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42 行
1.9 KiB

using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Procedural", "Shape", "Rounded Rectangle")]
public class RoundedRectangleNode : CodeFunctionNode
{
public RoundedRectangleNode()
{
name = "Rounded Rectangle";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_RoundedRectangle", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_RoundedRectangle(
[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, 0.1f, 0, 0, 0)] Vector1 Radius,
[Slot(4, Binding.None)] out Vector1 Out)
{
return
@"
{
Radius = min(abs(Radius), 0.5 * min(abs(Width), abs(Height)));
{precision}2 XMinAndMax = {precision}2(0.5 - abs(Width) / 2, 0.5 + abs(Width) / 2);
{precision}2 YMinAndMax = {precision}2(0.5 - abs(Height) / 2, 0.5 + abs(Height) / 2);
{precision} wide = (step( XMinAndMax.x, UV.x ) - step( XMinAndMax.y, UV.x )) * (step( YMinAndMax.x + Radius, UV.y ) - step( YMinAndMax.y - Radius, UV.y ));
{precision} tall = (step( XMinAndMax.x + Radius, UV.x ) - step( XMinAndMax.y - Radius, UV.x )) * (step( YMinAndMax.x, UV.y ) - step( YMinAndMax.y, UV.y ));
{precision} sw = step(length(UV - {precision}2(XMinAndMax.x + Radius, YMinAndMax.x + Radius)), Radius);
{precision} se = step(length(UV - {precision}2(XMinAndMax.y - Radius, YMinAndMax.x + Radius)), Radius);
{precision} nw = step(length(UV - {precision}2(XMinAndMax.x + Radius, YMinAndMax.y - Radius)), Radius);
{precision} ne = step(length(UV - {precision}2(XMinAndMax.y - Radius, YMinAndMax.y - Radius)), Radius);
Out = saturate(wide + tall + sw + se + nw + ne);
}";
}
}
}