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121 行
5.1 KiB

using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Procedural/Scatter")]
public class ScatterNode : FunctionNInNOut, IGeneratesFunction
{
[SerializeField]
private int m_num = 1 ;
public int num
{
get { return m_num; }
set
{
if (m_num == value)
{
return;
}
m_num = value;
if (onModified != null)
{
onModified(this, ModificationScope.Graph);
}
}
}
public ScatterNode()
{
name = "Scatter";
AddSlot("Texture", "inputTex", Graphing.SlotType.Input, SlotValueType.sampler2D, Vector4.zero);
AddSlot("UV", "inputUV", Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.one);
AddSlot("Seed", "seed", Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.one);
AddSlot("PositionRange", "p_range", Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
AddSlot("RotationRange", "r_range", Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
AddSlot("ScaleRange", "s_range", Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
AddSlot("RGBA", "finalColor", Graphing.SlotType.Output, SlotValueType.Vector4, Vector4.zero);
UpdateNodeAfterDeserialization();
}
protected override string GetFunctionName()
{
return "unity_scatter_" + precision;
}
public override bool hasPreview
{
get { return true; }
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
//RotateUVFunction ===================================================================
outputString.AddShaderChunk("inline float2 rotateUV( float2 arg1, float arg2 )", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
//center texture's pivot
outputString.AddShaderChunk("arg1.xy -= 0.5;", false);
//rotation matrix
outputString.AddShaderChunk(precision + " s = sin(arg2);", false);
outputString.AddShaderChunk(precision + " c = cos(arg2);", false);
outputString.AddShaderChunk(precision + "2x2 rMatrix = float2x2(c, -s, s, c);", false);
//center rotation matrix
outputString.AddShaderChunk("rMatrix *= 0.5;", false);
outputString.AddShaderChunk("rMatrix += 0.5;", false);
outputString.AddShaderChunk("rMatrix = rMatrix*2 - 1;", false);
//multiply the UVs by the rotation matrix
outputString.AddShaderChunk("arg1.xy = mul(arg1.xy, rMatrix);", false);
outputString.AddShaderChunk("arg1.xy += 0.5;", false);
outputString.AddShaderChunk("return " + "arg1;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
//RamdomFunction ===================================================================
outputString.AddShaderChunk("inline float randomrange(float2 randomseed, float min, float max)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("float randomno = frac(sin(dot(randomseed, float2(12.9898, 78.233)))*43758.5453);", false);
outputString.AddShaderChunk("return floor(randomno * (max - min + 1)) + min;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
//ScatterFunction ===================================================================
outputString.AddShaderChunk(GetFunctionPrototype(), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("finalColor = float4(0,0,0,0);", false);
outputString.AddShaderChunk("float2 newuv = inputUV;", false);
outputString.AddShaderChunk("float4 tex = tex2D(inputTex,newuv);", false);
for (int i=0; i<m_num; i++)
{
//random UV
outputString.AddShaderChunk("newuv *= randomrange(seed,s_range.x,s_range.y);", false); //Scale
outputString.AddShaderChunk("newuv = rotateUV(newuv,randomrange(seed,r_range.x,r_range.y));", false); //Rotate
outputString.AddShaderChunk("newuv += randomrange(seed,p_range.x,p_range.y));", false); //Position
//seamless
//sample
outputString.AddShaderChunk("tex = tex2D(inputTex,newuv);", false);
//blend together
outputString.AddShaderChunk("finalColor += tex/"+m_num+";", false);
}
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}