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47 行
1.5 KiB
47 行
1.5 KiB
using System.Reflection;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Procedural", "Shape", "Polygon")]
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public class PolygonNode : CodeFunctionNode
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{
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public PolygonNode()
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{
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name = "Polygon";
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}
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public override string documentationURL
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{
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get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Polygon-Node"; }
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("Unity_Polygon", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_Polygon(
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[Slot(0, Binding.MeshUV0)] Vector2 UV,
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[Slot(1, Binding.None, 6, 0, 0, 0)] Vector1 Sides,
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[Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width,
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[Slot(3, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height,
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[Slot(4, Binding.None, ShaderStageCapability.Fragment)] out DynamicDimensionVector Out)
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{
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return
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@"
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{
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{precision} pi = 3.14159265359;
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{precision} aWidth = Width * cos(pi / Sides);
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{precision} aHeight = Height * cos(pi / Sides);
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{precision}2 uv = (UV * 2 - 1) / {precision}2(aWidth, aHeight);
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uv.y *= -1;
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{precision} pCoord = atan2(uv.x, uv.y);
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{precision} r = 2 * pi / Sides;
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{precision} distance = cos(floor(0.5 + pCoord / r) * r - pCoord) * length(uv);
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Out = saturate((1 - distance) / fwidth(distance));
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}
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";
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}
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}
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}
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