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56 行
1.9 KiB
56 行
1.9 KiB
using UnityEngine.Graphing;
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namespace UnityEngine.MaterialGraph
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{
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[Title ("Math/Color/Saturation")]
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public class Saturation : Function2Input, IGeneratesFunction
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{
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public Saturation()
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{
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name = "Saturation";
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}
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protected override string GetFunctionName ()
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{
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return "unity_saturation_" + precision;
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}
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protected override MaterialSlot GetInputSlot1 ()
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{
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return new MaterialSlot (InputSlot1Id, GetInputSlot1Name (), kInputSlot1ShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero);
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}
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protected override MaterialSlot GetInputSlot2()
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{
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return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, SlotType.Input, SlotValueType.Vector1, Vector4.zero);
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}
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protected override MaterialSlot GetOutputSlot ()
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{
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return new MaterialSlot (OutputSlotId, GetOutputSlotName (), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector3, Vector4.zero);
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}
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protected override string GetInputSlot2Name()
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{
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return "Saturation";
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}
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// RGB Saturation (closer to a vibrance effect than actual saturation)
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// Recommended workspace: ACEScg (linear)
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// Optimal range: [0.0, 2.0]
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// From PostProcessing
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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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outputString.AddShaderChunk (GetFunctionPrototype ("arg1", "arg2"), false);
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outputString.AddShaderChunk ("{", false);
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outputString.Indent ();
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outputString.AddShaderChunk(precision+" luma = dot(arg1, " + precision + outputDimension + "(0.2126729, 0.7151522, 0.0721750));", false);
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outputString.AddShaderChunk ("return luma.xxx + arg2.xxx * (arg1 - luma.xxx);", false);
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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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