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109 行
3.9 KiB

using UnityEditor.Graphing;
using UnityEngine;
using UnityEditor.ShaderGraph.Drawing.Controls;
using System.Collections.Generic;
/*namespace UnityEditor.ShaderGraph
{
public enum SceneVelocityMode
{
Default,
Hue
};
[Title("Input", "Scene", "Scene Velocity")]
public class SceneVelocityNode : AbstractMaterialNode, IGenerateProperties, IGeneratesBodyCode, IMayRequireScreenPosition
{
const string kUVSlotName = "UV";
const string kOutputSlotName = "Out";
public const int UVSlotId = 0;
public const int OutputSlotId = 1;
public SceneVelocityNode()
{
name = "Scene Velocity";
UpdateNodeAfterDeserialization();
}
public override bool hasPreview
{
get { return true; }
}
[SerializeField]
private SceneVelocityMode m_SceneVelocityMode = SceneVelocityMode.Default;
[EnumControl("Mode")]
public SceneVelocityMode sceneVelocityMode
{
get { return m_SceneVelocityMode; }
set
{
if (m_SceneVelocityMode == value)
return;
m_SceneVelocityMode = value;
if (onModified != null)
{
onModified(this, ModificationScope.Graph);
}
}
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new ScreenPositionMaterialSlot(UVSlotId, kUVSlotName, kUVSlotName));
AddSlot(new Vector3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector3.zero));
RemoveSlotsNameNotMatching(new[] { UVSlotId, OutputSlotId });
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
properties.Add(new PreviewProperty()
{
name = "_CameraMotionVectorTexture",
propType = PropertyType.Float,
vector4Value = new Vector4(1, 1, 1, 1),
floatValue = 1,
colorValue = new Vector4(1, 1, 1, 1),
});
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
properties.AddShaderProperty(new Sampler2DShaderProperty
{
overrideReferenceName = "_CameraMotionVectorTexture",
generatePropertyBlock = false
});
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
string uvValue = GetSlotValue(UVSlotId, generationMode);
string outputValue = GetSlotValue(OutputSlotId, generationMode);
visitor.AddShaderChunk(string.Format("{0}3 _MotionVectorTexture = {0}3(tex2D(_CameraMotionVectorTexture, {1}).rg, 0);", precision, uvValue), true);
if (sceneVelocityMode == SceneVelocityMode.Hue)
{
visitor.AddShaderChunk(string.Format("{0} hue = (atan2(_MotionVectorTexture.x, _MotionVectorTexture.y) / 3.14159265359 + 1.0) * 0.5;", precision), true);
visitor.AddShaderChunk(string.Format("_MotionVectorTexture = saturate({0}3(abs(hue * 6.0 - 3.0) - 1.0, 2.0 - abs(hue * 6.0 - 2.0), 2.0 - abs(hue * 6.0 - 4.0)));", precision), true);
}
visitor.AddShaderChunk(string.Format("{0} {1} = _MotionVectorTexture;", ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType), GetVariableNameForSlot(OutputSlotId)), true);
}
public bool RequiresScreenPosition()
{
var uvSlot = FindInputSlot<MaterialSlot>(UVSlotId) as ScreenPositionMaterialSlot;
if (uvSlot == null)
return false;
if (uvSlot.isConnected)
return false;
return uvSlot.RequiresScreenPosition();
}
}
}*/