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87 行
3.0 KiB
87 行
3.0 KiB
namespace UnityEngine.MaterialGraph
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{
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[Title("Procedural/Line Node")]
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public class LineNode : Function3Input, IGeneratesFunction
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{
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public LineNode()
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{
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name = "LineNode";
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}
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protected override string GetFunctionName()
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{
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return "unity_linenode_" + precision;
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}
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protected override string GetInputSlot1Name()
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{
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return "UV";
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}
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protected override string GetInputSlot2Name()
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{
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return "StartPoint";
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}
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protected override string GetInputSlot3Name()
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{
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return "EndPoint";
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}
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protected override MaterialSlot GetInputSlot1()
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{
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return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
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}
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protected override MaterialSlot GetInputSlot2()
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{
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return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
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}
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protected override MaterialSlot GetInputSlot3()
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{
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return new MaterialSlot(InputSlot3Id, GetInputSlot3Name(), kInputSlot3ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
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}
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protected override MaterialSlot GetOutputSlot()
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{
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return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, UnityEngine.Graphing.SlotType.Output, SlotValueType.Vector1, Vector2.zero);
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}
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public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
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{
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var outputString = new ShaderGenerator();
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outputString.AddShaderChunk(GetFunctionPrototype("uv", "a", "b"), false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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//float line(vec2 a, vec2 b, vec2 p)
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//{
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// vec2 aTob = b - a;
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// vec2 aTop = p - a;
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// float t = dot(aTop, aTob) / dot(aTob, aTob);
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// t = clamp(t, 0.0, 1.0);
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// float d = length(p - (a + aTob * t));
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// d = 1.0 / d;
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// return clamp(d, 0.0, 1.0);
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//}
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outputString.AddShaderChunk("float2 aTob = b - a;", false);
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outputString.AddShaderChunk("float2 aTop = uv - a;", false);
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outputString.AddShaderChunk("float t = dot(aTop, aTob) / dot(aTob, aTob);", false);
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outputString.AddShaderChunk("t = clamp(t, 0.0, 1.0);", false);
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outputString.AddShaderChunk("float d = 1.0 / length(uv - (a + aTob * t));", false);
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outputString.AddShaderChunk("return clamp(d, 0.0, 1.0);", false);
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outputString.Deindent();
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outputString.AddShaderChunk("}", false);
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visitor.AddShaderChunk(outputString.GetShaderString(0), true);
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}
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}
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}
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