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49 行
2.0 KiB

using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Reflect Node")]
class ReflectNode : Function2Input, IGeneratesFunction
{
public ReflectNode()
{
name = "ReflectNode";
}
protected override string GetInputSlot1Name() {return "Normal"; }
protected override string GetInputSlot2Name() {return "Direction"; }
protected override string GetOutputSlotName() {return "Reflection"; }
protected override MaterialSlot GetInputSlot1()
{
return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero);
}
protected override MaterialSlot GetInputSlot2()
{
return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero);
}
protected override MaterialSlot GetOutputSlot()
{
return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector3, Vector4.zero);
}
protected override string GetFunctionName() {return "unity_reflect_" + precision; }
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk(GetFunctionPrototype("normal", "direction"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk(precision + "3 vn = normalize(normal);", false);
outputString.AddShaderChunk(precision + "3 vd = normalize(direction);", false);
outputString.AddShaderChunk("return 2 * dot(vn, vd) * vn - vd, 1.0;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}