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using System.Collections.Generic;
using System.Linq;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Basic", "Vector 2")]
public class Vector2Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]
private Vector2 m_Value;
const string kInputSlotXName = "X";
const string kInputSlotYName = "Y";
const string kOutputSlotName = "Out";
public const int OutputSlotId = 0;
public const int InputSlotXId = 1;
public const int InputSlotYId = 2;
public Vector2Node()
{
name = "Vector 2";
UpdateNodeAfterDeserialization();
}
public override string documentationURL
{
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Vector-2-Node"; }
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector1MaterialSlot(InputSlotXId, kInputSlotXName, kInputSlotXName, SlotType.Input, m_Value.x));
AddSlot(new Vector1MaterialSlot(InputSlotYId, kInputSlotYName, kInputSlotYName, SlotType.Input, m_Value.y, label1: "Y"));
AddSlot(new Vector2MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { OutputSlotId, InputSlotXId, InputSlotYId });
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var inputXValue = GetSlotValue(InputSlotXId, generationMode);
var inputYValue = GetSlotValue(InputSlotYId, generationMode);
var outputName = GetVariableNameForSlot(OutputSlotId);
var s = string.Format("{0}2 {1} = {0}2({2},{3});",
precision,
outputName,
inputXValue,
inputYValue);
visitor.AddShaderChunk(s, false);
}
public IShaderProperty AsShaderProperty()
{
var slotX = FindInputSlot<Vector1MaterialSlot>(InputSlotXId);
var slotY = FindInputSlot<Vector1MaterialSlot>(InputSlotYId);
return new Vector2ShaderProperty { value = new Vector2(slotX.value, slotY.value) };
}
int IPropertyFromNode.outputSlotId { get { return OutputSlotId; } }
}
}