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60 行
2.1 KiB
60 行
2.1 KiB
using UnityEngine.Graphing;
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namespace UnityEngine.MaterialGraph
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{
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[Title("UV/Twist")]
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public class TwistNode : Function2Input, IGeneratesFunction
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{
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public TwistNode()
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{
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name = "Twist";
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}
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protected override string GetFunctionName()
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{
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return "unity_twist_" + 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 string GetInputSlot2Name()
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{
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return "Twist";
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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, SlotType.Input, SlotValueType.Vector2, Vector2.zero);
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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, SlotType.Input, SlotValueType.Vector1, Vector2.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, 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", "twist"), false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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outputString.AddShaderChunk("float angle = twist * length(uv);", false);
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outputString.AddShaderChunk("float x = cos(angle) * uv.x - sin(angle) * uv.y;", false);
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outputString.AddShaderChunk("float y = sin(angle) * uv.x + cos(angle) * uv.y;", false);
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outputString.AddShaderChunk("return float2(x, y);", 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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