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32 行
995 B

using System.Reflection;
namespace UnityEngine.MaterialGraph
{
[Title("UV/RadialShearNode")]
public class RadialShearNode : CodeFunctionNode
{
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_RadialShear", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_RadialShear(
[Slot(0, Binding.MeshUV0)] Vector2 uv,
[Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 center,
[Slot(2, Binding.None, 1f, 1f, 1f, 1f)] Vector2 shearAmount,
[Slot(3, Binding.None)] Vector2 offset,
[Slot(4, Binding.None)] out Vector2 result)
{
result = Vector2.zero;
return
@"
{
float2 delta = uv - center;
float delta2 = dot(delta.xy, delta.xy);
float2 delta_offset = delta2 * shearAmount;
result = uv + float2(delta.y, -delta.x) * delta_offset + offset;
}
";
}
}
}