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using System.Reflection;
namespace UnityEngine.MaterialGraph
{
[Title("UV/Spherize")]
public class SpherizeNode : CodeFunctionNode
{
public SpherizeNode()
{
name = "Spherize";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Spherize", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Spherize(
[Slot(0, Binding.MeshUV0)] Vector2 uv,
[Slot(1, Binding.None)] Vector2 position,
[Slot(2, Binding.None)] Vector2 radiusAndStrength,
[Slot(3, Binding.None)] out Vector2 result)
{
result = Vector2.zero;
return
@"
{
{precision}2 fromUVToPoint = position - uv;
{precision} dist = length(fromUVToPoint);
{precision} mag = ((1.0 - (dist / radiusAndStrength.x)) * radiusAndStrength.y) * step(dist, radiusAndStrength.x);
result = uv + (mag * fromUVToPoint);
}";
}
}
}