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55 行
1.6 KiB
55 行
1.6 KiB
using System.Reflection;
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namespace UnityEngine.MaterialGraph
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{
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[Title("Utility/Heightmap To Normalmap")]
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public class HeightToNormalNode : CodeFunctionNode
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{
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public HeightToNormalNode()
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{
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name = "HeightToNormal";
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("Unity_HeightToNormal", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_HeightToNormal(
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[Slot(0, Binding.None)] Texture2D heightmap,
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[Slot(1, Binding.MeshUV0)] Vector1 texCoord,
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[Slot(2, Binding.None, 0.005f, 0, 0, 0)] Vector1 texOffset,
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[Slot(3, Binding.None, 8f, 0, 0, 0)] Vector1 strength,
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[Slot(4, Binding.None)] out Vector1 normal)
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{
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return
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@"
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{
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float2 offsetU = float2(texCoord.x + texOffset, texCoord.y);
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float2 offsetV = float2(texCoord.x, texCoord.y + texOffset);
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float normalSample = 0;
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float uSample = 0;
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float vSample = 0;
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#ifdef UNITY_COMPILER_HLSL
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normalSample = heightmap.Sample(my_linear_repeat_sampler, texCoord).r;
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uSample = heightmap.Sample(my_linear_repeat_sampler, offsetU).r;
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vSample = heightmap.Sample(my_linear_repeat_sampler, offsetV).r;
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#endif
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float uMinusNormal = uSample - normalSample;
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float vMinusNormal = vSample - normalSample;
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uMinusNormal = uMinusNormal * strength;
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vMinusNormal = vMinusNormal * strength;
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float3 va = float3(1, 0, uMinusNormal);
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float3 vb = float3(0, 1, vMinusNormal);
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normals = cross(va, vb);
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}
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";
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}
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}
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}
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