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56 行
1.9 KiB
56 行
1.9 KiB
namespace UnityEngine.MaterialGraph
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{
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[Title("Procedural/Pulse")]
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public class PulseNode : Function2Input, IGeneratesFunction
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{
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public PulseNode()
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{
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name = "Pulse";
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}
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protected override string GetFunctionName()
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{
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return "unity_pulsenode_" + precision;
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}
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protected override string GetInputSlot1Name()
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{
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return "X Value";
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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 MaterialSlot GetInputSlot1()
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{
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return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector1, Vector2.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, 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("xValue", "xMinAndMax"), false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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outputString.AddShaderChunk("return step( xMinAndMax.x, xValue ) - step( xMinAndMax.y, xValue );", 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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