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88 行
3.4 KiB
88 行
3.4 KiB
using System;
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using UnityEditor.Graphing;
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namespace UnityEditor.ShaderGraph
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{
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/* [Serializable]
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[Title("Master", "Metallic")]
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public class MetallicMasterNode : AbstractSurfaceMasterNode
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{
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public const string MetallicSlotName = "Metallic";
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public const int MetallicSlotId = 2;
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public const string LightFunctionName = "Standard";
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public const string SurfaceOutputStructureName = "SurfaceOutputStandard";
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public MetallicMasterNode()
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{
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name = "MetallicMasterNode";
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UpdateNodeAfterDeserialization();
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new MaterialSlot(VertexOffsetId, VertexOffsetName, VertexOffsetName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Vertex));
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AddSlot(new MaterialSlot(AlbedoSlotId, AlbedoSlotName, AlbedoSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment));
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AddSlot(new MaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment));
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AddSlot(new MaterialSlot(EmissionSlotId, EmissionSlotName, EmissionSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment));
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AddSlot(new MaterialSlot(MetallicSlotId, MetallicSlotName, MetallicSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment));
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AddSlot(new MaterialSlot(SmoothnessSlotId, SmoothnessSlotName, SmoothnessSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment));
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AddSlot(new MaterialSlot(OcclusionSlotId, OcclusionSlotName, OcclusionSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment));
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AddSlot(new MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment));
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// clear out slot names that do not match the slots
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// we support
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RemoveSlotsNameNotMatching(
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new[]
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{
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AlbedoSlotId,
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NormalSlotId,
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EmissionSlotId,
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MetallicSlotId,
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SmoothnessSlotId,
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OcclusionSlotId,
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AlphaSlotId,
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VertexOffsetId
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});
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}
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protected override int[] surfaceInputs
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{
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get
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{
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return new[]
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{
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AlbedoSlotId,
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NormalSlotId,
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EmissionSlotId,
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MetallicSlotId,
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SmoothnessSlotId,
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OcclusionSlotId,
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AlphaSlotId,
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};
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}
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}
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protected override int[] vertexInputs
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{
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get
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{
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return new[]
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{
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VertexOffsetId
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};
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}
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}
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public override string GetSurfaceOutputName()
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{
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return SurfaceOutputStructureName;
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}
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public override string GetLightFunction()
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{
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return LightFunctionName;
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}
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}*/
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}
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