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104 行
4.4 KiB
104 行
4.4 KiB
namespace UnityEngine.MaterialGraph
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{
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[Title("Input/Procedural/Noise Node")]
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public class NoiseNode : Function1Input, IGeneratesFunction
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{
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public NoiseNode()
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{
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name = "NoiseNode";
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}
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protected override string GetFunctionName()
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{
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return "unity_noise_" + precision;
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}
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protected override string GetInputSlotName()
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{
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return "UV";
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}
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protected override MaterialSlot GetInputSlot()
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{
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return new MaterialSlot(InputSlotId, GetInputSlotName(), kInputSlotShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
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}
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protected override MaterialSlot GetOutputSlot()
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{
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return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, UnityEngine.Graphing.SlotType.Output, SlotValueType.Vector1, Vector2.zero);
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}
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public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
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{
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var outputString = new ShaderGenerator();
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outputString.AddShaderChunk("inline float unity_randomValue (float2 uv)", false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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outputString.AddShaderChunk("return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453);", false);
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outputString.Deindent();
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outputString.AddShaderChunk("}", false);
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outputString.AddShaderChunk("inline float unity_interpolate (float a, float b, float t)", false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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outputString.AddShaderChunk("return (1.0-t)*a + (t*b);", false);
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outputString.Deindent();
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outputString.AddShaderChunk("}", false);
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outputString.AddShaderChunk("inline float unity_valueNoise (float2 uv)", false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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outputString.AddShaderChunk("float2 i = floor(uv);", false);
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outputString.AddShaderChunk("float2 f = frac(uv);", false);
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outputString.AddShaderChunk("f = f * f * (3.0 - 2.0 * f);", false);
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outputString.AddShaderChunk("uv = abs(frac(uv) - 0.5);", false);
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outputString.AddShaderChunk("float2 c0 = i + float2(0.0, 0.0);", false);
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outputString.AddShaderChunk("float2 c1 = i + float2(1.0, 0.0);", false);
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outputString.AddShaderChunk("float2 c2 = i + float2(0.0, 1.0);", false);
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outputString.AddShaderChunk("float2 c3 = i + float2(1.0, 1.0);", false);
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outputString.AddShaderChunk("float r0 = unity_randomValue(c0);", false);
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outputString.AddShaderChunk("float r1 = unity_randomValue(c1);", false);
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outputString.AddShaderChunk("float r2 = unity_randomValue(c2);", false);
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outputString.AddShaderChunk("float r3 = unity_randomValue(c3);", false);
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outputString.AddShaderChunk("float bottomOfGrid = unity_interpolate(r0, r1, f.x);", false);
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outputString.AddShaderChunk("float topOfGrid = unity_interpolate(r2, r3, f.x);", false);
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outputString.AddShaderChunk("float t = unity_interpolate(bottomOfGrid, topOfGrid, f.y);", false);
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outputString.AddShaderChunk("return t;", false);
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outputString.Deindent();
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outputString.AddShaderChunk("}", false);
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outputString.AddShaderChunk(GetFunctionPrototype("uv"), false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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outputString.AddShaderChunk("float t = 0.0;", false);
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outputString.AddShaderChunk("for(int i = 0; i < 3; i++)", false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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outputString.AddShaderChunk("float freq = pow(2.0, float(i));", false);
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outputString.AddShaderChunk("float amp = pow(0.5, float(3-i));", false);
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outputString.AddShaderChunk("t += unity_valueNoise(float2(uv.x/freq, uv.y/freq))*amp;", false);
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outputString.Deindent();
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outputString.AddShaderChunk("}", false);
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outputString.AddShaderChunk("return t;", false);
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outputString.Deindent();
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outputString.AddShaderChunk("}", false);
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visitor.AddShaderChunk(outputString.GetShaderString(0), true);
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}
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}
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}
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