您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

77 行
2.8 KiB

namespace UnityEngine.MaterialGraph
{
[Title("UV/Spherize")]
public class SpherizeNode : Function3Input, IGeneratesFunction
{
public SpherizeNode()
{
name = "Spherize";
}
protected override string GetFunctionName()
{
return "unity_spherize_" + precision;
}
protected override string GetInputSlot1Name()
{
return "UV";
}
protected override MaterialSlot GetInputSlot1()
{
return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
}
protected override string GetInputSlot2Name()
{
return "Position";
}
protected override MaterialSlot GetInputSlot2()
{
return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
}
protected override string GetInputSlot3Name()
{
return "RadiusAndStrength";
}
protected override MaterialSlot GetInputSlot3()
{
return new MaterialSlot(InputSlot3Id, GetInputSlot3Name(), kInputSlot3ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector3.zero);
}
protected override MaterialSlot GetOutputSlot()
{
return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, UnityEngine.Graphing.SlotType.Output, SlotValueType.Vector2, Vector2.zero);
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk(GetFunctionPrototype("uv", "position", "radiusAndStrength"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
//vec2 fromUVToPoint = pos - uv;
//dist = length(fromUVToPoint);
//float mag = (1.0 - (dist / radius)) * strength;
//mag *= step(dist, radius);
//return uv + (mag * fromUVToPoint);
outputString.AddShaderChunk("float2 fromUVToPoint = position - uv;", false);
outputString.AddShaderChunk("float dist = length(fromUVToPoint);", false);
outputString.AddShaderChunk("float mag = ((1.0 - (dist / radiusAndStrength.x)) * radiusAndStrength.y) * step(dist, radiusAndStrength.x);", false);
outputString.AddShaderChunk("return uv + (mag * fromUVToPoint);", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}