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2.4 KiB

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