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43 行
1.5 KiB

using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title ("Math/Color/LineartoRGB")]
public class LineartoRGBNode : Function1Input, IGeneratesFunction
{
public LineartoRGBNode()
{
name = "RGBtoLinear";
}
protected override string GetFunctionName ()
{
return "unity_lineartorgb_" + precision;
}
protected override MaterialSlot GetInputSlot ()
{
return new MaterialSlot (InputSlotId, GetInputSlotName (), kInputSlotShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero);
}
protected override MaterialSlot GetOutputSlot ()
{
return new MaterialSlot (OutputSlotId, GetOutputSlotName (), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector3, Vector4.zero);
}
public void GenerateNodeFunction (ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator ();
outputString.AddShaderChunk (GetFunctionPrototype ("arg1"), false);
outputString.AddShaderChunk ("{", false);
outputString.Indent ();
outputString.AddShaderChunk (precision + "3 sRGBLo = arg1 * 12.92;", false);
outputString.AddShaderChunk (precision + "3 sRGBHi = (pow(max(abs(arg1), 1.192092896e-07), "+precision+ "3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) * 1.055) - 0.055;", false);
outputString.AddShaderChunk ("return " + precision + "3(arg1 <= 0.0031308) ? sRGBLo : sRGBHi;", false);
outputString.Deindent ();
outputString.AddShaderChunk ("}", false);
visitor.AddShaderChunk (outputString.GetShaderString (0), true);
}
}
}