPrototype("xy", "xMinAndMax", "yMinAndMax"), false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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outputString.AddShaderChunk("float x = step( xMinAndMax.x, xy.x ) - step( xMinAndMax.y, xy.x );", false);
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outputString.AddShaderChunk("float y = step( yMinAndMax.x, xy.y ) - step( yMinAndMax.y, xy.y );", false);
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outputString.AddShaderChunk("return x * y;", false);
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outputString.Deindent();
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outputString.AddShaderChunk("}", false);
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visitor.AddShaderChunk(outputString.GetShaderString(0), true);
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}
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}
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}
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