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36 行
1.1 KiB

using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Procedural", "Shape", "Rectangle")]
public class RectangleNode : CodeFunctionNode
{
public RectangleNode()
{
name = "Rectangle";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Rectangle", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Rectangle(
[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(1, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width,
[Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height,
[Slot(3, Binding.None)] out Vector1 Out)
{
return
@"
{
{precision}2 XMinAndMax = {precision}2(0.5 - Width / 2, 0.5 + Width / 2);
{precision}2 YMinAndMax = {precision}2(0.5 - Height / 2, 0.5 + Height / 2);
{precision} x = step( XMinAndMax.x, UV.x ) - step( XMinAndMax.y, UV.x );
{precision} y = step( YMinAndMax.x, UV.y ) - step( YMinAndMax.y, UV.y );
Out = x * y;
}";
}
}
}