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56 行
1.9 KiB
56 行
1.9 KiB
namespace UnityEngine.MaterialGraph
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{
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[Title("UV/UV Tile")]
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public class UVTileNode : Function2Input, IGeneratesFunction
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{
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public UVTileNode()
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{
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name = "UVTile";
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}
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protected override string GetFunctionName()
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{
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return "unity_uvtile_" + 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 "Tile Factor (X,Y)";
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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, new Vector2(2,2));
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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", "tileFactor"), false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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outputString.AddShaderChunk("return uv * tileFactor;", 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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