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48 行
1.7 KiB

using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("UV/Cartesian To Polar")]
public class CartesianToPolarNode : Function1Input, IGeneratesFunction
{
public CartesianToPolarNode()
{
name = "CartesianToPolar";
}
protected override string GetFunctionName()
{
return "unity_cartesiantopolar_" + precision;
}
protected override string GetInputSlotName()
{
return "UV";
}
protected override MaterialSlot GetInputSlot()
{
return new MaterialSlot(InputSlotId, GetInputSlotName(), kInputSlotShaderName, SlotType.Input, SlotValueType.Vector2, Vector2.zero);
}
protected override MaterialSlot GetOutputSlot()
{
return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector2, Vector2.zero);
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk(GetFunctionPrototype("uv"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("float radius = length(uv);", false);
outputString.AddShaderChunk("float angle = atan2(uv.x, uv.y);", false);
outputString.AddShaderChunk("return float2(radius, angle);", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}