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