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