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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Procedural/Fractal")]
public class FractalNode : CodeFunctionNode
{
public FractalNode()
{
name = "Fractal";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Fractal", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Fractal(
[Slot(0, Binding.MeshUV0)] Vector2 uv,
[Slot(1, Binding.None, 0.5f, 0, 0, 0)] Vector2 pan,
[Slot(2, Binding.None, 3, 0, 0, 0)] Vector1 zoom,
[Slot(3, Binding.None, 0.9f, 0, 0, 0)] Vector1 aspect,
[Slot(4, Binding.None)] out Vector1 result)
{
return
@"
{
const int Iterations = 128;
float2 c = (uv - 0.5) * zoom * float2(1, aspect) - pan;
float2 v = 0;
for (int n = 0; n < Iterations && dot(v,v) < 4; n++)
{
v = float2(v.x * v.x - v.y * v.y, v.x * v.y * 2) + c;
}
result = (dot(v, v) > 4) ? (float)n / (float)Iterations : 0;
}
";
}
}
}