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2.0 KiB

namespace UnityEngine.MaterialGraph
{
[Title("Procedural/Particle Node")]
public class ParticleNode : Function2Input, IGeneratesFunction
{
public ParticleNode()
{
name = "ParticleNode";
}
protected override string GetFunctionName()
{
return "unity_particle_" + precision;
}
protected override string GetInputSlot1Name()
{
return "UV";
}
protected override string GetInputSlot2Name()
{
return "ScaleFactor";
}
protected override MaterialSlot GetInputSlot1()
{
return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
}
protected override MaterialSlot GetInputSlot2()
{
return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector1, Vector2.zero);
}
protected override MaterialSlot GetOutputSlot()
{
return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, UnityEngine.Graphing.SlotType.Output, SlotValueType.Vector1, Vector2.zero);
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk(GetFunctionPrototype("uv", "scaleFactor"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("uv = uv * 2.0 - 1.0;", false);
outputString.AddShaderChunk("return abs(1.0/length(uv * scaleFactor));", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}