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69 行
2.6 KiB

using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/UVOperations/Rotator")]
public class UVRotatorNode : Function2Input, IGeneratesFunction
{
private const string kUVSlotName = "UV";
private const string kRotationSlotName = "Rotation";
public UVRotatorNode()
{
name = "UVRotator";
}
protected override string GetFunctionName()
{
return "unity_uvrotator_" + precision;
}
protected override MaterialSlot GetInputSlot1()
{
return new MaterialSlot(InputSlot1Id, kUVSlotName, kUVSlotName, SlotType.Input, SlotValueType.Vector4, Vector4.zero);
}
protected override MaterialSlot GetInputSlot2()
{
return new MaterialSlot(InputSlot2Id, kRotationSlotName, kRotationSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero);
}
protected override MaterialSlot GetOutputSlot()
{
return new MaterialSlot(OutputSlotId, kUVSlotName, kUVSlotName, SlotType.Output, SlotValueType.Vector4, Vector4.zero);
}
//TODO:Externalize
//Reference code from:http://www.chilliant.com/rgb2hsv.html
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk(GetFunctionPrototype("arg1", "arg2"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
//center texture's pivot
outputString.AddShaderChunk("arg1.xy -= 0.5;", false);
//rotation matrix
outputString.AddShaderChunk(precision + " s = sin(arg2);", false);
outputString.AddShaderChunk(precision + " c = cos(arg2);", false);
outputString.AddShaderChunk(precision + "2x2 rMatrix = float2x2(c, -s, s, c);", false);
//center rotation matrix
outputString.AddShaderChunk("rMatrix *= 0.5;", false);
outputString.AddShaderChunk("rMatrix += 0.5;", false);
outputString.AddShaderChunk("rMatrix = rMatrix*2 - 1;", false);
//multiply the UVs by the rotation matrix
outputString.AddShaderChunk("arg1.xy = mul(arg1.xy, rMatrix);", false);
outputString.AddShaderChunk("arg1.xy += 0.5;", false);
outputString.AddShaderChunk("return " + "arg1;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}