您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
71 行
1.9 KiB
71 行
1.9 KiB
using System.Reflection;
|
|
|
|
namespace UnityEngine.MaterialGraph
|
|
{
|
|
[Title("Procedural/Voronoi Noise")]
|
|
public class VoronoiNoiseNode : CodeFunctionNode
|
|
{
|
|
public VoronoiNoiseNode()
|
|
{
|
|
name = "VoronoiNoise";
|
|
}
|
|
|
|
protected override MethodInfo GetFunctionToConvert()
|
|
{
|
|
return GetType().GetMethod("Unity_VoronoiNoise", BindingFlags.Static | BindingFlags.NonPublic);
|
|
}
|
|
|
|
static string Unity_VoronoiNoise(
|
|
[Slot(0, Binding.MeshUV0)] Vector2 uv,
|
|
[Slot(1, Binding.None, 2.0f, 0,0,0)] Vector1 angleOffset,
|
|
[Slot(2, Binding.None)] out Vector1 n1,
|
|
[Slot(2, Binding.None)] out Vector1 n2,
|
|
[Slot(2, Binding.None)] out Vector1 n3)
|
|
{
|
|
return
|
|
@"
|
|
{
|
|
float2 g = floor(uv);
|
|
float2 f = frac(uv);
|
|
float t = 8.0;
|
|
float3 res = float3(8.0, 0.0, 0.0);
|
|
|
|
for(int y=-1; y<=1; y++)
|
|
{
|
|
for(int x=-1; x<=1; x++)
|
|
{
|
|
float2 lattice = float2(x,y);
|
|
float2 offset = unity_voronoi_noise_randomVector(lattice + g, angleOffset);
|
|
float d = distance(lattice + offset, f);
|
|
|
|
if(d < res.x)
|
|
{
|
|
|
|
res = float3(d, offset.x, offset.y);
|
|
n1 = res.x;
|
|
n2 = res.y;
|
|
n3 = 1.0 - res.x;
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
";
|
|
}
|
|
|
|
public override void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
|
|
{
|
|
var preamble = @"
|
|
inline float2 unity_voronoi_noise_randomVector (float2 uv, float offset)
|
|
{
|
|
float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98);
|
|
uv = frac(sin(mul(uv, m)) * 46839.32);
|
|
return float2(sin(uv.y*+offset)*0.5+0.5, cos(uv.x*offset)*0.5+0.5);
|
|
}
|
|
";
|
|
visitor.AddShaderChunk(preamble, true);
|
|
base.GenerateNodeFunction(visitor, generationMode);
|
|
}
|
|
}
|
|
}
|