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51 行
1.6 KiB

using UnityEngine.Graphing;
using System.Collections.Generic;
using System.Reflection;
namespace UnityEngine.MaterialGraph
{
[Title("Art/Adjustments/Levels")]
public class LevelsNode : CodeFunctionNode
{
[SerializeField]
private float m_InputMin = 0.0f;
[SerializeField]
private float m_InputMax = 1.0f;
[SerializeField]
private float m_InputGamma = 1.0f;
[SerializeField]
private float m_OutputMin = 0.0f;
[SerializeField]
private float m_OutputMax = 1.0f;
public LevelsNode()
{
name = "Levels";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Levels", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Levels(
[Slot(0, Binding.None)] DynamicDimensionVector input,
[Slot(1, Binding.None)] Vector1 inputMin,
[Slot(2, Binding.None, 1, 1, 1, 1)] Vector1 inputMax,
[Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 inputInvGamma,
[Slot(4, Binding.None)] Vector1 outputMin,
[Slot(5, Binding.None, 1, 1, 1, 1)] Vector1 outputMax,
[Slot(6, Binding.None)] out DynamicDimensionVector result)
{
return
@"
{
{precision}{slot6dimension} colorMinClamped = max(arg1 - inputMin, 0.0);
{precision}{slot6dimension} colorMinMaxClamped = min(colorMinClamped / (inputMax - inputMin), 1.0);
return lerp(outputMin, outputMax, pow(colorMinMaxClamped, inputInvGamma));
}
";
}
}
}