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using System.Reflection;
namespace UnityEngine.MaterialGraph
{
[Title("UV/UV Rotator")]
public class UVRotatorNode : CodeFunctionNode
{
public UVRotatorNode()
{
name = "UVRotator";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_UVRotator", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_UVRotator(
[Slot(0, Binding.MeshUV0)] Vector4 uv,
[Slot(1, Binding.None)] Vector1 rotation,
[Slot(2, Binding.None)] out Vector4 result)
{
result = Vector2.zero;
return
@"
{
//rotation matrix
uv.xy -= 0.5;
{precision} s = sin(rotation);
{precision} c = cos(rotation);
//center rotation matrix
{precision}2x2 rMatrix = float2x2(c, -s, s, c);
rMatrix *= 0.5;
rMatrix += 0.5;
rMatrix = rMatrix*2 - 1;
//multiply the UVs by the rotation matrix
uv.xy = mul(uv.xy, rMatrix);
uv.xy += 0.5;
result = uv;
}";
}
}
}