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using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("UV/SphericalIndentation")]
public class SphericalIndentationNode : AnyNode<SphericalIndentationNode.Definition>
{
public class Definition : IAnyNodeDefinition
{
public string name { get { return "SphericalIndentation"; } }
public AnyNodeProperty[] properties
{
get
{
return new AnyNodeProperty[]
{
// slotId is the 'immutable' value we used to connect things
new AnyNodeProperty { slotId= 0, name = "inUVs", description = "Input UV coords", propertyType = PropertyType.Vector2, value = Vector4.zero, state = AnyNodePropertyState.Slot },
new AnyNodeProperty { slotId= 1, name = "center", description = "UV center point", propertyType = PropertyType.Vector2, value= new Vector4(0.5f, 0.5f, 0.5f, 0.5f), state = AnyNodePropertyState.Constant },
new AnyNodeProperty { slotId= 2, name = "height", description = "Height off surface", propertyType = PropertyType.Float, value= Vector4.zero, state = AnyNodePropertyState.Constant },
new AnyNodeProperty { slotId= 3, name = "radius", description = "Radius", propertyType = PropertyType.Float, value= Vector4.one, state = AnyNodePropertyState.Constant },
};
}
}
public AnyNodeSlot[] outputs
{
get
{
return new AnyNodeSlot[]
{
new AnyNodeSlot { slotId= 4, name = "outUVs", description = "Output UVW texture coordinates", slotValueType = SlotValueType.Vector3, value = Vector4.zero },
new AnyNodeSlot { slotId= 5, name = "outNormal", description = "Output Normal in tangent space", slotValueType = SlotValueType.Vector3, value = Vector4.zero }
};
}
}
public ShaderGlobal[] globals { get { return new ShaderGlobal[] { ShaderGlobal.TangentSpaceViewDirection }; } }
public string hlsl
{
get
{
return
"float radius2= radius*radius;\n" +
"float3 cur= float3(inUVs.xy, 0.0f);\n" +
"float3 sphereCenter = float3(center, height);\n" +
"float3 edgeA = sphereCenter - cur;\n" +
"float a2 = dot(edgeA, edgeA);\n" +
"outUVs= float3(inUVs.xy, 0.0f);\n" +
"outNormal= float3(0.0f, 0.0f, 1.0f);\n" +
"if (a2 < radius2)\n" +
"{\n" +
" float a = sqrt(a2);\n" +
" edgeA = edgeA / a;\n" +
" float cosineR = dot(edgeA, tangentSpaceViewDirection.xyz);\n" +
" float x = cosineR * a - sqrt(-a2 + radius2 + a2 * cosineR * cosineR);\n" +
" float3 intersectedEdge = cur + tangentSpaceViewDirection * x;\n" +
" outNormal= normalize(sphereCenter - intersectedEdge);\n" +
" outUVs = intersectedEdge.xyz;\n" +
"}\n";
}
}
}
}
}