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using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("UV/RadialShearNode")]
public class RadialShearNode : AnyNode<RadialShearNode.Definition>
{
public class Definition : IAnyNodeDefinition
{
public string name { get { return "RadialShear"; } }
public AnyNodeProperty[] properties
{
get
{
return new AnyNodeProperty[]
{
// slotId is the 'immutable' value we used to connect things
new AnyNodeProperty { slotId= 0, name = "inUVs", description = "Input UV coords", propertyType = PropertyType.Vector2, value = Vector4.zero, state = AnyNodePropertyState.Slot },
new AnyNodeProperty { slotId= 1, name = "center", description = "UV radial center point", propertyType = PropertyType.Vector2, value= new Vector4(0.5f, 0.5f, 0.5f, 0.5f), state = AnyNodePropertyState.Constant },
new AnyNodeProperty { slotId= 2, name = "shearAmount", description = "Shear amount", propertyType = PropertyType.Vector2, value= Vector4.one, state = AnyNodePropertyState.Constant },
new AnyNodeProperty { slotId= 3, name = "offset", description = "UV offset", propertyType = PropertyType.Vector2, value= Vector4.zero, state = AnyNodePropertyState.Constant },
};
}
}
public AnyNodeSlot[] outputs
{
get
{
return new AnyNodeSlot[]
{
new AnyNodeSlot { slotId= 4, name = "outUVs", description = "Output UV texture coordinates", slotValueType = SlotValueType.Vector2, value = Vector4.zero }
};
}
}
public ShaderGlobal[] globals { get { return new ShaderGlobal[] { }; } }
public string hlsl
{
get
{
return
"float2 delta = inUVs - center;\n" +
"float delta2 = dot(delta.xy, delta.xy);\n" +
"float2 delta_offset = delta2 * shearAmount;\n" +
"outUVs = inUVs + float2(delta.y, -delta.x) * delta_offset + offset;";
}
}
}
}
}