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77 行
2.8 KiB
77 行
2.8 KiB
namespace UnityEngine.MaterialGraph
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{
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[Title("UV/Spherize")]
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public class SpherizeNode : Function3Input, IGeneratesFunction
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{
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public SpherizeNode()
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{
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name = "Spherize";
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}
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protected override string GetFunctionName()
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{
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return "unity_spherize_" + precision;
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}
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protected override string GetInputSlot1Name()
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{
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return "UV";
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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.Vector2, Vector2.zero);
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}
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protected override string GetInputSlot2Name()
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{
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return "Position";
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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 string GetInputSlot3Name()
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{
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return "RadiusAndStrength";
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}
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protected override MaterialSlot GetInputSlot3()
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{
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return new MaterialSlot(InputSlot3Id, GetInputSlot3Name(), kInputSlot3ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector3.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.Vector2, 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("uv", "position", "radiusAndStrength"), false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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//vec2 fromUVToPoint = pos - uv;
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//dist = length(fromUVToPoint);
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//float mag = (1.0 - (dist / radius)) * strength;
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//mag *= step(dist, radius);
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//return uv + (mag * fromUVToPoint);
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outputString.AddShaderChunk("float2 fromUVToPoint = position - uv;", false);
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outputString.AddShaderChunk("float dist = length(fromUVToPoint);", false);
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outputString.AddShaderChunk("float mag = ((1.0 - (dist / radiusAndStrength.x)) * radiusAndStrength.y) * step(dist, radiusAndStrength.x);", false);
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outputString.AddShaderChunk("return uv + (mag * fromUVToPoint);", 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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