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166 行
7.4 KiB
166 行
7.4 KiB
using UnityEngine.Graphing;
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namespace UnityEngine.MaterialGraph
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{
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/* [Title("Procedural/Scatter")]
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public class ScatterNode : FunctionNInNOut, IGeneratesFunction
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{
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[SerializeField]
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private int m_num = 1 ;
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public int num
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{
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get { return m_num; }
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set
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{
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if (m_num == value)
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{
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return;
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}
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m_num = value;
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if (onModified != null)
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{
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onModified(this, ModificationScope.Graph);
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}
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}
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}
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public ScatterNode()
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{
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name = "Scatter";
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AddSlot("TextureAsset", "inputTex", Graphing.SlotType.Input, SlotValueType.Texture2D, Vector4.zero);
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AddSlot("SamplerState", "inputSampler", Graphing.SlotType.Input, SlotValueType.SamplerState, Vector4.zero);
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AddSlot("UV", "inputUV", Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.one);
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AddSlot("Seed", "seed", Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.one);
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AddSlot("PositionRange", "p_range", Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
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AddSlot("RotationRange", "r_range", Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
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AddSlot("ScaleRange", "s_range", Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
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AddSlot("RGBA", "finalColor", Graphing.SlotType.Output, SlotValueType.Vector4, Vector4.zero);
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UpdateNodeAfterDeserialization();
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}
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protected override string GetFunctionName()
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{
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return "unity_scatter_" + precision;
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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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public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
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{
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//Sampler input slot
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base.GeneratePropertyUsages(visitor, generationMode);
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var samplerSlot = FindInputSlot<MaterialSlot>(2);
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if (samplerSlot != null)
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{
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var samplerName = GetSamplerInput(2);
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visitor.AddShaderChunk("#ifdef UNITY_COMPILER_HLSL", false);
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visitor.AddShaderChunk("SamplerState " + samplerName + ";", true);
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visitor.AddShaderChunk("#endif", false);
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}
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}
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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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//RotateUVFunction ===================================================================
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outputString.AddShaderChunk("inline float2 rotateUV( float2 arg1, float arg2 )", false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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//center texture's pivot
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outputString.AddShaderChunk("arg1.xy -= 0.5;", false);
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//rotation matrix
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outputString.AddShaderChunk(precision + " s = sin(arg2);", false);
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outputString.AddShaderChunk(precision + " c = cos(arg2);", false);
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outputString.AddShaderChunk(precision + "2x2 rMatrix = float2x2(c, -s, s, c);", false);
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//center rotation matrix
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outputString.AddShaderChunk("rMatrix *= 0.5;", false);
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outputString.AddShaderChunk("rMatrix += 0.5;", false);
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outputString.AddShaderChunk("rMatrix = rMatrix*2 - 1;", false);
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//multiply the UVs by the rotation matrix
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outputString.AddShaderChunk("arg1.xy = mul(arg1.xy, rMatrix);", false);
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outputString.AddShaderChunk("arg1.xy += 0.5;", false);
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outputString.AddShaderChunk("return " + "arg1;", false);
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outputString.Deindent();
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outputString.AddShaderChunk("}", false);
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//RamdomFunction ===================================================================
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outputString.AddShaderChunk("inline float randomrange(float2 randomseed, float min, float max)", false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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outputString.AddShaderChunk("float randomno = frac(sin(dot(randomseed, float2(12.9898, 78.233)))*43758.5453);", false);
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outputString.AddShaderChunk("return lerp(min,max,abs(frac(randomno)));", false);
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//outputString.AddShaderChunk("return floor(randomno * (max - min + 1)) + min;", false);
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outputString.Deindent();
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outputString.AddShaderChunk("}", false);
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//ScatterFunction ===================================================================
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outputString.AddShaderChunk(GetFunctionPrototype(), false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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outputString.AddShaderChunk("finalColor = float4(0,0,0,0);", false);
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outputString.AddShaderChunk("float2 newuv;", false);
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outputString.AddShaderChunk("float4 tex = finalColor;", false);
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outputString.AddShaderChunk("float scale;", false);
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outputString.AddShaderChunk("float rotation;", false);
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outputString.AddShaderChunk("float2 position;", false);
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outputString.AddShaderChunk("float j;", false);
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for (int i=0; i<m_num; i++)
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{
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//random UV
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outputString.AddShaderChunk("newuv = inputUV;", false);
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outputString.AddShaderChunk("j = "+i+"+0.001f;", false);
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outputString.AddShaderChunk("scale = randomrange(seed+j,s_range.x,s_range.y);", false); //Random Scale
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outputString.AddShaderChunk("newuv *= scale;", false); //Scale
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outputString.AddShaderChunk("newuv -= (scale-1)*0.5f;", false); //Move to Center After Scale
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outputString.AddShaderChunk("rotation = randomrange(seed+j,r_range.x,r_range.y);", false); //Random rotation
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outputString.AddShaderChunk("newuv = rotateUV(newuv,rotation);", false); //Rotate
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outputString.AddShaderChunk("position.x = randomrange(seed.x+j,p_range.x,p_range.y);", false); //Random position
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outputString.AddShaderChunk("position.y = randomrange(seed.y+j,p_range.x,p_range.y);", false); //Random position
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outputString.AddShaderChunk("newuv += position*scale;", false); //Position
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//sample
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outputString.AddShaderChunk("#ifdef UNITY_COMPILER_HLSL", false);
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outputString.AddShaderChunk("tex = inputTex.Sample(inputSampler, newuv);", false);
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outputString.AddShaderChunk("#endif",false);
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//blend together
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outputString.AddShaderChunk("finalColor = lerp(finalColor,tex, tex.a);", false);
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//seamless
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outputString.AddShaderChunk("newuv = 1-newuv;", false);
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outputString.AddShaderChunk("#ifdef UNITY_COMPILER_HLSL", false);
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outputString.AddShaderChunk("tex = inputTex.Sample(inputSampler, newuv);", false);
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outputString.AddShaderChunk("#endif", false);
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//blend seamless
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outputString.AddShaderChunk("finalColor = lerp(finalColor,tex, tex.a);", false);
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}
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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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