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33 行
891 B

using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("UV/Tiling And Offset")]
public class TilingAndOffsetNode : CodeFunctionNode
{
public TilingAndOffsetNode()
{
name = "Tiling And Offset";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_TilingAndOffset", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_TilingAndOffset(
[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(1, Binding.None, 1f, 1f, 1f, 1f)] Vector2 Tiling,
[Slot(2, Binding.None, 0f, 0f, 0f, 0f)] Vector2 Offset,
[Slot(3, Binding.None)] out Vector2 Out)
{
Out = Vector2.zero;
return
@"
{
Out = UV * Tiling + Offset;
}
";
}
}
}