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45 行
1.8 KiB
45 行
1.8 KiB
using UnityEngine.Graphing;
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namespace UnityEngine.MaterialGraph
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{
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[Title("Math/Color/Hue")]
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public class HueNode : Function1Input, IGeneratesFunction
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{
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public HueNode()
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{
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name = "Hue";
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}
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protected override string GetFunctionName()
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{
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return "unity_hue_" + precision;
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}
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protected override MaterialSlot GetInputSlot()
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{
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return new MaterialSlot(InputSlotId, GetInputSlotName(), kInputSlotShaderName, SlotType.Input, SlotValueType.Vector1, Vector4.zero);
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}
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protected override MaterialSlot GetOutputSlot()
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{
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return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector3, Vector4.zero);
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}
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//TODO:Externalize
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//Reference code from:https://github.com/Unity-Technologies/PostProcessing/blob/master/PostProcessing/Resources/Shaders/ColorGrading.cginc#L175
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public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
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{
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var outputString = new ShaderGenerator();
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outputString.AddShaderChunk(GetFunctionPrototype("arg1"), false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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outputString.AddShaderChunk(precision + "4 K = " + precision + "4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);", false);
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outputString.AddShaderChunk(precision + "3 P = abs(frac(arg1.xxx + K.xyz) * 6.0 - K.www);", false);
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outputString.AddShaderChunk("return 1 * lerp(K.xxx, saturate(P - K.xxx), 1);", false);
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outputString.Deindent();
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outputString.AddShaderChunk("}", false);
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visitor.AddShaderChunk(outputString.GetShaderString(0), true);
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}
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}
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}
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