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56 行
1.9 KiB

using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title ("Art/Adjustments/Saturation")]
public class SaturationNode : Function2Input, IGeneratesFunction
{
public SaturationNode()
{
name = "Saturation";
}
protected override string GetFunctionName ()
{
return "unity_saturation_" + precision;
}
protected override MaterialSlot GetInputSlot1 ()
{
return new MaterialSlot (InputSlot1Id, GetInputSlot1Name (), kInputSlot1ShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero);
}
protected override MaterialSlot GetInputSlot2()
{
return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, SlotType.Input, SlotValueType.Vector1, Vector4.zero);
}
protected override MaterialSlot GetOutputSlot ()
{
return new MaterialSlot (OutputSlotId, GetOutputSlotName (), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector3, Vector4.zero);
}
protected override string GetInputSlot2Name()
{
return "Saturation";
}
// RGB Saturation (closer to a vibrance effect than actual saturation)
// Recommended workspace: ACEScg (linear)
// Optimal range: [0.0, 2.0]
// From PostProcessing
public void GenerateNodeFunction (ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator ();
outputString.AddShaderChunk (GetFunctionPrototype ("arg1", "arg2"), false);
outputString.AddShaderChunk ("{", false);
outputString.Indent ();
outputString.AddShaderChunk(precision+" luma = dot(arg1, " + precision + outputDimension + "(0.2126729, 0.7151522, 0.0721750));", false);
outputString.AddShaderChunk ("return luma.xxx + arg2.xxx * (arg1 - luma.xxx);", false);
outputString.Deindent ();
outputString.AddShaderChunk ("}", false);
visitor.AddShaderChunk (outputString.GetShaderString (0), true);
}
}
}