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70 行
2.2 KiB

using UnityEditor.Graphing;
using System.Linq;
using System.Collections;
namespace UnityEditor.ShaderGraph
{
/* [Title("Math", "Advanced", "Adder")]
public class AddManyNode : FunctionNInNOut, IGeneratesFunction
{
int m_nodeInputCount = 2;
public void AddInputSlot()
{
string inputName = "Input" + GetInputSlots<MaterialSlot>().Count().ToString();
AddSlot(inputName, inputName, Graphing.SlotType.Input, SlotValueType.Dynamic, Vector4.zero);
}
public AddManyNode()
{
name = "Adder";
for(int i = 0; i < m_nodeInputCount; ++i)
{
AddInputSlot();
}
AddSlot("Sum", "finalSum", Graphing.SlotType.Output, SlotValueType.Dynamic, Vector4.zero);
UpdateNodeAfterDeserialization();
}
public void OnModified()
{
if (onModified != null)
onModified(this, ModificationScope.Node);
}
protected override string GetFunctionName()
{
return "unity_Adder";
}
string GetSumOfAllInputs()
{
string sumString = "";
int inputsLeft = GetInputSlots<ISlot>().Count();
foreach (ISlot slot in GetInputSlots<ISlot>())
{
sumString += GetShaderOutputName(slot.id);
if (inputsLeft > 1)
sumString += " + ";
--inputsLeft;
}
return sumString;
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk(GetFunctionPrototype(), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("finalSum = " + GetSumOfAllInputs() + ";", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}*/
}