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48 行
1.7 KiB

using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Procedural", "Checkerboard")]
public class CheckerboardNode : CodeFunctionNode
{
public CheckerboardNode()
{
name = "Checkerboard";
}
public override string documentationURL
{
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Checkerboard-Node"; }
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Checkerboard", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Checkerboard(
[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(1, Binding.None, 0.2f, 0.2f, 0.2f, 1f)] ColorRGB ColorA,
[Slot(2, Binding.None, 0.7f, 0.7f, 0.7f, 1f)] ColorRGB ColorB,
[Slot(3, Binding.None, 1f, 1f, 1f, 1f)] Vector2 Frequency,
[Slot(4, Binding.None)] out Vector3 Out)
{
Out = Vector2.zero;
return
@"
{
UV = UV + 0.25 / Frequency;
{precision}4 derivatives = {precision}4(ddx(UV), ddy(UV));
{precision}2 duv_length = sqrt({precision}2(dot(derivatives.xz, derivatives.xz), dot(derivatives.yw, derivatives.yw)));
{precision} width = 0.5;
{precision}2 distance3 = 2.0 * abs(frac((UV.xy + 0.5) * Frequency) - 0.5) - width;
{precision}2 scale = 0.5 / duv_length.xy;
{precision}2 blend_out = saturate(scale / 3);
{precision}2 vector_alpha = clamp(distance3 * scale.xy * blend_out.xy, -1.0, 1.0);
{precision} alpha = saturate(vector_alpha.x * vector_alpha.y);
Out = lerp(ColorA, ColorB, alpha.xxx);
}";
}
}
}