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106 行
3.8 KiB
106 行
3.8 KiB
using UnityEditor.Graphing;
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using UnityEngine;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using System.Collections.Generic;
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/*namespace UnityEditor.ShaderGraph
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{
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public enum SceneVelocityMode
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{
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Default,
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Hue
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};
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[Title("Input", "Scene", "Scene Velocity")]
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public class SceneVelocityNode : AbstractMaterialNode, IGenerateProperties, IGeneratesBodyCode, IMayRequireScreenPosition
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{
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const string kUVSlotName = "UV";
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const string kOutputSlotName = "Out";
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public const int UVSlotId = 0;
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public const int OutputSlotId = 1;
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public SceneVelocityNode()
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{
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name = "Scene Velocity";
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UpdateNodeAfterDeserialization();
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}
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public override bool hasPreview
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{
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get { return true; }
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}
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[SerializeField]
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private SceneVelocityMode m_SceneVelocityMode = SceneVelocityMode.Default;
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[EnumControl("Mode")]
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public SceneVelocityMode sceneVelocityMode
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{
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get { return m_SceneVelocityMode; }
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set
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{
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if (m_SceneVelocityMode == value)
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return;
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m_SceneVelocityMode = value;
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Dirty(ModificationScope.Graph);
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}
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new ScreenPositionMaterialSlot(UVSlotId, kUVSlotName, kUVSlotName));
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AddSlot(new Vector3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector3.zero));
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RemoveSlotsNameNotMatching(new[] { UVSlotId, OutputSlotId });
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}
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public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
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{
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properties.Add(new PreviewProperty()
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{
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name = "_CameraMotionVectorTexture",
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propType = PropertyType.Float,
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vector4Value = new Vector4(1, 1, 1, 1),
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floatValue = 1,
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colorValue = new Vector4(1, 1, 1, 1),
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});
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}
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public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
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{
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properties.AddShaderProperty(new Sampler2DShaderProperty
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{
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overrideReferenceName = "_CameraMotionVectorTexture",
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generatePropertyBlock = false
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});
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}
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public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
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{
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string uvValue = GetSlotValue(UVSlotId, generationMode);
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string outputValue = GetSlotValue(OutputSlotId, generationMode);
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visitor.AddShaderChunk(string.Format("{0}3 _MotionVectorTexture = {0}3(tex2D(_CameraMotionVectorTexture, {1}).rg, 0);", precision, uvValue), true);
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if (sceneVelocityMode == SceneVelocityMode.Hue)
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{
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visitor.AddShaderChunk(string.Format("{0} hue = (atan2(_MotionVectorTexture.x, _MotionVectorTexture.y) / 3.14159265359 + 1.0) * 0.5;", precision), true);
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visitor.AddShaderChunk(string.Format("_MotionVectorTexture = saturate({0}3(abs(hue * 6.0 - 3.0) - 1.0, 2.0 - abs(hue * 6.0 - 2.0), 2.0 - abs(hue * 6.0 - 4.0)));", precision), true);
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}
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visitor.AddShaderChunk(string.Format("{0} {1} = _MotionVectorTexture;", ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType), GetVariableNameForSlot(OutputSlotId)), true);
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}
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public bool RequiresScreenPosition()
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{
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var uvSlot = FindInputSlot<MaterialSlot>(UVSlotId) as ScreenPositionMaterialSlot;
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if (uvSlot == null)
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return false;
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if (uvSlot.isConnected)
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return false;
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return uvSlot.RequiresScreenPosition();
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}
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}
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}*/
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