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using System.Reflection;
namespace UnityEngine.MaterialGraph
{
[Title("Art/Adjustments/Saturation")]
public class SaturationNode : CodeFunctionNode
{
public SaturationNode()
{
name = "Saturation";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Saturation", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Saturation(
[Slot(0, Binding.None)] Vector3 first,
[Slot(1, Binding.None)] Vector1 second,
[Slot(2, Binding.None)] out Vector3 result)
{
result = Vector3.zero;
return @"
{
// RGB Saturation (closer to a vibrance effect than actual saturation)
// Recommended workspace: ACEScg (linear)
// Optimal range: [0.0, 2.0]
// From PostProcessing
{precision} luma = dot(first, {precision}3(0.2126729, 0.7151522, 0.0721750));
result = luma.xxx + first.xxx * (second - luma.xxx);
}
";
}
}
}