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
45 行
1.6 KiB
45 行
1.6 KiB
using UnityEngine.Graphing;
|
|
|
|
namespace UnityEngine.MaterialGraph
|
|
{
|
|
[Title ("Math/Color/HSVtoRGB")]
|
|
public class HSVtoRGBNode : Function1Input, IGeneratesFunction
|
|
{
|
|
public HSVtoRGBNode ()
|
|
{
|
|
name = "HSVtoRGB";
|
|
}
|
|
|
|
protected override string GetFunctionName ()
|
|
{
|
|
return "unity_hsvtorgb_" + precision;
|
|
}
|
|
|
|
protected override MaterialSlot GetInputSlot ()
|
|
{
|
|
return new MaterialSlot (InputSlotId, GetInputSlotName (), kInputSlotShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero);
|
|
}
|
|
|
|
protected override MaterialSlot GetOutputSlot ()
|
|
{
|
|
return new MaterialSlot (OutputSlotId, GetOutputSlotName (), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector3, Vector4.zero);
|
|
}
|
|
|
|
//TODO:Externalize
|
|
//Reference code from:https://github.com/Unity-Technologies/PostProcessing/blob/master/PostProcessing/Resources/Shaders/ColorGrading.cginc#L175
|
|
public void GenerateNodeFunction (ShaderGenerator visitor, GenerationMode generationMode)
|
|
{
|
|
var outputString = new ShaderGenerator ();
|
|
outputString.AddShaderChunk (GetFunctionPrototype ("arg1"), false);
|
|
outputString.AddShaderChunk ("{", false);
|
|
outputString.Indent ();
|
|
outputString.AddShaderChunk (precision + "4 K = " + precision + "4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);", false);
|
|
outputString.AddShaderChunk (precision + "3 P = abs(frac(arg1.xxx + K.xyz) * 6.0 - K.www);", false);
|
|
outputString.AddShaderChunk ("return arg1.z * lerp(K.xxx, saturate(P - K.xxx), arg1.y);", false);
|
|
outputString.Deindent ();
|
|
outputString.AddShaderChunk ("}", false);
|
|
|
|
visitor.AddShaderChunk (outputString.GetShaderString (0), true);
|
|
}
|
|
}
|
|
}
|