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60 行
2.1 KiB

using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("UV/Twist")]
public class TwistNode : Function2Input, IGeneratesFunction
{
public TwistNode()
{
name = "Twist";
}
protected override string GetFunctionName()
{
return "unity_twist_" + precision;
}
protected override string GetInputSlot1Name()
{
return "UV";
}
protected override string GetInputSlot2Name()
{
return "Twist";
}
protected override MaterialSlot GetInputSlot1()
{
return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, SlotType.Input, SlotValueType.Vector2, Vector2.zero);
}
protected override MaterialSlot GetInputSlot2()
{
return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, SlotType.Input, SlotValueType.Vector1, 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", "twist"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("float angle = twist * length(uv);", false);
outputString.AddShaderChunk("float x = cos(angle) * uv.x - sin(angle) * uv.y;", false);
outputString.AddShaderChunk("float y = sin(angle) * uv.x + cos(angle) * uv.y;", false);
outputString.AddShaderChunk("return float2(x, y);", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}