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79 行
3.5 KiB

using UnityEngine.Graphing;
using System.Linq;
using System.Collections;
namespace UnityEngine.MaterialGraph
{
[Title("Utility/Heightmap To Normalmap")]
public class HeightToNormalNode : FunctionNInNOut, IGeneratesFunction, IGenerateProperties
{
public HeightToNormalNode()
{
name = "HeightToNormal";
AddSlot("HeightMap", "heightmap", Graphing.SlotType.Input, SlotValueType.Texture2D, Vector4.zero);
AddSlot("UV", "texCoord", Graphing.SlotType.Input, SlotValueType.Vector2, Vector4.zero);
AddSlot("Offset", "texOffset", Graphing.SlotType.Input, SlotValueType.Vector1, new Vector4(0.005f, 0,0,0));
AddSlot("Strength", "strength", Graphing.SlotType.Input, SlotValueType.Vector1, new Vector4(8,0,0,0));
AddSlot("Normal", "normalRes", Graphing.SlotType.Output, SlotValueType.Vector3, Vector4.zero);
UpdateNodeAfterDeserialization();
}
protected override string GetFunctionName()
{
return "unity_HeightToNormal";
}
public override bool hasPreview
{
get { return true; }
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
{
base.GeneratePropertyUsages(visitor, generationMode);
visitor.AddShaderChunk("#ifdef UNITY_COMPILER_HLSL", false);
visitor.AddShaderChunk("SamplerState my_linear_repeat_sampler;", false);
visitor.AddShaderChunk("#endif", false);
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk(GetFunctionPrototype(), false);
outputString.AddShaderChunk("{", false);
outputString.AddShaderChunk("float2 offsetU = float2(texCoord.x + texOffset, texCoord.y);", false);
outputString.AddShaderChunk("float2 offsetV = float2(texCoord.x, texCoord.y + texOffset);", false);
outputString.AddShaderChunk("float normalSample = 0;", false);
outputString.AddShaderChunk("float uSample = 0;", false);
outputString.AddShaderChunk("float vSample = 0;", false);
visitor.AddShaderChunk("#ifdef UNITY_COMPILER_HLSL", false);
outputString.AddShaderChunk("normalSample = heightmap.Sample(my_linear_repeat_sampler, texCoord).r;", false);
outputString.AddShaderChunk("uSample = heightmap.Sample(my_linear_repeat_sampler, offsetU).r;", false);
outputString.AddShaderChunk("vSample = heightmap.Sample(my_linear_repeat_sampler, offsetV).r;", false);
visitor.AddShaderChunk("#endif", false);
outputString.AddShaderChunk("float uMinusNormal = uSample - normalSample;", false);
outputString.AddShaderChunk("float vMinusNormal = vSample - normalSample;", false);
outputString.AddShaderChunk("uMinusNormal = uMinusNormal * strength;", false);
outputString.AddShaderChunk("vMinusNormal = vMinusNormal * strength;", false);
outputString.AddShaderChunk("float3 va = float3(1, 0, uMinusNormal);", false);
outputString.AddShaderChunk("float3 vb = float3(0, 1, vMinusNormal);", false);
outputString.AddShaderChunk("normalRes = cross(va, vb);", false);
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}