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32 行
1004 B
32 行
1004 B
using System.Reflection;
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namespace UnityEngine.MaterialGraph
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{
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[Title("UV/SphereWarpNode")]
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public class SphereWarpNode : CodeFunctionNode
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{
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("Unity_SphereWarp", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_SphereWarp(
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[Slot(0, Binding.MeshUV0)] Vector2 uv,
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[Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 center,
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[Slot(2, Binding.None, 1f, 1f, 1f, 1f)] Vector2 warpAmount,
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[Slot(3, Binding.None)] Vector2 offset,
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[Slot(4, Binding.None)] out Vector2 result)
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{
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result = Vector2.zero;
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return
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@"
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{
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float2 delta = uv - center;
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float delta2 = dot(delta.xy, delta.xy);
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float delta4 = delta2 * delta2;
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float2 delta_offset = delta4 * warpAmount;
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result = uv + delta * delta_offset + offset;
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}";
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}
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}
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}
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