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64 行
2.0 KiB
64 行
2.0 KiB
using UnityEngine.Graphing;
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namespace UnityEngine.MaterialGraph
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{
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[Title ("Math/Color/Contrast")]
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public class Contrast : Function3Input, IGeneratesFunction
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{
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public Contrast()
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{
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name = "Contrast";
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}
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protected override string GetFunctionName ()
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{
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return "unity_contrast_" + precision;
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}
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protected override MaterialSlot GetInputSlot1 ()
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{
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return new MaterialSlot (InputSlot1Id, GetInputSlot1Name (), kInputSlot1ShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero);
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}
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protected override MaterialSlot GetInputSlot2()
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{
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return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, SlotType.Input, SlotValueType.Vector1, Vector4.zero);
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}
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protected override MaterialSlot GetInputSlot3()
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{
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return new MaterialSlot(InputSlot3Id, GetInputSlot3Name(), kInputSlot3ShaderName, SlotType.Input, SlotValueType.Vector1, Vector4.zero);
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}
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protected override MaterialSlot GetOutputSlot ()
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{
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return new MaterialSlot (OutputSlotId, GetOutputSlotName (), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector3, Vector4.zero);
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}
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protected override string GetInputSlot2Name()
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{
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return "Contrast";
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}
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protected override string GetInputSlot3Name()
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{
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return "Midpoint";
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}
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// Contrast (reacts better when applied in log)
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// Optimal range: [0.0, 2.0]]
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// From PostProcessing
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public void GenerateNodeFunction (ShaderGenerator visitor, GenerationMode generationMode)
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{
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var outputString = new ShaderGenerator ();
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outputString.AddShaderChunk (GetFunctionPrototype ("arg1", "arg2", "arg3"), false);
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outputString.AddShaderChunk ("{", false);
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outputString.Indent ();
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outputString.AddShaderChunk ("return (arg1 - arg3) * arg2 + arg3;", false);
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outputString.Deindent ();
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outputString.AddShaderChunk ("}", false);
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visitor.AddShaderChunk (outputString.GetShaderString (0), true);
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}
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}
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}
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