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40 行
1.5 KiB
40 行
1.5 KiB
using System.Reflection;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Title("OLD/AACheckerboard3d")]
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public class AACheckerboard3dNode : CodeFunctionNode
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{
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("Unity_AACheckerboard3d", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_AACheckerboard3d(
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[Slot(0, Binding.MeshUV0)] Vector3 uv,
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[Slot(1, Binding.None, 0.2f, 0.2f, 0.2f, 0.2f)] Vector4 colorA,
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[Slot(2, Binding.None, 0.7f, 0.7f, 0.7f, 0.7f)] Vector4 colorB,
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[Slot(3, Binding.None, 0.5f, 3f, 0f, 0f)] Vector3 aaTweak,
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[Slot(4, Binding.None, 1f, 1f, 1f, 1f)] Vector3 frequency,
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[Slot(5, Binding.None)] out Vector4 result)
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{
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result = Vector2.zero;
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return
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@"
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{
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float3 dx = ddx(uv);
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float3 dy = ddy(uv);
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float du= sqrt(dx.x * dx.x + dy.x * dy.x);
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float dv= sqrt(dx.y * dx.y + dy.y * dy.y);
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float dw= sqrt(dx.z * dx.z + dy.z * dy.z);
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float3 distance3 = 2.0f * abs(frac((uv.xyz + 0.5f) * frequency.xyz) - 0.5f) - 0.5f;
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float3 scale = aaTweak.xxx / float3(du, dv, dw);
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float3 blend_out = saturate((scale - aaTweak.zzz) / (aaTweak.yyy - aaTweak.zzz));
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float3 vectorAlpha = clamp(distance3 * scale.xyz * blend_out.xyz, -1.0f, 1.0f);
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float alpha = saturate(0.5f + 0.5f * vectorAlpha.x * vectorAlpha.y * vectorAlpha.z);
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result= lerp(colorA, colorB, alpha.xxxx);
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}";
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}
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}
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}
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