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56 行
2.0 KiB

namespace UnityEngine.MaterialGraph
{
[Title("Procedural/Repeating Dot")]
public class RepeatingDotNode : Function2Input, IGeneratesFunction
{
public RepeatingDotNode()
{
name = "RepeatingDot";
}
protected override string GetFunctionName()
{
return "unity_repreatingdot_" + precision;
}
protected override string GetInputSlot1Name()
{
return "UV";
}
protected override string GetInputSlot2Name()
{
return "Count";
}
protected override MaterialSlot GetInputSlot1()
{
return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
}
protected override MaterialSlot GetInputSlot2()
{
return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector1, Vector4.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("uv", "count"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("uv *= 2.0 - 1.0;", false);
outputString.AddShaderChunk("uv = fmod(uv * count, 1.0) * 2.0 - 1.0;", false);
outputString.AddShaderChunk("return length(uv);", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}