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69 行
2.6 KiB
69 行
2.6 KiB
using UnityEngine.Graphing;
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namespace UnityEngine.MaterialGraph
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{
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[Title("UV/Rotator")]
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public class UVRotatorNode : Function2Input, IGeneratesFunction
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{
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private const string kUVSlotName = "UV";
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private const string kRotationSlotName = "Rotation";
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public UVRotatorNode()
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{
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name = "UVRotator";
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}
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protected override string GetFunctionName()
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{
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return "unity_uvrotator_" + precision;
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}
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protected override MaterialSlot GetInputSlot1()
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{
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return new MaterialSlot(InputSlot1Id, kUVSlotName, kUVSlotName, SlotType.Input, SlotValueType.Vector4, Vector4.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, kRotationSlotName, kRotationSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.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, kUVSlotName, kUVSlotName, SlotType.Output, SlotValueType.Vector4, Vector4.zero);
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}
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//TODO:Externalize
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//Reference code from:http://www.chilliant.com/rgb2hsv.html
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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("arg1", "arg2"), false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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//center texture's pivot
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outputString.AddShaderChunk("arg1.xy -= 0.5;", false);
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//rotation matrix
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outputString.AddShaderChunk(precision + " s = sin(arg2);", false);
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outputString.AddShaderChunk(precision + " c = cos(arg2);", false);
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outputString.AddShaderChunk(precision + "2x2 rMatrix = float2x2(c, -s, s, c);", false);
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//center rotation matrix
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outputString.AddShaderChunk("rMatrix *= 0.5;", false);
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outputString.AddShaderChunk("rMatrix += 0.5;", false);
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outputString.AddShaderChunk("rMatrix = rMatrix*2 - 1;", false);
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//multiply the UVs by the rotation matrix
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outputString.AddShaderChunk("arg1.xy = mul(arg1.xy, rMatrix);", false);
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outputString.AddShaderChunk("arg1.xy += 0.5;", false);
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outputString.AddShaderChunk("return " + "arg1;", 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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